Re: Fairy Flitz 15, 16, 17

Postby Calibri » Sun May 05, 2019 4:16 am

    Username: Calibri
    Flit name: Henrietta - will throw hands if you dare call her "Henry"
    Which flitz: #15 - Rose & Palm

    Your plans:

    - Seems like a kindhearted, generous girl who is eager to help out at first - just a persona

    - Obsessed with her image and how others perceive her - will go to great lengths to appear perfect

    - Wealthy family, successful relatives - a spoilt child who knows what to do/say to get what she wants

    - Despises rejection and not getting her way - absolutely has to be the prettiest/smartest in social settings

    - Hands out "favours" to people and is incredibly skilled at giving people what they want - for a price, of course

    - Has a lot of contacts, knows where to get things she needs - even if the measures to get said things are rather shady

    - Thinks everyone she does favours for owes her something in return and will cash in a favour of her own when she deems it fit

    - If people deny her request for a favour, she will be angry and she will see to it that you go through with her request - resorts to blackmailing and extorting those in debt to her to ensure that they do what she asks of them

    - The favours she asks of other people are often malicious - "steal this for me", "humiliate this person for me", "frame this person for my evildoing" etc. as a way to put herself in a better light and give her a better (undeserved) image

    - Not afraid to get her hands dirty if needed, but would much rather have other people do the dirty work for her - why do you think she blackmails those who owe her things if they refuse to do as she asks?
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Re: Fairy Flitz 15, 16, 17

Postby Soarora » Mon May 06, 2019 2:04 pm

Username: Soarora
Flit name:
Which flitz: Rose & Palm
Your plans:

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Re: Fairy Flitz 15, 16, 17

Postby FluffyBirdie » Tue May 07, 2019 8:27 pm

Username: FluffyBirdie
Flit name: Resheph, a deity associated with plague in ancient Canaanite religion.
Which flitz: 1
Your plans:
    **Written as if he were human/in a world of humans

    - He's a 'pied piper' - shows up in small towns and villages, enticing people to him with a gentle voice and graceful clothes. He makes himself appear to be blind, encouraging that caring aspect in others to come to his aid, come and grab his hand and guide him through the town.
    - Those who touch his skin are pricked, lightly. They wouldn't feel the jab, but that small touch is enough for a virus to enter their body.
    - The nice young boy would vanish, and a few weeks later, people slowly become extremely sick.

    ----

    - Like how in some mythologies, death is depicted as beautiful and the cupid as demonic, the god of plagues is young and healthy, but covered with roses, to hide any offending scents.
    - If he's angry enough with a town he would start an epidemic, or if he is truly upset at a country he would release a pandemic.
    - Spiteful, and holds grudges - maybe the reason why he's currently wandering around and cursing the world was because a city forgot to offer him sacrifices?
    - But he can also be quite generous, and spare certain people/cities/rarely countries from major illnesses/sicknesses that cause death
    - I.e. has a long memory
    - Generally hostile with strangers/humans in general, but is in friendly terms with most gods and goddesses
    - Despite his role, he truly loves wearing nice, silky clothes
    - A surprisingly good listener, understands the suffering caused by unfortunate events (even though he can be the cause)
    - Argues often with the gods of war and death over who's more powerful

    - Might change him to be the Horseman of famine instead? (the four horsemen - war, death, famine and conquest)

    Symbols (aka me reading too deeply into things + some fun facts about the plants):
    - His symbolic weapon are palm frond strands - Palm fronds can be quite sharp, and in some species the fronds can be poisonous. Ironically, some palm trees live for more than a century.
    - Flower is, obviously, the rose - Beauty above a dangerous stem; a rose's thorns help it to cling to surrounding surfaces, like disease lingering over a location; petals fall off slowly, not in a clump, like an illness that slowly kills.
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Re: Fairy Flitz 15, 16, 17

Postby ethium » Wed May 08, 2019 1:00 pm

Username: ethium
Flit name: Phycodurus Orestes
"Lord Orestes"

phycodurus: pipe fish
orestes: the greek hero associated with madness and purification

Which flitz: #17 moss and kelp
Your plans:

the benevolent lord of the eastern kelp forests, Lord Orestes is known as a foolish lord, and how he managed to obtain such a vast amount of land under his control is beyond most creatures of the deep. However he is loyal and faithful to his subjects, despite his rather childish tendencies. A gentle lord, orestes isn't much of a talker but rather prefers action to anything else. Often than not he will jump right out and do it himself, if it's not done to his complete liking. He despises the use of servants, as he doesn't want any of his subjects to feel degraded and frequently does the cooking/cleaning himself. His own deeds are the most reliable.

will add more soon.
Last edited by ethium on Wed May 08, 2019 4:25 pm, edited 1 time in total.
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Re: Fairy Flitz 15, 16, 17

Postby I Like Bees » Wed May 08, 2019 1:13 pm

Username: I Like Bees
Flit name: Paradise (Called Ms. Para by her students)
Which flitz: #3 (Moss and kelp; 17)
Your plans:
I've been reading a lot of mystery stories lately, and I'd love to use this Flitz as one of the main characters in one of my own. I'm still piecing together a lot of the smaller details, but what's written below is a basic overview of how the story will go.

