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Important Note: This is an RP that has been through a lot of history with me and one that I hold very dear to my heart. When I was newly starting out in RP, seven or eight years ago, this was one of the first RPs I've ever written and one of the first that I was really proud of. And now I would like to share this RP with everyone here, I hope you like it. =D
It's gone through a huge makeover and fixed up from the old mistakes I made while writing this. ^_^
I hope it's okay. *Bows*
Summery: Elyansia, a magical world filled with many races, however, an new war was rising, this war was foretold to be the reincarnation of the 'Legendary War' that took place four thousand years ago, a war that involved the Goddess, Lyra, and the Celestial demon, Ragnarok, the war that nearly destroyed all life on Elyansia. The world trembles in fear of the possible awakening of the new war, but alas, a seer revealed a prophecy that brought hope into the hearts of the people. 'When all hope is nearly lost, a group of brave souls, chosen by the hands of destiny, will rise to become the beacon of hope and smite the unholy divinity and a broken world will be reborn'. Join these heroes in this world of magic and war. These are the Tales of Elyansia.
Rules: (Based on other people's rules. Since I don't RP often, I'm out of touch with the rules, so here they are. Please follow them. ^^)
1. No God-moding. An example is an instant kill move that wipes out the entire field. I won't allow this even you ask so don't even think about it. >.>
2. You can play either good, evil, or neutral characters. Your allegiance is up to you. Please be sure of your choice before submitting it, it will not be changed after you made you choice.
3. Don't drastically change the plot. It will make other people confused and end up with arguments.
4. You control can control yours and the characters of others members, However, You CANNOT control their fates. Such as making them unconscious/maimed/dead or injured. Only the member who owns that character can do those things. Anyone else cannot.
5. No 20 people parties please. Please make short parties so other people will not have problems trying to remember numerous members' Roleplaying characters.
6. When posting about attacking or taking action on or towards another person, you can control their reactions a bit. But you can't control their fates or their decisions though. Only the owner of the character can do that.
7. You can have events leading up to drastic plot changes. Just not too soon or too confusing.
8. You MUST describe your surroundings and actions fully.
9. Healing only does so much..... it doesn't heal you completely. And you cannot bring people back from the dead since it's not really possible. Example: Aeris in FF7.
10. For magics, be descriptive. Insert magic words if you feel the need to. People don't scream 'fire 1' and it works. It sounds a little too weird. ^^U
11. Magic can cure smaller wounds, but if your arm is hacked off, you can't really make a new one. ^^;
12. No racism nor discrimination to ANY member of the forums taking part in the RP.
13. No verbal bashing.
14. No cussing unless it's in your character's personality. But no hardcore swearing. We do have younger members.
15. Remember, these enemies aren't cake or easy. No one, no matter HOW strong, can tear through hundreds of people/demons without rest, help, or a ton of support from magics or etc.
16. Absolutely NO one hit kills that cover a large group. That isn't fun, leave room for others to play.
17. No use of word abbreviations like 'u' or 'ur' because I hate it. Also, type full sentences. Occasional misspellings are okay, because I do that too, but don't make it a habit. USE SPELL CHECK!
18. Please do not use Leet. That is forbidden since some people will not understand and be able to carry on with the story.
Humans are the most common and well-known race known in Elyansia. Although humans are a young race, they have a mastery over machines and have mastered various fields of sciences. Humans are by nature are clever, inventive and strong believers in justice, as well as in their religious lifestyle with the Goddess as their patron deity. But sadly, humans are more vulnerable to dark emotions, which often led to war in attempt to sate their hunger for domination.
Of course, most humans though are loyal and proud, but there will always be those who will fall to such emotions as greed, hatred and even bloodlust. Humans are very curious creatures since they are more vocal and swayed with their emotions than any other race. Along with their superior knowledge in machines, science and many other subjects. Because this, humans cannot not use magic themselves, thus causing many generations of discrimination between the Humans and Magic-wielding races.
They have long since been on dangerous grounds with the Mahouni race, whom they had enslaved during the Legendary War. Due to the most recent unprovoked attack by the humans in what became infamously known as the 'Cluvern Massacre', five years ago, things have escalated drastically between the two races.
The Elven race is known to be respected and feared by many for their mystic powers that are said to even surpass even the other races that also used magic. Elves are known for their powerful magic, long life-spans, and their knowledge of many ancient mysteries that many people still do not yet understand. Due to their long lifespans, rumours say that they hold the secret of eternal life, so Elves had become very valuable bounty to the wealthy.
Since Elves are more intuned with nature, they do not often leave their lands.
Elves are very cautious of other races and their lands. Since Elves are the longest living race in existence, they had seen many things that others may have forgotten. Due to this, Elves are very leery of trusting people, making access to Glendall city very hard work.
To those who have the Elves' trust, they are treated with respect, just like others had respected the Elves, however, people who have the trust of the Elves should be careful not to lose it. Once you have that trust but then betrayed the Elves, they won't trust the same people again. Another rumour within the Elven clan, is that the royal family of the Elves have a well-kept secret that only those of royal blood can know.
A race that likes to live underground and within mountains (Especially volcanos). They are small with various kinds of beards, but looks are very deceiving. They are skilled blacksmiths, known for making some of the most powerful weapons and armour to ever exist. They can control the element of earth and fire with the greatest of ease. A rare few choose to abandon their underground ways in search for their calling in the world. Some decide to be merchants and most decide to become blacksmiths.
Dwarves are a very proud and passionate race, although they can be vulgar and rude at times. But they are fiercely loyal to their allies and even to Elves, who they have been on uneven ground with for many centuries. Although Elves and Dwarves have had their ups and downs and often on unstable terms, when they have a common goal, they become the best of allies.
The Nekoians tribe are a passionate nature-loving tribe. They are actually the most loyal of allies to the Elven race, since both races share the same druidic lifestyle and care deeply for their world and its natural beauty.
Since they are a cat-tribe, as their name implies, they can transform into deadly were tigers that can easily tear their enemies apart in a heartbeat, making them also feared and respected by other races. Most of the time, the Nekoian clan most of the time are in their humanoid forms, although they still do look like giant cats in appearance, it is easy to tell when they are in their Were tiger forms.
They love living in the woods and forests, since their passion for nature drives them to live far away from society like Elves live in the mystical woods of Glendall. They become easily angered when people harm their land or its living inhabitants, even though Nekoians are usually peaceful, they will easily get into a fight with anyone who harms even a grain of soil of their lands.
Moogi are fairies who make their living by using Alchemy as their forte skill, making potions, weapons and accessories that you wouldn't find from a Dwarves merchant or any other.
They are often skilled in both kinds of magic and only use it when their lives are threatened. Since Moogi have no war-like traits, they are almost as peaceful as the Fae Race. But they can learn how to fight when the time calls for their assistance. They are laid-back and enjoy living simple lives, often placid and carefree. You can sometimes find Moogi merchants in the cities of other races in order to sell their alchemic goods.
The Genji are very mysterious and they often live by the ways of the shadows of the twin moons. Living like Ninjas and Samurais, they have a strict lifestyle and have many traditional rules and laws that the Genji must obey. They are easily noticeable by their Genji-styled attire and their tattoos/markings on their skin.
They start their training from a young age to become deadly assassins, so by the time they reach adulthood, their bodies would be built to be agile, flexible and strong. Since Genji are trained to fight, they'll side with anyone as long as they have the money.
So they live like mercenaries, getting paid for any job that involves assassinating, murder and other dirty jobs that normally other people would be afraid of doing. They have learnt how to do a perfect murder without leaving any trace of evidence behind. Some do not agree with this way of life and become exiled by their clan, these wandering Genji will often go from place to place, finding a reason of existence...
Drakonites are a humanoid dragon race. They are noble and aristocratic race, they are often very proud, dignified and have a posh lifestyle. Although most Drakonites are very stuffy and arrogant, they are those who are, think they are equal to the other races, there are a few Drakonites, however, who do not agree with this way thinking. They also have a caste system that is defined by birth right and wealth. The upper level is where the Nobles and the Royal family lives while the lower level of the city is where the working class and poor slave away.
They can transform into deadly dragons that can crumble towns and cities, they also are more skilled in black magic than any other. They learn their dragon powers from a young age and most children often are able to transform into dragons from five years of age. Anyone who takes longer than that to turn into a dragon are often looked down upon, since it means that those who had taken longer to learn their dragon transformation means that they are half-Drakonite, which often leads to discrimination...
The Raibai race are humanoids who almost seem human, but have rabbit ears instead of human ears. As people might have guessed from the Raibai's ears, they are very fast and agile creatures, some say they are almost uncatchable to the eyes. They are very knowledgeable as well, curious by nature, they try to uncover secrets that have not yet been discovered by becoming scholars. Most Raibai though are merchants, who are very good at this line of work.
Since the Raibai race live within the Faine region, which is a large desert, much bigger than any other, they know how to survive in the desert and how to use it to their best advantage. Although Raibai are quite friendly, a thousand years ago, they decided to take a neutral position to neither help nor attack any of the other races when the legendary war took place, ever since the aftermath of the war, Raibai had been discriminated for their cowardice which leaves them in a bad-light despite their reasoning for not taking part in the war. They are ruled by a Sultan, their equivalent of a king.
The Mahouni are a race of Summoners, those who powers could rival those of gods. They could summon spiritual guardians from the elemental sources around them, like water, air, fire, etc. Some Summoners have been known to make pacts with the Holy Summon Spirits, those who accomplish this are called 'High Summoners'.
Mahouni are also born with small horns on their forehead, the purpose of these horns was to communicate with the Summon Spirits who continue to speak in the ancient tongue of ancient Elvish. In the ancient past during the 'Legendary War', enslaved Mahouni were cut of their horns to be used as hoax medicine or a way to obtain the power of a summoner, neither of them worked.
As a magical race, they created a world-famous academy that Mahouni and all children who can use magic, go to learn magic and summoning.
During the Legendary War, the Mahouni were treated like slaves and cattle by the Humans, they were often drafted to fight in the war due to their summoning powers. However, when the war finally ended, the Mahouni declared independence from the humans and made their own capital within the Prisma Region.
So humans and Mahouni normally isolate themselves from each other due to their shared hatred for each other. Although Elves and Mahouni don't get along either, they can tolerate each other better than they do with Humans. As past grudges seethed between the two races, the most recent attack on them, the 'Cluvern Massacre' that took place five years ago, has caused an uproar in the among the Mahouni, what made the wound even worse was the ones responsible for the attack was the Humans.
The Fae are a bird-like clan, mostly human most of the time, they can transform into giant birds or just sprout their wings. Since they are essentially bird-like in nature, they love high places like the Ayralia Mountains which are the largest mountains in Elyansia, so they made the mountains their home and the heart of their kingdom is built within the highest of the Ayralia Mountains.
The Fae hate fighting and try to avoid any wars or conflicts at all costs, they are mostly skilled in white magic and defence magic, making them the greatest of white mages in the world.
The royal family of the Fae clan also have a deep secret that only they know, just like the Elven royal family.
Countries/Regions (You can make up towns and villages of your liking if you wish, but there will be cities where various races live together. ^.^)
Captial: Nekoi City
Aztoma is the motherland of the Nekoian Race. It is a vast jungle filled with tropical flora and fauna, it is also known for its swamps and unique unpredictable climate. Only the truly brave and the natives of this jungle can easily pass through this with ease.
This jungle was once home to a great Nekoian clan that remained as leaders of the Nekoian clans for over four hundred years before its grand era ended when the new clan took over as High Chieftain.
The rulership of the Nekoians is decided by spiritual and physical trials that take place every a hundred years when all the tribes of the Nekoian come forward to claim leadership from the current leading tribe.
