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[WB] [TinyXLaa] [WIP]

Laa

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Jul 18, 2013
NOTE: This is a private thread for myself and TinyThings, so, ya know, don't post anything in it. :p

Post index

Magic system

Magic in this world comes from the soul. Everything in the world has a soul, from the seas to the rocks, from plant to mankind itself. Mana ebbs and flows from the soul at a slow, steady pace, being both consumed and produced as is needed. Some souls consume more than they produce, some produce more than they consume, creating an ecosystem reliant on mana.

Emotion and the soul
The soul, however, is not in a steady state. Especially the souls of more complex creatures experience all manners of emotions, causing them to produce mana with a specific flavor to it, and at an increased pace than normal. These flavors correspond to the essence of the emotion; 'sadness' broadly corresponds to a desire for internal change (be it "to accept loss" or a desire to right wrongs), which connects to the element of water, which flows as is needed, forever changing.

Shivers
Intense emotions cause the phenomenon known as "shiver", wherein the soul is no longer able to consume and contain the mana it produces, causing it to spill out into the world. The exact effects varies depending on the emotions involved. For water, for example, it might make the air moist, create a light fog or perhaps even some local form of rain. Extreme shivers can cause harm. For water, this might include a wave bursting out at high speeds from the affected person, pushing everyone around them away.

Spellweaving
While the pure elemental mana has some power on their own, it's possible to weave mana into various spells in order to use the element's essential portion and/or manipulate how the elemental force interacts with the world. Spellweaving can be done in various ways, including using will, magic runes or hand signs.

Emotional control

In order to cast spells of emotions that you're not currently experiencing, you need to be able to emulate that emotion within yourself to a degree that you start to actually feel it. It's a sort of acting, except you truly have to feel the emotion you're acting in order for it to work. This is easiest to do with emotions you experience often or emotions coming from strong memories; if you tend to be slightly angry at all time, it won't be difficult to think about something that makes you angry. Emulating an emotion that you're not naturally experiencing usually doesn't result in anything powerful enough to cause a shiver, with some exceptions.

The elements
This is a list of the known elements.

Fire. Element of external change, which relates to anger.
Water. Element of reflective change, which relates to guilt and sadness.
Air. Element of discovery and recklessness, which relates curiosity and playfulness.
Stone. Element of steadfastness and certainty.
Nature. Element of meaning and happiness.
Electricity. Element of hyper-awareness, including paranoia and anxiety.
Energy. Element of existence and instincts, particularly lust.
Ice. Element of ambition and perfectionism.

Cross-use
All mana can be used for all purposes; water mana can be used for fire magic. However, the rate of use is extremely inefficient. So, you can use a water shiver to create a small lick of fire, although doing so takes a long incantation, a lot of focus and almost all of the shiver. The only element that's an exception to this is the element of Energy. It's the 'jack of all trades' of elements, usually about a third as efficient but in exchange giving it an immense versatility. This versatility is what makes Energy a very desirable type of mana for creatures who consume mana to survive.

Emotional purge
A unique and highly complicated fire/ice spell has been developed by 'the powers that be' which can sever someone's connection to one's emotions to some extent; enough so that shivers can't happen. This is considered highly unethical as it leaves the purged individual somewhat detached from their emotions, not truly capable of living life as it was intended.

Depression, existential dread and mana [Wither]
The only emotions that aren't on the list are the ones related to hopelessness. Unlike other emotions, these emotions actually drain mana, leaving the individual incapable of casting spells until some other emotion gains in strength over the vast sea of despair.

Strength of spells
The simplicity and cost of spells are the two baseline factors that influence how powerful a spell is. The cost and complexity of a spell is what is required to make the spell effective. Added complexity, if done correctly, can add more effects to the spell or make it more powerful. Added mana, if allowed by the spell's weave, will increase the spell's power.

Overview of the elements
  • Fire is the element of external change, often tied up to anger of various sorts. The pure mana is fire, which is a destructive and chaotic form of mana, often a symbol of the impatience of which the person wants change to occur. A fire shiver can raise temperatures a bit, create a crackling sound akin to that of a fireplace as well as summon small shimmering fire 'particles'. A more extreme shiver will, in all likelihood, result in a fiery explosion, extremely dangerous to anyone nearby.
    Fire spells tend to either manipulate one's surroundings or set things on fire. This includes telekinesis spells, fire blasts and, at high levels of spellcasting, stoking one or the other emotion in another person.

    Basic incantation: "Let fire burn" - Focuses mana as desired, but adds no extra effects.
    Expression of intent: "Fire pains the victim" - Increases efficiency of spells if the intent is correctly stated.
    Expression of anger: "Fire burns the damned traitor!" - The more pure and honest the expression of anger, the larger the anger shiver is, the more one roars the incantation from the tip of one's lungs, the lower the cost of the spell. At times, pure expressions of anger can also bypass some of the complexity of a spell, such as 'inflict pain' being capable of being cast with a pure incantation without runes if one's ire is running particularly high. Usually, besides having to mention 'fire' at some point, one also has to name the target of one's ire and their sins as one perceives them. Curse words are allowed. An unconvincing expression of anger will result in wasted mana if not fling the spell back in your own face, as if fire is angered at your whimpers.

    Elemental spells:
    Lick of fire - Minor complexity - Low cost - A small spray or flicker of fire. Useful for lighting fireplaces.
    Flamethrower - Minor complexity - High cost - An ongoing spray of fire.
    Flame blast - Minor complexity - High cost - A small explosion of fire.
    Torchlight - Moderate complexity - High cost - Creates a small floating ball of fire, which can be used for illumination or melee combat.

    Spellweaver spells:
    Force push/pull - Low complexity - Varying cost - Pushes/pulls things from afar.
    Telekinesis - Moderate complexity - Varying cost - Manipulates objects from a distance.
    Inflict pain - Moderate complexity - Moderate cost - Inflicts a brief, burning pain on a target, without any physical ramifications.
    Stoke emotion - Extremely high complexity - Varying (at least high) - Allows the caster to stoke one emotion in the target
  • Water is the element of internal change, often tied up to guilt, sadness, regret or any emotions demanding a change in one's psyche. Pure water mana comes in the form of water, moldable and changeable depending on the whims of whichever ocean floor or riverbed it may flow through. A water shiver can make the air moist, create a light fog or perhaps even create some local form of rain. A more extreme shiver can include a wave bursting out at high speeds from the affected person, pushing everyone around them away.
    Water spells tend to manipulate oneself or use the element of water. This includes self-healing spells, the pure water bursts may be encoded to change as it strikes something, allowing it to evade or even consume other spells, a highly complex spell could even allow the caster to change their own emotional state by force, however, they may only change it into a "subjectively desirable emotion".

    Basic incantation: "Let water flow"

    Elemental spells:
    Flow of water - Low complexity, low cost - Allows the caster to create temporary water, which can be used in techniques (such as distractions) or to put out flames.
    Slippery skin - Low complexity, moderate cost - Allows the caster the coat their skin an a layer of water, making them a lot more slippery.
    Pressure shot - Moderate complexity, varying cost - Allows the caster to spew out water at a high enough pressure to feel like a paintball shot, a punch or the like, depending on how much mana is put into the spell.
    Own blood to water - High complexity, moderate cost - Allows the caster to turn their blood into water and eject it as they do so, at a rate of 1 liter of blood being turned into 3 liters of water. (Why would one do this? Well, water created in other ways is temporary, and hence won't sate thirst. Taking the permanence of blood and twisting it into water allows the water to remain in this world.)

    Spellweaver spells:
    Adapt physique - Moderate complexity, high cost - Allows the caster to slowly restore themselves or use mana to keep themselves alive in the face of lethal injury.
    Adapted mind - High complexity, moderate cost - Allows the spellcaster's mind to temporarily adapt to anything affecting their body or their mind, including alcohol, aphrodisiacs, pain, confusion spells, stoked emotions, etc. Doesn't work against natural or desired emotions (so you can't repress your own emotions, only adapt away from foreign influences)
    Adapted emotions - High complexity, high cost - Allows the spellcaster to forcefully change their own mood, although only to one that their moral part of their mind would desire. ("I'm supposed to be angry" "I'm supposed to be determined", etc. In other words: This spell does not help one repress emotions, instead, it sort of helps express them)
    Adapting spell - Extremely high complexity, low cost - Allows the caster to code a spell into another spell.
  • Air is the element of discovery and reckless adventure, living in thrills and moments of enlightenment. It's pure mana is air, which is among the least destructive forms of mana, often more preoccupied with seeing new expanses than ruining people's lives. An air shiver is like a gentle, fresh breeze, a swirl of excitement at one's feet. An extreme air shiver is, well, a burst of air. Harmless, unless you have fragile expensive equipment in front of you as it occurs, which isn't too unlikely given it's the element of discovery.
    Air spells tend to either help you explore, play around or, well, blow air in people's faces. Air spells are some of the most versatile and chaotic spells around, usually uncontrollably tailoring themselves to the situation. In free fall? Well, air wants to give you a glide spell. Want to prank someone? Air is on your side. Want to escape a fight? Air blows dust in your opponents eyes. As an element, it's almost like a spirit or a person onto itself, lending into the role of continuous discovery; it does, however, have a bias towards its user being ultimately safe, although throwing in some monkey wrenches before that won't kill you, so... Beware, air user.

