thricefold: (Default)
zita ❝ witching you the best. ❞ harrington. ([personal profile] thricefold) wrote2020-10-28 04:30 am

( WE'RE STILL HERE. ) ✨ APPLICATION.

PLAYER INFO.
NAME: Melly.
PREFERRED PRONOUNS: She / Her.
ARE YOU OVER 18? Yes.
CONTACT: PLURK. | HMD.
CURRENT CHARACTERS: Daylight vis Lornlit, [personal profile] sunborne.



CHARACTER INFO.
NAME: Zita Eriene Harrington. Zita's First Title is lost, as she had deliberately removed it from her memories.
CANON: Original.
CANON POINT: End of personal history in the HISTORY section.
AGE: 164-years-old but looks to be in her early 30s.
GENDER: Female.

HISTORY:

WORLD HISTORY
The world where Zita from, the fantastical happens to be the reality. Earth has two worlds existing on it: The Mundane Realm and the Ethereal Realm. The Ethereal Realm is where the fae - the fair folk, the fairies, the courts of the seasons, and so on - live. The Ethereal Realm also happens to be where the source of fae's fantastical powers come from, as the Ethereal Realm is the origin of Raw Magic.

Raw Magic is a powerful and mystical force that has been around since the dawn of Earth itself. Raw Magic can transform an individual - One person can harness it (should they have the ties and means to do so) to become a witch. Another can be transformed into a vampire or a shapeshifter or a gifted, depending on the circumstances of the Turning. As a result of this, the world's supernatural and magical backdrop has been thriving since the time of humanity itself.

Knowing that humans will not take kindly to the concept of others walking among them, the supernatural community agreed to a set of laws and etiquette about how one should act to not only humans, but towards each other too.

The agreement of keeping their world a secret, and the act of doing so, is known as the Masquerade. The Masquerade is governed and dictated by a set of rules and guidelines that are known simply as the Laws. A country's Council of Elders - the governing body of the country's supernatural community, led by the recognised and definitive leaders for each supernatural species - keeps track of the community's movements and send their appointed Hunters to keep the peace should someone push the boundaries of the Laws too far. The Masquerade and its systems are meant to keep everyone safe, to keep everyone from getting hurt by both the humans and themselves.

Or that's how it should work in theory.

For the current time period of this world is the 1930s and The Great Depression is in full swing. The economic down slump has caused the fragile international relations amongst the Councils to collapse and fracture as tensions and tempers rise, and old grudges and vendettas make themselves known. Everyone is now scrambling to get by, living either day-to-day or learning how to take advantage of others to get ahead of the game.


PERSONAL HISTORY
Born around the 17th century, the most that Zita can say for certain about her circumstance is the following: That she was born during the winter season, perhaps at night, and she was from a little mountain village located in China. In this time and era, she was born to a simpler life — One where the air was cleaner and the water was clearer. One where everyone had their place and their role, and were expected to carry them out with no questions asked in order to keep the harmony of the village in place. One where, if everything had gone normally for Zita, she would have lived an ordinary life.

But her lineage wouldn’t have that.

On her sixteenth winter, Zita’s ties with Raw Magic finally made itself known when she was tending to a younger sibling of hers who was sick. By accident and touch, she accidentally healed them of their illness. At the time, the sibling’s recovery was hailed as luck and fortune from the gods, but Zita— Zita felt the magic course through her body and being channelled into the hand that was pressed against her sibling’s slick forehead. It wasn’t the gods or fortunes who helped her sibling; Zita had been the one to save them and she wasn’t sure what to do, scared of how the village would react to her.

Remembering the old Wu - a shaman who specialised in divination and fortune telling - who lived in their village, Zita went to the shaman’s hut a few nights later. She asked the Wu for guidance, wondering what was happening to her and the Wu took the girl under her wing in secret. She taught all she knew to Zita about the supernatural and the types of magic a witch could use. The Wu encouraged Zita to enter the fields of healing and warding, noticing the girl's gifts in those fields. Upon turning eighteen, the Wu told Zita to meet a coven in another village since the Wu could not teach her anything anymore. Zita went to the village by herself, telling her family she was meeting a possible suitor. This coven took her in, having been informed of Zita's arrival beforehand, but they had malicious plans for her.

