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Fantasy The Explorers of El'yssi (Character)

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Azukai

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For centuries on end, countless species have trod against the harsh reality of mother nature, yet only a relative few have managed to claim the land and sea for themselves. The vast humanoid race stands proud with this accomplishment, predominately due to the unique evolution that has matured our people into masters of the El'yssian biomes. Yet even with such an illustrious title, the humanoid race remains but an insignificant speck in the grand diction of life--a small fraction of what has been, and an even smaller fraction towards what could be.

Ten percent...

This is the estimated coverage of the world that has been documented by the six great nations of our race. Within our records, there are countless species ranging from the smallest of herbs to the greatest of beasts that reign over the seas. To some, the idea of the unknown is a fearful prospect; however, for many, the fantasy of its mystery spurs a greater sense of belonging.

Glory, fame, wealth, and knowledge...

Decades of expeditions have been fueled by the conflicting passions of our race. Yet even with our differential goals, a single emotion has remained consistent across all of our generations. That emotion is curiosity.

Curiosity has instilled us with an insatiable hunger that drives us to the boundaries of the world in search of the secrets we have yet to uncover. Curiosity has spurred us to the ruins of our ancestors in search for the origin of our kind. Curiosity has forced us to look to the future and wonder what potential awaits us still.

Curiosity is what has driven the Guild to the overall greatness that it has come to achieve, and now, it is your turn to dawn the mantle of your forefathers and plunge into a world where both danger and adventure awaits.

This is your story. Welcome to El'yssi.

What to Expect
Before you get started with your character sheet, please note that this roleplay is very lore intensive. El'yssi is a high fantasy world with many elements that will all contribute to the exploration-based narrative of the roleplay. All lore can be found in the RPN lore section linked above, or at the wikia found HERE.

For your first character, I am going to ask that everyone is a fresh Seeker (trainee at the guild). This does not mean your character cannot be proficient in other aspects of their life; however, everyone is forced to start at the same level in the Guild.

There is a lot to discover in this world--cool critters, weird plants, sinister plots in the dark, and maybe even a mysterious old man on the side of the road who just wants your help. There's a lot of content I have prepared for everyone, and once you are comfortable with the world, I hope you will be willing to contribute your own (just make sure to keep to the overall theme of El'yssi)!

If you wish to make a secondary character, you will have the option to do so after your initial character has become an official Explorer of the Guild. Secondary characters will not be required to start as a Seeker. Also, if you wish to simply retire you current character and start anew, you may do so. After all, maybe the play-style of another race might call to you more.

And between you and me, I hear there's been a rumor circulating around the Guild...something about these weird scales people have finding in some new uncharted territory.

Rules
This section is going to be pretty basic. General expectations are always in play: Be respectful to myself and your fellow players and follow RPN's rules.
Aside from that, I do have a couple additional rules I'd wish to go over.

1) Be confident in contributing to an evolving narrative--The overall goal I hope to achieve with this roleplay is a player-driven narrative. I am providing a world and an introduction to a story. But as time progresses and your characters become more developed, I hope to see contributions, both from my end, and yours as well!

2) Please, please, please respect everyone's time. A lot of effort goes into creating character sheets, integrating a character into a world, and then further developing it over the course of the story. Going awol for long periods of time, or frequent intervals of time is not only disruptive but also disrespectful to your fellow players. Everyone understands occurrences in life happen, please communicate, at least to myself, if something is going to prevent your from posting, if you aren't having fun, or simply no longer wish to participate. Your time is yours to spend however you wish. I just ask that you either give me a chance to try and fix an issue, or at least give me a heads up so I can plan the story around your absence/departure.

Character Sheet
General Information
Surname:
Forename:
Nickname: If applicable
Age:
Gender:
Sexuality:
Race:

Appearance
Your character's appearance can be an image, physical description, personal drawing, or any combination of the above.

Personality
Please provide a well-rounded description of your character's personality.

