Zephyr - Batch #1900 Tryout Form

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Zephyr - Batch #1900 Tryout Form

Postby Barnes&Rogers » Sun Aug 19, 2018 9:05 am

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^^ click to return to the adoption ^^



this is my form for Viscet #B1900. each section is listed in the index, so if any specific section interests you, you can click to go straight to it, but feel free to read through the whole form <3

all writing and coding was done by me (Barnes&Rogers). the prompts have been sourced appropriately.

thank you james. for hosting the comp, and good luck to all who've entered.

• an introduction - you are here
•the facts ✔
• slipping into the present ✔
• spirit-walkers ✔
• prompt #1 ✔
Last edited by Barnes&Rogers on Thu Aug 23, 2018 10:13 am, edited 8 times in total.
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the facts

Postby Barnes&Rogers » Sun Aug 19, 2018 9:44 am

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name;; Zephyr - often uses alias when
roaming earth

nickname;; he prefers when people
use his full name, and nicknames
are often only used by his closest
friends. those who do use nicknames
often call him variants of his name such
as zeph, z, and zephie, though the
latter is used more by his family than
anyone else in his life.

pronunciation;; Z-eh-fur
name meaning;; of the west wind
name origin;; greek
nickna;; male
nickname;; zephyr doesn't quite know where he
stands on the sexuality spectrum, but
he generally avoids all types of relationship
accent;; his voice has an australian lilt
volume;; his voice is usually soft, and breezy.
language spoken;; english
other languages known;; british sign, american sign
style of speaking;; zephyr is the silent type, often not
speaking for days on end. when he does speak,
however, he is quiet, but his voice carries across
a crowded room. he commands attention with his
tone, though not intentionally. he speaks with such
grace, and his vernacular is extensive. he tends to
lean towards heavy conversation, but is perfectly
okay with small talk, especially if it removes any
awkward silences.

laugh;; zephyr laughs like the wind. for the most
part its soft, breathy, but when something
is really funny, it can sound like a storm:
loud, clashing, deep.


















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Last edited by Barnes&Rogers on Tue Aug 21, 2018 2:24 am, edited 1 time in total.
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slipping into the present

Postby Barnes&Rogers » Sun Aug 19, 2018 10:31 pm

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pos. calm, collected, courteous.

neu. introverted, anxious

neg. hot-headed

Zephyr has a knack for knowing things that may seem unusual, or somewhat strange. He is calm in the face of crisis, and is courteous and polite to those he meets along his journey as a Spirit-Walker. For most of his life, he learned to avoid contact with the living unless necessary, as if they could somehow tell that he was not quite like them. He grew believing that the living were the enemy, and it has taken him years to undo that thought process. In that time, he developed serious anxiety around other viscets, on top of his usual constant worry surrounding his job. He is extremely introverted, and struggles to make friends, or build relationships because of this. He can also be very hot-headed, and when in a tough situation where he has no control, can often lose his temper rather quickly, and can turn from polite and kind, to snappy. All in all, his personality is changing and adapting as he grows, both physically and mentally.


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priorities;; his main priority is to protect his home.
as he is a solitary viscet, he doesn't rely on family
to keep him or his abode safe. that duty falls upon
him, and he takes it very seriously. he is also aware
that the ghosts in his residence are vulnerable even
in death, and so their protection is one of his priorities.

motivation;; zephyr is motivated by survival. if he
doesn't hunt, he can't eat, and if he doesn't eat
there will be no-one left to protect the spirits.
he is also motivated by the knowledge that all
things come to an end, meaning he must use his
time on earth to do good, and pass all he knows
to the next generation of souls.

self confidence;; zephyr has built upon his
confidence over his years of being alive, and
while he still has a lot to learn both about being
confident, and the differences between confidence
and arrogance, he is proud of his stance on the subject,
and strives to improve his confidence daily.

self control;; self control is an area in zephyr's
life, that he feels needs a lot of work. in times
of peril, he often finds himself charging into
action, without thinking of their consequences.

self esteem;; his self-esteem fluctuates on a
day-to-day basis.

hobbies;; skipping stones on the lake, swimming,
gardening, and painting are his main hobbies. he
enjoys each of them, and between them and his
job, he is kept occupied.
habits;; zephyr wakes up at 6am every morning, and
goes to sleep at midnight every night. he goes for a
walk to lake every day, too. on top of this, he has
gotten into the habit of spending fifteen minutes a
day relaxing, and focusing on himself. he spends so
much time around the dead, that he often needs to
spend this time reminding himself that he has not
yet joined their ranks.

wishes;; zephyr often wishes that he could pass on his
responsibilities. he wishes that he had never been
chosen as a spirit-walker (a viscet who escorts spirits
between realms, listening to their qualms and
answering their questions.) he wishes that he
could live his life by his own rules, and his own
choices, but he knows, and is learning to accept,
that this will never be the case.
.
worries;; he worries constantly. about his job,
about life, about everything and anything. he worries
that he will never form relationships within the realms
of the living, he worries that he will never be more
than a taxi-man for the dead.

soft spots;;
zephyr has a soft spot for visclings.
while he may not have any of his own, he has accompanied
many on their too-soon journeys to the afterlife. they are
always so full of wonder, even in death, and always seem
to find the positive side of things. living visclings are no
different, and while he may struggle to communicate with
adult viscets, he is calm around their younger counterparts.






























