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Fantasy Of Glaciers and Sand [CS]

Which branch are you in? Glacion or Rolasta?


  • Total voters
    9
CS Template

VioletShadow

The Lunar Fae
Name
Introduction
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Nickname:
Gender:
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Race:
Original Realm:
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Personality:
Appearance:
History:
Combat-----------------------------------------------------------------------------
Strengths/Skills:
Weaknesses:
Weapon(s):
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Before-Roleplay Relationships:
Likes:
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Other:


You do not necessarily need to keep your CS in this format, just remember to fill in all the required details. Do not forget that your character is a part of the Grand Rolacion Guild somehow.

Feel free to BBcode! ^^

Accepted Characters:
In order of cs completion:

Lyro Lyro ----------------------------- Gniss Siv ------------------- Glacion
The Velveteen Rabbit The Velveteen Rabbit ----- Lana Talandren ---------- Glacion
VioletShadow VioletShadow -------------- Seraphina Kei Lacioni --- Glacion
DergTheDergon DergTheDergon -------------- Matthias Seronan ------- Rolasta
thefierysiren thefierysiren ------------------ Yana Varrick ------------- Rolasta
Rustic Rustic --------------------------- Fikrin Otul------------------Rolasta
StoneWolf18 StoneWolf18 --------------- Rhoswen Lanceworth --- Glacion
Silverbane Silverbane --------------------- Ashagar Tearel ----------- Glacion
Ronan Ronan -------------------------- Novarro ---------------------Rolasta
 
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[ Credit : Aukanai Aukanai ]

OVERVIEW


Name: Novarro.
Original Realm: Rolasta.
Race: Human / Frikdreina.
Religion: Resianity.
Role: Scavenger / Warrior.
Gender: Female.
Age: Twenty-eight ( 28 ).
Sexuality: Fluid; prefers the company of women. Can be labeled as asexual since she does not actively show interest in sexual relations, only romantic ones.
Combat Abilities: Radiation-resistant, flame-resistant, quick self-healing ( seemingly fatal wounds can heal quickly on their own ).
Weapon: Khopesh / Fists / Legs.



APPEARANCE


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Hair: Ebony brown. Long and wavy. Four braids.
Eyes: Hickory.
Body: Mesomorph. Muscular arms / thighs. Toned stomach. Broad shouldered. Splattered with sun-spots and freckles.
Scars: None.
Tattoos: Pyramid-like tattoos on her left arm. Represents her Rolastan heritage and Arab ancestry.
Height: 173cm.
Attire: Brown burnoose, cloak of a camel's fire, and leather boots. She wears a necklace of camel teeth and is always seen with a large bag full of items and Tek she's scavenged from the desert. She is also never seen without her khopesh, her weapon.






PERSONALITY


MBTI : ( ESTP ). An abbreviation of extroversion, sensing, thinking, and perception. They are the ultimate realists; at one with objects and experiences in the only living, pulsing moment that ever really exists. Pillars of action who live in the thrust of enthusiasm and excitement; blunt, straight-forward, risk-takers who are willing to get their hands dirty.

STRENGTHS :
BOLD. Full of life, energy, consistently pushing boundaries, discovering and using new things / ideas.
RATIONAL AND PRACTICAL. A love of knowledge, philosophy ( but often not for her own sake ). She will find actionable ideas and drill details to put them to use.
PERCEPTIVE. Very good at noticing change and when they need to change, including small shifts in both habits and appearances. These observations can aid in creating connections with others.

WEAKNESSES :
INSENSITIVE. Feelings and emotions are awkward, uncomfortable affairs and the blunt honesty doesn't help. She often has a lot of trouble acknowledging and expressing her own feelings.
IMPATIENT. Moves at their own pace to keep themselves excited. Slowing because else 'doesn't get it' or having to stay focused on a single detail for too long is extremely challenging for ESTPs.
RISK-PRONE. This impatience can lead her to push into uncharted territories without thinking of the long-term consequences. These personalities sometimes intentionally combat boredom with extra risk.
UNSTRUCTURED. To see an opportunity to fix a problem, to advance, to have fun and seize the moment, often ignoring rules and social expectations in the process. This may get things done, but it can create unexpected social fallout.
DEFIANT. She won't be boxed in. Repetition, hardline rules, sitting quietly while they are lectured at this isn't how they can live their life. They are action-oriented and hands-on.




BIOGRAPHY


She was born a frikdreina in the desert town of Rappahan, a town that accrued in notoriety from the number of frikdreinas that have been strained ( it's like a disease; it can manifest in any race, but Novarro is a human one ). Frikdreina were feared in the desert, but exalted for their physical fighting talent: they were quick, they were strong, could self-heal, and most importantly, could out-do the most notorious magic users with the right amount of forward-thinking. Novarro was a woman with potential: she spent her early years in the desert as a scavenger, a nomadic soul that collected things from an old world. She had a face that held the sun-storms of the Rolastan land, and the promise of something greater; however, it all went wrong when she ventured the mountains of Xandria, far from the walls of home on a personal scavenging quest to satisfy her curiosity: what was in the mountains? What was hidden in the sand there? Why do many stay away? On her journey to Xandria, a huge sandstorm hit—they call it the First Sandstorm, and Novarro was trapped in a cave with nothing but her travel tarp and camel-coat to shield herself from the onslaught.

When the sandstorm passed and she walked outside of the cave for the first time in hours, she saw it: a statue rising from the sand with intricate carvings and spiral symbols that bisected lines. A relic from the old world. She didn't realise what the relic was at first, but upon closer inspection, she learned it was a statue of Esozor, the ruler of the wind.

