#Catalytic Curfuffle
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anteaterisland · 7 months ago
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My GW2 Toons
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These are my GW2 characters. From Left to right they are, Old Man Blep the Asura Engineer. Marrow Antoinette the Charr Guardian. Catalytic Curfuffle the Asura Elementalist. Sansa Eirsdottir the Norn Ranger. Chlora Phylia the Sylvari Mesmer. Mouse The Pleasant the Human Mesmer. Grenth Boy the Human Necromancer. And Kiotvi Wildblood the Norn Thief.
Details beneath the cut.
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These two ladies are The Commanders. They are Badasses. They are dating. They are in for a long ride. I am a new player, who has only just leveled them to 80.
Chlora Phylia the Sylvari Mesmer, was my first creation. She's still zero year's old. She has a passion for cartography, cooking, shapeshifting alchemy and Hylek. She lives in Sparkfly Fen and is a member of the priory. Trahearne asked her to be the Commander of the Pact and she was too touched by sentiment to say no, even though she is a terrible leader with social anxiety. Once indoctrinated by the nightmare court, she escaped their influence and stole a verdant puppy. But their corruption lingers in her heart.
Sansa "Stormwalker" Eirsdottir the Norn Ranger is the founder of the Pact. She's eight and a half feet tall and hyper competent. The daughter of Eir Stegalkin, she was raised by her Father. She worked as a messenger runner in her youth, and thunderstorms never delayed her, earning her title of Stormwalker. She killed Zhaitan, and works as the Commanders Right Hand. Chlora is endlessly grateful for her support.
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These two are The Twins. Catalytic Curfuffle the Asura Elementalist, is a young Asura with learning disabilities. ADD and Dyscalculia to name a few. She tried very hard to be a good Asura and learn advanced mathematics and Robotics in school but from a young age she showed no talent, no genius. She would throw explosive temper tantrums. She became an elementalist and joined the Vigil, and fights her battles with raw firepower, literally.
Her adoptive sister, Marrow Antoinette the Charr Guardian, was found as a Kitten and adopted by an Asura couple with a newborn as a questionably ethical experimental test subject into the question of Nature versus Nurture. She is everything her sister isn't: quiet, clever, polite, and proud. She can build any Golem you need and program it twice as fast. She powders and pomades her hair very tall as a symbol of her refinement. Her parents couldn't be prouder of her, as a daughter or a test subject. It's a shame all their theories about nurture prevailing are disproved by their other daughter...
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These two are Team Rocket. (to me.)
Grenth Boy's legal name is REDACTED, sloppily, by him. A young man, who disowned himself from his noble father upon reaching his majority. Big Fan of Wolfgang Lacrymohs. A necromancer who has devoted his life to Grenth. He’s optimistic and naive. He is a grief counselor and loves nothing more than to give the last rights, and reassure people that they will be welcomed by Grenth. This is not always reassuring.
Mouse The Pleasant was a human Foundling, her family history is completely lost. An orphan and whispers lightbringer, an accomplished mesmer and con-artist, has successfully infiltrated the aristocracy of Divinity’s Reach. An absolute sweetheart who no one would suspect of being a conniving witch.
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These two are new, and as such, their lore is still under construction.
Old Man Blep is an Asura Engineer. He is the Twins Father. He works in construction maintenance in Rata Sum.
Kiotvi Wildblood is a Norn Theif. He is a hunter of the wild, and wields a shortbow.
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anteaterisland · 2 days ago
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Update! of All My GW2 Blorbos
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These are my beloved GW2 Toons! Details and Close-up's below.
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(Left) Grima The Blind.
Norn Revenant. When she was a child, she was possessed by a ghost, and has basically been an old woman her whole life, but recently she became traumatically dispossessed and is finding herself existing as a young woman without ever having been a child. She keeps trying to find herself (literally) by searching for her ghost, the one that got away, and keeps being only shallow host to various wisps who dont stick around. Lost.
(Right)Mouse The Pleasant. 
Mouse the Pleasant is an orphan, a human foundling. Her parents were killed in an accident, and when some good-doers searched the wagon crash site for the source of the crying, it took them quite a while to find her because she, precocious mesmer than she was, had gone invisible. It’s what kept her safe. 
She was raised in a bar, and learned very young that being sweet and nice and cute and letting people pinch her cheeks got her good tips. As a result, she grew up into the most pleasant, perfect, soft, squishable woman you’ve ever seen. 
At a certain point she decided that coming from nothing, with no knowledge of her past, meant she had nothing to lose, and started to up her game with a long con. She would sneak into fancy parties with illusory wealth and charm the nobles of divinity's reach, developing a persona of incredible class, eventually completely infiltrating the elusive club of the elite. She is the belle of every ball. She’s a whispers lightbringer and works with Countess Anise. 
Everyone who knows her loves her. And no one would ever suspect such an absolute sweatheart of being a vicious, manipulative witch. 
And if by sheer chance, she ever happened to run across Ratthew the Vile, why she wouldn’t think to give vermin like him a second glance. And without a second glance why, she’d probably never see that they have identical purple eyes. She lost her family far too young to remember she once had a twin.