This event is known as the 'Tests of Makar', Makar was the first high chieftain who guided his race back to the road to recovery after the 'Legendary War', he also founded the Nekoian capital, Nekoi City. He was considered the greatest and wisest Chieftain Aztoma has ever had, thus the trials were named after him to honour is memory.
Aztoma Jungle is as beautiful as it is dangerous, outsiders beware...
Capital: Glendall City
Felmoss Forest is a lush and ancient forest that takes up nearly most of small country that it shares with the Prisma region. It is the native homeland of the Elves that have lived there since the dawn of time. The forest itself is home to unique flora and fauna that cannot be found anywhere else in Elyansia, this is because the forest remains pure and untouched by man, thus the forest remains unchanged and its wildlife and plantlife is protected.
It is rumoured to be home to the Summon Spirit of the Forests, Nymph, as the forest is filled of spirits and mana-filled air
Although usually serene and calm, it is also home to predators who usually attack outsiders to the forest who would harm it. They are surprisingly docile around Elves though, it is believed because the Elves had lived alongside them in peace for so long, they never see them as a threat.
Because of their druidic ways, they often make their homes deep within the forests and make their buildings within the trees and living inside them while allowing the forest to continue flourishing. They have a large library within their city that holds ancient documents about the Legendary War, among other well-guarded records that time had long-since forgotten.
Capital: Zanark City
Zanark city is known as the 'City Of Water' in the ancient tongue. This vast empire compasses most of the land it owns. It has the most advanced cities in Elyansia that is powered through mana (which is the most effective source of energy for their technology). They use the water around the city as another alternative of power when their sources of mana is low, but yet they still hunt for mana as it is the most effective and stronger energy of the two.
Some people believe relying too heavily on mana-powered machines could cause irreversible damage to Elyansia and the 'Manastream' that is the lifeblood of their world, yet their warnings fell on deaf ears.
The Zanark Empire prides itself on its army and amazing machines, however, they haven't been able to use either of them as they haven't had a war in thousands of years.
Although Zanark city relies mostly on mana-powered machines nowadays, some people still use the waters that they were originally famous for to harvest fish at their ports and use the aqueducts that flowed around their city as a source of fresh water and as a laundry pool. As Zanark's stone turns slowly into steel, people cannot help but feel that their city was going under a metamorphosis, only time will tell if this change will be for the better or worse...
Capital: Stoneforge City
Mount Ore is the tallest volcano in the world and is always active, but the Dwarves make their home in Stoneforge City deep inside the Volcano, so they are safe from the constant eruptions that happen within the summit of the volcano.
They are able to mine their ore and minerals from inside the volcano, always making a maze of tunnels that goes deep underground, even below the volcano itself.
As they live inside an active volcano, they are able to divert most of the lava by using lavaducts that can be seen all around the city. The Dwarves speak in an heavy accent and are natural lovers of ale and beer.
Capital: Jamubai City
The Faine region is mostly comprised of a giant desert that is not only merciless to travellers but one of the most hottest places in Elyansia. The desert itself is called 'Sunder Desert', those who can pass the treacherous desert lands will come to Faine region's crowing glory, Jamubai city, a giant city that stretches from the edges of the Faine region to the first quarter of their lands.
Due to Faine region being completely surrounded by sand, there are very few spots where water can be salvaged. Such as Jamubai's oasis which is where the city first founded itself as it began to build their grand city, thousands of years ago, and still thrives to this day. All other sources of water have to be imported from other cities outside the Faine region, their most important trade route is with Zanark City.
The Rabai use old magi-technology that was forbidden by the Holy Scriptures of Lyra in order to survive better in the desert, however, unlike the people of Zanark, they only use the technology they have in small amounts and do not rely on it all the time. Some had even argued that the technology used in Zanark and the ancient Magi-tech are not that different from each other at all...
Jamubai has a coliseum that is used to entertain the Sultan and the spectators with heart-pounding matches. Long ago, these matches were 'Death Matches' and a way of executing prisoners and criminals. However, one of the Sultans a few hundred years back decided to change that. It is now where coliseum tournaments are held yearly and the death penalty is removed from all matches.
Capital: Kutai Kingdom
The Genji Islands are secluded and isolated from the rest of the world, the only ones allowed to enter these lands were usually the Genji themselves and sometimes the leaders of the other races in Elyansia during peace-talks with the Kutai Dynasty. The lifestyle and culture of the Genji is drastically different from the rest of the world. Their oriental clothes and architecture is the envy of the world.
The Islands themselves are untamed and carved in such a way that it makes the perfect training ground for the Genji to train their young in the ways of their clan.
In one far part of the islands is a tower that reaches up to the heavens, the Abyss Tower. This tower is used to challenge their young as a final test that would put all their training to use, with monsters that had long since infested the tower and a strange purple fog that causes hallucinations and tricks the mind, it is the perfect place to prove their worth.
However, the Abyss Tower had been around from long before the 'Legendary War'. What is this tower exactly? Who built it? What was the Abyss Tower's original purpose?
Capital: Layruna City
The Ayral region has the tallest mountains in all of Elyansia and among the highest of them rested the Capital of the Fae race, Layruna. A city within the mountains that had been carved and built inside and around the mountain-range of their home, creating beautiful works of art that is called their homes.
The royal palace, rested within the center of the mountains, carved and built on the summit the floating island of 'Wingcrest Plateau' while their world famous observatory could be found at 'Starlight Plateau' due east from the main city.
Since the Fae do not have a fear of heights, they can easily live in buildings that are hung completely by the ceilings of the mountains that have been dug and carved through.
The Fae live a druidic and nomadic lifestyle which shows in their culture and everyday life. Like the Felmoss Forest, the Ayralia Mountains are alive with spiritual energy and the air filled with mana, they usually hold small holy events yearly to thank the spirits for watching over them.
Since the Fae believe in the Summon Spirits more than Goddess Lyra, they do not follow the Lyra religion at all, like the Mahouni, they offer their prayers to the Summon Spirits whom they believe are the guardians of Elyansia, watching over and protecting the Manastream, the lifeblood of the planet.
Capital: Lupita City
Kalipo Islands are a set of islands, south-west from the Faine region. While they just look like islands overgrown with trees, it is actually the homeland of the Moogi, protected by a illusionary shield that keeps outsiders out of their lands. Beyond the shield, you will find a bustling and alive city that is made up by all the islands, all the islands are connected by wind-powered trams that are connected by strong vines.
Like the Elves, the Moogi made their homes within the trees and do all the alchemy at one of the islands that contains the 'Lupita Alchemy Labs'. As merchants, they use small boats to travel to either Zanark, Jamubai or Nekoi city to sell their wares and then return home. They have a statue dedicated to Eikona La Lupita, one of the greatest alchemists that ever existed and was a fellow Moogi who founded their home on these islands.
Capital: Eskar City
Very much like Zanark City, Eskar City has also followed the trend of humans and walked along the path of using technology, hence Eskar has steampunkish atmosphere, with their old stone slowly changing to steel, smoke is visible from newly made factories with flying blimps now as frequent in the skies as the Drakonites when they are in their dragon forms.
Due to their caste system, they have two different classes of Drakonites. The nobility and members of the Royal family live in the upper layer of the city where the royal palace is. And on the lower layer is where the working class and poor Drakonites live. Their clothes and lifestyle also differs depending on where you live in the caste system.
One of the things that Eskar is world famous for is their opera/theatre house, where operas and plays are preformed by talented actors and singers throughout the world.
Capital: Magica Sari
This city is an independent city that was built by the Mahouni race after the end of the Legendary War by its founder, Felt Blanchemont. The Blanchemont family had been the ruling family that watches over and governs their city since its beginning.
While there are some who are not satisfied with this and desire to have their family rule the city, the majority of the Mahouni people love their age-long rulers and are more than happy to remain under their leadership.
It's nowadays world famous for its Magic Academy that young children from the Mahouni race and other magic-using races to learn both kinds of magic and for the Mahouni their summoning artes. It is has also become a good trading hub, since working alongside the Moogi, they have become a leading supply of potions, magic books, magic-enchanted gear and weaponry.
In the wake of the Cluvern Massacre five years ago, nearly all members of the Blanchemont family were killed during the chaos. However, one member of the family survived: The youngest son of the Blanchemont family, Rune. This caused an uproar within Magica Sari and demanded justice for the senseless bloodbath, causing the deaths of many Mahouni that lived in Cluvern Village, a peaceful settlement on the outskirts of the Loire region, it was an attempt on the Mahouni's part to amend the deep grudges held between the two races and work towards building a new friendship.
However, in the wake of this attack, it seemed that bridge seemed as distant as ever. The last surviving member of the Blanchemonts has recently taken up his family's duty to become the new Governor, it is unsure though what he will do since he was a victim of the unprovoked attack.
A mysterious icy wasteland that has been abandoned for untold centuries. There are ruins of a city made of ice and a giant temple deep within the heart of this region. Yet no one today knows which civilization had lived here previously before they disappeared.
What can be said from the records and artefacts found was this place was a religious holy land that worshipped the Summon Spirits as Guardians of Elyansia, very similar to the mind-set that the Fae have.
They also discovered Ice-Salt on this land, which is a proven natural medicine that could cure all kinds of fevers including the kind of fevers that could kill people if not treated properly.
Isle Of Mana
No one knows what lies on that small island, an eternal wall of clouds shields it from anyone who dares try to enter inside, all who goes inside the wall of clouds, never returns...
Important Terms (More of these will be added during the process of the RP =D)
Spiritual Guardians of Elyansia that protect the Manastream, the lifeblood that flows through the world. Each one is responsible for a certain element. When a summoner makes a pact with a Summon Spirit, the Summoner is bound to vow of their choosing and always uphold it. If this vow is broken at any time, the pact is broken.
The list of Summon Spirits along with the month in the Myrrh Calendar they are most active is as written here:
Origin, Weaver of Time and Space ~ (January)
Sylph, Messenger of the Winds ~ (February)
Gnome, Servant of Mother Earth ~ (March)
Nymph, Nurturer of Nature ~ (April)
Undine, Maiden of the Mists ~ (May)
Rem, Keeper of the Holy Light ~ (June)
Aska, Phoenix of the Rising Sun ~ (July)
Ifreet, Lord of the Immortal Flames ~ (August)
Volt, Hammer of Godly Thunder ~ (September)
Shadow, Envoy of the Dark Abyss ~ (October)
Maxwell, Father of all Elements ~ (November)
Celsius, The Disciple of Everlasting Ice ~(December)
The calendar which Elyansians use to tell the seasons, months and days. There are twelve months and each one has one Summon Spirit that is most active during that period of the month. These became known as their Celestial starsigns, Elyansians believed that they would have good luck during their month of their birth with blessing of the Summon Spirit that watches over that particular month.
The currency of Elyansia.
A natural miracle medicine for fevers that can only be found in the Shivan Region. They are usually very expensive due to the long journey it takes to deliver them in good condition, world-wide.
Despite its name, these nine small red teardrops that shine like rubies are extremely dangerous and corruptible. They act as the nine keys that sealed away the Celestial Demon Ragnarok, should they be used to awaken Ragnarok, it could very well spell the end of Elyansia. The Tears hold untold powers even in their seemingly harmless state. Long exposure to holding or even looking at one can corrupt a person's mind, twisting into that of a willing pawn of Ragnarok.
All nine have been sealed away in secret to ensure no one knew how to locate them from their nine hidden locations. However, there is an old record hidden within the grand library of Glendall that holds the clue to finding the Ragnarok Tears.
