Shiri2005-01-07 21:25:49
Well, I started getting mental blocks on Anarchism and Continua (yes, I suck) so I decided to start work on (a really bad name for) tainted Wicca while I tried to think of some new stuff.
Yes, the 13 summons are symbolic.
Credit to Ingrid for help with preliminary critiquing and also the Selkie Unseelie, and Hazar for a better name.
----------Specialisation: Unseelie----------
Panpipes - The talisman of nature takes a darker form.
Allowing a Nightbringer to walk in utmost secrecy, blowing the panpipes will instantly bring to her the Unseelie she has already summoned, simultaneously bringing their might to bear on the chosen victim.
Boggart - A graverobbing fae descended from the leprechaun.
*1 power*
The ravenous boggart has a keen eye, and will swiftly snatch up the corpses of the dead.
Maiden - A Maiden of the Night bestows dark blessings upon you.
*1 power (Master Ravenwood)*
Only available to Nightbringers who have studied the Night totem, the Maiden of the Night, Nocturna will feed you dark secrets, increasing two random traits from charisma, strength, intelligence, constitution, and dexterity.
Thornbeast - Thorny vines flay an opponent's skin.
*1 power*
A sadistic thornbeast will entangle its prey in thorny vines, sapping larger and larger amounts of blood from their body until the vines are writhed free of.
Kelpie - The malicious river horse will drown waterbound foes.
*1 power*
The horseshaped kelpies of the Sea of Despair can reform itself into suffocating seaweed, restricting the movement of those foes foolish to enter its watery domain.
Spriggan - Tainted fae with minor shapeshifting powers.
*1 power*
A tiny spriggan will run between an opponent's legs, occasionally succeeding in tripping her up - however, it also possesses a measure of transmutative magic, and can increase its size considerably to the point where its attack knocks its targets prone.
Bloodrites - Sacrificing the blood of the Seelie fae bestows power on Mother Night.
>
Invoking an agonising rite over a Maiden, Mother or Crone of the Moon, a Nightbringer Wiccan can sacrifice their very essence in exchange for her own blood, absorbing their power cost at the expense of health and mana.
Mother - A Mother of the Night channels mind into matter.
*1 power (Master Ravenwood)*
Only available to Nightbringers who have studied the Night totem, the Mother of the Night, Noctis will camouflage the Nightsinger's fae in a shroud of darkness, camouflaging their movements from view.
Belker - Fae of smog form a semisolid cloud above an opponent.
*1 power*
The smoky belker will attempt to restrict an opponent's escape via flight by transforming into a noxious cloud around them, preventing aerial retreat.
Redcap - Bloodthirsty fae that haunt abandoned battlegrounds.
*1 power*
A dwarflike fae that revels in the sight of blood, the redcap will set about opponents with its twisted carving knife, attempting to deepen internal wounds.
Sunwyrm - An oddly named Unseelie often found deep underground.
*1 power*
The light-devouring sunwyrm, formed from a Furrikin forcefed taint, normally rests in hibernation deep underground. When brought to the surface it will entwine itself around an enemy, absorbing the light that would otherwise enter his eyes and making him completely blind, even preventing the sixth sense from functioning until shaken off.
Fossergrim - A tainted ghost from the corrupted Gloriana river.
*1 power*
The twisted river spirits of Glomdoring are made utterly insane by the Tainted waters, and the sussurating sounds they emit are equally maddening, driving targets to dementia and paranoia.
Selkie - Corrupted spirits from the Sea of Despair.
*1 power*
The coldhearted selkie generally appear in the form of seal-like women, but when angered will attempt to asphyxiate foes by shifting into a liquid form and clogging the lungs, gradually draining health.
Wendigo - Feral spirits of the wastes.
*1 power*
The spirit of the howling wind of distant wastelands breathes a foul stench no mortal can stand, knocking the unfortunate recipient off equilibrium.
Crone - A Crone of the Night
*1 power (Master Ravenwood)*
Only available to Nightbringers who have studied the Night totem, the Crone of the Night, Nuitar will begin a ritual to restore her youth by draining the endurance and willpower of foes.
Grotto - A secret toadstool circle channels energy to you.
For as long as the grotto of a Nightbringer remains undiscovered, and thus retains the mushroom spores left within it, it produces one power per day, though if the spores are stolen the energy needed to create a new grotto will not be regained for a month.
Nightshade - Sewing seeds of Mother Night's sacred plant will give rise to nightmarish armies.
