((Profile is CONSTANT work in progress as I'm adjusting existing descriptions or removing redundancies. Disclaimer: Most images are used purely as reference to the two general species that this character depicts (Sergals and Talyxian Stalkers) and none of them are my property, nor renditions of Jurkadir. I need to also preface this by saying that Sergals and T-Stalkers are products of fiction written by Tracy Mick. All credit for ideas regarding both of them in a lore perspective goes to her, I simply wrote a character that is a unique fusion of both.))
Jurkadir, the Gemini beast.
"Wheresoever you go, I shall follow"
Quick Metrics and basic appearance
Name: Jurkadir (Pronounced: JOOR-kah-DEER)
Species: Sergal/Talyxian Stalker Shapeshifter
Sexuality: Predator
Height (Sergal): 9'11"
Height (Stalker): 7' at shoulder
Length (Stalker): 12' +4' long tail, 16' from tip of nose to tip of tail.
Occupations: Scavenger, Thief, Adventurer, Looter, Killer, Explorer, Robber.
Diet: Carnivorous leaning omnivore
Color pattern (Sergal): Brown primary, White secondary. Black markings around wrists.
Color pattern (Stalker): Brown Primary that fades to black the higher up the body, starting halfway up the legs with gradient towards the back if on all fours. Secondary color is now a silver grey, Markings are more pronounced and decorate the front paws.
Additional Details: Often dresses light to blend in with a crowd. Usually loose robes, generally neutral colors, with a hood or a cloak. Never wears shoes, or gloves. Sometimes wears a mask, but not often. Usually found in urban centers, occasionally seen dragging off large sacks or bags to unknown locations. Extremely fond of confections flavored with honey or molasses.
TL;DR Version
After looking over the profile once or twice I determined that it might be best to include a short summary. So here it is!
Jurkadir is a 2 formed being that shifts between Sergal and Talyxian Stalker, with no clear way to determine
what causes the change. There is a dual personality in that it is still clearly Jur both ways, but different mood
depending on his current state. The Sergal is characterized as a 'pretender', able to put up various guises and acts
to get close to potential meals. When the acts are dropped and whatever forsaken victim is within his control, Jurkadir's
primal side becomes fully apparent as his body takes on the shape of a Talyxian Stalker. Nearly at double the size and much more
of an appetite, Jur becomes the embodiment of a hunter with heightened senses of smell, hearing, and a much more feral physique.
This character can partake in torture, mind games, and various other ways of toying with or making play out of his quarry.
Approach at your own risk.
In depth details on Sergals and Talyxians
For Sergals and Talyxians respectively, I encourage giving them a quick read through if you're interested in general anatomy and mentality, or just enjoy a bit of technical information. I am going to work on procuring services in providing a good rendering of Jurkadir in both states when I have the resources.
General Personality
Brutal, sadistic, relentless, fearless, and insatiable; all characteristics of Jurkadir speak volumes to his demeanor as well as the fate in store for whatever mark he's chosen. He is an adept tracker, having an extraordinary ability to pick up trails that are sometimes years old if they've been preserved well enough. Sometimes he will follow old trails for simple pleasure, sometimes he follows an old trail and finds that his mark is still alive... For the moment, anyways.
When he is simply about in public, Jurkadir blends into the crowd. He can be anything, Jolly and Merry to quiet and calm, or even curious and inquisitive. It is all a guise, waiting for little bits of information to slip here and there as he has found most prey unwillingly expose crucial weaknesses while in simple conversation. He's also glad to have found himself among a people who are not overly aware of just what Sergals are, let alone their homeland and culture. It's full of opportunities to educate less informed individuals...
On the hunt his mind flows a lot more freely; he will actively seek to keep his marks just out of reach, often taunting them and feeding them misinformation. It's very common for him to subject them to mind games as he leads them on their flight, teasing and toying with them, letting them slip into a false sense of security before abruptly reminding them of the end he brings. This can last for days, sometimes even weeks depending on how well fed he is; often times it doesn't end until he's broken their spirit, after which he moves in for the kill.