    Unlike other elements, air doesn't allow for runes; they're not quite playful enough. Instead, it solely relies on incantations or intent. Once a spell is cast, whatever it may be, the element will 'request' some amount of mana. If given, the unknown spell is cast. If more is given, some added effect may be achieved. If less is given, well, it's a roll of the die.

    Basic incantation: "Let air play" - Basic is boring though, so air's basic incantation works significantly worse than most other basic incantations.
    Intent-filled incantations: As long as 'air' is mentioned in the sentence along with the intent, air will know to listen. "Come on air, let's fly!", for gliding, for example. "Blessed be air, for it makes me a tease" for pranks. Air may choose to listen or it may choose to do something completely different from what your intent was.
    Asking for trouble: One can make purposefully vague chants in order to tempt fate. "As air chooses, my adrenaline runs high", for example, indicates that air should do "something that makes the caster's adrenaline run high'. Creates more intricate, complicated effects, even though it's almost completely outside the control of the caster.

    Casting strong air spells usually relies on getting to know this 'muse'-like creature that is the element of air, getting to know its whims and how to channel intents, as well as when not to. The muse for each person is unique, so one can't share tips easily, which means it's the most frustrating element for academics to study. Which is, to an extent, the point.

    Some basic Elemental air spells can still be cast more 'forcefully', meaning with intent and without incantations. This primarily includes blowing air in various ways, with varied density.
  • Stone is the element of steadfastness, often tied up to a great sense of certainty, dedication, determination or other similarly stubborn emotions. Unlike other styles of mana, Stone doesn't create something out of nothing, it instead connects and feeds the stones and materials that exist in your surroundings, including metals such as iron. Stone only works for pay, and that pay is in the form of 'stone mana'. A stone shiver causes metals and stones to levitate. An extreme stone shiver can cause the ground itself to burst out into every direction, including the stones of a castle, making it potentially capable of collapsing buildings and walls and plausibly killing people in the process.
    Stone spells tend to help you stand your ground or manipulate stones and metals. This includes self-fortification spells, disarming enemies of metal weaponry or in the case of a highly complicated spell, one could delay death itself.

    Basic incantation: "Let stone decide"
  • Nature is the element of meaning and life, often tied up to happiness, love, gratitude and a sense of purpose. The pure mana forms various nameless flowers and branches, usually without any soul to it; so they vanish after a small while. A nature shiver creates small flowers, leaves, ants and the like. An extreme shiver can cause a full tree to grow out of nothing, which isn't practical if you're standing inside, and, it can cause harm plants are known to be able to grow through even the toughest of concrete.
    Nature spells tend to be a creating or restorative force. This includes healing spells, creation of vines under your control or trees usable for shelter or, in the case of a highly complicated spell, one might be able to create a soul, giving permanence to your creations.

    Basic incantation: "Let nature grow"
  • Electricity is the element of hyper-awareness, often tied up to overthinking, rumination, paranoia and at times anxiety. The pure mana consists of electric sparks. An electric shiver creates a tension in the air, making it feel spiky and tense, or, it might create more literal jolts. Extreme electricity shivers can be highly dangerous, not because they have one large jolt that can kill someone off or anything like that, but because they tend to last a lot longer than other shivers due to the ruminating nature of the element. This means that the person experiencing the shiver effectively cuts themselves off from help, which can be extremely dangerous if they for any reason need it.
    Electricity spells tend to create electric jolts, or, aid in figuring out answers to your paranoia. This includes a 'detection' spell which can detect nearby presences, nightvision, weak hyper-accurate jolts of electricity to use in offense or, in the case of a highly complicated spell, one might be able to detect malice aimed at oneself in a nearby person.

    Basic incantation: "Let lightning strike"
  • Energy is the element of existence and instinct, primarily tied up to lust. The pure mana is just that; pure mana, invisibly blobbing about. It can knock things over, but it's usually harmless. A shiver creates pure mana which begins to invisibly drip from a persons skin. An extreme shiver creates large gelatinous wave, which passes through people easily enough but may gently knock down household vases and cause things to float for a few seconds only to plop back down.
    Energy can, at 'a third' efficiency, fuel simple spells of all the elements. Energy is also the most 'nutritious' mana for consumption.
  • Ice is the element of ambition, tied up to perfectionism, focus, disgust and a desire to work. The pure mana comes in the form of decreased temperatures and ice. A shiver creates can create a decrease in temperatures, a light blue shimmer or geometrically perfect snow. An extreme shiver extends outwards from the person in some geometrically pleasing form, the mana itself seeking some level of perfection; it can be dangerous around other people, as the ice may partially encase them in an attempt to complete its geometric yearnings. It's not unheard of that literal ice sculptures can appear out of nowhere during a powerful ice shiver.
    Ice spells tend to 'perfect' or 'purify' something, or freeze it, preferably in a way that's beautiful or awe inspiring. There aren't a lot of simple ice spells, except basic elemental spells that creates ice. Beyond that, there's more complex ice elemental spells which allows you to fire ice arrows at people, create ice skin defenses and the like. Beyond that, we have complex spellweaving, which can allow an ice use to purify chemicals, sharpen a sense for a short period of time, cure wounds or restore something broken to a less broken state.

    Basic incantation: "Let ice form"
 
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Tentacle species

Warning to random passerby folks: This section is kinky.
Note: Rarity goes on a scale from 1 to 9.
1: Extremely common, probably a bit of a menace.
2: Common, especially prevalent in their preferred habitat.
3: Uncommon in most areas except their preferred habitat.
4: Rare in most places, uncommon in their preferred habitat.
5: Rare, primarily found in their habitats.
6: Rare and potentially at risk of extinction.
7: Extremely rare, probably at risk of extinction.
8: Practically extinct, perhaps only found in captivity.
9: Believed to be extinct.

Flying tentacles

Tailwhip: Tailwhips are usually a flying tentacle with an aphrodisiac tail. Similar to how some plants such as the common nettle has small tubes that inject poison into whatever breaks it, the tailwhip's tail has a large storage of aphrodisiacs which gets released upon impact. The tailwhips usually act in a group, either with other species of tentacles or a group of their own kin, using a hit and run tactic to slowly tire and arouse their target.

For reasons unknown, tailwhips only seem to target people who enjoy their specific kind of advances.

Common tailwhip:
These are just called 'tailwhips'. They are about half a meter in length, and are all around small and frail creatures. They attack in larger groups, employing a hit and run strategy. They fly straight at a target, whip them once and then continue in the same direction until they're out of view. Then they turn around and strike once more. Once their target tire or show enough arousal for them to be safe, the tailwhips finally approach, swarming their target with affection. They'll rub their soft fronts against their targets skin or insert themselves into an orifice, often flailing around inside the orifice both to provide stimulation and to continue to whip their target.

The common tailwhips are fairly easily sated and leave after about two powerful lust shivers, depending on the size of the group.

Habitats: The common tailwhips can live just about anywhere. They evolve rather quickly, allowing them to adapt to just about any habitat.
Nutrition: Tailwhips only consume mana. When no source of mana is nearby, they go into hibernation to stay alive for longer.
Reproduction: Tailwhips self-split, using stored mana.
Rarity: 2
Cause: Their high adaptability and ease of reproduction makes them fairly widespread.

Sadist's whip:
Sadist's whip, short name 'sadists', are long, leathery tailwhips who whip their targets from a distance. They can grow up to four meters long, their tails long and thin and completely spiked with aphrodisiacs. Their muscular front whips people from afar, while making sure to maintain distance should they get closer, slowly but surely drugging their target with a needy lust. Once their target seems weak, they use their tail to leash themselves onto their target, such as around a thigh, neck, waist, etc. The leashing both makes them harder to remove in an already weakened state, but it also allows them to use the leashed bit as leverage as they fuck their targets. Unlike other tailwhips, sadist's may work on their own, especially if they feel like their target isn't a threat.

The sadists are relatively easily sated, leaving after one powerful lust shiver, unless their target begs for more. How they understand pleas like this is unknown.