*10 power (Master Ravenwood)*
Sewing the seeds of the deadly nightshade into the ground will call to you each of the twisted and tainted fae of nature, as well as filling the soul with unclearable Taintwood for a Lusternian day.
Yes, the 13 summons are symbolic.
Credit to Ingrid for help with preliminary critiquing and also the Selkie Unseelie, and Hazar for a better name.
----------Specialisation: Unseelie----------
Panpipes - The talisman of nature takes a darker form.
Allowing a Nightbringer to walk in utmost secrecy, blowing the panpipes will instantly bring to her the Unseelie she has already summoned, simultaneously bringing their might to bear on the chosen victim.
Boggart - A graverobbing fae descended from the leprechaun.
The ravenous boggart has a keen eye, and will swiftly snatch up the corpses of the dead.
Maiden - A Maiden of the Night bestows dark blessings upon you.
Only available to Nightbringers who have studied the Night totem, the Maiden of the Night, Nocturna will feed you dark secrets, increasing two random traits from charisma, strength, intelligence, constitution, and dexterity.
Thornbeast - Thorny vines flay an opponent's skin.
A sadistic thornbeast will entangle its prey in thorny vines, sapping larger and larger amounts of blood from their body until the vines are writhed free of.
Kelpie - The malicious river horse will drown waterbound foes.
The horseshaped kelpies of the Sea of Despair can reform itself into suffocating seaweed, restricting the movement of those foes foolish to enter its watery domain.
Spriggan - Tainted fae with minor shapeshifting powers.
A tiny spriggan will run between an opponent's legs, occasionally succeeding in tripping her up - however, it also possesses a measure of transmutative magic, and can increase its size considerably to the point where its attack knocks its targets prone.
Bloodrites - Sacrificing the blood of the Seelie fae bestows power on Mother Night.
Invoking an agonising rite over a Maiden, Mother or Crone of the Moon, a Nightbringer Wiccan can sacrifice their very essence in exchange for her own blood, absorbing their power cost at the expense of health and mana.
Mother - A Mother of the Night channels mind into matter.
Only available to Nightbringers who have studied the Night totem, the Mother of the Night, Noctis will camouflage the Nightsinger's fae in a shroud of darkness, camouflaging their movements from view.
Belker - Fae of smog form a semisolid cloud above an opponent.
The smoky belker will attempt to restrict an opponent's escape via flight by transforming into a noxious cloud around them, preventing aerial retreat.
Redcap - Bloodthirsty fae that haunt abandoned battlegrounds.
A dwarflike fae that revels in the sight of blood, the redcap will set about opponents with its twisted carving knife, attempting to deepen internal wounds.
Sunwyrm - An oddly named Unseelie often found deep underground.
The light-devouring sunwyrm, formed from a Furrikin forcefed taint, normally rests in hibernation deep underground. When brought to the surface it will entwine itself around an enemy, absorbing the light that would otherwise enter his eyes and making him completely blind, even preventing the sixth sense from functioning until shaken off.
Fossergrim - A tainted ghost from the corrupted Gloriana river.
The twisted river spirits of Glomdoring are made utterly insane by the Tainted waters, and the sussurating sounds they emit are equally maddening, driving targets to dementia and paranoia.
Selkie - Corrupted spirits from the Sea of Despair.
The coldhearted selkie generally appear in the form of seal-like women, but when angered will attempt to asphyxiate foes by shifting into a liquid form and clogging the lungs, gradually draining health.
Wendigo - Feral spirits of the wastes.
The spirit of the howling wind of distant wastelands breathes a foul stench no mortal can stand, knocking the unfortunate recipient off equilibrium.
Crone - A Crone of the Night
Only available to Nightbringers who have studied the Night totem, the Crone of the Night, Nuitar will begin a ritual to restore her youth by draining the endurance and willpower of foes.
Grotto - A secret toadstool circle channels energy to you.
For as long as the grotto of a Nightbringer remains undiscovered, and thus retains the mushroom spores left within it, it produces one power per day, though if the spores are stolen the energy needed to create a new grotto will not be regained for a month.
Nightshade - Sewing seeds of Mother Night's sacred plant will give rise to nightmarish armies.
Sewing the seeds of the deadly nightshade into the ground will call to you each of the twisted and tainted fae of nature, as well as filling the soul with unclearable Taintwood for a Lusternian day.
