Name: "Zion" Race: Undead Class:Battlemage Rank: Silver Affinity: Light/ Summon Bio: Lacking a stable and clear memory of his past, the adventurers that had found him coined him as Zion, as that was the word that he first uttered when they awoken him from his slumber within a forgotten tomb. He soon found out the hard way that the Undead were unwelcome in many public spaces, and so had learnt his lesson to adorn long draping clothing and a mask, or an illusory fleshy face. However, upon stumbling across the Waystone Guild, he found himself safe and comfortable to show his true self to the members he deemed trustworthy.
His goal within Waystone was to uncover snippets of who he was and why he remained tethered to the mortal coil; perhaps the higher the rank and more obscure the quests, he could find those answers.
Often you see him wearing a steel-plated mask rather than a illusion; if asked why, he'll respond with "conserving mana"
Uncomfortable with the clergy and holy places, despite using light magic himself
Speaks with everyone via telepathy, even if his illusion has lips that moves (quite an issue with people that blocks such magic)
Unamused with canines
Unable to be *really* killed; once the skeletal vessel he was stuck with is destroyed, his spirit remains (cannot be exorcised, but banished for a temporary time)
Name: Tyron Avattica
Bio: Tyron is the third inheritor and only son of the Avattica family--a prominent house of nobles in the court of Lantana. Tyron's father was an adventurer in the guild many years ago who married into the lineage, but Tyron takes very strongly after his mother--possessing conservative views on race and a tyrannical disposition.
If it were up to the young noble he would never have joined the guild and its common rabble. The fault lies with his father who convinced his wife that adventuring experience could give him an upper hand over the rivals of the court. Tyron might have let it blow over, but he fought the decision with his mother, who eventually disowned him from the family until he could prove his worth as a gold rank in the guild. Thus his current situation remains as is, stuck doing insignificant errands in the hope of one day reclaiming his position.
Eiru has spent her life studying the foundation of magic itself, her affinity for enchanting has gifted her a unique insight to this end. Through astute study and obsession with the old and forgotten Eiru has evolved her enchanting magic to that of Runic scribing. Runic scribing is the origin of enchanting magic and a school of magic that has long been lost to time. Extremely powerful and classed as ancient magic, runic scribing has the power to twist the very nature of magic and manipulate the laws of magic to the users will. Eiru has often described Runic Magic as 'A pen with which one can rewrite the laws of the arcane'. It is however very important to note that Runic scribing is not as useful as one might think, it is far more advanced than that of regular enchanting and requires an unnatural amount of research and understanding to wield even somewhat well. That and the runes a person has available to them vary greatly in power. 'seek' for example allows for the change of a simple fireball spell into that of a heat-seeking fireball. So the best way to comprehend runic scribing is to imagine it as a type of enchantment that not only effects items but also spells directly.
Eiru Eagna is a witch who is well known throughout many magic focused kingdoms. Her efforts to unravel the foundations of magic are well documented and observed by many an institute. The rediscovery of Runic Scribing a feat renowned in Magical Research Institutions. That's right, Eiru is a famous scholar who has changed the known way mages view the arcane world. Actually to be more accurate she's reintroduced an old way of understanding magic that THEN gave birth to a new understanding of magic. So why then is she in an adventurers guild?
That's a very good question, especially considering her combat skills are worse than that of a copper rank. Eiru joined the guild for one simple reason and that reason was- the guild agreed to let her pursue ancient texts the world over and doing so with the guild would allow her to do so without the need for pesky Arcane research Visas or permissions. Ancient texts are after all national level treasures and very powerful relics in the right hands. With the guilds backing and it's ties Eiru is able to travel the world in search of these texts while also broadening her understanding of the arcane while also further persuing her goal of fully unravelling the foundation of the magic theory itself.
Eiru has been working with the guild for three years now and is very much a support role adventurer. Her skills allow her to easily enhance teams compatibility and overall success rate. However, as mentioned before she is utterly useless on her own and incapable of fighting off even slimes! Actually weirdly enough Eiru seems to attract slimes when left alone for too long. It's rather strange but honestly, Eiru has no idea why it happens.
