LineageVoice of the Forest
WielderAhmoria Mayy
Description"Poison. The perfect weapon for a snake."
- Suzanne Collins
For eons that the world has been alive, humans and magi alike have been destroying the natural world around them. Disregarding what consequences can come when forests, plants, and animals have passed on from the immense destruction. They chop and cut and prune things to their liking, putting up buildings, signs, and who knows what else on the planet. With little regard as to what happens when the natural world is disturbed, these beings continued to do as they pleased. It was as if they did not care if the planet is to die by their hands; they simply wanted materialistic things, useless when the world does die. The gods of the Heavens had to sit by and idly watch as their creations killed off what was meant to be their permanent home. However, after long millenniums had passed, the creators of this world, and the beings that lived in it, grew tired of what they saw.
These gods gathered as a congregation in a small room in the Heavens and spoke among themselves about what they would do. Before long, they came to the conclusion that they would call upon the god of the Underworld for the help that they seek. When the god of the Underworld listened to their pleas to help stop the destruction of Earthland, he agreed under one condition. That condition was that what he created would be allowed to wipe out the human and magi races from the existence of the world. Distraught at their beautiful world potentially dying by the hands of desensitized creatures, the gods agreed to this. Upon the cosmological contract being signed by the leader of the gods, the god of the Underworld created what is now known as Plant Demons. They were demons of often grotesque features, with little resembles to humans being far and between, that were meant to destroy the human and magi races and restore the planet.
Demons that were blessed with the ability to control and manipulate the nature world around them were called the Voices of the Forest. Plant Demons were placed all around the world in what forests there were left in the world in order to assure the protection of the nature. They were often very aggressive, very dominant creatures that did not like the humans or magi stepping into their forests. In some cases, these Plant Demons went rampant in their locations and destroyed nearby villages, cities, or towns wholly. However, there are those Plant Demons who simply want to see the end of the human and magi races in a natural way. These Plant Demons are the more friendly species and are likely to help humans or magi who seek the destruction of others. This is all under the condition that no matter what happens, the natural world will once again dominate the planet.
Abilities- Matter of Style:
- Fauna Mimicry: Mother Nature does not limit her children in what they are capable of doing, especially those who take on closer forms of their cousins. As such, Ahmoria is capable of taking on forms of her fauna cousins whenever she so chooses, but does not gain any aspects or boosts from them. This also allows her to empathize with the animals, giving her the ability to understand, sense, and communicate with them, even outside of animal form. Taking on more than one animal form at a time is impossible for Ahmoria to do and if tempted, it will cause her injury. Through this, the animals are also capable of sensing, understanding, and being able to communicate with her.
- Fauna Friendship: Alongside being able to transform into, communicate with, and sense the emotions of her animal comrades, she can manipulate them as well. This does not grant her extra damage or pets in anyway, rather she can control them to do what she wants, so long as it does not involve combat. For instance, she could easily summon a herd of gazelle to gallop through the fields if she really wanted to. Essentially, this is more to help her through daily life, such as having animals retrieve her things when she doesn't feel like it. On top of that, it provides better companionship with other animals, so that she is not entirely lonely in her eternal life.
- Ecokinetic Invisibility: At any point in time, Ahmoria is capable of blending in with her surroundings through touching a part of nature. This can allow her to bypass areas in which there are too many enemies for her to engage fight with or simply for games. It cannot be used in battle as a means to escape oncoming spells or attacks and is automatically locked when she is in combat. Outside of combat, she is able to use this whenever as a means for whatever she wishes to use it for. "Ecokinetic Invisibility" is very much identical to regular invisibility, the only difference is that it is only accessible when in nature.
- Kinetics: Due to Ahmoria's connection with nature, she is able to manipulate all elements that can be found naturally in nature. This does not count towards spells of another person as magical energy is not considered a natural element. In this case, she is able to not only manipulate all elements, but she is also able to create and shape it to whatever she so wishes. When using her spells, she is capable of adding a second element into it, disallowing Slayers to eat her spells; however, no damage is added. However, this is on rare occasions that she would ever consider adding a second element to her spells, as she much prefers her pure plant magic.
- Botanokinesis: The base of Ahmoria's magic, lineage, and birthrights: the ability to manipulate and control plants to her liking. She, being birthed as a plant demon, is considered the Voice of the Forest, which allows her to manipulate all aspects of it. Plants is just one part of the whole, in which she can also create and shape plants to her will with minimal difficulty. However, this does not allow her to control plants that belong to other people as to her, they are considered owned. Otherwise, she is able to use plants freely to her digression for whatever she would like to use the plants for.