Their leader, for the longest while, was trying to make a bid in immortality and finally found a ritual that required a sacrifice of a white magic practitioner and so Zita was selected for that. For almost two decades they pretended to be her friends, her sisters. They trained her and cared for her and taught her her fields, all the while planning to use her as a pawn for their own gain. Their betrayal, when it came, hurt Zita and it's the more prominent feeling she felt when she realised she was drugged one evening and found herself being tied up by her sisters. The coven took her out to where they had prepared the ceremony and began the ritual. They almost succeeded in it, too, but- Something went wrong in the process.

To this day, Zita isn't sure what had happened. Through the haze of the drugs and smoke and glossed over memories, Zita can only remember her heart hurting as she fled from the area, trying to put as much distance as she can between her and the witches.

Terrified that the coven would go after her family if she went back to them and now suspicious of the Wu (though she had no involvement, something Zita never found out), Zita struck out on her own and became a wanderer. It wasn't long before she realised that she wasn't ageing anymore, forever trapped in her current age and appearance. It forced Zita to be on the constant move from then on, no longer able to stay in a village or town for more than a few years before departing to avoid suspicions being raised against her.

During her travels, she continued to learn magic by herself through trial-and-error and through other supernatural should she come across them and feel like she can trust them. Sometimes it worked out for her and sometimes it didn't. It's the former that caused her to realise her immortality and the extent of it, thanks to a potions explosion when she had been alone in a secluded hut in the forests, forced to wait out the slow and painful progress of healing all alone. It's the latter that had her coming across a pack of vampires who wanted to take her in as their guaranteed lifetime. It forced her to flee overseas, now traveling through the rest of Asia and then Europe and to the U.S.

In her journey, she's met many colourful characters over her time being alive, her relations with them varying from cool indifference to genuine affection. Other immortal witches like her, Sir Monday, and Curtis Harrington (though their immortality was by choice and something they continually had to maintain through 'deals' and rituals, respectively). Strange individuals like Blake Nite, a nomadic shapeshifter who is now a close friend of Zita's, and Aldren Modric, a vampire Hunter for the U.S.' Council of Elders who has been keeping an eye on her since she came to the U.S.

It is Curtis Harrington who she meets again in the 1920s, crossing paths with him once more in America. Curtis and her have been close friends since coming across each other during their travels, with Curtis willingly offering Zita the protection of his storied family name so she can travel more easily, and Zita tending to Curtis' wounds if he ends up hurting himself. This time, he has a companion with him, a vampire named Henry Holton, and all three get along with each other well enough. The first meeting between Henry and Zita is enough of a success for Curtis to offer a proposal for Zita:

Both he and Henry were approached by the management of a special circus, as they've been looking for a new General Manager and Groundskeeper for a while now. Henry has been tapped to be the General Manager and Curtis to be the Groundskeeper. The two are willing to take the job, but Curtis is more than happy to recommend Zita for a position too. Provided she is interested in the idea, of course.

Seeing the wisdom for joining a group that allowed her to continue moving from place to place, Zita agreed and the management of the circus was eager to have Zita join them when they learned about her warding. Thus she joined the Midnight Carnival, a travelling circus that is primarily made up of supernatural individuals ranging from vampires to shapeshifters, from the gifted to the magical practitioners. The circus relies heavily on the Law of observing Guest Rites when they arrive at a new location for their business, expecting the hosts to do them no harm while they, the guests, abided by the rules of the town and show respect. Even then the carnival knew better than to push their luck, only staying in a location for two weeks before heading back out to the road again.

Zita's position in the Midnight Carnival is supposedly a simple one. She claims to be a vendor for the charms and potions and fortunes booth known as Apotropaism, but, in reality, she's also the Midnight Carnival's leyline warden. Her speciality in warding has her becoming the guardian of the circus' wards, keeping it (and its residents) safe from outside danger by laying down leylines and keeping the magic within them maintained at all times, despite how exhausting it is for her to do so.

This has been Zita's life for the last ten years or so. Zita’s place in the Midnight Carnival is secure — She’s considered one of the oldest members of the carnival and is seen as the den mother of the carnival family. Zita has a reputation for being one who is always willing to look after little ones or youngsters, the one who is quick to take anyone under her wing so she can help educate them and protect them, determined to provide them a sense of safety and security that she had been denied for so long.