Background
Please provide the history of your character. Make sure you tie in the Lore of your nation with events that have occurred in your character's past. If you need assistance with any additional knowledge that is not provided in the current lore, please PM me or tag me in the OOC. I will gladly write any additional lore/give any explanation that is necessary for your character.

Trinity Arts

Force Arts: Please list any Force Arts your character is capable of. Even if they have no specific combative talents, attributes such as stamina, agility, etc should also be included in this section. Basically, anything physical that your character is remotely decent at should be listed in this section!

Spirit Arts: Please include any Major or Minor Spirit Arts your character is capable of. Provide a description of Art and what it is capable of.
For example, a major Water Spirit Art could be the ability to generate a thick fog from a source of water.
Please note: If you are not of the Fytali or Southern Soeri race, you will need to explain how you acquired/learned this spirit art.

Technological Arts: If your character is adept at using any form of Synthian technology, please explain how you acquired said technology, as well as provide a description of its use/purpose.

Miscellaneous

Likes:
Dislikes:
Fears:
Pre-existing conditions: If applicable
If there is anything else you would like to add about your character, do so here!
 
General Information
Surname: Clarimoux
Forename: Wilfre
Nickname: Fre
Age: 19 years
Gender: No specified gender. Looks almost female. (Will go by they/them, she/her)
Sexuality: Asexual (Able to reproduce on its own)
Race: Fytali

Appearance
The most noticeable thing about Wilfre are the patches of black and dark purple that blot their otherwise healthy bright green skin. Due to the fires, scars were left on their body that affect their ability to take in sunlight and process it through their system properly. Fre has large, yellow, cat-like eyes that resemble the marks on the stems of Aiderian plant, a toxic flora that Fre's sub-species is born from. Fre has multiple mouths filled with razor sharp thorns that are toxic when pierced through skin. These mouths are placed on their arms, legs, torso, and one where any regular mouth would be.
Fre has a human-like body. It is slender with minor curves resembling a woman. Bright blue, thorny vines hang from Fre's head like hair, falling over their face, shoulders, torso and calves. They do have control over these vines, able to swing them around to their will. They cannot make these vines grow however. Fre's ears are similar to redwood tree leaves (They look similar to Cecropia tree leaves), and dark purple flowers grow around their body, serving as clothes. They stand at 5'6".

Personality
Fre is a conserved, distrustful person. Many describe her as mysterious and almost intimidating Fytali, yet in reality they are extremely selfless. Although they do not trust those around them, they do not wish any harm to any living thing. Because of their lack of social interaction and the tragedy they suffered, Wilfre has a hard time relating and sympathizing with others. They tend to be bold in their statements and quite straightforward. They also tend to not understand slang and metaphors, so things like that typically go over their head, often leaving Wilfre confused in conversation if they are used, which frustrates them.

Despite all of this, Fre is very determined and sees things through to the end. They do not deter easily and will sometimes walk over people to get to their destination. They do not mean to throw others under the bus, but they tend to get tunnel vision when faced with tasks that directly affects them or loved ones. Fre is protective of close ones as well, although at the moment the only people close to them are their Brigand. If someone manages to get close to Fre they will earn a lifetime friend and fearsome ally.

Background
Born deep in the jungles of Punau, Dazkla, Wilfre was only 4 years old when half of the renowned forest was burned to the ground after 11 days of a raging fire. Although it was eventually chalked up to a simple forest fire (thanks to the few strange years beforehand without rain), that was never 100% proven. A few Fytali Brigands that were in the area at the time were wiped from existence along with nearly 50 different floral and fauna that were indigenous to the area. Because of this tragedy, many other species are now becoming extinct due to the damage in the ecosystem. Explorers have been sent to investigate the cause of the previous years without rainfall to try and gain insight into the fires. Punau is known for having daily rainfalls, and these didn't stop gradually. 1411 was the first year Punau experienced a drought, and it happened with no warning. Many fauna and flora suffered without they daily water. 4 years without rain, it was tough for the forest to survive. The only help it had was from the Fytali that regularly showed up to give water to the surrounding wildlife. Fre was being taught in the minor water spirit arts for this reason until the fire started in 1415.

