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Fantasy Kolan and The Guild Wars Sign Up

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Welcome to Kolan and the Guild Wars!
Kolan CS

AgWordSmith

A Freckled Encounter
Moderator
Guild Application

Rules and Character Lore: Kolan and The Guild Wars

For Empahsis:

DO NOT CREATE ANGELS OR DEMONS
ONLY ONE OC PER GUILD PER PERSON

Optional Cs Codes:
If you do not use the code just specify which guild you are applying for and keep the same fields from these codes

Raven Guild Application
Appearances
Armor
Weapon
Weapon 2
Option 1
Option 2
Option 3
Original
Return
Name:

True Age:

Appearance Age:

Gender:

Species:

Class: (Base Class; Subclass)

Distinguishing features:

Preferred weapon(s): (Two types)

Preferred Type(s) of Magic: (Top four types maximum)



Details
Skills:


Personality:


History:
(include where they came from and how they end up in Kolan if they are not from there)

Close
Views on the Hekaspectrum:


Reason for joining the Raven Guild:


Official Document of the Kolan Guild Committee


Code:
[nobr]
[bg=#ece7dc]

[Class=Notes]
// Forward slashes are comments //
//and do no show up in the final design,//
// these are to help you find everything easily//
//and explain some code as well. //
// These comments must be with in a class or script tags//
//  in order to be hidden, from what I know//

// Long URls are images//
// # followed by letter and numbers are Hex codes//
// or color codes.//
//The only named colors are White and Silver//

// This code does not show breaks unless is shows the [br][/br] code//
// When typing responses to rps, be aware that when you press enter//
// it will not show that you did. You'll have to use the [br][/br] tags//

//the font is called Oldenburg, if you wish to change it look for that and replace it//
[/class]

[class=title]
    border-bottom: solid 2px #102f7e;
    border-top: solid 2px #102f7e;
    background-color: #102f7e;
    color: Silver;
    font-size: 200%;
    line-height: 1;
    text-align:center;
    margin: 10px auto;
    width: 100%;
    padding: 5px;
    font-family:Oldenburg;

//The Title; "Raven Guild Application"//
[/class]

[class=LeftRaven]
margin-left:20px;
pointer-events:none;
opacity:0.8;
width:25%;
line-height:0px;

//The Raven Symbol on the left//
[/class]

[class=RightRaven]
pointer-events:none;
margin-right:20px;
opacity:0.8;
width:25%;
line-height:0px;
float:right;

//The Raven Symbol on the right//
[/class]

[class=hidden]
display:none;

//Keeps hidden things hidden//
[/class]

[class=Button]
    background-color: #102f7e;
    color: Silver;
    line-height: 1;
    text-align:center;
    margin: 0px auto;
    margin-bottom:20px;
    padding: 5px;
    font-family:Oldenburg;
    width:100%;

//What the buttons by the pictures and the "Details" button look like//
[/class]

[class name=ButtonClick]
    background-color: #081b4d;
    color: Silver;
    line-height: 1;
    text-align:center;
    margin: 0px auto;
    margin-bottom:20px;
    padding: 5px;
    font-family:Oldenburg;
    width:100%;

//what the button looks like when clicked//
[/class]

[class name=Button state=hover]
    background-color: #081b4d;
    cursor:pointer;
    color:white;

//what the button looks like when a mouse hovers over it//
[/class]

[script class=Button on=click]

//This links all the images to their corresponding buttons//
//If you change the name of a Button it will have to be changed here as well//
//but only the name within the " "//
//That's to make it easier on you when you change the names so the script will work//
// with out you having to meticulous go through each line and change things around//

removeClass ButtonClick Button
    addClass ButtonClick
set link (getText)

    if (eq "${link}" "Appearances") (hide B1)
    if (eq "${link}" "Appearances") (show B2)

//If you only have 1 picture you would like to use//
// Change (show B2) to (show Default)//
//Delete the entire line above that one//
//Paste this under it:
    if (eq "${link}" "Appearance") (hide Armor)
    if (eq "${link}" "Appearance") (hide Weapon)
    if (eq "${link}" "Appearance") (hide Weapon2)
//Make sure to change the button to say just "Appearance"//
//and change the script to say that as well,//
//you do not have to remove anything else!//
//So ignore anything that says Option//
//just don't mess with those ones//

    if (eq "${link}" "Armor") (show Armor)
    if (eq "${link}" "Armor") (hide Weapon)
    if (eq "${link}" "Armor") (hide Weapon2)
    if (eq "${link}" "Armor") (hide Option1)
    if (eq "${link}" "Armor") (hide Option2)
    if (eq "${link}" "Armor") (hide Option3)
    if (eq "${link}" "Armor") (hide Default)

    if (eq "${link}" "Weapon") (show Weapon)
    if (eq "${link}" "Weapon") (hide Armor)
    if (eq "${link}" "Weapon") (hide Weapon2)
    if (eq "${link}" "Weapon") (hide Default)
    if (eq "${link}" "Weapon") (hide Option1)
    if (eq "${link}" "Weapon") (hide Option2)
    if (eq "${link}" "Weapon") (hide Option3)

    if (eq "${link}" "Weapon 2") (show Weapon2)
    if (eq "${link}" "Weapon 2") (hide Armor)
    if (eq "${link}" "Weapon 2") (hide Weapon)
    if (eq "${link}" "Weapon 2") (hide Default)
    if (eq "${link}" "Weapon 2") (hide Option1)
    if (eq "${link}" "Weapon 2") (hide Option2)
    if (eq "${link}" "Weapon 2") (hide Option3)

    if (eq "${link}" "Option 1") (show Option1)
    if (eq "${link}" "Option 1") (hide Option2)
    if (eq "${link}" "Option 1") (hide Option3)
    if (eq "${link}" "Option 1") (hide Default)
    if (eq "${link}" "Option 1") (hide Armor)
    if (eq "${link}" "Option 1") (hide Weapon)
    if (eq "${link}" "Option 1") (hide Weapon2)

    if (eq "${link}" "Option 2") (show Option2)
    if (eq "${link}" "Option 2") (hide Option1)
    if (eq "${link}" "Option 2") (hide Option3)
    if (eq "${link}" "Option 2") (hide Default)
    if (eq "${link}" "Option 2") (hide Armor)
    if (eq "${link}" "Option 2") (hide Weapon)
    if (eq "${link}" "Option 2") (hide Weapon2)

    if (eq "${link}" "Option 3") (show Option3)
    if (eq "${link}" "Option 3") (hide Option1)
    if (eq "${link}" "Option 3") (hide Option2)
    if (eq "${link}" "Option 3") (hide Default)
    if (eq "${link}" "Option 3") (hide Armor)
    if (eq "${link}" "Option 3") (hide Weapon)
    if (eq "${link}" "Option 3") (hide Weapon2)

    if (eq "${link}" "Original") (show Default)
    if (eq "${link}" "Original") (hide Option1)
    if (eq "${link}" "Original") (hide Option2)
    if (eq "${link}" "Original") (hide Option3)
    if (eq "${link}" "Original") (hide Armor)
    if (eq "${link}" "Original") (hide Weapon)
    if (eq "${link}" "Original") (hide Weapon2)

    if (eq "${link}" "Return") (hide B2)
    if (eq "${link}" "Return") (show B1)

    if (eq "${link}" "Details") (show Deets)
    if (eq "${link}" "Close") (hide Deets)
[/script]

[div=padding: 0px 20px 0px 20px;]

[div class=title]
[border=1px SOLID silver]

[row][column=span1][div class=LeftRaven]
[img]https://cdn.discordapp.com/attachments/359734207024463882/421698718442717205/White_Raven.png[/img]
[/div]
[/column]
[column=span6]
[center][font=Oldenburg]Raven Guild Application[/font][/center]
[/column]
[column=span1]
[div class=RightRaven]
[img]https://cdn.discordapp.com/attachments/359734207024463882/421698718442717205/White_Raven.png[/img]
[/div]
[/column][/row]
[/border]
[/div]

[class=Notes]
//Below are the buttons//

//TO REMOVE BUTTONS//
//Find the button you wish to remove//
//delete it's line of code//
//That's it!//
//You can ignore anything that has it's name on it//
//you do not have to delete any of that, it will remain hidden//

//INSTRUCTION ON HOW TO HAVE ONLY ONE APPEARANCE IMAGE IS IN THE SCRIPT CODE ABOVE//
//UNDER if (eq "${link}" "Appearances") (show B2)//

//TO ADD BUTTONS//
//Copy and Paste one of the button codes//
//If its an appearance picture that you want to add Copy and paste a button with B2 in it//
//If its anything else, Copy the Buttons with B1 in it//
//Next change the name of the button to what you want it to be//
//Go down to where all the codes are for the pictures and copy and paste one of them//
//Change its name within the Class="Name hidden" part. KEEP THE HIDDEN THERE IF ITS THERE//
//Now go up to the script code//
//Copy and paste on of the chunks of code that all have the same name within the " "//
//Change the name within the " " to the EXACT name you changed your new button to//
//Change the part in the second set of parenthesis to (show What you named your PICTURE, the EXACT word )//
//Make sure that the rest of the parenthesis that say hide include everything else//
//If you do not specify to hide a certain picture, then if that picture/button is selected it will show up under your new picture//
//when its selected//

[/class]

[div=padding: 20px;font-family:Oldenburg;]
[row][column=span2]
[div=width:100%;]
[div class=Button][border=1px SOLID silver]Appearances[/border][/div]

[div class="Button B1"][border=1px SOLID silver]Armor[/border][/div]

[div class="Button B1"][border=1px SOLID silver]Weapon[/border][/div]

[div class="Button B1"][border=1px SOLID silver]Weapon 2[/border][/div]

[div class="Button B2 hidden"][border=1px SOLID silver]Option 1[/border][/div]

[div class="Button B2 hidden"][border=1px SOLID silver]Option 2[/border][/div]

[div class="Button B2 hidden"][border=1px SOLID silver]Option 3[/border][/div]

[div class="Button B2 hidden"][border=1px SOLID silver]Original[/border][/div]

[div class="Button B2 hidden"][border=1px SOLID silver]Return[/border][/div]
[/div]
[/column][column=span2]

[class=Notes]
//These are the codes for each picture//
//To replace the place holder//
//Paste your URL inplace of the place holder URL within the Background:url parenthesis//

//To add/remove a picture//
//Instructions to do so are in the notes aboce the Button Codes//
//In order to add/remove a picture you will have to add/remove their button//

//The only picture not hidden is the default one, this will be the first picture to load when the page shows up//
//this should be how your OC looks normally//
[/class]

[div class=Default style="pointer-events:none;line-height:0px;border: 2px solid #102f7e; width:100%;height:450px;background:url(http://lwvnaperville.org/wp-content/uploads/2017/06/placeholder.png) no-repeat;background-size:100% 100%;"]

[/div]
[div class="Option1 hidden" style="pointer-events:none;line-height:0px;border: 2px solid #102f7e; width:100%;height:450px;background:url(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRYXH49TofAuXGPgtVTvlSVWKnZ1tIK1cSB9-gPebjR1ijCgJQ5Ig) no-repeat;background-size:100% 100%;"]

[/div]

[div class="Option2  hidden" style="pointer-events:none;line-height:0px;border: 2px solid #102f7e; width:100%;height:450px;background:url(http://lwvnaperville.org/wp-content/uploads/2017/06/placeholder.png) no-repeat;background-size:100% 100%;"]
[/div]

[div class="Option3 hidden" style="pointer-events:none;line-height:0px;border: 2px solid #102f7e; width:100%;height:450px;background:url(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRYXH49TofAuXGPgtVTvlSVWKnZ1tIK1cSB9-gPebjR1ijCgJQ5Ig) no-repeat;background-size:100% 100%;"]

[/div]

[div class="Armor hidden" style="pointer-events:none;line-height:0px;border: 2px solid #102f7e; width:100%;height:450px;background:url(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRYXH49TofAuXGPgtVTvlSVWKnZ1tIK1cSB9-gPebjR1ijCgJQ5Ig) no-repeat;background-size:100% 100%;"]

[/div]


[div class="Weapon hidden" style="pointer-events:none;line-height:0px;border: 2px solid #102f7e; width:100%;height:450px;background:url(http://lwvnaperville.org/wp-content/uploads/2017/06/placeholder.png) no-repeat;background-size:100% 100%;"]

[/div]

[div class="Weapon2 hidden" style="pointer-events:none;line-height:0px;border: 2px solid #102f7e; width:100%;height:450px;background:url(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRYXH49TofAuXGPgtVTvlSVWKnZ1tIK1cSB9-gPebjR1ijCgJQ5Ig) no-repeat;background-size:100% 100%;"]

[/div]
[/column][column=span4][color=black]

[class=Notes]
//Below you can start filling out the Cs//
//Please add text after the [/B]//
//Other wise the text will be bold//

[/class]

[center][size=5][B]Name: [/B]
[br][/br]
[br][/br]
[B]True Age: [/B]
[br][/br]
[br][/br]
[B]Appearance Age: [/B]
[br][/br]
[br][/br]
[B]Gender: [/B]
[br][/br]
[br][/br]
[B]Species: [/B]
[br][/br]
[br][/br]
[B]Class: [/B](Base Class; Subclass)
[br][/br]
[br][/br]
[B]Distinguishing features: [/B]
[br][/br]
[br][/br]
[B]Preferred weapon(s): [/B](Two types)
[br][/br]
[br][/br]
[B]Preferred Type(s) of Magic: [/B](Top four types maximum)
[br][/br]
[/size]
[/center][/color]
[/column][/row]
[br][/br]
[br][/br]
[div=border-bottom: solid 2px #102f7e;][/div]
[br][/br][center]

[div class=Button][border=1px SOLID silver]Details[/border][/div]
[div class="Deets hidden"][color=black]
[size=5][B]Skills: [/B] [br][/br]

[br][/br]
[br][/br]

[B]Personality: [/B][br][/br]

[br][/br]
[br][/br]

[B]History: [/B][br][/br]
(include where they came from and how they end up in Kolan if they are not from there)[br][/br]
[br][/br][/size][/color][size=5]
[div class=Button][border=1px SOLID silver]Close[/border][/div]
[/size]
[/div]
[size=5][color=black]
[B]Views on the Hekaspectrum: [/B][br][/br]

[br][/br]
[br][/br]
[B]Reason for joining the Raven Guild: [/B][br][/br]

[/color][/size][/center]
[br][/br]
[br][/br]
[/div]
[div class=title style="font-size:100%;line-height:2;"]
[border=1px SOLID silver]
[row][column=span1]
[div class=LeftRaven]
[img]https://cdn.discordapp.com/attachments/359734207024463882/421698718442717205/White_Raven.png[/img]
[/div]
[/column][column=span6][center]
[color=silver]Official Document of the Kolan Guild Committee[/color][/center]
[/column][column=span1]
[div class=RightRaven]
[img]https://cdn.discordapp.com/attachments/359734207024463882/421698718442717205/White_Raven.png[/img]
[/div]
[/column][/row]
[/border]
[/div]
[div=line-height:0px;width:10%;margin:0px auto;]
[img]https://vignette.wikia.nocookie.net/animal-jam-clans-1/images/8/85/Flourish-horizontal-symbol-fancy-page-break-page-break-clip-art-640_320.png/revision/latest?cb=20170410033005[/img]

[/div]
[/div][/bg]
[/nobr]

Wolf Guild Application
Appearances
Armor
Weapon
Weapon 2
Option 1
Option 2
Option 3
Original
Return
Name:

True Age:

Appearance Age:

Gender:

Species:

Class: (Base Class; Subclass)

Distinguishing features:

Preferred weapon(s): (Two types)

Preferred Type(s) of Magic: (Top four types maximum)



Details
Skills:


Personality:


History:
(include where they came from and how they end up in Kolan if they are not from there)

Close
Views on the Hekaspectrum:


Reason for joining the Wolf Guild:


Official Document of the Kolan Guild Committee
Code:
[nobr]

[bg=#ece7dc]

[Class=Notes]
// Forward slashes are comments //
//and do no show up in the final design,//
// these are to help you find everything easily//
//and explain some code as well. //
// These comments must be with in a class or script tags//
//  in order to be hidden, from what I know//

// Long URls are images//
// # followed by letter and numbers are Hex codes//
// or color codes.//
//The only named colors are White and Silver//

// This code does not show breaks unless is shows the [br][/br] code//
// When typing responses to rps, be aware that when you press enter//
// it will not show that you did. You'll have to use the [br][/br] tags//

//the font is called Oldenburg, if you wish to change it look for that and replace it//
[/class]