Jur revels in quickly dominating weaker beings, giving them a short bit of playtime before sending them on. Sometimes wringing their neck with his elongated tongue, or scrawling his dagger like claws across their chest before introducing them to the rest of his pulsing maw. Maybe here and there he likes to actually bite down and draw the crimson nectar that is so crucial to the delicate life he now holds. All the same, nothing feels as joyous as letting the live and kicking protest, even as they travel down their last path.
There is still a saving grace for every living creature around him though: He is picky, most of all desiring the thrill of a chase. At one point a small group of idolators tracked him down, praising him as some child of Armageddon, offering themselves as tribute... He wouldn't have this, and slew them instead. For the most part, he does not enjoy the idea of prey that gives themselves up to him, in fact he often takes it as an insult to his capabilities. Instead of eating willing prey he often maims them, usually killing them, but occasionally just torturing them to the brink of death and letting them live with the emotional scars he's inflicted. To conclude his thoughts on the matter of a willing prey: He would rather starve.
Jurkadir also has an unrivaled hatred for weakness, and sees himself as one of the means by which the fittest survive. Similarly to those that give themselves to him willingly, he would rather eviscerate or brutalize beings that he'd deem too weak to hunt. He especially hates nobles, and those that would have others fight in their stead. Effeminate males humans, and most demi-humans in general tend to earn his scowl, and best keep their distance unless they seek a bloody demise. There is a line though, as he distinguishes these cretins from those who are down on their luck: Homeless, beggars, and people who've been deprived or stolen from. He doesn't feel bad for their ilk, but he doesn't consider them worth minding either. At the top of the list of things he hates, the one that he's not afraid to show his anger towards: Hypocrites. Should their fate be in his hands, they'd beg for death.
On the opposite, Jur has a great appreciation for other hunters, and hard-working individuals. While he is not in need of a thrill, the Sergal enjoys chatting with others, taking in information, learning his way around. He never talks to the same people for too long, often leaving before anybody even learns his name. Additionally, the Gemini enjoys creativity, often spending time exploring other peoples' works across all mediums. Don't be confused though, just because he appreciates somebody or their line of work does not exempt them from his desires. If anything, to be one he finds interest him only makes them more of a candidate. There are few exceptions to this: Jur will never prey on other Sergals, despite the cannibalistic nature of the species. He will also likely relent and let those that show skills on par with his own go.
Finally, his Social life. It's virtually nonexistent, as Jur tends to not make many ties. Sometimes though, he's just out to talk while he works off his last meal. It's a complete change from his normal behavior, no mind games, no intent of predation, just a simple stroll about to sort of relax. There are rare cases that Jurkadir may in fact bestow the title of 'acquaintance' to somebody, and they should be thankful as that comes with his ruling that they're above being prey. This is most likely to happen to natural predators, though some characters that Jur would otherwise consider 'prey' or 'livestock' beings can pique his interest as conversational partners. Oddly, Jur finds this interest mostly in Humans. They're too weak to be considered worth hunting, most of the time, but are often quite surprising in their intellect, habits, and practices.
Physical descriptions and Transformation details
There are two distinct forms that Jur can take. More often than not he appears as a Sergal, with a largely brown coat and white undersides. It's his primary appearance now as it gives him quite a bit of flexibility and camouflage among the bustling crowds. Sergals are predators by nature, yes, even considered to be at the top of their regional food chain, but where they hail from there is a predator that even they fear: The Talyxian Stalker (Or T-Stalker/Stalker for short). As a Sergal, he already towers over most average individuals, standing at a grand 9'11"; when he's at all fours as a Stalker, his shoulders come up to roughly 7', but his body stretches across almost 12' from head to the base of his tail, the tail itself measuring another 4'. In either form, he is a massive being that requires a lot to stay alive.