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(Left) Grenth Boy
Grenth Boy, (legal name redacted) is a human necromancer, and is only 17 years old. He was adopted by a noble family after he was orphaned as a newborn. His father named him after himself, and was very controlling, just the worst kind of rich asshole who treats his kid like an extension of himself, a doll on a shelf that only needs to say a few lines if you pull the string. 
When he finds his birth parents' graves it’s a transformative experience for him. The epitaphs on cold stone are the warmest parental experience of his life. Love for him sent across time, carved on a grave. Warmth and good wishes. They died before they could name him, but because he was born under the sign of Grenth, they called him their Grenth Boy. 
And he thinks to himself these death markers are the most beautiful things he’s ever seen. That this is who he was before his adoptive father tried to turn him into a clone of himself, when he was loved and free. He wishes he could have been raised by the gravestones, they would have been kinder to him.
On that day our boy decided, clearly and firmly, actually fuck being (redacted) jr. I’d rather be anyone else, I’d rather be no one than keep your name. I’d rather have never been named at all then named after you. 
And he runs away from home. There is only one peice of identity left to him, one place to go. The Temple of Grenth. But unfortunately, despite his new devotion, his father’s influence is a powerful obstacle, and the Priests there are too afraid to take him in as an acolyte. His noble father is convinced he will tire eventually of living on the streets and come home. 
But Grenth Boy doesn’t. He lives in an alleyway behind the temple, teaching himself to summon ghosts. His hair turns white and lank and his eyes begin to glow, as he develops his natural talent for necromancy and his deep spiritual love for Grenth. Never well-adjusted socially, his love of death and living happily in the gutter only further unnerve people. They say : “Stay out of that alley, it’s where that awful Grenth Boy lives.”
Wolfgang Lachrymohs, a noble whom Grenth Boy knows mostly by reputation, though they shared the same larger social circle before Grenth Boy left home, comes upon him one day. And upon being re-introduced to him as “Grenth Boy” says: “I cannot call you that. There must be something we can do.” And pulls some strings to at least have the boy be *acknowledged* by the temple. The priests knock up a little ceremony with some candles and vows as a half-measure, and Grenth Boy officially becomes a Votary of Grenth. Wolfgang will be the only person to ever actually call him that. Wolfgang is Grenth Boy’s hero. 
Grenth Boy is optimistic, naive, and an exceptional if slightly disturbing grief counselor. He is a devout man, who loves no ritual more than the last rights, but loves also caring and healing those on the brink of death. His ability to wield Grenth’s power in combat means he becomes the hero of shamoor, then eventually joining the priory and later the pact. His favorite place in the world is the Godslost Swamp, where he was recruited into the Priory. But he never forgets his dream of becoming a true Priest of Grenth. 
“Death is a blessing I mercifully bestow upon my enemies, and selfishly deny my friends.” - Grenth Boy
He’s also 5’2” and thin as a rake. 
(Right) Kiotvi Wildblood
A Norn Theif. Sansa’s half-brother by way of her father. He is a poacher and a woodsman who finds himself so awkward as to be unable to function properly in society, and so lives alone. He has a homestead in the Janthir Wilds and is an exquisite craftsman, he carved his sister’s bow for her. He lives a quiet life, utterly uninterested in heroics, unlike his sister.
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(Left) Sansa “Stormwalker” Eirsdottir
The Commander’s Right Hand
A norn ranger, daughter of Eir Stegalkin. Sansa was raised by her father with little contact with her legendary hero mother. Her Father is a very noble, delicate man, and Sansa has very refined manners. Her norn peers thought she would become a skald like her Father, not a hunter like Eir. They should've known better, when she tamed a wolf. In her youth she ran messages between army camps and no blizzard nor thunder would stop her, earning her the epithet of Stormwalker. 
When she came of age she pursued legendary status with a fury. When she learned her mother was going to the Great Hunt, she decided to go as well, to prove to her mother that she had what it took to follow in her footsteps. With a wolf and bow at her side and her long red hair she was a vision, Eir Stegalkin come again. 
The strength of the Wolf is the Pack, and it is this wisdom that brings Sansa to create the Pact, collecting agents from every order to band them together to defeat the Elder Dragons. But as a member of the V(igil, she cannot be Pact Marshall, and Traheane is chosen instead. And again she is passed over, as Trahearne chooses Chlora Phylia the Sylvari to be Pact Commander. She takes the slights well though, and vows to help in any way she can. She is valiant and diligent in her support of the Pact Commander, Chlora Phylia. So enterprising and effective, many people get confused and think she actually is the Commander. 
This time is the closest relationship she’s ever had with her mother, and she is making Eir proud, which fills her with joy. She defends Eir to Zojja, forming a bitter rivalry. But When Sansa meets Braham Eirsson, a man she never knew existed, her own brother, she realizes her mother never told her of her brother, and beyond that, Eir never speaks to Sansa like a daughter, only as a soldier.