As a devout follow as Resianity, her faith was to the All-Mother, and uncovering this relic meant a religious uprising. So she left it where it was found and left Xandra with nothing scavenged. What Novarro didn't know was that a group of wayfarers had been following her to sate their curiousity about frikdreina—a new, secretive kind of people. Those wayfarers discovered Esozor and brought it to Kelis, thereby starting a religious insurrection that rippled through all corners of Rolasta. It cold be felt; it was real; Novarro had angered the All-Mother, but had not come forward.



 
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LANA TALANDREN



- BASIC

Name: Lana Talandren
Age: 25 years old
Species: Snow elf
Sexuality: Heterosexual
Gender: Female
Original Realm: Glacion

- PERSONALITY

Lana is often described as a strong, compassionate, and kind individual. She has a reputation for being quite humorous and outgoing to those who know her well, usually trying to make light of certain situations. Since she had experienced such hard times as a child, Lana's strength and determination is unbreakable. It is very hard to intimidate her or attempt to for that matter. Proven to be a deadly and ruthless opponent in battle, many choose to remain peaceful when in her presence. For those who do not, it does not end well.

Despite this, Lana is very gracious and means well most of the time. She only wants the best for people and tries her hardest to make those around her happy, even if it means sacrificing her own happiness.

HISTORY
As a young child, Lana grew up in a remote village located deep in the harsh mountainous ranges of Glacion where a rare and rather illusive race of elves chose to reside among the ice and snowstorms, away from the wonders of the world beyond them. An easy life was not merely given to those who stood by and did not work for it. Although her race was strong and hardened by the cold, many often lost their lives for being too careless. Her parents made sure to remind her of that at every opportunity, and so began a life of hardship and labor for the young Lana. She worked and worked and worked, dedicating her time to those around her and fighting to keep her small town and the residents within it alive.

However, tragedy decided to strike one day.

Out on their daily hunting trip, Lana's parents were killed by a pack of roaming wolves and never returned home. She was old enough at the time to understand what occurred that day when they did not return. Her grandmother told her to remain inside when the scouts came back from investigating their disappearances. Despite her grandmother's warnings, the young girl stepped out of her home to see if they had returned with any news. The memory of seeing their ripped apart, frozen corpses being dragged back to the village was still engraved into the back of her mind, haunting her endlessly even to this day.

From that day forth, Lana vowed that she would continue to protect those around her, continuing what her parents could not. She learned how to fight from an old warrior in their village, training with him daily until her skills were well-defined. Archery was often practiced within their culture, for both sport and combat. Lana was quick to learn, a natural archer in the eyes of those around her. When she became an adolescent, she became the village's personal mercenary, making journeys to the capitals of Glacion and creating profit doing any kind of protecting or dirty work for those who needed it.

Lana was the beacon of light for the people in her village. She protected them, providing food and resources for their small community. Things appeared to be looking great, and at one point Lana even considered living in the capital for a short time. But that dream was far away and appeared unreachable.

When everyone began getting sick, dying like flies around her, Lana was helpless for the first time in her life. Their village was located too deep in the mountains for the weak and sick to attempt to cross through. Death was inevitable for the next few months, and Lana watched as those around her died while she tried to provide and help as much as she could. After about five months, everyone she had known since she was a child was dead.

At the age of fifteen, Lana abandoned her home and made her way to the capital where she sustained a hard and unforgiving life alone. She provided for herself until she was old enough to continue her mercenary work once again. After making a name for herself, she was offered a position in The Grand Rolacion Guild, where she continues to work and reside to this day, lending her skills and prowess in battle to those who need it.


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- ABILITIES

Strengths/Skills
Archery/Swordsmanship - Lana has trained from a young age in both forms of combat for most of her life. She is most efficient at archery however, and her aim and skill in battle is exemplary, often performing at an expert level.

Ice Magic - The most commonly practiced magic among her race, Lana was introduced to the concept when she was very young and learned rather quickly. Although she does not use it as much, she is very skilled in the art of ice magic and can prove to be very deadly in battle.

Basic Healing Knowledge - Lana is not as familiar with healing as she is with combat and magic, but she has a basic knowledge of it and can help tend to smaller wounds when needed.

Well-defined Senses/Perception - Throughout her years of training as an archer, Lana has developed a very sharp and keen sense of eyesight, often noticing things others do not. She pays attention to detail and usually is able to foresee her opponent's movements, learning how they fight and studying them during battle to contradict their attacks.

Weaknesses
Recklessness - Lana has proven to be quite a risk-taker at times and she will put her life in danger without a second thought if it means protecting someone she cares about.

Impulsiveness/Anger - Both her impulsiveness and her temper can sometimes blind her while she is in combat. Lana makes huge mistakes when this happens. Luckily, she manages to keep a calm head most of the time.

Weapons: An elegant bow and arrow carved from a rare wood, as well as a sword that is always sheathed at her side.

- MISC

Likes: Adventuring, the cold/snow, animals, helping others, compassion, people who are willing to do risky things, practicing archery/swordsmanship, and sweets such as pastries and cake

Dislikes: Arrogance, anyone who is acting disrespectful, sour foods, being told what to do, seeing others get hurt, and nosiness

Other: Lana is never seen without her bow and arrows, as well as her horse, Nikita.