[class=title]
    border-bottom: solid 2px #35a22f ;
    border-top: solid 2px #35a22f ;
    background-color: #35a22f ;
    color: #f8cc2d;
    font-size: 200%;
    line-height: 1;
    text-align:center;
    margin: 10px auto;
    width: 100%;
    padding: 5px;
    font-family:Oldenburg;

//The Title; "Wolf Guild Application"//
[/class]

[class=LeftWolf]
pointer-events:none;
opacity:0.8;
width:25%;
line-height:0px;

//The Wolf Symbol on the left//
[/class]

[class=RightWolf]
pointer-events:none;
margin-right:0px;
opacity:0.8;
width:25%;
line-height:0px;
float:right;

//The Wolf Symbol on the right//
[/class]

[class=hidden]
display:none;
//Keeps hidden things hidden//
[/class]

[class=Button]
    background-color: #35a22f ;
    color: #f8cc2d;
    line-height: 1;
    text-align:center;
    margin: 0px auto;
    margin-bottom:20px;
    padding: 5px;
    font-family:Oldenburg;
    width:100%;


//What the buttons by the pictures and the "Details" button look like//
[/class]

[class name=ButtonClick]
    background-color: #0e610a ;
    color: #f8cc2d;
    line-height: 1;
    text-align:center;
    margin: 0px auto;
    margin-bottom:20px;
    padding: 5px;
    font-family:Oldenburg;
    width:100%;

//what the button looks like when clicked//
[/class]

[class name=Button state=hover]
    background-color: #0e610a ;
    cursor:pointer;
    color:#f8cc2d;

//what the button looks like when a mouse hovers over it//
[/class]

[script class=Button on=click]
removeClass ButtonClick Button
    addClass ButtonClick
set link (getText)

//This links all the images to their corresponding buttons//
//If you change the name of a Button it will have to be changed here as well//
//but only the name within the " "//
//That's to make it easier on you when you change the names so the script will work//
// with out you having to meticulous go through each line and change things around//

    if (eq "${link}" "Appearances") (hide B1)
    if (eq "${link}" "Appearances") (show B2)

//If you only have 1 picture you would like to use//
// Change (show B2) to (show Default)//
//Delete the entire line above that one//
//Paste this under it:
    if (eq "${link}" "Appearance") (hide Armor)
    if (eq "${link}" "Appearance") (hide Weapon)
    if (eq "${link}" "Appearance") (hide Weapon2)
//Make sure to change the button to say just "Appearance"//
//and change the script to say that as well,//
//you do not have to remove anything else!//
//So ignore anything that says Option//
//just don't mess with those ones//

    if (eq "${link}" "Armor") (show Armor)
    if (eq "${link}" "Armor") (hide Weapon)
    if (eq "${link}" "Armor") (hide Weapon2)
    if (eq "${link}" "Armor") (hide Option1)
    if (eq "${link}" "Armor") (hide Option2)
    if (eq "${link}" "Armor") (hide Option3)
    if (eq "${link}" "Armor") (hide Default)

    if (eq "${link}" "Weapon") (show Weapon)
    if (eq "${link}" "Weapon") (hide Armor)
    if (eq "${link}" "Weapon") (hide Weapon2)
    if (eq "${link}" "Weapon") (hide Default)
    if (eq "${link}" "Weapon") (hide Option1)
    if (eq "${link}" "Weapon") (hide Option2)
    if (eq "${link}" "Weapon") (hide Option3)

    if (eq "${link}" "Weapon 2") (show Weapon2)
    if (eq "${link}" "Weapon 2") (hide Armor)
    if (eq "${link}" "Weapon 2") (hide Weapon)
    if (eq "${link}" "Weapon 2") (hide Default)
    if (eq "${link}" "Weapon 2") (hide Option1)
    if (eq "${link}" "Weapon 2") (hide Option2)
    if (eq "${link}" "Weapon 2") (hide Option3)

    if (eq "${link}" "Option 1") (show Option1)
    if (eq "${link}" "Option 1") (hide Option2)
    if (eq "${link}" "Option 1") (hide Option3)
    if (eq "${link}" "Option 1") (hide Default)
    if (eq "${link}" "Option 1") (hide Armor)
    if (eq "${link}" "Option 1") (hide Weapon)
    if (eq "${link}" "Option 1") (hide Weapon2)

    if (eq "${link}" "Option 2") (show Option2)
    if (eq "${link}" "Option 2") (hide Option1)
    if (eq "${link}" "Option 2") (hide Option3)
    if (eq "${link}" "Option 2") (hide Default)
    if (eq "${link}" "Option 2") (hide Armor)
    if (eq "${link}" "Option 2") (hide Weapon)
    if (eq "${link}" "Option 2") (hide Weapon2)

    if (eq "${link}" "Option 3") (show Option3)
    if (eq "${link}" "Option 3") (hide Option1)
    if (eq "${link}" "Option 3") (hide Option2)
    if (eq "${link}" "Option 3") (hide Default)
    if (eq "${link}" "Option 3") (hide Armor)
    if (eq "${link}" "Option 3") (hide Weapon)
    if (eq "${link}" "Option 3") (hide Weapon2)

    if (eq "${link}" "Original") (show Default)
    if (eq "${link}" "Original") (hide Option1)
    if (eq "${link}" "Original") (hide Option2)
    if (eq "${link}" "Original") (hide Option3)
    if (eq "${link}" "Original") (hide Armor)
    if (eq "${link}" "Original") (hide Weapon)
    if (eq "${link}" "Original") (hide Weapon2)

    if (eq "${link}" "Return") (hide B2)
    if (eq "${link}" "Return") (show B1)

    if (eq "${link}" "Details") (show Deets)
    if (eq "${link}" "Close") (hide Deets)
[/script]
[div=padding: 0px 20px 0px 20px;]
[div class=title]
[border=1px SOLID #f8cc2d]
[row][column=span1][div class=LeftWolf]
[img]https://cdn.discordapp.com/attachments/359734207024463882/421732753763991553/Gold_Wolf_Left.png[/img]
[/div]
[/column][column=span6][div=margin-top:7px;]
[center][font=Oldenburg]Wolf Guild Application[/font][/center][/div]
[/column][column=span1]
[div class=RightWolf]
[img]https://cdn.discordapp.com/attachments/359734207024463882/421732397357465639/Gold_Wolf.png[/img]
[/div]
[/column][/row]
[/border]
[/div]

[class=Notes]
//Below are the buttons//

//TO REMOVE BUTTONS//
//Find the button you wish to remove//
//delete it's line of code//
//That's it!//
//You can ignore anything that has it's name on it//
//you do not have to delete any of that, it will remain hidden//

//INSTRUCTION ON HOW TO HAVE ONLY ONE APPEARANCE IMAGE IS IN THE SCRIPT CODE ABOVE//
//UNDER if (eq "${link}" "Appearances") (show B2)//

//TO ADD BUTTONS//
//Copy and Paste one of the button codes//
//If its an appearance picture that you want to add Copy and paste a button with B2 in it//
//If its anything else, Copy the Buttons with B1 in it//
//Next change the name of the button to what you want it to be//
//Go down to where all the codes are for the pictures and copy and paste one of them//
//Change its name within the Class="Name hidden" part. KEEP THE HIDDEN THERE IF ITS THERE//
//Now go up to the script code//
//Copy and paste on of the chunks of code that all have the same name within the " "//
//Change the name within the " " to the EXACT name you changed your new button to//
//Change the part in the second set of parenthesis to (show What you named your PICTURE, the EXACT word )//
//Make sure that the rest of the parenthesis that say hide include everything else//
//If you do not specify to hide a certain picture, then if that picture/button is selected it will show up under your new picture//
//when its selected//

[/class]


[div=padding: 20px;font-family:Oldenburg;]
[row][column=span2]
[div=width:100%;]
[div class=Button][border=1px SOLID #f8cc2d]Appearances[/border][/div]

[div class="Button B1"][border=1px SOLID #f8cc2d]Armor[/border][/div]

[div class="Button B1"][border=1px SOLID #f8cc2d]Weapon[/border][/div]

[div class="Button B1"][border=1px SOLID #f8cc2d]Weapon 2[/border][/div]

[div class="Button B2 hidden"][border=1px SOLID #f8cc2d]Option 1[/border][/div]

[div class="Button B2 hidden"][border=1px SOLID #f8cc2d]Option 2[/border][/div]

[div class="Button B2 hidden"][border=1px SOLID #f8cc2d]Option 3[/border][/div]

[div class="Button B2 hidden"][border=1px SOLID #f8cc2d]Original[/border][/div]

[div class="Button B2 hidden"][border=1px SOLID #f8cc2d]Return[/border][/div]
[/div]
[/column][column=span2]

[class=Notes]
//These are the codes for each picture//
//To replace the place holder//
//Paste your URL inplace of the place holder URL within the Background:url parenthesis//

//To add/remove a picture//
//Instructions to do so are in the notes aboce the Button Codes//
//In order to add/remove a picture you will have to add/remove their button//

//The only picture not hidden is the default one, this will be the first picture to load when the page shows up//
//this should be how your OC looks normally//
[/class]

[div class=Default style="pointer-events:none;line-height:0px;border: 2px solid #f8cc2d; width:100%;height:450px;background:url(http://lwvnaperville.org/wp-content/uploads/2017/06/placeholder.png) no-repeat;background-size:100% 100%;"]

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[div class="Option1 hidden" style="pointer-events:none;line-height:0px;border: 2px solid #f8cc2d; width:100%;height:450px;background:url(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRYXH49TofAuXGPgtVTvlSVWKnZ1tIK1cSB9-gPebjR1ijCgJQ5Ig) no-repeat;background-size:100% 100%;"]

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[div class="Option2  hidden" style="pointer-events:none;line-height:0px;border: 2px solid #f8cc2d; width:100%;height:450px;background:url(http://lwvnaperville.org/wp-content/uploads/2017/06/placeholder.png) no-repeat;background-size:100% 100%;"]
[/div]

[div class="Option3 hidden" style="pointer-events:none;line-height:0px;border: 2px solid #f8cc2d; width:100%;height:450px;background:url(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRYXH49TofAuXGPgtVTvlSVWKnZ1tIK1cSB9-gPebjR1ijCgJQ5Ig) no-repeat;background-size:100% 100%;"]

[/div]

[div class="Armor hidden" style="pointer-events:none;line-height:0px;border: 2px solid #f8cc2d; width:100%;height:450px;background:url(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRYXH49TofAuXGPgtVTvlSVWKnZ1tIK1cSB9-gPebjR1ijCgJQ5Ig) no-repeat;background-size:100% 100%;"]

[/div]


[div class="Weapon hidden" style="pointer-events:none;line-height:0px;border: 2px solid #f8cc2d; width:100%;height:450px;background:url(http://lwvnaperville.org/wp-content/uploads/2017/06/placeholder.png) no-repeat;background-size:100% 100%;"]

[/div]

[div class="Weapon2 hidden" style="pointer-events:none;line-height:0px;border: 2px solid #f8cc2d; width:100%;height:450px;background:url(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRYXH49TofAuXGPgtVTvlSVWKnZ1tIK1cSB9-gPebjR1ijCgJQ5Ig) no-repeat;background-size:100% 100%;"]

[/div]
[/column][column=span4]
[class=Notes]
//Below you can start filling out the Cs//
//Please add text after the [/B]//
//Other wise the text will be bold//

[/class]

[color=black]
[center][size=5][B]Name: [/B]
[br][/br]
[br][/br]
[B]True Age: [/B]
[br][/br]
[br][/br]
[B]Appearance Age: [/B]
[br][/br]
[br][/br]
[B]Gender: [/B]
[br][/br]
[br][/br]
[B]Species: [/B]
[br][/br]
[br][/br]
[B]Class: [/B](Base Class; Subclass)
[br][/br]
[br][/br]
[B]Distinguishing features: [/B]
[br][/br]
[br][/br]
[B]Preferred weapon(s): [/B](Two types)
[br][/br]
[br][/br]
[B]Preferred Type(s) of Magic: [/B](Top four types maximum)
[br][/br]
[/size]
[/center][/color]
[/column][/row]
[br][/br]
[br][/br]
[div=border-bottom: solid 2px #35a22f;][/div]
[br][/br][center]

[div class=Button][border=1px SOLID #f8cc2d]Details[/border][/div]
[div class="Deets hidden"][color=black]
[size=5][B]Skills: [/B] [br][/br]

[br][/br]
[br][/br]

[B]Personality: [/B][br][/br]

[br][/br]
[br][/br]

[B]History: [/B][br][/br]
(include where they came from and how they end up in Kolan if they are not from there)[br][/br]
[br][/br][/size][/color][size=5]
[div class=Button][border=1px SOLID #f8cc2d]Close[/border][/div]
[/size]
[/div]
[size=5][color=black]
[B]Views on the Hekaspectrum: [/B][br][/br]

[br][/br]
[br][/br]
[B]Reason for joining the Wolf Guild: [/B][br][/br]

[/color][/size][/center]
[br][/br]
[br][/br]
[/div]
[div class=title style="font-size:100%;line-height:2;"]
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[div class=LeftWolf]
[img]https://cdn.discordapp.com/attachments/359734207024463882/421732753763991553/Gold_Wolf_Left.png[/img]
[/div]
[/column][column=span6][center][div=margin-top:7px;]
[color=#f8cc2d]Official Document of the Kolan Guild Committee[/color][/div][/center][div=margin-top:7px;][/div]
[/column][column=span1]
[div class=RightWolf]
[img]https://cdn.discordapp.com/attachments/359734207024463882/421732397357465639/Gold_Wolf.png[/img]
[/div]
[/column][/row]
[/border]
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[div=line-height:0px;width:10%;margin:0px auto;]
[img]https://vignette.wikia.nocookie.net/animal-jam-clans-1/images/8/85/Flourish-horizontal-symbol-fancy-page-break-page-break-clip-art-640_320.png/revision/latest?cb=20170410033005[/img]

[/div]
[/div][/bg]
[/nobr]


Character Roster:
John Doe @PaulHaynek
Dura Galesh @AgWordSmith
Cassiel Fyrune @Fenris
Claire O’Reilly @Mr Swiftshots
Harold Norðursonn @June Verles
[pending]
___
___
___
___

Calla Rose @AgWordSmith
Roland Eltrask @AI10100
Henry Sask @shadowz1995
Arleth Minaith'khlar @Roleplay Skittle
Raven Wolfbane @Bulette
Parfa Dawnpaw @Zer0
Helios @Katsuya
Nefertit @JustNicole
___
___


 
Last edited:
[Raven] Calla Rose

AgWordSmith

A Freckled Encounter
Moderator
Raven Guild Leader
Appearances
Armor
Sword
Fae
Glow 1
Glow 2
Human
Return
Name: Calla Rose

True Age: 674

Appearance Age: 25

Gender: Female

Species: Fae

Class: Mage; Necromancer specialty

Distinguishing features: A nasty scar
covering most of her left cheek

Preferred weapon(s): Long Swords; Staffs

Preferred Type(s) of Magic: Fire, Crystal, Necromancy
and shape-shifting spells



Details
Skills:
Skilled Swordswoman, highly skilled necromancer and fire mage, very skilled in a few fighting styles and surprisingly good at sewing. (That was a weird year for her) She is a fast thinker and has quick reflexes. Strategy and stealth is her forte.

Personality:
A somewhat reserved person. She likes to keep her business her business but does maintain an attitude of politeness. She's a good leader, always having a great game plan and executing them with precision and accuracy. Calla is a stickler for order and organization. She loves routine, or to see routine in the unscheduled. The Fae walks with an air of grace and will hardly shout or yell but she cam project her voice very well with out the tone of yelling. Her voice is a bit and this can be creepy when one can see the anger in her eyes. In fact it takes a lot of her self control to bite back her rage but The Goddesses forbid if she let it out. With the guild Calla has been practicing being a bit more nice to people and did vow to be fair in the decisions of her guild and anything quarrel would go one between her members. She believes in fairness and values knowledge. If she's not working on something one can find her with a book in a quiet place.

History:
Calla grew up in the Fae kingdom, at least this incarnation did. It wasn't until a year ago that she was told about her Lapse Rebirth Sentence. The punishment was enacted 118 years ago and after she emerged from her carnation the infant was given to a couple to raise under the careful eye of the Council. Both of her dad's loved her dearly and raised her as their own. She was an only child and a lonely child. People would stay clear of her for reason's unknown, her house was under lock down during her metamorphosis and the instant her someone found out about her dabbling in necromancy, and being rather good at it she was jailed, despite the practice becoming legal at the time. After being let out of jail. 70 years old at the time, Calla set to move out of the Fae kingdom. After a tearful goodbye and a promise to constantly write to them Calla set out on her own. For the next 30 years she traveled the world and became a rather frequent visitor of the Ninivan Library t further her personal studies.

