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manaberri — { ADVENT DAY 9 } Candles [CLOSED - Winners!]

#adoptable #advent #candles #contest #elnin
Published: 2015-12-09 16:54:20 +0000 UTC; Views: 10337; Favourites: 374; Downloads: 30
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UPDATE: I was just too caught up in everything else going on to be able to finish a second prize for this I'm sorry! T^T /cry

BUT! I have chosen a winner: Elephantfreak 's Bao Qu
Their entry wasn't one of the very long ones, but I feel it captures the essence of a what a spiritkin should be~ The way that it appears, the boon that it grants, and especially the strange behavior of not being able to travel vertically, all really appealed to me. It gave me that, "Huh.. that'd be really weird" feeling when trying to picture this creature in the world. Many of the entries were very extreme without giving me enough of that.. certain something.. and just giving the spiritkin some bombastic boons/curses xD Which isn't wrong, necessarily, but they're supposed to be a fey race, a race that defies common sense and logic and just gives you the willies when you interact with them... not just because they can be scary (which many are), but because you don't understand their thoughts and motives. They are alien to our realm, and should should feel alien.

A few other entries really made me happy and will be receiving "as time permits" semi-custom tokens as a high-five and thank you for making me smile.
Elix-e The Spinster entry was probably a super close second place. Honestly I was torn which one to choose. *o* I really loved the aesthetic and general feel for this entry, I definitely got that creepy vibe trying to picture it appearing outside of some random village, oh man! I think the effect of the magic thread was maybe too potent in the end, but I am so tempted to run a story around this spiritkin in the future! Very well done!
giz-art Holy crap that picture made me so giddy xD Pawndigs sound so adorable!! The only reason I didn't feel like this would be a good winner is that the pawndigs seem too traditionally sentient? They seem like they could be a normal race of creatures living in the world, and not something fey and mysterious. Still, the entry was well presented and the race itself gave me the "awwwwwww"s x3
CitrusBun Pretty much for the same reasons I listed for Giz, the Eolas gave me lots of good feels, but ended up sounding more like an actual normal race without the heeby-jeeby vibes of the spiritkin. I loved the art accompaniment and.. ok I admit I might have a huge soft spot for big libraries ><;;

I will note the four winners later on after I've finished a few errands, but that's all folks! Thank you everyone for entering, I really enjoyed reading through your entries!! <3

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ADVENT CALENDAR DAY 9 -


~~Candlelight and Storytime~~





Yesterday, I posted a brief introduction to one of Eyre's important races, the Spiritkin (over here if you missed it! { ADVENT DAY 8 } ). So today I'm going to have a little contest centered around them!

Spiral, one of my NPCs, is collecting stories about the fey Spiritkin. There are so very many different types of spirits on Eyre, it's almost impossible to count. She wants you to tell her about a Spiritkin that you've heard about or encountered! With her is a very bed-headed little elnin that seems to be quite interested in the idea of storytime, and will likely follow you home if you tell them a good one.


CONTEST SPECIFICS:

* The purpose of this contest is to create and describe a type of Spiritkin.
* By submitting your ideas to the contest, you will be giving me permission to use the concept for future events/stories/etc within the Mana universe (even if you don't win). I will credit you for the concept if used.
* Spiritkin are creatures based on fairytale and legends. There are many Spiritkin on Eyre with analogues to our own myths (such as the Dullahan) but are typically different in some way. There are also, of course, types that are completely specific to Eyre (so you're welcome to get at creative as you like, they don't need to be based on any existing creature or myth).
* The Spiritkin are always bound by a set of rules (or jinxes as many people call them) that they cannot break and that determine the way they react to just about everything. These rules can be absolutely anything, from not being about to touch the color blue, or only being able to use their left hand to open doors, etc anything at all!
* The jinxes also apply to what happens when something upsets or pleases a Spiritkin. Like receiving a golden brick on your doorstep for giving an old treefolk a nice back scratch, or conversely getting your garden infested with poisonous frogs because you kicked a fey toadling off a hiking path.
* Spiritkin are generally a neutral race as long as you play by their rules.. but do not be fooled! They are terribly dangerous if you break a jinx or otherwise upset them in any way. A harmless little grey gremlin taking sugar from your kitchen should be ignored unless you want to wake up with needles in your ears.
* It is also important to note that Spiritkin are not bound by conventional physics or common sense. They can appear/disappear as their rules allow (one common jinx is the inability to vanish or teleport if you maintain eye contact with them). And just because you're carrying an easy and friendly conversation with a beautiful fey elf, it doesn't mean that at any moment she won't turn into some horrible vision of decay and drag you into an early grave for letting her see your uncovered wrists.

ENTRY REQUIREMENTS:

* Create your own type of Spiritkin! Describe their appearance and where they like to live.
* Tell me about their jinxes, how do they act and what kinds of things they're known for.
* Very important: tell me about what kind of interactions make them angry or scared and which ones make them happy!
 Examples: The Dullahan is a terrible creature that will always attack you if you see it.. Unless! You have gold on your person, it hates gold and will not go near it
  House elves will clean your home at night, but only when you are sleeping. If you thank them for their hard work in any way (like leaving treats out for them), they will vanish and never reappear. It's best to ignore them.
* You can just give me the straight facts about the creature, or for bonus points you can tell me about them in a short story! (Please not too long, I have a short attention span xD)
* More bonus points if you draw/sketch the Spiritkin for me!
* Post your entries at my comment below so that I can keep track please!


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Q & A! Will add any answers to questions and stuff here if they come up:

Q: Do Spiritkin have a specific appearance? Or do they just look like anything your mind can imagine?
A: Pretty much anything at all! I would encourage making them at least a little.. odd.. in some way. Like if your Spiritkin takes the shape of an animal, have some part of the body be unusually shaped/colored/etc to mark it as an unnatural creature. 

Q: Can Spiritkin die? Do they kill each other?
A: Technically, it's possible. But it would have to be by some very special/dramatic methods. In most cases when a Spiritkin is rendered unconscious or otherwise defeated it is usually banished back to its home realm instead of being outright killed. And sure, Spiritkin could kill each other under the right circumstances/motivation. ^^


Q: Can we enter more than once?
A: I would prefer one entry per person (to keep things as tidy as possible),  but I will accept up to two.

Q: Do Spiritkin only come out in the winter?
A: They can show up at any time during the year, however it's much easier/more common for them to appear during winter.

Q: Can I still use the design after I submit it?
A: Of course!~ You're just giving me permission to use your ideas as a resource to populate my setting with unique creatures. If you want to use your idea in your own work, I have no issues with it. After all, Spiritkin come from a whole different dimension, so it's entirely possible for them to visit other places as well (which is why there are a lot of Spiritkin that are similar to myths from Earth!).

Q: What will you do with my entry exactly?
A: Like I mentioned above, I'm going to use these entries to inspire actual Spiritkin that will appear in the world. I will also compile the entries for other people to browse whenever they'd like to create or choose Spiritkin for their Manaverse pets to interact with (in roleplays etc). I may use part or all of your entry, or mash two entries together, who knows. I will likely make changes to things and mish mash ideas to create new creatures, so bear in mind that your original concept may not appear (canonically) as you originally wrote them.


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CONTEST RULES:


End date: Entry must be received by Sunday, Dec 13@ 7PM PST
-- May extend if there's enough interest? --
The winner receives the candle elnin! 
(There is a second elnin I might add before the contest ends, in which case there will be two winners)


No co-ownership!


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[Traits]   

[Candes] 

Mane (Hair): Short [-]
Fringe (Ear Tufts): vv.Long []
Tail Size:  Large [] 

Tail Style: Glade []

Crown:  n/a  

MP: [8]
Rank: Adventurer

Notables: Potential fire hazard. The candles are made of a special floating wax, so should be tethered if possible to keep them from wandering away.

------------------------------

Elnins are a close species by myself manaberry  <3 Please do not make your own!

Related content
Comments: 142

SnippedHerStrings In reply to ??? [2015-12-13 19:33:21 +0000 UTC]

Come now, my adventures, take a seat! This day I will share with you all the tale of the Will-o’-the-wisp!

 

Now, as you continue your travels, there may be a time you find yourself in an unfamiliar place. Among the winding treks, the daunting tree stands, or the expansive plains, there may be hope yet to return to your nice warm beds. If no other way can be found, you may call upon the wisdom of the Will-o’-the-wisp.

 

However -heed this warning- , the Will-o’-the-wisp is an ancient spiritkin and is not to be taken lightly. Call upon it only as a last resort and mind your manners. Else you forget them -and everything else- completely.

 

Legend says, to request an audience with the spiritkin, you must follow these three steps: wait until dark, turn out your lights, and in a calm voice clearly state “I cannot seem to find my way. I am lost and am looking for a guide.”

 

You will hear grass whistling, then old wood creaking, just before nine hollow lights appear before your eyes. But do not turn to look! Do not move an inch! Remember your manners and wait your turn, never interrupt the Will-o’-the-wisp. Its greeting depends on the traveler but, once welcomed, you may turn to face it.

 

Neither friend nor foe, it will appear before you as a fellow traveler; though with its eyes of moss, a mane of reeds, and a lagoon tail intertwined in cattails, its shape certainly is unsettling.  Through its hymns and rhymes, request of it what you will, all the while keeping in mind the price for your desperation.

 

The fee for the assistance of the Will-o’-the wisp is a memory. Pleasant, painful, or precious, it all depends on the spiritkin. If a traveler is lucky, it will be satisfied with just the tale, however, if it so chooses, it may take the memory; storing it away in its damp little wooden chest that hangs around its neck.

 

Seal the deal and you’ll find yourself being led to your desired location, decline the deal and you’ll find yourself alone, but BREAK a deal and find yourself wandering for the rest of your existence lost, not being able to recall a single thing; about what happened or even about yourself.

 

So stay safe, everyone. Feel free to stay for the night. And, as you continue your travels, do not stray from the path, always head straight home, and always mind your manners~

 

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Spiritkin Name: Will-o'-the-wisp


Description: A shape shifter, it is most famous for it’s elnin shape; eyes of moss, mane of reeds, tail of cattails, and a little wooden chest that hangs around it’s neck. No one seems to know it’s true shape. Though, the thing that always remains constant through its shapes is the hole in it’s back. Damp and decaying, looking very much like a rotting log.