PHSYICAL TRAITS
Hair Color/Length: Whitish-silver, medium in length
Skin Color: Pale
Eye Color: Blue
Body Shape/Type: Slender yet toned
Other Accessories, If Any: Often adorns herself with earrings and other jewelry
Scars, If Any: N/A
Tattoos, If Any: N/A

coding by cychotic
 
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Rhoswen Lanceworth

Basic InformationName: Rhoswhen Lanceworth
Nickname: Rho
Actual Age: 423
Mental Age: 35
Physical Age: 35
Race: Succubus
Sexuality: Homosexual
Original Realm: Glacion
Appearance InformationHeight: 5' 9"
Weight: 126 lbs
Hair: Stark White
Eyes: Light black (the pupils are still distinguishable)
Build: Ectomorphic with even shoulders and hips and a bit above average bust.
Complexion: Extremely pale, unnaturally so.
Other Features: Due to her demonic heritage, Rho has a rather peculiar set of horns that jut out from the crown of her skull almost in a rather ironic way.
Ability InformationAbilities: Enhanced senses, manipulation of ice to a moderate extent.
Strengths: Manipulation, seduction, lying, basically being an asshole.
Weaknesses: Actually falling in love in with someone, FIRE, she isn't all that strong physically.
Weapons: Relies mostly on her innate magical ability but does keep this dagger on her just in case.
Personal InformationPersonality: Rhoswen is a... interesting woman. Naturally she is able to charm those when she wants, and be real when she doesn't. When she isn't trying to truly manipulate someone, the facade is pulled back to reveal a quick to anger, bitchy, and wholly pessimistic little shit that rarely has more than an annoyed look upon her face. Even her few friends are still faced with such a person, although at a slightly lesser degree.
History: Rhoswen didn't have the best childhood possible. It was better than most considering she was of noble decent, but with such status comes politics and the fight for power. Her family, or rather parents in particular, were hellbent sent on coming the king's right hand. Demons weren't thought of all that highly within Glacion's society, so when they began to go much more public, it was quite the surprise.
At first, not much mind was paid to such a low house, but soon things began to change. They moved into a large estate closer to the palace, were respected by guardsmen and even above the law in some cases.
How? Simple. The king at the time had a thing for succubi. So what better way to raise his favor with you than allow him to borrow your only daughter from time to time.

Her parents thought of it was a win-win situation. She would get meals without having to seduce drunks on the streets, and he would get laid on a weekly basis as well as giving them whatever they desired.

Rhoswen thought of it much differently. The man wasn't all that kind, usually mixing her in with the rest of his whores whenever she was sent over. The amount of liquor he consumed would make an alcoholic blush and the way he treated women was enough to infuriate sex traffickers.

And so it wasn't a surprise that once her parents were content with the life and the king was about to keel over, she left almost immediately, not wanting to return. That was around 400 years ago, with the woman now living contently within Glacion. That was until a certain guild caught her eye, maybe something to stave off the boredom of a long ass lifespan.

Coded By || StoneWolf18 StoneWolf18
 
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MAJOR WIP
Pandora Aarialis
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Gender: Female
Age: 50
Race: Sand Elf
Original Realm: Rolasta{/slide}
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History:
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204849f601bde8415aa5838df6820d6c.jpg
Basic Info

Nickname: "The Prince's Shadow"
Gender: Female
Age: 20
Race: Human
Original Realm: Rolasta
Appearance

Hair: Waist-length, Strawberry Blonde Waves
Eyes: Warm Brown
Height: 4'9"
Weight: 90lbs
Body: Petite, lithe, and virtually curveless.
Personality and History

Personality: Yana tends to don a cheerful and carefree facade. Behind that facade is a pensive, thoughtful person who can be socially awkward from lack of experience.
History: When her parents died in a tragic house fire, Yana's older brother, Logan, took on the role of her guardian. At first they made a habit of stealing what they needed and setting up camp wherever they could. As the years went on, the knack they had for stealing things became apparent and they began to get contracted to steal things. From there they lived life as a pair of thieves before eventually getting involved in the assassination game and went on to become a formidable pair masquerading as a single person. Unfortunately, the day did come when dire mistakes were made and Logan was caught and thrown into jail. Yana considered continuing to make a living the only way she knew how, but didn't know how to go about it without her partner. Before any decisions could be made, she was approached by someone who told her that the prince was willing to hear her out if she would consider being his personal assasin. After some deliberation, Yana took the job not only as the Prince Matthias' assasin, but also decided to be come a memeber of the GRG.
Combat

Strengths/Skills: Recon, Stealth, Speed, Dealing Damage
Weaknesses: Hand to hand combat as her height compromises her reach and often renders her unable to get any hits in. She is not particularly strong. Most of her skills rely on her ability to use the momentum caused by the speed of her attacks. Wide open spaces with nowhere to hide and no distractions can be a huge disadvantage to her fighting style.
Weapon(s): Twin obsidian daggers that are hidden down the sides of her boots and various throwing knives and needles hidden on her person as well as a couple of bolas and the occasional smoke bomb.





 
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Fikrin Otul
Nickname:
Fik

Gender:
Male

Race:
Desert Dwarf

Actual Age:
81

Physical Age:
25
Sexuality:
Homosexual

Alignment:
Lawful Good

Original Realm:
Rolasta

Height:
3"9ft/119cm

Weight:
135lbs/61kg



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Appearance:

A short, stocky, olive-toned man with many piercings. He keeps his thick black hair shaved on both sides, leaving a rough, short mohawk in the middle. His facial hair is similarly short, covering the bottom of his face with only slightly more than a stubble. His eyes are a dark brown, his lids colored with russet red, and his nose is roman, pierced through the septum with a small sun. It's connected to two golden chains that extend across his face and hang around the sides to attach to small studs in his ears. He is a little chubby, but not especially, and most of his features are soft and slightly rounded, with exception to his arms and legs, which are more defined and muscular.

Additionally, he wears a maroon shemagh-styled scarf over his mouth and across his shoulders and long, white, flowing robes, trimmed with ornate gold detailing, down to his strap sandaled feet. Besides his facial piercings, he also wears a small variety of other jewelry; all similarly small and thin hanging chains. Overall, he makes no bones about dressing rather nontraditional, but at his core, he is unmistakably dwarven.