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Spirit Walkers

Postby Barnes&Rogers » Thu Aug 23, 2018 8:01 am

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In the beginning, there was void. A dark space in which nothing flourished, nothing existed. It was a space known to none, filled with none, controlled by none. And then, there was one. We call her Death. She existed within the nothingness; sluggish but functional. For eons, and eons, she remained alone in what appeared to be her home, until the void sprouted a second entity of similar proportion. She is known now as Life. Without a world, they were shrouded in darkness, but they were no longer alone. As the world blossomed, created by their own hands, they grew further and further apart. The world, as it happened, separated their realms, and therefore separated them. Life began to create beings of her own, veering off the course that Death had set them up for. This drove a stake through what little relationship remained between them. Unlike the stories told today, they were not in love. Far from it, in fact. The lives Death took were not gifts from Life, no, they were her possessions; possessions Death wanted for herself. To Life, this was unacceptable, and so she set out to teach Death a lesson. While Life started with good intentions, she quickly lost them the more spirits Death gained. In her rage, she created a powerful creature, a creature who would return the souls to her. He was a creature moulded in the image she had taken on, and his sole purpose was to return the spirits of the dead to her, with or without bodies; his name was Lucifer.

This is where Spirit-Walkers come in. An ancient breed of viscets created by death himself to serve as protectors, guardians. They have been around since the dawn of humanity, their purpose to protect the spirits travelling between the living-world, and the soul-realm. For most, the thought of the afterlife is calm, peaceful, and they're right, but you have to get there first. The space in the middle, known to most as purgatory (as its true name was lost a long, long time ago), is full of creatures sent by Lucifer to condemn spirits to a life in the underworld.

For eons, spirit-walkers were born from the flames of their fallen predecessors, growing through the decades until they too joined the world they had fought tirelessly to protect. Each walker bears a mane of flames, and the nose most commonly associated with dragons. They differentiate in patterns only slightly, and while the exact shades vary, they have never drifted from the red, gold, and orange colour-spectrum. Spirit-Walkers shared such similar appearances, that the only changes were the colours of their eyes. Their eyes represented the souls that they would encounter upon during their lives. Then came Zephyr. The first of his kind, his fur was coated in scattered scales, his mane turning to mist as the flames evaporated against his cold skin. His fur was shades of blue and green, rather than the red hues that had accompanied the breed since their creation. The biggest difference, however, between Zephyr and all of those who had come before him, was that unlike them, he did not grow. From the moment he rose from the flames he knew that something was wrong. You see, Spirit-Walker cells differ from those of regular viscets, as they possess the capability of surviving the trip through the realm of the dead, while still having the opportunity to return. For most, this means their cells regenerate at a faster pace, but for Zephyr, it meant they did not grow, or regenerate at all. His body morphed through the realms, his cells liquid as he passed through each layer of reality. They sculpted themselves to fit the form best required. Due to this, his body never needed new cells, and so, he did not grow. He was destined to remain the same height as he had since birth, the same exact size as that he had been brought to life with. It makes his job as a Spirit-walker more difficult, as though he has the same strength, speed, and cunning as those before him, his size makes him an easier target.


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Prompt #1

Postby Barnes&Rogers » Thu Aug 23, 2018 10:11 am

ʙʏ ᴡʀɪᴛɪɴɢ-ᴘʀᴏᴍᴘᴛ-s ᴏɴ ᴛᴜᴍʙʟʀ // "ʙᴜʙʙʟᴇs, ᴡʜᴇɴ ᴛʜᴇʏ ᴘᴏᴘ, ᴡʜɪsᴘᴇʀ sᴇᴄʀᴇᴛs ᴛʜᴀᴛ ᴛʜᴇ ᴅᴇᴀᴅ ᴛᴏᴏᴋ ᴛᴏ ᴛʜᴇɪʀ ɢʀᴀᴠᴇs."


Silky waves lapped at his feet, their cold, tender brushes urging him closer to the waters edge. Even as he swayed, his paws buried in the sand beneath, he did not move. Wind whistled through the dense material of his mane, skirting past his ears as its misty essence flickered in and out of view, and still he did not move. Eyes glazed and unfocused, as if in a daze, any passer-bys would have assumed he was lost in the depths of his mind, never to be recovered, but he knew different. Voices; mere murmurs mingling with the wind, whispering unto him words of which were never meant to spoken, never meant to echo within the ears of the living. A group of small birds perched precariously along his back, their simple songs scattered across beach, caught by the wind as it passed them by.
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