Unknown2005-01-07 21:31:14
Ooh, ooh! I like them. Except I would have thought banshees would be in the dark skillset, since they're kinda dark creatures. And...yeah...Unseelie doesn't really sound too good.
Unknown2005-01-07 21:55:15
QUOTE
Fossergrim - A tainted ghost from the corrupted Gloriana river.
Gloriana River isn't tainted. It's um.. spookily clean though!
Sylphas2005-01-07 21:57:14
QUOTE("Shiri")
Fossergrim - A tainted ghost from the corrupted Gloriana river.
*1 power*
The twisted river spirits of Glomdoring are made utterly insane by the Tainted waters, and the sussurating sounds they emit are equally maddening, driving targets to dementia and paranoia.
The twisted river spirits of Glomdoring are made utterly insane by the Tainted waters, and the sussurating sounds they emit are equally maddening, driving targets to dementia and paranoia.
The Gloriana River isn't tainted.
Silvanus2005-01-07 22:01:01
The streams of Gloriana river are tainted, but the river itself isn't. The Tainted WATERS from Glomdoring.
Unknown2005-01-07 22:02:36
Well, sowwy... I'll go into hiding now.
Shiri2005-01-07 22:07:12
What Silvanus said.
Also, yeah, Unseelie is just a sort of catchall term for the fae that preside over the dark side of the moon in other things (mainly D&D I'm thinking of), so until I come up with a better name, it's sticking.
And they already used Banshee, yeah, so I couldn't use that.
Also, yeah, Unseelie is just a sort of catchall term for the fae that preside over the dark side of the moon in other things (mainly D&D I'm thinking of), so until I come up with a better name, it's sticking.
And they already used Banshee, yeah, so I couldn't use that.
Shiri2005-01-07 23:12:00
Name changed to Hazar's suggestion, since Nightsingers wasn't really that great.
Also, come on, I'm sure I got something wrong. Minor issues with Gloriana's river Taint can't be all I did badly.
Also, come on, I'm sure I got something wrong. Minor issues with Gloriana's river Taint can't be all I did badly.
Unknown2005-01-07 23:48:32
It is kind of weird to have a Maiden, Mother, and Crone, even though it is Maiden "of the Night" and etc, since the Maiden, Mother, and Crone are the Avatars of Serenwilde, and are supposed to be completely unique to those who have studied Moon.
Elryn2005-01-07 23:52:23
Sounds great, Shiri... you certainly are good at these things aren't you? Would they have maiden, mother and crone though? As they are the avatars of Moon?
I still believe 'dark' tainted fae as an alternative entirely misses the point of what they actually are, but they are nice skills to read.
I still believe 'dark' tainted fae as an alternative entirely misses the point of what they actually are, but they are nice skills to read.
Shiri2005-01-07 23:52:36
Suggestions from Hazar updated. Bloodworms changed to thornbeasts, same effect. Kelpies noted that they're from the Sea of Despair, not the funny dolphin ones from the Inner Sea, which were lame as evil fae. Sunwyrm's origin described in greater detail.
And why would Mother Night not have aspects too? Hazar's given them names, Nocturna, Noctis, and Nuitar, so they're not JUST carbon copies of the Moon aspects.
EDIT: And yes, Elryn, I was aware of those concerns, so I tried to make a lot of them mutable and not fae at all, just tainted spirits. I still think Tainted fae are fine, but if too many people protest it I'll just fiddle the names a bit.
Yes, they would have Maiden, Mother and Crone the way I see it, since Mother Night would have aspects just as Mother Moon did. Both are Great Spirits. (If I get Divine clarification on either point, I'll think of something else though.)
EDITEDIT: Oh, and I just noticed the compliment. Yay, thanks. *reassured he's good for something after all*
And why would Mother Night not have aspects too? Hazar's given them names, Nocturna, Noctis, and Nuitar, so they're not JUST carbon copies of the Moon aspects.
EDIT: And yes, Elryn, I was aware of those concerns, so I tried to make a lot of them mutable and not fae at all, just tainted spirits. I still think Tainted fae are fine, but if too many people protest it I'll just fiddle the names a bit.
Yes, they would have Maiden, Mother and Crone the way I see it, since Mother Night would have aspects just as Mother Moon did. Both are Great Spirits. (If I get Divine clarification on either point, I'll think of something else though.)