Eiru does have a greater crux and that is her lax personality. Eiru is a great asset to a team but is very hard to motivate. Unless the task involves something of interest Eiru is likely to put the bare minimum amount of effort into said task if she doesn't outright refuse to take it on. This kind of behaviour has made her notorious for coldly turning down high-level quests that others would eagerly jump at. Her lax personality however does make her easy to approach and talk with but a nightmare to deal with professionally if she's not interested. Although funny enough if she is over interested in something its almost impossible to get her to focus on anything else.
Eiru is well over 300 years old but appears to be in her early twenties. The witch also has a hatred for the nobility and their 'idiotic' obsession over 'trivial' matters. Eiru... well she's not the most popular figure among noble circles but with that said her advice and input on magical research is still valued.
So all in all, Eiru is a renowned witch who practices forgotten magic, is lax in nature and boasts incredible support power to those she works with.
Eiru can be very sarcastic and is fond of making a joke out of a serious situation. Her attitude towards royals is rather interesting, w she often can be found making light of royal families the continent over, citing how idiotic and childlike some are while also making a point that diplomacy is nothing more than an easy game to play if one knows what they're doing despite never having played said easy game. Eiru is also extremely knowledgable in most fields and can often be called upon to give one insight on a given topic. Eiru is useless in combat on her own, likely to lose a one on one fight with slime if left alone. Eiru's enchanted gear can sell for small fortunes and her scribed gear has never been given to anyone bar the guild master. Eiru typically disappears on quests for months at a time, travelling to different parts of the world to search for texts, she however sometimes also receives personal requests from kingdoms that need aid in magical research.
Copper and Iron rank adventures can quickly rise through the ranks by following Eiru's advice.
Appearance: A blue haired girl, standing at around 5'9". Wears a brigandine with leather straps on the side for ease of putting on/taking off. She also wears gambeson (cloth armor) underneath for padding and extra protection. She has long dark blue hair, usually tied back in a ponytail, along with deep blue eyes. She carries a compound bow, with a quiver of war arrows (about 40 arrows). She has a longsword on her hip, and she carries her bow over her shoulder. She has a leather strap with a small metal hole fastened to it. She has a part of the bow wrapped with string around a small, cylindrical piece of metal that fits perfectly in her leather strap, allowing her to keep the bow on her back. She wears an open faced sallet helmet to protect her head.
She is able to draw an arrow of light, piercing through one target fully before it dissipates. However, this takes concentration and focus. Anything that can distract her (movement, being attacked, etc.) will interrupt her attempt at doing so, and the arrow itself will shatter.
Bio: Saph's family lives in the countryside of Lantana, usually being self sustaining. Her father taught her how to hunt the animals in the forest nearby with a bow, and trained her with a longsword, just in case. As she hunted for both food and practice, so did her martial prowess. When she was 15, she was out on an ordinary hunt when, she spotted a deer. She aimed, drew back the string, her fingers brushing her cheek, and fired. A flash of light appeared when she shot, coming from the arrow. It pierced clean through the deer's body, and was dead instantly. Rumors had it in her small village, where, the use of affinities was banned due to it being a small community, that she was a witch of some kind. Confused and distraught, she packed up her things that night before escaping into the main city, carrying her dulled longsword and her bow. A few days pass by before she arrives through the front gates of the city, starving, exhausted, and aching. She collapsed and a townsfolk helped walk her to the guild. Ever since then, the missions have kept her skills sharp, and allowed her to buy better equipment and armor.
While she may be competent in a sword fight, she much rather use a bow in most instances. Sometimes she doesn't have a choice (runs out of ammo, close quarter combat). While she would never admit to needing help, she would appreciate on more difficult missions if a person trained in melee would go with her.
Because she uses a war bow and war arrows, she cannot fire multiple arrows simultaneously. However years of training have made her accuracy, drawing, and reload times to be quick.
She always goes the past of least resistance, and anyone who charges into combat without thinking things through, she will hate. She feels planning and deploying a strategy, even if it's a bad one, will yield better results than just charging in.
She has limited light abilities due to not being able to channel them properly. A sorcerer/sorceress (or any magic- heavy user) might help improve her skills with training. She relies on her trusty arrows and sword to get the job done.