Wilfre and their Brigand were one of the few Brigands that had been in the forest at the beginning of the fire. Their Brigand was made up of two close family friends, their parent and grandparent (Their particular species reproduces asexually, so it's common to have only one parent). The family was on their way to grant water to the forest when they were separated. The two family friends were killed and Wilfre and their parent were separated, leaving only them and their grandparent. The two barely escaped with their lives after doing as much as they could to stop the ever growing fire. 15 years passed normally for them, if not with an air of sadness. Every year or so the pair came back to Punau in search of Wilfre's parent. During one of these searches, they were intercepted by one of the explorer groups that were there for research on the fire. They were one of the few groups that still cared about the unsolved mystery of the disaster.

With much hesitation but feeling that there was nothing else left to do, Wilfre's grandparent asked for help in search of their offspring. They agreed, and thus formed an uneasy partnership. Although a few weeks passed without luck, Wilfre began seeing the potential in joining the guild. Not only was it an easier way to be able to search for their parent, but it was a way to access other forms of inventions and ideas in order to easily prevent potential future disasters. The only thing that kept them back was their inability to work with strangers. After much discussion with their grandparent, Wilfre decided it was time to let go of her beliefs and skepticism in order to find their missing parent. Fre knew they would feel personally responsible if they didn't give this search their all. They would never be able to forgive themselves. Because of the guilt they already felt about not being able to save the forest, Fre was sure giving up the search for their parent would destroy not only them, but the relationship between them and their grandparent, the only person they had left.


Trinity Arts

Force Arts: Wilfre has a bow and arrows made from a redwood tree (A tree with literal red wood), the most common trees found all over Dazkla. It is wrapped with twine and vines, and the arrows are laced with the toxins that flow through Wilfre and their species. Small green flowers bloom from the vines that entangle it.

  • Archery
  • Camouflage (In environments with a lot of flora)
  • Toxicity (Wilfre’s toxicity is potent. If they bite another humanoid, they usually have about 10 minutes until they bite the dust. Anything smaller than the average humanoid will die in less than 5 minutes, even less the smaller the species. Signs of being infected with the toxins include puffing up, bleeding from eyes, ears, mouth, etc. and immobilization.)

Spirit Arts: Wilfre is adept in major nature spirit arts and has an affinity for minor water spirit arts.

  • Able to change the current of water (Slow it down, speed it up and change the direction)
  • Plant manipulation (Adept in the plants they are based off of- i.e. Redwood trees, vines, and the Aiderian plant)
  • Able to mimic animals (Only those they've heard before)


Technological Arts: None

Miscellaneous

Likes: Nature, water, bright colors (especially violet), silence, peace, green beetles, swimming, exploring, archery, vine swinging, stars
Dislikes: Crowds of people, being center of attention, conflict, their appearance (Tries hard to hide the dead skin)
Fears: Fire, weakness, losing hope
Pre-existing conditions: Skin conditions due to the fire. Some part of Wilfre were burned so bad they have lost pigmentation in the skin due to the chlorophyll being destroyed. Makes it harder to breath as well.

Fre's voice is somewhat monotone and raspy. (Think of Raven from Teen Titans or Mai from Avatar)
 
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General Information
Surname: of Shapeshte
Forename: Koze
Nickname: Dire (usually given to strangers)
Age: 10
Gender: No thanks (they/them or he/him)
Sexuality: It is a mystery tbh
Race: Thauri

Appearance
Koze is wolf-like in appearance, drawing more upon lupine characteristics. Their fur is predominantly silvery grey, with the nape of their neck and spine colored black, reminiscent of a maned wolf. This feature is longer on their neck and upper back, though shortens as it goes down, ending almost at the end of their tail. Their hands and feet are also tipped in darker black fur. Their eyes are dark and black. They stand at a height of nearly 6 feet tall, which is less than impressive when it comes to their heritage.