EDITEDIT: Oh, and I just noticed the compliment. Yay, thanks. *reassured he's good for something after all*
Zhaine2005-01-08 00:02:43
Spriggan-Dreaded gnomes that can become larger and more menacing
*2 Power*
The malicious Spriggan can change their size at the command of the Nightsinger. When in their smaller form, they can race around the legs of their opponant, throwing them off balance briefly. If in their larger form however, the Spriggan will use it's huge size to knock your opponant down with it's bulk.
Goblin-Nefarious and sneaky, but their loyalty is easily bought.
*3 Power*
>
Goblins are greedy, as well as exceptionally lazy. However, if you agree to pay the goblin, he will serve you well. Different bribes will make the goblin work with varying degrees of effort.
Be warned when dealing with Goblins however, that if you do not offer them a large enough bribe, they will be insulted and could very well attack you instead of your enemies.
Gold- The Goblin will use his curved knife to attack the foe for a varying amount of damage, depending on how well he is paid.
Opal- The Goblin will raze one of your enemies protections with one of his dark, gutteral charms.
Moonstone- With a howl, the Goblin calls forth a wolf from the wilds of Glomdoring to throw itself at your opponant, knocking him from his mount.
Bloodstone- With an evil grin, the Goblin will use his expert knowledge of pain and torture to slice your enemy, slicing open one of his artieries.
Turqoise- Pulling a dark brew from within his filthy rags, the Goblin will exchange one of your opponants vials for this vile fluid. If your enemy is unlucky enough to drink it, it will poison his stomach.
Garnet- Uttering a chuckle, the Goblin will race off, soon to return with an oversized club. Spinning around and around, gaining momentum, he will let fly with it, sure to shatter a limb...but will he hit you or your opponant?
Amethyst- Licking his lips, the Goblin melds into the shadows. Moments later however, he will appear behind the enemy, and with one deft slash, severe the nerves of one of your opponants limbs
Emerald- Silently the Goblin will sneak up behind a Moondancers Fae, and slit the poor creatures throat with his cursed knife, slaying it instantly. The slain fae will not be able to be resummoned for half a Lusternian day *5 power*
Ruby- Holding back it's drool, the Goblin quickly pockets the gem, and, with a delighted chuckle, coats his knife in a vile substance, stabbing your enemy and filling his veins with the deadly crotamine venom. *3 power*
Sapphire- Nodding to you in satisfaction, the Goblin will swirl his knife in his hands, and spit on the blade before throwing it at your enemy. The venom will course through his or her veins, affecting their attributes. *3 Power*
Diamond- Mesmerised by such a hefty bribe, the Goblin will spend a while checking to see if your payment is indeed authentic. Once he is satisfied however, he will hurl himself into the enemy with a piercing warcry, bashing his skull against your enemy's, stunning him. Quickly following that up with a slash across the throat and finishing with a few more random, but still lethal, cuts. Leaving your opponant dazed and sliced, the Goblin will flee from your control, dashing off back to his home to spend his newfound wealth. You will not be able to call upon another Goblin for one Lusternian day, as they are all far too busy attempting to steal your former companions reward. *8 Power*
Troll-These behemoths come from deep underground to answer the call of the Nightsinger.
*1 Power*
>
Trolls are most definately large and in charge. With a troll at your side, you can be assured that creatures will think twice before attacking you. The mighty roar of this fearsome, though stupid beast will cause most creatures to flee in terror. If used on a person, they will need to possess nerves of steel to stand up against such a menacing creature.
I haven't had much sleep, so feel free to make fun of me on these, but I saw the thread and thought it'd be fun to throw in a few Unseelie that Shiri seemed to miss. Spriggan is a Gremlin on steroids, though if you note it says BRIEFLY, so it wouldn't be near as bad as a Gremlin. Goblin...well...yeah...I dunno where that came from, but I was commenting to a couple of people about the lack of goblins in Lusternia. GOBLINS ARE COOL DAGNABBIT! And the fact that if you're going to be cheap, they'll damn well stab you for it! (Also gives people something to do with those hordes of gemstones that nobody seems to ever use). Trolls are pretty much Cowardice in Evileye, perhaps as a counterpart to a Nymph.
End Babble.
Edit- Dammit Shiri. I spend all that time typing it, finish, and THEN you tell me Nightsingers is a crap name? Nightwalkers? Shadowspinners? Meh, I dunno.
Second Edit- There was no second edit...