Plotline:

Paradise is an elementary school teacher. She mostly teaches first grade, but has substituted for every grade from preschool to eighth in the past. She's also transferred between different grade levels before, depending on where the school needs an experienced teacher the most. Paradise is teaching first grade the year that Flint is kidnapped.

Flint is kidnapped during the middle of lunch, and Paradise blames herself for not keeping better watch over her students. The school apparently blames her too, because she loses her job within twenty four hours of the kidnapping.

Paradise meets with Bob and Comet, Flint's parents, to find out if there's anything she can do to help them find their kidnapped child. (Comet is a private investigator, so she's running her own investigation into her son's kidnapping.) There isn't much Paradise can do, until a ransom note is sent.

The police don't find any valuable clues on the ransom note (no fingerprints, typed instead of handwritten), but Paradise immediately recognizes something on it. There's some sort of random scribble in the corner, and she identifies it as actually being the signature of someone she knows. (I haven't quite figured out how she knows the kidnapper yet; likely I'll go with they went to school together and were close friends.)

Unfortunately, this isn't enough evidence to prove anything to the police, and it wouldn't be of much use anyways. The Flit who Paradise identifies the signature as belonging to has been dead for over a year.

Comet calls in her friend Steve to find out everything he can about Paradise's deceased friend. Steve is a tech genius (coughhackercough), and promises to have everything about everything the potential kidnapper has ever done. (Steve is, of course, exaggerating, but he will find a lot of data, including some credit card usage that helps pinpoint his general area.)

Somewhere along the way, they discover that the possible kidnapper's brother's dog was recently kidnapped as well, and they discover the same signature on the ransom notes. They hear the kidnapper's brother's story as well, and eventually manage to piece together what they think happened.

Steve finds that one of the supposedly "dead" Flit's credit cards was used recently, and the group travels there to try to apprehend him. (They still don't have enough evidence to go to the police, especially considering their suspect is "dead.") They follow a yet-to-be-determined series of clues, then finally catch the bad guy.

Paradise's biggest moment would be right at the end, when her ability to fly and look terrifying (who wouldn't be scared of a large insect-like creature; also the kidnapper hates bugs) help the group corner the kidnapper. She gets him to admit the entire truth behind the kidnapping of Flint and his brother's dog, and even records it to give the information to the police.

The kidnapper is arrested, the dog and Flint are found (both were fine; they were living in the kidnapper's apartment and literally given cookies and unlimited board games), and everyone is happy. Paradise is offered her teaching job back, since she showed such amazing dedication to finding her lost student, but she politely declines. Paradise takes up a job as Comet's assistant instead.

The End.

The Truth:
(which the investigative team eventually discovers)

Seven years ago, the kidnapper's brother went to one of Bob's motivational speeches. The talk completely turned his life around, and he dropped out of the family business of smuggling. Unfortunately (at least from the perspective of his brother), the Flit also grew a moral compass. He testified against his brother (the kidnapper) in return for full immunity against his own past crimes, and his brother was sent to jail for a ten years.

The kidnapper is believed to have died in an explosive fire accident in prison six years ago, four years before the end of his prison setence. This death was faked, of course, and the kidnapper escaped from prison without needing to fear being hunted down. He waits almost a year before making his first move, just in case the police catch on to the fact that he might not be dead.

The kidnapper isn't the violent type (he was just a smuggler, not a murderer), so he doesn't go out and murder his brother. Instead, he breaks into his brother's house and steals his beloved dog. He sends a ransom note to his brother, with the ransom money being some insane price that his brother definitely cannot pay.

He learns where Bob is living now, and discovers that he has a kid. Since a kid is obviously a much harder loss than a pet, the kidnapper kidnaps Flint. He sends another ransom note, again with the same signature.
(Note: The kidnapper's name will probably be named Void. The brother will probably be named Clarence.)

Other Stuff about Paradise:

Paradise will usually do anything to keep herself out of potential harm's way, but when it comes to her students, she would do anything to protect them. She has no interest (yet, at least) in having Flitlings of her own, instead preferring to consider each one of her students to be her almost-child. Flint is one of her favorite students (not that she'd admit that), mostly because he's always polite in class, and brings her her favorite flowers (yellow lilies) for every holiday.