Habitats: Sadist's prefer warmer biomes with plenty of fruits hanging up on tall trees or the like. They prefer to nest in high places; their optimal biomes are jungles with mountains nearby, but they can easily survive in other biomes.
Nutrition: Sadist's consume plant food or mana; even when starved from one of the two sources, they can easily survive on the other.
Reproduction: Sadist's reproduce in the wild, using copious amounts of mana as gathered from targets.
Rarity: 4
Cause: Sadist's are sturdy creatures and have no trouble surviving in the wild, but they reproduce slowly and, unlike most tentacles, need time to grow and mature.

Bursters: Bursters are slick, moldable tentacles. Most of their body mass consists of their unique semen and their extremely flexible, oiled, skin. While a single blow of any kind is enough to burst them prematurely, they can be hard to hit and often attack in groups and from an ambush. Armor is highly ineffective if not detrimental unless it has spikes or something else near the entry points, as the bursters can fit into even the tightest of openings with relative ease.

Common Bursters: Just the mention of 'bursters' can cause tables to quieten, the mood to dim, and someone present perchance getting lightly aroused. They're worldwide plague, ravaging through populations via their extremely effective reproductive strategies. Every city's firefighters are equipped with anti-burster equipment, every city's knights have anti-burster weaponry, every single noble door spiked to make sure they can't sneak in.

They're fast, extremely slippery, capable of reshaping themselves to fit almost the tiniest of gaps, such as the gaps in clothing. They're extremely fragile, a single spike capable of making them burst preemptively. The majority of their bodies are made out of semen, with a thin covering of tentacle flesh. This is in part why they can reshape themselves so well; there's no flesh inside them, there's no bones, nothing that stands in the wave of them becoming as thin as is required to enter through necklines, crevices in doors and the cuffs of leather armor. The biggest limitation is that they can't make themselves flat in all dimensions at once, which makes them vulnerable to 'spiking', a defensive measure with narrowly positioned spikes put in crevices, armors and the like to prevent entry.

As one can see with the name, the bursters have a strategy which involves 'bursting'. They usually do this when they reach their target, when their target is preoccupied but they get frisky or when they get injured in any way. Their goal is, of course, the vagina. On entry, they will usually bloat themselves to stretch their targets to provide simulation, wiggle out for some time and then burst, their semen splattered all over their targets insides. The semen has a spell to it on top of it being an aphrodisiac, one which sucks mana out of a target, concentrating it in the womb, relaxes, cleanses and improves the health of one's skin and insides as well as inevitably creating new bursters which are immediately born into the world, usually bloating themselves up as they wiggle out, providing further stimulation.

They are extremely greedy creatures who, unlike most tentacles, keep going until their targets are completely exhausted, incapable of shivering any further. They splatter them with seed, entering and exiting, dozens of them wriggling around inside their targets at any given time, each entry and exit akin to a thrust. Idle bursters will usually start pleasuring other parts of the targets body or burst in areas not yet covered in semen, increasing the effects of their aphrodisiacs. The result is a writhing mess of a target, likely still quivering from what they just experienced.

Some idle bursters also seek out new targets, spreading themselves further. In this manner, they're capable of sweeping over entire cities in less than 24 hours. When they can't see any more targets, they flee and enter hibernation; they can survive up to one year in hibernation.

Flyers: Flyers are the most 'normal' type of flying tentacles. They're larger than most of the other type of flying tentacles, at times even having small fins or wings to help carry them through the air. Their larger size, larger lifespans and increased intelligence allows them to carry out more coordinated attacks as well as narrow down easier targets or perhaps even willing targets. Some of them have a slickness akin to bursters, except they just don't burst.

Common Flyers:

Spikethins:

Spikethins is a relatively new breed of flyers who have annoying grown resilient to spikes. Their skin is more rubbery, they can make themselves super narrow and are generally a pain to deal with.

Sucklers: Sucklers are a group of tentacles with a mouth-like tip to them, usually combined with some sort of suction ability to stick to their target. Their spit contains a very mild form of acid, enough to corrode thin clothes although too weak to corrode armor. Each species of sucklers usually have a very unique strategy. Some aim to overwhelm - by attacking in large groups, they can cover a target with lusting tongues. Some aim for specific sources of nutrients, including lactation, saliva, etc. It's not uncommon for sucklers to either flail around to make them harder to take off, or, to simply cling to their target and gently vibrate like a flying, vibrating, living sextoy.

Sucklecups: Sucklecups, also just called 'sucklers', are suction-cup headed tentacles with a large, constantly-wet tongue inside it. Their tails are equally wet, slippery and overall slathered in saliva. Their saliva has a special acid, one which can dissolve clothing but not anything metal-based. Thicker clothing can take a while to dissolve, including leather or thick wool. Sucklecups often work in larger groups, swarming their targets, sucking onto whatever they can latch on to, preferably an erogenous zone or a person's mouth, before covering their targets in saliva. They'll flail around once attached, both to make it harder to grab them and to let their slick, wet tail cover their targets in even more sticky saliva. Once a target is too lusty to resist, their tails can be used for insertions or careful, teasing licks across the body, while the tongue within the suction cup keeps teasing whatever it has latched on to.

Splattermouths: Splattermouths are a bundle of tentacular tongues "loosely" tied together by a tail, whose main target is a person's mouth or vagina. They're extremely large for a flying tentacle, sizing about one meter in length and 30 cm in width. When they target someone, their many tongues curl around their targets head or hips, while some of them indulges their targets mouth or vaginal canal, dozens long tongues twirling, teasing and pleasing their targets tongue or inner walls. Excess tongues splatter further and further from the targets mouth, usually reaching all the way down or up to a targets chest and possibly all the way down someone's thighs. To be attacked by just two of these is like being engulfed in loving, aphrodisiac covered tongues in but a moment.

Their extreme size often means they're relatively easy to spot and fight, which has made them adapt to a nighttime hunting pattern, aiming for sleeping targets. They exclusively target sleeping targets who are having wet dreams, or if desperate, wake targets who are masturbating in secret, as if intending to help them get off. They usually hunt in triplets, the third tentacle keeping watch while the first two go at the target.

Chestburners: Chestburners is a captive species of tentacles, which is exclusively sold on the black market. They have no real adaptations that could allow them to 'hunt' in the wild, no acid to take off clothes, no way to sneak in through necklines, nothing. Even though they eagerly try to act out the role of a lusty tentacles, one can easily just hold them out in one hand and watch them flail around helplessly.

What they do have going for them, however, is that they have one of the strongest, most specialized aphrodisiacs in the realm of tentacles. As is hinted in their name, they attach to a targets breasts, specifically the nipples, and then insert tiny tendrils into the nipple. They have a balloon-like tail on their backs which they slowly empty into the targets chests, the aphrodisiacs almost going to effect immediately as it seeps into the targets bloodstream. This spreads a powerful, lusty burn throughout the targets chests, usually powerful enough to cause their target to fall to the ground whimpering and moaning. Every move, every hint of affection, every tiny lick sending a electric burn of desire rummaging throughout the targets entire body. It's a large part of why they're popular on the black market; weak, frail, can be used when wanted and extremely addictive. It can, however, be hard to stop them once the aphrodisiac has taken effect, unless you have a person to help remove them.

The aphrodisiac tricks the targets body into producing lactation from mana, the two eager chestburners suckling it out, loving tongues running over the targets chest, teasing them and pleasing them, slowly filling their balloon up with the targets milk. The remaining aphrodisiac gets slowly ejected with the lactate, at which point the chestburners will likely attempt to flee with their mana-filled lactate. If they get frisky and their target seems willing, however, they will produce another round of aphrodisiacs, squirting it in between suckles, their tails growing bigger and bigger.

Even when attempting to flee, these creatures are completely hopeless. If they got too greedy, they might not even be able to move; if they flee early on, they're extremely slow, and anyone could simply walk up to them to take them, their heavy weight still likely making it hard to fly too high. They have the instincts of a tentacle, but are only really effective as accidental consentacles.



Ground based tentacles

Ropers: Ropers are a unique group of tentacles, entirely focused at binding their target. They can slightly meld into the skin or clothing of their target, making them very, very difficult to remove. Different ropers rely on different strategies to rope in their target. Some fling themselves at their target, grabbing whatever they can get a hold of before leashing themselves onto a tree or the ground or something else that's firm; when attacking in groups, it can quickly leave their target hanging in odd, compromising mid-air positions, completely defenseless. Others sling around their target, like more literal rope, often outlining various sexual features for them or others to enjoy. Ropers either have a bit of a gender system, one gender being the ones to tie up targets, the other gender being the one to approach once the target is tied up; or, they act in symbiosis with other species, slowly feeding off of their targets lust as they get ravaged by a unique ensemble of symbiotic tentacles.