The malicious Spriggan can change their size at the command of the Nightsinger. When in their smaller form, they can race around the legs of their opponant, throwing them off balance briefly. If in their larger form however, the Spriggan will use it's huge size to knock your opponant down with it's bulk.
Goblin-Nefarious and sneaky, but their loyalty is easily bought.
Goblins are greedy, as well as exceptionally lazy. However, if you agree to pay the goblin, he will serve you well. Different bribes will make the goblin work with varying degrees of effort.
Be warned when dealing with Goblins however, that if you do not offer them a large enough bribe, they will be insulted and could very well attack you instead of your enemies.
Gold- The Goblin will use his curved knife to attack the foe for a varying amount of damage, depending on how well he is paid.
Opal- The Goblin will raze one of your enemies protections with one of his dark, gutteral charms.
Moonstone- With a howl, the Goblin calls forth a wolf from the wilds of Glomdoring to throw itself at your opponant, knocking him from his mount.
Bloodstone- With an evil grin, the Goblin will use his expert knowledge of pain and torture to slice your enemy, slicing open one of his artieries.
Turqoise- Pulling a dark brew from within his filthy rags, the Goblin will exchange one of your opponants vials for this vile fluid. If your enemy is unlucky enough to drink it, it will poison his stomach.
Garnet- Uttering a chuckle, the Goblin will race off, soon to return with an oversized club. Spinning around and around, gaining momentum, he will let fly with it, sure to shatter a limb...but will he hit you or your opponant?
Amethyst- Licking his lips, the Goblin melds into the shadows. Moments later however, he will appear behind the enemy, and with one deft slash, severe the nerves of one of your opponants limbs
Emerald- Silently the Goblin will sneak up behind a Moondancers Fae, and slit the poor creatures throat with his cursed knife, slaying it instantly. The slain fae will not be able to be resummoned for half a Lusternian day *5 power*
Ruby- Holding back it's drool, the Goblin quickly pockets the gem, and, with a delighted chuckle, coats his knife in a vile substance, stabbing your enemy and filling his veins with the deadly crotamine venom. *3 power*
Sapphire- Nodding to you in satisfaction, the Goblin will swirl his knife in his hands, and spit on the blade before throwing it at your enemy. The venom will course through his or her veins, affecting their attributes. *3 Power*
Diamond- Mesmerised by such a hefty bribe, the Goblin will spend a while checking to see if your payment is indeed authentic. Once he is satisfied however, he will hurl himself into the enemy with a piercing warcry, bashing his skull against your enemy's, stunning him. Quickly following that up with a slash across the throat and finishing with a few more random, but still lethal, cuts. Leaving your opponant dazed and sliced, the Goblin will flee from your control, dashing off back to his home to spend his newfound wealth. You will not be able to call upon another Goblin for one Lusternian day, as they are all far too busy attempting to steal your former companions reward. *8 Power*
Troll-These behemoths come from deep underground to answer the call of the Nightsinger.
Trolls are most definately large and in charge. With a troll at your side, you can be assured that creatures will think twice before attacking you. The mighty roar of this fearsome, though stupid beast will cause most creatures to flee in terror. If used on a person, they will need to possess nerves of steel to stand up against such a menacing creature.
I haven't had much sleep, so feel free to make fun of me on these, but I saw the thread and thought it'd be fun to throw in a few Unseelie that Shiri seemed to miss. Spriggan is a Gremlin on steroids, though if you note it says BRIEFLY, so it wouldn't be near as bad as a Gremlin. Goblin...well...yeah...I dunno where that came from, but I was commenting to a couple of people about the lack of goblins in Lusternia. GOBLINS ARE COOL DAGNABBIT! And the fact that if you're going to be cheap, they'll damn well stab you for it! (Also gives people something to do with those hordes of gemstones that nobody seems to ever use). Trolls are pretty much Cowardice in Evileye, perhaps as a counterpart to a Nymph.
End Babble.
Edit- Dammit Shiri. I spend all that time typing it, finish, and THEN you tell me Nightsingers is a crap name? Nightwalkers? Shadowspinners? Meh, I dunno.
Second Edit- There was no second edit...
Shiri2005-01-08 00:07:37
Damn, and I specifically did 13 fae and all. I think I'll just have to steal Zhaine's ideas for Anarchism (SPECIFICALLY the spriggan, but called something else.) Good ones!
EDIT: Sorry, sorry. It's all Hazar's fault. Shadowspinners might be cool though. Y'all'll have to agree on a name for me to give 'em.
