
Age: 599 (Stopped aging around his mid-twenties)
Birthday: August 3rd
Gender: Genderfluid | Sexless (They/Them, She/Her, He/Him (Preferred))
Species: Magma oricenta (Earth + Fire elemental)
Category: Supporting Character
Career: N/A - Househusband
Appearance
Eyes Opened
- Height: 4'9"
- Weight: Much heavier than he looks (he's like a boulder)
- Build: Muscular
- Skin Color: Light pink
- Hair Color: Black
- Hairstyle: Short and cleanly cut
- Eye Color: Blue
- Clothing: Simple and easy to move in; summer dresses for hotter days, winter dresses and other heavy clothing for moderate to colder days
- Voice: Woodkid
Further Details
Face:
Anrong has soft, rounded facial features that give him a younger, more feminine appearance. His eyes are what show his age. There are some wrinkles underneath them, and they have a mature appearance. He has monolid, upturned eyes that are colored amber. He also wears piercings, which he arrays into different patterns that suit his mood. His favorite one is put on his forward, which is the ying-yang symbol is in colors.
Sprouting from his forehead are two long pink horns that curl backward. His horns and eyes have a gem-like and fiery look to them.
Voice:
Anrong's voice is surprisingly deep and masculine for his appearance. Sometimes he will put on a fake, but convincing, Chinese accent to hide his oricenta one, but he usually just lets his natural oricenta accent take over. Anrong is able to significantly heighten the pitch of his voice to sound more feminine, but he only does this for pranks and tries to avoid doing this around Henghai.
Body:
Anrong is fairly muscular, his physique resulting from training focusing on agility, sneakiness, and speed. His fur and feathers are soft to touch. The majority of his fur and feathers are white, but the fluffy fur coming out of his ears is a hot pink and has a pink-to-white gradient on the back of his feathers. H has small wings that are most useful for gliding. In his humanoid form, he has large pink talons, and in his cervitaur and hybrid forms, he has pink deer hooves in the front and pink talons in the back. He regularly gets his nails and talons trimmed and painted to have cute flower designs.
As an oricenta, Anrong can alternate between three forms:
- Humanoid - The oricenta only has two legs of a deer, but where the hooves should be are the talons of an owl. Their wings are placed on their back.
- Cervitaur - The oricenta’s has the upper body of their humanoid form, but the lower body of a deer. Their hind hooves are replaced with talons, and their wings are moved to the sides of their deer body to better support them during flight.
- Peryton - The oricenta's body is similar to a peryton: a deer with owl wings and hind hooves replaced with talons. They can only speak to oricenta in this form and make a sound like a mix of a deer and owl. When compared to their humanoid and cervitaur forms, their bodies are also only shoulder-height.
Anrong is very neat and precise with his hair. He keeps it cleanly cut to at most the middle of his neck. He prefers having his hair up in a bun in the back and will frequently alternate between styles to suit it.
Clothing:
Anrong prefers summer dresses during warmer and hot days. During the cooler days, or even the moderate days, he will bundle up in heavier clothing to generate heat. Usually, these clothing are dresses made for the winter.
Personality
Hot-Head:
It's very rare for Anrong not to take something to heart. While he may come off as stoic in the beginning, it can quickly become apparent that he is a hothead and has a temper issue. Most of the time he looks serious or angry and can be a bit harsh in the delivery of his words. Fortunately, he is all bark and no bite and has learned to control himself most of the time for his family.
Fatherly:
Even though Anrong has a temper, he is a caring individual. He has a good eye for seeing others emotions and empathizing with them. His fatherly personality usually come out during these times, though he tends to play the part of the blunt dad. If going too far, he will try to calm himself, and will sometimes try to make up for his wrongdoings.
Strict:
Anrong takes everything seriously, whether it's something as relaxing as gardening, or as blood pumping as hunting. He has strict rules for his life, which at times extends to the lives of those around him, making him come off as overbearing and annoying. This critical attitude is mostly the reason why he always comes off as being an unhappy person: he is just too focused on making sure everything is in order, leading to his stress.
Biography
Anrong was born under the name Ani Peliri in a set of mostly fraternal octuplets. He was born from an Earth oricenta and a Magma oricenta, but Anrong was raised to use the term Firewood due to their powers being fire and plant-based. Though personally, Anrong has taken a liking to the term "Pyrophyte" oricenta. Anrong's family was large for humans many humans, but fairly typical for oricenta families. Anrong lived with his seven siblings, four uncles/aunts, five cousins, and two grandparents. With their parents creating so many kids, they needed extra help to keep them under control as they discovered their powers. The result of having octuplets left their magic barely functional. As a result, their aging accelerated to where they were too old to live.
As Anrong aged, he focused on studying as many plants as he could. By the time he was 24, he was eager to leave the island with his grandparents to study more and see what the other parts of the world had. The research he brought back on other supernatural plantlife proved valuable and earned him a position as a botanist for the Oreina, the Royal Family. There he tended to the gardens, but also researched plenty of ways to enhance the magic they already had with plants and bring over new plant life to Ilada.