She has no previous memories of the 556 years of life she lived before this current incarnation and doesn't care for finding out. At least that what she tells people, even if the curiously and sense of loss at so many years of life does weigh on her mind often. Four years ago Calla came into the initially regretful company of an Orc, and a year later an Elf, a Human had joined the group and later on even a vampire. The odd group traveled about, taking on random tasks for those in need and soon petition to become a guild of their own. After being constantly denied the group went on to continue their unofficial guild and went on unofficially questing. That is until the Orc was captured and put on trial for his crimes in Orsinim, never to be heard from again, the Human was called upon by the rebels in Gloryce And took her leave to help free her people. Calla and the Elf two had to separate, they had become rather close on their adventures, but he had to return to Legionatis for the Fight of Princes and she stayed in Niniva, promising a place for him to return to and a change in the heart of the king.

Two years passed and finally the King of Kolan lifted the ban at her next petition, agreeing only if she posed at as human to the public so as to not stir up anything. The Raven Guild was built in Niniva and Calla Rose had fulfilled her promise. Agreeing to disguise herself as human after her recent "death" to gain the trust of the people, because she knew full well her own kind didn't have and didn't deserve that sort of trust and place of any power in a historical moment like this. Constantly using shape-shifting she has kept the guise up easily especially since her body was completely new now, her first death after the lapse rebirth. In her memory this was incarnation number two and she was going to use it to bring about a change in the world. However subtle it would be.

Close

Views on the Hekaspectrum: Couldn't care less but old prejudices come to light in times of weakness.
Its hard to get rid of the social constructs integrated into her since childhood, but she tries her best.

Reason for creating the Raven Guild: She wanted to fulfill a promise to a friend, and was rather pissed she wasn't able to make on before hand.It was mostly because she couldn't that she made it to prove that she could.
Official Document of the Kolan Guild Committee
 
[Wolf] Dura Galesh

AgWordSmith

A Freckled Encounter
Moderator
Wolf Guild Application
Appearance
Armor
Kusarigama
Bloody Knuckles
Name: Dura Galesh

True Age: 20

Appearance Age: 20

Gender: Female

Species: Orc

Class: Healer; Alchemist

Distinguishing features:
Scars around shoulder and upper arm, Scar across nose and night eye, Colored stripes in hair

Preferred weapon(s): Kusarigama; Bloody Knuckles

Preferred Type(s) of Magic: Healing, Transmuting, Earth, Enchanting



Details
Skills:
A skilled alchemist and healer. She also knows how to handle herself well in a fight due to her times as a Fighter. Dura has become adept in enchanting most of the items she transmutes and knows how to transmute entire limbs and expertly connect them to the body ,with that she also knows a lot about the different types of bodies out there and their weak points. Improvising is one of her strong suits.

Personality:
Although rough around the edges Dura is a hard worker and fearless. She loves the thrill of a fight and feels like she's doing her part in keeping balance by taking the healing route when there are so many fighters. Also the idea of taking what is plentiful and turning it to things that are not so appeals to her as well. Dura has her own way of doing things. Especially when being nice she usually tries to just do helpful things and gets a bit rough and playful with her friends and those she likes. She's pretty strong and creative but a bit headstrong and reckless too.

History:
She grew up in the Orsinium Earth Territory within the newer Orc cities. There she was trained to be a fighter from a young age and spent most of her life fighting skirmishes against the elemental cities. Soon her sister joined the fight and together they were quite a pair. Until a really bad fight happened. Orcs were taking down the city walls of an elemental city where a group of Earth elemental lifted the wall and collapsed it over the orcs warriors. Her sister died and Dura was severely injured. Her wound took long time to heal due to the lack of healers in her home city.

During her time of mourning and healing she decided to fill the boredom and distract from her loss by studying under one of the few healers. After discovering a talent for alchemy and helping the healers after a another nasty battle Dura decided to stay an alchemist instead of returning to her previous warrior class. Reasoning that there was enough of those in the world and she would do her part by being a healer.

After that she made sure to find a replacement for her in the city and moved out to go learn more about her class and practice more freely instead of being constantly busy in the Earth territory. After some travel she came across a half elf and a rather rocky situation. After that perilous journey Kolan called to her. Originally traveling to the Country to visit the vast market places for more alchemical materials and weaponry until the decrees about the new guilds peeked her interest. She decided to stay and check it out.

Close
Views on the Hekaspectrum:
She knows her place in the world, she knows how people view her and her kind. Its all just another part of the world's balance.

Reason for joining the Wolf Guild:
It seemed like a good deal, free shelter and she gets to put her skills to use.


Official Document of the Kolan Guild Committee
 
Last edited:

June Verles

Look at big boy forehead over here
Raven Guild Application
Appearances
Armor
Weapon
Weapon 2
Normal Appereance
Elemental form
Original
Return
Name: Alexia Fyrdrake


True Age: 36


Appearance Age: 29


Gender: Female


Species: Dark Elemental


Class: Mage; Witch


Distinguishing features:Missing right eye, part of her cheek is missing on her right side showing off her surprisingly clean white teeth.[


Preferred weapon(s): Spears, Close combat


Preferred Type(s) of Magic: Dark elemental magic, Runic Magic




Details
Skills: Talented spear user, below average in aptitude in fire magic but has a lot of experience, decent level of control over her elemental affinity, it's a natural at being stealthy. Generally speaking, Alexia hates rushing into something due to her own experience, therefore she will meticulously plan her moves.


Personality: Much opposed to the way she operates on the field, Alexia is quite an open person. She doesn't mind striking up a conversation but sadly for some unknown reason people don't do that. As aforementioned though, during her work, she is a very quiet and reserved person. She will plan for a few days for some missions due to her life motto "Better prepared than sorry", that she had to develop out of necessity. She moves with a very casual, almost unnoticeable step, which she has used multiple times to scare people. She has a very mellow voice that doesn't give off any form of anger, though it gives an eery feeling to some people due to her being dead and a dark elemental. She only gets irritated when things do not go her way, which happens surprisingly quite a bit. When she has free time, not planning for a next quest, she spends time practicing her magic since she is naturally worse than everyone else so she has to keep up.


History:
Alexia surprisingly started her life as a human, in the kingdom of Gloryce, second daughter, third born to a family of well-respected mages. Much like every kid who got birthed into an average family in Gloryce her young child was filled and molded by propaganda on how they should work for the good of all. And for most of her childhood up to her adolescence, she believed in it full heartedly. That changed when on her 16th birthday while working on her job as a mage warden, a local lazy bum introduced her to a whole new feeling, laziness. And unsurprisingly for someone who spent her entire life working for the state, when someone told she could just be lazy she was immediately hooked. That's when her bad luck began, she was found by her family, and them instead of trying to help her instead they immediately reported her to the authorities and she was sent to be a slave to Orsinium, due to her being higher quality than the usual bums.
Unfortunately, bad luck struck again, the ship she was carried in crashed during a voyage across the arcane sea. A few days, or weeks she couldn't really keep count being unconscious and all she found herself on the back of a caravan of chimeras traversing over to the dark lands. Apparently, she was found at sea by a village of water chimeras and they decided that they would pass her off to one of the caravans who passed by. At that point in time, she decided she would enact revenge on the kingdom that abandoned her, and to do that she decided that she would give a part of her soul to become stronger. During a night while the caravan passed through a relatively safe road in the witch lands, Alexia left and begun traversing through the forest. She traversed for a bit until she found a weird totem in the ground, and after no deliberation, she approached the totem. Immediately the ghost of an ancient witch appeared and then after consoling the scared Alexia told her about her position. She was the ghost of a veteran witch who would train other witches but she died trying, and after performing one more ritual she could go to the afterlife. Alexia accepted to become her last initiate as it killed two birds with one stone. The rituals differ for every witch, but Alexia ritual consisted of using the spear found under the totem to stab herself where her heart would be. Unfortunately, Alexia stabbed herself a bit too hard and killed herself, but she did become a witch and made the ghost go to the afterlife. A year later she found herself in a damp chamber with some rats munching on the right side of her face, after she shoo them away from her, a nicely dressed man who later introduced himself as a state necromancer approached her. She was found dead in the woods with the spear and was resurrected as they needed mages to demolish some old buildings. After screaming in pure anger she took the job, which was surprisingly easy as she was very apt at exoteric magic being dead and a witch. So quickly in fact that once she finished her job she was given a thank you note and then an expulsion note from the dark lands. She then decided to travel through the Dark Lands Air Enclave to the new "guild" on Kolan to maybe make some money and live the rest of her undeath in peace and quiet... Unfortunately, she got lost while traversing the great area and almost died from starving, but fortunately, she was found by a dark elemental, as she traveled at night, who transformed her enough into an elemental so she can feed on the darkness though at the cost of even more of what was left of her soul. Alexia thanked the elemental for its kindness, and finally, without interruption this time, made her way to the guild.

Close
Views on the Hekaspectrum: As a human turned witch turned ghoul, still a witch, turned into elemental Alexia has quite an experience of the Hekaspectrum, and from that experience, she found out that she doesn't have enough fucks left to spend worrying about it.


Reason for joining the Raven Guild: Seemed like the only place where she could get a job and not be discriminated agaisnt that much, and money.


Official Document of the Kolan Guild Committee
 
Last edited:
[Raven] Roland Eltrask

AI10100

Expert Lurker
Raven Guild Application
Appearances
Armor
Deadshot
Ivelnal
Raven Form
Griffin Form
Original
Return
Name: Roland Eltrask

True Age: 31

Appearance Age: 31

Gender: Male

Species: Shifter

Class: Archer ; Sharpshooter

Distinguishing features: His eyes are seemingly raven-like in appearance - golden and sharp. He has a cross shaped scar on his right cheek.

Preferred weapon(s): Bow and Arrow, Long Knives

Preferred Type(s) of Magic: Shapeshifting, Barrier spells, Illusions



Details
Skills:
Being a shifter, he's a natural at shapeshifting magic. He is quite the master at archery - priding himself as one of the few who rarely misses a shot. He's rather average when it comes to close quarter combat so he tends to try and avoid those. He's skilled in defensive magic - barriers and illusions were his fields of study mostly because of his choice of weaponry. However, he is only around the intermediate level of these magic and is only enough to defend himself for a while before being exhausted.

Personality:
At first glance, Roland can come across as easygoing or even a bit of an airhead - despite his appearance. When not on a mission, you'd be surprised with how many times he can get lost without a proper guide or map. After all, he doesn't have much of a sense of direction when he's not focused on a very serious mission. He's quite open about himself and tends to joke, a lot. While he does show respect to others, he is mostly seen casually conversing with everyone. He tends to laugh off insults hurtled towards him and doesn't seem to take things to heart. You would think that he would be the brutish type of character who would have no problem tangling with the big guys, and he could if provoked enough. He seems to easily get along with others as he doesn't discriminate.

Once he's undergoing a mission, he seems to change completely. He becomes dead serious and does not seem to hesitate in complying with what he has to do. He's said to be a coldblooded killer - but he knows that he's doing this because of his duty as a guild member. He follows orders to the letter and is especially loyal to his guildmates and most especially their leader. He may be casual most of the time during breaks, but his respect towards people is clearly shown when on the battlefield. He follows those who he deems are actually good strategists - and there are no short number of those in the Raven Guild - and takes the helm if he really needs to.

History:
There isn't much to tell about Roland's past and what happened in it. He tends to think it is not interesting as opposed to everyone else's story. Growing up on Hybridios usually meant you would grow up to be kind, helpful and respectful. Roland is exactly that. His parents who were both human shifters who moved to Hybridios after discovering their natural magical talents and made their home there. When Roland was born, they had already established their relations with everyone else which then meant that they considered so many their family, even though they were not related by blood. Both being avian shifters, they naturally fell under the avian leadership, even though it was just a councilman. His parents are often the ones who take to the skies to hunt for food for those who are less fortunate - those who have disabilities - and impart what they get to those inhabitants.

Roland was always taught to be kind and fair. And he is so. For the first twenty years of his life, he was simply in Hybridios doing whatever he can to help the others. However, in the meantime, he was dabbling in other types of magic - but mostly defensive magic. His parents refused to let him learn offensive types of spells and he really didn't mind. With two other forms, he didn't really need that much, he thought to himself. He never thought of leaving home up until he began hearing rumors about someone causing a stir of trouble near the borders of Hybridios. It wasn't anything serious, just some orcs crossing over to head to the elemental nation. However, his first encounter with someone who wasn't a native of Hybridios happened during this time. After getting in a particularly intereting talk with an orc and how he recounted the various things he had seen all over Nera and that he should visit Orsinium some time to learn more about them if he's really curious. After this encounter, Roland set off on a journey around Nera.

Hilariously enough, on his way to Orsinium, he found himself crossing more borders than he should have as he landed in the Witch Lands and the Dark Lands but he quickly went off when he realized his mistake.. His stops actually took him to various places in the world but he seems to not even know where he is at the moment. His first stop was actually in Orsinium itself - but an uninhabited part so he took flight once more to see if he could get to the city proper. But then when he crossed the Arcane Sea, he mistakenly landed on Gloryce where he found himself in jail for a year because he crossed the border he shouldn't have. He was released thanks to the help of someone inside understanding his predicament. They pointed him to the right direction but somehow ended up in Legionatis. Here, he met an elf who instructed him in the art of archery and dual wielding knives after he told his story. Apparently, the elf was an outcast who wandered from place to place in Legionatis by himself. He lost sight of what he was going to do and stayed there for a good long time with this elf, surprisingly finding himself a natural at the art of archery. After years of staying there, the elf questioned his motives for leaving his homeland once more and that was when Roland remembered his promise to the orc and then was given directions to Orsinium. He was gifted Ivelnal for a safe journey.

Surprisingly, he did make his way to Orsinium but he found out that his orc friend had died during a siege on the elemental country. Thinking he didn't have anything else to do in Orsinium, he decided to head back to Legionatis but found himself stumbling upon Kolan instead. Suddenly engulfed with the amount of activity in Kolan. That was when he heard of the Guilds. Interested, he ventured out to find them and wondered what kind of things they actually do. With a new goal in mind, he seemed even more motivated than ever.
Close
Views on the Hekaspectrum:
Roland doesn't care much about the Hekaspectrum which is mainly derived from being with other species on the lower and higher ends of the Hekaspectrum but not changing their behavior towards them because they all help each other anyway, so why bother?

Reason for joining the Raven Guild:
Roland was quite lost for a while until he stumbled upon the Raven's Guild. Finding an interest in their views, and the fact that their symbol was a raven, he decided to join.


Official Document of the Kolan Guild Committee
 

Damafaud

Kitty

Wolf Guild Application
GENERAL INFORMATION
Name:
Rina Winterfield
Rina Smaller.jpg
True Age: 56
Appearance Age: 22
Gender: Female
Species: Half-Elf
Current Money: 300
COMBAT INFORMATION
Class:
Mage; Musical Specialty
Distinguishing features: A heart shaped birthmark on her neck
Preferred weapon: Staff
Preferred Types of Magic: Melody-based Magic, Nature Magic

Skills:
Rina has long practised with her violin, making her a performer who could show her ability without shaming herself. Her proficiency with the control of nature will not lose to another elf, though she lacks experience compared to them. Rina masters the fluency of the tongue despite being an elf herself thanks to the help of her father. Her hunting skill is nothing to be underestimated as well; She excels at using her staff to knock out her prey and render them immobile.

Personality:
Upbeat and cheerful, Rina has an energetic vibe that tries its best to liven up the mood of people around her. She views the world at large with unceasing optimism and curiosity, much like that of a child brought to a foreign wonderland. It will be wrong to treat her optimism as ignorance. Her positivity is her way to enjoy life, and showing it serves as a faucet for the emotion swelling in her heart. She cares for those she considers friends greatly, though she will prioritise her own happiness before that of someone else.

As a half-elf, Rina's view of the world is influenced by that of the elves and the fruits of her reflection. Like the cycle of nature of Mother Nature, everything in the world is a cycle. Balance needs to be upheld in life. Rina believes that everything she does will eventually comes back to her, if not countered by something of an equal yet opposite value. This view makes her privy to perform bad deeds, and to perform good deeds to cover evildoings she has committed.