EDIT: Sorry, sorry. It's all Hazar's fault. Shadowspinners might be cool though. Y'all'll have to agree on a name for me to give 'em.
Unknown2005-01-08 00:09:22
I find most of these ideas rather silly, with some of it lacking in actually fitting with the world and histories.
QUOTE
Emerald- Silently the Goblin will sneak up behind a Moondancers Fae, and slit the poor creatures throat, killing it instantly. *5 power*
Right, costs 5 power to kill one of my Fae, yet I can summon it back for one power. Not to mention the whole context is off, considering fae are spirits, and they don't die per say, since they are technically immortal
QUOTE
Emerald- Silently the Goblin will sneak up behind a Moondancers Fae, and slit the poor creatures throat, killing it instantly. *5 power*
Right, costs 5 power to kill one of my Fae, yet I can summon it back for one power. Not to mention the whole context is off, considering fae are spirits, and they don't die per say, since they are technically immortal
Shiri2005-01-08 00:11:27
The spriggan was cool though, give him credit.
Unknown2005-01-08 00:16:17
A spriggan is a real fae, by the way, so I don't see why you'd want to change it to something else.
Shiri2005-01-08 00:19:19
Well, spriggans don't have to be real fae in Lusternia. And in fact, these fae don't even NEED to be tainted. They could just be, you know, evil, nasty fae.
Incidentally, I liked the idea so much I replaced the rather pathetic Barkling (I did sort of want a tainted dryad, but it came out wrong) with it.
Incidentally, I liked the idea so much I replaced the rather pathetic Barkling (I did sort of want a tainted dryad, but it came out wrong) with it.
Unknown2005-01-08 00:33:25
If you want to work up a complete set for the Glomdoring/Gloriana and would like some help send me a PM.
Shiri2005-01-08 00:40:39
Yeah, I'm working on Crow totems, Night totems, and someone will need to give me a name for Dark Druidry too.
Hazar2005-01-08 00:51:03
He said I named them, and here they are! Descriptions, both physical and conceptual!
Nocturna
Nocturna is a strikingingly beautiful young maiden, with night-black tresses that ripple to her shoulders like shadows. Her skin is an alabaster white, pale and without a trace of color, and dramatically sets off her long dress, which is as deep a black as her hair. A smile plays across her lips as she plays with the black flower in her hands, but it doesn't reach to her ice-blue eyes, which remain calculating and cold.
Nocturna embodies the deceptive and complex nature of the moonlit night, how it obscures, decieves, and fools, the shadows holding secret grottos, silent observers, and unknown things.
Noctis
Noctis is completely obscured by massive billowing robes of ebon spidersilk, although you can tell she is fairly old by the stoop and shudder with which she carries herself. Somehow slightly hard to see, she seems to at once fill the room but remain vague and undiscernable.
Noctis embodies the vast and complex nature of utter night untouched by light, how it conceals and engulfs all things, cloaking the world in total darkness, the world once more as alien and unknown as it is in one's first moments.
I'd finish and do Nuitar, as well, but my parents are taking me out to dinner, and I don't want to refuse good food. Next up: Nuitar, then a dossier of Gaudiguch culture, which is sure to inspire lively debate, thus fleshing out the subject.
Nocturna
Nocturna is a strikingingly beautiful young maiden, with night-black tresses that ripple to her shoulders like shadows. Her skin is an alabaster white, pale and without a trace of color, and dramatically sets off her long dress, which is as deep a black as her hair. A smile plays across her lips as she plays with the black flower in her hands, but it doesn't reach to her ice-blue eyes, which remain calculating and cold.
Nocturna embodies the deceptive and complex nature of the moonlit night, how it obscures, decieves, and fools, the shadows holding secret grottos, silent observers, and unknown things.
Noctis
Noctis is completely obscured by massive billowing robes of ebon spidersilk, although you can tell she is fairly old by the stoop and shudder with which she carries herself. Somehow slightly hard to see, she seems to at once fill the room but remain vague and undiscernable.
Noctis embodies the vast and complex nature of utter night untouched by light, how it conceals and engulfs all things, cloaking the world in total darkness, the world once more as alien and unknown as it is in one's first moments.
I'd finish and do Nuitar, as well, but my parents are taking me out to dinner, and I don't want to refuse good food. Next up: Nuitar, then a dossier of Gaudiguch culture, which is sure to inspire lively debate, thus fleshing out the subject.