Her latest adventure involves her helping care for an illegally-created Promethean beneath her wing. A Promethean is a cadaver brought back to life through the use of magic. Promethean are physically strong but have limited senses — can not see colour, has a dampened sense of touch and taste — and are amnesiac, unable to recall their past lives.

Zita’s wards, however, would not allow that to happen when. When they stumbled across a mob of witches about to tear the Promethean apart due to the stigma Prometheans have in the magical community. Her wards, not realizing the girl’s true identity, intervened and protected the confused and scared girl from being killed again. The groups clashed and one of her wards, Penelope Caster, used her magic to summon a pillar of fire to scare off the mob. Unable to control the intensity or the direction of the pillar, however, it ended up severely injuring some of the mob, who did end up retreating at the end.

Realizing the girl’s true identity upon her being brought to her, Curtis, and Henry, Zita argued for the girl to be kept with them and offered to tutor and care for her while she got back her bearings — With her wards (consisting of Penelope Caster, Nikolai Kostin, Luis Rabal, and Margaret and Maia Asheworth) helping her, of course. The girl was given the name Justine Lavenza and she was personally assigned to Zita, placed under the white witch’s wing to ensure she was properly introduced to the world of the supernatural and the Midnight Carnival.

But that was not only the consequence of that fateful day. Her wards’ intervention — and especially Penelope’s reckless use of her magic — causes the Council to take notice of the Midnight Carnival, as they break one of the Guest Rites, Thou shall not interfere in the lives of the welcomers. Because of this, and other political/relationship drama happening in the background, Hunter for the Council is sent to investigate whether this production should be allowed to kept running.

Zita will be taken from this point in her canon, blacking out after having a stressful first encounter with the Hunter as she intervenes on the behalf of an overwhelmed and scared Justine Lavenza when the Hunter tries to force her to admit to something she did not commit.


APPEARANCE:

If not for having perfected the art of keeping her head down and not drawing attention to herself, Zita would attract a lot of attention. She's surprisingly tall as she stands at 6'1 even without wearing high-heeled shoes and has an eerie colourness to her thanks to her pale skin and dark hair contrasting heavily with each other. The only warmth you'll find from her for sure is her honey brown eyes, often the ones revealing her emotions.

She bears an assortment of scarring she's collected over the centuries, with the most notable ones being two in particular. A starburst scar over her chest from the failed sacrifice and some lashes on her arms when defending her charge in the Midnight Carnival, the magical backlash harming her to the point the scarring never healed. She walks with a noticeable limp thanks to a past incident and needs a cane to help support herself if she must stand for long periods of time.

She'll be coming to the game as is, with no physical changes to her person.


ABILITIES:

INTELLIGENCE.
Zita can speak a series of languages, having has over a hundred and so years to learn them during her travels and her exposure to other countries and individuals. She can write and speak in Chinese, Latin, Japanese, Faen, English, French, Korean, and Spanish. She can fluently speak and understand Russian, Tagalog, Finnish, Greek, Italian, and Turkish.

ADMINISTRATIVE WORK.
In the past, Zita has helped her 'brother' - Curtis Harrington - a lot with the nitty-gritty details of administrative and clerical duties that Curtis simply does not have the patience for. And seeing as how she's been part of the Midnight Carnival for over a decade, she has a lot of experience and practice under her belt. She's become so well-versed in running general office management that everyone in the carnival jokes about how she has a second job now, besides running her quaint little potions and talisman booth.

(It's certainly true but no need to correct them on the details.)

If one had to give a title to Zita's unofficial position than it would be Administrative Coordinator; she specialises in keeping things, especially information, neat and tidy and accessible for future research or review. If anyone had the patience and the willingness to go through mountains of paperwork and memorise it for later review, it'll be Zita, who has been around for centuries.

Zita can organize and prepare documents and schedule appointments, able to balance visits and visitors and information with ease. She maintains records and her sharp memory allows her to easily remember where she placed things in order to search and retrieve anything in particular.

FIRST AID EXPERIENCE.
Raising several charges over the last ten years has taught Zita the all-important skill of first aid - When some of your charges are tightrope walkers or fire dancers or work with the machinery of the rides, you quickly learn how to mend wounds and care for injuries when they inevitably turn to you for something that you know magic isn't needed for. It helps she's friends with the head doctor of the medical unit of the carnival.

