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Sunny! ([personal profile] voidling) wrote2021-05-01 03:08 am

↬ CHARACTER BIO

PLAYER
↬ Ursa
↬ he/they
↬ 24
↬ ursys#1571 on discord

CHARACTER BASICS
↬ Sunny
↬ they/them
↬ 5 years old (it's complicated)
↬ immature void entity/demigod/sylvari mimic
↬ Guild Wars 2 + Dungeons & Dragons + original canon

APPEARANCE
↬ 5'2
↬ Sylvari - Plant person, dark purplish bark-skin and white reed-hair with magenta eyes, their skin pulses with magenta glow at night.
↬ Impostor - Not actually sylvari, their hands and feet are taloned and animal-like.

ABILITIES & WEAKNESSES
↬ Sylvari - Limited plant manipulation, can move vines to entangle foes, dependent on ley energy
Thief - High speed, agility, and precision; capable combatant with daggers, short bows, pistols, and quarterstaffs; can hide and use some shadow magic to conceal their presence and teleport. Habitually silences movements with magic. Magic abilities dependent on ley energy.
↬ Unique/eldritch powers + weaknesses - info doc here
↬ Stage 3 stress - (see above) Sunny goes full animal and fully shifts into either a quadrupedal form similar to the spooky noodle, or a much larger version of the spooky noodle. Reserved for life-or-death crises or internal anomalies, may be inaccessible in some settings for power-nerfing purposes.
↬ No organs - Sunny has no internal organs at all, but can be badly injured by lacerations and poisoned by foreign magic. They can eat food, but don't benefit from it or need it and can be similarly sickened if they eat too much. Similarly, internal medication and material poison has no effect. Weak to fire and resistant to cold and electricity.

BITS & BOBS
Spotify playlist
↬ VC is Mitch Grassi
↬ Themesongs - Secret of Life, Aha!
↬ Favorite flavor - cherry
↬ Favorite colors - red, cyan
↬ Favorite music - Rata Sum synth-pop
↬ Favorite holiday - Lunar New Year
↬ Favorite regions - Auric Basin and Crystal Oasis
↬ Scents - Dry pond reeds, licorice
↬ Animal motifs - lizards, black cats

PERSONALITY
↬ Cheery, secretive, deeply troubled, not all there
Sunny's been through a lot in their short life, and their habitual defense mechanism is to try their best to convince others that everything's completely fine. They're fickle and a bit of a social butterfly, often popping in for sporadic chats here and there but rarely sticking around long enough to risk someone getting to know them or otherwise picking up on their history. They enjoy sweets and travel, and also genuinely love to meet and get to know new people, but they're very protective of their secrets in light of having been convinced by their fellow outworlders that a history like theirs is a dangerous one to share casually, not to mention that it can be pretty overwhelming for many. As a result, most can usually sense fairly quickly that they're guarded even when they're doing their friendly bit, though they're generally pretty good at dodging questions and slipping out of conversations before things get too expository. They likewise have a bad habit of hiding information even when the odd quirks of their true nature are causing obvious problems.

Where this becomes an exception, though, is with people they suspect have similar experiences to theirs. They tend to start with such folk by first dropping hints and trying to gauge just how much they have in common, though in times of crisis they may skip this and go right for spilling all their gritty details in order to get the help they need. They live with a deep, cosmic loneliness that saddles them with intense depression, and are constantly seeking any kind of escape from what they feel is a fate they're doomed to.

Once they do get to know someone on terms of proper friendship, they're often quick to bend over backwards to make sure that someone is okay, going so far as to risk their own secrets and safety to ensure no harm or misfortune befalls anyone close to them. Their habitual dodgy behavior sticks around, though, leading them to hide their troubles until they're absolutely sure they can't handle it. This often leads to abrupt changes and disappearances without warning, or otherwise breakdowns that could have been easily prevented if they had simply let down their walls enough to communicate their needs.

Lastly, they are somewhat hesitantly drawn to those they suspect have greater knowledge of their own situation than they do - they regard Jacaob as a sort of parental figure, but in contrast they have a visceral negative reaction to Claus and their doppelgangers. They respond well to teachers, but not as well to heroes, and especially not to anyone who would intervene with their internal mechanisms, even if it's with their best interests at heart.