A foreword: Jurkadir has grown ever fond of his Sergal body, though it took some getting used to. On occasion though he feels nostalgic enough to let his primal instincts take over, and prowls once again as his true self. Now then, Stalkers on their own are mortifying, large, and feral hunters. The only thing they won't attempt to eat is another of their kind; Jurkadir is no exception; everything is a potential meal. Under the right conditions Jur has been known to let his primal side kick in and a very violent and gruesome transformation takes place. With a blood-curdling howl, several joints cracking and adjusting, he no longer resembles the upright and unassuming Sergal. Instead, in his place is a much larger four-legged aberration. As a Stalker he is unbound from weaknesses such as stamina, the need to sleep. He gains a heightened state of awareness, faster reflexes and greater agility, keener night-vision and an almost reptilian sense of smell, being able to taste the air. One could even say he becomes sensitive to the smell of fear itself.
Toolset:
There's also the matter of his favorite tools: His claws, a staple of the trade. The tips are kept sharp while the body of keratin is often honed like a blade, and they're more than hardy enough to gouge into steel. The hind claws, while they can still stab into metal, act more like cleats to aid his stride. His fangs are angled, designed to latch on to and hold whatever he bites down on, holding them in place and digging further into them if they choose to struggle. The tips are sharp enough to pierce most hide, and their broad edges are serrated to better rip into whole flesh.
A trait found in both Sergals and Stalkers are the pallets at that line the back of his mouth, aiding the teeth and keeping anything he wraps his jaws around where he wants them, they're even connected to muscles that help pull the prey further into the esophagus. Suffice to say, if he puts something in his mouth, the only thing that will save you is if he ever discovers the meaning of mercy, which is never to happen.
Jur also possesses a few unconventional weapons, rather unique even among Sergal and Stalker kind. As a Sergal he has learned a great deal of acrobatics, so much so that he's even adapted his tail to become an extra appendage, beyond giving him a means to balance himself. As a Stalker this extra dexterity is lost, however he is still able to take better of the normal advantages such as assisting in a sharp turn or counterbalancing his body if he were to leap from tree-limb to tree-limb.
As a Stalker, he has mastered an extraordinary method of vocalization that he can use to intimidate most creatures into running, or even paralyze smaller victims. With a deep breath he can let forth a deafening, almost metallic roar. He's found that it is capable of breaking spirits as though they were glass, and breaking glass all the same. After a long time of hunting various beings, many of which were imbued with various magics, Jurkadir finally unlocked the secret to turning one's fear into silence, breaking any and all spells and temporarily rendering magic of any form inert. This doesn't always work, as even some wizardly beings have a spine, but to most his wail falls upon, there is no arcane art or witchcraft that can save them.
As a secondary study, Jur has also started to learn how to mimic different speech and cries, sometimes even accomplishing feats as impeccable as producing exact copies of voices and mating calls. It's particularly entertaining to him when he can mimic the voice of his prey, turning their words into his own and exacting measures of torture onto the mind. This skill he's picked up has provided many advantages in his travels, being able to coax fights, distract guards or police, incite panic, luring good Samaritans, or just toying with people or potential meals.
Both forms have adapted a very interesting secondary fluid that mixes with his saliva: a hyper-active irritant. You may see him drag his claws across his tongue, sometimes he is genuinely tasting the soil to trace his target, but if he's doing this and you're in plain sight you might take this as a sign of flirting. What you don't know is he has learned to harness his own saliva as a subtle poison, by applying it to his claws he can cast it upon another with as little as a scratch. The irritant is far from immediate lethality, instead it acts more as a more active external enzyme that softens prey, inflicting minor pain in the process and giving a persistent sting. It also enhances the chances of infection in subtle wounds as it promotes the breeding of bacteria, turning scrapes and scratches into cesspools should they not be properly cleansed. On more than one occasion Jur has tied down helpless victims only to subject them to agonizing misery via light slashes and then exposing them to the sun to let the wound cultivate infections. Sometimes he even furthers their torment, mixing in other chemicals or compounds found around him to alter the effects. Glycerin, for example, found in soaps can turn the victim's senses up twenty fold, making them feel as though a mere candle burned as bright as the sun. In every one of these instances, he showed tremendous pleasure in the agony displayed by the unfortunate souls.