Magi-tech was an incredibly advanced technology is used exclusively in the Loire Empire/Region. It uses the essence of mana as a source of power which is considered by wrong, beleiving that it would kill Elyansia slowly from the inside.
Druidic and tribal races like the Feils and Fae stay far away from Magi-tech and stick to their old ways. They are some rumours the Magi-tech and the ancient Elysian technology salvaged and used by the Raibai that was considered forbidden by Lyra in the Holy Scriptures of the Lyra Religion are the one and the same, but there's not enough evidence to prove this.
Summon Spirit Ritual
This ritual is used when a summoner creates a pact with a summon spirit. A vow is made between the summoner and Spirit before it is sealed. But they must also fight each other first in order to find if the summoner is worthy of the pact.
The Abyss is a giant void that separates Elyansia from the realm of Demons, it is also where souls go to wait rebirth once the Manastream purifies the soul ready for reincarnation. The Summon Spirit, Shadow, acts as the gatekeeper and protector of this realm, to stop any Demons from escaping. There are some myths that speak that there is a connection between the Abyss and Abyss Tower, the pre-Legendary War tower that reaches to the heavens. Could this myth be true?
The very lifeblood of this world. and where those who use magic and summon the Summon Spirits gain their powers from. Mana is more important to life than water, without it, the world couldn't live on and the balance of Life & Death also needs Mana too.
Balance Of Life & Death
"Life and Death are two sides of the same coin. There can be no life without death and there is no death without life."
The Balance of Life & Death as it is known, is a natural system that Elyansia needs to keep life flowing around the world.
The system is simple, when a person dies, their soul is carried to the Manastream, cleansed of their past life and expirences before being sent to the Abyss, a separate void, before being reborn back into the world once more to gain new life and expirences.
The old life and expirences are given to the Manastream to replenish and continue giving new life, and thus creating new souls.
However, the balance itself must be kept in perfect sync with each other, should there be too much life and not many deaths, new souls cannot be born and the manastream would eventually run dry. If there is too much death and very little life, the Manastream would not hold them all and overflow, causing the manastream to bleed out like an internal wound, eventually causing the world to die a slow and painful death.
So, a perfect balance between life and death must be kept in order to keep Elyansia alive.
A river of life that flows around the world. In an sense, it is like the bloodveins of Elyansia and it is here where souls leave the stream after being cleansed and reborn back into Elyansia as a new life, be they humanoids, animals, plants or even monsters.
The Cluvern Massacre is a tragic event that occurred five years ago. The Zanark Military launched a genocide attack on the Mahouni village, Cluvern, that was being built as a step forward by the Mahouni in order to try and build a new friendship with Humans, whom they had a rift with since the Mahouni were enslaved during the Legendary War. The attack came with no warning and it left a bloodbath in its wake. Only a few survivors, including the last living member of the Blanchemont Family, who were the current rulers of Magica Sari at the time, had lived to tell the tale.
This has caused the rift between the two races to become much bigger and the Mahouni people demanded justice for what was done that day. Five years on and the sting of the attack remains...What was the reason behind the attack? Why murder innocent Mahouni who were just building a settlement on the outskirts of the Loire Empire?
The Tainted Ones
In old scrolls and documents from the Legendary War era, there were records that speak of a group of individuals from all walks of life and races that sided alongside the Celestial Demon, Ragnarok. Condemned by the Church Of Lyra and the Lyra religion, these people became known as the 'Tainted Ones'. It is unsure what happened to them after the Legendary War after Ragnarok was sealed away, it is possible that their descendants could still be alive today, if they haven't been hunted down by the Church of Lyra first...
The Legendary War
The Legendary War is an worldwide event that once almost ended all life of Elyansia, four thousand years ago. It is unsure what really happened during the war, since most records of that time were lost in the chaos. Nowadays, the only record that told of the War was written within the Scriptures of Lyra. However, not everyone accepts this to be the truth. Rumours say that there are hidden records of the events hidden somewhere in the world, some believe they are in Glendall, other believes they hid somewhere in Aztoma, or locked within the depths of the ancient Prisma Library. It is one of Elyansia's greatest mysteries...Perhaps one day, the real truth will be revealed. It has been predicted by a Fae Seer that the world could face a reincarnation of the Legendary War, and see the awakening of the Celestial Demon from his slumber, only time will tell if the Legendary War will once again be waged, not by gods this time, but by mortal hands...
The Twin Moons of Elyansia: Soluna & Faluna
The Twin Moons of Elyansia are sacred to the Genji and Fae race as they hold spiritual enlightment to their cultures. Soluna, the largest moon appears only in the day while Faluna only appears at night. The moons rarely appear on the same day, only once a year will the two moons cross over each other for 24 hours before separating again. This event is called the 'Lunar Cross'. For the Genji, they see the moons are a way of balancing themselves in a symbolic sense, allowing them balance their body and mind to achieve a higher power and knowledge. The Fae study the moons as part of their astrology since they have the only observatory in the entire world. They also hold spiritual importance to them, believing that during the 'Lunar Cross' the Elder Druids can achieve foresight and see the future for a brief moment.
*More information on the Genji race has been added in the race section*
*More information on the Mahouni race has been added in the race section*
*More information on the Ragnarok Tears has been added to the Important Terms section*
*Five Characters per Member are now allowed*
*MAIN RP IS NOW OPEN*
*Taka Uchiha's Villain Group 'The Angelus Knights' is still open for members. Two slots remaining*
Please use this character sheet to describe your character. You can have up to five characters per member. Yup, I've increased it slightly, but that's all for now. =P
Code:Basic character info Name: Alias/nickname: Gender: Age: Celestial Star Sign: D.O.B (Myrrh Calendar): Race: Birthplace: Occupation:~0o0o0o0o~Physical Description Appearance: Eye colour: Hair colour: Clothing: Weaponry: Personality (Allowed to be modified through the RP): Brief Personal Details/History ( Can be optional when you can explain during the RP):~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Name: Crest Zelpher
Alias/nickname: Midnight Thief
Celestial Star sign: Celsius
D.O.B (Myrrh Calendar): 1st of December
Birthplace: Unknown, but was raised in Zanark City
Occupation: Thief & Treasure Hunter
Eye colour: Sky Blue
Hair colour: Sandy blonde
Clothing: Same as in the picture =D
Weaponry: Twinblade/Butterfly Blade
Personality (Allowed to be modified through the RP): Kind-hearted, friendly, Cheerful attitude, acts before thinking, has strong sense of justice and likes treasure a lot. =3
Brief Personal Details/History ( Can be optional when you can explain during the RP): Crest is a young thief living in Zanark city. Being an orphan for most of his life, he has become very skilled in thieving and stealth which is his only means to earn money to survive, this had given him the nickname the 'Midnight Thief' by the victims of his thefts, as he steals stuff from their homes during midnight. He does not recall his parents nor how he got to Zanark, but regardless of wanting to know, he never talks about it, not wanting to chase after ghosts of his past that he hardly knew.
He was found by a retired thief, Lance, and a group of warm-hearted orphans at an young age and was raised along with them. They were all thieves and lived by their moto which is 'steal only what you need', since they only stole from people in order to survive. They live inside an ruined abandoned mansion in Zanark that was used as their home.
By nature, Crest is a very friendly person with a good heart, but he tends to be very stubborn and act before thinking things through, which is dangerous for a thief. Although he is a good natured kid with good intentions, his greed for treasure does tend to cause him more trouble than it is worth. He considers the group as his family and is willing to do anything to keep them safe. But his life takes a sudden turn when he meets an elven girl, little did he know of the adventure that awaited him outside of the city's walls.
Name: Faru Teldrassil
Celestial Star Sign: Nymph
D.O.B (Myrrh Calendar): 12th of April
Birthplace: Glendall City
Occupation: 2nd Princess of Glendall
Eye colour: Aquamarine
Hair colour: Greenish blue
Clothing: Same as the picture above =)
Weaponry: Ivory wizard staff
Personality (Allowed to be modified through the RP): Kind-natured, courageous, always willing to help others and putting others' well-being first before her own safety. She is somewhat na´ve with a strong sense of duty.
Brief Personal Details/History ( Can be optional when you can explain during the RP): Faru is the second Elven princess of Glendall and the Elven race, which is in the very heart of the Yumir region. Unlike most of her kin, Faru leaves the safety of her lands to venture into the unknown world that awaited her, due to a mysterious dark plot to steal the 'Ragnarok Tears' that she overheard inside the palace.
She first arrives into Zanark, in order to warn the Emperor of Zanark of the dark plot. During her time in Zanark, she encounters Crest, the young human thief who would soon join her journey.
Faru is very sweet and kind-hearted, despite the Elves' usual cynical views on the other races, Faru does her best to get along with anyone she meets. She is always willing to help others and always puts others' well-being first before her own, regardless of what race they are. She has a very na´ve attitude towards new things that she had never seen and can been seen as an air-head to many. However, she is unyielding once she has put her mind on to something and is determined to carry out her duty as a princess to protect not only her people but all of Elyansia itself from the threat of war and the Ragnarok Tears that could cause more destruction than anyone could imagine.
Name: Rune Blanchemont
Alias/nickname: "Young Master" (by Jasper, family butler)
Celestial Star Sign: Maxwell
D.O.B (Myrrh Calendar): 5th of November
Birthplace: Magica Sari
Occupation: Governor Of Magica Sari
Eye colour: Rusty red
Hair colour: Silver
Clothing: Same as the picture
Weaponry: Mana Cards (Ignore the knives in the pic XD)
Personality (Allowed to be modified through the RP): Generally friendly and good-natured towards people, however he does carry a heavy grudge towards the humans that live in Zanark Empire, more specifically the one responsible for the massacre that took the lives of his entire family and the Mahouni who had been starting new lives in Cluvern. Forced to mature and grow up in order to become the leader that his people needs since the attack left them lost and divided in opinions when it came to the humans. Although he does not show it, Rune suffers from self-doubt and lack of confidence about his leadership, but he is determined to honour his bloodline, to protect and guide his people down the right path, putting aside his own selfish urges for revenge, to prevent the same tragedy from repeating ever again.
Brief Personal Details/History ( Can be optional when you can explain during the RP): Rune is the young Governor of Magica Sari and the last remaining member of the Blanchemont family, a proud line of Mahouni that descended from the founder of their nation four thousand years ago, Felt Blanchemont. The rest of his family were victims along with many other Mahouni who lived in Cluvern village at the time, the attack came without warning and only a handful of survivors in its wake after the bloodbath, Rune included. Since then, he had been kept within the boundaries of his homeland, and studied his Summoning arts at the Magic Academy. Even from a young age, his connection with the lesser elemental spirits was impressive.
At the tender age of sixteen, he took on the mantle of becoming Governor of Magica Sari, loved and admired by the people, he does his best to guide and protect his kin from any new threats from Zanark (or at least it's military who was responsible for the Cluvern Massacre) or any other outside threats. He is advised and protected by the family butler, Jaspar, a loyal member of staff who is also a capable fighter despite his old age. He still believes there is hope for co-existence between the two races, despite the massacre and what rumours that were spread among the Mahouni community. However, he still holds a deep grudge towards Humans and will not show mercy to the one who ordered the attack at Cluvern five years ago.