BACKSTORY
--- TYRIAN EVENTS
↬ This is everything happening in the background of Sunny's story. There's little overlap for them, but they have the same knowledge about these events as most members of the Pact. The only exceptions to their lack of involvement are the impact Mordremoth's death (Heart of Thorns/LWS3) has directly on Zeth and Sunny witnessing Kralkatorrik's flight over Elona (LWS4) while vacationing with Vesa.
GW2 Timeline
Heart of Thorns story
Living World Season 3 story
Path of Fire story
Living World Season 4 story

--- NEZZAR
A warlock creates a cosmic parasite
Before Sunny was Sunny, they were Nezzar, Sunny (a different one), Cailean, Iaidis, Eris, and Zeth: a warlock, the cosmic parasite he helped birth, and the unfortunate souls that were caught in its jaws. Nezzar was your fairly run-of-the-mill warlock: a hapless young spellcaster who came into contact with dark eldritch knowledge and became irrevocably bound to it. He would eventually come to solicit the help of a fellow caster to free himself from his contract, but their endeavor would ultimately fail. Nezzar's friend would perish, and from her remains a new horror would be born, a ravenous spawn of the entity he had tried to sever himself from. The creature would promptly attack Nezzar and consume him, stealing his likeness and trapping his soul within it. The creature would go on to roam the world it had been born to and learn, encountering and consuming an unlucky adventurer named Sunny along the way.

Eventually, this creature would mature and do what it was born to do: burrow through the fabric of space to gather greater and greater power from world after world, dragging Nezzar and Sunny with it, and leading its eldritch parent to new planes to feast on in its wake. This is the fate that would ultimately befall Iaidis and Eris, twin celestials tasked with the protection of their own world. They would be slain and consumed like Nezzar and Sunny. As the parasite and its master fed on their world, the pantheon of draconic deities that oversaw it would become unbalanced, fracture, and fall to the mortal realm, placing Cailean - god of willpower - weakened and in the parasite's line of fire. Even the power of a dying god was a tremendous boon for the parasite, and as it began to develop an ego of its own, it would continue on its travels until it wormed its way into Tyria - the world of Guild Wars 2.

--- TYRIA
The cosmic parasite is destroyed
Here it would take the form of a sylvari named Zeth, its limited cognition disrupted by the power of the Pale Tree that connects sylvari metaphysically to one another. For a while, Zeth would travel around Tyria in an amnesic state, eventually meeting and bonding with a native sylvari named Scy and forging a fragile friendship together. At the same time, Zeth's weakened state allowed for its captive souls to begin wresting control from it for brief periods, during which Sunny, Iaidis, and Eris began to devise a plan with the help of a Wyld Hunt Valiant named Tannasg.

This would all go awry in 1329 AE, with the death of the Elder Dragon Mordremoth. The jungle dragon's demise unleashed a cataclysmic amount of ley energy across Tyria, jolting Zeth back to its parasitic inclinations. It would move west toward the dragon's remains, and Tannasg, the only person at the time on Tyria aware of Zeth's true nature and the souls it held prisoner, would pursue it after hearing reports of a monster hunting civilians and militia at the edge of the jungle.

Zeth would eventually come to take up residence in the jungle headquarters of the Krytan Expeditionary Force, a guild funded by the Krytan Queen dedicated to taking extrajudicial investigative measures against threats to the kingdom. Here, Zeth would again become weakened by the much more potent ley energy in the area, which acted as a poison on the foreign entity. Sunny and the others, seeing the opportunity here, began to make much more concerted efforts to wrest control from the parasite and collaborate with Tannasg and several members of the KEF to devise a plan that would eliminate Zeth.

--- SUNNY
Where the parasite was, Sunny awakens
This plan came to fruition in the guild's med bay, where a revenant named Eribban Kriegrender, a necromancer named Stevens, and a mesmer named Tzikli would work together to force Zeth out of its vessel so that it could be destroyed in a raw and vulnerable state. This plan ultimately backfired and led to Eris sacrificing herself to use what little power she could draw from Zeth's vessel to destroy it, destroying her own soul in the process and rendering Zeth's body completely catatonic for weeks.

Under observation of medical staff and Eribban, it would become apparent that something was changing in Zeth. The person who at last woke up wasn't Zeth, but wasn't any of the stolen souls either - they had integrated into one being, who was saddled with the task of sifting through the jumbled memories, thoughts, and emotions left behind. This being would adopt the name of Sunny, the only name they remembered that felt like their own. In their recovery, they got to know Vesa, a sylvari who had consoled Nezzar not long before Zeth had been destroyed. In their conversations, Sunny came to learn that not only did Vesa have a brother who was sharing his body with him, Colenji, but they would find out that both Cole and Vesa had been transported to Tyria from another world.