Anatomy:
The Sergal you will almost always see skulking about stands grandly, just under ten feet tall. His body type is on the muscular side, but this can easily be lost in his thick coat. The tail is a bit longer than the usual, as well as visibly stronger. As is the anatomy of any sergal, each foot splays out, sometimes looking closer to a talon, and is very often used as such. Characteristically the feet are used to pin down prey, leaving the hands free to be used in whatever manner the situation calls for: Torture, disabling, disarming, teasing, or many other ventures. Another defining characteristic of Sergals, the keel, is also present. Jur is usually adorned with simple vestments, often choosing cloth with leather on top of it, usually keeping things light. If the cold has set in, he dresses a bit more conservatively, with more padded clothing or a coat as an extra layer. The feet of a sergal do not fit any shoe, and instead are specially wrapped above the splay of toes with leather, and given a sort of glove below that, keeping the claws exposed. At some point or another, Jur has vague memories of wearing the classic ceramic armor of the Shigu, but these have become so blurry they're indistinguishable from his reflection on troubled water.
Should your nightmares be realized, it would be in the form of a truly menacing beast: The Talyxian Stalker. It is the true definition of a harrowing fate to become prey to any Stalker, but more often than not they don't prolong suffering or take pleasure in their feeding habits as Jurkadir does. This particular stalker stands at a ghastly seven feet to the shoulder, five feet more if he decides to rear himself upright. Between the Sergal before and now, there have been many alterations: The head has grown a bit wider while the muzzle has somewhat retained its length, the arms have been substituted for much stronger forelegs while the already powerful hind legs have only benefited. Different features have appeared across the body, seeming more mechanical around the paws and joints. The tell-tale 'mane' is also present, with its long hair running over the front shoulders and neck like a waterfall. The feet have kept their semi-raptor appearance, though grown several degrees from their initial size. The claws have dulled down, to be used less like a weapon and more as a tool and providing a natural cleat for quicker movements. All in all, the Talyxian Stalker was aptly named, and could only be better classified by two words: Killing machine.
((For additional information on Sergals and Stalkers, see above in the Metrics section.))
The personality that's so defining seems to take after his stomach, as it is every bit as cruel to those that are trapped within it. As with all animals, the flesh walls are coated with an extremely viscous fluid that prevents the gastric acids his glands exhume from eating away at him from the inside. And the lining needs to be, as those juices are able to break down most materials quickly; even a live wriggling creature isn't safe, but given the nature of living tissue the gastric juices are not as capable at melting down a whole prey as quick as a finely chewed meal. Given the size, and state of the stomach, live prey can last between three hours to a week; should the poor thing be small enough their torture will end fairly quickly, but if he were to swallow a human being whole (Which he can), they would be subject to an excruciatingly long and arduous cycle.
An offset of the extreme metabolism is a hyper-efficient digestive tract, as the body needs every resource it can get. The muscles of the gut react on contact, starting to pulse and contract and reverberate against any foreign object, working at it to open pores and creases so that the fluids penetrate deep into them, usually causing them to swell up before pieces of them are finally shlepped off through the rest of the digestive tract, where the intestines take over and absorb whatever was once a living being into the ever-hungry Jurkadir.
Jurkadir's Dwellings
Jur normally isn't often one to set down any roots, but even prowlers such as himself must have a location to fall back to here or there. Jur has... come into the possession... of several houses throughout his ventures, they're rather spread out and give him many options to seek refuge in. He keeps the locations to himself, and the keys are hidden in the immediate vicinities. Suffice to say, no matter where the Gemini travels, he will always have a refuge nearby. And if he somehow did not have one, he could just as easily take one.