Bio: When asked to describe Leonidas, most would answer with two simple words ‘Airheaded poet’. In reality, Leonidas isn’t nearly as airheaded as he lets on but simply refuses to take matters seriously unless they are life or death. Being a laid-back and eccentric young man who throws out random and often straight-up bad lines of poetry in virtually any situation Leonidas gets told to ‘please shut his mouth’ often. Still, there are those that put up with his antics and his admittedly subpar sense of humor.
His past is largely uninteresting. Having been disowned by his father because of his refusal to take over the family company Leonidas wandered around for a few years, doing the odd job here and there to survive. Longing for a place where he could largely do whatever he wanted while still earning enough to not starve to death Leonidas eventually stumbled upon the guild and joined it. Leonidas isn’t bothered by his past but he will still refrain from speaking about it unless prompted to do so.
Notes on what emotion poetry entails:
[Emotion poetry is the art of infusing one's words with magic allowing these words to have an effect on other’s emotions and state of mind. This includes but is not limited to making people feel relaxed, sleepy, energetic, content, melancholic. To activate emotion poetry one should recite a single line of poetry roughly corresponding to the effect they want to achieve. Due to its effects being directly related to the target's mind this magic will not work on mindless creatures and neither will it affect people who can’t hear the poetry. Unless the target allows the emotion poet to affect them the average person can break out of the emotional state induced by the poetry in 1 to 2 minutes.]
[Emotion poets are perfectly capable of reciting poetry without giving it any magic effects.]
'Among the night the poet sings, finding silence is what the darkness brings.'
Bio: Minma grew up in a broken family. He lived in custody of his father, who was a guard for high class personale. His father worked long hours and most of the time Minma spent his time outside his house going on adventures. On his spare time, Lucky, Minma's father, would train him in many ways. Combat, blade skill, speed, endurance, and many more category's. Minma was a fast learner and outshined his father's expectations when it came to become stronger. At the age of sixteen he was now strong and smart enough to stand a chance with his father in a spar. Suddenly, on a cold day in August, Lucky introduced Minma to elemental magic. Minma spent days finding out what his magic was, if he even had magic to begin with. Five days after he learnt what elemental magic was, he figured out he had Earth and Lighting magic. Over the time skip of a year Minma had mastered his techniques and enrolled as a bounty hunter. He currently has slayed more than a hundred people on missions, giving to him by people who want a job done, and done right.
Other (optional): Although his real name is Minma, he's known as Lynx across the world. He earned the name by being silent but deadly durning his missions.
Also, the dragon shown in his appearance spoiler is his. Although he's only meet it a day before current time so he doesn't know much about it.
Appearance: Long, black hair and striking eyes he could be described akin to a watching crow. He is well presented in his clothing, particularly when dealing with others of the Noble circles but has no qualm with more humble dress and frequently wears an obscuring black cloak when not in the company of Nobles.
Name: Cerus Alucita
Race: Most definitely Human, just ignore the tendency to become smoke.
Affinity: [Dark | Mind]
Bio: High ranking of the Cloaked court, an informant and master thereof it's Cerus' job to know quite a lot more than he perhaps should- though he is not to be underestimated, contrary to his laid-back or even scholarly appearance he is as proficient with a blade as he is with words... As one who wishes to live longer than a week in his profession must be.
Calm, confident and clever he doesn't shy away from conversation or social gatherings despite his seemingly reserved lifestyle.
Other (optional): His Dark affinity refers to a tangible shadow of sorts- a black, smoke-like substance that he can manipulate and become. Similarly Cerus enjoys the company of his 'hounds', which are large dogs consisting of this shadow-smoke. In order to manifest this shadow he requires an area of great darkness- hence the thick black cloak he often wears.
A simple man who only wishes to live and take care of his disabled mother. Born and raised near the countryside of Lantana, an only son of a family of farmers. He harvested wheat and took care of chickens at the early age of 7. It was a lonely world for the boy but he was happy. With such loving parents guiding his path in everyway they can, their only son was everything to them.