Zita knows how to assess the severity of someone's injuries and what would be the best course of action on caring for the wound. She knows how to clean and sterilise wounds and equipment. She knows how to create makeshift splints for injured limbs. She knows how to do acceptable stitches and wrappings. Perhaps her most important skill is being able to recognise medicine and chemicals with both their brand and generic names, along with what would be their natural substitutes if one can't get their hands on it at the moment.

GENERAL POWERS.
Zita is a witch. In her world, witches are individuals who can have intrinsic ties with Raw Magic which can happen through various means from brokering a deal with a fae or spirit from the Ethereal Realms to having ancestors who had direct contact with Raw Magic and survived the encounter long enough to have descendants. In Zita's case, her connection with magic is due to having a distant fae lineage, since fae are the most adept and connected to Raw Magic.

Zita has the typical properties and powers of a witch from her world: She can cast spells and create items that have special/unique properties to them, with her spell and properties usually within the fields of healing and warding, which is further explained in White Magic. She can also sense supernatural begins and items of magical origin and, in turn, she is sensed by other beings of supernatural or magical origin.

Witches, however, do have their fair share of weaknesses. One of them is their extreme vulnerability to fire, especially fire that is considered natural as in not made from gasoline or so on. Witches who are injured from fires have difficulty recovering from it even with the use of healing magic. Another one is somebody learning their First Title — The First Title fo a witch is the full name they were given when born. If a witch somehow learned the First Title of another, this meant they had a direct connection to the witch and can do a number of things from immediately locating them with divination to targeting them with curses and spells anywhere and at any time, with great potency.

Witches are also considered weak in the grand scale of the supernatural community. They still age like a normal human unless they use magic to prolong their life or their youth or both (though this one is tricky and particularly demanding) and are still vulnerable to falling victim to illnesses and poor health. Witches are also not granted enhanced strength or senses like vampires or shapeshifters and can be easily bested in a straightforward fight if they are not trained in fighting or are prepared well ahead of time.

WHITE MAGIC.
Raw Magic is a flexible and malleable force, allowing one to be creative with their magic upon accessing Raw Magic and knowing their limits with it. A witch's specialty in a certain type of magic is known as a 'field' and Zita's field happens to be within the realm of white magic.

She specialises in healing and warding. Upon someone having direct physical contact with her magic, Zita's magic can heal them of their current injuries. Bruises are tended to and cuts are seen to, though Zita will warn the individual to brace themselves. Her magic cannot keep it from the healing from hurting since, in a way, she's merely speeding the healing process along.

Since the person only needs to have contact with her magic and not her herself, Zita imbues charms and potions and runes with her magical healing properties to be used at a later date. Zita's healing magic is powerful enough to mend broken bones and break minor fevers and colds, but curing longstanding illnesses and helping someone regrow a missing limb is out of the question for her.

Another thing she can do is cast warding spells, specifically leylines. These are magical ties that can be connected a certain location or item, acting as a magical barrier. Should there be danger and the witch knows ahead of time, they can activate the leylines from wherever they are and cause an impregnable shield to come up around the location or the location of the time. Nothing and no one can come in or out of the leylines unless the witch wills it to.

Zita's leylines are especially powerful due to her fae lineage, allowing her leylines to withstand magical attacks for several days, compared to an average witch's few hours. The leylines, however, are simply exhausting for her to both create and maintain. The witch who casts the leylines must continually tend to these ties, lest they wither away from neglect. Combined with her other duties and abilities, Zita rarely casts leylines and will only do so if she feels like a place truly deserves it or if it's desperate enough.

IMMORTALITY.
Now the most interesting ability that Zita has is her immortality. Due to a brief and disastrous dabble into the dark arts when she was younger and still part of a coven, she no longer has the ability to die.

Instead, every time she's supposed to be dead, she finds herself being revived and brought back to full health as if nothing ever happened to her. The time it takes for her to bounce back physically usually amounts to two to five days, depending on the severity of the injuries that caused this 'death' of hers.

But there is a catch: She's awake the entire time her body heals itself. The process slow and painful and she's aware of it every second of it. Attempts to give her pain relievers or anesthetics have proven to be useful, as her magic simply burns through these chemicals.

After she's revived and back in her normal state, Zita is unable to use her magic and will sleep for three to four days. This is a result of exhaustion from her magic kicking in overtime to heal her, and the fact she needs a few days to recuperate from the daunting experience.