Lives: Prefers areas with stagnant water but will always be found in a dark place; will come if sincerely summoned


To summon: Wait until dark, turn out your lights, and in a calm voice clearly state “I cannot seem to find my way. I am lost and am looking for a guide.”

 
Known for:  A neutral guide that is willing to help lost individuals find what they seek whether it be their way home, their companions, or even riches.  Though, there will always be a price. The fee for its assistance is a memory. Pleasant, painful precious, it all depends on the Will-o’-the-wisp. If you are lucky, it will be satisfied with just the tale but, if it so chooses, it can take the memory, storing it away in it’s damp little chest covered in moss.

 

Jinxes:
Cannot touch iron

Cannot be seen in bright/unnatural light

Forced to stand still if the hole in it’s back is starred at; often times out of discomfort and resistance, it will try to shape shift even when frozen in place. This jinx is broken the moment eye contact is lost.

Cannot enter through a doorway, must manifest on the other side

 

Likes:
Listening to others talk, especially about memories

Not being starred at

One-on-one interactions; will shy away fro large groups, lost or not
Being thanked after leading someone home. Typically won't accept physical gifts but if thanked, or even invited in, fireflies will decorate the home; A sign of the Will-o'-the-wisps blessing.

 

Dislikes:

Iron

Being interrupted

Having to repeat itself

Large groups

 

Hates:
Bright/unnatural light

Having it’s back starred at

 

Mannerisms: Often speaks in metaphors, alliterations, and quotes. Very rarely will speak more than a “yes” or “no” to clarify itself so pay attention and stay on your toes.

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SnippedHerStrings In reply to SnippedHerStrings [2015-12-18 06:09:35 +0000 UTC]

I tried my hand at sketching a quick doodle of the Will-o'-the-wisp. Didn't quite do my imagination justice but I think it's nifty enough for others to see!

sta.sh/0bbpl08qle0

Sorry about the multiple colors, I was hoping to show off different parts of it's anatomy that way; in no way does it affect it's actual color scheme.

P.s. Not sure if it worked but I was hoping to show some thin twigs of snarled bramble around the horns. Looking at it again, it could just look like scribbles to others. XD

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giz-art In reply to ??? [2015-12-13 12:04:05 +0000 UTC]

Did it already happened to you ? I’m sure it did.

You lost something at your home, you know… Your keys, your eraser or even this damned other glove. You know PRECISELY where you put it but it’s not there anymore. You’re alone so there is no way someone else put it somewhere else. So you start to search for it, everywhere in your house, emptying your bags and wallet, opening every cupboard and closet, looking absolutely everywhere and… It’s still not here.

And then, few minutes,  hours or even days later, when you’re not looking anymore, in fact when you’re not expecting anything anymore… It miraculously shows up right in front of your eyes, sometimes in a place that you’ve already scanned?

Well, you’re probably not that alone in this house. There is chance that you’re hosting a Pawndig. Don’t freak out, because these little ones are not harmful at all, but here is some stuff you should know about them.

Pawndig are probably one of the most curious and shy critters of the world.
They have a lot in common with mouses, even physically, but they wear a ton of bags clustered with all kind of small lots objects of yours and that they are able to carry, plus several note books and curious observation instruments.
At a point of their lives Pawndig meet their passion, and will spend months or even years with it before having another epiphany and finding a new one. This passion can be anything from a tree, an animal…. Or you.
From then the Pawndig will spend his days and nights to “study” his passion.

It means that it will take and hide almost anything that you possess to study it with his strange instruments, takes a lot of notes about it and making a lot of strange hypothesis about you while he tries to understand how you work.
When he’s done he will replace it at the exact place it was.

Most of the time you won’t even notice the disappearance as they are masters in the art of hiding and their stealth competences are mouse like. But sometimes, life happens, and they take an object that you suddenly need.

They are scientists you know! They don’t interact with their subject and when it happens, it’s frustrating for you of course, but it’s a complete apocalypse for them. While you’re searching your stuff they hide with it in shadows, suffocating under their feels:  The terror to be caught but also the culpability to have failed so hard in their task and probably altered your habits for several minutes.

You see why they won’t put it in place right away? It’s impossible!!! You could see them and it’s a specific taboo of their kin, And also they are paralyzed by fear and sorrow while you search for your item.

The best way to handle this problem is to stop searching and go back to your habits like nothing happened, go away from you house if possible to let some time at the Pawndig to calm down, breathe, and get back enough on his nerves to put back your item at a place you’ll find easily.

Some small objects will disappear longer than other because the Pawndig will keep them with him. He will keep them safely to study them and won’t leave your house until he’s done. (Of course not, it would be theft !)
If you start to find back a small amount of different lost items in a short period of time, it means that the Pawndig has finished his task, he left your home and went away to find another subject for his passion.

Spiritkin : Pawndig

Appareance :  Biped creatur, that has a lot of rodents features. Always clustered with books, instruments and subject’s small possesses.
They have a natural taste for messy environnement where it’s easy to hide.  A muddled and cluttered house will more likely attire them.

Jinxes : They’re known to make disappear stuff and to put it back. Most of the time without you notice it, but when you do these small and shy ones risk the heart attack and won’t put it back before you forget about searching.
No matter how and when, they will always put it back. It’s just a loan you know… for science!


 

👍: 0 ⏩: 2

cyymin In reply to giz-art [2015-12-13 21:59:30 +0000 UTC]

AHHHH SO CUTE HHHH
reminds me of the Tale of Desperaux. <3

👍: 0 ⏩: 1

giz-art In reply to cyymin [2015-12-14 08:50:16 +0000 UTC]

Aaaawww thank you !!!  

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cyymin In reply to giz-art [2015-12-14 11:52:18 +0000 UTC]

NP~ ;o;

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endejester In reply to giz-art [2015-12-13 19:23:13 +0000 UTC]

*dies of adorable*

👍: 0 ⏩: 1

giz-art In reply to endejester [2015-12-13 20:24:41 +0000 UTC]

Uuuuh..... Thanks Ende !!!!  

👍: 0 ⏩: 1

endejester In reply to giz-art [2015-12-13 21:40:30 +0000 UTC]

So glad you entered <3 

👍: 0 ⏩: 1

giz-art In reply to endejester [2015-12-14 08:49:51 +0000 UTC]

  It was too exciting to not to !!!!

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Elephantfreak In reply to ??? [2015-12-13 03:20:26 +0000 UTC]

Name: Bao Qu

Encounter: This spiritkin will often appear in the shape of a furry animal at the bottom of a set of stairs or climb.

The size of the animal it takes the form of is generally fairly proportionate to the height that it wants to be taken to.

This spiritkin can be recognized by the second, bright neon colored tail that is generally hidden within the fur of the tail the creature is impersonating, thought it tends to poke out or be clearly visible based on the animal it is imitating.

If one encounters this spiritkin it is best to take it up to the next floor, or if possible to the highest point associated with the location where you find it. Though if you encounter this creature at the base of the mountain it will probably be much too big for you to be of much help.

Not much is known about where they live, but it is assumed that they live under the stairs they are likely to frequent, or near trail markers at the bottom of paths.

Behavior: It will mirror your behavior. If you ignore it, it will ignore you. If you help it, it will help you. If you hurt or hinder it, you can expect the same in return. It has no interest in those who have no interest in it.

It is unable to climb up anything, but is completely capable of going down or traveling on the same level it is currently on. It is completely possible for them to disappear in one building, but reappear in another at the same height.

The higher the spiritkin is taken the more the animal form it took at the bottom will be consumed by brilliant colors.

Jinx: If you help it up the stairs or climb at which you find it you should expect it to act content and do you no harm while you carry it.

Once you have reached the top, or the level at which it wants to be taken to it will then wrap its neon tail around your wrist. A brilliantly colored, swirled marking will appear, and you will find that when you are falling your hand will always manage to hold onto something to keep you from harm. Generally, the more you help it, the more powerful and obvious the jinx will be. It is not a requirement to transport it all the way because when you go to set it down before its preferred journey is finished the second tail will still slide against your wrist, but the marking will be fainter.

If you encounter this creature and harm it, or take it down instead of up you will find yourself more likely to trip, as the creature seems to like running underfoot. You should be especially wary at the top of stairs.

It is said that one was once taken to a mountain top, and that it was so brightly colored that when it reached the top it burst and the colors flew out to the relatives of all who had helped it reach its goal, and they were blessed with never having any accidents when it came to falling, or falling objects.

👍: 0 ⏩: 1

Jahpan In reply to Elephantfreak [2015-12-23 20:13:28 +0000 UTC]

congrats wow!!

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Elephantfreak In reply to Jahpan [2015-12-24 02:24:06 +0000 UTC]

Thank you! <3

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PatchworkPrince In reply to ??? [2015-12-12 23:51:09 +0000 UTC]

:thumb577652578:


Link: fav.me/d9jx3ky

 

Name:  Brackle

Description:  A hunched over, snow covered tree.


Jinxes and Mannerisms: 

The Brackle if often mistaken for the deliriousness of travelers walking through snowstorms. Looking like the snow-covered folds on pine-riddled branches, the Brackle wanders the icescape, woodland peaks, and mountainsides looking for those travelers who have lost their way. If visited by this spiritkin, the Brackle will present them a small candle that glows an unnatural flame and wont' go out under the harshest of winds. Using the light to stay warm, the flame will smoke out in the direction of the nearest shelter.

Beware: if the carrier looks into the flame instead of where to go, it will seem dreamlike images of warm and comfort, and the person will die in the snow, leaving the candle to burn out and vanish.

Those who turn a traveler away will incur the Brackle's wrath, and will have their dwelling set ablaze.

During cold nights, it is customary to appease the kin by lighting candles and lamps and setting them on the windowsill or hanging off of one's door, showing the way home for those seeking shelter.

Those saved from the Brackle are then obligated to present gifts of matches, oil bulbs, and other manufactures of warmth and light on their doorstop at night. If they do not, the Brackle can come back and lead the next person to leave that house astray, never to return.

On some occasion, the Spiritkin will visit a home in the guise of a hunched person in layers of wet, ashen garbs, their face hidden from view. If allowed entry, they will say they are cold three times. If the host does not appease the wanderer each time, the house will be cursed with an every present cold draft and the family will find themselves unable to light fires. If they are kind, obliging the wanderer to turn up the heat or provide covers until they are satisfied, the Brackle will  be gone the next morning, leaving them gifts of gold.

 

  

Favors: 

Lamp lighters, flame makers, matchstick sellers, and any prover of lights.

