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kalmiya "worm off the string" longwillow ([personal profile] longwillows) wrote2023-03-28 12:56 am

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CONTENT WARNING: Please note that the following post contains strong themes of cult practices & upbringing, religious trauma, and child neglect in regards to Kalmiya and her backstory. Accounts are not detailed or graphic, but the subject matter may still be upsetting to some. Details regarding how these and other potentially upsetting topics pertain to Kalmiya's story can be found on her permissions post here. Please read with caution. Thank you!



full name Teresinha, the Guiding Light
alias Kalmiya Longwillow
age 23
d o b 5th day of Spring's End (May 5)
zodiac (Taurus)
pronouns she/her
hometown Sanctuary, Central Eris
field adventurer, student, mage
kalmiya longwillow
"I was worshiped from the moment I was born, but I was never loved."

A delight wrapped in an enigma wrapped in sparkles over a core both curious and vengeful. Kalmiya is a warlock of the Fey, having made a bargain with a powerful Archfey to always entertain them in exchange for the power to live a life as the person she's always wanted to be: herself. Raised to be the leader of a cult in an isolated, theocratic desert town, Kalmiya was misunderstood and molded into an idol based on a misconception of her angelic heritage, deified for abilities and a divine connection that she didn't actually possess.

Repressed, isolated, and crushed by the pressure of divine perfection, Kalmiya eventually fled the town as a young adult with only vague knowledge of the world outside, provided to her in visions through her one real connection with her Celestial lineage, an angel with whom she has a limited psychic link. She lived a brief life as a nameless vagabond before finding herself lost in the Feywild, where she met the fairy noble who granted her power and took on the name that would become her own: Kalmiya Longwillow.

Now, anonymized by both the magical and practical gifts of her patron, Kalmiya is a school-sponsored adventurer and entertainer, using her chaotic powers and raw charisma to tackle typical adventurer problems and delight people in the process. She's living her best whimsical life and will never have to think about her horrible cultish hometown ever again.

Probably.
personality
+
good-humored . intuitive . understanding . adaptable . personable
=
mischievous . free-spirited . flirty . impulsive . candid
🔥
spiteful . facetious . self-centered . anxious . petty
appearance
Kalmiya stands at 5'6" tall, or about 168cm. She carries most of her weight in her bottom half; this combined with regular exercise and irregular nutrition has left her arms and shoulders almost wiry while her thighs are wide enough to kill a man. While her legs are quite strong, they aren't toned—she's soft and squishy wherever she holds weight. Very pear-shaped! Very huggable!

She also has a heart-shaped face with rounded cheeks and jaw but pointed chin. Her nose is long, thin, and fairly straight, with a soft rounded tip. Her silver eyes are sharply upturned, almost fox-like in shape, with dense, long blonde eyelashes. Her lips are bronze in color; her bottom lip is fuller than her top, and in their resting position give her an almost... :3-like expression. Ideal for mischief.
height 5'6"
build pear-shaped, soft
eyes silver
hair champagne
abilities
celestial lineageKalmiya is an aasimar: someone born of a human or humans with Celestial blood in their lineage. Part-angel, to simplify. Their Celestial heritage may be expressed differently from person to person, but all aasimar have some kind of tangible connection to the divine that differentiates them from humans. Aasimar are mortal, but have a slightly longer life expectancy than humans; they mature at a similar rate, but have a natural life expectancy of around 160 years.

Most aasimar have innate magical ability due to being descended from Celestial beings (Celestials being creatures from the Upper Planes/House of the Triad/vaguely Heaven And Good-coded planes for those who don't care about D&D cosmology. This includes but is not limited to entities like angels.)

Kalmiya specifically has 3 main abilities as a result of her Celestial blood:

  • She is able to heal minor injuries and pain with her touch once per day.
  • She can touch a small, nonliving object and cause it to emit about 40ft's worth of light in a color of her choice.
  • Once per day, she can experience a Celestial Revelation, which manifests for her as an ability called Radiant Consumption. Radiant Consumption causes destructive holy energy to spill from her body, emitting light and causing pain to any creature within 10ft of her—including herself, if she loses control of it. It also minorly enhances the destructive capabilities of her attacks and spells, infusing them with holy energy to do more damage.
  • warlock patron Kalmiya has access to the magic of the Feywild due to her pact with a powerful Archfey. While there is some difference and debate surrounding the nature of warlocks' exact connections with their patrons, the Player's Handbook describes the magical abilities of the warlock as "abiding" and "lasting alterations to the warlock's being," meaning that a persistent connection to her patron would not be necessary for Kalmiya to continue using her warlock abilities. It would however mean that she could not gain any new ones from her patron as long as they have no contact with one another—and who knows what might happen if the Feywild itself is destroyed? (That's up to the DM mods of a game setting.)