DARK MAGIC SIPHON.
Upon surviving an attempt to reverse the magic that keeps her selectively immortal, Zita has not only tapped into the dark magic but also has, against all odds, tamed it during its unravelling, bringing the wild and dangerous magic of absorption under her learned and controlled fields of magic. This means Zita is able to do the following:

When Zita is surrounded by darkness and shadows that is naturally created from the night itself or by magic, she's able to tap into it and amplify the strength of her general magic abilities. Potions and spells made when she's tapping into her powers are more potent. Her warding, if attacked, will not only deflect but reflect the attack on the individual attempting to do damage on the protected place.

There are downsides to using this, of course. Zita can only do this once a month and only for during the length of the night, just before sunrise. Doing it any more or trying to do it any longer will put her at risk of having the magic eating her from the inside out. Items and potions that have been imbued while Zita is using absorption will hurt a lot upon using/consuming it for the first few seconds. And it will hurt like hell - Enough for someone to want to not finish the potion or use the item, even if the item has been powerfully charmed.

Another thing to note is that when she's siphoning the darkness, she is unable to use the field of rejuvenation. Absorption and rejuvenation are opposite polarities in the fields of magic and, thus, will cancel each other out if one attempts to use both at once.


SUITABILITY:

Zita is used to harrowing situations and bizarre circumstances often out of her control. From being forced out of her village to avoid being sacrificed by her former coven to adapting to the changing centuries, she’s used to the hard knocks one will experience during their lifetime and Zita has lived out several lifetimes at this point. She’s a veteran when it comes to turbulent times and she knows how to reckon with them at this point, having learned the hard way what happens if she doesn’t.

The greatest assets in her quest to survive her time in the game will be her intelligence and her adaptability. She has not spent her long, long time idling her time away: She’s studied medicine. She’s mastered several languages, both written and spoken. She’s honed her fields in magic with razor precision. Not only that but her intelligence is accompanied by the wisdom she’s gained over the centuries, allowing her to understand that, oftentimes, it’s best to be quiet and observant, watch from the sidelines and learn all you can before weighing in and making a choice.

Her adaptability comes from the fact she had to go with the flow of time, keep up in terms of trends and fashion so she doesn’t stick out wherever she is going. Chaos and trouble often came her way and she’s learned to roll with the punches with as much dignity and strength she could summon. Zita will be quick to suss out what will be expected of her from the town and learn to visibly fall in line, keeping herself out of trouble when under the scrutiny of the natives. Being able to blend in and go through the crowd without turning heads is important and Zita believes she’s mastered the ability at this point.


PERSONALITY.

Your character has a chance to undo a terrible mistake, but in doing so, there could be unintended consequences for everyone they know. Is it worth the risk? Or should the dead stay dead?

No. She wouldn’t do that at all. If given the chance, for whatever reason, Zita would turn it down and be firm in her decision, unwilling to hear out arguments to take it. She’s lived a long life since accidentally gaining immortality and has seen a lot of things, experienced a lot of events. Because of this, she’s come to the belief that the key to holding one’s humanity — the key to staying grounded and not swept away by the allure of magic and power, dark sacrifices and bloodshed — is the ability to move forward, to keep going no matter what. It doesn't always mean 'changing for the good' or 'becoming good' but, rather, 'changing' and 'becoming something else than what you were before.'

Zita, while learning magic, was taught that everything has a natural order and the direction of order is moving forward. Certainly not standing still, stagnant, as she has been and has felt ever since the ritual failed. Certainly not trying to go backward, rewinding seconds and minutes as if it’ll mean anything in the end. She certainly believes the dead should stay dead because, much as it hurts, that is the cycle that everyone is subjected to. People are born. People grow. People pass. No individual can withstand the tide of time and life and to think it’s possible to do so is… hubristic, at best.

If your character had the option to permanently lose the ability to feel certain negative emotions like fear or grief, or permanently forget certain memories, would they take it? What if they will never know that something has been taken from them? Does loss only matter if it's known what's missing?

No, in terms of emotions. Instincts and feelings are vital if you are a practitioner of magic since they help the user ground their magic, attune themselves to their fields, and does play an effect on the outcome of spells or potions or charms. Some may argue that losing negative emotions is good but Zita is against that. She may hate feeling so melancholic and tired but she understands that it is simply a state of her, something she cannot so easily take off and put away, like clothes she’s gotten tired of wearing.