Tongues: Tongues are aptly named for their tongue-like appearance. Some tongues are solitary, growing in length over its lifetime until they could run the length of rivers, others grow in tight-knit hives. Some tongues are consentacles, slowly but surely crawling up their partners to please them. Wild tongues, however, tend to either hide in water or burst out of small, tight spaces. They use the sheer weight of their physiques to weigh down their target, covering them with their thick, sticky saliva. For tongues, their saliva is their semen, and emanate from all points of the tongue. Some tongues are known to vibrate, which helps soothe their targets; consentacle variants are especially known for this feature, usually while massaging their partners.

Slithers: Slithers are 'regular' tentacles that slither across the ground. The term encompasses a large number of ground based species that have a host of different yet rather simple strategies. Some attack in large hives, others are huge, using their weight to weigh down targets. What they have in common is their slithering as well as a rather ordinary attack strategy of 'simply moving towards the target'.

The Common Slither: The common slither is actually a whole group of slithers that have almost the same exact strategy and appearance, with some slight variations. For reasons unknown, the common slither tends to be capable of living for a lot longer without any success than other species of tentacles, in fact, some species of common slithers seem to practically never die from old age or a lack of mana. The primary weakness for common slithers is, that just about every possible counter measure against tentacles tend to work against them. The common friction glove can easily grip their slippery, leathery skin, spike easily tear them apart, even the direct strike from a civilian can be enough to cause them to collapse helplessly on the ground.

The appearance of a common slither is, usually, that of a single, thick leathery tentacle, covered with a slippery saliva which makes them hard to grip onto without gloves of some kind. While the most successful common slithers work in groups, it's postulated that this group behavior is more an accident than not, as there's no to real evidence for communications or cooperation between individual slithers. They just tend to happen to exist in clusters.

The one adaptation that most slithers do have, is a mild acid which can corrode common clothes.

Shell Slugs: Shell Slugs are usually small, bug/slug like tentacles with a hard exterior shell and a supple, slug-like body. The exact size, shell and slug varies a bit from slug to slug, as does the strategy. The most common shell slug strategy involves applying a super strong adhesive material to their targets, making them extremely difficult to remove as they go about their business. The adhesive tends to be magical by nature, and can hence be undone at a whim by the slug itself. They usually overwhelm their targets in numbers via traps, being extremely slow to move and hence incapable of chasing a target.

Purple plate slugs: Purple plate slugs, also just called 'Shell Slugs', have a thick, purple, outer shell which guards their soft, vulnerable and complex innards. The shell is segmented, allowing for some flexibility in how the slugs move around, and even allows them to coil into a tight ball, completely covering their innards with their shell. In nature, Shell Slugs usually live in large groups and strike their targets using trickery, traps and in some cases, they engage in symbiotic behavior with other tentacle species such as ropers.

The Shell Slugs' sticky underside has a strong, magically induced adhesive which they use to stick to their targets. They're difficult but far from impossible to remove, but it does take some time to peel one of them off. Combine this with the fact that they tend to attack in large numbers, and they can easily overwhelm the unprepared. As soon as one is removed, three more has begun their climb, if you're not careful. Once attached in a spot they find desirable, the many complex tools of their soft underbelly begins to work its magic. Firstly, their soft moldable underbelly can form tongues of varying sizes and suction cups or 'mouths' to tease their targets. Secondly, their underbelly can create a light current of magical electricity, which zaps into the targets nerves and trick them into sending pleasure signals to the brain, effectively creating a jolt of pleasure where they're attached. Thirdly, the upper part of their soft moldable bodies have a lot of muscles capable of causing physical vibrations of different kinds, like a living sextoy or a massage equipment, teasing or pleasing their targets with their pleading vibrations.

The first priority for the shell slugs when attacking in a group is to recharge their mana stores. They do so by lapping up a targets shivers, eagerly charging their inner batteries with their targets moans. Once that is done, the second priority becomes reproduction. This is done the old fashioned way, in which one or several Shell Slugs ease their way into their targets lower lips. Usually, the slug(s) that enter ditch their shells prior to entry, unless desperate, as the pure slug body is much more capable of pleasing the insides of their target. Unlike other species of tentacles, slugs simply attach themselves to their targets insides and then begin to spurt out semen without any thrusts or the like. This is usually combined with an 'internal massage', including vibrations, licks and other similar measures to make sure their targets are truly wrapped up in bliss by the time they're done.

Note: Their undersides are covered in a constant layer of unique, sticky saliva. This saliva is known to completely cleanse the skin of their targets, usually laving their targets cleaner than if they'd taken a shower, removing impurities in their skin.

The Shell Slugs tend to be fairly compassionate to their targets, meaning they'll retreat once their target shows any sign of fatigue, even if their own batteries haven't been recharged as of yet. This has made for an unusual arrangement at times, wherein certain lakes or hotspots of Shell Slug activity tends to be a bit of a housewife's secret, shared among some more sinful communities as a way to relax and get away from everyday stresses. Shell Slugs, while still forceful, tends to be forceful in less violent manners, making an encounter with them quite safe and quite pleasant, if you're into slug action.

Slugfish: In all ways identical to the Purple Plate Slugs, except they fully live underwater and have no real shells to them. Their underwater adaptations allow them to swarm a lot faster while under water, a target who dipped their body into the wrong lake quickly finding themselves completely completely covered in salacious slugs.



Plant based tentacles

String mimics: String mimics can mimic various stringy things, including bushes, rope, vines, etc. Most styles of string mimics are a type of plan tentacle, usually feeding off of the nutrients in the ground while waiting for targets. Some may never find any; these string mimics will simply keep on growing, never reproducing, until they die of old age. Once they find a target, they'll suddenly stick to them with all of their many vines, tying down their targets before they can react. What exactly happens next varies wildly. Some string mimics act like ropers, acting in symbiosis with other species. Some have their target for themselves, fucking them senseless so that they can feed off of their arousal or their mana.

Puffs: Puffs spurt various powerful chemicals into the air. A puff's chemicals can spread to fill an immense area, and they often grow in clusters. This has made some species of Puffs useful as a sort of chemical weapon. The exact effects of the chemicals vary wildly. Usually, they act as a strong aphrodisiac as well as a hypnotic agent. Lactating agents are common as well. Due to their range, they can end up knocking some targets down from a fair distance; because of this, puffs are known to be able to relocate their roots. Puffs take on the shape of various flowers, including roses, lilies and sunflowers. It's common for puffs of different breeds to stick together and even attack and eat other species of tentacles, making suspiciously beautiful flowery fields in the midst of dense forests something the wise adventurer would rather want to avoid, lest they be seeded and fed off of for a full hazy afternoon.
 
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TinyThings Character Sheets


Alexandra Orvel

Age: 26

Profession: Nothing official, but has masqueraded as a Merchant, selling Alchemical Compounds, and Magical Potions, that she pretends to've procured elsewhere. She considers herself a Mage, and an Alchemist.

Education: Homeschooled by both her parents as both a Scribe and an Alchemist.

Appearance: Alexandra's genetics would be considered 'lucky' by most people's standards. She'd grown into a beautiful woman, with curves well over a handful and a face to melt hearts. She used to cut her hair relatively short, but since her body made it impossible to masquerade as a man, she started letting it grow, and now prefers her hair a bit beyond the shoulders. Through her teens, she'd stopped hating being a woman, and instead took advantage of it however she could. Because of this, she's well versed in both make-up routines and proper dieting. She takes care of herself, in order to take advantage of what her genetics gave her.
  • Eyes: Blueish, almost purple.
  • Hair: Black.
  • Height: 162cm
Distinguishable Features: She has a small burn scar on her right thigh, now constricted by the serpent of a large tattoo. She has a sleeve tattoo running down her left arm. Her right ear is pierced in several places, mostly wearing a specific set.

Background, and Personality: Alexandra's background is mostly mysterious. Her mother was an Herbalist, her father a Wizard of very little renown. While there has been no coalition with a child's father being a Wizard, and the child gaining Magical prowess, it was a chance they'd never take. Both Alexandra's Grandmothers were Mutes, Purges of emotions, and her parents didn't want to risk that on their child, so they lived rather solitary lives. Once Alexandra was born with an abundance of Mana, this became even more important to them. They moved far away from civilization and kept in hiding. There, they schooled her. Her father told her how to read, and write as a scribe, while her mother told her botany, and eventually Alchemy. She was also taught the history of Magic, and how to mostly control her powers.