In Character kinks
Speaking OOC from this point on, but these are related to Jurkadir in character or as a character. I just want to touch base on some things that I enjoy when playing as the Gemini Beast. Additionally, if there's something specific you'd like to try that doesn't go against the information in the sliders, I'm all ears (Keep in mind that the sliders also explicitly indicate any that aren't shown are out of the question. If I'm feeling adventurous on those topics, I will be the one to let you know.). Now then, on to the kinks!
-Prey that fights back: I can be flexible about this, but dominating another character is absolutely enlivening!
-Prey that remembers an encounter with Jur: When they know what's coming, they're going to be a lot more afraid, and fear is one of the things that drives him.
-Anthros: Special soft spot for Anthro Big-cats, Wolves, Sergals (Ofcourse), and Nevreans if any exist out here.
-Restating the obvious but I may as well include that torture and agony are a major component. I can dull those a bit, but an encounter with Jurkadir is NEVER without some form of pain.
-Mind games: Something I enjoy, but am still learning how to execute properly.
-Mild Blood and occasional gore: Now, I want to also clarify that I am totally fine with violent, gushing, organ-ripping, and mutilation, but I much prefer live-prey and that it be swallowed whole.
-Actively hunting and stalking: Should be a given, even the species of "Talyxian Stalker" plays into this. Jurkadir
-Permanent scars: This applies both to Jur himself and his prey. If you're open to the idea of him leaving a permanent mark on your character, let me know. If you're open to an evolving character, I may run this by you. As for scars on Jur, they're welcome! It's a reminder of each and every one of his victims; the more he has, the more he can look back and relive every successful meal.
-Grit, dirt, grime. DETAILS are the quickest way to get my attention and strap it down. I don't get impatient on post times, so if you want to take your time and write up a Fr8 Liner post, do so! I may ask to see if you're there after 15 minutes or so, but that's just me being concerned that I didn't put you to sleep with my own writing. I am an extremely patient person, I'm still waiting on Half-Life 3 after all.
The City of Gahr'esh
"She is far from desolate, and not quite barren; Gahr'esh is the temple of metal bones, the only Church to which Jurkadir atones; she is the city that seldom shines her lights, never to illuminate the lifeless nights; Gahr'esh has witnessed many fates, watching Jur tend to a hunger that he never sates; among these streets still sometimes race the hearts of those that fear the stalker's chase, for the beauty that is Gahr'esh happily hosts the many plays with Jurkadir as the hunter and his chosen partner to be those on which he preys.
The city of Metal bone, hidden in a crater far from the frequent lands and walks of life, a place so haunted that even the plants seem afraid to grow. It is until her great hunter returns, carrying his choice victims to set them free among the streets, that Gahr'esh breathes back to life. Lights will flicker again, speakers sound once more, the many cables and wires start to carry the electricity as they previously had, the clocks tick and tock, the doors all flick unlocked, and all to make home for the Gemini Beast who's come back to share her love."
General Description and History: Gahr'esh was at one point the thriving hive of the far West, serving as the center for trade and travel with its centralized location and access to vast amounts of subterranean water supplies. Its location in a crater also held many benefits, giving it a natural defense, and even acting as a giant bowl for the collection of rainwater. There were 4 major sectors to the metropolis, the North held the administration, the East held Industrial, South housed the peoples, and West the hub of commerce. At the very center of Gahr'esh, the lowest point of the crater itself, sits an Obelisk that juts upward like a sword, visible from all around the hole in the earth. It was built as a beacon, given a golden top to shine under the sun, a monument to the city's role as a beacon in the land the sun sets. Beneath the pavement, an intricate maze of sewers spanning under the entirety of the the bustling urban sprawl. All in all it was a diamond in the rough, drawing ventures and trade from all around, hosting bazaars and renting out stalls in various shopping malls. Gahr'esh was not without her problems, though; with so many travelers and so much mixing of cultures, there was often friction among the peoples.