Name: Yuca Collabel
Celestial Star Sign: Sylph
D.O.B (Myrrh Calendar): 14th of February
Race: Half-Fae/Half Human
Birthplace: Dusk Village (but was raised in Twilight Observatory near the capital)
Eye colour: silver-grey
Hair colour: Silver
Clothing: Same as picture but he has thin-framed smart glasses. =3
Weaponry: A druid staff
Personality (Allowed to be modified through the RP): Yuca is a kind and mature young man that always helps out those in need. Due to being raised within the Twilight Observatory, he has developed a mature disposition, always keeping calm and collected in any situation, often being the voice of reason. Although he does express childlike curiosity and naivety when he sees foreign things outside his homeland. Growing up under the moral code of the Fae, he loathes violence of any kind and often seeks to reach a peaceful outcome, but he will fight as a last resort if all else fails.
Brief Personal Details/History (Can be optional when you can explain during the RP):
Yuca is a Fae that was born in Dusk Village, a small Fae settlement on one of the lower mountains of the Ayral region. He lived there with his mother, since his human father who had loved his mother after she saved him when he fell from one of Ayrallia's mountain roads, had passed away a few months before he was born.
He was often teased and bullied by the village children because of his half-blood heritage, however he was still able to grow his own wings and use them in flight, although he cannot transform into a giant bird like the rest of his kin could. As a young child, he showed great skill in white and defence magic, he even was able to use some nullification spells that were considered not only hard to use but also forbidden to use among the Fae folk. When his skill reached the ears of the High Druids of Twilight Observatory, they asked his mother to allow them to take their son to Layruna City where he can learn to become a druid.
Druids were respected in their race, as they were considered the best healers and scholars in all of Elyansia, so his mother accepted, thinking of her son's well-being. She loved her son, but knew he would have a better life at the Twilight Observatory. So Yuca moved to the city where the elders of the Observatory became almost like a second family to him, since they did not see his heritage as a crime as everyone else he knew seemed to believe. He often still visited his mother by flying across the mountains to visit his mother. Growing up there for a majority of his life, he lived a scholarly lifestyle, never really fitting with the other Fae children due his inferiority complex.
His skill in white magic and defence magic grew more powerful as he got older, he was praised to being a young prodigy in white magic and would indeed become a great druid, although Yuca seems to doubt this as he still believes his half heritage is a curse and lacks the skills needed to be a great druid. He also suffers from Hemophobia (Blood phobia), something he had developed after he accidently broke one of his wings during a flight gone wrong when he was very little. He also seems to be very hopeless at reading maps and has awful navigation skills. During a diplomatic mission to the Yumir region that he had been assigned to by the Elders, he ends up getting dragged into Faru's own secret mission.
Name: Kiran Cross
Alias/nickname: The Silver Dragon
Celestial Star Sign: Aska
D.O.B (Myrrh Calendar): 30th July
Race: Half-Elf, Half-Human
Birthplace: Leafe Village (On the borders of the Yumir region)
Occupation: Member of the special elite force known as the 'Angelus Knights', an exclusive force only available to the Commander alone.
Eye colour: Green
Hair colour: Black
Clothing: Same as picture.
Weaponry: A golden lance with white symbols engraved on the pole of the lance.
Personality (Allowed to be modified through the RP): Kiran is cold, unfeeling and has no remorse for the lives he takes away. He does a lukewarm nature when around his fellow members of the Angelus Knights or his Commander. Being prejudiced by others during his childhood has left him bitter and unforgiving to those who cross him. He shows unwavering loyalty to his Commander and will obey any order given from his Commander, he would not obey anyone else.
Brief Personal Details/History (Can be optional when you can explain during the RP): Kiran is a young half-elf who had been raised by his elven mother for most of his earliest years. His absent father left them to fend for themselves when he realized his mother was with child. As a child, his ability to use magic was surprisingly well-developed, despite his human blood dampening his elven blood. So he wasn't as skilled as other Elves when it came to magic. Even in the small village on the outskirts of Yumir region, he was bullied and horribly abused, both physically and mentally. This was how he came self-teach himself how to use a pole as a weapon of self-defence and later on a lance.
When he turned eleven years old, His mother eventually fell ill to a sickness that would of been cured, but the owner of the shop who sold the medicine refused to sell 'Ice-Salt' to him due to his half-blooded heritage. Thus his mother passed away, without any hope of recovery without that medicine. This left Kiran heart-broken and bitter towards everyone, both Elves and Humans alike. He had felt lost, feeling he had no reason to live, he left the village that he came to loathe and searched to find a reason for live on.
When he arrived at Zanark, it didn't take long for him to get into trouble with the Military, accidently showing off his self-taught techniques with the hand-made lance he made himself along with his magic. He was caught after putting up a tough fight against the soldiers, due to his half-blood, he would be denied the chance to appeal for his life.
However, that was when the Commander of the Zanark Army appeared, he offered a deal with the young Kiran: Join the Zanark Military and your offences will be forgiven. Since he had nowhere else to go and lacked a reason for living, he decided to accept the offer, thus becoming part of Zanark's military. Over five years, he had been crafted into a perfect solider, he soon became one of the best lancers their army ever had. However, although his superiors and fellow soldiers made his life a living hell when he was still just a lowly grunt, he didn't let their words faze him. After all, he had closed off his emotions after his mother's death, thus showing remorse or regret for the lives he had taken. In his eyes, they were no different from his filthy father who abandoned them before he had even been born, or the Elves who had persecuted him for just being alive and willingly let his mother die when she could have been cured. He was promoted by the General to become a member of the Angelus Knights when he turned fifteen years old, a special elite force separate from the rest of the army.
Over the fifteen years, however, his initial distrust for the General of the Zanark Military gradually changed to respect and then turned into admiration. One that could only be ordered by the General and him alone. He now holds unyielding loyalty and devotion to the General, who he deemed was nothing like the Humans or Elves that he despised. He follows him no matter what his orders are, and will carry them out without hesitation.
Name: Kiram Issusha
Celestial Star Sign: Ifreet
Date of Birth (Myrrh Calendar): 5th of August
Race: Half-Mahouni, Half-Human
Birthplace: Outside Zanark City
Occupation: Explorer and former thief
Kiram stands at a height of 5’ 9”.
Eye Color: Yellow
Hair Color: Light brown
Weaponry: Double-edge sword along with summoning cards. With the summoning cards, Kiram is able to summon a lesser Fire Spirit. This Fire Spirit is weaker than the actual Summon Spirit, but forming a pact with them works the same way and only if they deem the summoner worthy of their power.
Personality: Kiram is a spirited young man and loves adventure. It’s rare to see him staying in one place for very long and because of this he can come off to be impatient and unpredictable. He can have a temper at times, especially when he is impatient or eager, so when he blows up, usually others would have to calm him down. Despite this, Kiram is kind and respectful to others and willing to learn anything new, especially when it comes to summoning and Summon Spirits. He is very confident in his abilities in battle, having to form a pact with a lesser spirit during his travels, and makes sure to protect those close to him.
Brief Personal Details/History: Kiram could barely remember his early childhood and of his parents, whom he knew perished in an accident when they visited Zanark City. His mother was a kind Human, while his father was a strong-willed Mahouni and along with Kiram, they lived in their small home outside the city of Zanark in secrecy. They lived in harmony like this, Human and Mahouni together, but it soon ended when Kiram’s parents passed away from an incident that occurred in one of Zanark’s many harbors. Kiram was left alone at home and as hours passed, he journeyed into the city in search for them. When word got to him about the accident in the harbour, Kiram made his way there in case his parents were there since they always went there for his favorite seafood. Unfortunately, he witnessed his parents’ bodies among the other corpses and was in tears. He wanted to run to his parents, but the other civilians would not let him go to them, so Kiram ran off, trying to return home. Soon he became lost in the maze of streets of Zanark and wandered endlessly for somewhere to retreat to. Eventually, he bumped into a band of other children and seeing Kiram lost, they took him in with them.
That day was when Kiram’s life as a thief began and he lived with the orphans under a man named Lance. Kiram’s days grew brighter after that, easily getting along with the other children and soon becoming part of their family. Slowly he began to forget about the death of his parents and continued to dream about the future. As Kiram grew older, he learned of his roots as a half-Mahouni after infiltrating one of Zanark’s many databases that kept records of its civilians. His mother was recorded in there since her birth and so was his father, but not until his death, which they classified him as a Mahouni after investigating his body. When Kiram returned to his family, he told Lance that he wanted to learn more about the Mahouni and then traveled from Zanark to Magica Sari. He hoped that with his Mahouni blood, they would accept him. It was a challenge at first once he arrived at the Mahouni capital, but persistent as he is, Kiram was able to gain the trust of the Mahouni people.
From Kiram’s teenage years until he was around twenty years of age, he was under the tutelage of an old Mahouni man in the Magic Academy, learning the ways of magic and summoning. Even though he struggled with most of the assignments, he found that the Summon Spirits fascinated him the most and vowed to one day form a pact with them. As he was about to graduate, Kiram received a ruby stone from his instructor, a fire spirit’s soul. It was a combative test, one that proved to be the most difficult for Kiram. After hours of fighting the spirit, Kiram finally came out victorious and was able to use it for summoning. After barely completing his studies from the academy, Kiram went out in the world to explore the temples of the Summon Spirits, hoping to form a pact with one. Because of his celestial sign, he wanted to form a pact with Ifreet, the lord of flames, but had failed miserably when he was tested. His purpose was weak and just to gain the Summon Spirit’s power for the hell of it was not enough.
After that, Kiram decided to make his way back to Zanark City to see his family again. He is eager to share his adventures with the rest of the other children or older members of his generation.
Celestial Star Sign: Rem
Date of Birth (Myrrh Calendar): 25th of June
Birthplace: Eskar City
Second image gives an idea of his dragon form.
Eye Color: Violet
Hair Color: Silver
Weaponry: Twin Swords and occasionally offensive magic (fire and light).
Personality: Jath’ibaye is a serious individual when it comes down to his job and earning money. Having to being treated like dirt and mostly taking care of his own hide while growing up has him selfish and somewhat arrogant. He dislikes the wealthy Drakonites and people in general who oppresses the weak and the poor. However, off from his work, Jath’ibaye is laid back and quite carefree. He likes to go fishing on his free time and herb collecting as well in hopes to make some extra money.
Brief Personal Details/History: Jath’ibaye was born as the eldest and only son of a family of Drakonite nobles, though his childhood was rough compared to other children of aristocrats in Eskar City. His parents kept Jath’ibaye in their manor for most of his young life, educating him to become a proper noble and to ready him for his first draconic transformation. On his fifth birthday, his parents and relatives were in high expectation of Jath’ibaye, especially for his transformation, but as the days and months rolled on, he never once could become the dragon. Disappointment soon became shame and when Jath’ibaye was on his eighth birthday, his family began to shun him, viewing him as a weakling and one not fit to become a noble if he could not transform into his dragon. By his tenth birthday, they gave up on him and disowned him, leaving him with a loyal servant to live in the slums where the rest of the lower class or half-Drakonites reside. The change was very hard on Jath’ibaye, but he persisted on and was determined to live his life and to survive.
As months went on and still no sign of his dragon transformation, Jath’ibaye decided to take lessons on combat and magic, hoping that would help him to become stronger and to awaken his dragon. Taking lessons at a local dojo where they practiced swordplay, Jath’ibaye excelled in his skills and then finally felt his dragon’s fire burn within him. Finally he was able to transform, though for his first few weeks, he had difficulty mastering his other self. Elders in the slums aided him though, training him to master his dragon and the destruction he is capable of. Jath’ibaye was grateful to be under their guidance and also realized how his family never had the patience with him as the Drakonites of the lower city. With his years after that, Jath’ibaye did all he could to help the poor in the lower level all he could, but soon, he realized that he was not making enough to support himself for a living. With his skill in combat, he soon took up being a mercenary, mostly to escort merchants from town to town or hunting monsters that plague the region. Being out in the outside world was vast and exciting for Jath’ibaye, so he continues to travel the world to make a living and to help those in need.