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Personality:

Fikrin doesn't really seem like the type of guy you'd want to approach. He is easily frustrated and finds it easy to complain about everything. Even in the rare moments he isn't doing that, it's pretty clear he isn't oo happy, usually walking around with a scowl on his face. It might seem as if he's unsatisfiable in that way, or that he just just can't stand other people, but that's really not the case. His bad attitude generally comes from pessimism and deep-rooted concern. For those around him, for tradition, for morality; he's constantly sick with all kinds of worry, and it bleeds into his attitude. When you take the time to talk with him, you can find out pretty quick that, for as much as he barks, he doesn't like to bite. Really, be nice to him and he'll try to return the favor, in his own way.

He can be helpful, honest, and even rather loyal, but maybe all to a fault. He tries to be useful to people as a matter of principle, but he's also sort rather insecure. He tries to hide his desire to please under his usual belligerence, but it can be easier then he'd like to see through for people who can easily figure out what he likes to hear. He doesn't like to get too attached to people partly for that reason - he's cautious about leaving himself vulnerable to someone he trusts saying the negative things aloud he already thinks about himself privately. Above all else, though, he'll try to look out for everyone as best he can, no matter how much of a pain it can be to make the effort.

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History:

Fikrin was the youngest child of a large, rowdy clan of dwarven boys. He was raised alone by his father - a burly man who's only love more than ale was his dear family. That's why the man was especially devastated when his strong, lively wife was taken too soon by a mining accident at their shared workplace. His grief was execrable, but instead of turning to his drink to survive the months that followed, he went to work making a new life for himself and his boys, one where he did not worry about himself or his sons suffering the same fate as his late spouse. Fikrin's first memories were of the early years of his family's nomadic trek across Rolasta, in search of a new place to settle their home. It was not an easy trip at first, but they learned over time how to travel comfortably, and found a place for themselves out on the road.

The oldest boys, the ones who could work alongside their father, chipped in to help support the rest of the family, and fell into a routine; doing jobs all across the town they came to, and when they were no longer needed, moving onto the next. They did all sorts of work, but they mostly specialized in construction, helping to do the much-needed work of fortifying homes against and repairing damage caused by harsh Rolastian weather wherever needed. The boys' father kindly never asked for much for their service - only enough to support themselves and their travels, so that those who were in need of them could afford the work necessary to protect their families. Word spread of their efforts spread across several dwarven settlements, who looked upon the honest work as truly a mark of dwarven excellence. They asked were asked to stay and travel among those settlements, and they did, rarely finding themselves without work, and becoming to be thought of as true pillars of their communities.

Fikrin stayed and worked construction with his brothers for much of his life, and really, he never thought he'd do anything else. With them he never wanted for company or comfort, as they were always at his side, giving him their protection and guidance. Like with most groups of brothers, there was the occasional bickering and fight, but their strong but soft-hearted father never let any conflict go on for too long where he could help it, constantly striving to teach his sons' the importance of family before all else. While he was mostly successful, he always had the most trouble with getting Fikrin and his second youngest, Hathli. The two, while spending the most time together all of the siblings, still seemed to have the most strife between them, the two of them always seeming to be in disagreement about something. And despite his disciplines, the two's disagreements only got more heated as they began to get older. So, when they were old enough to go out on their own, he sent the two on their own jobs, in the hopes they would learn how to get along through working together.

Their trips were rough at first, but in the few years they went on them, the two boys started to find some common ground. Fikrin came to appreciate his brother Hathli the most out of his brothers as they started to relate more to each other and to their experiences as the youngest of the group. That was, until their last fight happened. It was on one of their final trips together, and it wasn't over anything substantial. Really, it wasn't nearly as passionate as the ones they'd had before. But, in the heat of the moment, Fikrin pushed his brother backward. He had not considered the danger since they were not standing close to the edge of the building they were working on, but Hathli stumbled and lost his balance, and ended up falling over the side. The drop was long and deep, and Fikrin could only watch helplessly as his dear brother plummeted into the earth, never to be seen again.

Knowing the severity of what he'd done, and not wanting to disappoint his father or besmirch his name, he fled into the desert. He did not know what he would do, or how he would survive, or if he would survive, or if he wanted to survive, but he walked all the same. For how long, he is now no longer sure - he moved in a daze, too haunted by the past to think of it and unable to face the future. He had never been alone before, nor could he even conceive of surviving the world on his own, the man that he was, so he just went on, hoping to disappear into the sands like he might have been believed to. He only really remembers the end well: on his last legs, arriving at a temple dedicated to the goddess Resna. He'd never considered religion much before, but that day, in his muddled, desperate state, he felt a calling to something stronger than he'd ever felt, so he reluctantly decided to move towards it.

Once he entered the building, he was immediately flocked to by the priestesses charged with its upkeep, all stunned by the dire state he was in. Many desperate people of their small Rolastian village had come to them for help in the past, not none in such need. When he collapsed not soon after his entrance, they took him in and decided to help back to health. Once he came to coherence, he found himself reluctant to continue accepting the aid, not believing himself to be worth their efforts, but he ultimately could not refuse, the priestesses insistent on providing what little help they could, especially after he mentioned the feeling that had lured him in. In return for their kindness, after he had healed, he stayed with him. He helped to upkeep his shrine and spent some time to learning about Resianity, and the story of the goddess that they insisted had called him forward.