Paradise lives in an apartment with her sister, Rosaline (currently an NPC; will hopefully adopt a Fairy Flit for her eventually). The apartment is two blocks away from the school Paradise works at, and directly next to a book store that Rosaline runs. Both sisters love reading, though Paradise doesn't have as much time to read as she'd like. She loves fantasy, sci-fi, and mystery books, though she's willing to read anything with an interesting plotline.
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Re: Fairy Flitz 15, 16, 17

Postby rabbit... » Sun May 12, 2019 5:38 am

Username: rabbit448
Flit name: Grimmia
Which flitz: 16 - Lily and Ferns
Your plans:
- It started out as a past time where Grimmia would seek out difficult to cultivate plants and make them flourish under her care.
- Her first experiments were simple, with learning how to cultivate grasses and weeds in water logged soils. Once those plants took root, she continued to care for them as she took on more ambitious plans.
- If there are left over resources, she would also experiment in hybrid plants. Most of them failed, but the ones that succeeded are often her favourites, even of they were ugly or a pain to grow.
- Grimmia's gardens grew to fields and fields of plants in different biomes, where she would move with the seasons to care for specialty plants that may only sprout in ferocious snow storms or desert flowers that only bloom at night.
- It was unexpected, but rumors and recipes sprung up that involved many of the plants she cared for, so her hobby became high in demand.
- She trades the plants for what the patron can offer in equal exchange. Each offers something different in their trade.
- Grimmia often recieves currency, however others may offer new cultivation techniques or foreign seeds.
- Sometimes there are patrons that need more than just plants to soothe them. Every so often Grimmia sees people and flitz that seem lost or purposeless so she sends them on errands that may evolve into quests.
- Unintentional npc and quest distributer
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Re: Fairy Flitz 15, 16, 17

Postby SkyGold » Thu May 16, 2019 2:36 pm

I've been asked for an extension so this will be open for one more day
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Re: Fairy Flitz 15, 16, 17

Postby 0h-Six » Fri May 17, 2019 1:46 pm

Username: Bloth Hoondr
Flit name: Tradewing
Which flitz: 3
Your plans:
I have a very large star trek/space AU I've been working on for the past few years and I feel as though Tradewing would make a great addition, I'm always thinking of new planets and life to create. I can see her as a guardian type character.

I have a solar system that T'oveh hails from, a series of planets that are seemingly encased by rolling plains of various colors and dotted with rivers and lakes and where Tradewing makes her home. On her planet, there aren't as many surface settlements. Rather her planet is extremely mineral-rich and most life hides away in cityscapes beneath the ground. Tradewing and her colleagues are quite mysterious, they appeared one day ages ago and remain on the surface.

She's cheeky and playful, preferring to speak in riddles and rhymes when happening across an Outworlder. Many do visit the planet for it's beauty; seas of golden grass blanked the earth for as far as the eye can see, rippling in waves with the breeze and as soft as silk to touch. Tradewing loves to fly and surf along the surface with the wind, or playing with the few surfacers by leaping too-and-fro from the stalks in a game of hide and seek. She's the fastest in her group and uses her wings and fins to turn the wind in her favor. When danger is afoot, she tirelessly flies day in and day out to alert the surfacers into evacuating underground. She knows that in the depths of space, one could never be too careful.

Though her stature is rather small, she approaches the unknown threat with a grace and beauty that matches the stars themselves. She does not know what they are capable of and they know the same for her. She does not know the grasses like she does; the hidden ravines and entrances to the safe haven under the earth. Her riddles are a way of assessing the enemy. Plants are keen to the emotions of others and she uses her plants as a conduit for their intentions. If the worst comes to pass, she's gone in a flash of gold among the plains and is never seen from again. Eventually, the threat passes having found nothing of value or soon become lost, as one unfamiliar with the many valleys and rolling hills would feel for as long as they traveled, the have gone nowhere.

When she's not playing protector, she can be found basking in the sun at a small lake or lying in the river, letting the lazy currents take her wherever it pleases. If not then she can be found helping out wherever she can in the underground cities. Flying through ravine after ravine to deliver goods and medicines or giving small children rides (at a safe height ans speed of course). Though she's happier to be among the skies, the crystal caverns deep within the lower levels of the city have always had a strange allure to her. The waters seem to glow with the many gems and stones around them, plant life seems to have crystallized as well and if she recalled long enough, some of the plants resemble hers. Though it's no answer to the mystery of how she came to be here, it's a comforting notion.

The planet is quite large which means there is a lot more to discover. Though the cities may be underground, deep beneath the surface is also where an ancient being Xal makes their home. It took a few decades but the two became steadfast friends, exchanging stories of what life was like eons ago and what life has evolved to now. The few lakes and rivers are not enough to keep all the grasses nourished so sometimes Tradewing helps Xal tend to the underground freshwater oceans. At times she definitely prefers swimming to flying.

On a planet of gold with seemingly nothing to do, there's hidden treasures for those who bother to look or pass Tradewing's riddles but she will forever call this rich land home and protect it with her whole being.
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Re: Fairy Flitz 15, 16, 17

Postby SkyGold » Fri May 17, 2019 3:17 pm

Closed for judging.
Please do not edit or post anything new
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Re: Fairy Flitz 15, 16, 17

Postby SkyGold » Thu Jun 13, 2019 6:08 am

I am sooo sorry for the wait

Winners!
1 fluffybirdie
2 Breado
3 Bloth Hoondr

And some extra prizes for those entries that stood out to me
1 flitbit to
Rabbit448
I like bees
Dutch.
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leaving, had a fun 6 years! :)
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