 
It has been said that this kin shows its mercy to orphans and the homeless upon seeing it has no home to guide it too. On the coldest nights, the kin will find these unfortunates and take their souls, leaving their frozen body and the suffering from all manners of cold behind them while it changes them to one of its own kin to pass along the same mercy to others.

 

👍: 0 ⏩: 0

Cherri-Crimzon In reply to ??? [2015-12-12 20:09:45 +0000 UTC]

Name - Paccatum (sin in Latin)

Appearance - Paccatum
Very small (around 6 inches), "humanoid" like Spiritkin. There are seven different types of Paccatum, each type corresponding to the "Seven Deadly Sins" from the realm known as “Earth”. While their general appearance and body type are the same, the color of the  eyes and mouth can give you a clue as to what type the Paccatum you are dealing with.

  • Sloth – Blue
  • Gluttony – Orange
  • Greed – Yellow
  • Pride – Purple
  • Envy – Green
  • Lust – Pink
  • Wrath – Red 

Preferred Living Areas - Highly populated towns and villages. Usually hide in the shadows.

Behaviors - In order to survive in Eyre, the must feed on the life energy of Eyresians that commit their corresponding "Sin". For example, Eyresians that commit sin of lust will have a Lust Paccatum leeching off their life energy. Paccatums are also have siren like abilities, their words seem to put Eyresians under a hypnotic like spell, the weaker the will of the Eyresians the more weight a Paccatums' words carry.

Interactions - Even the smallest commitment of "Sin" can make you a target for a Paccatum, they are like vultures and feed on the weak. Because of their size, most Eyresians don't take notice of Paccatums, so it is quiet easy for one to latch on to your. However they do not feed on their host until they commit their "Sin",  which is why they sweetly whisper to their host, encouraging them to commit another "Sin". Once they do the Eyresian usually feels a rush of ecstasy as they commit their "Sin", this is actually the result of the Paccatum feeding. This rush of excitement is usually enough for the host to continue committing their "Sin". 

Jinxes and "Blessings" - As stated previously, Paccatums latch onto any Eyresian that commits a "Sin", however there are ways to prevent this. Paccatums do not like white gold, carrying or wearing a white gold accessory will keep you safe from becoming a Paccatums next meal. 

A Paccatum will not feed on their host if they are not committing their "Sin", if they do they will put their host in great pain and agony, alerting the Eyresian of the Paccatums presence. Once alerted the host can throw salt on the Paccatum, killing it.

Paccatums are a double edge sword. While they feed off an Eyresian's life energy, quickening their date with death, they give their host otherworldly power as long as they keep committing their "Sin". Some of the most dark hearted Eyresian's seek out Paccatums for this reason. Saying Paccatum seven times while committing a "Sin" will guarantee that one will latch on to you, though by doing so, not even salt will break the Paccatums' hold on it's host.





Short Story
WIP. . .Will hopefully have time to make one

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cyymin In reply to ??? [2015-12-12 17:36:47 +0000 UTC]

 The first time I saw the creature was twenty-- no, thirty?-- years ago. Being a naturalist, I was in the forest, going about picking this and that, searching for a new species of dragonfly I had heard of. At first, spotting it through the murky shadows cast beneath outstretched, moss-dripping branches, I had thought it was that butterfly; the faint glow of yellow shimmering through was undeniable. I crept forward to follow the glow, completely mesmerized by ideas of what it could possibly be: a wisp? A faerie? At that time, I did not recall anything particular about fables of such drifting auras, I just followed. It was naive and, most likely, the most foolish decision of my life.
 I followed the glow until the shadows grew long, the forest grew dark, and the sky bruised with a dusky burgundy. I had started to sketch it and record information about this little glowing spirit (for that was what I had started to call it): its gentle swaying motion as it bobbed back and forth, moving always a little beyond my reach, its soft and milky yellow glow, the color of gentle candlelight. There was something undoubtedly soothing about its presence, but at the same time, there was something eerie about it, something that defied science altogether.
 At last, darkness fell. It was the night of a new moon, and everything was pitch black-- except for the spirit. It started to glow more brightly than ever, suddenly expanding at an alarming rate. It broke apart then fused again many times, at last emitting a blinding flash of light.
 The spirit had transformed into a strange luminescent creature. It was rather large, going a little above my hip in height, with long legs like a fawn’s. It was covered from head to toe with fluffy fur, which was the color of liquid starlight. Its long, slender ears were curled back, revealing a large puff of fringe tinged pink at its edges. It also had two moth-like antennae atop its head, almost shaped like antlers, for they were clearly segmented and branched once. Its tail was long and fox-like; it was clearly prehensile too, for it wrapped around a beautiful dark iron-wrought lamp. Within the lamp was a candle aglow with splendid flame, casting a halo of warm light around the creature. Similar light was flickering like fire in tufts on the creature’s legs, and bits had broken off and started floating around the creature like fireflies. Oh, but they didn’t flicker like fireflies. They just wavered, fading away and then fading back forlornly.
 The most unsettling thing was the creature’s mask. It was smooth and a shiny, pearly white, with two eye sockets chiseled into it. That same light glowed forth from the holes with a sort of spectral curiosity. The mask reminded me of… something. Something I could not quite recall at the time, try as I might.
 The creature walked away slowly, waving its lantern-holding tail. I noticed that it scarcely touched the ground with its paws, and it just floated. Intrigued and suddenly scared, I followed.
 It stopped and slowed at times, waiting for me to catch up to its airy stride. It would then lead me on further until I was undoubtedly lost in the maze of obsidian trees-- at that time, I didn’t care so much. I was writing, scribbling, away in that journal, recording the creature under its faint light. At one point, I had stumbled over as it waited for me and accidentally brushed against its fur.
 It flinched back, suddenly teleporting a few feet away.
 It was cold, like ice. The fur was fluffy, but also… not quite there. It was like touching a cloud, but a cold, clammy cloud, like the hand of a dead corpse.
 The spirit looked at me, its eye-glow seeming somehow more hostile. Its fire tufts flared.
 I noticed how my fingertips had grown icy cold as well. The arm with which I had touched the creature became leaden and heavy, and soon my shoulder grew heavy and stiff as well.
 However, the creature walked forth again, and I continued to stupidly follow, growing weary as I went. My legs wobbled. My back ached. My lungs heaved with effort. What was happening? My arm hurt too much to write, so I put the journal away.
 The creature looked back at me, the souls drifting around it circling faster and faster. It stopped suddenly, staring me in the eye with that faceless mask. I could’ve sworn it was smirking in this suddenly-silent forest.
 It was then that I remembered the stories. There were tales told of lunari-- masked corpses-- that lead travelers astray with their beautiful lights and benign appearances, only to sap away their life force and feast on their soul.
 I didn’t think twice; I ran. I dropped the journal, dropped my bag, and ran for my very life.

--

Name;; Lunari (loo-nah-ree; plural, Lunarae, loo-nah-rai), commonly called “Masked Corpses”

Appearance;; sta.sh/01k7u4qe26ps
 Lunarae seem like lovely, innocuous creatures at first sight-- by daylight (left image), they are merely little bobbing spirit-lights. They do not fully transform into their true forms until nighttime, and even then, only under special conditions.  
 When night falls during those special conditions, lunari transform into a fluffy white creature. It looks somewhat fox-like, with a bushy, fluffy tail, but its proportions are more like that of a deer, with long, slender, powerful legs. They have tufts of flame that they can manipulate at will on their ankles. Their prehensile tails always hold black lanterns which contains a never-melting candle inside. This lantern is always glowing very brightly to lure prey in, and the lantern designs vary between each lunari. Little “soul shards”, which are fragments of souls of past prey, always float around lunari and can also be manipulated in shape and sometimes even color.
 Lunari have long, skinny curled-back ears with very big ear tufts. Usually, the ear tufts are tinged at the ends with some pastel color, often salmon pink or yellow. They also have huge moth-like antennae that are jointed and shaped like antlers.
 They always wear a pure white mask that only has eye holes on it and covers the entire “head”. The eye holes cannot change shape until lunari eat new prey, in which case the eye holes change to look like the eyes of that prey. The eye holes always have something glowing out from underneath them, which is the essence of the lunari itself. Lunarae do not have heads, since that is where they store all of their energy from souls. The masks hold in the energy so it does not escape.

Habitat;;  Lunarae all live in forests, usually without human interruption. They prefer forests where it is very dark. They live alone.

Jinxes;;
 ✧  Lunarae are confined to the forest that they first settle in. They cannot leave its boundaries. If a forest dies, the lunari that lives in said forest is teleported to the nearest forest. If even one tree is left, a lunari is bound to said tree until it weakens and dies.
 ✧  More than one lunari cannot inhabit the same forest. If two lunarae occupy the same forest, they must fight to the death, with the winner staying in the forest.
 ✧  If a lunari or its lantern touches the ground or its candle goes out, it dies. There is no other way for a lunari to die. If a lunari dies, it leaves only the lantern it holds with its tail.
 ✧  A lunari can only transform to its true form when the sun sets during the new moon and three days before or after. A lunari can also only transform when the time between sunset and sunrise is more than twelve hours-- usually during the winter.
 ✧  A lunari must transform back to its daylight form by sunrise.
 ✧  A lunari cannot show itself to any sentient soul bearing its own light.
 ✧  If a lunari finds a pure soul lost in the forest, the lunari will lead the soul to wherever it wishes to go and give the pure soul a blessing: a lump of wax. If the wax is made into a candle, it is said to bring unimaginably good fortune whenever it is lit.
 ✧  Lunarae lead impure souls away into the forest with their light, leeching the lost traveler’s life force and eventually devouring his or her soul.
 ✧  Lunarae have different standards when measuring “impurity”, but the universal sign of impurity is greed, which can be shown through harmful intent or negative emotions to lunarae or displays of material wealth.
 ✧  If a lunari sees a traveler with jewelry or hears the traveler’s money jingling, the traveler is deemed to have material wealth and is immediately considered impure.
 ✧  No matter how pure the soul is, if a soul touches a lunari, it is immediately deemed impure and quickly consumed.
 ✧  Lunarae must consume souls to sustain their candlelight and levitation.
 ✧  A lunari’s mask’s eye holes change shape to match the eyes of its most recent prey.
 ✧  A lunari always teleports a small distance away whenever touched, but it cannot teleport when maintaining eye contact.
 ✧  It is rare to make a lunari happy; however, offering a lunari back a lump of wax of its own will please it and oftentimes will allow the lunari to permanently deem the soul pure.