Name: Ji Istana
Alias/Nickname: The White Leopard, Mistress of Monsters
Celestial Star Sign: Nymph
Date of Birth (Myrrh Calendar): 11th of April
Birthplace: Nootau Tribe Territory, Aztoma Region
Occupation: Soldier of the Angelus Knights
Ji stands about a height of 5’ 2” and has pale colored skin. Her cat ears are the same color as her hair, as well as her tail. However, she has a rare trait that her tail has a tiny split at the end. It’s rumored because of it that she is able to control and communicate with monsters and other beasts.
Eye Color: Red
Hair Color: White
Weaponry: Katana and monsters ranging from all sizes.
Personality: Ji is often seen as a strange one and can be socially awkward when put into a casual conversation. She is quiet and wary of others and keeps on a straight face. Very rarely she smiles out of happiness or enjoyment and the only ones who would be able to see it are her monster companions that are held elsewhere in private. She does hold some value to life, but once ordered by her superiors to kill someone or something, she does not hesitate, and apologizes as she takes a life. During battles, Ji can become very serious and sometimes short tempered if one of her companions is suffering. She protects her monster friends and those of the Angelus Knights with her life and will cut anyone down if they manage to hurt them.
History: Ji is an unusual Nekoian born into a small, secluded tribe in the Aztoma Region; her family known for their long line of powerful shamans and witches since times of the Legendary War. The Nootau tribe is known for their warriors and hunters, so it is known for those who seek battle to leave the tribe to become mercenaries or champions elsewhere. Those who remained in the village became its guardians and took care of feeding its people. While Ji had been growing up, she was treated like an outcast, due to being born with a split tail. Her mother, who was the tribe’s shaman, passed away when she was born and her father abandoned her, leaving her to the care of her grandmother. Unlike Ji’s fellow tribesmen, her grandmother never shunned her and went at great lengths to protect Ji, as others began to view the girl as a curse or ill omen because of Ji’s tail, and took over as the tribe’s shaman once again after her daughter passed away.
One day when Ji was about eight years old, she wandered into the Aztoma forests alone in order to get some space from her home. It was there she encountered a variety of creatures and developed a bond with them. For some reason, she was able to communicate with them when no other Nekoi could and became friends with them. They were unlike the Nekoi who shunned her, these creatures seemed to comfort her and keep her company. As Ji grew older, she began to have this effect on monsters as well, becoming docile around her presence, and the other Nekoians began to fear her. To tame creatures that were normally out for their blood, it was blasphemy and they could not allow Ji to stay in their tribe. Being viewed as a threat, Ji was exiled and was driven out of the tribe’s territory.
It was unknown what happened to Ji after she left the Aztoma region, but after a few years, she was found in the Liore region and was stirring up trouble with the humans in small towns. Eventually Zanark soldiers captured her and brought her to the city where she was kept in prison for a few weeks. Even though it was a relatively short time, Ji hated the place and was growing impatient, wanting freedom. She was about to go crazy, until she was suddenly released. Unfortunately, there was a catch to her freedom and that was to serve the Angelus Knights. Ji was grateful to be out of the prison hell hole and even though it may seem like nothing, she owed her life to the General and had sworn to use her abilities and monster companions to further his goals.
Raeli Anders ~ (Bio in progress)
Name: Yukio Hikawa
Alias/nickname: Um...nothing lol.
Celestial Star Sign: Shadow
D.O.B: October 30
Appearance: With adorable rabbit ears sticking from his head and nice blue eyes you wouldn't find Yukio to be much of an adventurer. He is quite thin and often covered in soil and dirt as he is always finding new treasures. His eyes are always bright and curious and his mouth always in a smirk.
Eye colour: Blue
Hair colour: Blonde
Clothing: A nice backpack and a brown satchel at his side. He has a magic compass hanging from his hip and a large assortment of other random tools. He wears a white shirt with a brown vest under it and dark pants.
Weaponry: A glove that channels arcane energies to be manipulated and fired at will.
Personality: Yukio is very adventurous even though he is a Rabai, he loves to explore tons of old ruins and often finds many artifacts and sells them to make a living. He is very happy but somewhat shy, he also gets very serious when he studies up on certain ruins or artifacts.
Brief Personal Details/History: Yukio was always the odd one out of the family. His cousins and parents always wondered why he often wandered around, pretending he was an adventurer. Slowly as he aged, he began to get more and more serious about adventuring and finally decided that he would be one. A couple days before his birthday, Yukio's parents died from an unknown disease. He lived by himself and tried his best to survive until he decided to stop working at boring jobs and explore the world.
Basic Character Info
Name: Sken Ospena
Celestial Star Sign: Gnome
D.O.B.: 23rd of March
Birthplace: Nameless Village, Prisma Region
Occupation: Unemployed, hunts and forages to keep alive
Appearance: Sken is a heavily scarred, Mahouni male standing at about 5'7" in height. His ravaged face is of particular note, it looks as though Sken has removed his own horns; his face is constantly adorned with a wide-eyed, vacant stare and dry, cracked lips that curl into a perpetual, but slight frown. Most startling about Sken is the fact that he has a suit of plate armor forged from bone, which is horrifyingly grafted into his own skin through magical means and is not removable. The bone plate has been carefully carved and smoothed into specific shapes to cover his body from the neck down, covering most of his body. There are also grafted bone plates attached to his head, but his face and neck are left exposed.
Eye Color: Icy Blue
Hair Color: Bald, but what hair he has left is black
Clothing: Sken's only removable articles of clothing are a thin tunic and pair of trousers, both made from fraying, low-quality burlap, brown in color. A rope serves as a belt to hold up his pants, and the upper-third of his shirt's open collar is held shut with stitches of twine.
Weaponry: Sken's headdress is enchanted to assist him in using fire-elemental spells.
Personality: Sken is a quiet, distant individual, with a preference for solitude, keeping to himself a majority of the time. From Sken's behavior, it's clear he is traumatized by some prior incident, and has issues trusting others; he is outwardly pessimistic and prone to bouts of depression. When talking, Sken seems to always speak in low, sighing tones. Despite his neuroses, Sken seems to be genuinely caring for people who are in need, and will go out of his way to correct any wrongs he sees.
History: Sken is one of few survivors of the Cluvern Massacre, and whatever he witnessed there seems to have left deep scars, both physical and mental. The trauma was enough that Sken lost his identity from before the incident, and is either unable or unwilling to recall parts of his life from before that day. From what little he recalls, it seems that Sken was once romantically involved with someone, but they perished as a direct result of the events that unfolded at Cluvern. Sken seemes to have delt with the trauma by simply trying, and failing, to forget it ever happened.
Immediately after he escaped the fall of Cluvern, Sken had been consumed with rage, and set out to get a nondescript revenge, first blaming the humans, then blaming the entire world. To this end Sken began to develop his magical talents, in the belief that one day he would have vengeance, he used his own body to conduct terrifying experiments, and at some point or another he grafted bones into his body to act as a suit of armor. He did so in the belief that it could enhance his own magical talent, but he failed to ever reach a level of strength that he felt was adequate to achieve his then malevolent goals.
The origin of these bones is not very clear, and Sken either does not remember or refuses to discuss where he obtained them. What is evident is that the bones all match, and have to have come from one creature, one which was of significant size. The bones themselves, thanks to Sken's work and diligence, possess enchantments that unlock Sken's fullest potential with fire-based magic, though Sken himself does not remember how he achieved this. Regardless of where the bones came from or what they do, the bones are now a permanent fixture, and can not be removed from Sken's body without risking killing him outright.
Fortunately, Sken let go of his anger, and gave up on his goals of revenge, firstly because he never felt that he could ever accomplish it, and more importantly because he didn't want to bring any more hurt and pain into the world, like what had happened at Cluvern. Sken fell into depression, retreating from society to live on the fringes of civilization, only returning to towns and cities to trade for necessary supplies.
Sken wanders the earth searching a new purpose, to fill the void left by years of anger and hatred...
Basic Character Info
Name: Serkan Stahlwurm
Celestial Star Sign: Celsius
D.O.B.: 2nd of December
Race: Half-Elf, Half-Human
Birthplace: Loire Region, Alloi Village
Occupation: Bounty Hunter
Appearance: Serkan is an imposing man of 6'2" in stature, bearing a moderately stocky build. His eyelids seem to constantly hang low over his eyes in a look of wariness or suspicion, with a protruding, pointed nose, and a set of thin, featureless lips over a pointed jawline. His body possesses no noteworthy markings or blemishes, aside from a few errant scars just below his neck, that look to have been caused by a significant burn that didn't heal correctly.
Eye Color: Amber-Brown
Hair Color: Black, worn at about shoulder length, no facial hair
Clothing: Serkan wears a long-sleeved shirt and trousers, both yellow-brown in color, with a sash belt and vest made from black cloth. His armor, when he is wearing it, is made from sheets of toughened, treated leather that has been stained black and riveted together, with inlaid plates of steel treated with a matte coating. His helmet is constructed in a similar manner, and possesses a removable faceplate that covers his entire face, except for a square hole left open for his eyes.
Weaponry: Serkan carries a straight-bladed, single-edged saber, suitable for one or two-handed use. The sword also conducts non-elemental sword-based 'cutting' magic.
Personality: Serkan appears to conduct himself in a very professional, impersonal manner. Serkan is calm and demonstrates diligence and self-control, rarely jumping to rash decisions or displaying bouts of intense emotion. However, Serkan is also headstrong and arrogant, and in his pride he often refuses to ask for help from others, in fear that he may show weakness, fear, or cowardice, even if it may end up hurting him.
History: Serkan rarely discusses his early life, but from what little he has mentioned, it is apparent that he grew up in a single-parent household within the Loire region, raised only by his human mother in the absence of his elven father. Serkan either does not know or refuses to talk about what happened to his father, and holds some resentment towards him for leaving him and his mother. He initially tried to join the Zanark military at a young age, but was denied entry on account of recruiter being discriminatory towards magic-capable races, despite the fact that Serkan himself was half-human anyway. This event inspired Serkan to make something of himself and prove he was just as strong as any other soldier.
Serkan taught himself swordplay from any texts he could find, and even managed to find a book detailing elven magic, but without a proper teacher, Serkan's swordplay and magic were both very crude and unrefined in nature, and he became discouraged, not sure if he could ever. That was when he met Volfram, a visiting elven ambassador in Loire on a diplomatic mission, that he met someone willing to teach him magical arts, giving him just enough confidence in himself to continue, refining his swordplay until he was just as good as a professionally trained footsoldier. Serkan would eventually combine what he had learned from Volfram with his own swordplay to develop his own style of magical arts, magic which only worked with a sword in hand.
He would eventually use his talents to become a bounty hunter, tracking down wanted criminals and apprehending them when local law enforcement could not. But it was not until about five years ago, that he finally proved that he'd become a capable fighter. Serkan and five other mercenaries were contracted to cooperate to find a half-drakonite sorcerer by the name of Loest, that had been menacing a travelers on the border of Loire and Balacour. Loest had been abducting merchants and other travelers between Loire and Balacour to use as subjects to experiment on, attempting to learn the secrets of some rather grim areas of magical study, such as mind control and necromancy. The mercenaries were instructed to bring the half-drakonite in dead or alive.
The mercenaries managed to find Loest, but he was unwilling to surrender, and they were forced to fight. They managed to kill Loest after a protracted, lengthy battle, in the process three of the mercenaries lost their lives. Serkan and the remaining two mercenaries managed to remove Loest's head, a difficult task given the fact he had transformed into a dragon at the time, and bring it back to Eskar as proof that they had killed him, each receiving their bounty and parting ways.