As he did, even he slowly came to believe that Resna had called him forth. Though he could never replace what he had lost, in the arms of the temple, he realized there was another life, family, and purpose for him. He thought of his finding Resianity as a second chance bestowed on him to do good, to help Rolasta's families as his father would want him to do. This thought in mind, after a few years of being with the group, Fikrin asked to be inducted into the church as a priest. It wasn't something unheard, really, but at the particular shrine he stayed, it wasn't something that had happened for quite awhile, the town they served not really believing the worship of Resna to be a man's business. However, the priestesses trusted his nature and his devotion and decided officially accept him into their fold. It was a bit of an adjustment for him, with most of their personal dedications and outfitting not really suited for a man or a dwarf, but he was dedicated to his cause, and proudly saw his duties through.

He lived a quiet, somewhat secluded life at first. He did not leave the temple much, opting to instead pour his time into worship and learning of sacred prayers and rites. When he did go out, he did not feel particularly inclined to go for long, with the people of the town he served not seeming to take his newfound priesthood well. They did not know of him, only of his presence over the years working for the temple, and they did not know if he could be trusted with the work that had been cast upon him. When he learned the priestesses' prayers, though, he set about preforming the work they did for the town just the same as they did, in spite of what was felt about him. He went out to help those in need and preformed blessings where he was asked, and more importantly, saw unflinchingly to their more dangerous works, too. He brought the sun's light to miners who might otherwise not see it for months, lit the way for dangerous caving expeditions, and personally gave aid to those caught up in any accidents that happened along the way.

Through those works the town began to understand his heart, and they too accepted him in as one of their own. He thought that the town might end up always being where he stayed, too, but even after some years of that, things changed again. This time by way of a letter from the Grand Rolacion Guild. The guild, after hearing the tales of the clerics who lived in the town, had sent an offer to join their ranks. At first, none of the members of the temple were interested in going, in believing behind their place of worship, but after giving it some serious thought, Fikrin did decide to take them up on it, viewing it as an opportunity to further spread Her light, and secretly, to go find something he was not sure he was looking for, to fill a void he wasn't sure if or how to fill. Not long after deciding, he set off to join the ranks, and has been with the guild about a year or two now. He is alright with his current position, of healing those coming back from missions, despite how he might joke, but he's hoping for some travel sometime soon.
Skills:

Radiant/light magic

Whether or not you believe his power is divine will or is simply another form of magic, it is undeniably bright. Fikrin can call down light through his staff at any time. While it's main purpose isn't for battle, only for illumination and for directing and misdirecting, it can be used to attack as well. It is arguably less potent than other types of magic, and almost useless against other believers in Resna, but it is incredibly effective against undead or demonic forces, or anything unaccustomed to light. It is also good for everyday use, the light conjured being warm and can be used to start small fires, with enough concentration.


Healing/protection magic

Fikrin can use his power to heal and protect others in a meaningful way. Both of those things take time and concentration and cannot be employed quickly in battle, but they can be a big help in dealing with the before and after it. With protection magic, given advanced notice, he can help lessen the either the physical or magical damage done to a person in battle, and with healing magic, he can help to speed along the recovery of wounds. He can heal or protect people entirely if he so chooses, but that can wipe him out quickly, so while he's traveling, he generally just likes to help speed the natural healing process along and make sure nothing's getting infected.


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Strengths:

High endurance

He's got a traveler's soul - and body, for that matter. He knows he'll get where he's going eventually, and it helps that he can follow the trail for quite awhile at a time. His heartiness extends to his general constitution; he rarely gets sick, and can suffer quite a few hits before injuries get the better of him. That's always been true of most of his family, but especially of himself.


Ingenuitive and determined

He's good at coming up with roundabout solutions to problems, though, they can be of arguable quality. Still, he's not afraid to try suggest something convoluted, because, even if he fails, he'll just going to keep trying until he succeeds.



Weaknesses:

Slow and lumbering

What can he say? His short legs are made for neither deft maneuvering nor fast travel. He'll try hard to keep up, but that won't stop his clumsy feet from stomping all the way there.


Minimal combat experience

Besides the rough-housing he did as a child and whatever amount of training was required by the Grand Rolacion Guild, he's never really participated in any fighting in his life. He's never really been interested in violence, either, but since it's where he is now anyway, he's learning it as he goes along.


Imperceptive

It takes him a little longer to piece certain things together, so he usually let others take over when it's time to get strategic.


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Weapon(s):

Sun Staff

An detailed silver staff draped in gold chains and crafted with a hollow symbol of the sun at it's top. It's a bit taller than Fikrin himself, so he generally moves it around like a walking stick. It it also, strangely enough, warm to the touch.


Iron Waraxe

A small, single-handed weapon. He's not really proficient with it, as really just bought after joining the guild on sort of an impulse, but he's at least somewhat practiced with it, and can make some use of it it need be. And hey, it's good for firewood, too.


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Likes:

Patience, sensitivity, and/or humility
Directness/brevity
Bright places
Piousness
Optimism
Plants


Dislikes:

Hubris, dishonesty. and/or callousness
Unnecessary violence
Being rushed arbitrarily
Condescension
Cold weather
Yelling


.


Other:

He's had a long beard for most of his life, but shaved it upon becoming a priest. He has been considering growing it back out since he's joined the guild.

He's never been able to sleep very well, but ever since his brother was killed, he's had nightmares, and occasionally, sleep paralysis. He tries to avoid sleeping for as long he can because of it, so it's not unusual to see him up late.

Despite the fact that he's spent a good portion of his life in a town with few other dwarves, he still has a prevalent dwarven accent. He's attempted to keep it that way, too, since it's one of the only thing he still has from his previous life.