They are leaner than most of the Thauri, though no less strong— their body is dense and packed with muscle, less stocky though more maneuverable. As they were growing up, Koze and their twin were often compared to having a feline’s grace as opposed to that of a wolf. When dressing, Koze often prefers neutrals, greys, and blacks, though at times when they wear color it tends to be in the range of red. While this accent can be in form of clothing or accessories, sometimes they will draw markings onto their fur in this color.

(Eventually I will draw them… one day…)

Personality
In three words, Koze’s personality could be described as testy, wary, and suspicious. While good traits to have in Agriagi, especially for a Thauri such as Koze and their twin, it can lead to them being seen as quite off-putting to many of the other races in El’yssi. They’re always prepared for someone to jump them, leading to them being very cautious when even walking around, and often snapping their teeth at someone who walks too close behind them if they aren’t prepared for it.

Koze tends to take things very literally, and at times it can take them a little while for them to understand when someone is using sarcasm or making a joke. Since leaving Agriagi, he’s gotten better at identifying when someone is joking.

Overall though, despite their hesitance in outwardly friendly interactions, when Koze does form a trust bond, he is fiercely protective and attentive. Living in a tribe, he’s a firm believer of the power of a pack, and if they think something is going on they will do what they can to help, including but not limited to going out and hunting if they think one of their pack isn’t receiving enough sustenance, judging people for eating their food cooked and crispy because there isn’t enough nutrients in that, growling at anyone who dares to look at you if you’re having a bad day, etc.

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Background
In Koze’s tribe, twins are somewhat of an anomaly, as with the majority of the Thauri. Sure, siblings are likely, welcomed, and praised, but twins are rarer— and for Koze and their sibling, Vuka, they were as similar as twins could be. Their tribe, the Shapeshte, celebrated the birth of the twins, seeing it as a sign of good fortune and luck. With the birth of two, their tribe grew stronger.

Growing up though, it was clear that the twins held a great weakness that mirrored their strength; to Koze, there was nothing more important than Vuka, and to Vuka there was nothing more important than Koze. There was strength in numbers, yes, but they considered each other’s self preservation as important as their own. One wouldn’t be seen without the other. Fights and tussles between other kids in their tribe weren’t done without both. With more numbers came a greater chance that both of them could be killed on a hunt if something went wrong, and a larger target in the fights between tribes.

Both of them had also decided that the stereotypical, traditional ways of their tribe and of the Thauri in general were not for them. Something like gender was too foreign a concept for them, too trivial for them to care about. Koze was meant to provide honor and glory for their tribe, demonstrating physical prowess and conquest. Vuka was meant to stay within the confines of their tribe. Both of them resisted. Koze had no interest in battling others for power— to them, it was only for nourishment or defense, if someone had insulted them or Vuka. Whatever their twin couldn’t do, Koze refused. Whatever their twin could, they went against. They were admonished, frequently and brutally, by their Alphas, each of them trying to force the twins into the roles constructed for them. It only served to drive them further and further away from the connections within their tribe and closer to each other.

Eventually, Koze and Vuka left, leaving the Shapeshte to travel more through the world outside of Agriagi. And as they become more accustomed to the less harsh regions, eventually, they did what was almost unthinkable in years past: they separated. To Koze, the world was full of intrigue and wonder among the other species found within El’yssi. He grew more interested in learning about other people, acclimated to the softer personality types than those within Agriagi. Vuka was more interested in the land itself. She was restless and didn’t want to be in one place for too long, Koze to a much lesser degree. They decided to split off for a time, each pursuing their own interests, though still keep in very frequent contact.

Trinity Arts
Force Arts: As a Thauri, Koze is very accustomed to using their natural abilities that come with their species. As an atypical trait of their species however, they have recently become interested in learning skills with melee weapons such as swords or daggers, almost as an enhancement to their natural weapons.