(Right) Chlora Phylia
The Commander.
A young sylvari, birthed from the pale tree less than a year before being made Commander of the pact, due to her close relationship with Marshal Trahearne. Early in her life she was recruited to the nightmare court, and stayed for some time, but when she was tasked with whipping the Verdant Hounds to turn them into nightmares she found she could not bear it. She escaped with a pup and returned to the pale tree, but the Nightmare is not so easily thwarted. 
Chlora Phylia wields a Strange Greatsword to focus her mesmeric power, a remnant from her days in the Nightmare Court. But she is spurred into violence by it's corruption. It unsettles those around her, she's the creepiest sort of mesmer. She blindfolds her eyes in combat, so how does she see... it must be her mesmeric clones, surely it could not be with that great twitching eye...
She is bitterly jealous of Trahearne, not for the post of Marshall, but for the Pale Tree’s favor. It was he whom she granted Caladbolg after Chlora quested to recover it for her people. Her own nightmarish sword stokes the fires of her coveting. She leans heavily on her dear friend, Sansa Eirsdottir, Founder of the Pact, to keep her sanity, and protect her image. The pressures of command and the nightmare are tearing her apart, but she wants to remain Trahearne's second at all costs, to become worthy of Caladbolg someday and The Pale Tree's favor. Or else take it from his corpse, but that's only in her nightmares. Right?
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(Left) Lady Brassica
Lady Brassica is Chlora Phylia’s younger sister. Younger by about a month. 
Chlora Phylia was born to kill Zhaitan, to be the tip of the spear, her wild hunt is to fight for the sylvari and kill the pale tree’s enemies. She is Trahearne’s dear friend and the Commander of the Pact. 
Lady Brassica was born to kill Zhaitan, to be the tip of the spear, her wild hunt is to fight for the sylvari and kill the pale tree’s enemies. She is absolutely no one. 
Just after Chlora Phylia was born she was inducted into the nightmare court and the pale tree believed her lost. She birthed a back-up plan. The perfect soldier, strong, moral, beloved. Lady Brassica is the epitome of a knight, the platonic ideal of chivalry. Her first few missions were stunning triumphs, including against the hated nightmare court. 
Then Chlora Phylia broke free from the nightmare court. She returned to the pale tree’s favor as a double agent. She recovered Caladbolg and fought at Claw Island. 
And Lady Brassica had no more purpose.
(Right) Catalytic Curfuffle
An Asura Elementalist, is a young Asura with learning disabilities. ADD and Dyscalculia to name a few. She tried very hard to be a good Asura and learn advanced mathematics and Robotics in school but from a young age she showed no talent, no genius. She would throw explosive temper tantrums. She ran away from home and ended up being adopted by Rytlock and forming her own Warband. She fights her battles with raw firepower, literally.
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(Left) Old Man Blep
An Asura Engineer. He works in construction maintenance in Rata Sum. He has two grown daughters, one biological, an asura elementalist firecracker named Catalytic Curfuffle. And one adopted, a Charr engineer named Marrow Antoinette. He and his ex-wife raised them together as an experiment in Nature vs Nurture, they wanted to determine if Charr were naturally aggressive or it was learned behavior. 
Marrow Antoinette grew up to be the sweetest, gentlest, smartest Charr anyone had ever met. She is a model asura, building tiny golem circuits with the greatest of delicacy and the tips of her claws. Her white fur is kept fastidiously clean, and she wouldn’t hurt a fly. 
However, the entire question of whether this was indeed nurture prevailing is made inconclusive, because their biological daughter flunked out of school and ran away from home in frothing rage. Just before she left she accused both her parents of treating their children as unethical science experiments instead of family. 
Over the years, Old Man Blep took this deeper and deeper to heart. He would have long arguments with his then wife about it, who did not agree that they had done anything wrong, culminating in their divorce. 
His ex-wife was a star architect in Rata Sum and helped build it’s most spectacular buildings. She’s made a permanent mark on the world and the history of the asura, her name literally carved into the floating foundations. Old Man Blep spends his days in the bowels of the city, fitting himself into acute angles of the pyramid, cleaning up broken tiles and fixing magnetic pipes with a big rusty wrench and a chisel. No one will remember him or his work, but he takes what small measure of pride from it as he can. He keeps the city from falling out of the sky. 
Old Man Blep is an old, very sad man, who believes his true life’s work, his family, was ruined by his own hand. His only goal is to do whatever it takes to make his daughters feel loved, even if it means respecting their wishes and keeping his distance from Catalytic Curfuffle for the rest of his life.
(Right) Marrow Antoinette
A Charr Guardian, was found as a Kitten and adopted by an Asura couple with a newborn as a questionably ethical experimental test subject into the question of Nature versus Nurture. She is everything her sister isn't: quiet, clever, polite, and proud. She can build any Golem you need and program it twice as fast. She powders and pomades her hair very tall as a symbol of her refinement. Her parents couldn't be prouder of her, as a daughter or a test subject. It's a shame all their theories about nurture prevailing are disproved by their other daughter…
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