That discovery jump-started Sunny's own self-discovery as they gradually got in touch with Cole and Vesa's other fellows from outside Tyria and started working with Eribban through their identity crisis. Their understanding of who they were would be unclear until they encountered an unfamiliar entity calling himself Madadh, who claimed to be a relative of theirs. This coincided with some alarming and thankfully temporary anatomical changes for Sunny, which at first seemed like it could have been a magical complication, but would continue to occur intermittently in the ensuing months.

As they grew more comfortable with conferring with Madadh, he revealed to them that he suspected he had been drawn to them because he had sensed some remnant of Cailean in them; Madadh was another from the same fallen pantheon, and one of the unlucky few who had been cast into the sea of the channels between worlds without perishing. In time, Madadh and Sunny would both encounter a few others from the pantheon who had either partially or fully reincarnated into Tyria, including one who had tried to capture and kill Sunny upon encountering them.

--- THE DOPPELGANGER
A second Sunny appears, bearing revelations
Frustrated and frightened by the intermittent physical anomalies plaguing them, Sunny approached Cole and Vesa for help. They eventually pointed them toward Jacaob, the extradimensional deity that had facilitated the brothers' transit into Tyria. Sunny would meet with them multiple times in Tyria as both they and Jac weighed their respective options, until finally a dangerous incident in which Sunny's apparently budding abilities went haywire and endangered Vesa prompted intervention, first by Claus, an underling of Jac and the brothers' protector, and then by Jac themself, who pulled Sunny out of Tyria for a condensed period of cosmic quarantine and guidance. Sunny would come to be fairly close with Jac as a result, and eventually they returned to Tyria with greater confidence and control over their abilities and an increasing doubt in who they were.

Sunny would enjoy several months of relative peace and rumination, not having to contend with much beyond news of Tyria's standard fare of draconic apocalypse. They became closer with Cole and Vesa and got to know Laithe, one of their incarnated pantheon maybe-relatives, and would get to see Iaidis, the only one of Zeth's prisoners who had escaped its vessel before it died, find himself his own body and a new life in Tyria. This peace would, of course, be eventually disturbed by the appearance of a doppelganger - someone who looked just like them, but with a remarkably darker temperament and apparently even greater mastery of their powers. This double would pop in and out of Tyria over the course of a few months to speak primarily with Cole, mostly lamenting the loss of 'their' Cole which, according to them, happened a long time ago.

Sunny would eventually choose to go and meet their double in the place they had been coming to Tyria from, and with help from a KEF revenant and moral support from Cole they made their way into a crumbling, dark reflection of what had once been the draconic pantheon's domain. Here they would meet with their double and learn with some difficulty that they, like everyone else, had infinite copies of themself across the multiverse, but in Sunny's case, their existence was an anomaly. They had very few doubles with any agency, as most of them all ended up coalescing into a mindless, storm-like extraplanar singularity. Their double told them that this was to be Sunny's fate as well, and that they had a miserable, ageless life ahead of them before they would reach that point.

--- VOID
The second Sunny commits some crimes
This information weighed heavily on Sunny, and eventually led them to conclude that they were still Zeth, regenerated after its defeat with a fresh coat of paint. They spent a considerable amount of time alone after their double's revelation, wandering around the jungle and focusing on battling the dangerous flora and fauna that thrived there. This would be where they would encounter Scy again by chance, but only vaguely recognize him. The two of them would forge a shaky friendship as Scy told Sunny what the Zeth he had known had been like, and Sunny shared their own story with him.

Their bonding time would be cut short, however, when Sunny was abducted and imprisoned in the domain by the same double they had spoken with previously. This double would take Sunny's place on Tyria for a while, reminiscing on their own memories with Scy before eventually bitterly parting ways with him. A stranger would appear not long after Sunny's double's arrival, and immediately notify Vesa and the others of what was going on - that Sunny's double, who this newcomer called Void, was planning to fully and permanently swap places with them. This stranger, like Claus, was a toin, created by Jac and given the specific job of maintaining the stability of all the Sunnys across the multiverse. It would later be revealed that they were an alternate iteration of Zeth who had been captured, remade, and fully rehabilitated by Jacaob. Given the stranger's connection to Sunny and Void, and Claus and the brothers' trust in Jac and the toin, their word was ultimately taken as true.

The newcomer devised a plan to travel back to the ruined domain to confront Void and rescue Sunny, and Scy chose to go with them to help. After a hard-won battle and Sunny's near-death at Void's hands, they were able to rescue Sunny and return them to Tyria, but Void would flee the domain again and hide out in Tyria. Void's presence in the domain, according to the stranger, was necessary for the stability of the singularity, and so they requested help from Vesa, Cole, and Claus in locating Void while Sunny recuperated.