Exactly what happened to her parents, only she knows. Most of the people who've seen her have been in fleeting moments. She has done a lot of traveling, smart enough not to steal in the town nearest to her. Smart enough, not to stay in towns for too long. She got a small number of street-smarts, from running towns as a criminal, and also having to deal in the Black Market, for most of the things she needs. She's been taken advantage of, and taken advantage of others, living her life as a rogue, only really able to settle, and calm down for the past five years.
None of her experiences ruined her. Instead, it only empowered her to take what she could from life. To see the beauty in things. To enjoy the little experiences, and make them count. She loves life, and everything it offers her. Sure, she has her bitter moments and a lot of pent-up rages, but who doesn't? She doesn't consider herself special in any way. Just a woman, in a man's world, doing what she has to.


Ripley
Age: Unknown, suspected early 20'es. The concept of time only really became relevant to her, after meeting Alexandra. The only estimate she was ever able to give, was 83 seasons.

Profession: Technically none, but has started to refer to herself as Alexandra's Assistant, ever since learning what that meant. Furthermore, she enjoys tinkering with Alchemy, and Alexandra was quick to realize she had a knack for it.

Education: Being Homeschooled by Alexandra in Alchemy, as well as general Language Skills.

Appearance: As most young, 'un-split' Slime, Ripley is of the blue variant, making it easier for her to hide. In liquid form, she looks like any surface of water from a distance, but when observed closely, might come off as a bit too blue, and mistaken for a chemical concoction instead.
In her 'human' form, she stands at a short 152cm of bubbly joy. Big blue eyes, soft jawline, and wide smile, framed by wavey blue locks of hair, reaching down to her waist. Her body is quite voluptuous, by choice, being able to make herself shorter, taller, flatter, wider. When she feels safe, she likes to travel around like a snake, or a wave of water, arms inside her body and legs connected, only her head peeking out at the top, curiously observing its surroundings.
While her body is made of a blue liquid, it is able to change color, slightly, following her emotions. If scared, her liquid will lose some of its blue shine, and turn more transparent. When bashful, her liquid can turn light pink, in certain areas, like cheeks, neck, chest, and thighs.

Distinguishable Features: Her face is the only part of her body, that never fully changes its shape, and how it stands apart from other Slime. She always wears a little, red hairpin in the shape of a star, made by Alexandra a while after the two started living together. When in liquid form, said jewelry will simply fall off, and she'll collect it later.

Personality: Ripley is as happy as creatures can get. She's a bubbly, bouncy girl, who loves anything new, and undiscovered. She's curious, studious and stubborn, making her an excellent 'student', at least of things that interest her. When first introduced to something new, she'll love it, but if she ends up finding it boring, it'll be impossible to stick her to a table and teach her further about it. Same goes for new things to consume. As a Slime, she can basically consume and digest anything, but that doesn't mean she'll like it. She's become a 'picky' little Slime, having lived with someone actively happy to share in foods. She now knows that she doesn't particularly like meat, and she absolutely adores sour things, and what it does to her eyes.

Furthermore, Ripley's kindness is as long as the year. She wouldn't hurt a fly, and actually cried when accidentally drowning a fly, that one time. She loves life in all of its shapes, be it humans, animals or other creatures like her. Since she hasn't met many people, her reaction to others is quite unknown.

Background: Ripley is a very young Slime. Her mother, also, was quite young when they split, and she became a red Slime instead. This meant she wouldn't be able to survive or hide in the same biome as Ripley, and the two had to part early in their lives. Usually Slime will stick with their mother for years, before leaving each other, if they even did.
Ripley wasn't too bothered, however, taking her freedom as a chance to explore. And that, she did. Or, at least she tried to. She kept hitting snags, as she realized she trusted other creatures, more than they trusted her.

After a few unlucky change of circumstances, Ripley found herself alone, and weak. Attacked by a Tentacle, she was dangerously low on Mana, something quite lethal to her kind. This is when a young human came upon her. Unprepared, and distracted, Ripley didn't manage to hide in time, and the two were introduced to each other's eyes. Staring each other down, both in a moment of shock, they both ended up snickering at how they both froze.
The human grew a few flowers around the Slime, exerting herself, and ultimately causing a Nature Shiver. This fed Ripley, and she immediately knew the human was kind, and trustworthy, and latched onto her. Dangerously naive of her, it would've been easy to take advantage of the young Slime, but lucky for her, Alexandra was the human who'd come upon her.

From there, a deep friendship started flourishing. A friendship, with some very obvious benefits. Alexandra's Mana was absolutely delicious to the young Slime, and her playful nature had her finding new, and exciting ways to taste it. The first time she'd tasted a Lust Shiver, Ripley knew she could easily get addicted to that particular one...
With time, the two girls only got closer, and closer. Learning form each other, using each other for company, comfort and assistance. They very quickly became inseparable, neither able to imagine their lives without the other.

Ripley is fully aware of Alexandra's situation, and will do anything within her power, to help her. Alexandra doesn't fully know how deep her intelligence runs, or that she thinks that way, but even if it meant she'd have to live a dull life inside a small room, she'd do it. For Alexandra. Of course, containing a Slime, is about as easy as tying your shoes with two fingers.

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Pastel Alraune
Name: Alraune are mostly named by their color, rather than the shape of their flower. The Alraune's flowers are always unique in shape, compared to other flowers, with colors seemingly the only matching trait from their parents. Of course, Pastel might just be a placeholder, Alraune often takes names from its surroundings, choosing its own name, or taking a given one.

Age: 19

Flower Appearance: Hugo's Alraune, is of the Pastel family. Its massive petals carry a healthy, bright Pastel color, centered in a bed of green vines and leaves, spreading over a small area around it, green roots shooting into the ground.
The flower's shape would mostly resemble the Anemone family, with large, puffy petals, but as all other Alraune, the flower was unique to itself. Pastel's petals had grown thick, and sturdy, protecting it from rummaging, should Hugo have chosen to do so. Something, unnecessary, as he seemed to follow instructions quite well, and it was a well-known fact; messing with the Alraune's petals was unhealthy, and a sure-fire way to anger the creature.
When in bloom, the petals open, the flower reveals goopy, juicy insides. A yellow mess of tiny stalks, in a sea of golden nectar, from which it's human forms sprouts, and stands. The Alraune's nectar is both tasty, incredibly energizing and carries several benefits. Not to mention, it was a natural well-spring of mana, created from the nutrition of the sun and soil around the Alraune.

Human Appearance: Pastel has the body of a beautiful, mature woman, with light green skin, and bright, pastel eyes. Long pointy ears sprout from her head, display emotions much like a dogs', tilting up, down, and around She has naturally growing flowers near the base of her ears, resembling earrings. On the top of her head, a large, pastel flower sprouts whenever she comes out of her Flower, from which a bunch of green vines mingles in with her bright green hair, sprouting flowers around it for decoration. Around her neck, a choker of vines, and a pink flower for decoration, also grows, as well as pastel flower bracelets. Her breasts are covered by a leaf-like, naturally grown bra, that can be removed, and is also decorated with pastel flowers. Finally, her bottom is covered by a blue, and green, tiny skirt, easily see through from some angles, with even more pastel, flower decorations.

Her Stalk, the main body connected by a stem to its spine, will almost always stand inside of the flower, thigh-deep in its nectar, as will its Vine, the second, exact replica of her main body. Pastels Vine can step out of the flower, and leave the mutated Anemone entirely, while most the Stalk can do is sit on the curve of the petal, and raise itself up, until just its toes touch the yellow, flowery bed. It can be pulled entirely from the yellow bed, but it is very unhealthy for it, and if it dries out of the nectar, it will quite rapidly wilt. The Vine, however, can leave the flower for a few days, before wilting, but a day, at most, comfortably.

Decorations: Pastel has decorated her little garden quite efficiently, over the few years she'd been in the Tower. She'd created a bed of flowers, with a wild symmetry to them. There was no symmetry in color, the chaos of nature shows, but symmetry in shapes. Close to the main body of the flower, circling its thick, green stem, a bed of wild anemone's has grown, with four large, blooming Hibiscus Rosa-sinensis, with their yellow, pointy stalks stick out. The Hibiscus flowers would bloom every morning, when Hugo goes out to water her, pointing towards the entrance to the garden, before relaxing through the day, and closing again at night. It was the most clear sign of life from the Alraune.


Further from the flower, beds of wild flowers, in different colors, spreads throughout the little Greenhouse, creating a healthy variety of flowers. Strangely, there are obvious paths in the grass around the beds of flowers, as if designed for humans, and creatures to traverse. It had always been obvious, where the Alraune wanted Hugo to go, and where she didn't want him. She also had an attitude, thorny stalks almost always managing to catch Hugo's leg, if he got too close to some of its flowers. There was also a path, leading straight to the Alraune herself, with a few flowers, and thorny vines, making sure no one could get within reach, but close enough to water it.