History:
Rina's first ten years of life was spent in Legionatis under the care of her mother, who was a Wood Elf. Her daily activities was nothing different from other elves of her age. Nurturing the innate magic ability she had and helped to preserve nature, along with learning the concept of Mother Nature and pursuing her own curiosity of the world. Like a child, Rina often asked her mother of various things that intrigued her. How plant grows. Why there are different elves. Her mother answered these questions to sate her curiosity, and Rina kept asking joyfully.

It was when she was around 15 that she asked, "Do I have a father?" which made her mother froze. She asked purely out of curiosity. Her mother slowly nodded. She started to tell Rina of how she travelled to Kolan and the Kingdom of the Fae, and how she met her father in Kolan. The story of the world outside of Legionatis enthralled her. Her eyes shone as her mother told her story. She wanted to travel. That was how Rina and her mother left for Edes.

Her father, a performer named Armani for a local nobility, was easily found by her mother. He appeared older than her mother, though the difference in species was a contributing factor. After hearing how Rina was his daughter and wanted to stay outside of Legionatis, he gladly took her in. Armani introduced Rina to a wider variance of society in Kolan, along with the emphasise on verbal communication as not everyone was able to communicate mentally. Under her father's guidance, Rina started to adapt to the heterogenous society of Kolan.

Being a performer, Armani often went on stage to entertain guests for his patron lord, and Rina often came along to watch. She watched his performance with glimmering curiosity, much like when her mother showed her how to help plants to grow. She wanted to learn them. Violin was the instrument of her choice at the time, seeing her father using it more often than the rest. She spent almost twenty years with her father, whose hair turned white with the advancement of age while Rina just matured in her appearance. Rina replaced her father as the performer for the nobility when her father couldn't perform properly anymore.

Time was the unstoppable murderer in life. Armani died peacefully in his sleep. She buried him at a small enclosure in the wood, giving him a ritual similar too how sje would send spirit off back to the Mother Nature. With her father gone, Rina focused her attention to the world, both to drown her sorrow, and vanquish the curiosity in jer mind.

View on the Hekaspectrum:
Everything is created for a certain reason. Rina doesn't necessarily treats those of lower spectrum badly, but she pities them for having to work harder to do magic. She envies humans for their versatility in magic most.

Reason to Join Wolf Guild:
Joining is Rina's way to travel the world with people that are strong enough to do just that!
 
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Meraki

One Thousand Club
Wolf Guild Application
Appearance
Armor
Frenzy
Tremor
Name: Illiara Derolis

True Age: 23

Appearance Age: Early 20s

Gender: Female

Species: Chimera; Harpy

Class: Gunslinger; Loose Cannon

Distinguishing Features: She has burn scarring across her stomach, is constantly covered in soot, and seems to always have a number of feathers missing from her wings.

Preferred Weapons: Flintlock Pistol and Hand Grenades

Preferred Types of Magic: Defensive Spells, Offensive Spells, Enchantments and Alchemy



Details
Skills:
With a gun in one hand and an explosive in the other, Illiara is not an opponent you should underestimate. She's a loose cannon capable of utilizing both Offensive and Defensive Spells on the battlefield, making her a highly volatile enemy. Additionally, she's become adept at using Enchantments and Alchemy with her weapnry, resulting in highly lethal equipment. Illiara also possesses amazing reflexes, able to quickly draw her pistol, aim, shoot, and reload in a matter of seconds. And while she can't use her weapons in flight, in the air, she becomes very swift, very agile, and very difficult to pin down.

Personality:
Illiara has a gentle and warm personality that augments her appearance. She is a charming, compassionate, and caring woman who uses endearing nicknames when addressing everyone, regardless of whether or not they're an ally or an enemy. She rarely shows any signs of panic or distress, and has a great sense of duty as a member of the guild, but doesn't let that sense of duty get in the way of her kindness. With her friendly and gentle demeanor, she lets others know quietly that while she may be soft, she is certainly not to be taken lightly.

History:
Illiara spent her childhood living peacefully alongside her parents and fourteen other brothers and sisters. Life within the community of Erinys, a small faction compromised primarily of harpies such as herself, was a tranquil matter. There was no such thing as poverty, as hunger, and everyone was content with the way things were, living as a small, yet tight knit group as close as family.

She was barely ten years old when a dwarf, Hahn Whitmeitner, came to Erinys. He was treated wearily, as everyone hailing outside of the Dark Lands and Hybridios were, but nonetheless was he welcomed into their small community for the duration of his stay. Illiara found him fascinating, and often snuck away to see him tinkering away to create things she's never seen before. The adults tell her and all the other hatchlings, nestlings and fledglings, keep your distance. But for some reason, she couldn't keep away. Eventually she was caught in the act--it's hard not to notice her peeking over the corner, her feathers all puffed up at what she saw--by the very person she was spying on. Surprisingly, instead of becoming angry, he actually beckoned her to come closer, a gentle smile on his lips, and she eagerly obliged with stars in her eyes.

Since then, the two of them were practically inseparable, and they were with each other more often than not. He became a sort of mentor to her, teaching her all that he knew about the weapons, the guns and bombs thay he created, and in turn, she listened with a rapt attention, hanging onto each word as though it were a lifeline. The adults, while still skeptical about the dwarf, relaxed significantly upon seeing how gleeful their youngest had become, a far cry from the usual shy disposition that she wore. She even got to aid him in his work, her mentor guiding her clumsy fingers with the patience of a saint, gently correcting her whenever she made a mistake, and regardless of whether or not she succeeded, he always seemed to be prideful of how far she's gotten from where they began, of the passionate spark she had in her eyes.

Eventually, however, Hahn had to leave. It was a dramatic affair full of tears and weeping, but he promised to send her letters wherever he may be, so long as she kept up with what they had started. At that point, the adults had grown to trust the dwarf, and told him that he was welcome to come back at any time before he set off. For the next five years, he kept true to that promise, and with every month that passed by a new correspondence was in her hands. As for Illiara herself, she also upheld her side of the bargain, continuing to hone her skills and even began incorporating the magic she learnt from the elders into her creations. After years, the missives began piling up, she grew more skillful in her craft, until one day she recieved a letter that was rather different from all the other ones she had recieved. It wasn't from her mentor, rather it was from someone who knew him for a very long time--a friend, they detailed in the message. They wrote to her saying that Hahn had, unfortunately passed away, but before his death, he would often speak fondly of the little harpy that followed him around during his stay in Hybridios, and how proud he was of his one and only student.

It was upon finishing upon finishing the letter that she was spurned on to finally leave the nest, to explore the world as her mentor had done before her. And that was exactly what she did. The rest of her family did little to stop her, they knew better than anyone how important it was for a bird to finally spread their wings, and thus, the entire community watched with fanfare as their youngest, at the tender age of fifteen, barely even a juvenile, took flight and disappeared from their sight.

Close
Views on the Hekaspectrum:
To be frank, Illiara couldn't care less about the Hekaspectrum. In her eyes, it doesn't really matter if and how the ten races are ranked, as each of them had their individual strengths and weaknesses that made them stand out in their own right.

Reason for Joining the Wolf Guild:
Illiara joined in order to explore more of the world that her late mentor had spoken so fondly of before his passing, and if she can help others, then that's even better.


Official Document of the Kolan Guild Committee
 
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Maine Coon

Maine, Covill, Coon, Cloveill, Friday Ends Death
Wolf Guild Application
Appearance
Armor
Weapon
Weapon 2
Option 1
Option 2
Option 3
Original
Return
Name: Clover Saylan

True Age: 28

Appearance Age: 20

Gender: Male

Species: Half-elf

Class: Fighter; Knight

Distinguishing features: Very light gray eyes; has a multitude of scars and burn marks on upper body

Preferred weapon(s): Claymore; Metal Gauntlets

Preferred Type(s) of Magic: Status buff magic




Details
Skills:
In battle, Clover's skills with his claymore has been known to decimate the enemy fighters while his mastery over buff-type magic proves invaluable in bolstering himself and allied forces. His abilities can turn the tides of battle and, more often than not, the side he fights for find themselves as the victor. He also likes to cook. A lot.


Personality:
Despite being partially deaf and having a multitude of scars and burn marks as a testament to his rocky past, Clover is a person who tries to keep things positive. This doesn't mean he's an optimist -- far from it, in fact -- he sees himself as a very down-to-Nera person. He also takes what comfort he could get and is kind, easy going, and generally fun to be around with to the people he consider friends. He listens to and follows the ones he thinks are fighting for what is right. Oh, and he also force feeds them the.... food.... he creates.


History:
Clover had a relatively normal childhood. He grew up being raised by his dark-elf father who, having never met his mother, served as the only family he had. They lived in the small Elf community of Ecnal, on the outskirts of Legionatis. Even though half-elves are known to still be esoterically powerful, Clover was a bit different. Not because he can't use magic -- he is actually a natural at doing so -- but because of the type of magic he can use. Throughout his life, Clover has only been able to use buff-type magic, severely limiting his options due to lack of practicality. His father taught him how to fight, and how to use his magic to defeat his opponents.


It wasn't until later on in Clover's life did things start to pick up against him. His father was a supporter and member of the Dark-elf Counsel so he grew up supporting what the Counsel fights for, but when rumors of a clandestine meeting between the Fae and the High-elves about to be held in Ecnal reached his father.... It was inevitable that the Counsel would try and sabotage this transaction and prevent it from happening. What they were not expecting, however, is for the High-elves to be heavily armed and ready for such a possibility and the resulting skirmish between the elves had leveled the town. Innocents were caught in the crossfire and the only survivor of the aftermath had been Clover.

Having been found by a wandering group of Draecs, Clover's recovery had not been easy going. The events had left his upper body scarred and covered with burn marks of the Arcane used during the fight. His left ear becoming permanently destroyed and unable to function. It was only through a sheer stroke of luck that he even survived. The following years had not been easy, forced to become a mercenary to live even though he hates some of the deeds he has done, he still has to do it to live to help another day. This left him cope with his past alone, his driving force is his wish to get stronger, do what is right and enact revenge against the fools who lead the Counsel and the High-elves.

Close
Views on the Hekaspectrum:
Work as a mercenary tend to muddle up the lines separating each race from one another on the Hekaspectrum, you hate some, you like some, life continues and it doesn't matter.


Reason for joining the Wolf Guild:
Better to work as a mercenary under a banner with allies, than alone. Besides, a guild gives him more options to choose what is right and what is not.


Official Document of the Kolan Guild Committee
 
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[Wolf] John Doe

PaulHaynek

The Roleplayer Nobody Likes
Wolf Guild Application
Appearance
Armor
Weapon
Option 1
Option 2
Option 3
Original
Return
Name: John Doe

True Age: 23

Appearance Age: 23

Gender: Male

Species: Human

Class: Fighter; Paladin

Distinguishing features: None

Preferred weapon(s):

Preferred Type(s) of Magic: Healing, Defensive Spells, Protective Spells



Details
Skills:
Polearm Combat - He knows how to swing his weapon and do some cool tricks with them. Even when wearing his armor.

Healing Magic - As a Paladin, his healing magics are nothing to sneeze at. He knows spells that could heal grievous wounds, some spells to remove poisons and a few that removes curses.

Personality:
A born leader, John is an outgoing extroverted person. Always ready to meet a person and always tries the talking solution to a problem (if it's reasonable to do so). As the leader of the Wolf Guild, he also tries his best to set an example for his guildmates and lead them to bright futures.

But beneath this cool, confident personality lies a man who is unsure of the future and what to do next. His original goals grow ever harder to accomplish and must constantly wonder if he should dedicate a mission to the his cause or to his guild. He is also constantly wary of those who might discover his true identity.

History:
John Doe was once a citizen of Gloryce who grew disgusted at how they treat the poor and so moved away as far as he could from the place.

He fled to Kolan and met an Elven friend whom he introduced everything the world has to offer. Well, some of them anyway. He also helped re-establish the Guilds with a mysterious white-haired woman. John planned to send any profit he has to the Hobo Society and maybe institute change in Gloryce. Could his dreams be realized or are they nothing but wishful thinking?

Close
Views on the Hekaspectrum:
Does not really understand the Hekaspectrum but he does dislike the discrimination because of it.

Reason for joining the Wolf Guild:
To establish a place of work for anyone from any walk of life as well as a home for those who do not have it.

But really to get enough support to assist the hobos in Gloryce.


Official Document of the Kolan Guild Committee
 
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Damafaud

Kitty

Ravus Smaller.jpg
Raven Guild Application
GENERAL INFORMATION
Name:
Ravus Darkfell
True Age: 98
Appearance Age: 25
Gender: Male
Species: Dark Elemental

COMBAT INFORMATION
Class:
Rouge; Assassin
Distinguishing features: The body under his torso has changed to dissipated shadows.
Preferred weapon: Claws, Long sword
Preferred Types of Magic: Darkness Magic, Illusion Magic


Skills:
Stealth, to begin with, is his forte. Coupled with his mastery over darkness magic and illusion, Ravus is a dangerous enemy unexposed. His time in hiding and during war makes him excel intimidation and interrogation. Without his legs, he is able to hovers in the air, allowing him to be unaffected by terrains.

Personality:
After the War of the Element, Ravus had constantly became bitter and detached from everyone. Toward strangers and those he doesn't trust, he becomes extremely wary and guarded. He holds grudge easily and could hold them for years considering his lifespan until he is able to strike back. To those he is close to and trust, Ravus can be a reliable ally. Sharp minded and ruthless, to attain a goal, he will not hesitate to do anything.

After he lost Vale, he rarely shows his kind and gentle side, the one that love art and trust his companion. Though this side still exists, he hides it behind the outer shell of wariness, only showing it to those he wants to trust.

History:
For a long time, Ravus lived peacefully on the State of Water in Elemental Republic. He often spent his time with Vale, a nymph, sculpting buildings around the state and making various piece of art. Though he was unable to craft as easily as the Ice or Nature Elemental, using his darkness as a blueprint, he helped various elementals to visualise their art.

The peaceful life ended with the following War of the Element. Dwarves, bearing their weapons, attacked from the sea in their ships, trying to acclaimed the land. Ravus fought bravely with the other elementals, but with no experience in combat, he was fighting a losing battle. He sacrificed his legs to increase his mobility in battle, much to his dismay. At one instance, when he was gravely injured by the fire from a cannon, he escaped not deeper into the land, but instead toward the sea. Vale helped to hide him below the water, dangerous as it was. They ran to the State of Air, away from the Dwarves.

The State of Air was relatively peaceful compared to the State of Water. The Dark Landers came peacefully, slowly became integrated into the society. Ravus stayed in the State or Air for several years, helping the Dark Landers to settle as well. Even so, he chose a secluded location to live near the ocean, to accompany Vale. It was during his stay here he stumbled upon Alexia, a human who was lost during her travel. Seeing her weakened state, Ravus helped to convert her into a dark elemental, allowing her to absorb darkness essence to at least nourish herself. Then went by the news of the occupation of the State of Water by the dwarves.

The two elementals, brokenhearted and unwilling to live next to a conqueror, chose instead to brave The Arcane Sea toward Dracoviran, and to live in Kolan. They travelled by night, where the Dwarves couldn't see them under the protection of Ravus' shadow and the depth of the sea. Close encounter with monsters and strange creatures happened often during their travel, which injured the two elementals had they not given up parts of their body to increase their attunement with nature. After weeks of long journey and hardships, they arrived at Dracoviran. They started to follow the coastline, still careful only to travel at night.

However, after the trials they went through, they got separated. The pair stumbled upon a fight between a dragon and several Draec's by pure chance, though they were hidden. As they tried to escaped the fight, a stray burst of fire from the Dragon flew toward them. Vale protected Ravus with her magic, but the Draecs, seeing an opening at the Dragon's defend, casted their own magic at the dragon. Ravus could only stare. The last thing he saw was Vale, lifting a veil of water in front of two of them in a panic before he blacked out. When he regained his consciousness, Vale was nowhere to be seen.

He searched for a long time, but he couldn't find her. He cried. He cursed his own weakness, he hated his inability to act, but it was useless. With a heavy heart, he left Dracoviran for Kolan.
View on the Hekaspectrum:
He tried to adapt once he stepped into Kolan, but he couldn't get rid of it completely. The fact that Elemental Republic was attacked by Orsinium and Dwarves didn't help. His hatred toward this two races was amplified. The incident with Draecs and Dragon on his journey didn't make him favour those races either.

Reason to Join Raven Guild:
He wants to be strong. Experience can only be gained through battles.

.....

He wants to have companions once again.