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Gniss Siv

Glacion
Gender:
Female
Age:
41
Race:
Pixie
Personality
Gniss was once as playful and bold as can be, but the events of the past two decades have turned her into a husk of her former self. Dispassionate, cautious, devoid of ambition, she has come to accept the status quo of her situation, and while she is content, the dreariness of her day-to-day life weighs on her at times. A strong sense of duty keeps her going, but in life-or-death situations it is often at odds with her fears and self-preservation instincts.
Once committed, however, she will not back down and goes all in. Her hesitation and reluctance are replaced by quick, assured actions - sometimes to her detriment, if she remains committed despite evidence that she is on the wrong path.
Appearance
Like most of pixiekind, Gniss retains the youthful appearance of her early adulthood: a thin, graceful, human-like creature the size of an ordinary ale mug. The most distinctive differences from a normal human, height aside, are her pointed ears, her translucent blue-tinged wings, her jet-black, too-big eyes, and her unsettlingly small pointed teeth. The latter in particular, a source of many (not-entirely-unfounded) myths about pixies, are responsible for the various tiny scars around her mouth, scars which will never fully heal.
In most other regards, she looks just like any ordinary human. Her pale, lightly-tanned skin is almost entirely covered by thick, warm, black clothes, leaving only her head unprotected. Her wispy, frequently unkempt brown hair falls to her shoulders, badly in need of a proper haircut.
History
Born to itinerant pixie parents, most of Gniss's early life was spent travelling from village to village, where her parents, along with those of her siblings who were old enough to work, would assist the inhabitants in exchange for coin and lodging. These were formative years, allowing her to gain a deep, practical knowledge of the land, and what she learned then still comes in handy to this day.
As it became apparent she was not as magically gifted as her peers, she was encouraged by her parents to seek employment in the guild as an adventurer, where her kind's natural abilities were very much in demand. She was quickly assigned the role of scout, using her quick reflexes and phenomenal strength to get in and out of dangerous situations by herself.
Her skill and efficiency were appreciated by her superiors, and all believed she was destined for greatness. Three years after signing up, however, she fell in love with a fellow pixie adventurer, and a few months later they were married. The marriage was to be short-lived, as seven months later her husband perished in a foolhardy solo mission. The details of his death are known only to her and the guild officials implicated in the mission, and she refuses to talk about it.
After a short grieving period, she attempted to resume her old job, but found she no longer had the nerves or the enthusiasm for it. After one particularly botched escape attempt, the once-fearsome scout requested to be transferred to vigil duty, a far less glamorous position.
Since then she has spent her time in the various outposts set up throughout the land, standing guard over mostly uninhabited land, watching for threats. Her current outpost is shared with an elderly giant, her only companion during the long, eventless days. While his hearing is failing, his eyes and remain as sharp as ever; together they watch over nothing.
Secretly, she wishes something would happen.
Combat
Like all pixies, Gniss is gifted with superhuman strength and speed, easily capable of throwing creatures ten times her size across a room and moving faster than any normal human could. While she can lift a normal sword and swing it, she lacks the dexterity to control it well, and so will often rather fight with her bare hands or with equipment specifically tailored to her size.
Strengths
Strength:
Gniss is phenomenally strong, even for her race. She can pick up any human with ease, deliver small but powerful blows which can pierce flesh, and tear doors off their hinges.
Speed:
When weather conditions are optimal, Gniss can fly as fast as any bird. This is extremely energy-intensive however, and she prefers running. Even then, her quick reflexes allow her to dodge much larger enemies and to dart in and out of battle faster than their eyes can follow.
Weaknesses
Confidence:
Her hesitant and indecisive nature makes Gniss only commit to fights she is almost sure she can win. One well-placed slap and she could die. As such, she will often hang around the outskirts of a fight, only moving in for finishing blows.
Weak:
Pixies are not very resistant creatures, and it doesn't take much to kill them. Their speed is often their only defence.
Expensive:
Combat consumes a lot of energy for small creatures such as Gniss, and she needs to eat big meals frequently. Extreme cold makes matters even worse, but wearing her warmest clothes is not an option if she wishes to remain agile.
Weapons
Fists:
Her preferred method of fighting. Gniss likes to either grab heavy objects and throw them at enemies or, when feeling bold, dives into the fray and grabs them directly. Repeated punches to the head can also provoke severe trauma.
Rapier:
When her bare hands aren't enough, Gniss takes out a rapier the size of a hairpin which she uses to puncture enemies with repeatedly. She is not a trained swordswoman, however, and would be bested quickly in a sword duel.
Miscellaneous
Gniss has taken to practicing frostfire as a hobby, but as with any kind of magic she is not very gifted with it. The best she can do for now is create a few ice cubes - perfect for a cold, cold drink after a cold, cold day.
Likes:
Straightforwardness, order, taking things slow, and a cup of piping hot tea
Dislikes:
Being dragged into things, people prying into her mind or emotions
.
.
cfxOQM1.jpg
Gniss Siv
Glacion
Gender:
Female
Age:
41
Race:
Pixie
Personality
Gniss was once as playful and bold as can be, but the events of the past two decades have turned her into a husk of her former self. Dispassionate, cautious, devoid of ambition, she has come to accept the status quo of her situation, and while she is content, the dreariness of her day-to-day life weighs on her at times. A strong sense of duty keeps her going, but in life-or-death situations it is often at odds with her fears and self-preservation instincts.
Once committed, however, she will not back down and goes all in. Her hesitation and reluctance are replaced by quick, assured actions - sometimes to her detriment, if she remains committed despite evidence that she is on the wrong path.
Appearance
Like most of pixiekind, Gniss retains the youthful appearance of her early adulthood: a thin, graceful, human-like creature the size of an ordinary ale mug. The most distinctive differences from a normal human, height aside, are her pointed ears, her translucent blue-tinged wings, her jet-black, too-big eyes, and her unsettlingly small pointed teeth. The latter in particular, a source of many (not-entirely-unfounded) myths about pixies, are responsible for the various tiny scars around her mouth, scars which will never fully heal.
In most other regards, she looks just like any ordinary human. Her pale, lightly-tanned skin is almost entirely covered by thick, warm, black clothes, leaving only her head unprotected. Her wispy, frequently unkempt brown hair falls to her shoulders, badly in need of a proper haircut.
History
Born to itinerant pixie parents, most of Gniss's early life was spent travelling from village to village, where her parents, along with those of her siblings who were old enough to work, would assist the inhabitants in exchange for coin and lodging. These were formative years, allowing her to gain a deep, practical knowledge of the land, and what she learned then still comes in handy to this day.
As it became apparent she was not as magically gifted as her peers, she was encouraged by her parents to seek employment in the guild as an adventurer, where her kind's natural abilities were very much in demand. She was quickly assigned the role of scout, using her quick reflexes and phenomenal strength to get in and out of dangerous situations by herself.
Her skill and efficiency were appreciated by her superiors, and all believed she was destined for greatness. Three years after signing up, however, she fell in love with a fellow pixie adventurer, and a few months later they were married. The marriage was to be short-lived, as seven months later her husband perished in a foolhardy solo mission. The details of his death are known only to her and the guild officials implicated in the mission, and she refuses to talk about it.
After a short grieving period, she attempted to resume her old job, but found she no longer had the nerves or the enthusiasm for it. After one particularly botched escape attempt, the once-fearsome scout requested to be transferred to vigil duty, a far less glamorous position.
Since then she has spent her time in the various outposts set up throughout the land, standing guard over mostly uninhabited land, watching for threats. Her current outpost is shared with an elderly giant, her only companion during the long, eventless days. While his hearing is failing, his eyes and remain as sharp as ever; together they watch over nothing.
Secretly, she wishes something would happen.
Combat
Like all pixies, Gniss is gifted with superhuman strength and speed, easily capable of throwing creatures ten times her size across a room and moving faster than any normal human could. While she can lift a normal sword and swing it, she lacks the dexterity to control it well, and so will often rather fight with her bare hands or with equipment specifically tailored to her size.
Strengths
Strength:
Gniss is phenomenally strong, even for her race. She can pick up any human with ease, deliver small but powerful blows which can pierce flesh, and tear doors off their hinges.
Speed:
When weather conditions are optimal, Gniss can fly as fast as any bird. This is extremely energy-intensive however, and she prefers running. Even then, her quick reflexes allow her to dodge much larger enemies and to dart in and out of battle faster than their eyes can follow.
Weaknesses
Confidence:
Her hesitant and indecisive nature makes Gniss only commit to fights she is almost sure she can win. One well-placed slap and she could die. As such, she will often hang around the outskirts of a fight, only moving in for finishing blows.
Weak:
Pixies are not very resistant creatures, and it doesn't take much to kill them. Their speed is often their only defence.
Expensive:
Combat consumes a lot of energy for small creatures such as Gniss, and she needs to eat big meals frequently. Extreme cold makes matters even worse, but wearing her warmest clothes is not an option if she wishes to remain agile.
Weapons
Fists:
Her preferred method of fighting. Gniss likes to either grab heavy objects and throw them at enemies or, when feeling bold, dives into the fray and grabs them directly. Repeated punches to the head can also provoke severe trauma.
Rapier:
When her bare hands aren't enough, Gniss takes out a rapier the size of a hairpin which she uses to puncture enemies with repeatedly. She is not a trained swordswoman, however, and would be bested quickly in a sword duel.
Miscellaneous
Gniss has taken to practicing frostfire as a hobby, but as with any kind of magic she is not very gifted with it. The best she can do for now is create a few ice cubes - perfect for a cold, cold drink after a cold, cold day.
Likes:
Straightforwardness, order, taking things slow, and a cup of piping hot tea
Dislikes:
Being dragged into things, people prying into her mind or emotions
 