Serkan continues to work as a bounty hunter, not aware of what lies for him in the future...
Basic Character Info
Name: Caroline Fairhearth
Celestial Star Sign: Nymph
D.O.B.: 14th of April
Birthplace: Loire Region, Hillsroot Village (near border of Ayral Region)
Occupation: Bounty Hunter
Appearance: Callie is a typical-looking human female standing at about 5'9". She has a moderately toned build, and while she has no obviously visibly features on her skin, her hands and feet bear rough callouses. Her face suggests an ever-present energy and enthusiasm; she has alert, attentive eyes, a small, but wide nose, and a pair of lips that are turned upwards at the corners into an ever-present, constant grin.
Eye Color: Dark Green-Blue
Hair Color: Dark Brown
Clothing: Callie wears thick, brown, cotton trousers, and a collared off-white shirt with wooden buttons. She has a deer hide vest meant to serve in a very limited capacity as armor, and a large, dark green shawl which reaches down to her elbows. Callie also wears a wide-brimmed fur-felt hat, dark brown in color, and a pair of leather boots and gloves.
Weaponry: Callie has a flexible, wooden pole, and a two large, partially serrated knives; she frequently lashes the pole and one of her knives together with cord to make a spear, but will use them as seperate weapons when needed.
Personality: Callie is an energetic, friendly woman, and is fairly outgoing, prefering to keep the company of friends. She is very resourceful and quick-thinking, and seems to be very adept when it comes to problem-solving or improvisation.
History: Caroline, or Callie as she insists on being called, was born in a small community near the edge of the Ayral region, in a town called Hillsroot near the foot of a mountain ridge. As the soil of the community was of low quality, it was difficult growing crops and many villagers resorted to hunting and trading to keep a livelihood. Callie herself was taught by her father how to track wild animals, how to build traps and snares, and how to survive on her own out in the untamed wild. Her natural hunting talents eventually extended to her being recruited by the Zanark military for her keen tracking abilities.
However, Callie soon resigned from the military after she questioned the moral practices of those commanding the military, and returned home. With few other talents, Callie tried to become a professional hunter, but she discovered her talent could be used to track much bigger prey, criminals. Callie turned to bounty hunting to earn Gald, using her tracking talents to specialize in finding fugitives that fled to hide in the countryside far from civilization, and was noted for her distinct insistence on capturing criminals alive and (mostly) unhurt.
Eventually Callie was contracted with five other mercenaries, one of them a half-elf male by the name of Serkan. Her talents were needed to find where a half-drakonite sorcerer calling himself Loest was hiding, in order to bring him to justice or, failing that, put a stop to him. After a few weeks of investigation, Callie was able to lead the other mercenaries to Loest's hiding place tucked into a burrow near the Balacour region's border. To her dismay, Loest was not willing to come in alive; he wanted revenge on the world for many perceived tragedies, chief among them was the rage that Loest held against the Drakonites for their discrimination towards him, being that he was only half-drakonite. Callie attempted to peacefully resolve the conflict, but Loest was not willing to surrender, and she was forced to fight along with the other mercenaries to end Loest before he could bring any further harm upon innocent lives.
After the ordeal, Callie went her own seperate way apart from the other two mercenaries. She temporarily retired from bounty hunting for a brief while, taking up a job in a local butcher shop, but she was not satisfied for long. Callie only a few months ago returned to her original profession, and is now wandering the land seeking bounties to capture...
Basic Character Info
Name: Valerie Clipheel
Celestial Star Sign: Volt
D.O.B.: 9th of September
Birthplace: Faine Region, Jamubai
Appearance: Val is an athletically-built woman of 6'0" in stature, with particularly heavy scarring covering her body, most notably a scar from a series of burns marring her back. Her brows are furrowed downwards towards recessed eyes, which sit above a pair of cracked, dry lips that turn down in a continuous scowl.
Eye Color: Brown
Hair Color: Short, straight brown hair.
Clothing: Val wears a tight-fitting, blue single-piece suit made from heavy-duty, protective cloth, designed explicitly not to get snagged by the moving parts of her weapons, and inlaid with thin, steel plating to afford some protection. Near her arms and legs where the weapons are mounted, and around her waist are leather belts wrapped to keep her clothing secured. Val protects her hands and feet with thick, brown leather gloves and boots.
Weaponry: Val has two Magitech pile drivers strapped to her arms, each containing a large, metal cylinder which is driven by magical impulse forwards or backwards in its driver. The piles are typically used as punching weapons, but when extended they can be swung like large, heavy rods. The metal rods in the drivers can be repaired or replaced if damaged.
Personality: Val, while having a firm belief in doing what she feels to be right, is notedly aggressive, and a believer in the idea that the ends of an action justify the means. Val tends to act on the moment, rather than taking time to plan.
History: Val, while born in the Faine region, lived most of her life in the Murdor region. Her parents were a part of a trading caravan that brought sundries, dried goods, and glass up to Murdor in exchange for dwarven metals. Proximity with the dwarven nation eventually rubbed off on Val, as she chose to apprentice under a local mining company that extracted copper ore from a nearby underground vein. The young Rabai found it difficult at first to keep up with the much older and more experienced dwarves that worked in the mines, so she eventually decided to turn to magitechnology to make up for her inexperience, finding and fashioning some scavenged technology from the Faine region into a pair of mana-powered hammers, pile drivers that crushed rock quickly and precisely in but a few strokes.
However, Val never felt satisfied working in the mines, and chose to wander the world looking for something more fulfilling. She was once traveling with another trade caravan, hitching a ride to Zanark, that she and the rest of the caravan came under attack by highwaymen. It became very clear that the robbers had no intent to leave any witnesses, and so Val chose to fight back. She used the only object on her person that ostensibly could be used as a weapon, her pile drivers. She and everyone else in the caravan who could fight managed to eventually repel the highwaymen, fortunatley with no one aside from a few bandits ending up hurt.
Val sought from then on to refine her latent talent, over the course of the next decade becoming a formidable sellsword. It was because of her experience that Val was contracted to lead a team of five other mercenaries to find and capture, or kill, a half-drakonite sorcerer named Loest. When they finally found the sorcerer, she had no intent to let such a dangerous man live, and as immediately as she could initiated an attack. She managed to lead the mercenaries to a decisive, but costly victory; three of the mercenaries in her command had been killed in the course of the battle, leaving only herself, Serkan, and Callie alive.
When the mercenaries received their pay, the mercenaries disbanded and went their seperate ways. Val herself is still very active as a mercenary, and more often than not lends her support to regional militaries in exchange for salary, rather than chasing down criminals for bounty.
Alias/nickname: Archangel Michael (official title and rank)
Celestial Star Sign: Origin
D.O.B (Myrrh Calendar): January 15
Birthplace: Eskar City (current)
Occupation: Cult third-in-command, mercenary
Eye colour: Pale blue
Hair colour: White
Clothing: Dark robes
Weaponry: A form of magic that involves complicated sigils and glyphs, used to control the battlefield by trapping the enemy
A large, sun shaped blade named Cerberus, which can also be thrown and controlled
Thin throwing knives concealed within his robes
Michael has hard, pointed features; a sharp downward shaped nose, pointed ears, and a piercing, cold stare devoid of feeling and emotion, no doubt from the horrors they have witnessed. His skin is unusually pale, almost white, bleached from years spent underground in study. Long, white hair is kept from his face and slicked down his back, toward the bottom half.
Standing at a solid 5'9, Michael has a slender, but muscular tone; though he hardly relies on brute strength to fight, it is required to lug around his large and heavy blade. Despite his muscular frame, his entire body from the neck down is shrouded by a special dark robe that absorbs light so none reflects from the clothing. The robe extends past his feet, just as the sleeves do his hands. A ceremonial scarf hangs around his neck, which represents his position in the Cult. It is also black and adorned with several magical gold enchantments. The enchantments are what give power to his demonic blade; a gift given to him after his promotion.
Michael can also transform his body parts or fully into a dragon. In dragon form, he is roughly the same size, with scaly white skin, complete with tail, claws, and wings for flight. His mouth elongates to reveal several sharp teeth, and his eyes burn with a pale blue flame. He mainly uses this form as a utility, using powerful, enhanced dragon legs to leap quickly, or stronger arms of which to throw Cerberus. Because he is considerably slower as a fully transformed dragon, he rarely uses the entire form, only doing so when he needs to fly.
His blade, Cerberus, is roughly 90 pounds. It is shaped like a sun, with eight jagged edges completing a circle. The inside of the blade is hollow, with handle inside stretching the entire diameter of the inside, used for swinging the blade. The entire blade is also black, with the edges glowing red whenever Cerberus is slashing or being hurled.
Personality (Allowed to be modified through the RP): A cold and vicious Drakonite, Michael is very stoic, only speaking if he sees it required. Sometimes he can be seen speaking to his blade, a quality that has people afraid that he may be a little insane. This is untrue as his blade actually is part of him, something only he and the cult leaders know about.
Highly pragmatic, he will not hesitate to kill if he feels it necessary for his goals, nor will he spare bystanders if they were to be in the way, which has caused him quite a few enemies over the years.
Brief Personal Details/History ( Can be optional when you can explain during the RP): Part of a large and unholy underground cult residing under Eskar city, the Drakonite is a conductor of murder. Dark rituals are performed on a daily basis, enhancing members's power at the cost of life force; be it their arms, eyes, or even someone dear to them, sacrificed in a dark pact to bargain with a demon from another plane. He himself wields one of the most powerful weapons of the cult, having been created by sarcrificing his sister, his lover, and their newborn baby to form the evil blade. No one has been able to bring themselves to such a feat, and the darkness in his heart quickly earned him a place in the top ranks, of which he has governed for several years.
When he is not conducting unholy rituals for his peers, Michael is out, completing missions for the two higher-ups as their trusted eyes and body. Frequently he is sent to the Elysian plane to dispatch enemies of the cult, or whatever other dark deeds they have planned for him.
Name: Alar Durnehviir
Celestial Star Sign: Shadow
D.O.B (Myrrh Calendar): 31st of October
Race: Half Drakonie Half Human
Birthplace: Eskar City
Occupation: Traveling minstrel
Eye colour: A dark green when calm, but a bright red when angered or transformed
Hair colour: Ebony black
Clothing: As shown in picture
Weaponry: Alar has a long staff, named Beyn, he uses to focus his black magic into strong strikes. If all else fails he uses his claws, though he's not quite skilled with them.
Personality (Allowed to be modified through the RP): Being the youngest and black sheep of the family Alar has come use to being the odd man out. Unlike most of his kind he does not hold himself above the other races, though he does keep his noble upbringings close to heart. Shy by nature Alar doesn't open up to easily but once he does you are his friend for life, but if you are on his bad side you shall get the full extent of his cleaver wrath. The only time he is able to open up to people he does not know is if he is playing his lute. Being physically weak compared to other Drakonite, Alar has sharpened his mind and made it his most deadly trait.
Brief Personal Details/History ( Can be optional when you can explain during the RP): Being the result of the affair of a high noble Drakonite woman and a traveling minstrel human Alar's life was one never to be lived in the public eye, in fact the only thing that keep him alive from the immediate hatred of his step father was his mother's threats to leave him. Alar grew up the youngest of seven siblings and the only halfling, his brothers and sisters hating him just as much as their father. The only kindness he was given was from his mother, who told him stories of their ancestors and his true father. She told of how they would meet under the moon light and how he serenaded her till he won her heart. When his fifth birthday came and he didn't make his change into his true form it was no surprise to his siblings and step father, all of whom deemed him a weakling long ago, but on this day he was given the gift his true father left him. It as the lute he used to serenaded his mother, this was the act that gave Alar the will to pursue his talent in magic and prove he was not the scum his siblings and step father believed him to be. He left to the Magic Academy in Magica Sari, much to the pleasure of his step father, to harness his skills in magic.