- Highly dexterous and agile with high endurance
- Very strong though lean
- What Koze lacks in physical build they make up for in ferocity and determination
- Long claws and fangs
- Great sense of hearing and smell
- Melee prowess in terms of hand-to-hand combat

Spirit Arts: None

Technological Arts: “What is that contraption you’re using? Is it edible? No? Wait it uses fire? Where’s the fire??”

Miscellaneous

Likes: Vuka, hunting, quiet, open spaces, nighttime, the moon, (rather curiously) singing, their pack
Dislikes: Being yelled at, crowded areas, strangers, people walking behind them, getting mocked for not knowing what something is
Fears: Being hunted, Alphas, their twin dying, loud, sudden noises, being physically threatened by visibly larger and stronger people (which really ties in with Alphas tbh)
Pre-existing conditions: None
 
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THORA HELVIG
❝Into the wild I go: Losing my way, finding my soul.❞






GENERAL INFO


Nickname : Thor | Helvig
Age : 21
Gender :Female
Sexuality : Bisexual
Race :Chitós
Physical Description : For a Chitós, Thora is a well muscled giantess standing at a full height of 5'1" (5'2" in boots). She has white, almost silver hair, that is long in the front and short in the back. Her eyes often fluctuate between blues, never seeming to commit to a single shade; a thin scar runs across the bridge of her nose and arcs across a left freckled cheek; Thora also has the caste tattoo of the Helvig Clan on the back of her neck, recently a hammer was also added on account of her having completed her first sword.

Personality :Adventurous and spontaneous and naive, competitive but insecure, courageous but reckless, honest but tactless, and utterly pig-headed.
Likes : Snow, birds, blacksmithing, mountains, wandering, stories, drinking
Dislikes : Heat, authority, lakes/oceans, responsibility, misogynists, entitlement
Fears : Romantic commitment, Deep bodies of water, and being buried alive
Animal Companion :Salazzar - Snowy Owl



TRINITY ARTS



Force Arts :
❖ Proficiency in two-handed weapons (hammers, great-swords, etc.)
❖ Proficiency in hand-to-hand combat, though not particularly the best at it at this time.
❖ Low agility, mild stamina, and extremely strong (or at least strong enough to wield weapons that are almost the same height as her).
❖ Novice Blacksmith

Spirit Arts : N/A

Technological Arts :N/A



DETAILS




Bio : Her whole life she had only known one place: Kryorra, more specifically, the capital city of Pagothró.

When Thora was a child, her father would often tell her stories about the House of Helvig and it's importance to the city. He would weave the same narrative time and time again, regaling the tale of a lengthy lineage of prodigy blacksmiths, all of the Helvig line, who were named masters of their caste before the Sidneidá Clan rose to power after some war or another. Due to his resentment, Thora's Father wasn't the most "upstanding" citizen in Pagothró, often committing crime that were in avid denouncements of the monarchy. Although Thora never developed her father's resentment for the Sidneidá Clan, she did adopt his rebellious nature.

By the time she was a pre-teen Thora had been actively taking blacksmithing classes and, to her father's delight, proved to be a quick learner. Working in the forge quickly became the most relaxing activity of her day besides walks beyond the city walls. She loved it. It was during this time that her fascination with weaponry began to manifest, along with her persistence to learn how to wield a sword. But while her regular schooling wasn't as stellar, Thora graduated from her blacksmith apprenticeship a year before she was expected to. The year after that, she was bonded with Salazzar.

And then her whole world was swept out from under her.

Thora came home late one night to the sight of her parent's bodies butchered in the living quarters.

It wasn't long before wild speculation began to brew in certain circles, suggesting Thora's involvement in the deaths of her parents. The rumors got so bad, that one day Thora left with Salazzar on a walk and never came back.