That job was what let him meet his husband, but not for many many years when he was well into his five-hundreds. He first befriends the Oreina and their family, the council members, and other staff. By the time he met Henghai/Yori, he was a well-known part of the staff. He had a reputation of coming off as stoic at first, then quickly becoming a hothead if you got close enough to him. Henghai was one of the few to have the patience to deal with his quick temper, reign him in when needed, and eventually fall in love.
The only downside about Henghai was his frequent trips off Ilada to interact with the rest of the supernatural community, while Anrong wanted to settle down and have a child. That's where they came upon an agreement. Anrong would go with Henghai to Manta Carlos to live there for some time, as long as they had a child first and raised them in Ilada for some time. With the deal fulfilled, Anrong allowed himself to be taken to Manta Carlos to be a house husband and take care of his son, Junchi.
Active Abilities
Plant Manipulation -
- Manipulation - Within a 20-foot radius when in around 15 degrees Celsius, Anrong can grow and manipulate any Earthly plant and strengthen them. This aura extends to a 40-foot radius when in 30 degrees Celsius and above and limited to a 10-foot radius when in 5 degrees Celsius. The further away from his aura, the less effective his abilities will be before they eventually stop working completely.
He can control plants like an extra limb and he feels through like like he is them. Feeling through them means any damage to the plant he is controlling is damage to himself. If you stomp on a plant, it will feel like he is being stomped on. If you cut a plant, it will be like his arm was cut. This greatly depends on how strong the plant is. If you slice a grass he is controlling in half, his arm won't be cut in half. If you sliced an average tree he was controlling in half, his arm will be cut in half.
He can mutate them to shrink, grow, stretch, harden, and soften. He can also enhance their qualities by giving them healing abilities, giving them poison abilities (severe rashes, vomiting, vertigo), making them taste better or worse (like sugary or sour), and make them grow at a maximum of 10-feet bigger than their original size. Anrong's plants are the strongest in 30 degrees Celsius and weakest in 5 degrees Celsius. Pyrophyte plants are much easier for him to control, and plants adapted to the cold are much harder.
A natural side effect of this power is that the soil around Anrong will become more fertile and small plants will grow or increase in size (2-5 inches). Anrong can turn this off or dim the qualities, but it becomes physically and mentally taxing if he does this consecutively for 30 minutes or more.
Magma Oricenta Abilities - As a combination of Earth and Fire, Magma oricenta creatues of the ground and the heat, and their natural habitats are rough terrains/the ground in general and hot/dry environments.
- Fire: Fire Breathing - Fire oricenta can breathe fire about twenty feet in front of them.
- Humanoid Form - The oricenta only has two legs of a deer, but where the hooves should be are the talons of an owl. Their wings are placed on their back.
- Cervitaur Form - The oricenta has the upper body of their humanoid form, but the lower body of a deer. Their hind hooves are replaced with talons, and their wings are moved to the sides of their deer body to better support them during flight. They are around 8-11 inches taller than their humanoid form.
- Peryton Form - The oricenta's body is similar to a peryton: a deer with owl wings and hind hooves replaced with talons. They can only speak to oricenta in this form and make a sound like a mix of a deer and owl. They are around the same height as their humanoid form and shoulder-height as their cervitaur form.
Charm: Heat Bracelet - The person wearing this charm will be kept hot when in cold areas. The charm can only handle temperatures of -10 degrees Celsius and higher. Anything above that will disable the charm. The charms need no charging, but while worn, the wearer cannot benefit from their species' thermal immunity abilities. They will also not gain strength from being in the heat. The charm takes the shape of a bracelet that forms firmly around, but comfortably around their wrist, making it easy for the wearer to carry it around without worrying that they will lose it.
Passive Abilities
Magma Oricenta Abilities - As a combination of Earth and Fire, Magma oricenta creatues of the ground and the heat, and their natural habitats are rough terrains/the ground in general and hot/dry environments.
- Earth: Supernatural Physique - Earth oricenta are the strongest of oricenta, with them being very durable, lifting on average 4,000 pounds, running at about 60 to 70 miles per hour, and jumping about 300 feet into the air.
- Earth: Earth Sense - Earth oricenta can detect vibrations in the ground to get a general sense of the area around them, like if something is nearing them and its size.
- Earth: Diggers - Earth oricenta have studier nails and talons for digging and hunting that can be used to burrow holes in the ground to hide in.
- Fire: Thermal Immunity - They are completely immune to thermals and fire. They can survive in the hottest of heat and set themselves aflame with no damage whatsoever.
- Fire: Warm - Fire oricenta have naturally warm bodies, and when they become emotional, touching them can range from hot to melting.
- Fire: Dry - Fire oricenta can survive without water longer (but still needing to drink it eventually). They do not sweat, and when they cry, their tears will either be very hot or turn into steam, depending on the extremity of their emotions.