Seraphina Kei Lacioni
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large.jpg

  • Introduction
    Nickname: Sera, Sara, Phi-phi(Fifi)
    Gender: Female
    Age: 23
    Sexuality: Bisexual
    Race: Half-human half-mermaid
    Original Realm: Glacion(Princess)



 
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Name

Basic InformationName: Matthias Seronan
Nickname: The boulder
Age: 27
Mental Age: around 17-19, as he's had little experience outside the Rolastan capitol and has kept a rather debaucherous lifestyle for quite a long time.
Physical Age: looks to be in his mid-to-late 30s by most accounts, due to his massive build and very masculine features.
Race: Earth Genasi
Sexuality: Heterosexual
Original Realm: Rolasta
Appearance InformationHeight: 7'4" (yes, seriously)
Weight: 270 lbs (not overweight for his height by any stretch of the imagination)
Hair: Dark brown, pulled back into braided ponytails at all times
Eyes: a deep, almost luminous gold. He lacks pupils like all Genasi, they instead see with their whole eyes with light hues of their eye colors in all they see, in this case gold.
Build: Lean, muscled in in peak physical condition
Complexion: quite dark indeed, even for a Rolastan.
Other Features: Dark gold markings all but covering his skin, bold, jagged lines that look as though they are tattoos. However, all Earth Genasi are born with them.
Ability InformationAbilities:
Earth manipulation: Able to morph and move rock, sand and dirt with their minds, all Earth Genasi are capable of creating anything from a near-instanteaous, sturdy hammer of rock to a small sandstorm in seconds with enough practice.
Earthly Fortitude: Genasi have very thick and tough skin, making it difficult for normal weapons or most creatures' bites, scratches and the like to do much to them. In addition, they are very resistant to poison.
Hardy: Earth Genasi have no need for food or sleep unlike most creatures.
oneness with nature: Genasi can heal any wound or illness over a short time simply by being able to be still in the sun.
Strengths: Very resistant to any form of physical damage, very physically strong, very adept at intimidation, very aware of his surroundings and very strong-willed.
Weaknesses: Magic of any kind, mental manipulation of any kind, seduction, alcohol, and laziness.
Weapons:
VS0004_2_l.jpg
Personal InformationPersonality: Stubborn, strong-willed and very focused on his values, Matthias always acts from his heart and does what thinks is right without fear or hesitation. He is not afraid to shed blood and will do so at the earliest sign of hostility, though he will never hurt those who cannot defend themsleves. Matthias tends to be stoic, stern and not very talkative with most, however the rare person he finds particularly pleasant to be around should be ready for far more words than they've ever expected from him once they get to know him. Matthias tends to take nearly everything seriously, but will joke and tease, again only with those closest to him. Matthias has a soft spot for those that try to make a difference, no matter thier methods or reasoning. It is well-known that he paid for a thief's release from the dungeons, for example, because he had seen that very man giving something quite expensive-looking a a beggar on the street a few days before he was caught. Matthias holds himself to a code of honor and tries to stay strong and optimistic through all things. He is an invaluable ally that is extremely loyal, strong and strong-willed. He tends to anger quickly however, which often ends in a disaster of some sort or another.