Behavior;; It’s a nasty misconception made by most that lunarae are always hungry, devouring the souls of any sentient creature. Rather, lunarae are always hungry, but they only devour the souls of any impure sentient creature: humans, elnins, whatever they come across. They are, however, by no means nice-- at the best, they are somewhat benevolent. Naturally, they are very manipulative, since feeding time slots are scarce and lost travelers without light rare.
 Lunarae, when in their daylight forms, usually expend a little consumed life force to give off a soothing, energizing aura to lure prey over. They then lead their prey astray with many little tricks-- for example, they may take their little soul shards and assemble them to form images. Their own fluffy appearance helps to make them seem harmless and innocent, and they are always careful to play the part. Lunarae are constantly measuring up the prey to their stringent qualifications for purity. They cannot be fickle and must always use their same set of rules to measure impurity, but said rules vary from lunari to lunari. Most of the time, prey is deemed impure, considering how strict the standards normally are. Sometimes, however, lost young children are spared and given wax.
 Lunarae, being natural predators, have many schemes to absorb optimal life force. They hunt down prey during the night with their jointed antennae, which they can swivel in any direction. Their large ears also serve to provide incredibly acute hearing. Every inch of a lunari’s fur is made to optimally absorb energy, so whenever a lunari is touched, extra life energy is absorbed, usually leaving the body part that touched the fur cold, numb, and limp. If a prey chooses to escape, the easiest way to do so is by maintaining eye contact and backing away so the lunari cannot teleport over; however, lunarae are also relatively fast and hard to outrun. Lunarae can also manipulate the tufts of fire on their feet to extend quite far and burn their prey. Lunarae can be rather aggressive when attacking one another, but they usually rely on trickery to kill their opponents.
 They always levitate to not touch the ground and therefore are often confused for ghosts or woodland gods; however, it is possible to shove a lunari to the ground by force.

--

asdfghjkl this took a while. XD Sorry about the info spam, since I had a ton of ideas.
I hope you like my concept, but all of the other ones are awesome, too!! ;o; I just love this elnin a tonnnnnnn. Good luck to all~
LATE ENTRY YUS

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cyymin In reply to cyymin [2015-12-18 21:04:15 +0000 UTC]

Ee~ I made two new things to show different lunari appearance variations + the transformation from daylight form to true form. <3
sta.sh/01pcilk26lpk -- transformation
sta.sh/027pj50htjkd -- different lunari masks/ear colors

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Rapidashtrainer In reply to ??? [2015-12-12 08:57:16 +0000 UTC]

Glad I could make it in time. >u<

-----------------------------------------

Spiritkin Entry

 

Common Name: Stone Sentinel
Alternate Name: Rilievo (to raise)

Type: Rock/ Guardian

Jinxes:

(Note: Sentinel stones are stones which contain the stone sentinels)

Image

Stone sentinels can often be found around the gates/ entrances of ruined cities/tombs/treasuries and in their inactivated state these stone sentinels are often mistaken for mere stone reliefs set into walls and pillars of ruined cities.

 

To summon a stone sentinel, one must first possess a hag stone (a stone with a naturally occurring hole through it). Then, one must find a ruined city or tomb containing stone carvings. To single out the sentinel stones* from regular stone artefacts, one must look at the carved reliefs through the hag stone. Relics containing the sentinels will glow when viewed in this manner. To conduct a successful summon, one must maintain eye contact through the hag stone until the glow subsides. When this is accomplished, one can put the hag stone away for the summoned sentinel would by now be perceptible to the naked eye and ready to receive orders.  Subsequent summons do not require the use of the hag stone as the sentinel can now be summoned by just holding onto the sentinel stone and willing the sentinel to manifest itself.

 

The type of sentinel summoned is represented on the sentinel stone itself. For example, a pictogram of a ram would summon a ram sentinel while a picture of a bird would call forth an avian sentinel.

 

The duration which the sentinel remains in service is dependent on the condition of the sentinel stone itself. Any damage received by the summoned sentinel is reflected on the stone and after sustaining sufficient damage, the sentinel stone will eventually shatter and the user will be unable to summon the sentinel after that. At this point in time, it is unclear whether the shattering of the sentinel stone would permanently kill the sentinel or if the sentinel and its stone will eventually reappear once more.

 

Sentinels can be used to perform almost any physical tasks, from hauling heavy merchandise to smashing down walls. However, if the user tries to use a sentinel to unjustly harm others, the stone will shatter regardless of its condition prior to the summoning.

 

 

* Sizes can range from being as small as a finger nail to as large as a dining table. The size of the sentinel stone does not seem to affect the size of the summoned sentinel. The size of the summoned sentinel is similar to the size of the creature is it based on.

 

Interactions:

The bond shared between the summoner and the summoned seem to be akin to a master- retainer interactions. The summoned sentinel will do most tasks asked of it with the exception of exploiting it for ignoble causes.

 

The summoned sentinel will only speak but once throughout its entire vassalage with the user and that occurs moments after the shattering of the sentinel stone. The sentinel will ask “Have I served you well?”

 

If the user answers “Yes”, the sentinel will nod and indicate the direction in which a different sentinel stone may be found before disappearing.

 

If the user answers “No”, the sentinel will grow angry and reply “Stony hearted savage, as stone you are, as stone you shall be,”

 

The user by this time, will find himself unwillingly turned to stone for a year and a day.

 

Story:

 

Once upon a time, a lovely princess was kidnapped by an evil wizard who lived in a huge fortress made out of stone. The wizard was old and ugly and wished to steal the princess’s youth for his own.

 

When news of this calamity got around, a prince from a nearby kingdom vowed to save the princess from her horrible fate (it helped that the prince was secretly in love with the princess too).

 

Having equipped himself sufficiently and with the blessings of his parents, the young prince set out. Before long, he came across an old man who begged the prince for a sip of water. Without hesitation, the prince offered the parched old man his flagon and the old man drank deeply from it. Thirst quenched, the old man thanked the prince profusely and gave the prince a hag stone. “If Your Highness would travel but a little way off this road, you will come across an old castle. Upon its walls you will find a symbol of a bear carved into it. Look at the bear through this hag stone and you will have yourself a powerful ally,”

 

Deciding to heed the old man’s words (as is the case with most fairy tales), the prince soon found himself in possession of a huge bear sentinel whose stone paws made short work of the evil wizard’s fortress.

 

With the fortress torn down, the evil wizard fled in terror while the prince rescued the princess. Touched by his bravery, the princess returned his love and they lived happily ever after with the stone sentinel providing their kingdom many long years of protection. 

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graciedart In reply to ??? [2015-12-12 07:54:32 +0000 UTC]

YAY SPIRITKINS ARE CUTEEEE
I wanted to sneak an entry in before finals <333
I sort of took "spirit" a little literally ... 



SPIRITKIN: Bhoot

APPEARANCE: Bhoot are small ghost creatures, no bigger than a soccerball. They are always cloaked in white, but the type of cloak and the way they accessorize is completely variable. Their faces are obscured in shadow, but pulling back the hood reveals a different visage every time as they are avid shapeshifters! They can't shapeshift their whole body but they can completely alter their face/head under the cloak. They also have glowing eyes that come in all sorts of colors, shapes and sizes.

WHERE ARE THEY FOUND: Bhoots prefer dry places and places that are especially creepy and spooky~! Cemetaries, abandoned areas, spooky forests, even just particularly dark paths.

JINXES: Aside from always being dressed in white, Bhoots can float. They never touch the ground and they can only float backwards. They avoid water completely for unknown reasons and are completely disgusted by metal (bringing any sort of metal in front of a bhoot will surely result in it transforming into something horrifying to scare you in return!). They are particularly attracted to lights (hearths in an abandoned home, lanterns lit by wayward travelers). If presented with some kind of accessory with their cloak they will happily emit a pleasant humming noise. 

Not neccessarily a jinx, but Bhoots are relatively friendly creatures. As long as you don't upset them or be mean to them, they're very keen to accompany travelers and often engage with the races of Eyre. I'd like to think within Eyre a lot of people regard them as good omens during travel. 

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PatchworkPrince In reply to graciedart [2015-12-12 23:32:29 +0000 UTC]

OMG it's so cute and tiny!!!

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graciedart In reply to PatchworkPrince [2015-12-13 01:45:31 +0000 UTC]

alkjdsflkj if theres one thing i like its cute tinies!!

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tuesdaying In reply to ??? [2015-12-12 03:07:17 +0000 UTC]



Name: Alythia

Locations: Anywhere shadowed that they can slip in, mostly dark corners of the forest.

Appearance: Little birdlike creatures with many feathers that almost seem to be made of shadow. They leave behind a tiny trail of black footprints that disappear within an hour if left alone.

Jinxes: Alythia are mimickers - they can mimmick the voice of someone and throw it back to them to confuse and disorient, and cause those that hear them to speak only in poetry for a while afterwards, as the Alythia only speak in poetry themselves except when mimmicking or answering questions. They are aloof creatures by nature, and are naturally suspicious, but this can be eased into trust by a good offering.

Blessings: If you manage to follow the Althyia's footprints and follow one, they will bestow upon you the gift of knowledge - meaning they will answer one question truthfully and honestly, with no hesitation. They are not seers and cannot see the future, but being asked a direct question will result in a direct answer that even they do not foresee.

Blessings can also be obtained when the Alythia is pleased - food is an excellent way to placate them, or anything shiny and colorful, as they lack most color.

Curse: Anger an Alythia by insulting it, attacking it, or snubbing it (they are very proud creatures), and you will be cursed only to speak in rhymes for the rest of your life.