The cities authority did their best to keep everyone in line, and for the most part succeeded as there was only ever two major riots in the many years that the lights stayed on. There would always be crime and the people and police were well aware, actively trying to prevent it, but nonetheless they had to live knowing that the world was imperfect. Overtime the law grew complacent, and tensions started to rise again, slowly reaching a boiling point as everyone had known it was going to happen sooner or later. It had come to a point that unless you were clearly on business, you couldn't look at somebody and say 'hello' without them drawing arms against you. Then, amidst an already weary population of different peoples and species all holding knives to each others' throat, the disappearances started.
It took weeks before anyone noticed, and when they noticed it only put strain on the tense atmosphere. It wasn't until the number of missing persons accelerated that the police took notice, hoping to keep the city together (and preserve the administrative coffers from loss of traders moving their business elsewhere) there was a broad investigation, hoping to undercover some violent gang or racist cult. And they found what they were looking for, uncovering various groups of ill intentions and many anarchists that were vying to take the city for themselves, but the streets still weren't safe as citizens kept disappearing without a trace and only seemed to be going faster. Everything came to light with the case of Madison Hertigran, the first break in the chain of endless happenings.
Madison's body was found outside the city, pinned to a tree with her insides strewn across the hill on which she rest. The police would regret this discovery, as the revelation that the missing persons were likely the act of a single twisted being hit the news about the entire lands. Conspiracy theorists thought it was the businesses stealing people away for experiments, authorities imagined that it was the racism, honest working people didn't care what it was so long as it stopped, but all were taken by surprise when the pattern became clear. Another death, much like Madison: Jordan Grett, a gnoll from further West traveling to visit his family in the Nexus was found in ribbons in an alleyway. The only way to identify the body was the wallet, as there was hardly any of him left to recognize.
The vanishings became outright murders, all connected by teethmarks, claw-marks, and the ever growing gruesome nature. No culprit could be found, and the people grew restless, nobody could cross the street without looking over their shoulder. The population left in droves, it was mass exodus. The police couldn't keep their promise, the traders were already leaving, and the blood only ran colder and thicker. Before long the city officials had expended their resources and remaining manpower, and declared the city a "disaster zone", a "hazard", that Gahr'esh was to be abandoned and those that chose to stay for whatever foolish reason were doomed to their chosen peril.
Their end would come. The last of the remaining few: a brave black wolf from the wind whipped North who'd decided to stay in the city to try and avenge the many that were now simply assumed dead, maybe make a name for himself and be called a hero. He thought himself fearless, armed himself and set traps, kept records and a vigilant eye, everything he could to try and bring to justice whatever wicked force brought Gahr'esh to her knees. For six weeks he sat in isolation, the last signs of life around him had been extinguished, until one night when he heard it: The chilling wail of Jurkadir. That final night he learned the true meaning of fear, and died in vain marking the last people of Gahr'esh.
Today, the streets are still, the people all gone, the signs and speakers all powerless as those that tried to preserve this forsaken place. Derelict cars litter the avenues, empty buildings crumble beneath their own weight, and should one venture in they may be shocked
to find themselves being stalked.
Branded of Gemini
Jurkadir has a few special tricks up his sleeve, one of which is always enjoyed when prying into the last instincts of the living prey. He's learned to harness his very history, scrawling out the deeds he's committed (as well as marking down those still to happen) with his claws, sort of burning his mark into his victims. The result is a memory embedded into the flesh itself, impossible to expunge so that it may serve as a vivid reminder to those that carry it of just what Jur has done. The scars carry the burning sensation of his gaze, instilling terror at random and even making them re-live their encounter if the circumstances are right. The worst side effects only show up when Jur himself is near, though, bringing the slight itching and irritation to a searing pain. The memories, no matter how heavily repressed, begin to flash in and out while accompanied by halucinations both visual and auditory. The brand that Jurkadir leaves behind is in every sense a testimony to his malice.