History: Born as the only child to an aging Rolastan king, having finally taken his queen near the middle of his life (as Earth Genasi often do as far love is concerned, being very careful and thoughtful with all decisions), Matthias underwent the parenting traditions that have been passed down the royal family from the beginning of time. This included hard physical labor every day starting at a rather young age, comprehensive tutelage in Rolastan history, literature, and language, and extended stays deep in the desert by himself in order to learn survival. In addition, he was trained at an early age in combat.

As if this was not enough, he was expected as soon as he came of age to attend all royal gatherings and speak at them, court aristocrat's daughters and always be out in public. The older he became however, despite being raised with the same tried and true values his family has always held their children by, Matthias always felt as though he did not belong.

He began to take a great interest in training and fighting, engaging in battle whenever he could from fighting bandits and thieves to entering the Grand Rolastan Arena with a disguise, becoming one of its most revered fighters. He did this partly as thrill seeking and party to escape from his mother's worsening health, the woman dying from an unknown disease in the middle of his teens. The king was stricken with grief and became very irritable and angry in Matthias's presence, causing the young man to leave home for a few months and devote his life to the arena, living in the barracks with many of the other fighters.

Eventually, the quite resourceful king found out about this, and in the midst of not knowing what to do with the boy, decided he needed a greater purpose for his skill in fighting. Matthias was able to reach a parley with his father, and now he fights as the commander of the armed forces. Little did he know until recently, the truest threats to his life would not be encoountered on the battlefield, but in the shadows when all was still.

Coded By || StoneWolf18 StoneWolf18
 
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Name

Basic InformationName: Ashagar Tearel
Nickname: Ash
Age: 32
Mental Age: 28
Physical Age: 30
Race: Elf
Sexuality: Heterosexual
Original Realm: N/A
Appearance InformationHeight: 6'3
Weight: 185
Hair: Deep, firey red.
Eyes: Green inlecked with gold.
Build: Toned, made for speed and dexterity with a hint strength in his arms.
Complexion: Olive
Other Features: Has several tattoos that grace his skin. Several of nautical symbols such as the compass or various sea charts, along with several names that have since been crossed out. Also adorns himself in gold jewlery of various taste and location. Don't ask about some, he will be more than happy to tell you about them.
Ability InformationAbilities: Swashbuckler- Spending his life on ships, Ash has the well trained ability to navagate small areas with ease and grace. Along with close quarters fighting, he is also apt at taking stock of the area and the way things can be used to his advantage.
Swordplay- Playfully trained from a young age, Ash picked up his cutless when he was very young. Hours upon hours a day he was found on the deck of his father's ship, swinging at air and practicing on old barrels. It was not long before the crew started to teach the boy, soon enough it was found his interest turned into talent.
Good Toss- While bored on long voyages, the young Ash took to a passed time that some of the "sailors" he was with took to. Knife throwing. If he wasn't swinging around his cutlass, playing cards, or various other things, he was throwing knifes with increasing accuracy at the mast of the ship. Now, so many years later, he can "pin a fly to a tree by its wings, and not kill it."
The quick and the dead- Can move as quick and graceful as can be. A lif of needing to move fast trains the reflexs, hones the legs, and strengths the arm. Strength not really being his strong suit however, moves like flowing water as he uses his opponets strength against them. Sometimes though, it doesn't always work.
Magica Novice- Does not actually know much in the way of magic, but can certainly learn if he finds a teacher.

Strengths: Can read situations and people with realtive ease, knows how to distract and charm his way to at least putting people on the back foot. Savy in trade and money matters. Apt at spinning stories, and hiding the truth by telling it. A damage dealer at heart, hit and run tactics are his forte. Dealing out as much as he can before retreating.
Weaknesses: Has no real defenses against either blade or magic, only really has any resistance to deiseases.
Weapons: Sinking Heart Cutlass- An old blade of his fathers, over the years has had it reforged and impoved. Annointed with a bit of Leech Magics, should the blade touch bare skin, cutting or not, it drains a bit of vitality from its target to its weilder. Not in the matter of healing, but in energy. Tiring his opponent while refreshing himself, making him only stronger the longer he fights while weakening his foe.
Thowing Knives- Simple enough, honed to a fine edge and point to make cutting throws or peircing throws do as they are intended.
Personal InformationPersonality: Arrogant, boastful, charming, and libel for a drink and good time. Though he is an oppertunist at his core, not one to stick his neck out unless it benifited him in some way, though not that he would tell anyone that. Especially a pretty face.
History:

Coded By || StoneWolf18 StoneWolf18
 

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