It wasn't long before she began to miss the sight of snow and about three months into her wanderings she began to miss being cold. Longing for a sense of adventure, a new life, and enough coin to put food in her stomach, Thora headed to the only place she could think of that would meet all of those needs. The Guild.






 
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Character Sheet​

General Information
Surname: Cordius
Forename: Desimir
Nickname: none so far
Age: 27
Gender: male
Sexuality: bisexual
Race: Synthian

Appearance
Desimir Cordius seems like any other person around him at first glance. A normal build, a fair but not too pale complexion, well-dressed but not ostentatious. His face is more on the delicate side with a defined but not too strong jawline, clean-shaved. Dark hair pulled back into a tight ponytail or bun when at work, dark eyes gleaming curiously from behind gold-rimmed glasses - this is the overall picture one would see. Yet the gloves hiding his long fingers scratched from thorns and burned from experimenting tell a bit more than that. So does the green scarf around his neck overgrown with copper coloured floral patterns. Desimir is usually packed with a number of books, vials or strange plants growing in pots. Some students tell once they had seen him with a bee in a jar, the insect being the size of one's fist, though there is no evidence to this narrative.

Personality
Desimir is like a ghost to some, walking the corridors and stairways, but almost remaining unnoticed. Rarely talks to people, has poor social skills, but is ready to jump into a conversation in the most awkward way possible if the topic is his field of interest. Though he is intelligent and curious, he lacks the ability to express himself efficiently. Furthermore, Desimir is greatly disorganised, not only loosing things but missing from important appointments. He finds beauty in traditions but is also ready to experiment; he is hard-working, always seeks to find the opportunity in other people and help them grow.
Even though having great expertise in his field of research, plenty of determination and enthusiasm he is also cowardly and even lacks the confidence to give a public speach, let alone meeting unknown beasts. Other's opinions greatly affect him, he takes every critique to the heart, which allows for him to improve but undermines his relationships and confidence. He is good at noticing details, but this also means that he often cannot see the forest from the tree.

Background
Born in 1403, Desimir was son of an advocate and a medic. His mother used to read him myths and folk tales before sleep, sitting by the side of his bed. In the early years, he acted as a shy, but mostly friendly child, occasionally appearing older than his age. He received good education and showed particular interest in the study of flora. His father attempted to teach him rhetorics, but Desimir has serious problems with putting theory into practice till this day.
Being a quick learner and a Synthian, it was no question that he would continue his studies; he applied and got accepted to the well-known and respected university of Pokos. He moved from the family home to the capital, to the outskirts of the city where the smoke of industries would be far enough to grow plants.
It came as a surprise; however, when he finished his studies and was asked to fill the position of the retired professor of phytology. He gladly accepted, hoping to find a stable income and to teach following generations. He was enthusiastic and energetic, yet this was not enough to make up for the lack of experience, poor rhetorical performance, disappointing organisational skills and human interaction kept to the minimum. Being one of the youngest professors, the head of the institution tolerated this for a good while - a whole year to be exact.
And no doubt, they would have been patient for longer if not for the scandal Desimir got involved in. In 1430, a group of students brought a suit against professor of technologycal arts, Mavellus Blackbough, for rejecting foreign applicants regardless of capabilities. The young professor stood up for the students, addressing the problem among other teachers. This was a sign of unbelievable folly, since this simple act called the name of the university into question and directed Professor Blackbough's fury towards Desimir.
Two weeks later, an unknown person complained to the rectorate about his utterly unreliable behaviour, his poor teaching qualities and insufficient social skills. He lost his job in no time, and the lack of income directed him towards adventuring. He bought weapons, new clothes and hastily sent his application to the Guild.

Trinity Arts

Force Arts:
- Fairly proficient with a crossbow
- Good sense of balance

Spirit Arts: none

Technological Arts: He has a pretty good grasp on technology, since he had been studying about it as most Synthian children would. He is currently wielding a crossbow, the fine mechanics of which allow for taking multiple shots in a short period of time. The depths of his pockets hide a few smoke bombs and he is also equipped with an oil-lamp.

