doe eyes simply watch on —— with a gaze that seemed neither dispassionate nor enthused, though her head does seem to bob with the rhythmn, somewhat shaking her hands along as well. though the still stoic expression on her face says little, actions are certainly louder than words ! much louder than the soft monotone that murmured the lyrics of the song too. ❛ doo bi doo bi doo da da ... doo bi doo bi doo da da ... ~ ❜
and at the end of this sudden performance, ahri would be greeted with a standing ovation ! —that may seem a bit lukewarm, given hakuno kishinami's listless way of being, but she truly thought the other's dancing was lovely !
23﹕ sender straightens an article of receiver’s clothes . / kda <3 - @vulprine
The motion happens right before an interview, when Evelynn is distracted and mentally preparing for the worst. Slender digits that approach near her neck, fixing her collar that she truthfully wasn't aware of. Shock shows itself on her features, until she's finally able to present a brief smile.
She allows her hands to linger, a crooked brow and brief tilt to her head. "What it that bad?" she quips with a bemused chuckle, hiding her own irritation of her appearance with a simple hand that goes through her hair.
There is a sigh that follows, her own fingers that rest above Ahri's own for a moment. Briefly she lets her shoulders sag, the closest she'll supply as her thanks before Evelynn clears her throat. There was an interview, afterall.
"I'll let you know how it goes," she offers with a wink, peeling Ahri away from her.
Beast-like ears, horns, tails and large teeth are the first impression of these exuberant people, and even post-calamity, life has never been as good for them as it is right now.
The Calm Before was a time of expansion and peace. Or, at least, so it seemed. Goblinoids first noticed that there was a frequency of monstrous attacks that grew, and key diviners and the magically inclined marked that the walls between realms was weaker than it was, allowing creatures who should not have been able to to slip unnoticed into the Material Tealm. Ancestors of today’s Vulprine are said to be lost souls, stolen into the Abyss eons ago only to emerge and steal a glance at the open sky and full moon.
It’s very romantic, and whether or not it’s the full truth is anyone’s guess of course, but the version of the story that is undeniable is that while waging war with unspeakable creatures and encroachers from deeper within the earth, Goblinoids began to witness Vulprine, more and more of them, shooting out from the Underground and laying waste to battlefields on their way out of their caverns. They would observe them stand in the fields outside of their caves, shivering in the surface’s night are to gaze at the moon, howling with outstretched arms.
Living in any condition besides that of their former lives in the Abyss has resulted in centuries of Vulprine living ridiculously full lives. Some lead lives that are hedonistically careless, putting pleasure and happiness before any other value. Others may find details of bureaucracy and the word of the law to seem pointless. As the saying goes, when applied to Vulprine, they were able to take themselves out of the Abyss, but unable to fully remove the chaos from their nature. They roam Retroggio in packs, about the same before the Upheaval as they are now.
Appearance
Though their faces and build are distinctly humanoid, there are features that make it impossible for a Vulprine to ever be mistaken for a true human. Most have curved horns that protrude from the sides of their head above their ears, which are variably like that of a canine, deer or bovid, though some have a single central, or off-center, spiral horn. They also have tails to match - full bottle-brushes of fur that wag when excited, cropped faun-like nubs of fur or a long oxtail tipped in a tuft of hair.
Appearances other than that can vary quite widely, from the color of their eyes, skin and hair, the ratio in which said hair (or fur) covers their bodies, whether their teeth protrude from their lower jaw, or if their pupils are round, angled, or otherwise oddly-shaped.
VULPRINE TRAITS
Creature Type. You are a humanoid. You are also considered a fiend for any prerequisite or effect that requires you to be a fiend.
Age. Vulprine mature at the same rate as humans, but retain a youthful appearance and vigor until their 80s or 90s. Their average lifespan is around 150 years, with the latter half of it being the point at which they begin to appear aged and, eventually, elderly.
Size. There is no true average among Vulprine heights or builds; they vary in height as much as humans. You are Medium.
Speed. Your walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Demonic Fortitude. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Abyssal Resistance. You are descended from a lineage that traveled an unusual and unforgiving landscape. You have resistance to cold and poison damage.
Rush of the Abyss. If you move at least 20 feet straight toward a target and then hit it with a melee attack on the same turn, you can use a bonus action to push the target. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Unfathomable Leap. You can add 10 feet to your jumping distance, whenever you make a long jump or a high jump, even when making a standing jump. This extra distance costs movement as normal.