Creeping vines have also started crawling up the walls of the Greenhouse, probably scaring Hugo a bit at first, but the vines just reached up, and sprouted a few flowers at the top of the walls. The flowers were coordinated, so that there were no part of the day, in which the Alraune didn't get at least a bit of sun. The Greenhouse dome, and width, made it possible for the Alraune to get the most out of the sun, in most Seasons, but there were darker Seasons, where she'd miss out on a few hours of sun. Not anymore, however, those flowers blooming every morning, soaking in the sun's rays, following it through the day, and closing after sunset.

Background: Pastel is a young, growing Alraune. Her seed had danced from its mother, and flown quite far, to an outcropping of a forest. At first, the seed had chosen a warm place, near a small lake, thinking it'd get plenty of sun, and water there. But, it was quite close to the edge of the forest, far too close to a village. Deforestation had moved the forest line dangerously close to the Alraune, starting to fear that it would have to fight for its territory. Not to mention, it was weak. Undderdeveloping. Its nutrition wasn't enough. It didn't grow as quickly as it was supposed to. It took it ten years, just to grow fully capable of seeking with its Vine, but it was always so... Tired. Something was wrong with its home. It had a strange taste to it, that the Alraune couldn't pinpoint. The water wasn't nearly as nutritious as it'd grown to think it should. The roots around it was starting to die, probably for the same reasons.

When Hugo had found the Alraune, the trees around it were very visibly rotting. Human pollution was obvious in the waters, lead and waste, flowing past the Alraune's little clearing. The corruption of human pollution almost seemed hastened on in the area, because the Alraune was taking all the available nutrition, leaving the trees with only the sun to provide, not nearly enough. The Alraune would definitely have passed away, was it not for Hugo's interference. Something, it might never truly understand.

Or, it might, if it'd ever bloomed. But, Pastel remained hidden within its flower, terrified of Hugo. She'd been so weak, for so long, it was hard for her to trust her powers. She hadn't defended herself when she was re-planted, because she was too weak. Now, she was physically strong, but too meak to realize it. Too scared. He'd taken her away from her home and then treated her like an inanimate object. Or, a pet... She would find it cute if he wasn't also her captor. What she lacked? Words... She wasn't sure how to address him, because he only addressed her, as a lonely, absentminded Hermit would address, and talk to their books, or pens.

Personality: Pastel's personality isn't very well known yet, but will quickly spring to life when she realizes she's safe. Pastel has quite a perky, if a little shy attitude. From the many times, she'd 'lashed' out at Hugo, with thorny vines, if he stepped just a little off the beaten path, it was safe to assume she liked to tease. She greatly enjoys company, and will go to great lengths to draw people to her little Greenhouse. Almost like a Siren, she will hum, and call for people who get close, unless she's been told to refrain. And, even then, if she's been left alone for too long, awake, she will sing to bring in people. She will offer from her nectar, the most powerful, naturally occuring aphrodisiac, as repayment for the visit. Of course, this is almost another prankster's way of luring people to stay, as the nectar can be quite addictive. Not to mention, Pastel isn't exactly an ugly creature, most easily tempted to want more, as soon as they taste the nectar.

Image Reference:
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Laa's character sheets


Sir. Hougart "Hugo" Primmin

Age: 34
Height: 206 cm
Appearance: Hugo towers above most, his icy blue eyes' misanthropic gaze dissecting all who happens to meet them. He's well built for an academic mage; broad shouldered, linings of faint muscles visible upon his lightly tanned skin. He has thick raven black hair which reaches his cheeks, bangs cut off; He's usually seen with his hair tied up in a manbun. He has a chilling air to him at most times, discerning all those who come into his presence for flaws or vices.

Personality: Hugo is a perfectionist to his core. He has a set morning routine, including some brisk exercise, breakfast, grooming and the like. While Hugo can seem intimidating, he doesn't have much of a temper unless someone truly messes up, in which case, he has a greater temper than most; a sort of "keep it in until it bursts" kind of man. He is the most at ease while working; even if he's perfectionistic, he truly enjoys his studies of tentacles, magic and alchemy. When a deadline isn't coming up, he may even let down his icy facade and experience just a touch of joy amidst his curiosity.
Hudo does have a tendency for overthinking and paranoia. This is mostly in regards to people, as he is greatly distrustful of anyone professing to be sentient. It doesn't enter the level of outright anxiety most of the time, unless some of his work or his mother is in jeopardy.

Education: Hugo is an academic with a specialty in ice spellweaving. His academic background gives him a wide range of knowledge beyond his specialty, however, he's only been taught sanctioned, non-taboo, methods.

Family and background: The Primmin family used to be a regular peasant family until only a few decades ago, when Hugo's father, Sir. Javier Primmin was appointed as a "Mage Officer", making them a part of the gentry. With this title came a weak tie to nobility, one which has allowed the Primmin family to afford Hougart highly talented mentors.

Javier, however, died in battle when Hugo was only 9. His mother, Jasmine Primmin, has raised him as a single mother ever since. Jasmine has no claim to nobility nor any ties with nobility besides her late husband, which has left her and Hugo to fend for themselves in a world of aristocrats. Hugo, luckily, showed great promise; and, he was a man, one which many of his mentors saw promise in; enough for them to hold their hand over their weak aristocratic ties.
There was a drastic shift in his treatment, though. From his peers to his mentors, to 'friends' and even strangers, there was no real prestige to the Primmin name anymore. He was frequently reminded that. As he was told, if he didn't keep his grades high, the aristocracy might just disown the family. That meant a return to the working class, a stripping of their access to educational resources and a potential boot out of their small estate.

Although Jasmine tried to give Hugo a good upbringing, she couldn't help but pressure him into studying harder and harder. It put a strain on the relationship, especially in Hugo's teenage and young adult years. It drove him to strive for perfection, always anxious for what anything short of a great performance would bring him. And he succeeded, at the cost of his own sense of self.

In his 20's, Hugo was mostly stripped of warmth for anyone but his mother; in spite of their arguments, they remained close. People would say that the air around him was always somewhat cold, frigid, if not a little electric. While his academic results and his studies were impressive, he was very, very isolated. By choice, mostly. He had experienced first hand how little he meant to people of whom he was of no use; which meant, in turn, that other people would have to mean very little to him, or he'd get fooled by their superficial attempts to gain his impress him just in case they needed to use him.

In his late 20's, he was studying various ways to enact complex spells using ice magic, when a major tentacle outbreak ravaged the city. While the less fortunate were generally left to fend for themselves, the rich had full squadrons of mages, whole armories filled with unique equipment to combat it and more. The aristocrats were mostly bothered by the pause of income, wondering how quickly they could get the peasantry to work again.
At first, Javier felt the same. His mother, however, knew exactly what the peasantry was going through. After several long conversations, a few debates, and a few arguments, Jasmine finally convinced Javier to go out into the streets to figure out what it was like to be a part of the peasantry. When he did, he finally came around, growing somewhat concerned at their treatment.

During this time, he began to study tentacles. By sheer coincidence, he began to study the skin-care effects of some species of tentacle's semen. Ice being an element of perfection allowed him to cast a new, complicated spell, which purified the semen of some of its less desirable quality, retaining a new form of efficient skin care. To him, it was but a step to better understand tentacles. To the aristocracy, it was the latest craze. He became famous, got huge offers of money for his spell to be taught to ice mages and generally got all the prestige he'd ever wanted.

Over skin care semen.

It was an insult to his pride. An insult he'd have to swallow, for the prestige brought him and his mother all that they'd ever wanted. A sense of financial security. Their belonging to the gentry being reaffirmed. And yet, it bothered him. when he thought about it, his small offices temperature would falter a few degrees.

He'd continue to study the tentacle menace for possible solutions, all while publicly pretending to be a skin care specialist. The humiliation fueled a desire to do something greater, something that would finally outdo his past achievements. Mixed with his concerns for the peasantry, he decided to see if there was something that could be done for them. Perhaps some methods that would allow them to fight for themselves; tamed tentacles was a surprisingly practical solution. They'd breed fast, be easy to care for and, if raised well enough, capable of protecting their owners from other tentacles. That and other ideas littered his mind. He needed a place for himself; a place where he could keep to himself, when needed. When he could keep his research to himself, when needed.

He bought a tower out on the countryside around age 30. He had a small mansion build next to it over the next few years. It was finished about a year ago, but him and his staff has lived in it for two years in portions that finished early. Ever since then, large parts of the tower had been deemed off limits unless he asks for specific services. Only his butler is allowed access to some parts of it so that he can get orders more easily.