((Not sure how the different marks would react when in proximity with another bearer. I leave it open to the players for now, as the possibilities are endless and I would like to hear what other people come up with before trying to instill some final decision on the matter ^^ ))
Branded: Blackthorn, tracked and displaced, then hunted and devoured after being given a permanent marring across her back. Gallent*, given a scrawling on his right arm, embedding him with a fragment of Jur's personality. Dios, who put up a fight and even left a mark of his own against the Stalker. In the end though, his deer hunt would end at the jaws of a hungry beast. Solace_Fasult was given a chance to flee, but insisted that escape was futile and instead decided to indulge Jurkadir with their claws in his leg. In fond memory of this gesture, Jur bestowed his own upon the snow leopards sides.
*Special case, has yet to be elaborated upon.
OOC Notes
I'm gonna be a hard-ass on a couple of things as far as my partners writing. I WILL be lenient on post length, grammar, and spelling, though I encourage you to take your time and use the site's provided systems and correct any words you can. I also encourage the use of broader vocabularies, but I don't mandate it. It makes a scene all the more detailed if you do, though, and that will earn you bonus points with me. I WILL NOT roleplay with you if there is frequent use of "Anime" type descriptions. An example of this would be using "anime nosebleed" to note that your character is aroused. Be original, please. The English language is perhaps the most versatile foundation for literature of all time, use that to your advantage. I will also lose all interest if ANYWHERE in the active session includes the common 'Anime Slang' such as "Desu", "Unya", "Horahora", or anything to those extents. I came here to write stories as that is what I find fun. You may also be here to have fun, but understand that we are not required to interact with each others' definitions of that. Now, there is a list of grievances I will not tolerate, and it is a short list:
- DON'T engage in RP with ANYONE without reading their profile first! I hold this as a general rule and I practice it regularly. Do also be sure to recheck profiles to see if they've changed certain aspects. It makes for bumpy Roleplay and writing if you jump into a session not knowing what the other player is, or how they would like to be treated.
- DON'T use pronouns that don't exist because you are a herm (ie "hir" and "shi"). I will lose all interest immediately, as these words are in my opinion an insult to the English Language. Just refer to your character by name, or use the pronoun of the dominant sex/gender, it's simple and it's proper.
- DO NOT disrespect me or ANYONE else out of character. I don't see this problem happening very often anywhere, but I cannot stress enough that this is an easy way to gain my dislike. I do not RP with people that see it fit to insult or harass other members of the community.
- DO NOT EVER forcefully enter yourself into a public Roleplay with me. By this, if I am marked as a Predator on the chat, the RP is closed off to anyone else that is not already participating at the time I've set it. Prey characters, bear this in mind and please mark yourself accordingly. To everyone else, if I have something in public, that does not mean you should interfere. Committing this is going to result in you being put on ignore.
If you follow those four rules, then we have no problems. If you're at the very least respectful towards others, I will afford you the same courtesy and kindness and we will get along just fine! If I have a problem with you the player, or your character, I will not be afraid to voice it in private if asked. Forewarning on that topic though: I can be extremely blunt if there's something about you I particularly detest, or even downright cruel.
Additionally: I like writing, and I'm constantly trying to improve. If you offer any criticism whatsoever, it is all appreciated. I'm also very often inspired by a lot of the other Players and their work ^^ You may also see me fit in the occasional rhyme here or there (Headline is a good example.) and if you have any objections to this just let me know, because I know there are some people who prefer more simple but gritty words to describe a scene as opposed to diction you'd find in an essay. Trust me, I completely understand and am not offended by this!
On one last note, do not feel totally afraid to whisper me with any questions or concerns. I won't immediately shut out first time IC whispers, but I would prefer you to at least talk to me beforehand. Thank you for reading!
Content Sources and Citation
Because I believe it's best to properly credit the artists that drew up the images I used as reference!