For traits unique to themselves, oricenta can emit a sound that is a mixture of a deer and owl. They all have horns instead of antlers. Generally, they have blunt teeth with very sharp canines, but some have teeth that are all sharp.
Immortality - 24-years is when oricenta hit their prime and stop aging. They are still vulnerable to sicknesses and wounds; however, they have a passive healing ability that allows them to recover faster than a human. If injured, as long as their aolin is safe and fueled, they will automatically heal as much as their magic is capable of. Fatal damage will force their body into an "emergency mode" that puts all of its resources into healing, leading to the oricenta becoming fatigued, and if pushed too hard, unconscious. The use of their own specialized healing abilities allows them to quicken the recovery process and push themself further in exchange for more energy. Diet - Oricenta consume a massive amount of food and are almost constantly eating. They can eat anything an owl, deer, or human could eat, and also produce pellets of undigestible material.
Weaknesses
Magma Oricenta Weaknesses -
- Earth: Creatures of the Earth - Earth oricenta feel an almost irresistible pull to be in environments full of rocks, dirt, and flora. They will have dips in their mood that can range from "sad" to "depressive" and become physically weaker the longer they are away.
- Earth: Heavyweight - Earth oricenta are very heavy, so when they fall, they are quick to land roughly, and when they are in water, they are quicker to sink. Earth oricenta can barely fly, with their wings only being useful for gliding.
- Earth: Stamina - Earth oricenta's supernatural physique makes them quicker to expend energy and become weary. Earths practically need to eat a buffet, and sleep a lot more in just a day. In battle, this forces them to give short bursts of power, fall back to refill, then return.
- Earth: Air Magic - Earth oricenta take double the damage from Air magic.
- Fire: Creatures of the Flames - Fire oricenta feel an almost irresistible pull to be in hot and dry environments. They will have dips in their mood that can range from "sad" to "depressive" and become physically weaker the longer they are away.
- Fire: Fire Bathing - Fire oricenta must submerge themselves in flames once a day to prevent cooling off and weakness in both the mind and body. They can only drink and bathe in warm, or more preferably, burning hot water.
- Fire: No Cold Resistance - The cold halves Fire oricenta's movements and discomforts them. Staying in the cold for more than 30 minutes to an hour will cool them until they freeze and die. Mild chilliness (15 degree Celsius or slightly below) will not kill them.
- Fire: Water Magic - Fire oricenta take double the damage from Water magic.
Using magic draws energy from their aolin, which can be restored through eating and resting. Overusing their magic can lead to damage to their aolin. Aolins can only be repaired by magic strong enough to recover an organ. In the case of an oricenta who has begun aging, they will not revert to their previous state, but will not age any further.
When an oricenta dies, any unique abilities they had are contained inside their Aolin. Anyone who possesses it is capable of accessing and using their abilities by either keeping it on their person or by consuming it raw.
Nocturnal - Oricenta must wear special glasses or contacts to see in daylight hours. They require more sleep and take short naps throughout the day.
Death-Aligned People - As elementals, oricenta magic leans more towards "life" on the spectrum. As a result, attacks by death-aligned people (reapers, undead, gods of death, etc.) have double the effect on them. When oricenta try to fight death-aligned people, they are not as strong.
Elementalist Trust - Oricenta are made to serve the elements, and as a result, will feel compelled to trust and serve elementalists. To an oricenta, any elementalist immediately feels like a close friend. In particular, elementalists of their specific element are also capable of giving commands to an oricenta. The greater the elementalist's control of their element, the more compelling the command will be. Likewise, the greater the elementalist's connection with the oricenta, the more compelling the command will be, with the possibility of it overriding a stronger elementalist's commands.
An expert at a given element will find that their commands are effectively mind control, requiring a strong will for the oricenta to overcome. The more out of character or large a task is, the better a chance the oricenta has of fighting the command. Abuse of this power by repeatedly making an oricenta do things they would choose to fight can destroy the bond, freeing the oricenta from its effects. Similarly, an elementalist who harms or kills an oricenta will find that they have no access to the bond with any oricenta. Other serious taboos include using an oricenta's stolen aolin or having commanded an oricenta to kill another of their species.
Oricenta who attack elementalists will find their abilities (both physical and magical) halved in strength. This effect is highly based on intent and only works for elementalists who still have the effects of the elementalist trust active.
Oricenta are not compelled to take orders from other oricenta but do feel an instinctive trust in each other.
Common Magical Items
Aura Warning Bracelet: While not actually magical, Manta Carlos distributes customized bracelets for those with auras. Depending on the shape and color, people can tell at a glance the approximate range and nature of the aura of the wearer.
Resources
Anrong takes care of his son and Arjean while his husband Henghai works as a teacher. They live a modest middle-class life.
Additional Information
Extras: Family:
- Husband: Henghai Mei
- Son: Junchi Mei
- Family Friends: Archard Afolabi-Soie, Ade Afolabi-Soie, Béatrice Afolabi-Soie, Oluremi Afolabi-Soie, Arjean Afolabi-Soie
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