Mr. Larrson Greendale

Age: 41
Height: 189 cm
Role: Hugo's chief of staff, the head butler.
Appearance: Larrson has eerily pale yet smooth and well-cared for skin. He has short black hair, commonly combed over from right to left. He has deep brown eyes, useful for both acts of kindness and stern disciplinary lectures. He's half a head shorter than Hugo, a tall and lithe yet somewhat muscular figure. He's usually seen in formal wear.

Personality: Larrson is a cynic who grew up; a man who realizes that the existence of cruelty doesn't justify further cruelty, at least not without added justification. Larrson has an aura of a selfish man, haughty, discerning eyes glazing over with disdain, but he does almost everything he does for the sake of those around him, especially his staff, who he views as family. The disdain is mostly born out of frustration over his position in life, well aware they he'll never be able to fully safeguard those he cares about from the whims of those above his station. He's not one to give up, his determination one that's hard to match.

Education: Larrson has no formal education; he's learned by doing, rising in ranks via hard work and, at times, engaging in some petty drama to oust a horrible boss.
Larrson does have some moderate potential for magic, namely, he's well aligned with stone elemental magic. He has no real spellweaving skills, so he fully relies on using pure elemental magic to aid him should it be necessary.

Background: Larrson was recently a high-ranking servant in another household, namely the Kressing household, the household of one of Hugo's benefactor. The Kressing chief butler of the household was caught in a most heinous act, one which Larrson was determined not to let him get away with. Sadly, the chief butler of the Kressing household got a whiff of Larrson's shadowy rumormongering and political posturing and had him fired.

That, however, wasn't going to be the end of it. Hugo was to visit around the time of Larrson's firing. Larrson pulled his final strings, pleading his fellow coworkers to talk to Hugo about his dismissal and his skills, while making it seem as though it was their own initiative to speak in his favor. They complied, Larrson being genuinely well liked by the rest of the staff. Hugo was highly impressed with what he had heard, so when Hugo learned that Larrson had been fired, he offered Lord Kressing to 'take him off his hands'. Lord Kressing agreed, to the dismay of the head butler in his estate.

For the past four years, Larrson had helped set up operations in the tower and mansion with Hugo, getting a small staff of his own. He has now dedicated himself to his own staff, taking charge of that which is within his power rather than fret about that which is not. Even then, he'll never forget what happened at the Kressing's estate, nor will he forgive its' chief of staff, a particularly cruel man.
 
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Hugo's estate

Note 1: Some things in the estate will probably be retconned!

Each room will have a 'certainty rating', which indicates how likely a retcon is.
No stars: I don't think this will be retconned.
*: The interior decoration might be retconned, but the room type and usage is likely set in stone.
**: The idea for the room's type is okay, but I might think of something better down the line.
***: I've absolutely no idea about this room.

Note 2: This post only contains the publicly known backstory for the tower mixed with what Hugo knows; lies and deceit will be in this post! (Mostly in relation to the tower)



History of the estate

A thousand years ago...

The tower is known to have existed during the cataclysm, the structure seemingly being abandoned as an after effect of the cataclysm. The most common hypothesis is that the tower was simply uninhabitable after the cataclysm, large parts of the tower's stones being in the interior, rubble lining the hills outside. Hugo's own hypothesis is that the people who lived in the tower were killed by the cataclysm itself in some way, however, he has no evidence to back up his ideas.

The tower was used by wizards of the past, leftover research having been found after the tower's partial fall from grace. It's lost to history exactly what kind of history was found here, the tower having been found completely devoid of textual evidence or anything else about a hundred years after its collapse. It's unknown if the tower was looted, or if the fleeing wizards brought the books with them. The only thing that remained were ancient artworks, beds and other everyday items, now hosted on museums and stored in secret academic storages.

Four hundred years ago...

As populations boomed, older estates such as the tower began to find new uses for those with an eye for renovations. The ledgers hold that the local count ordered the renovations of the tower around four hundred years ago, removing rubble and getting new lime for the floors, etc. This was the creation of the estate itself in terms of law and finances, as the counts since then have bestowed the estate at a price to members of the gentry or the nobility ever since then.

Five years ago...

In light of Hugo's success, he needed a place to stay, with plenty of space. The current count being one of the biggest investors in his products had an empty lot with plenty of space, namely the tower. Hugo immediately saw a lot of promise in the tower, and ended up buying in on the estate, even going as far as to finance a mansion next to the tower to the delight of the count, as the count's county increased in value as a result.

Even then, it's not a frictionless relationship. By keeping Hugo close, the count is expecting more great revelations to come from him; the count is not even slightly motivated by simply progressing science, but expects either financial or military benefits from Hugo's stay, something Hugo detests even if he tries to tolerate it.

Present day...

For reasons unknown to Hugo, the count seems to be pressing him for results more and more in the recent months. The count especially seems to desire something with a more militaristic use to it, something Hugo has been adamant about not providing. What exactly the count is planning to do with a military advantage is unknown, but it likely involves a powergrab of some sort.



Staff
Master: Sir. Hougart Primmin.
Chief of staff / Butler: Mr. Larrson Greendale
Gardener/Stable boy: Stephen Lann
Chef: Unknown
Servant: Unknown
Servant: Unknown
Servant: Unknown
Servant: Unknown
Servant: Unknown
Guard: Unknown
Guard: Unknown

Estate grounds
Hugo's estate.jpg
The river*:
The river that runs by his estate runs, like most rivers, from the high of mountains to the lows of the ocean. This river is about halfway on its journey, meaning the river is somewhat deep and wide, but not so deep and wide that one couldn't simply walk across it if they didn't mind getting drenched. The river supplies the estate with most of its water these days, although when they first got to the tower, they had to get the water from a well from a nearby village as the water had lead poisoning.

The forests*:
Hugo's estate lies a small distance away from general civilization, meaning that the nearby forests are dense, thick and filled with wildlife of varying kinds. Civilization has been moving closer though, and those same forests are shrinking slowly, day by day. Although there's enough forest there to last a lifetime still. Hugo and his staff gets wood from the forest themselves from time to time, helping them light up their fireplaces.

Hugo's hill*:
The mansion, tower and stables are placed on top of a small hill, giving the tip of the tower an exquisite view over the nearby forests and the nearby village.

Paths to civilization*:
Roads large enough to fit carriages lead in and out of the estate, on a winding road which leads to larger roads as well as the nearby village.

Stables/Storage**:
Hugo has two horses situated in his stables, and the storage helps store tools for the gardener as well as axes for chopping wood and any other outdoorsy tools one might want.

The tower*:
The tower is the pride of the estate, standing tall above every other building and tree in the area, even though it was even taller in the past. While the tower had been renovated in the past, it had been left on its own for a while before Hugo acquired it and the estate rather cheaply. Hugo invested in decorating and cleaning the tower, as well as building the mansion and stables nearby.

The mansion*:
The mansion was built over the course of the four years, the last touches finishing up only half a year ago. The servants portion of the mansion was built first, Hugo having a strong preference for privacy. The windows facing the tower are mostly occupied by Hugo and his more private rooms in the mansion, truly avoiding anyone getting too many glimpses of the tower.

Hilly gardens*:
The Gardener practically gets to arrange the hill's plants as he wants, as long as he doesn't get in the way of the roads and other practical matters. The gardens's area stretches all the way up to the dense forests outlining the estate, as well as the 'mouth' where the roads lead into the estate.

Front yard/courtyard*:
An extension to the hilly gardens, the biggest difference being the small rocks littered all about the place to make it easier for horses to maneuver around.
The tower
The tower (WIP)

  • Basement.jpg

    Burster room*:
    Although Bursters are a major menace and, frankly, a species Hugo would never want to deal with in his life, they are the source of his recent success. Sadly, his 'skincare semen' was made from Burster semen, making him financially obliged to keep some on premises for studies for new products for his more lenient non-militaristic benefactors.

    Due to the risk busters propose, he designated the furthermost basemen room to them specifically, bricking two exits and setting up a second wall and door to ensure that they wouldn't escape. The doors all have spikes on their exterior, intended to catch Bursters on the run. All the doors leading out from the Burster room and up to and including the door out of the basement have similar spikes to them, and are tightly fitted to their doorways.

    Armoury/Lunch room**:
    The armoury contains anti-tentacle weaponry, which usually means various metallic scraping weapons or metallic flyswatters. The armoury also contains spiked armor, made to resist Bursters. Beyond that, this room is mostly used for snacks, teas and such.

    Wine/Cheese room**:
    (Potentially) one of Hugo's hobbies is to collect various vintages of wine and then age them up in order to sell them off, but the wine cellar doubles as a storage for expensive cheeses as it has the perfect conditions for them.