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Vespernova In reply to ??? [2015-12-11 20:47:00 +0000 UTC]

Nose deeply buried into my newest treasure my eyes wandered over the pages in the dim glow of the candlelight. Quiet and blissful oh how sweet it was but that wasn’t to last. My companion began to stir and her racket brought out an audible sigh from me, “What are you doing?” I probably shouldn’t have asked because her gaze lit up with mischief. With a raised brow I waited for her to begin whatever it was she had in mind; likely some sort of game. Resting my book in my lap it did not take more than a moment before her hand flashed to slap the page I had just been reading, “Wh-what?!” the suddenness of the act left me barreling backwards with my book now firmly in my companion’s grasp. I felt my cheeks grow warm as I righted myself and glowered in her general direction, “Give it back that’s not funny.” The look she was giving me though seemed to be one of concern which threw me a little of guard and as she spoke her voice held a whispering tone, “Don’t you know you can’t stop reading a book in candle light? If you don’t finish it the Book Marker will steal your eyesight and you’ll never see again.” I could feel my eyes rolling almost immediately, “Oh please you’ve played one too many tricks on me to fool me so easily.” “No, really.” She countered with feigned fear, “I’ve seen it happen.” I simply frowned with my hand outstretched but the lingering thought was held fast in my mind, “Oh really? I don’t believe you.” My companion gave me a grave look; slowly handing the book back but keeping my page marked. I wrenched it from her hands and my thumb might have coincidentally stopped to hold my page as well. Well I don’t need to hold it I can just… Damn, my curiosity was far from sated now and by the slight sparkle in my companion’s eyes I could tell she knew she had me, “Just for posterity’s sake though, and nothing else, I’d like to hear this legend of yours. Just to see how bad of a liar you are.” Grinning ear to ear, she nodded and swiped my candle to hold it just under her face for dramatic effect , “Let’s begin…”

 

Name: Book Marker

 

Appearance: Book Markers often take the form of a small wisp-like creature hidden in a candle’s flame. They take on the color of the flame to better camouflage themselves and are usually only seen if they wish to be seen. They watch over the reader and as each page is turned they too enjoy the story.

 

Where They Live: These small creatures are born and live their lives in the flame of a candle. They can only be born from candles lit over an open book and their exact shapes can take on strange forms depending on the genre of the book. For instance a fantasy novel might create a Book Marker with a subtle unicorn horn and a horror story might give them a terrifying, toothy grin. Book Markers have a lifespan completely dependent on the candle they are lit from. The smaller the candle, the shorter the lifespan. It is possible to extend their lives by using their flame to light another candle and so on and so forth. Potentially it is possible for them to live forever this way; though it is very rare that this happens and generally requires that they make a contract.

 

Jinxes:

    ·         They hate it when someone reading a book in candle light doesn’t finish the story as they don’t get to finish it either.

    ·         When a book is not finished they become aggressive and their ‘flame’ grows bigger and strong winds will blow about for a moment.

    ·         If the wind and flame warnings aren’t heeded and the reader doesn’t continue the Book Marker will steal the reader’s eyesight so that they won’t ever read again!

    ·         When a Book Marker truly falls in love with the story told in a book read in their light or when they take a particular liking to the reader, they can, though this is rare, make themselves known to the reader and offer a contract. These contracts usually require that the reader keep the book marker alive and read a book to them each night by their light. In return the Book Marker will bring good luck to its contract owner and protect them from harm. These contracts last until either the contract keeper or the Book Marker fade away.

    ·         If a contract is made and the keeper does not follow through with their part of it the Book Marker turns malignant; inviting danger which often leads to horrible accidents.

    ·         Contracts can be passed down through family bloodlines and it is common for people to attribute wealthy and happy households on the protection of a Book Marker.

    ·         Book Markers can be very selfish and attempt to get more out of a contract keeper than is promised but the keeper need not fear so long as they are following the contract’s rules.

    ·         Due to their usually short lifespans, Book Markers are energetic and cause their flames to flicker and dance during exciting parts of stories. In fact, their flames usually react to the emotions of a story which can make it difficult for the reader to finish in such erratic light changes.

 

 

As my companion’s story came to an end I found my eyes peering deeply into the candle flame lighting up her face. Shrugging her shoulders, she passed the candle back to me, “But since you don’t believe me I guess you shouldn’t worry. Go ahead and put the light out and we can get some sleep.” I nodded, “Of course. It’s about time that story ended.” Placing the candle beside me I hesitated. My thumb still held the page I had last been on… There was obviously nothing to her story. I began to lift my thumb from its place but a strong wind pushed the pages open to it and my eyes widened as the candle light flickered and grew only briefly, “Maybe just a few more pages…”

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LadyCarmine In reply to ??? [2015-12-11 20:24:41 +0000 UTC]

"Make sure you sleep soundly tonight, so that the wandering Labaa may bless you with its song"

Name: "Labaa" (A play on words, 'La' is used in accordance to singing and 'Baa" is the noise that a sheep makes and sheep are often correlated with sleep)

Appearance: Labaa have a very goat/sheep like apperance, although they are able to stand on twos rather than fours. The Labaa is roughly about the size of a human child, however they keep hidden from plain sight so it is said to not be known for certain. The most interesting feature of the Labaa are its two yellow horns which can vary in height and width. The shape at the ends of these horns make the appearance of a music note. Attached to their fuzzy, pink coat is a small bell, this bell cannot ring but instead serves another purpose; it stores the dreams that it collects. This bell is bound to this spirit and thus cannot ever be removed. The Labaa's eyes are always blue and have yellow surrounding them.

Habitat: The Labaa are traveling spirits, although they prefer to visit in quiet, more peaceful towns and villages. You will never hear of a Labaa visiting any noisy, crowded areas. However, despite traveling they're never seen; because of their shyness they keep invisible, and it is said that these spirits are only active during the night.

Jinxes: The Labaa enter the bedrooms of those who use nightlights (they're attracted to the soft glow they provide) and collect the dreams of the person sleeping in that room. The dreams are stored in the Labaa's bell, where they become converted into energy. To do this the Labaa hums a song which helps in harmlessly extracting the dream from its target. Having a Labaa take your dreams isn't ever harmful, in fact if the spirit is able to successfully take the dreams it will reward you. The next day you will wake up feeling energized and full of vitality. However, the voices of the Labaa are said to be incredibly beautiful, and many folk try to take advantage of their nightly exploits by feigning sleep to trick them into humming for them. The Labaa will get extremely upset if they enter a person's room and and find out that they're actually awake while they're humming. The Labaa will always be able to find this out because, of course, no dreams will enter their bell. If they catch a person awake, trying to listen to their voice, they will punish them by casting insomnia. This causes a person to be unable to sleep, and will last for approximately three days. It is unwise to try and take advantage of a Labaa.

Behavior: The Labaa are very quiet and quite shy, therefore they always remain invisible whenever people are nearby. However, it will appear visible when collecting dreams, another reason it gets so upset if they find that the person they're taking dreams from is actually awake. They're quite gentle and kind spirits, yet when upset they will vehemently seek revenge with its insomnia spell.

Images:
Concept Art:  ninfias.deviantart.com/art/Lab…
Colored Art:  ninfias.deviantart.com/art/Lab…

Short Story: Possible WIP

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Gerce In reply to ??? [2015-12-11 19:41:13 +0000 UTC]

Name: Little Troublemaker

(image coming soon maybe? i'll post it as a reply to this post)

Appearance: Anthropomorphic spiritkin that stand to be anywhere from a couple inches tall to about a foot tall. They are furred creatures that can have more than one set of arms (max have four arms) and up to two pairs of ears. They make masks out of things they've found and collected like nutshells, buttons, etc. one part of their face will always be covered. Usually they are compared with squirrels, foxes, and cats, though they don't look exactly like them at all. They are also able to understand speech but cannot communicate back.

Home: They live in forests usually in hollowed out logs preferably, or trees with significant sized holes in them. Though they will make little tree houses if necessary using branches and twigs etc. Sometimes they'll find homes in your basement or under the floorboards of your home. They like to fill their homes with all the things they have collected and so it usually looks like a massive pile of random objects placed somewhat neatly around their little home.

Jinxes/Behaviour: Troublemakers are very intelligent creatures that live out their lives collecting things they find that they like. Though they lead very lonely lives because no one can see them, they are completely invisible to the naked eye and can only be seen in reflections in water, mirrors, or other reflective objects. Because of this they are easily frustrated. Troublemakers will find their way to homes that are mostly isolated or in small villages and begin to make a little ruckus. They start out slow by tearing things a little, or knocking some things over now and then to see if they are spotted. Usually people never understand whats going on and make the Troublemaker try harder to get their attention. If left ignored or not found long enough they will break things continually until the home owner thinks it could be a Troublemaker spiritkin and try to find them with a mirror. This could be good or bad for the Troublemaker because usually people just try and attack them, but on few occasions people will try and befriend them or at least reason with them. Troublemakers are the most lonely of creatures and out of all the things they've wanted and collected in their lives, making a friend is the one thing they want most and will not trade for the world. So if you can befriend a Troublemaker you will have a life-long companion and best friend. These little guys will not leave your side ever after befriending them and will do whatever you ask of them. But if you ever forget them or ignore them even one time they will quickly turn around and begin to make your life miserable.

The only other way to spot a Troublemaker is if you have a completely dark room with one small candlelight, (if they hold still long enough you will slowly be able to see them) at night the Troublemaker will probably use it to keep warm and sleep next to, or will contemplate their life forlornly by looking into the flame. They are very sad creatures, but very energetic and intelligent when doing what they do best.

Quick Facts
- They will fade out of existence if ignored by you long enough, and you will be left with bad luck forever
- They wreck things to get attention, and that is how they got their name
- You will only be visited by one Troublemaker ever in your life if you ever meet one at all, the others will know if you know how to find them and know you'll know whats causing trouble right away
- They live alone and away from other Troublemakers, they don't really get along at all together
- They usually only appear in Winter time, though they do live all through the year as well, this is because they know you'll be in your home more during winter so they can get your attention easier
- All of their extra ears and limbs make it difficult for you to sneak up on them and also are able to climb extremely well, they can get around anywhere
- It is normal for people to befriend the Troublemakers that enter their homes in hope of peace, but also just as many people try to hurt the poor Troublemakers but that is a very bad idea
- Despite being anthropomorphic, they also have the ability to run on all fours (or all sixes if they have more than one set of arms of course), which they use when they are climbing or trying to run faster
- Fur colors vary, usually they are naturally colored to blend in with their natural surroundings (being foresty areas)
- They occasionally wear clothing or other accessories that they've made themselves in a way to be creative with their new trinkets they've found, and to admire the people they want to befriend

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Meroviathan In reply to ??? [2015-12-10 22:33:13 +0000 UTC]

GUYS GUYS I FIGURED IT OUT okay so like you know how you wake up and sometimes your hair's all tangled up?  Vicuna are to blame.  They're like these tiny little faeries that come in and mess with your hair while you're sleeping, providing it's long enough.  They sounds like tiny jerks, right?  I mean, that's what I was thinking about when trying to brush a knot out earlier.