 
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[Wolf] Cassiel Fyrune

Fenris

Howling Tempest
Wolf Guild Application
Appearances
Armor
Weapon
Weapon 2
Option 1
Option 2
Option 3
Original
Return
Name: Cassiel Fyrune

True Age: 49

Appearance Age: early 20's

Gender: Male

Species: High Elf

Class: Mage; Absorber

Distinguishing features: Tattoo of interwoven roots (think Celtic knots) running down both arms and his back.

Preferred weapon(s): Hunting Bow and Dagger

Preferred Type(s) of Magic: Defensive Spells, Clairvoyance, Growth and Sun based Magic




Details
Skills:
Relying heavily on the blessings mother nature has gifted him with Cassiel is highly skilled at defensive spells and barriers. Wishing to avoid undue violence he has also learned to use these gifts to impair and subdue others rather than harm them. His curiosity has driven him to become formidable in the arts of clairvoyance, occasionally using his magical talents to stick his nose where it does not belong. Aside from the arcane, Cassiel is an acceptable hunter, able to at least fend for himself in the wild.

Personality:
Cassiel is a calm individual who prefers to carefully weigh his words and actions instead of rushing in headlong. Occasionally this gives him a distant and cold demeanor even if he is generally a kind soul harboring a healthy respect for all living beings. Perhaps due to this the elf harbors an aversion to violence trying to resolve most conflict without the use of swords or spells, yet he won't hesitate to make use of his natural gifts once things escalate beyond words.

History:
Born in the woodlands of Legionatis Cassiel enjoyed relative peace and comfort throughout his youth allowing him plenty of time to learn and refine his talents. From early on he was driven by a naturally inquisitive nature which drove him to explore the edges of the kingdom nestled in the treetops. Around his 14the cycle Cassiel was allowed to attend the Fight of Princes as spectator. A fascinating event not only for the valiant display of swordsmanship but because it allowed him to mingle with tribes of wood elves and their ashen skinned cousins, further feeding his curiosity.


Despite warning words from his closest kin Cassiel found himself enthralled, by a dark elf of all things, during his third attendance to the Fight of Princes. Head over heels he followed her back, even went as far as to cover his arms and back in a traditional design of interwoven roots popular with her tribe. However, over the next decade his infatuation faded, turning out to be perhaps no more than a rebellious phase or curiosity to experience a world beyond the Tirion. After going their separate ways Cassiel didn't have the stomach to return to his kin, perhaps a misplaced sense of pride guiding his steps.

Instead his feet lead him toward one of the secret colonies beyond the elven realm and then even further. With nothing but his curiosity to guide him the high elf ventured on, initially deciding to board a ship toward the Fae Kingdoms having decided to witness the sentient throne trees for himself. His fare however only covered the trip to a particularly seedy dock in Kolan where he first heard mention of the Wolf Guild. In short order Cassiel found himself offering his services as Record Keeper and librarian to the man known as John Doe. Intrigued by the idea of being able to meet members of various races and record their tales for later study. The Fae and their sentient guardians would not wither in the few years he intended to dally and indulge his ravenous curiosity.

Close
Views on the Hekaspectrum:
Those gifted by mother nature are entitled to a certain measure of respect and in return should shoulder a larger part of the burden in protecting her. While his travels have thought him that the Hekaspectrum is not absolute, he is likely to show those on the higher end more respect initially.

Reason for joining the Wolf Guild:
At the time it seemed like a fine way to sate his curiosity and meet members of various races with dozens of tales to read and record. Besides he'd heard the Wolf Guild was doing there part in keeping the order.

Official Document of the Kolan Guild Committee


 
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[Wolf] Clair O'Reilly

Swiftshots

The Swiftest Shot In The West
Wolf Guild Application
Appearances
Armor
Weapon
Weapon 2
Option 1
Option 2
Option 3
Original
Return
Name: Clair O'Reilly


True Age: 109


Appearance Age: 23


Gender: Female


Species: High Elf


Class: Healer; Apothecary


Distinguishing features: As a high elf, Clair is not big on talking. Instead, she carries with her a notebook for communication. Very few have heard her voice but those who have will tell you it is quite pleasing to the ears. Clair is often found asleep or aloft, in such a state her ears tend to twitch. Some find it cute, Clair finds it embarrassing.


Preferred weapon(s): Potions and Staffs


Preferred Type(s) of Magic: Healing, Protective buffing, Tactical buffing, Nature




Details
Skills:
Clair is a highly skilled Apothecary and has since birth shown to have a rather high affinity towards the healing arts. Clair can heal very deep wounds, rejuvenate her allies energy, treat poison and cure grave illnesses in very much the same way. Through a combination of herbs, esoteric magics and knowledge. Her skills go on further and allow for the buffing of allies through handcrafted potions and her cooking is to die for. Even the meat-based dishes which is odd for an elf. Her skills sound pretty great in this light but well let's just say she's not one for combat. Not one for combat at all.
As an elf Clair is also skilled in carpentry, animal husbandry and botany

Personality:
Clair is a high elf and although she hates to admit it the stereotypes hold very much true. You see she is a firm believer that magic comes from Mother Nature and it's a gift to the elves for taking care of her. She typically does not speak and does, in fact, find doing so makes her feel exposed and dirty. Although ironically the typical elf perception of showing skin is lost on Clair, in fact, she finds it far more acceptable than speaking. Clair chooses both her words and actions carefully and is at all times prepared to accept the responsibilities associated with either. Clair is honest through and through and although she may seem stuck up at first one would be quick to find she radiates tranquillity. Just being around her is almost always enough to calm a tormented mind. When sleeping Clair's radiant tranquillity is swapped for that of a haze of sleep, laying eyes on her is almost guaranteed to at least bring on a yawn. Having Clair nearby during a battle is sure to fill you with reassurance, but well that's likely just a trait all healers have. A devout worshipper of mother nature Clair is always looking out for nature and should a wild animal be laying injured she is certain to stop and help. Even if her life is in grave danger. This is perhaps the only time her actions are not thought out.

History:
Clair was born and raised Legionatis in the closed-off high-elf city. Born into a wealthy family Clair had an easy upbringing and being a high elf female she was quickly raised to be one with nature. Her magic came to show itself when she reached the age of five and soon after she began to show an affinity for apothecary. Clair was then trained in the art b her mother and then after by a professional within the city. Her skills in both magic and Apothecary grew with every day and at the age of fifty, she was granted a certificate to state she could legally trade her crafted potions. Clair, however, wanted more she didn't want to be kept within the confinements of the city, instead, she wanted to travel the world and broaden her knowledge. create new combinations and new potions with foreign plants and herbs. And so she packed up and set out for Kolan. She travelled the land and its various islands for years. She studied it's books and came to be one with it's rich and diverse landscape. Clair came to craft many new combinations and advanced her magic capabilities to the point where she could heal major illnesses in this land. She made quite a tidy profit from this as well. But her sense of wonder left her craving more. And well that's how she wound up signing this registration really. Clair is a simple high elf with a very common background. Oh, it might be wise to mention she can barely use a knife let alone any other form of weapon. She sucks at combat. A child could likely beat her up.


Close
Views on the Hekaspectrum:
Clair is very much a stereotypical high elf in this regard. She believes as a high elf she is to be respected and views those lower down on the list to be a lower form. Clair does her best to keep on good terms with any Fae she meets.

Reason for joining the Wolf Guild:
Clair joined the Wolf Guild to further utilise and progress her skills while at the same time to gain new experiences and ideally, in the long run, earn favour with the king. Which guild she joined was a coin toss really but in the end, Clair joined the wolves.


Official Document of the Kolan Guild Committee
 
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[Raven] Henry Sask

shadowz1995

Disciple of Flame
Raven Guild Application



Name: Henry Sask

True Age: 724

Appearance Age: 45

Gender: Male

Species: Vampire/ The Damned, Former Human

Class: Healer: Pyschic

Distinguishing features: Crimson eye color, salt & pepper hair/beard, tanned skin from his mortal life, large variety of scarring upon the body, minor scarring on face.
Preferred weapon(s): None

Preferred Type(s) of Magic: Henry is a dedicated purist to the pyschokinetic arts and while he knows about the basics of a wide variety of magic, he will usually only ever use his Psychic abilities.

Skills: Centuries of life as an undead creature gives a man enough time to learn a great number of things. The man has a wide variety of miscellaneous skills that he has accumulated such as playing instruments, survival (in the wild) techniques, cooking, cleaning, writing, fishing and many more. That being said, Mr. Sask has dedicated his entire life and un-life to three specific skills. Those skills are psychic abilities, medical practice (as in a physician's skills), and martial arts.

Henry is an intellectual and as such, the arts of telekinesis and everything it entailed greatly interested him. More so than anything the mundane (to him) arcane arts had to offer. The art of creating powerful kinetic barriers, reading minds, controlling minds, telekinetic barrages, and the like is an art he delved heavily into.

The man is also a well-versed and practiced physician. Much more so than any menders or herbalist. The art of healing without using magic. To that end, Henry spent lifetimes not only learning from various academies across the world but putting his skills to the test. Many beings died or were maimed beyond repair in his thirst to become a peerless physician but every failure granted the man a valuable lesson. Now, the man can mend anything from a maimed harpy's wings to a ghoul's broken jaw.

Many years were poured into perfecting his attunement with his physical body. Simply being mentally savvy was not enough to bring the man peace. He sought to train his body as hard as he trained his mind. During his scholarly travels across the lands, there was never a shortage of combat experts who loved to impart their skillsets. Whether that was willingly or otherwise. He learned everything he could from mentors and stole everything they would not willingly teach (techniques).

The combination of these three skill sets makes Henry a force to be reckoned with. Using physiological knowledge, vampiric abilities (strength, speed, reflexes, etc), and knowledge of a wide variety of martial arts made him a deadly adversary should someone cross him. This, augmented with self-made telekinetic techniques to further enhance his martial prowess and centuries of experience should dissuade most opponents. After all, he can mentally project how he will take you apart into the minds of his opponents and that usually stops a confrontation before it even begins.


Personality:
Henry's personality can be summed up as a driven monsoon of thirst for knowledge.

The man is capable of great feats of compassion and generosity. He often goes out of his way to be respectful and kind to complete strangers. Sometimes, even to people that truly don't deserve such kindness. He is capable of love, loyalty, honor, and will sometimes do it for nothing more than a thankful smile. Acts of altruism are far from uncommon with this hunter but the other side of the coin is also true.

Henry is as equally cruel and selfish as he is selfless. According to him, "It depends on the situation." He can be manipulative, malevolent, egoistic, and downright evil. He has harmed others and even killed for nothing more than gratification. For the simple reason that he felt they deserved to die and that HE had to be the one to deliver that death. He has abandoned people in need or went out of his way to bring misfortune upon those that truly don't deserve more grief. Whether it was out of necessity or a simply because he was in a bad mood, no one can really tell.

The vampire has never claimed to be a good person nor has he ever admitted to being a bad one.

There was once a time in the past where Mr. Sask's compassion and patience knew no bounds. But centuries of un-life have a way of changing a person. For better or for worse.

Henry can best be described as.... morally ambiguous.

History:
Most of Henry's childhood and mortal life was spent in Kolan and they are incredibly fond memories for the man. However, Henry's story does not truly begin until after he became an unwilling mercenary and shipped off to The Witch Lands on some crackpot mission to retrieve some artifact. The man had fallen into debt after making some promises he couldn't keep for the well-being of his family. A wife and three children. Two sons and a daughter. The amount needed was something he could not acquire in the short amount of time given to him and so, the man became desperate, turning to becoming a sell sword.

Needless to say, the mission went wrong. Horribly, horribly wrong. The artifact was never found, the company of mercenaries was slowly wiped out as the days went by, and Henry was no skilled fighter at the time. Just a good man who made stupid decisions for the sake of his family. He was one of the first to go down in the company and was ironically, the only survivor at the end of it all. He had been mortally wounded and taken captive by a small coven of vampires that had taken refuge in The Witch Lands. Being a rather handsome human male, the coven did not simply drain the man dry. Rather, they turned him into a thrall as they did with other attractive men and women that were defeated in the first few nights.

The vampires used them for food, entertainment, sex, and manpower. Days turned to weeks. Weeks turned to months. Months turned to years. The time Henry spent as a prisoner to the whims of the bloodsuckers is a complete blur. It was the only thing he could do just to keep some shred of sanity in that hellhole. If nothing, the man had a tremendous amount of will. Where others broke and were killed as a result, Henry remained strong, if only in spirit. This was an attractive quality. Attractive enough for the vampires to one day decide to add Sask to their ranks as a new undead vampire.

Several more years passed this way. Learning how to live as a vampire and forgoing his human tendencies. Of course, this was all an act until he gained enough strength to break away and escape. It took several more months to find a ship willing to take a vampire on board and finally journey back home.

However, the blur of years had taken their toll on the man. He was nothing like the man he was and neither was the home he had left behind. His old wife had long since moved on and grown grey with a different lover and his children were the age he was when he had stopped aging. They were relatively happy and while it tore his dead heart apart to see, it was also what gave him the strength to walk away without saying a word. The strength to turn away from his former human life and embrace his new vampiric one.

As the centuries went by, time lost its meaning.

Now, Henry simply wanders the lands, dedicating himself to his practices of psychic prowess, medicine, and martial arts. He spends his time just doing anything that catches his interest. Despite the decades, the world never ceased to be entertaining in some way.

Views on the Hekaspectrum: As a vastly old being, Henry always found the Hekaspectrum to be ludicrous. Yes, there were obvious advantages to being one of the more "blessed" races but by no means did that make the others as vastly inferior as some of the higher species believed themselves to be.


Reason for joining the Raven Guild: It seemed interesting.
 

xxxtentacion

destroyer


Raven Guild
Name: Zirla Shivarc

True Age: 7

Appearance Age: 7

Gender: Female

Species: Dragon

Class: Mage, Caster

Distinguishing features: The dragon is quite young and can clearly be seen by her lack of height and innocent appearance. She's about the size of a Terrier dog, making her the perfect size for getting into small spaces and keeping from sight. Her scales are quite thick and are a glacial blue as if carved from ice.

Preferred weapon(s): none

Preferred Type(s) of Magic: Elemental (Ice & Water), Enchanting


Views on the Hekaspectrum:
The dragon thought it was a type of fish when she first heard the word, so for now she doesn't have too many thoughts on it.

Reason for joining the Raven Guild:
She is following her companion, Henry, wherever he goes.

Skills: The baby dragon isn't well versed in her magical skills or any else for that matter yet, but what she has grasped she has used to the fullest extent. She uses her small size to sneak in and out of places and eavesdrop for either her own gain or her companion's. Her small wing size means she can't exactly take to the skies, but she can fly for a short period of time if the wind isn't too rough. Her magic is sporadic at best and often used in fits of anger or sadness and on accident. She can use her abilities on command, but she'll only use it if she herself deems it necessary. Elemental magic is where she us the strongest, especially ice and water. The fire she can create is usually no more than a small stream since the gas she exerts is in small reserves due to her size. Enchanting is another skill that is used on a whim by the dragon. If you ask to enchant something for her, most likely she'll either ignore you completely or enchant it the exact opposite of what you asked for.

Personality: Zirla is energetic and mischievous to the fullest extent. She only listens to herself and the few comments her companion gives but overall she's her only judge. She hates being in one place for too long or doing anything boring and repetitive and has ruined many a hunting session. Most find her cute when they first see her but give them a few minutes around the dragon and they find out she's nothing more than chaos in a tangible form. She's picky about everything from food to weather and you can never tell what she thinks about something because her mind always changes. Some days she enjoys being petted and the next minute she'll sink her teeth into your hand.

Despite all this, she can be a sweetheart when she wants to. She loves being around people like most dragons and so seeing her curled around her companion like a living shawl isn't uncommon. She's extremely loyal even if she doesn't listen to commands all that well. She does good deeds here and there but hates when they're pointed out and turns a deeper shade of blue and hides.

Zirla loves chatting with others but her vocabulary is limited, much to her frustration. Her companion usually voices what she's thinking so she can get her point out but sometimes that's not enough and she'll go for more physical means. Arguments usually turn into the small dragon scratching eyes out because she doesn't have the ability to voice her thoughts correctly nor the patience to wait for her companion to get them across.

History: The young dragon's family was slaughtered while she was still in her egg. A group of dragon hunters had found the dragon cave where Zirla's parents and their eggs resided and wasted no time laying waste to them. Her parents were killed for their fangs and scales and the eggs were meant to be unharmed but the struggle with the adult dragons had laid waste to all but one of them. Before the hunters could take their spoils, a vampire found the scene and wasted no time killing them for their deeds. He spotted the single egg and decided to take it out of curiosity. He had been carrying it around for months before Zirla hatched and her confusion at her surroundings was almost funny. She ignored the man for a while despite him being her only companion and caretaker but eventually the loneliness that her species abhorres kicked in and she found herself bonding to the vampire.