    Archive/Library*:
    The archive/library contains his older works, the works of other scientists and mages as well as various non-fiction works. It's a general purpose storage of knowledge, as well as artifacts when relevant. It's not uncommon for him to find works he'll definitely have no use for and sell them on the market. He also tends to buy older works just to sell them onwards at a later date in fields he's less interested in, such as history.

    Basement Landing*:
    The well protected entrance to the basement, a sturdy spiked door guarding the exit out of the basement.
  • Base_floor.jpg
    Entrance*:
    A small entrance to the tower, mostly devoid of furniture except some coat hangers.

    Shower/Baths**:
    Luxurious baths, placed slightly up on a pedestal so that the water can be heated by live flame. The regular showers are in the spare rooms as well as Alex's room, although the bath can be used as a regular shower too. The baths use the latest in plumbing technology, getting its water straight from the local river.

    Hobby room**:
    A room dedicated to Hugo's potential hobbies, were he ever to spend any time with them. There's a few classic boardgames, cardgames, art canvasses, a piano and fiction books, but the boardgames look new, the cards are unbent and the books have no bookmarks in them. The art canvasses does, at times, have 'art' on them, which mostly consist of Hugo splattering the canvas in frustration over his work.

    Botanical study**:
    A study for botanical observations, either related to the Alraune, the tentacles on the roof or any other plant-related studies.

    Alraune's Garden*:
    The large, modern add-on for the tower. By the center of the garden is a large glass dome, which stretches out to cover the less circular portions of the garden as well. The garden is situated on the southern side of the tower, giving it maximized access to sunlight throughout the year.

    Lobby/Meeting room*:
    A large, central room, wherein Hugo usually eats dinner if not other meals. It's intended as one of the few spaces in the tower where, potentially, he could invite someone in. However, he prefers to keep the tower completely exclusive to himself, not even letting in his benefactors if he can avoid it. His Butler, Larrson Greendale, is among the few with free access to the meeting room.
  • 1st_floor.jpg
    Tentacle lab*:
    This is his primary lab for tentacle-related studies. He has all the tools, pencils, cages, gloves and whatnot required to handle tentacles. Due to safety concerns, he has double doors with spikes on them leading out of the lab, but, he only handles low-risk or moderate risk species in this lab; Bursters are contained in the basement.

    Lab storage*:
    This is where he stores tentacles for experimentation. He daily feeds them mana, either from himself or from bought mana sources. Due to safety concerns, he has double doors with spikes on them leading out of the storage.

    Study/Office*
    This is where Hugo goes to focus on his scribbling. He correlates notes, thinks deep thoughts and ponders his next steps with his work. This study is especially used for tentacle related notes.

    Amoury/Smithy***:
    A place where Hugo can craft specialty gear himself.

    Alex's room*:
    Previously a spare room, but has for now been turned into Alex's own room. Like the other rooms, it has its own toilet, shower and food door, allowing for prolonged durations of coziness.
  • 2nd_floor.jpg
    Alchemy/Spellweaving lab*:
    This is his primary lab for studies related to the magical arts as well as alchemy. It's a more generalized study, containing tools, artifacts, mana pencils and whatnot to craft intricate spells and concoct unique potions.

    Study**:
    This is where Hugo goes to focus on his scribbling. He correlates notes, thinks deep thoughts and ponders his next steps with his work. This study is especially used for alchemy or magic related notes.

    Lab storage**:
    This is where reagents, note paper and mana potions are stored for later use in his studies.

    Spare room*:
    A spare room akin to what Alex's room used to look like, with a shower and toilet to boot. The difference is that the room is more barren, with no combs or shaving equipment, etc.

    Snack room/unused room***:
    Hugo has had no idea as for what this room should be used for, and has hence simply decided to stick a table in it with some dried food in pots placed on top of it. And, of course, chairs.
    (New idea: Secret library. With three locks in place, this is where Hugo stores his illegal books)
  • Rooftop.jpg

    Tentacle Greenhouse***:
    A place to grow plant-based tentacles, including String Mimics and Puffs. Double doors due to the risk tentacles pose, especially to keep in the puff's aphrodisiacs. The tiny room with the two doors has a small hole in it, where a rubber tube can be fitted to a special mask, making it possible for Hugo to walk among the tentacles without feeling strangely horny.

    Ancient ruins*:
    While the door is new and some of the more risky rocks have been removed, the greenhouse roof being new, the flooring being mended, this place has largely been left as it has been for centuries. It's believed that the tower got damaged in some war. Some of the stones are cleanly cut at a set angle, likely having a magical root cause. The leading hypothesis is that the cause is The Great Cataclysm.
The mansion
The mansion (WIP)

  • Mansion_Base_Floor.jpg

    Front porch*:
    The majestic entrance to the mansions, four large pillars reaching up to a semi-dome porch roof, which extends from the floor plan of the second floor.

    Entrance*:
    The entrance is meant to impress, with white marbled floors, marbled stairs leading up to the first floor landing as well as two grand doors leading into the dining room. Per design, neither of the side doors lead to anything related to servants; although Hugo doesn't mind it, a large portion of the mansions design is all about making sure his benefactors don't realize just how progressive he is, just how many social norms he's breaking on a daily basis.

    Dining room*:
    Shining floors, a large table stretched across the length of the windows in the back, which lets in the evening sun as well as lovely sunsets. There are two glass doors leading outside, so that one can easily go out for a stroll of wanted, and, so that servants can sneak around and about and go as unnoticed as possible for when guests are over, following the trend of 'the invisible servant'.

    The dining room leads into two long hallways, one which leads to the 'masters side' of the mansion, the other which leads to 'the servants side' of the mansion, with stairwells leading up to the first floor. On the servants side of the hallways, there's another hallway that runs across the one leading into the dining room, which leads into the bedrooms for the servants.

    Study**:
    This is Hugo's "public study". He only keeps books and material there that any and all guests would be allowed to peruse, as the door leading into the study is open for all. There's shelves with books, writing stands as well as a table where he can sit and discuss topics with esteemed guests. The door into his bedroom is, of course, locked.

    Sitting room**:
    The sitting room is basically a room to sit and drink tea, coffee and perhaps grab a bite of breakfast with the morning sun coming through the windows.

    Bedrooms*:
    Each servant has their own, sizeable bedroom, with a decent bed, a small desk for personal use and some drawers. The servants are free to decorate their own rooms as wanted. There are 6 rooms on the base floor and 6 rooms on the 1st floor, making for 12 rooms total, implying that there are 2 empty beds.

    Storage**:
    The storage room contains all manners of things, including spare furniture, duvets, board games, card games, you name it. The storage mostly contains less expensive things, the more expensive material being locked into the butler's pantry.

    Master bedroom*:
    This is hugo's room when he occasionally decides to sleep in the mansion. It spans two floors, hogging the most vital windows; the ones pointing towards the entrance of the tower. From the two floors, he either has direct access to his public study or his bathroom.

    Kitchen*:
    The large common kitchen, where all manner of meals are made, either to the staff, Hugo or, at Stephen's request, the horses.

    Living room*:
    A room with a fireplace, cozy couches and a nice view of the evening sun.

    Spare room**:
    A potential room for important guests, however, Hugo rarely houses anyone.
  • Mansion_1st_Floor.jpg
    Master bedroom*:
    A continuation of the base floor master bedroom, where Hugo has direct access to the bathroom.

    First floor landing*:
    The first floor landing is a beautiful marble plateau with white marbled railings carved with a large spherical dome near the top of each part of the railing's pillars. Two large doors lead right into the upper dining room.

    Bathroom*:
    Hugo's own personal bathroom. Servants are allowed inside, to heat water or change towels, etc.

    Library**:
    This is Hugo's personal library, where entry isn't permitted for anyone except the butler, who personally cleans the library.

    Spare room**:
    Another spare room for potential guests.

    Upper dining room***:
    It's like the lower dining room, but it's... Higher up.

    Butler's pantry*:
    This room is where the fine china's and the expensive silverware is stored, as well as the accounting books for the finances of the estate. It's a mix between a storage of precious household items as well as the butler's office.

    Bedrooms*:
    Similar to the base floor bedrooms, these six sizeable bedrooms belong the the servants.

    Common room*:
    The large common room is a room that isn't present in most mansions; it's a place for servants to mingle, eat and have fun, "luxuries" usually reserved for the master of an estate.

    Servant's bathroom*:
    A shared bathroom for the servants. There's shower stands for those in a hurry, but also a tub for those wanting something a bit more luxurious. Of course, to get heated water, the servants will have to convince one of their co-workers to help them.
 
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