Yes, however, in terms of certain memories. She’s actually done this in canon as a sense of extreme pragmatism: Knowing the First Title of a witch means having them in your hands, as you are able to locate them no matter where they are, unless they are in the Ethereal Realm, and any magic done to them is three times as potent. With how long she has lived and how she knows her status of immortality is a unique one people would kill to get, she believed she had to take steps to prevent the worst-case scenario from happening. Zita took a powerful and forbidden potion to erase the memories she has of her First Title in order to keep it out of others’ hands, losing a part of herself that she was willing to part with.

A thing to note however for the second paragraph above: It’s important to understand that the ‘yes’ for this answer is in the context of her doing it with her own hands. She would not want to lose anything of hers without her knowledge and certainly not without her consent.

Could your character ever forgive themselves for something morally wrong that they've done? No matter how much time has passed? No matter how much penitence has been done? Is being sorry enough to be a good person?

Yes. She’s lived for a long time and, over the decades, she’s seen the shift of morality, principles, and code. It is one of the most fluid things she's seen in people and she understands why. She had to travel from country to country, from place to place, and period to period. She had to weather through darker periods of history when her race or her gender or her magical type could have gotten her killed or worse. Sometimes it has gotten her killed, too.

Because of this, Zita has learned that the concept of adaptability must be applied to your own sense of ethics. It’s nice and all to have a powerful conviction but Zita finds it more vital to survive and see another day. The world is not a kind place and you have to be prepared to do whatever it takes to ensure you stay alive.

Sometimes, being good does not mean being moral, or being kind. Sometimes being good means doing things that others will recoil from doing, will turn their heads away at the mere thought. Zita has done committed misdeeds and will not hesitate to do so again. She has been willing to do the dirty work whether it’s covering up Curtis’ disappearance from the Carnival so he can make deals without the knowledge of Henry, or lying to her wards about what she does and what she can do to keep them in the dark, despite the hypocrisy in asking them to be honest and truthful with her at all times.

As the saying goes, ‘It’s better to ask for forgiveness than to ask for permission.’ and she takes that to hear. She'll be apologetic that it'll come down to that, of course, but if it must be done then it will be done.

Your character has a secret they have been sworn to, but revealing this secret could save the lives of countless others. Is it worth breaking the promise to save others, or is betrayal never justifiable?

She wouldn’t.

If there's one thing that Zita has come to love, it's the little family she made and she takes her role as the mother hen/caretaker very seriously. If any of her 'children' - whether it's the wards she's personally looked over since joining the Midnight Carnival or the children of her fellow coworkers she's babysat for, now and then - came to her with a secret, begging for secrecy, she would keep it for them. She would kill to keep their secrets as they are, wanting nothing more but to give them shelter and a sense of safety.

She's already a secret keeper for the little mysteries found dotted around the carnival: The moving statues of the carnival. The truth of Sir Monday's identity. Curtis' secret to immortality. She knows them all and will keep them all to herself because she had sworn to never say a word.

The only time she might break the promise is for her own survival but the mere thought has her recoiling in disgust. She's never had to do that for herself and she hopes that it never comes down to that. She likes to think if forced to make a choice, she would decide to give up her own life than betray someone who came to her in their time of need. This has never been tested before, however, and Zita hopes it never comes down to that.

Has your character ever gotten joy out of hurting others, physically or mentally? If they have, does it scare them?

No. Zita has never taken joy or glee from the suffering of others. In fact- She doesn't take a lot of joy or glee from many things these days. She's melancholic and quiet, more likely to be dispassionate and eerily calm in her response to something.

While the idea of feeling strong emotions, be it negative or positive, is tempting to her, Zita knows it will take a lot to get a reaction from her. She rather not have it be the price of someone else, no matter how much she may hate or despise them. Her long life has shown her how easy it is for people to get swept up in a cycle of vengeance and hurt, tearing themselves and the others around them and somehow still echoing.

The closest thing that she’s felt is grim satisfaction but context is key: She only feels it at the end of the act and with the knowledge that it’s over now, done with. Hopefully, she will never have to do it again if possible. When she must do a painful or cruel act, Zita tries to be as quick as possible. She takes no joy whenever the ends justify the means, even if it means assuring her seeing another day, and likes to think that's a sign of her still retaining humanity after all this time.


WRITING SAMPLES.

SAMPLES:

NOTES.

QUESTIONS OR CONCERNS:

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