But that got me thinking: they're Spiritkin.  What if they saw the world in different colors?  Like, what if our hair was multiple colors of threads, and they're not tangling our hair but they're weaving something?  Like a tapestry, or elaborate rug, or... okay, maybe they're just messing around.  They're fae -- they can do what they want.  


There's no use trying to put your hair in a braid to avoid them either.  I'm pretty sure they're the reason that braids become undone mid-sleep or why you get random pieces of hair sticking out.  I think the only way to prevent them from messing with you is if you don't sleep or if your hair's too short.  


As far as looks, I'm pretty sure they have long spindly arms to grab and weave/knot your strands of hair together.  Or maybe they have flashy crochet hooks that they use instead.  Look, I don't know for 100% -- I'm usually asleep whenever they come a'tangling.  As you should be too, else they'll probably leave a knot in your hair that'll take ages to get out.


Personally speaking though? I'd like to think that they have moth wings.  Not on their backs like the "traditional" faerie, but like... moth buttwings.  Yes moth buttwings but when they're not in use they're folded around their waist like an elaborate skirt.  Look maybe I just want to see a faefolk with buttwings ok.  >_>

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endejester In reply to ??? [2015-12-10 20:49:01 +0000 UTC]

((please count this ONLY for fun, if it somehow wins it will be gifted to another person <3, I'm just entering to have fun with the Spiritkin, not as an attempt for this beautiful Elnin <3) 


-- 

Cookles 



Not to be confused with --Cookies--, though they can look exceptionally similar to them, and even smell like a delicious fresh baked confection, a waft of dark chocolate and the rich smell of brown sugar and butter. 

You might at first think you had come across a mysterious case of tasty baked goods if you run across these creatures, that would be at least until you moved close enough to startle it, at that time you’d see it stand, pushing itself up on a single trunk like leg it then looks more like the strange child of a cookie and a mushroom. 


Preferred locations for Cookles - they are unfortunately drawn towards bakery and places that make sweets and other such confections. This behavior is believed to be some inclination by them to camouflage themselves for safety, perhaps they are seen as edible by other spiritkin, though the exact reason of their behavior is unknown. 


Boons - if you do discover a Cookle,  there are two things that these little creatures seem to crave, though please be cautious of their rows of sharp teeth when you feed them. 


Leaving out milk to treat them will always find favor, they especially favor milk that borders on cream, if you are sure a cookle is near your house and you treat them to this then you’ll likely earn their boon. 


Likewise if you leave them some form of savory meat, these sweet creatures are drawn to salty things, just not -in- the milk, even they don’t care for it curdled. 



If you offer them either of these you will find yourself blessed - all your baked goods, even if you purchased them stale will taste as warm and soft as if they had come fresh from the oven. 


if you, however - offend them - trying to eat them, crush them, dip them in milk, giving them spoiled milk or sweets - then you’ll find yourself at the wrong end of one of their curses. 


While less extensive than their boon, its an effective one. 


If you are cursed, any time you try and bite into an -actual- chocolate chip cookie, you’ll find that your mouthful, has turned into an oatmeal raisin cookie, and not just that - a stale one. 

Their determination to ensure that you’ll never again enjoy a chocolate chip cookie is quite thorough. 


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jadedphoenix In reply to ??? [2015-12-10 12:33:51 +0000 UTC]

The Finder


"Whispers in dark tavern corners speak of a fey creature of enormous beauty and power. Enter the woods when the full moon is high, they say, and if you spy a ring of glowing blue flowers — and if you are brave enough, daring enough — step inside and take your chances with the Finder.


Ah, the Finder: an enchanting creature, beautiful beyond compare, they say. For the price of a single word, they can deliver any any item truly lost. A lover’s trinket thrown away in a fit of pique; a childhood treasure long abandoned and dearly missed; even a famous relic lost to history — your dearest desire fulfilled.


… As long as you can keep your gaze from the alluring entity offering it.


For once you meet the Finder’s eyes, you can no longer move, the very air trapped in your throat as you are frozen at the Finder’s mercy. And those eyes you found so seductive begin to burn. And while you remain frozen, unable to tear your eyes away, the beautiful guise starts to slowly shift. Those lips, so tempting, now stretching wide in a parody of a smile. Those limbs, so pale and supple, growing long and spindly, reaching for you, ever closer, though you can’t so much as flinch away. A once bright figure now dark, growing as shadows creep ever larger. Once you have seen its true form, it will never leave your nightmares, they say.


But fear not, for even the Finder cannot hold your gaze forever. Though your breath burns in your throat and your mind screams and your stomach carves itself anew in hunger and your limbs beg for the ability to tremble, freedom will return. Forever and yet an instant. Hours and yet only seconds.


Or so it seems.


For while some step out of the ring to find mere minutes have passed, others claim for decades to have passed, even a hundred years, in no more time than it took one or the other to blink. They call these misplaces souls ‘the Finder’s Fee’.


A true tale, I am told, I swear it as they swore it to me. So, do you dare? The moon is high and full tonight. Is there something, or someone, you would do anything to find? Is your resolve - whether love, hate, revenge or greed - strong enough to outweigh otherworldly lust? Do be careful, dear ones. Finders Keepers can go either way."






Jinxes:

- Only appears when the moon is full and high overhead (night or day makes no difference).

- Can only appear inside the glowing fairy ring.

- If the supplicant steps outside of the ring before the transaction is complete, the Finder disappears — and will never reappear to them again.

- Those who meet the Finder’s eyes are frozen in place until the Finder chooses to release them (despite feeling as if they cannot breathe, they will not actually die from this).

- The only payment accepted is a single word, which the supplicant can never speak again — and the supplicant does not get to choose the word. (Some tales suggest that the Finder can only speak words which have been 'paid' to them, but an equal number of tales don't mention this at all, so it may or may not be true.)
- Trying to pay with anything else will draw the Finder's wrath -- these unlucky few are forcefully ejected from the fairy ring and are greatly aged in the process (unlike those who meet the Finder's eyes, who remain unchanged despite however much time passes outside the ring). The Finder will never appear to these 'cursed' victims again.

- Only truly lost items can be recovered (stolen or in the possession of another person is not ‘lost’, that is stolen/sold/etc.).


[ Will add art later. ]

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jadedphoenix In reply to jadedphoenix [2015-12-10 12:34:24 +0000 UTC]

“There is absolutely no way that’s true.”


The small figure posed dramatically on a chair in front of the fire place wavers. “What? It is, I swear it! As they-“


“Swore to you, right. No, please, don’t write down anything he says,” the disbeliever cautions the lady collecting tales. “He’ll say anything if he thinks it’ll earn him a coin or two.”


“Outrageous lies! I am the soul of honour!”


“Don’t forget mooching. Besides, we’re not even from here, how would you know any local stories?”


The smaller figure fluffs up in outrage. “People talk to me. I am very personable.”


“He means he was begging for money to continue his travels again,” the disbeliever warns the woman. "If you want to talk urban legends, how about the one about a fluffy white critter who likes to entertain, but if you dare to pay him any attention, he hangs around and steals all your money."

"Don't forget your food."

"And my-- ... that was my pie. Dammit, Stiltz."


“You, of all people, should trust my stories. How did we meet? Is this not a glorious reenactment of our fateful first encounter?” The figure throws a paw upwards, striking what he no doubt thinks is a suitably dramatic pose. The pompom sticking out of his hat quivers. “DRAW ME, ZAYN! This world deserves a record of my brilliance, kupo!”


The wandering Ieldi buries his face in his hands. “You’re something, alright, but I’m not sure brilliant is the word I’d choose…”





[ It’s Flashback Friday! 8D Or for those in the US, Throwback Thursday, I guess.


And yes, this part will make no sense if you weren’t there the first time. Sorry not sorry XD ]

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SabakuNoYoukai In reply to ??? [2015-12-10 10:07:58 +0000 UTC]

Aaaahhh I want to make a gigantic floppy plush and cuddle him. Every. Single. Day. Because OMGCUTEADORABLEAAAHHH ;A; Turns out my drawing tablet is in storage, so I did the best I could with a giant stylus and a tiny phone xP


When I was a small child, I had always wanted a cat. I’d plead and cry and throw a fuss, but my mother always said the same thing. “I’m sorry dear, but no. What if you drew the attention of an Imposter?”

 

She’d weave stories of them, in hopes of getting me to stop asking. Imposters— shapeshifters who would sneak into the houses of particularly loving and doting pet owners and take on a similar shape.  They’d never be an exact copy; the colors would be muddled, their eyes always a fierce poisonous green, their shadows shifting.  That their mouths would be lined with dangerously sharp teeth, and their tails would always be split in two.

 

Things that should be obvious. Things that you think you’d catch onto right away.

 

But that’s the thing with them. They’re tricky. They stick to the shadows so you cannot see theirs. They’ll keep their backs turned to hide their face. Tails would be tucked beneath paws. Anything to make you think they belonged. Anything to get you to willingly reach out and pet them— because if you pet an Imposter, they would never leave. By their rules, you touched them, you take care of them until you are no longer of this world, and they are not an easy creature to take care of.

 

Each day; a long walk, a warm bath, at least an hour each of being played with and pet, and three delicious home-cooked meals (no leftovers!).

 

However long you could satisfy their demanding needs, you would be blessed with good luck in every aspect. You’d find yourself getting promotions and bonuses at work, stumbling across forgotten bills by the curbside, winning games based on chance far more often than you should.

 

But if you slack in your attention and affection for just one day, that luck will switch in an instant. You’d find yourself with a case of worst luck a human could have until you appeased them (A feat likely to take many days), if you raise your voice at them and scare them, you’d find yourself mute for a full day in punishment, and if you completely ignored them to the point of angering them… well, you wouldn’t have to worry about bad luck much longer anymore, because your days would officially be numbered.

 

I stopped believing her stories the older I got though, so it’s no surprise that as soon as I found a nice cozy house of my own a few miles out of town I went to the local shelter and adopted the fluffiest tom cat I could find. He’s a bit of a goof, and has the worst hairballs imaginable, but we absolutely love one another, and I have missed him dearly this past week while away on a business trip. It’s no surprise, then, that when I felt a small dip in my mattress I automatically reached out from beneath my blanket in the middle of the night to bury my fingers into his thick fur and scratch at his ears.

 

It was only after the fact that I remembered…

 

I had gotten in too late to pick him up from the sitters.


When I opened my eyes to look, green stared back into mine.