Miscellaneous

Likes: plants, folklore, alchemy, teaching, hot drinks, bees and beetles, puns, seeing acts of kindness, the look of overgrown ruins, reading poetry
Dislikes: criticism, the smell of smoke, cold days, listening to people bragging, speaking to a large audience, time restrictions
Fears: being overly critical or discouraging, diseases, loneliness
Pre-existing conditions: none
 
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General Information
Surname: Vrýsiliá
Forename: Tuvïa
Nickname: Tuvi
Age: 23
Gender: Female
Sexuality: unsure
Race: Southern Soeri

Appearance
348D675F-C89F-4A5D-9F96-87634A13CA7F.jpeg
She has small a white tattoo in the shape of an elaborate sea horse in the back of her neck. Has another set of large fins on her hips. Very slim petite build, only stands about 4 ft 6 in tall. Her large fins resemble that of a leafy sea horse’s. Her fins are also largely disproportionate to the rest of her body, each one being about half her height. While they are a huge hinderance on land, nothing can beat her speed when in the water.

Personality
Tuvïa has a very curious personality, she’s always sticking her nose into anything. She doesn’t understand social cues very well, so she tends to get way too close into someone’s personal space or saying something that makes the person uncomfortable. She’s used to being pampered by others because of her lineage, but she doesn’t demand it from others. If fact, she much prefers that others treat her normally opposed to being sucked up to. Even if one behaves rudely or in a foul manner towards her, she simply giggles and presses them to continue. Soeri back in Nothalass wouldn’t dare try to say anything negatively towards her given her ties to royalty, her father was the third child to the throne, making the king her uncle. She thinks it’s super funny to see people cuss her out, most of time she unintentionally eggs them on by telling them to continue while giggling like mad. Tuvï also refers to herself in the third person, something she picked up in her early childhood and never really got rid of. She has perfect grasp over language, but simply used third person when talking about herself. Since there was nothing wrong with her speech, it was never a priority to fix it and thus it stuck. She has very little fear in terms of socially, given she’s lived almost all her life as pretty much the apex predator of her race’s social latter. This certainly doesn’t work very well on land, but she isn’t the cocky arrogant type of nobility. Rather she just doesn’t know when to butt out.

Background
Tuvïa is one of the branch families of the Vrýsiliá lineage, her father is one of the king’s twin younger brothers. She’s only ever really interacted with the king through religious feasts or events, but she knows him well enough that he would be able to recognize her as on of his many direct related nieces and nephews though he probably wouldn’t remember her name. However due to her vertical disadvantage, she’s been heavily over protected by her parents and siblings. Being constantly monitored and restricted didn’t fit very well with Tuvïa‘s curious nature in the slightest. The education she received while in Nothalass was extremely high end given her status and makes her by no mean uneducated. Even though she’s read all about the countries outside of Nothalass, she still remains adamant on seeing all of them herself.

While most Soeri drink up the doctored literature and history that draw all glory to the royal family, Tuvïa never really bought it. She’s been in close courters with the king as he is her uncle, but never really felt anything was godly about it. He was an incredibly powerful spirit art user sure, but it didn’t feel like divine intervention. It simply felt like skill honed to its maximum ability. On top of all that, she disliked the caste like social system that governed the Soeri. She hated how everyone tried to appeal to her without even actually knowing her. She longed that one day all of this could change so that everyone would be at the same level with each other. Of course, this kind of thinking was considered treason and she could never speak about it with anyone. All of this frustration eventually boiled over and she ultimately decided to escape the country to live more independently and fuel her own curiosity and adventurous nature.