As a student he excelled the black magics, only ever learning white magic to heal minor wounds, by his early teens he was ahead of the others in his age group. The fire of the dragon burned in him even though it didn't show it self, a fact Arlar grew use too. It was not until his graduation at eighteen when his true form showed it self to the world, a moment his professors won't forget seeing as a few fainted at the sight of him. Since then Alar has returned home for a year, something he only did to be close to his mother. He then set off in the foot steps of his true father and became a traveling minstrel, looking for some way to get in touch with the man that meant so much to him without ever speaking to him.
"Ready to go, big boy?"
Alias/nickname: Miki, Snow
Celestial Star Sign: Undine, Maiden of the Mist
Date of Birth: May 8
Birthplace: In some island off the coast of the Shivan Ice Plains
Occupation: Former Captain of the Zanarkian Military, 4th Royal Lances Regime
Eye colour: Green Eyes, which change to white when she uses magic
Hair colour: A VERY faint shade of blue. Looks white during day, blue-ish during a moonlit night.
Clothing: Nowadays, Mikrein wears simpler clothing than her old military uniform. Rarely bothering to change out of her travel garments, which consists of a rust-red short-sleeved vest, an orange knee-length dress, and worn-out travel boots, Mikrein nevertheless carries her old uniform with her, if only for sentimental value and the few occasions where she needed to remind people of what she once was.
Weaponry: Despite how she wields it, the sword that Mikrein uses when people force her hand is actually the spearhead of the massive spear that was given to her for her use back in her military days. More for smashing through shields than cutting through flesh, this 'zweihander' can be used with frightening speed by the Nekoian, but her actual experience with swordplay is lacking. More prominent is the name of the 'sword': Prominence. Mikrein has yet to learn the full extent of the gimmicks in the magitech of humans, but is pretty sure that there's some sort of hidden magitech inside it.
Outside that, this young lady also pursues the under-appreciated study of strengthening and binding spells, though her success is varied, at best. Interestingly enough, her ability to transform into the 'white beast' that her ancestors could become are also limited, as the majority of the time, it is brought forth only by emotional highs. Moral of the story? Stay away from her when she's PMSing.
Mikrein Venntau would like to think of herself as a compassionate, level-headed young lady, but that just shows how biased and prejudiced she can be. She's someone who only cares about those that are immediately related to her in a positive manner, whether it be friends or surbordinates, and it could be said that it would take her only a week to completely forget anyone who was once her friend. Generally, she cares little for the past and sets her eyes on the present, operating under the idea that you can reminsince about the past whenever you want, but it is the present that becomes the past. Her generousity is unrestrained to those that she likes, yet that is the extent of such kindness. There is no definition of 'kin' in Mikrein's dictionary, only those that she knows and those that she doesn't. And it is from that generalization that Mikrein lives, never caring about the world that she reads about, only the world that she currently inhabits.
Once upon a time, she was an adventurous, ambitious soul, but now, she is perfectly content with whatever life she leads, seeking only to bring happiness to friends and despair to enemies. And yet, could it be that her past self still lives inside the placid shell of her present self?
Mikrein Venntau was a Nekoian born during a merchant trip to the Shivan Ice Plains, as her father collected Ice-Salt for reselling in the mainland.
Somewhere along the way, perhaps due to her own frustrations of being unable to transform, she left the village that she was born in, seeking a way of life that did not require her tiger side.
After a few years of living on the road and stowing away on boats, she found promise in the capital of the humans, the City of Zanark. It was a city undergoing much change, and for her, that change was exciting.
With a few modifications to her body, she snuck herself into the Zanarkian military, her Nekoian strength making her a suspicious figure to some and a prodigy to others. Her fellow soldiers tried to see if she was taking strength-enhancing drugs to make herself stronger, but they were looking at the wrong place.
Following graduation, she became a very distinguished figure for many of the seemingly impossible raids she's pulled off against bandit encampments. She became part of the 4th Royal Lances Regime, captaining the vanguard of the unit. It was a group full of massively built men, but she held her own amongst them, her deceptive appearances allowing for many successful surprise attacks and infiltrations.
During her seventh month of command, she used magic, and rumors began to become confirmed.
Then, as zealous humans called for the martial law of the beast that snuck into their ranks, Mikrein disappeared.
As years passed and knights stopped hunting for that 'beast', a different rumor came to being in Zakarath City.
That of the wielder of a zweihander, extorting money not from the habitants of the slums, but from the gangs that 'ruled' those areas.
Rak'ton Faon: http://roleplayerguild.com/showthrea...=1#post9890854
Alias/nickname: The Corrupt Monk
Celestial Star Sign: Ifreet
D.O.B: August 17
"My rage is beyond my own control."
Eye colour: Blue
Hair colour: Blond
Weaponry: Fists and Feet of fury!
Personality: Angry all the time, you may just not be able to tell. He doesn't express or feel many other emotions other than rage, but when he does, he tries to rapidly suppress those emotions. He doesn't like to wait for much.
History: Xio Shin came from a long line of monks. He was born, like all his forefathers, to harbor all the pain and knowledge of a monk, overcome the pain, and master himself, body and mind with the help of one of his forefathers. But something went wrong. Nobody knows how this happened, but Xio Shin failed under the pain and pressure of his teacher's training and became corrupt, the pain morphing Xio's mind and body making him a powerful entity, the knowledge turned to rage making him a formidable opponent. Xio began to abuse his power, and was soon exiled from the Genji Islands. In the mainland, desperate to find a way to feed himself, he found a powerful mage that promised a way to quench his thirst for blood.
Abilities: Can endure dubious amounts of pain and has the speed, stamina and strength of five men combined. Sometimes, mid fight, his fists and feet will catch fire and burn as hot as a furnace, usually leaving his opponents with third degree burns as well as broken bones. He has catlike reflexes and has incredible dexterity.
Weaknesses: He heals very slowly, making infection from lacerations or stab wounds very possible. He tires himself out quickly and requires sleep very frequently, making traveling with him a pain in the ass.
"Equilibrium never existed. Balance is for the weak."
Name: Kaldr Nori
Stupidly refered to as the "Shuriken King" occasionally, by Xio Shin.
Celestial Star Sign: Shadow
D.O.B (Myrrh Calendar): October 23rd
Birthplace: Genji Isles
Occupation: Assassin, self proclaimed Ninja.
Eye colour: Red
Hair colour: Green
Clothing: Wears the armour shown in his appearance whenever he is executing orders given to him by his greaters.
Weaponry: An unnecessarily large shuriken which is thought to be blessed by Faluna. It's enchantment allows it to create an additional three, smaller shurikens which travel in different directions whenever the larger one is thrown or used in a slashing motion.
Personality: Kaldr is extremely monotone when it comes to being social with others. He has a tendency to stand on objects to give himself a feeling of superiority over anyone who isn't a Genji, it is also done to compensate for his short height of 5'3. Speaking of which, he is actually very aggressive towards any other race besides his own, and is more likely to open himself up towards a Genji, the exceptions to this is both Rak’ton Faon and Xio Shin, one who he obeys without hesitation, the latter is seen as a reckless force to Kaldr.
Brief Personal Details/History:
Kaldr is an unusual Genji, one who does not rely on the balance which lies in the twin moons which exist together, instead he chose to focus on Faluna, the darker moon which represented all things that Saluna did not. An action which deeply crushed the equilibrium which had remained inside of him for so long in his early years. His personality had also shifted to something less than admirable. Speaking with a distinct monotone voice to anyone he meets. This desire to serve only a single moon is also what drove the Genji to exile him from their lands, but only because he revealed it. He had undergone several years simply pretending to follow in the path of both an undying power, and a "false moon". Sacrilege to their culture and heritage was a great offense to the Genji race as a whole, and he was forcibly removed from the Isles.
Upon being exiled from the Genji Isles, Kaldr wandered the lands alone. It was not difficult. Each night he would pray to Faluna. He made rituals from ideas that he had, be it creating a fire and putting the remains of a dead animal inside of it, or simple meditation. He continued on like this for at least a month, before realizing that he was being guided by the moon, guided towards the Shivan regions, where he came across a cave. Normally such places would be avoided by Kaldr due to unnecessary fights, but if Kaldr was truly being guided by the moon he praised so much, then whatever was inside was important and it was required to come to his attention. Upon going inside he came across a fortress of sorts. At first glance, it would appear that the structure was made for him. But upon closer inspection it was owned by an ancient being. The ancient being was merciful towards Kaldr, and allowed him to stay in what Kaldr believed to be a fortress created by Faluna, in exchange for his own services.
Gwyn was given the name of Asura due to the very fact that his attacks are so ferocious and fast that many think he possesses more arms then a normal man.
Celestial Star Sign:
Ifreet, Lord of the Immortal Flames
D.O.B (Myrrh Calendar):
General of the Zanark army and Commander of the Angelus Knights
Nebilim - Being a sword of great power, having been notified as a Devil Arm, legendary ad-mist it's culture. A weapon that has carved into the hearts of innocents, submerged across the years in the essence of the living made dead. With each life Nebilim takes away, it grows stronger, imbuing it's host with the power it has held over the years. In battle, if Gwyn is able to injure a foe with this weapon, his physical prowess will enhance, providing minor healing to his wounds as well, blood magic. The Blade of Tyranny as it is called; has an effect on it's user's being, attaching its power with their soul. Preventing others from wielding it, allowing Gwyn to call it to his hand when desired. When a previous wielder dies, Nebilim will take back it's powers given, and wait for the next to wield it.
Lightning Conjuration: Using the light from the area, pressurizing the air: Gwyn can create powerful Thunder spells out of the Blade of Tyranny, crashing into an enemy, arcing from victim to victim: turning the field into a smoking crater, a foe into a mottled corpse.
Personality (Allowed to be modified through the RP):
Gwyn is a veteran warrior with years of combat experience in the battlefield, as such he is an extremely focused man who misses no details, and is a master of quick improvisation with nerves of steel. He has a rather straight-forward and hard-edged personality, with little time for being social, and tends to often be blunt about sensitive topics, without realizing the effect it might have on others. When dealing with life threatening or dangerous situations, he usually maintains a calm and collected demeanor, and rarely shows any signs of fear or panic in extreme circumstances. This allows him to maintain his composure and stay focused on the situation at hand, and eventually notice important details around him, which makes it easier for him to think out proper strategies to fit the situation.
Gwyn possesses a very sharp intellect and has good observational skills, as seen from his ability to gauge his surroundings, noting both mundane and unusual things, people and actions. This allows him to quickly notice if something is not as it should be, as shown from how he can easily see through an opponent’s tricks. He uses his skills to stay one step ahead of his enemies and is one of the reasons why he is an accomplished combatant.
Throughout the years it has been noted by several people, both enemies and comrades alike, that he has an innate desire for conflict, and holds a degree of enjoyment towards battle, namely because that was the only thing he truly knew. Although he was not open about such behavior, and even denied it at first when accused of, but at some point in his life, he began to realize his own desires and the thrill he finds in fighting an opponent. Despite his love for battle, Gwyn has a tendency to hold back and usually conceals his true strength to enjoy a fight for as long as possible. He usually gauges an opponent’s fighting power and will fight according to his opponent’s strength, meaning he will hold back against a weaker opponent and will fight with his full strength against a tougher and stronger one.