She was quite troublesome as a hatchling and it's only gotten worse over the years, but the vampire doesn't seem to mind that much. He's her only family and so she follows and will continue following him to the end of the world.
 
[Raven] Arleth Minaith'khlar

Roleplay Skittle

Eternally Awkward
Raven Guild Application
Appearances
Armor
Mask
Cloak
Weapon
Weapon 2
Panther Form
Raven Form
Snake Form
Griffin Form
Original
Return
Name: Arleth Sylori Minaith'khlar

True Age: 211

Appearance Age: Early thirties

Gender: Female

Species: Half-Fae Shifter (Human)

Class: Rogue; Assassin

Distinguishing features: Her eyes have an iridescent look to them making it difficult to tell what color they are at any given moment. The deep color of her black hair is the trait that stays with her when she is in any form.

Preferred weapon(s): Scimitar, Dagger

Preferred Type(s) of Magic: Shapshifting, Illusion



Details
Skills:
• While she is not the most accomplished tactician, she is rather adept at strategics
• Good at acting the opposite of whatever she feels though generally just remains neutral
• Proficient in climbing as well as in stealth maneuvers
• An accomplished Shifter, she tends to only regularly use five different forms (The Raven form being her natural Shifter form inherited from her mother)
• Having lived in the wilds for the majority of her first life-time, she has become an accomplished hunter and is capable of both catching prey and processing it.
• Despite not being particularly artistic, she is a cartography hobbyist and has a certain talent for it developed out of necessity
• While she doesn't take to it with the same passion as she does cartography, she is also a sometime flutist
• A very experienced herbalist and forager


Personality: Arleth could generally be considered rather aloof to other beings. She tends to be indifferent to the plights of "outsiders" because she has been taught that it is just not her business if it doesn't affect her directly. Of course this could lead others to believe she is antisocial, which is a misconception. However, Arleth is not typically the one to begin an introduction outside of a professional courtesy, but she is perfectly capable of socializing in a more casual setting though she might not be likely to exchange general pleasantries such as asking how someone is doing or really anything personal about them that isn't of immediate interest (such as if they have an injury she will ask if they need help but otherwise she doesn't appear to care, or she won't ask them about their relationship unless their significant other is standing right beside them). She can be taken as relatively serious and even stern at times, likely something inherited from her father, and it is rather difficult to amuse her as she seems more amused when left to her own devices and often irritated when those extracurricular are interrupted. It is difficult to find her just sitting still and daydreaming, she seems to always be doing something when she is awake even if that thing is just meditation, this lack of idleness is likely due to her upbringing because both of her parents consider doing nothing a waste of time despite one of them having all the time in the world.


History:
Conceived in the wilderness of The Witch Lands, Arleth never really knew how she came to be. Her mother never spoke of her father and if she ever asked, she was chastised for wasting her time wondering about something so inconsequential because the only thing that mattered was that she existed and it didn't matter how. Arleth's mother didn't show her affection, instead treating her more so as a peer. Her days were filled with lessons and experiments and it is safe to say that she didn't have a childhood. Her mother was a Witch and a Shifter and passed on her knowledge of Shifting to Arleth because she knew that her daughter would be naturally skilled in the magic.

Despite the rather hermetic lifestyle that she and her mother lived, there was not a complete lack of interaction with people that she would come to consider "outsiders." There were few denizens of The Witch Lands and their visits were sparse so it was unlikely that she ever saw the same visitors more than once. They would come for trade generally, never a social call and always business focused. Considering her upbringing was rather secluded and virtually devoid of any sort of parental affection, Arleth became rather distant when it came to interpersonal relations, all of her interactions came to be rather conservative except for the way she interacted with the multiple companion Ravens she has kept over time which are the only beings she has learned to show affection for despite her stance that they are only animals and so she gives them each the same name as they pass on and she replaces them.

This was Arleth's life for more than fifty years and it wasn't until her mother knew that her days were at an end that she finally divulged the secret of her daughter's paternal bloodline. It had never been a secret that Arleth was half Fae, of course her mother had never made an effort to hide the fact so by deduction Arleth knew that her father had to be a Fae, only she never knew anything else about him. Knowing that while she did not share the nearly immortal lifespan of her daughter, the Fae that sired her did and would be able to share his own wealth knowledge and thereby continue Arleth's growth in ways that her mother could only dream to. The urgency Arleth had felt as a child when it came to learning who her father was had long since faded and so this knowledge was easily set aside as she spent the rest of her mother's days with her. After her mother passed, Arleth left The Witch Lands and journeyed to those of the Fae where she would seek out her father.

All Arleth had to help her find her father was a name and because of that, it would be some time before she was able to track him down. Weeks passed before she found someone who recognized his name and that same individual informed her that it would likely be a while longer until she would actually have the pleasure of meeting him. Her mother had told her little about her father, giving only a name and telling her that it was likely that he dwelled in The Fae Kingdom given his species, the rest was up to her to find him. The acquaintance of her father was gracious to say the least, and offered Arleth work while she awaited the return of her sire. Not only did this Fae offer work, but they also deigned to tell Arleth little bits and pieces that they knew to be true about the man she sought.

It was years that Arleth spent in The Fae kingdom, waiting for her father to finally show himself rather than wandering off in search for him. She was told that he always returned and she had been in The Witch Wilds for so long that staying put didn't matter much to her because in any event she was still in a new place. She spent her time learning the culture of what could be considered her people. In a way it may have been a means of impressing her father when she was finally able to meet him. Perhaps it was his nature that made it so, but it took a decade for him to finally return to The Fae Kingdom and once he returned, Arleth was a bit stunned on account of his being one of the few people that she had ever seen more than once in her lifetime. She was even more stunned by the fact that he knew who she was to him easily and had known since he had first met her when she was nothing but a babe. Though his knowledge had little effect on how he had treated her the few times she had seen him while she lived with her mother and her mother never once let on to who he was.

It was evident after speaking with her father that he was well acquainted with how her education had progressed and seemed entirely prepared to pick up the mantle despite what her friend had told her about him being very surly most of the time and not particularly a people person. Though he seemed more interested in her knowledge of physical combat rather than anything else she had learned and his interest seemed well placed because while her mother had instructed her thoroughly in the art of shifting, aiding her in her ability to change into many alternative forms, she had not instructed her in the art of warfare as she relied heavily on her own magic rather than any physical prowess and therefore had no martial skill. Of course her father knew these things as he had known her mother for a very long time, but it didn't stop his concern that she needed less education of the mind and more education of her physical form, so this is where he took up the mantle of Arleth’s education.

Much like her mother, Arleth’s father showed her no affection and treated her as a comrade instead. It is not to say that he treated her with indifference, just there was no closeness and like with her mother, Arleth treated her father with respect but she was beyond the age of needing the attention a child would need and wasn't very upset by how her father interacted with her. She was well into adulthood and approaching old age, though her father encouraged her because he was quite certain that this life wouldn't be her last since he had been there to witness and guide her through her metamorphasis, so he taught her as much to strengthen her physical capabilities as he would have if she had been younger. He used the time he had with her during that life time to the utmost until eventually he simply let her rest, but still educated her mind. Eventually her life came to an end, though it was carried on in the way of the Fae and she was born anew, her father then continued on as he had been as though she had never passed.

Her life has basically been a ceaseless set of lessons, her father constantly coming up with new things she should learn and new tasks for her to accomplish. She goes about them dutifully, methodically even and she never turns down a request. She never thinks about having a choice because it doesn't bother her to do as she is asked on account of her own strange affection that she shows through respecting her father's word, it is the same affection that she showed her mother and both of her parents returned that by gifting her useful items or things that they knew she admired without her requesting them. It was this respect that led her to Kolan. She was meant to find a certain book at Ninva that her father requested information from, though she doubted it was any information for him but something that he decided she should know and wished that she go and find it rather than he just tell her and it was while she was at Kolan that the reinstatement of the guilds was brought to his attention. This information he passed onto Arleth, telling her that it would be best if she stayed and applied to the guild of her choosing and should she be accepted, to keep him apprised of how the competition proceeded.

Close
Views on the Hekaspectrum: Arleth has always been indifferent do everyone regardless of where they were placed on the Hekaspectrum. Although she was also raised to respect power for what it was no matter what form it came in.


Reason for joining the Raven Guild: Personally, Arleth had no interest in joining a guild. It was a requirement of her father that she join because after having been alive since before the guilds were banned, he was interested in knowing how the competition would pan out.


Official Document of the Kolan Guild Committee
 
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NextGenRolePlayer

The Not-So-Futuristic RolePlayer
Raven Guild Application
Appearances
Weapon
Weapon 2
Original
Return
Name: Noir Reignheart


True Age: 45


Appearance Age: 26


Gender: Male


Species: Forest Elf


Class: Mage; Wizard


Distinguishing features: He carries a bag with him wherever he goes.


Preferred weapon(s): A Khopesh (a sickle-like sword) and a Staff.


Preferred Type(s) of Magic: Illusions, Healing, and Defensive




Details
Skills: Strategizing and tricks are Noir’s greatest abilities. He thinks fast on his feet and predicts how things will be executed; such as events and enemies mind, though, it doesn't always work. He's great at observations that are a point of interest. His tricks usually rely on his cleverness and magic; really, Noir doesn't do things that requires brute strength. If anything he excels at is reading and puzzles; his brain power. He does know how to steal pretty well.


Personality: Noir isn't an outgoing, optimistic type of guy. He likes to be silent and prefers to do things alone. He gets anxious in any social situation; he stutters a bit when he talks. Noir lets others act first before he does. But, when needed be, he reluctantly jumps into the fray to help in any way he can. He's a clever, creative guy; using his knowledge to form many strategies, most of them that requires to think outside of the box. Even if he is an introvert, he appreciates any kind of friendship in his way. Noir is humble and treats others equally. He takes pride in his tricks and has a cocky side to him. In any case, Noir is the guy to go to for a perfect strategy.


History:
It should be noted that Noir doesn't remember much of his original elven village nor his family. He often wonders what kind of bloodline he was a part of. Every time he tries to remember them, he can faintly see the ocean and being on the ship. Two figures pop out in his memory all the time. Were they his parents? Were they going out on a journey? He couldn’t remember much from it, except being surrounded by the bodies of water. However, the most important thing that he remembers, he was found by human lady. Her name was Elizabeth Reignheart, a genius librarian and foster mother. She raised Noir as if he was her own son; teaching him things like reading, writing, cooking, medicine, etc. He believed he was a human like Elizabeth. However, he was raised in a Gloryce village filled with only humans. Being the outlier, Noir wasn't treated as their equal with the exception of his foster mother. Frequently, he was bullied and harassed by both human children and adults. Why should they accept an Elf in their human society. Shortly after these incidents, Elizabeth quickly taught him how to hide his elven ears and any resemblance of any elven looks with illusion magic, making him appear human. Noir reluctantly agreed that he should look like a human. Even if he wanted to fight back, he lacked the strength and didn’t want to trouble Elizabeth. In his private time, he studied things that he wanted to learn; those being: magic, fighting, strategy, and deception. Believing that one day he would be capable of using those skills. Fast forward into time, Noir accidentally revealed himself to be the elf from long ago. With humans out to get him, he had to run away. Elizabeth assisted him with supplies and gifting him some invaluable items; a Khopesh and a magical staff. With a final goodbye to his foster mother, Noir left his village and journeyed by himself. He became a vagabond with no way back. Traveling from place to place, Noir learned how to steal swiftly and trick people; he had no choice, it was his own survival. It became a habit of his, despite his own disinterest. He further learned about magic and how to utilize by his lonesome. It was when he became an adult that he decided to journey elsewhere other than Gloryce. He found about the land of Kolan and learned about it. Something about the guilds and a diverse land peaked his interest. Maybe he could join one of those particular guilds. He arrived to the foreign land and applied to the guild that he decided to choose.



Close
Views on the Hekaspectrum: Noir is indifferent on how it ranks each species based on magical capabilities. He doesn’t think highly of it and rather not think about it.


Reason for joining the Raven Guild: The idea of guilds interested Noir. It may be a poor reason but Noir wanted to experience it for himself. It sounded more exciting than stealing someone’s money.



Official Document of the Kolan Guild Committee
 
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BluDaBaDee

B l u e
1535075013012.png
Raven Guild Application

Name: Rhi'on
He has no knowledge of his surname.

True & Apparent Age: 21 | Gender: Male
Species: Human | Class: Rogue; Thief

Distinguishing Features: Good theives have unrememberable and unremarkable faces. However, he does wear a lavender scarf.

Preferred Weapons: Daggers & Swords
Preferred Magic: Illusionary & Deceptive Magic


Weaponry: See Armory

Skills
A thief's ability to go in and steal, and get out safely and undetected is of equal to his life; as it is his craft. As such, he is gifted in stealth and detecting traps and the like. He is quick-footed, which will be of great use to him. He wields the ability to infiltrate either by slipping through the cracks, or lying his way past guards. He also has to improvise on the spot if needed. As such, he is flexible and almost free-flowing. All of this, is in order not to be caught, because let's face it: skilled warriors beat out thieves any day of the week.

History
Rhi'on's story is not one of happiness and joy. No, it is one of sorrow and sadness. Orphaned at a young age in Prussia, Kolan, the only name he knew was the one that was given to him. He never knew his parents, and as time ebbed on, he grew not to care about them. The orphanage was a training ground for him, so to say. One too many an occasion he stole from the other children. Of course, he did it so well, (and on children, nonetheless,) that the caretakers nor the children really noticed. The idea of taking from another and making it reality was fascinating to him. However, as he grew older, the children grew wiser. Soon, after mastering object permanence, they realized: Hey! My [insert object here] went missing! This only made stealing harder for him, as the children actually tattled on him when he got caught. But that really didn't matter now at the age of sweet 16, because like any good story, there's got to be a reason why he had to start traveling to Kolan proper. The reason? Fire. Yup. The orphanage burned down due to some arsonists who felt like it. While the fire was raging Rhi'on was simply out and about like a regular orphan teen. Only to return to a home smoldered in ash. After many a tear drop, he decided to go out and see the rest of the world because he doesn't have a place to stay. That's right: for 5 years, he just went in and out of the Kolan Isles, hiding on ships to get to places. Even most of the clothes he wears are in fact: stolen. How did he hide under the radar? Answer: moving around. Eventually he made full circle to Kolan proper; just in time to apply to this guild! Isn't he lucky.

Personality
Rhi'on. Is. Mute. But, that doesn't mean his actions don't express anything. Besides, he communicates through scribbling on stolen paper, with stolen ink, with stolen pens. That doesn't mean he's angsty and edgy. He just doesn't talk because it makes jobs easier for him. Regardless, through his actions, he is simply one who wishes to survive. He takes what he needs, and isn't one to second guess himself. He acts confidently, suavely, even arrogantly at times. After all, he's practiced his craft for so long, he has the right to be confident. Nonetheless, as long as you don't have what he wants, he's a pretty wholesome guy who just doesn't talk.
Views on the Hekaspectrum: To him, knowing the strengths and weaknesses of a target is crucial. He makes sure he is knows about the rankings so that it may help him when he's out and about doing what thieves do.

Reason for joining the Raven Guild: He doesn't! He gets caught stealing.
 
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[Raven] Raven Wolfbane

Bulette

New Member
Raven Guild Application
Appearances
Armor
Weapon
Weapon 2
Option 1
Original
Return
Name: Raven Bassil Wolfbane

True Age: 25

Appearance Age: 35

Gender: Male

Species: Centaur

Class: Fighter; Warrior

Distinguishing features: Tattoo of a Green Tree on Left Shoulder

Preferred weapon(s): Polearms; Long Bows

Preferred Type(s) of Magic: Healing; Defensive Walls, Earth Creation, Wind Manipulation



Details
Skills:
Polearm Arts, Swords Art, Spear arts, Shield Arts, Long Bow Arts, Basic Magic, "Mounted" Combat, Hunting, Basic Farming, & Basic Construction

Personality:
While many would deem Raven lazy as he would often state he would love to do anything else than his current job, but the few that know him more personally understand that Raven's complaints are simple hollow words. Though he vents his stress out with his words and attitude, when given a task, Raven fulfills his role to the best of his abilities. A trait that his friends and family happily rely on, especially since he has trouble saying no to them and their many tasks. Raven constantly sighs as he does his work, though a smiles appears every so often.