- Nature Speak: As a plant demon, Ahmoria is able to communicate with the natural world, itself, allowing her to communicate with plants. Through this, she is able to encourage them to grow, comfort them, understand them, and sense their feelings. However, in some cases, the world's emotions can become too much for Ahmoria and cause her to be overwhelmed by the emotions. This then can cause her to go into an uncontrolled frenzy, in which she cannot recognize ally from foe at all. In no way does this increase her damage or strength, or any stat for that matter, it just sends her into a frenzy.
- Nigh Omniscience: When it comes to the natural world, Ahmoria is completely and utterly connected to its existence and all things existing in it. As a result, the plant demoness is able to feel everything that is connected to the natural world, including the people. She knows near everything about the natural world as well, such as how the plants and animals grow, what makes the wind move, et cetera. In some cases, she's even capable of connecting to the emotions of other played characters, but this would require OOC permission. This does not allow her to see/hear/know the thoughts of another played character, but rather, just their emotions.
- Chlorokinetic Scrying: Through the use of plants, Ahmoria is able to connect her senses with that of a plant anywhere in the world. She can see, hear, smell, feel, taste, and speak through plants so long as there are plants where she wishes to be. In any case, this leaves her natural body vulnerable to attacks, which will draw her out of her trance and back into the real world. As her senses become one with the plants that she so chooses to use as a vessel for her soul, she cannot use her senses in real time with her body. Thus, she is able to be attacked during this state without her knowledge and must have a sort of "bodyguard" at her side.
- Abilities & Usage:
- Plant Blood: Ahmoria's blood is not the natural red that one sees when a human is wounded, rather it simply takes on that form. Her blood is considered "plant blood," which is naturally different from a human's and has different properties. Because her blood has different properties, being in the sunlight allows for Ahmoria to heal at a much rapider rate. Whenever there is sunlight in the vicinity, whether only shafts of light or out in an open field, she is given a 5% HP regen per post. However, this means that any other healing abilities are reduced by 50% whenever cast upon Ahmoria while this is active.
- Solar Affinity: Alongside being able to regenerate her health at a faster percentage than normal, Ahmoria is also boosted in strength. Whenever she is located in sunlight, the plant demoness receives a natural 50% boost in damage if they are plant-based attacks. However, she loses this buff upon the sun leaving the vicinity, such as clouds covering the sky or entering a cave. Going five (5) posts without the sunlight being hindered allows Ahmoria to have a 100% boost in magic damage for two (2) posts. Artificial sunlight, such as created by a magi does not boost Ahmoria's damage, but rather, hurts her for 50% of their rank in damage.
- Man-Eater: Due to Ahmoria's connection with the flora of the world, she has been given the ability to shift into one (1) carnivorous plant of her wishing. This plant is able to move around on root-like limbs, swallow NPCs, or played characters with OOC permission, whole, and deal natural user-ranked melee damage. Enemies that are swallowed receive 25% of user-ranked damage for however long they are inside of her (max 5 posts), and it takes two (2) hits of user rank to break out of her. The ability can last for a total of five (5) posts, with a seven (7) post cooldown and can only be accessed twice per thread. In this state, she continues to take 75% damage from both ice, frost, and fire elements, including Slayers.
- Poison Kiss: Being the embodiment of the poison ivy plant, her entire body is made up entirely of a poisonous liquid that, when ingested or touched, can cause serious health issues. One aspect of Ahmoria's body being poisonous is her lips; they are coated in a saliva-like liquid that when kissing someone, allows for her to induce poisonous effects. As a result, a person can become horribly sick from the effects, delusional, paralyzed, or even die from the effects. Given that a person is paralyzed, they are only able to be paralyzed for a single (1) post, but may remain horribly sick and delusional afterward. In some cases, if the player of the poisoned character so chooses, the effects can be so powerful that it kills them.
- Amalgamation: Being one with plants allows Ahmoria to merge into their beings, whether for simple traveling or to dodge spells. In the case of her simply wanting to travel, this can allow her to travel from one plant to the next no matter the location. If used during battle, Ahmoria is only allowed to merge into a plant one single (1) time in order to dodge a spell or attack. After that is used, she has to wait three (3) posts in order to be able to merge with the plants again to avoid another spell. She is able to take one other person with her, but this means that if the person dodges a spell with her, they, too, must wait three (3) posts before being able to dodge another one.