He is willing to sacrifice people or kill in cold blood, in order to complete an objective, and will most definitely turn on old friends if they become corrupted. Gwyn will also use unwitting allies to further his goals, if it allows him to accomplish his tasks more easily. He can handle stress extremely well and it is impossible to use torture to extract information from him, due to his strong will.
Brief Personal Details/History ( Can be optional when you can explain during the RP):
Not many know at all about Gwyn’s background. What has been noted in history is the fact that he became the youngest general at the age of 23, he has the impressive power to wield a Devil Arm, and is known to be one of the most gifted Swordsmen in the world.
The Reckless Blaze
Celestial Star Sign:
Maxwell, Father of all Elements
D.O.B (Myrrh Calendar):
Mahouni (unknown to those around him due to hiding his horns with his hair and headband)
#1 Warrior of the Coliseum
Flamberge - In terms of quality Flamberge is created with non-magnetic materials and possesses a nearly unmatched cutting edge, easily cutting through blades of lesser quality .
In addition to its physical attributes has been imbued with a powerful aura of purification, which when active appears as a luminescent pale green shroud of flame. This purification trait has the ability to protect it wielder from the corrupt influence of demonic presences, even when the blade is sheathe. Aside from its defensive potential, cuts delivered by Flamberge deal increased amounts of damage to beings infused to corrupt energies, and this ability also extends to techniques performed through the sword. Finally, this sword has been infused with a unique technique of its own, the flames can act with the ability to burn like real flames, allowing Aleyn a wide assortment of abilities.
Personality (Allowed to be modified through the RP):
Aleyn is a high spirited, lighthearted man with a willful spirit. Very kind according to others, even in battle he is lighthearted and frequently jokes around with opponents. Much like a child in this regard, he is without worry and is never serious. Maintaining a lighthearted demeanor, he enjoys life as it is and lives every moment to the fullest, which at times can be to the chagrin of his more stricter comrades. With the mannerisms of a child and the pranks of a young rebel, many used to think of him as a nuisance and troublemaker, assuming they haven't seen him in battle. Even now, he still retains a highly rash and bull-headed nature, which stands as one of his most defining traits. Furthermore, it usually, like a child, overwhelms his mind and leads him to do stupid actions or be oblivious to actions and movements made by the enemy. Despite the wisdom gained, for Aleyn his brash, impulsive nature makes him seem devoid of general and tactical intelligence, but do not be fooled; if needed Aleyn will use deceptive strategy to attack and engage the foe. On times, he will also completely eliminate his amusing demeanor to combat his foe with a collected mind set equally to that of his foe.
Described as very lively, despite the hardship he faced from his clans decrease, from this experience he knows now to love life. In battle, he is a willful man and going without saying, he acts wholeheartedly into everything he does. Putting his best foot forward, he never retreats, surrenders or pulls back. Despite his playful exterior, his powerful determination and presence in battle leaves his enemies in awe, defeating them with great skill, if not his perseverance. Because of this, he is well-respected by those who have seen him in battle. In person, he can be described as disgustingly friendly. Towards aggressive people, pessimistic individuals or complete assholes he will at least attempt to fake a broad smile; a thorough facade used to show comfort towards even the most unappealing people. Unfortunately, this slight naivety makes him a bad asset toward his comrades because he gives even enemies the benefit of the doubt. Making him a foolish one indeed. However, despite this he has an unshakable amount of loyalty to his comrades and will do whatever he can to ensure there safety.
Brief Personal Details/History ( Can be optional when you can explain during the RP):
Not much can be said of Aleyn’s past. As a young boy, he was orphaned the day he was born within the very city of Zanark. Through his years, the young Mahouni played with the many orphans of the city until he was adopted by a passing Genji Ronin. A particular show of talent brought Aleyn great fortune and it was the subsequent days that the Ronin trained Aleyn in the ways of the sword. Upon his 19th birthday, Aleyn defeated his master and journeyed to Jamubai to test his abilities in the Coliseum. To this day, he has not lost a single match and continues to reign supreme.
Name: Hakuba Takahashi
Celestial Star Sign: Maxwell
D.O.B (Myrrh Calendar): November 18th
Birthplace: Genji Islands
Occupation: Assassin and Thief
Appearance: Hakuba usually wears a black cloak with a black hood that covers his face. He's dressed like a regular person that makes people think he's just a usual person, which is this: http://fc01.deviantart.net/fs70/f/20...at-d5i8tee.jpg
Clothing: What is in the picture
Weaponry: He uses daggers and sometimes short swords.
Personality (Allowed to be modified through the RP): Hakuba is cold to people that he never met, as the only person he knows is his sister, Amaya Takahashi. He is very kind to his younger sister, as they are the last people in the Takahashi family. Throughout his adventures, he becomes more kind to others and helps everybody in need.
Brief Personal Details/History ( Can be optional when you can explain during the RP): Hakuba is a Genji and a member of the Takahashi family. His sister, Amaya Takahashi is the only other Takahashi family member alive, as the others have all been killed off. Hakuba and Amaya both go on missions together and travel around the world. Hakuba has taught his sister many things, but Amaya taught him a thing or two. Amaya is pretty much the only person Hakuba knows.
Name: Amaya Takahashi
Celestial Star Sign: Undine
D.O.B (Myrrh Calendar): May 21st
Birthplace: Genji Islands
Occupation: Thief, Assassin.
Appearance: Amaya is 5'1. She wears a black cloak with a black hood like her brother does and she wears pretty much the same outfit he does, just suited for a girl.
Eye colour: Sky blue
Hair colour: Black
Clothing: The same outfit her brother does, just suited for a girl.
Weaponry: Daggers and swords.
Personality (Allowed to be modified through the RP): Amaya, unlike her brother, is very kind throughout all of her adventures and will help anybody. She always tries to make her brother be able to be as kind as she is and it works near the end. Despite being around her brother, a cold person, Amaya has always been kind.
Brief Personal Details/History (Can be optional when you can explain during the RP): Amaya is one of the last people in the Takahashi family along with her brother. She and her brother didn't know about each other until Amaya was 9, and she got Hakuba to realize that she was also a part of the Takahashi family, which lead to Hakuba being very nice to her. She was one of the people that witnessed her parents' death and the rest of the Takahashi family's death which lead to her wanting to kill the people who killed her family. This made her determined and she and her brother always went out to find the killers between missions.
Name: Viktoricus Fergoozo
Alias/nickname: The Brute
Celestial Star Sign: Ifreet
D.O.B: 1st of August
Birthplace: Zanark City, Loire Region
Eye colour: Black
Hair colour: Brown
Clothing: Shorts, wooden sandals, and grey t-shirts
Weaponry: Swords with blades that are three feet in length
Personality: Loves to drink, confident overall, loves food, hates spiders, has aspirations of becoming a very famous blacksmith, daring, bold, fascinated by military heroes.
Brief Personal Details/History: Viktoricus Fergoozo is a dedicated weightlifter. He is the adopted son of Andrew Fergoozo, a teacher and a historian in a school in Zanark City. Andrew taught Viktoricus a lot about history, and Viktoricus was fascinated by all of it. He was fascinated by past military leaders for their courage and discipline. Viktoricus had an aptitude for blacksmithing and general metal-working. He made himself his first sword when he was 16 years old, calling it "Brutus the Meat Slayer". He also made some weightlifting equipment with his metal-casting equipment. He trained a lot with weights, making himself a very physically strong individual. During his free time, other than lifting weights, he goes into taverns a lot and gets drunk. Luckily, he is a peaceful man when he's drunk.
Name: Nevere Signa
Alias/nickname: Celtis Sniper
Celestial Star Sign: Nymph
D.O.B (Myrrh Calendar): April 1
Birthplace: Jamubai City
Occupation: Treasure Hunter/ Merchant
Eye colour: Purple
Hair colour: Silver
Clothing: As shown in pic. In addition he has a English Lopes droopy ears that sling at the sides of his face or behind. They cant extend completely upward yet when frighten or surprised they'll go stiff point at a angle from side to side.
Weaponry: Celtis Bow(uses mana enchanted arrows that can be fueled with both elemental, and status effecting powers). Armor(remove the flame design and only the legging and arm gear).
Personality (Allowed to be modified through the RP): Calm... maybe a little to calm then he should be... Nevere is quiet the at ease kinda guy who just follows where the times, and fortune take him. Both a traveling merchant, and treasure hunter by trade have sharpened his wits, and the accuracy of his bow making him at first appear to be a very deadly, and scary person... yet this first impression is only made if you meet up with him during a tomb raid or a fight. Out of such situations reveals him to be quiet the lofty guy who loves to chat the night away over a campfire.
Brief Personal Details/History ( Can be optional when you can explain during the RP): Was born to a single mother who was a part of the special archer mana unit: Celtis Yew in the Sultan's army well known for their destructive magical assault as a unit and even solo on the battlefield though such things as battle barely ever nock on the front door of the Raibai race. In fact Nevere's blood line consists of all ex military members on both family tree of his mothers side. Nothing is known about Nevere's father, and it doesn't seem to bother him at all. Life as a child was not to bad though most of the time he was left in the hands of grandparents while his mother was on duty. That however did not halt a strong bound between mother, and child as there were times Nevere was actually taken along with his mother to see what she did so much that in fact the other members of the unit actually started to teach him what they knew. This was when Nevere decided he would grow up to be like his mother a strong, and able warrior... yet such a life wouldn't last all that long. At the age of seventeen he joined the military quickly gaining rank do to previous training so much to the point it wasn't long on his 19 birthday he was initiated into Celtis Yew. For the next two years he served proudly beside his mother... until one particular mission saw to him returning home from the dessert dunes on a bandit hunting mission with the unit carrying his mothers lifeless body... the details of what happened were never fully revealed and about a week later Nevere retired from military life at the age of 21 leaving his homeland with a new life style. Three years later Nevere has appeared here and their around ancient ruins, and in big cities selling the wares he raids getting by pretty well along in life.
(If there are any NPCs you wish to add, let me know and I'll add them here. NPCs don't need a full bio, but they do need a brief description of who they are and what they do, along with a goal. Okay? =D) Also people in this bracket do not count towards the character limit. So feel free to go crazy with NPCs. XD
Eikona La Lupita
A spunky free-spirited Moogi who lives on an isolated part of the Kalipo Islands. She is the original founder of Lupita city and one of the Tainted Ones from four thousand years ago. She is a talented, gifted alchemist, considered a legend among her people. It is unknown why she decided to hide herself away alone in her private lab or how she managed to live this long. Some say she was able to create the mythical philosopher stone that could grant immortality to it's owner, but these are just rumours, no one really knows. She enjoys getting drunk of Sake Nectar (a delicacy drink among the Moogi race). What secrets could this Moogi hide?
Lance is a retired thief with a heart of gold. He was the one who found and raised Crest, Kiram and the orphans of the Zanark slums who were left alone or abandoned. Taking on more of a fatherly role and working odd end jobs to earn Gald, although he knows better than to encourage Crest with his thieving skills, he doesn't deny that life is hard in the slums and usually thieving is the only way to survive down here. He always puts the well-being of his 'children' first before his own safety, it is also said that he used to be part of the Zanark Military many years ago, but he left for reasons unknown. Due to his time in the army, he was able to teach his children how to fend for themselves using the skills that he learnt.
Silvio Rathal'sira ~ Introduced by Khalil
A Mahouni who hailed from the Shivan Region and a friend of Eikona La Lupita. During the Legendary War, Silvio was one of the followers of the Celestial Demon Ragnarok and was labelled as a Tainted One. After Ragnarok fell, Silvio disappeared from Elyansia for several years, before he was found and then killed at a monument dedicated to the goddess.