Listening to other people’s conversations, she heard upon the Guild of El’yssi. Fascinated with the idea of a guild of adventurers, she set out to go see it for herself. The idea of having all sorts races clumped together in a large group seemed exciting. Thus she began her new found freedom over to the guild

Trinity Arts

- Force Arts:
Extremely agile in the water

- Spirit Arts:
Major Water Spirit Arts (only capable of minor abilities with current skill level)
• Able to condense water and knock people over - small scale
• propelling water to make herself faster in water
• able to create heavy fog to obscure view, small scale and will effect both allies and enemies, mostly a last resort sort of tactic

- Technological Arts: n/a

Miscellaneous
Likes: watching the tropical fish swim, anything not related to Soeri culture,
Dislikes: dry weather, snobbish people, cold weather
Fears: confinement, being forced back to Nothalass, other Soeri (in fear of recognizing her)
Pre-existing conditions: resident loli
 
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General Information
Surname: Dayir
Forename: Arik
Nickname: Rik
Age: 26
Gender: Male
Sexuality: Heterosexual
Race: Synthian

Appearance

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Personality
Arik is a quiet and calm man, not saying much and keeping most of his past to himself. His true colors only show to allies and his wolf companion, showing either kindness or speaking much more to them than strangers. But, having a breathing problem, he does not like being in combat for too long before his breathing problem becomes too serious in order to stop combat in order to catch his breath.

Most would think him as weird and strange, especially since he carries around a skull of a wolf, who he calls a ‘past friend’. And this is further proved by the fact that he is very protective of his wolf skull and wolf companion, risking his life in order to save them. Even then, he is reluctant on having his armor hit in battle, and routinely polish it away from his friends, and rarely taking it off.

Background
Wolves..... hunters of the night, predators of the weak and sickly, and pack hunters who each have a role in their group. These animals are dangerous when facing alone, but at your side they make a trustworthy companion that will always be at your side. This was the case for Arik’s family, for their ancestors had been taming wolves before they had followed their example. Aril was born in a cabin near the woods, away from civilization and the technology it holds. There were many friends he made with the wolves that is family made, but one of them at the age of 8, was one that he holds dearly.


This wolf had been with him his entire life, but at the age of 16, the wolf he had held dearly met its demise from old age. He managed to convince his family to keep the skull of his long gone friend so that he can use it to remember him by. At the age of 18, he was considered old enough to train as a warrior, like many other members in his family. This training was harsh, for not only he had train in both endurance and strength, he often had to survive many times in the woods without any help unless at risk of death. Many years go by and at the age of 22, was ready for combat training after completing his previous tasks successfully. Training in not only the spear, but a form a martial arts that many of his family members teach under, he spent most of it practicing his skills along with maintaining peak performance of those skills.
At 25, he became ready, and was given his family tree old armor and spear, a sign of importance and strength within his family. Arik was also given a wolf pup to put under his care and train as a companion for the rest of its life.

A year later, at the age of 26, he left his home in order to travel the lands, trying to find the perfect place in order to start his journey as an warrior. And what other place to start than at the Guild.

Trinity Arts

Force Arts: Training with his father throughout his life has taught him some needed skills in order to survive in the world outside of the comfort of his home. His father has also teach him the skills in order to use the armor and spear his family has passed down from generations.

-Skilled Spear user
-Elite Aikido martial artist, which mainly focuses on redirecting attacks, joint locks, and grapples
-High endurance
-Agile

Spirit Arts: N/A

Technological Arts:
-Flash Powder: a mixture that his father had made as an young adult and passed down the recipe to him, it creates a highly bright light when thrown quickly at something or someone. The mixture for this is magnesium powder and potassium nitrate. The downside to it is that it is extremely sensitive, and if the bag containing the powder is struck, it would make a small explosion along with a bright light that would blind anyone who looks in his direction.

Miscellaneous

Likes: Quietness, Meditating, being with his ‘friend’, nature, making trustworthy allies, Wolves
Dislikes: Rowdiness, unneeded information, animal abuse, any permanent damage to his armor
Fears: Losing his ‘friend’, being seen without his armor, those who speak of the past
Pre-existing conditions: Asthmatic Bronchitis
 

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