History:
Growing up in Hybridos, everyone learned to do their part for the whole. Raven was no exception. Due being unable to deny a favor from friends and family alike, Raven grew up helping out most of his village, Selesnya. When the village guards notice Raven's talents at the blade, they took him in and trained him for combat, hunting, and magic. Of course everyone in the village learned the basic of these trades to support the others when asked, but it was the village guards that held the responsibility and now it was Raven's, for a time. As a guard, he met and talked to almost everyone that entered and exited the village gates. He heard of many stories and adventures of the world outside Hybridos. While he loved his home and neighbors, a call to adventure nagged at him. It was strong and gathered more strength with each new tale. He was finally pushed to leave by his family and his best friend, Zera, the elf blacksmith of the village. Zera told him to visit the world as she did to calm the raging sea within Raven. She stated he could always comes home when he wanted a calmer life, and Raven took that to heart. He packed his things and the many gifts the villagers passed to him, and headed to Kolan. The nation closest to Hybridos in culture yet was filled with many new things. From there he will use Kolan as a base and see where life takes him.

Close
Views on the Hekaspectrum:
He finds the spectrum an ancient and ridiculous concept, but understands thats how people see others when your cultures tells you to. Such a shame.

Reason for joining the Raven Guild:
The purpose to help others spoke to Raven. Plus their names were the same.


Official Document of the Kolan Guild Committee
 
[Raven] Lirletta Archeron

Baron

Junior Member
Raven Guild Application
Appearances
Armor
Weapon
Noble
Casual
Dragon
Fleeing
Return
Name:
Lirletta "Lirlet" Archeron

True Age:
~300

Appearance Age:
23

Gender:
Female

Species:
Draec

Class: (Base Class; Subclass)
[Mage](Caster)

Distinguishing features:
-Pale White hair -Feathery Dragon form -Tattoos that shimmer with Magic cover parts of her body, though they are usually covered

Preferred weapon(s): (Two types)
Sword & Shield or Melee combat with Semi-Dragon Transformations.

Preferred Type(s) of Magic: (Top four types maximum)
Enchantments, Gravity



Details
Skills:
Lirletta is constantly using and creating Enchantments, so her concentration has reached another level entirely.
While working on easier Enchantments, she can seemingly split part of her mind to take care of other things while she works.
She can converse with others, eat food etc while she is creating easier Enchantments without lowering the quality of her work.
This isn't her only use of Magic, but does take up a rather large portion of her capabilities.
Her other magic includes some minor lifestyle magic (cleaning spell, meat cooking spell etc) and a bit of Gravity manipulation.
She is able to meditate instead of sleeping, this takes up less time than sleeping and recovers mana faster. Though doing this repeatedly, isn't very healthy.
Besides that, Lirletta is completely autonomous and is able to live by herself.
Her sword skills aren't exactly amazing, and are mostly a way she throws her opponents off.
Though she does consistently use her shield and armor.
The actual reach of her progress in Enchantments have been tested for centuries, and their true potential is limitless.
They can be used to augment her abilities, protect herself and even be used as explosives.


Personality:
Lirletta isn't exactly a people person. She has isolated herself from others for years now.
But she realizes the importance of other people, and is able to put herself into other people's shoes.
Lirletta isn't exactly a nice person, but is more considerate to others than most people.
She will help others if it's convenient but she doesn't exactly lend a hand to everyone she meets.
Most of her "nice-ness" stems from her reaction to the aggression of her family.
Unfortunately for Lirletta, her bloodline is incredibly strong and the instinct to do battle is deeply ingrained into her.
Her magic training & her Enchantment training have helped her reel in her need to prove herself to others.
but it can't replace that hollow feeling inside when she isn't punching someone in the gut.


History:

Archeron.
A name that most would associate with Fire.
The Archeron family are renowned for their aggression and power.
The best descriptor for them would be "Ambitious".
Their Craving for power is deeply ingrained in their blood.
And to the normal Archeron, the biggest enemy to them, are other Archerons. Only in times of war and danger, do they fight together.
Unlike most Archerons, Lirletta is very self preserving.
While her brothers, sisters and cousins learned to lead armies.
She learned ways to directly overpower her enemies.
Crushing them with her bare (Dragon) hands.
She was taught how to defend herself against all kinds of abilities.
This was all during the first quarter of her life.
By the time she learned that Enchantments exist, all of the people she had grown up with had gotten themselves killed.
Apparently the kind world didn't take to kindly to the rough and aggressive attitudes of the Archerons.
Lirletta grew to understand of more the world, after the failures of her kin.
She threw herself into working and studying the aspects of Enchantments.
Her concentration and patience were constantly tested.
In the beginning, she noticed that her innate hunger for battle was eclipsed by the exhaustion brought on by Enchanting.
Those years of her life where some of her fondest memories.
She wasn't riddled with the urge to prove her power over others, and she was left alone.
But soon she realized, she needed something more.
Her many experiments with her Enchantments, and her transformation practice haven't been using their full potential.
She needed to go somewhere. Do something.
Close
Views on the Hekaspectrum:
Lirletta has been around for a long time, and she has always held the opinion "As long as they can put up a good fight. I don't care.".


Reason for joining the Raven Guild:
She was going stir crazing, after she isolated herself. She needed to do something, so she chose to journey to Kolan.
A good year passes, but she isn't able to find anything interesting or worthwhile, until she get's word of 'guilds' being created, and is on her way to the Raven Guild.


Official Document of the Kolan Guild Committee

Name I Interacting: I Mentioned: I Located:
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Code by @AgWordSmith
 
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[Wolf] Harold Norðursonn

June Verles

Look at big boy forehead over here
Wolf Guild Application
Appearances
Armor
Weapon
Human
Dragon
Original
Return
Name: Harold Norðursonn


True Age: 802


Appearance Age: Early Fifties


Gender: Male


Species: Dreac


Class: (Fighter; Stunt Fighter)


Distinguishing features: Long gray hair, Brown eyes and a bushy beard


Preferred weapon(s): His sword; Dragon Form


Preferred Type(s) of Magic: Wind




Details
Skills: With age comes wisdom, while that may not be apparent in Harold's case he has gathered an impressive amount of information over the years, all of it being kept safe by his dragon memory. Other than he would say that his two most impressive skills are swordsmanship, something that he learnt out of necessity from his travels. The second being his culinary skills, his true passion of sorts.

He really loves food and booze, so he has traveled everywhere he would be welcomed so he can indulge in their dishes. He also has spent many, many years cooking for his family and customers back at home, honing his cooking skills over the literal centuries. He has achieved such a level that he can basically cook a good meal out of anything basically.

Finally, while not one of his greatest skills instead something to support his swordsmanship, he also has a couple hundred of years learning about wind magic. He mostly uses it for support rather than actual combat purposes, like enhancing his speed, flying without the need to transform, scout, lift skirts. You know the usual.


Personality: Harold is not a very complicated individual, on the opposite hand he's rather simple for a dreac and for one as ancient as he. He's does what he wants and looks out for his family. When speaking to him you will find that he practically emanates an aura of friendliness out of his every orifice, even more so if he gets drunk which he gets surprisingly easily for a dreac. He is also deeply loyal to those who earn his respect, seeing as he is one who believes that respect is to be earned. This loyalty takes the same place with the love he shares with his own family.


History:
Harold's life starts as it does for many dreac in one of the many dwellings of the Dracovinran, where he was raised for the early decades of his life by a group of adults who taught him about the most important things in the world, with a emphasis on family and loyalty.

At 80 years old he embarked out on his first outside adventure, a rather early age seeing as he'd barely manage to learn how to shape shift, but you know how fledglings are.

In the early days he spent quite a long time in elemental territories, back in the days when people there were less ravaged by war and more open to outsiders. There he had his first encounter with a different cuisine and he was completely engrossed, travelling across the rest of the world, except the fae kingdom, set on learning as much as he could about food before returning home.

On one of these adventures in Kolan he met another hidden dreac , a female who was as fierce as she was beautiful. And after who knows how many decades of courting they finally got married.

Then they returned to Dracovinran, where he set up a small, well large restaurant for everyone but dreacs, where he served his food and for the longest time he had a nice and happy life. Just a few decades ago one of his children had her first laying!

But then tragedy striked... it always does... His wife, his soulmate, the one who he would give his life for, she... she... kicked him out because she found he was boasting about his old conquests to his friends, a completely over exaggerated reaction if you ask him.


Nonetheless now that he had suddenly a lot more free time on his hands he decided to go out on another adventure.

Close
Views on the Hekaspectrum: While he certainly doesn't mind those lower on the spectrum he definitively thinks elves and faes should take it down a peg before they get what's coming to them.


Reason for joining the Wolf Guild: The reinstatement of the guilds piqued his interest, and the raven guild seemed a tad bit creepy if anything.



Official Document of the Kolan Guild Committee
 
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Arthro

Arthropod Enthusiast
Raven Guild Application
Option 1
Option 2
Option 3
Original
Return
Names:
Pyotr Abakumov
UVUB-1

True Ages:
54
15

Appearance Ages:
72
N/A

Genders:
Male
Male

Species:
Human
Machine

Classes:
Gunslinger;Sharpshooter
N/A

Distinguishing features:
The Mark III Protective System.
He's a rusted, metal abomination with a single, expressive, glowing red eye, and dozens of robotic arms each equipped with various tools.

Preferred weapons:
SKS carbine;Bayonet
His tools

Preferred Types of Magic:
None


Details
Skills: Pyotr Abakumov has firm, somewhat stubborn beliefs in how the world works. He has showcased skills in basic alchemy, spouting various words not found in any dictionary such as: "chemistry", "molecules", and "peeache". Despite these brief periods of absolute lunacy, his accuracy with firearms is impeccable, as is the affinity with the oddly shaped spear kept on his person at all times.


Personality:
Pyotr Abakumov: He's a stoic man disgusted by small talk, who, if given a job, walks with purpose until it is finished. His method of talking is odd, and his accent was unheard of until now. Beating around the bush is nonsense to Pyotr, there is nothing worse to him than mind games between people -- he says what he wants, regardless of how others may feel. The man, surprisingly, has somewhat of a wild imagination that tends to drive him to do very odd, sometimes unorthodox things. He's a stubborn man, though, who isn't a big fan of change.

UVUB-1: He isn't pleasant, but at least he can't lie. As a machine, he has zero empathy for anything, including himself. His interests are priority to him, and if they cannot be completed in any way, finding a way to fix that is his new interest. There isn't a thing that UV can't do, according to himself, with the environment and his tools.


History: They come from an alternate plane of existence, having left their own to escape certain death.
Two unlikely partners flung themselves semi-willingly into the unknown shortly after activating a partially finished "мерный двигатель" (M-gate, for short). Pyotr Abakumov: a human bio-engineered man designed to clean contaminated areas, along with UV: an intelligent machine made to germinate the seed of a future inter-dimensional colony. Neither of these subjects were particularly fond of their creators after having been blindsided one too many times, and decided that living in the cold, radioactive dust planes that used to be Russia was a better life for them. They were right for the most part, solitude was welcome after having been crammed in rusted urban centers for three decades. However, as all things come to an end, and their absence was inevitably discovered, "salvation parties" were sent to recover UV and Pyotr from their AWOL life. This was the Gaz's last mistake.

The Gaz, as they were called for providing priceless oxygen to their citizens, were the weakest they had ever been due to dwindling supplies throughout the entirety of Earth. Citizens were forced to remain unaware through psychological manipulation not unlike what took place in Orwell's novel 1984. Pyotr and UV knew exactly where and how to hit the Gaz in their weak state to reach the interdimensional teleporter (M-gate) they were pouring most of their resources into in a last-ditch effort to leave the Earth that they had unintentionally doomed. The summit of the tower held the Gaz's last chance of survival, so Pyotr and UV took it in an act of self-interest and spite towards them. In a massive flash of purple, the pair vanished, the teleporter and most of the tower having been twisted apart from the immense amount of power used to transport Pyotr and UV to an entirely different dimension.
Where they ended up was an entirely new world. Lush green pastures full of creatures unknown to science skittered, fluttered, and stomped about under a sprawling sky blue.
UV was pleased with the opportunity to learn all that he could about this brand new world,
but Pyotr, equipped with his powerful Hazard suit and SKS carbine, was determined to get back home.


Close
Views on the Hekaspectrum: "Organization is proof of competency. I'm pleased with this system."


Reason for joining the Raven Guild: "Gold is good."


Official Document of the Kolan Guild Committee
 
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[Raven] Parfa Dawnpaw

Zer0

Haiku Hitman
Raven Guild Application
Appearances
Armor
Weapon
Weapon 2
Option 1
Option 2
Option 3
Original
Return
Name: Parfa Dawnpaw

True Age: 24

Appearance Age: 2 Doggy Years

Gender: Female

Species: Collie Chimera

Class: Archer; Ranger


Distinguishing features: All of Parfa's paws are brown, except for her right that is gloved in a patch of white fur that streaks wispily across her forearm like the beams of the sun.

Preferred weapon(s): Bow & Unarmed


Preferred Type(s) of Magic: (Divination, Healing, Travel, Communication )




Details
Skills:
This Archer Collie's divination spells allow her to locate creatures, plants, or items if she has something of theirs, or a piece of them. The more important the belongings, or the more distinguishing the piece, the better she can find her quarry. She usually burns them and the fire and smoke that rises tells the story. Her Healing magic is in the food she cooks or potions she brews. Her traveling spells are enchantments that allow one to move across water, vertical surfaces, and ceilings, leap over hills, and featherfall. Parfa can summon an ethereal snowy owl named "Sasha" whose senses she could share and speak through her beak. She uses this little owl to communicate discreetly. If she wants to be really loud she can magnify her voice, her deafening howl reaching far like the boom of thunder. Sometimes, she uses this to play pranks and pretend a temple's goddess is speaking to its faithful.


Her non-magic skills are all about herding and taking care of sheep and surviving a nomadic life in the wilderness as a mother of twelve pups. You can betcha she can cook and knows how to make cheese and butter from sheep milk. She can spin wool, and knit clothes with beautiful sewn patterns of the stories and legends they share around the bonfire.
When there are signs of game in their current area, the pack sends out a hunting party with their diviners to track deer. Their hide is very valuable for them as they can turn it into leather and the meat is a good break from sheep. Parfa doesn't know how to make leather, but she can skin and make smoked bacon out of the meat just fine.

Personality:
Parfa is deeply motivated by gold to pay off a loan she got from the Cornwall Merchant Guild. Her husband, their twelve pups, and their entire nomad pack has recently bought and settled in a large patch of good grazing land in Kolan through that loan to start a ranch, but have to make weekly payments or else the guild will take away the deed to the land. Because of this one would find in her a hard working and open spirit, willing to do odd and crazy jobs --- and maybe a little bit of illegal stuff as long as her husband doesn't find out about it.


When not gung ho about the gold, she's usually chill around guildmates, easily made to smile and wag her tail when she sees a familiar friendly face before moving in for a hug or head nuzzle even though you only met once. She is also wildly protective, very quick to investigate people she doesn't know and attack trespassers if she finds them where they shouldn't be, like 100m. from her pups. But when she sees you as part of her "pack" she is passionately loyal, your enemies are her enemies.

History:
Parfa's pack hail from Hybridios to the north steppe lands close to the mountains where long grass blanket the rolling hills. Her roving family camp in tepees of animal hide carpeted with furs and wool rugs. Sometimes merchants travel under their protection and trade for their wool fabric and sheep cheese for things a nomad life can't provide, such as good medicine, paper, and iron forged weapons.


Once a year, they travel around the land, heading first to the Dark Kingdom to honor an old alliance with gifts of smoked bacon and their most colorful and intricately sewn fabrics, before moving on across the great waters to visit other lands. Her pack had always loved Kolan and finally decided this year to settle down in a large pastureland they recently bought to start the Dawnpaw Ranch.

Close
Views on the Hekaspectrum:
Does not care, as long as you are a good person.


Reason for joining the Raven Guild:
Pay off a loan from the Cornwall Merchant Guild or else they'll take away the deed to her pack's recently bought pasture land.


Official Document of the Kolan Guild Committee
 
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[Raven] Helios

Katsuya

Silly artist
- RAVEN GUILD APPLICATION -


CEF64F0E-64E1-4AE7-8F47-FD498C711C2E.jpeg
*His horn twisted and wrangling like entangled roots because it’s from him using plant/nature magic.
*He doesn’t use this form unless it’s needed in a dire situation.