 Image : Imposter VS  Pet

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XXxbunnyloverxX In reply to ??? [2015-12-10 05:14:50 +0000 UTC]

Name: Aquanatius 

Locations: Really anywhere where there is enough water to hide in [such as lakes, oceans, seas, and large enough ponds.]

Lore: The first Aquanatius was a dying dog that wandered into a spring where the  water spirit of the spring judged its life. 
Finding that the dog was dying due to receiving an injury for saving A being of the water[an aquatic being] it blessed the 
dog with a new life. The dog now reborn as a being of the water sheds its fins once every year to make beautiful clothe 
for those who help the beings of water as it once did.

Appearance: Aquanatiis are aquatic beings that kind of resemble a canine. They have long fish tails and fins on their heads
and the backs of their legs. They have gills on their sides which they use to breath in the water. They have small ear "buds"
in front of the fins on their heads which they use to hear. They have small mouths and small canine like noses. They usually
only have 1 eye open at a time. They also have sticky paw pads and only three "toes" which are webbed. They have no 
claws and actually have venom glands in their mouths. They all have a fin on the top of their tail before the main fin tail. 
They can only be colors or water[must be a natural water color examples above] and they tend to have either simple
patterns or water like camouflage. They can also have any shape of aquatic fin at the ends of their tails[required to have one].

Jinxes: Seeing a Aguanatius with both its eyes open will cause you to shrivel up because the eye they keep closed has the 
power to absorb all the water around them. They don't like people touching them so if you by accident touch one while
swimming they will most definitely bite you. As their is no antidote to their venom as of yet you will most likely die unless, 
you get bitten on a limb then you can just cut the limb off.  If they see you throwing trash and debris into water they will 
will curse you and you will turn into a fish.[so don't do it O.O they is watching]

Blessings: If they see you cleaning trash and debris from water and its surrounding area they will stealthily place beautiful
jewels made of their blood in your clothes or bags as a thank you.[these can be crafted into jewelry and sold at high prices]
If a Aquanatius sees you help an injured aquatic creature they will give you a special cloth made of the fins they shed which 
has the ability to let you breath underwater. You should be careful when using it though as it will disappear once you have 
used it for 72 hours.

Curse: They have but one curse that you do not wish to receive and it is The Martiantion Curse. This curse causes 
the person who incurred the Aquanatius's wrath to slowly go insane and turn into a monster which eats all of their friends 
and family till it is finally killed. 
Reasons for getting cursed->
-Killing aquatic beings for no reason other than slaughter and sport
-Dumping large amounts of poison or oil into water and thus killing all life within
-Killing one of their own 

Image-> fav.me/d9jmchj

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Barkbytez In reply to ??? [2015-12-10 03:21:18 +0000 UTC]


Name: Amoeros  (Amor latin: Love, affection, fondness, cupid.   Eros Latin:  Cupid, love. )

Preferred areas:  Woodland areas near small villages or large field of flowers.   Sometimes you can find them in abandoned taverns or cabins where they have given a blessing or where an extreme act of love has taken place.  You will not see it during the day at all, between twilight and dawn is its favorite time.

Appearance:  To some say they saw a lovely maiden to others a handsome prince always to the persons liking and beauty standards, but everyone said it always smelled like fresh cut roses and sweets.  IF it chooses to show you, its true form (mostly when giving a blessing or when you have angered them) they phase into A large white rabbit with heart shaped neck floof and tail. When standing on its hind legs can look to be over a foot and a half tall.   When pleased the neck floof and tail will fade to red but if you have angered them it will fade to mucky brownish black like a wilting flower. This spiritkin is faceless no eyes or nose thou does have whiskers and a small mouth.

Jinxes:  The Amoeros cannot see and rely heavily on sound and its whiskers to get around. So loud noises can confuse and harm them, when they are dizzy they can get angry and scared, sometime scratching those around them (the scar will always be red) So try not to scare them!
They do not like water or the rain, they cannot travel or move when its raining.
They cannot eat bitter or sour things, it makes them extremely sick.

Blessing:   You will be lucky in love and life through the spring! If you have been blessed you will find a whisker or rose petal under a teacup at dawn. This is extremely rare but in some cases it will make you a pendant of its floof in a small crystal if it deems you worthy of luck in life and love! Eventually as years pass the crystal will break and the floof will be carried away by the wind some say being returned to the Amoeros.

Reasons for receiving a blessing :
-In a test a Amoeros maybe come to you in a dream as a maiden or handsome prince to test your new found love, should you pass this test, you may receive a blessing when you wake.
-Compassion for those less fortunate, given someone some potion or food who cannot afford it, giving a weary traveler (a handsome prince maybe - wink) a nights stay and a warm meal, perhaps a small animal that needs help. You may never know who you’re helping!

Curse:   If you find true love? The amoeros will give them sour luck until they die.  In very rare yet extreme cases luck so sour it kills them.  Making sure you know what you’ve done.  To appease the the Amoeros leave a small bouquet of flowers (Roses are their favorite) and a small sweet treat and a love letter written by your soulmate  on the edge of the forest bush or in a field of flowers.
The worst of the two curses. You will slowly go blind.

Reasons for catching the curses :
 -Amoeros does not like for its floof or tail to be touched.  It cherishes them beyond all things, and can be said that this spiritkin can be extremely vain when its comes to its fur and that’s why it is without eyes.
-If it sees you mistreating anyone, animal or no, you will catch the worst curse.
-Cheating on your spouse. (this is where the dream maiden and prince come in. If you truly love someone EVEN when it’s a dream to the amoeros you will not stray and will decline.)
-Being extremely vain, it becomes very jealous if it hears you crooning over your looks or material things.

Short story/Image:  TBA (working on it. ;v; )  

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Koi-Sauce In reply to ??? [2015-12-10 02:25:47 +0000 UTC]

SpiritKin

Pebbler(s) {Pebb-ler(s)}

Appearance(s)- Small spiritkin that look like any old pebble anywhere in the realms, but they are actually transforming and intricate beetle like creatures. On the outside (the stone shell) is earthy tones just like any other pebble; the inside though is a jewel-toned and iridescent display ranging from a flaming sunset to a deep ocean layer blues. These little guys have one large eye that looks like a all-seeing-eye simplified drawing in the colors white, gold, or rusty orange. On the belly of each one is a symbol.

Location(s)- These spiritkin love to be in forests, jungles, mountain passes; just about anywhere where there are beings who travel!

Symbol(s)- The symbol is underneath on their bellies, which looks a lot like a upside down lower case g. If anyone is able to get one of these Pebblers onto their backs and see the symbol, the Pebbler must then show that being the right way through the forest/mountain.

Jinx(es)- As stated beforehand, the Pebbler must keep their symbol hidden from any other species or being or they will have to show that person, species, being the right/safe way through the forest, mountain, etc. Though it's very rarely that anyone can get these little guys on their backs but you can still try as you might.

Extra(s)- A small fact is that if you try to follow them with your eyes to see if they move, you will feel dizzy and just believe it was all in your head when and if they do move! So you should avoid trying to catch them in the act of making new paths to disturb you.

How to Anger Them- To make them angry, if you attempt to pick them up and use them as a skipping stone or try to collect them, the next time you travel you may find yourself in the worst predicament ever! Like stepping all over a fairy ring which will cause your years of bad luck, etc!
How to Please Them- Avoid noticing them at all costs. There is no avoiding newly made paths either way except for flipping them on their backs. Leaving them some precious jewels in a freshly dug and buried hole will in turn make them leave you a small crystal bottle potion of restoration at your feet when you are not looking.

Purpose(s)- Pebblers' purpose is to make small and large paths through the terrain that can confuse and distort a traveler's path. No one is safe from these spiritikin; nothing. Their paths will lead anywhere from a swamp, a monster's lair, a cliffside, and so forth; the path will rarely lead to anywhere remotely safe so watch out!

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Koi-Sauce In reply to Koi-Sauce [2015-12-10 03:26:16 +0000 UTC]

SpiritKin

Inksu(s) {Ink-sue(s)}

Appearance(s)- Spritikin that have semi-transparent bodies, no eyes, small mouths, but very large tongues that are clear as their bellies. The tongue and stomaches stay clear until they literally lick up ink from books, pages, and any other texts. These critters are very small, about the size of a gumball machine ball; they are short and fat but very elastic due to their skin resembling that of memory foam/ceram wrap. All of them have needle point horns that they use to write with when they concentrate their ink into the horn itself.

Location(s)- These spiritkin love to hang around libraries, traveling poets, and other places that withhold a large quantity of written texts!

Jinx(es)- Their sole purpose in life is to eat ink from texts that are deemed incorrect due to misspellings, historic facts that are false, and so forth. They then write down using their horns what is correct. These little ones know pretty much everything due to them being created as soon as the realms were created.

The Jinx(es) that they must abide by is the fact that they cannot go near silver, for silver will burn their skins till they evaporate. No matter how much silver is silver (for example a jewelry piece that has three types of metals blended with silver) it will literally kill them.

How to Anger Them- If you were to 'correct' their corrections, they will transmute their ink to a very permanent liquid infused with magic that will make the text and its canvas (paper, scroll, book, etc) undestroyable/irreversible. So think twice on correcting them or you might just find yourself sending a note to someone with lots of hurtful and disgusting words!

How to Please Them- Leaving a small bottle of ink of the highest quality where you write will leave them very pleased with you and will bless your family with exotic and colorful ink wells for years (as long as you leave a ink well of highest quality each month), such as bright blue, desert red, gold, etc!

Rumor(s)- It is rumored throughout the lands and realms that a Inksu helped a royal family with their peace treaty with a neighboring kingdom. This Inksu wrote in such extravagent words about how the two kingdoms are stronger as one kingdom, because without help in this cruel world, there would not be generations to teach both written word and how to live. In more detail, the Inksu then created a new insignia that branched to the two kingdoms. After that, this kingdom was renewed and the peace treaty became the most sacred text. Thankfully, the royals decided to leave the corrections or there wouldn't be two kingdoms at all!

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Oddwyn In reply to ??? [2015-12-10 02:17:54 +0000 UTC]

Name: Skark(s)

Appearance:  Skarks are small amphibious Spiritkin.  They are generally dull colored, except for a brilliant streak of color around their stinger, that matches their iris.  


Habitat: They generally dwell in swampland.