    An exact list of her spells and abilities will be included for those curious about the crunchy parts, but the basics of Kalmiya's abilities as a warlock of the Fey are exemplified by confusion, control, and chaos. Her greatest strengths are magically controlling the minds of other creatures, and causing disorientation and inconvenience (by manipulating the senses, the terrain, and even herself.) A wide variety of skills render her both difficult and costly to hit, and given the space to do so, she can turn any field into a stretch of nightmares for both friend and foe alike.
    pact boon !! your content here !!
    adventurer training Kalmiya's forté as an adventurer is in the arcane arts, but she is trained to basic proficiency in most simple weapons (things like daggers, quarterstaffs, clubs, maces, spears, and shortbows) and so can hold her own in martial combat far better than the average human even though it's not her specialty. For similar reasons, her general athleticism, stamina, and dexterity are well above average compared to an untrained human. Still, put her up against an expert swordsman and she's likely to get speared quickly when based only on martial combat skill.

    Her specialty is in ranged magic fighting, so she has exceptional aim to a range of about 240ft—not magically augmented, just very experienced. That's with chucking magic balls of energy, though, so it would take her some adjusting to apply her sense of aim to most other projectile weapons.

    Almost everyone in any given D&D setting is multilingual. Kalmiya is fluent in Common, Celestial (the language of the angels), Elvish, and Sylvan (the language of the fey). She has a basic understanding of Thieves' Cant (a sort of encoded dialect common amongst criminals and rogues) after a lot of study.
    background
    Kalmiya was born in a small town called Sanctuary, located in the arid desert of the continent Eris. Sanctuary is a walled town with nearly no contact with the outside world; only authorized merchants and clergy are permitted to come and go from Sanctuary, and they do not bring info from the outside, only goods needed for the survival of the town. Many of the town's ~1200 citizens (mostly human in species) don't know anything about the outside world, and some don't even know there is anything of note outside of Sanctuary.

    This is because the town is mostly self-sufficient through a socialized resource pool and limited bartering, and it centers around worship of the local god Terin, god of guidance and shelter. Sanctuary is a theocracy; the high clergy of the Temple of Terin are also the town government, and every citizen of Sanctuary belongs to the Temple of Terin. Terin protects the town and its people. Terin gives them everything they need. There is no need to wonder what is beyond the walls of Sanctuary, because there is nothing out there for Terin's children.

    So basically it's a cult, and Sanctuary is an entire town of normal nonmagical folks who have been brainwashed for generations. The culture of Sanctuary is incredibly modest, conformist, and community-oriented. No individual is more important than the continued survival of the town as a whole.

    Except Kalmiya Longwillow Teresinha, the Guiding Light. The Holy Daughter of Terin. The Savior of Sanctuary. Their Lady, who was a gift directly from their god to lead their community to peace and salvation.

    "Teresinha" was born an aasimar to human parents in a world where aasimar are so rare that most people will never knowingly meet one in their lifetime, even outside of Sanctuary. With shimmering gold skin and the impression of feathered wings seemingly engraved along her back, the child's Celestial heritage was obvious from the moment she was born. With little knowledge of the peculiarities of genetics in their world, the child's birth was regarded as a miracle, a blessing from Terin Himself. They believed she was destined to be their leader. And so the child's parents surrendered her immediately to the care of the Temple to be raised accordingly, and she was given a holy name derived from the name of their god: Teresinha.

    She was raised as both a spiritual and political leader in a very strict and loveless environment. Revered but misunderstood as a divine entity in a vessel of mortal flesh, Teresinha suffered greatly under the expectations of leadership placed upon her, expected to give herself entirely to the duty of taking care of the town and its citizens, no matter what they needed of her. Whether that be emotional counsel in the form of ritualistic confession, practical solutions to community conflicts, or divine intervention for issues such as drought and famine, Teresinha was the solution to all of it.