430EA505-D4B9-415D-8F9A-D93FB404BC79.jpeg

..
* He has a small claw scar on the left side of his brow. It came from settling a dispute.
* His ears are slightly pointed from scales crowning on the shell. Helios hides them with his hair.

1F26B47A-7EB7-4BC5-B070-EB45AA33B485.jpeg
5173A2CB-ACF7-4C2D-A2EF-21CB0AFD6E7B.jpeg

Name: Helios
True age: 107 years old
Age appearance: Around the early 20’s
Gender: Male
Species: Draec
Class: Healer; Apothecary
  • Unarmed - He will claw, bite, or ram his enemies with his horn when he shifts.
  • Homemade surprise bombs - only a hand full of these small orbs in his pouch (five really), they can be either sleeping bombs or explosive bomb. The sleeping bombs releases a gas that will cause the victim to fall asleep on the spot with a whiff. The explosive bombs release sparks on impact and burn the target. It’s a surprise because even he doesn’t know which one he tossed. Helios tends to mix them together in his room and just stuff them in his pouch randomly.
F40D157B-D59D-47EB-B924-7FAD35CB25EA.jpeg
  • Nature/Plant alignment - he tends to use this for growing herbs faster or to make a shield made of the ground with roots.
  • Water alignment - while he would like to learn more about blood magic, the most he can do with water magic is water spouts, bubbles, and walk on the surface for a couple of minutes.
  • Healing - he can close puncture wounds. It will take time if the puncture wound is large and he is susceptible to surprise attacks because he is too focused in doing his job of saving a life.
  • Shifting - he changes his arms or legs into his dragon form whenever he fights, relying on his senses to dodge or to know when to strike. He rarely changes into his dragon form fully because he doesn’t trust others nor does he want to be seen that easily. Just in case hunters are around.
Inquisitive botanist, practicing nature/plant and water magic, learning healer, pro in self-defense, and master of surprises! Okay, no. He just likes to surprise people. For example, if a kid is crying, he’ll bloom a flower or create bubbles from water. With an enemy, a surprise bomb in their pockets. He also loves to read books, especially the romance ones because most of them doesn’t make sense to him and he wants to study them. He is decent in cooking, nothing fancy. Just enough to eat without gagging from the flavor.
.
Helios is a nerdy kid, muttering about his findings, and writing them in his falling apart book. His muttering can be very annoying and he wouldn’t stop until someone points it out to him. He is very simple to please; just give him a new plant species or tell him a fact he doesn’t know and he’ll ask you everything about it. He loves to socialize and know more about cultures. He is normally calm and open-minded with others’ views. He also likes to have fun when it’s possible and is not dangerous.

However, he doesn’t trust beings easily and will wonder if there’s a trap in any gift he receives until he inspects it. You’d think he would trust everyone with his open views of equality but thanks to his interactions with others (including his own kind), Helios subconsciously leans away. If anyone tries to hug him on the first month of knowing each other, he’ll freeze. If someone comes too close to his space, he’ll take a step back. It’s subtle, but his doubt in others is certainly there. Once he does trust someone, he would look out for them more, even stops being suspicious about anything they do.
A moment of his past:
Covered tiny feet crunched on the lava-made stones underneath the flat soles. A small figure in rich reds and yellow clothes continued to walk in that early morning, knowing exactly where to go. His straight greenish-black hair billowed whenever hot steams and gas shot out of the small lava pools. His home and kingdom’s shadow loomed over him as he walked further and further away.

This is a daily routine for the young Helios, walking away from his home and avoid the other kids in his age group; not wanting to hear how he failed at aligning with fire, lava, or lightning elements. His grandfather told him it’s because they don’t know better yet, to wait a couple of years and they will stop. The young boy doubted that nor is he willing to wait for his tormentors to leave him alone. So he rather walk away now.

A smile stretched across his face once he saw a familiar sight; subtle hints of grass and dirt. The air became cooler, fresher, and clean. Helios took a deep breathe as his walk slowly stopped under the first rows of tree groves, sighing in relief as he reconnected with his element. He touched the rough bark of the tree with a calluses covered hand as he sat down, taking his time to focus in the quiet space. Dracoviran is noisy, loud, and heavy. Legionatis’ forests is much more peaceful and it is here where he discovered his element alignments.

A piece of the present:
Helios gaped, standing in disbelief of the hustling and bustling port as the boarded ship behind him started to be tied closer to the wooden platform. His green eyes widened at the different beings, new and recognizable ones, coming together and buying seafood from the fish markets. He can hear sailors bellowing announcements, seagulls cawing, and the smell of the sea is interesting.

“W-wow!” Helios cried out in awe, causing sailors and shop keepers nearby to chuckle. He heard them say something about “fresh fish, freshly caught” but he didn’t question them. They are in a port, of course they would talk about fish being caught. Maybe he can taste raw fish instead of burnt flavor? Maybe he could-

“No, no. Must focus. Gotta find the Raven guild.” The young looking human muttered, making his way into the market space in search of said guild. “If Grandpa and Mrs. Applebottom is right, they should be around here.”
He thinks it’s ridiculous but leaves whoever believes it alone. Everyone has their right to believe whatever they want, even when their beliefs goes against his own; that everyone is equal and their differences is to be respected. Doesn’t mean that he will take any name calling when his patience run out
He wants to learn more about the outside world! He heard from his Grandfather and a random passenger on the ship he was on to Kolan that the Raven guild has a large library. He would like to read them all. Plus a job’s earnings and a nice place to stay? Sign him in!

@AgWordSmith (Hello! Let me know if I should change anything!)
 
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[Raven] Nefertiti

JustNicole

Member
Raven Guild Application
Appearances
Armor
Weapon
Sphynx
Human
Return
Name: Nefertiti (Nefi)

True Age: 21

Appearance Age: 27

Gender: Female

Species: Chimera (Sphynx)

Class: Rogue; Mercenary

Distinguishing features: Strange, makeup-like tattoos on face and eyes that stretches down into curved tattoos that cover her shoulders; gold triangles located on both sides of hind and on the front of hands; gold triangles on hands connect to coils/veins along her arms that fuse with her skin on the back above her wings.

Preferred weapon(s): Spear; Lion claws

Preferred Type(s) of Magic: Armor Conjuration, Weapon Recall, Invisibility, Shape-Shifting



Details
Skills:
  • Spear combat, including spear throwing.
  • Summon a new set of armor on her within a few moments with the words, "to battle."
  • Bind her magic to her weapon, enabling her to recall her weapon back to her hand by reaching her out with her hand.
  • Become invisible, including items equipped, for several minutes.
  • Shape-shift fully in a few minutes to the human within her
  • Capable thief in the past
  • Flight

Personality:
Nefertiti is a fierce defender of her friends and allies. She's the kind of person who will always have a person's back once they've earned her trust. You'd be hard pressed to find a more loyal friend than her.

Sometimes, Nefertiti struggles with humanity, specifically emotions. She can sometimes be rather crass, rude, or blunt as she doesn't consider situations socially as well as others. This is exasperated by the fact that, in general, she cares little for what other people think of her.

In a group dynamic, she prefers to let others take charge. However, this doesn't mean that she always follows directions. She has a tendency to do what she thinks is best, regardless of what others are saying. She trusts and listens to her instincts.

History:
It was some years ago that, Nefertiti came into the world. However, she was not always as she is now. Few ever are the same as they once were, but Nefertiti's journey is more drastic than most. Born to improvised farmers on Kis'le, Nefertiti was born as a human. Nefertiti's circumstances were tough in life. Kis'le was a small island with little opportunities. Nefertiti's parents, both older in age than most others on the island, struggled to tend the fields and raise Nefertiti at the same time.

Nefertiti had not reached more than five years of age when her parents could no longer afford the extra mouth to feed. To provide both for their child and themselves, they sold their child to an a visiting man to the island who promised he could provide a stable environment for the child, in addition to a monthly payment to them. So, Nefertiti left with the man for Kolan, leaving her parents behind.

The man, it turned out, was a member of a criminal organization, one that used children. Tossed into a dumpy home with other kids and left to fend for themselves, the children had to meet quotas of manual production in order to get food and for their families to get paid. Much of the work involved carving wood, cutting soap, or other such manual labors. It was a harsh life with only the barest of material possessions, but at least Nefertiti wasn't going to bed hungry and was able to make a few friends to boot.

Days turned into weeks turned into years, and before Nefertiti knew it, it had been over seven years in the factory working. Now the ripe age of twelve, the organization that owned Nefertiti gave Nefertiti an offer: stop having to do manual labor and barely scrape by, become a thief with us and you'll have more than you have now. It offered an escape and reprieve from the factory which Nefertiti had grown disillusioned with and a chance to be out in the world among people. Nefertiti jumped at the opportunity.

The three years Nefertiti spent as a thief, were some of her favorite. No longer was Nefertiti stuck in the cramp rundown house with all the young kids. Instead, the organization gave Nefertiti a room with a bed and a desk in a different, slightly less run down house where the thieves operated out of. The roles Nefertiti worked on varied. Beginning as a spotter or watcher, someone who watches the streets for any signs of trouble while their accomplices break in, Nefertiti moved onto to low level pickpocketing on the busy streets of Kolan. While Nefertiti had more than a few close brushes with the law, there was always something to hide behind or a crowd to run into to escape.

At the age of fifteen, Nefertiti had finally reached the "big time", breaking and entering. Every new member of the breaking and entering group had to get what was called a big score. It was a way for each new member of the group to prove to the others that they were up to the task. Assigned a single building, it was up to them to case it, break into it, steal whatever was inside, and make it back on their own. Once completed, they were officially a member of the group.

Nefertiti's big score location was determined by the organization to be a shuttered up old house on the edge of the city. The organization had received some tip that there was some valuable magic located within the house. It seemed too good to be true for Nefertiti, a simple breaking and entering into an abandoned house? Nothing could be more simple than that.

A day later, after casing the abandoned house and finding it, well, abandoned, Nefertiti broke into the house, jimmying the front door in the middle of night quiet as a mouse. Inside, there was simply cobwebs. The room was simply devoid of all furniture. The entire place had been cleared out. There was, though, faint boot prints on the dust on the ground. Following the line of boot prints led directly to the door to the basement. The basement itself was simply a staircase that led to another, strange door. This one was not like the wooden doors which were common in this house and other houses in the area, but a strange yellow metal. It was exotic and strange, completely out of place. There was only one thing to do: turn the great metal knob and open the door.

The door led to a strange temple. One that, despite being who knows where, seemed well cared for and managed. Inside the temple, Nefertiti found a strange, golden triangle resting on a altar. It seemed to be hovering in the air through magic. It seemed almost certain it was what Nefertiti was there to steal. Approaching the altar, Nefertiti reached out and grabbed the golden triangle. It was in Nefertiti's hands for a moment before it disappeared, vanishing into thin air.

A searing pain shot across the top of Nefertiti's hands and the sides of her legs as, before Nefertiti's very eyes, the golden triangle reappeared at those locations, the golden metal carved and merged into the flesh itself. Nefertiti tried to move to escape, to run away, but was frozen in place by something magical. A strange woman appeared in a golden dress, reading Nefertiti's mind, claiming that what she was going to do was what Nefertiti "wanted", but that there was also a price to pay. The next thing remembered was passing out.

Nefertiti awoke in a strange new body. The strange woman, who identified herself as "The Priestess", informed Nefertiti that her name, now, was Nefertiti. She had changed Nefertiti through a powerful curse, enabled by the golden triangle Nefertiti had attempted to grab, to a form that would better suit both Nefertiti and her role as a guardian of this place. The price for Nefertiti's crime was to be cursed to that form and bound to this place, to guard it as its guardian, until the the Priestess died. From that day on, whoever was Nefertiti before ceased to exist. There was only Nefertiti. The curse had made sure of that.

In the time that followed, Nefertiti, bound to watch over the entrance of the temple, in a place that seemed only accessible by one strange magical door, made the most of her boredom, training herself with the spears outside and the training dummies in the field. Few ever, beyond the Priestess, came through the door. Those tales, however, are best told another time. The Priestess and Nefertiti became close, and the Priestess taught her many of her magical ways. Whether it was out of sheer loneliness from the both or not, no one could say. They would talk often, and the strange woman would come and go through the door as she saw fit.

Then, one day, the Priestess simply never returned. Nefertiti felt the magical bonds that had held her in place dissipate. The Priestess, it seemed, was dead. Nefertiti was, for the first time in a long time, free. Equipped with her spear, she set out from the place had grown to call home. As she stepped thru the door back into the rundown house in Kolan, the metallic yellow door vanished behind her. Although it had felt like a short period of time, Nefertiti quickly discovered that years had passed outside. It took some time to find herself again in the world as a new person, but Nefertiti quickly found her footing as a mercenary for hire doing some of the dirtiest or darkest jobs available. Her body and skills were up to almost any task.

Some time later, she discovered the Priestess' parting gift: the ability to change into a human again. Her Sphynx attributes disappeared (wings, lion body) while the human parts of her remained the same, with the rest of a human body to match. For Nefertiti, though, she had grown used to the strong, powerful body of the Sphynx with the ability to fly on her wings with the speed and strength to run on all fours like a lion. It did, however, reconnect her to the humanity within her, something that she had not realized she had lost so much of as the guardian of the temple.

After being reconnected with her humanity, Nefertiti decided that a new line of work and purpose was needed, so she signed up to join the newly reformed Wolf Guild in the hopes of making a new home for herself there.

Close
Views on the Hekaspectrum:
The Hekaspectrum is an outdated concept in modern times when someone considers shaping. There is really nothing that different between one race and another. Each has their own strengths and weakenesses.

Reason for joining the Raven Guild:
After being reconnected with her humanity, Nefertiti decided that a new line of work and purpose was needed, so she signed up to join the newly reformed Wolf Guild in the hopes of making a new home for herself there.

Official Document of the Kolan Guild Committee
 
Wolf Guild Application
Appearances
Armor
Weapon
Weapon 2
Option 1
Option 2
Option 3
Original
Return
Name: Jean Beaucant

True Age: 27

Appearance Age: Early 20's

Gender: Male

Species: Human

Class: Fighter

Distinguishing features: Curly blonde hair

Preferred weapon(s): Sword

Preferred Type(s) of Magic: None



Details
Skills:
Swordsmanship is the only skill that Jean has, and he wields it with pride. Despite the innate human potential to learn and harness both esoteric and exoteric magic, Jean has shown an alarming lack of competency in both. Thus, during his tenure as a squire, he labored to become the best swordsman that he could possibly be. His combat style is more akin to fencing, where he uses leverage, footwork, and positioning in an attempt to throw his opponent off balance. He has mastered it to the point where it became as natural to him as breathing. It is due to his skill that he believes himself to be the greatest swordsman in all of Nera.

Personality:
Arrogant and prideful with a silver tongue to match, Jean is for all intents and purposes, a narcissistic man who believes himself superior to anyone and everyone no matter the race or gender. He turned his back on the Gods long ago, believing himself to be even superior to them - yet he does not commit blasphemy nor does he tolerate it. Those who are close to him - well, he has very, very few people who are close to him due to his abrasive personality, know him to be a smart-mouthed cynic with very little in the way of proper etiquette. The only person he treats with even a sliver of respect is his father. His morals and ethics are questionable at best, and at worst he has none of note. Before he gained the infamous title of "The Knight Who Left," he had a very sour reputation among knights in the Royal Castle that dated back to his tenure as a squire. The code of a knight means very little to him, as does chivalry. Jean only cares about three things: His sword, His armor, and His swordsmanship. All in all he is a representation of everything that a knight should not be.

History:
Jean was born to an extremely wealthy family of merchants. His father, Jeques Beaucant, lost the love of his life while birthing Jean. Ever since that day, Jeques treated Jean like an eyesore. Although Jeques held a particularly fond reputation as an extremely competent merchant, it was well known that his son was quite the rebel in the city of Gloryce. To instill discipline within his son, he sent him to squire under a knight in Kolan at the Royal Castle when he reached the age of fifteen. After working hard as a squire for ten years, Jean was finally knighted at the age of 26. However, due to reasons only known to him, he abandoned his post one faithful day to join the Wolf's Guild. His status as a knight was in jeopardy due to this act, but due to his father and by extension, his family's great wealth and influence, he managed to maintain his post. Henceforth he became known as "The Knight Who Left."

Close
Views on the Hekaspectrum:
He believes that all races and creatures are equally inferior to himself.

Reason for joining the Wolf Guild:
Known only to himself.


Official Document of the Kolan Guild Committee
 

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