Jinxes: Skarks are quite venomous.  They collect poisons and venom, which they can then recreate within their bodies and use at will on their prey.  Their prey include any travelers foolish enough to enter their swamp.  However, Skarks love music.  They won't harm anyone traveling through their territory as long as you sing, hum, or at least whistle a tune while doing so.  Just be sure you stay on key; a sour note can have deadly consequences.
Locals can ingratiate themselves with nearby Skarks by offering them a new type of poison or venom for them to add to their collection.  Individual Skarks may also be befriended by offering them a gift that's the same color as their eye.  Friendly Skarks will happily provide antidotes to any toxin they're familiar with.  
While Skarks will hunt prey as a group, if you challenge one to spar, the others will respect the challenge and refrain from attacking until the one on one bout has been decided.  Losing generally results in death.  Winning generally results in other Skarks wanting to spar.  If your abilities impress them, they might befriend you.

Behavior: Skarks are a pugnacious bunch, always willing and eager for a sparring session with each other, or anyone intruding on their territory.  They'll be curious, and eager to meet this intruder, but even if the Skarks seem amiable, the intruder will usually end up as lunch, unless they know to sing.  
Skarks also love to collect trinkets, but only if said trinket shares their eye color.  Any one Skark will collect many items, ranging from junk to actual valuables over their lifetime, and will often pass this horde down to any offspring that share their color.
They're also natural mimics, and will lure prey in with sounds of music and revelry, or the cry of an animal in distress.

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PoeticOtaku In reply to ??? [2015-12-09 20:56:23 +0000 UTC]

Name: Cariare (from the Latin and Italian words for "Carry away" and "decay")

Appearance:The shape of the head of a Cariare's head usually resembles that of a horse, if on a smaller scale. Their eyes, however, are quite unique, resembling something simillar of a human-cat cross. They generally have fairly long ears, that often times do not match. For example, one may be simillar to a dog's while the other looks more like a reindeer. 
     They have fairly medium length necks and hold their head high, sporting some kind of mane or fringe. The colour of their fur and mane/fringe depends on their personality. A calm or caring Cariare might have light green fur and a pastel coloured mane, while a mean or viscious Cariare might be a dark red or burnt orange. This does not mean they have to have these colours, since personalities can be extremely complex.
     Their legs are generally medium in length and are strong and flexible, like that of a tigers. Their pads of their paws are very different form that of cat though. Generally being very strong, like that of a rock, it provides much more protection for their feet.
 They have long tails, simillar to that of cat's or snake's in the sense that it is very flexible. The tail is not limited to fur like the rest of the body, it can have scales or feathers. They can have wings, though not all Cariare have them.

Habitat: They generally live in old forests or at the base of hills and mountains

Jinxes: Depending on how happy or upset they are, Cariare can emit light. An enraged Cariare can blind you in a matter of seconds.
     Cariare are very lonely creatures, and are generally very kind if you meet them, quickly growing attached to you as a dog would. If you betray them in anway shape or form though, they are quick to seek vengence. They will either steal from you, or blind you.
     The Cariare also have a habit of taking in young children that have been abandoned or mistreated and raising them. Unfortunately, the children rarely remember their Cariare caretaker once they reach a certain age.

Behaviour: Cariare are very kind, but are also extremely shy. They rarely let people see them, especially full-grown ones; they are very picky. If a Cariare likes you though, they will rarely leave your side. They can get lonely quickly, so they not only stay near you to protect you, but also because they would feel depressed alone. Of course, Cariare can be very... irrational creatures. Sometimes they will prank or steal from someone, just because they dislike their personality. Usually they end up returning the stolen item if you didn't actually do anything wrong.

What They Are Known For/ Distinguishing Features: They are known for their thieving habits, hence the name Cariare


Other:
- They often  have some object that they carry around with them wherever they go.
____________________________________________________________________________________________________

Was this too detailed? I don't know...

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Liinaii In reply to ??? [2015-12-09 20:33:45 +0000 UTC]

Ahh, I absolutely love the entries so far. I had to add in my own.

Name: Hidir


Places Found: Most commonly found on the banks of lakes and rivers. It is often a good sign that the water is pure and untainted.


Appearance: Hidir are usually mistaken for young human women, and on a very rare occasion a young man. The only thing that give them away and Spiritfolk is their long, pointed ears, long tail and a hollow hole in their back.


Jinxes: A person must never look at a Hidir’s back or you will risk your own death. Hidir must always engage in polite conversation with everyone who happens upon them, this can range from simple greetings to conversations lasting several hours. If a Hidir does something for you you MUST thank them and offer them something to show your gratitude, this can be anything, if they accept the gift you can leave and come back during your travels, if not you should probably leave quickly and avoid that place from then on.


Boon: If a adventurer is kind and polite to a Hidir then they will offer to guard them while they sleep. They will make sure to keep their fire warm and ward off anyone who might want to harm them. They will also retrieve lost things from the bottom of their lakes and rivers or even catch fish if asked.


Curse: A Hidir can use two different curses for two different occasions, for looking into the hollow in their back and for offending them, either by not thanking them properly or by not greeting them when you meet. For looking at they back a Hidir will curse a person with a complete loss of sight, this curse is irreversible. For offending a Hidir they will make it so that any water you touch or drink burns like fire. It fades away with time (usually taking at least a month) but a person can make it go away instantly by giving the Hidir that cursed you an item of great beauty.


Imagefav.me/d9jknns

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Elix-e In reply to ??? [2015-12-09 19:40:54 +0000 UTC]

AHH this is so exciting!! I had so many ideas, but I settled on my favourite! I just had to draw them out too~ I cannot wait to read some of the other entries either!
 

Spiritkin: Known as ‘The Spinster’


The tale of ‘The Spinster’ has lingered for centuries, it is a bedtimes fairytale that has been heard at least once or twice by every child as they get tucked into bed. However, few realise that the myth is truly real and the ‘Witch or Hag’ everyone refers to in the tale is actually an age-old Spiritkin. They appear every year during the biting, winter months on the outskirts of small villages and towns. Once they finds a spot to settle, they won’t move until spring arrives. Everywhere they appear they are accompanied by a rotting, flaking spinning-wheel and a crumbling, old tree-stump which they sit atop. 


The fairytale that goes as follows:


“On the darkest hill, of the darkest night, of the darkest month, an old hag can be spotted with her treasured spinning-wheel. The only light that one can see is the light that shines from the thread she is spooling. This thread doesn’t come from sheep wool or an animal’s coat, it is made from pure magic. Any item that is made with this magical thread is said to bless the wearer; they transform into their most beautiful self, so beautiful, that not even time itself can age their features. 


However, in order to obtain this magical thread, one must in return please the hag. This is easier said than done, as the hag is not easily pleased. The only thing that may please her, is showing her something equally as beautiful as an item of clothing made from her magical thread. Furthermore, the old hag is blinded by her bone, white hair which hangs in front of her face- a face so ugly that it is said that if one saw it, they would immediately die of fright- and therefore the beauty that she wishes to experience is the beauty of song.


If one can sing a beautiful song with a beautiful voice, they will be gifted by the hag with a small bobbin of thread. However, if they displease the hag with their song or voice the hag will viciously sew their mouth shut, so that they may never speak again.”


The Spiritkin’s Jinxes:

  • They must cover their face with their untrimmed hair, causing them to be blind.
  • They cannot move from the stump they sit on once they are settled.
  • If they hear singing that is not truly ‘beautiful’ they become angry and will sew the mouth shut of the singer.
  • If they hear singing which they deem to be beautiful, they become happy and they must swap a bobbin of their magical thread in return for the pleasure of hearing the song. 
  • Any garment made from the magical thread causes the wearer to become beautiful and their looks will not change as they age. [The wearer does not become immortal, they will just appear young until they do reach a mature age and die.]

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Thlyatara In reply to ??? [2015-12-09 18:33:18 +0000 UTC]

Name: Veranút
Preferred areas: Any area where old/secret knowledge can be found, or in locations they are invited to.
Appearance: Veranúts are a strange mixture of owl, lion, and deer. They have a lion's mane and front legs; and owl's head and wings; and a deer's hind hooves and tail. They also have three sets of eyes, each of which is different. One set has either stars or crosses for pupils (it varies from individual to individual), one set has no pupils, and one has narrowed, slit shaped pupils. Their eyes can be used to determine their mood, depending on how much they are opened and which set(s). As their markings are forever changing, the only way to tell individuals apart is the claws in their lion paws. Their claws are actually gemstones, and no two individuals have the same type of gemstone.
Jinxes: A Veranút must always start a conversation with a question, though if they have to ask it or their conversation partner does is unknown. This breed of spiritkin loves to talk, whether it be telling stories, sharing old, forgotten lore, or debating with someone; though be warned should you decide to start a debate with one. Do NOT outright tell them they are wrong, offer and argue other points of view but don't dis theirs. Once they have talked to an individual they cannot leave until they have been given a small token from them. The spiritkin will always keep these tokens, and the preferred token is something that can be worn, so that it can be with them at all times. To invite a Veranút to a location, hang one dried, violet ink soaked rose and one dried, gold dusted stargazer lily on the door. When inviting them in, do not have any silver ink in that location as they are deathly afraid of it.
Boon: If a Veranút is pleased by you, exactly one month later you will find one of their gemstone claws in the form of a pendant on you pillow when you wake. This claw will act as a protection/healing charm. NEVER sell or give away this boon, lest you draw their wrath. To pass it on as an heirloom, you must first make a mixture of one part gold dust, one part violet ink, two parts melted candle wax, and three parts liquid shadow. Place three drops of this mixture on the tip of the claw and once it is absorbed by the claw you may pass it on to your heir(ess).
Curses: This spiritkin has two curses it will use, one when it is annoyed and can still be appeased, and one for when you have angered it. If annoyed it will cause you to be unable to understand any written word. To appease the Veranút, on the night of a full moon place a bouquet of roses soaked in violet ink and stargazer lilies sprinkled with gold dust on your porch with a riddle created by you and written by your best friend. If angered they will make it so all language is lost to you forever and will haunt your dreams causing nightmares and a slow descent into insanity.
Image: WIP

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inkogeki In reply to ??? [2015-12-09 17:00:48 +0000 UTC]

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Thlyatara In reply to inkogeki [2015-12-09 18:39:40 +0000 UTC]

Cool idea~

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inkogeki In reply to Thlyatara [2015-12-09 20:24:47 +0000 UTC]

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Thlyatara In reply to inkogeki [2015-12-09 20:27:01 +0000 UTC]

No problem, now I just need to come up with a short story idea and draw the spiritkin I posted about.

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