    In reality, her connection to the divine was far more limited than the town realized, and it was not to Terin Himself. Her connection was to an angel by the name of Mihr, who sent visions to Teresinha in her dreams since childhood. Communicating and interpreting these visions is the main thing that allowed Teresinha to keep up the charade that she was a messenger of Terin, though often the visions didn't pertain to Sanctuary at all. They showed strange people and places beyond the desert, lush forests and humanoids with dragon scales and monsters that swam beneath vast bodies of water. Her communications with Mihr are what led her to the knowledge that there was a world outside of Sanctuary—a huge one, at that, beautiful and mysterious and sometimes dangerous.

    But escaping from Sanctuary was no easy task, especially for the town's most important figure. Teresinha did nothing but dream of escape for years while fulfilling her duties to the town, afraid of what might happen to her if they discovered her to be a false prophet. Transgressive behavior from normal citizens was enough to prompt reeducation and sometimes even disappearance; what would they do to someone who committed the blasphemous crime of falsifying messages from their god? She spent much of her childhood hiding in the branches of the impossible willow tree that grew in the center of the town's magical oasis—the water source that ensured Sanctuary's survival for centuries—just daydreaming of better places.

    Her preparations to escape did not begin until her late teens, when she was able to understand the full ramifications of what exactly had been forced upon her. While Sanctuary was mostly known to the outside world for its delicious jams and preserves, its actual most significant export was the salt from the mines that created a labyrinthine network beneath the town. Much of the town's workforce was devoted to the operation of the mines, but despite that devotion of labor, there were many tunnels that had been decommissioned for various reasons. These included tunnels that stretched beyond the ground-level security walls that contained the town.

    These would become the key to Teresinha's escape. It took her years to squirrel away the supplies she would need (as she was not allowed most material possessions nor the freedom to shop for them) and to become familiar enough with the route that she would need to take. In tiny increments she studied the maps of the Temple archives that were kept out of the public eye, tucked away jars of preserves and small amounts of coin given to the Temple as offerings, and studied the clockwork goings of the clergy and townspeople when they weren't attending to her.

    She made her escape not long after turning 20 years old, with the overwrought celebration of the day of her birth fresh in her mind. Desperate not to let the rest of her life be like that, she finally fled, wrapping herself up in torn and stained pieces of Temple vestments to protect herself from the harsh desert weather and conceal her gold skin and floating hair. It was no easy task to make it to the closest neighboring town on foot, but she had prepared just enough to get her to a place where she could properly supply herself for long-term travel.

    Unfortunately, she didn't have many marketable skills nor the coin to compensate for it. With its limited, self-sufficient economy, actual money was hard to come by in Sanctuary, and she hadn't been able to leave with much. So she spent a lot of time doing odd jobs and the occasional petty theft of food or supplies that she didn't think anyone would miss, never giving out the name that the town of Sanctuary had forced upon her. Never telling anyone much of anything at all, really, beyond that she was just trying to make her way to a better place. Being regarded as inherently unequal to everyone she had ever spoken to didn't leave her with many social graces, and she wasn't terribly eager to make friends with the potential consequences of her escape still looming over her.

    She found her way from town to town in Central Eris, little but a nameless vagabond for about a month, before her wandering led her to a place where the boundary between planes was weak. One moment she was in the desert, and the next she was in the Feywild, colorful and chaotic and utterly new to her in every imaginable way. Survival in the Feywild was both easier and harder than in the material plane; everything seemed designed to trick and trap the unsuspecting, but she'd lived her whole life telling half-truths and refusing to trust that anything was as it seemed on the surface.

    For a week she was lost in the Feywild, managing better than most strangers to the plane but hardly an expert in Feywild survival. Still, she found all the danger and trickery strangely thrilling after a lifetime of strict routine and being handled like spun glass. It was after a week that she caught the attention of a powerful and noble Archfey, who was intrigued by this intruder to her realm. This is how she met Lady Islainene, the Great Fey who would become her patron. And this is where she took on her own name, going by it for the first time when introducing herself to Islainene: Kalmiya, from the name that her parents had intended to name their human daughter; and Longwillow, after the willow tree that had been her happiest hiding place from her hometown.
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