The boy's education was cut off at the age of twelve 2 years after his father was assaulted by 4 roaming bandits after fending them off and force them to retreat, At the cost of fighting alone for his disabled wife and innocent son, he took his last final breath to tell his family "I love you". The boy spent 6 more years into the farm but without the help of his old man. It felt harder and more lonelier than ever. A caring mother didn't want to see her child work so hard to support herself and him along with the risk of catching an illness or other hidden danger. It was a quiet life as she knew it.
But when the claws of death creeps through the farm, no one will hear their cries for help. It took months of arguments whether or not the farm should be left and sold to another owner or stay live their knowing that perhaps a more dangerous predator lurks the lands. This is where Elias met the Guild, where he works as a cook to provide both for him and his mother who cannot walk with her own two legs.
-Both of his parents are that of elderly age. He got his powers from both parents as they can shoot frosty streaks of air from their hands also but nothing compared to their young son.
-If push comes to shove, Elias is willing to pick a weapon to fight. Personally he prefers longer weaponry as such as Halberds, spears and scythes. His current weapon is an iron spear.
Bio: A well-mannered scholar of noble birth. On the surface, he spent his life as a professor in an institute for magic, researching the various applications of magic in the world. In reality, Klein spent most of those years working as an assassin and spy for hire, operating under the name ‘Judgement’. This name wasn’t simply for show as he only accepted missions he deemed just. Pulling off most of his commissions from the comfort of a reclining chair in the vicinity of the target, using animals as marionettes to spy and his shallow control over humans to pull off quick assassinations disguised as ordinary murders.
Two years ago Klein left his past as an assassin and spy behind and joined the guild. Using his prior combat experience he took care of missions quickly and efficiently, mostly from a hidden location using his string magic but occasionally on the field using his strings as weapons, wearing a mask that covers half his face to not expose his identity to outsiders. This allowed him to rise up to gold rank quickly.
Notes on string magic:
[String magic allows the user to temporarily take complete control over ordinary animals within a 200 metre range, they can share their senses with the animals making it a technique suited to spying and tracking. When receiving the senses of an animal the main body of the user is extremely sluggish making it vulnerable to an ambush. The maximum amount of animals controlled at once is two and the user can only share senses with one of them at a time.]
[String magic’s control over humans is less extreme. If someone is caught off guard string magic can be used to temporarily slightly control their movements allowing for them to effectively be used as props in an assassination. If someone is on guard string magic can only temporarily restrict their movements until the enemy breaks the strings.]
Name: Kioshi Sakabayashi
Affinity: Air and Fire
Bio: Found at the Great Asakaze Clan’s temple, Kioshi was only but an infant. Abandoned by what she called her parents, but she never had any to call a mother, nor a father. They chose their time to drop off their silent daughter at the temple, the day that the clan was returning from the Grand Kitsune Festival.
Over the years, Kioshi had failed to properly carry out the harsh duties the king had assigned Kioshi to do. Not only had they settled on her brushing the foxes and the winged pets, sweeping and scrubbing the floors of the temple, lastly, a dancer for the Great Asakaze Clan.
When the clan’s island was invaded by the Falken Summoners, Kioshi had danced among the others which they had turned a tornado so strong, they had turned the island to ruins.
Not long after, she was found unable to stay conscious in a forest almost across the ocean. Where she was picked up and brought to their chambers. The Falken Summoners. They drained her of her arcane. Picked her tails like like petals on a flower. Once a nine-tailed.. turned two-tail. It was only a spy who got her out of the group’s chambers.
She came across a beautiful family on a farmland, their eldest son growing fond of Kioshi, even if she didn’t like it. It only turned out, in nine months, a child similar to Kioshi herself was brought into the world. Taken away from her own child, left on a poor street, no money, just her silk dress, an over-sized red coat that she stole, and a endless pit of pockys.
Other (optional): With most of her tails removed from her, she's unable to hide her Kistune features-her tails and her ears,-whereas she wears her oversized red coat. She also is mute.
Proficient in all forms of sign language, Kioshi's more often seen using pieces of paper to communicate, since not that many people can understand sign language.
Water | Plant
Mazus comes from the sphinx clan Gatoar. Her parents were healers and passed their craft onto her at a young age. When she was sixteen, she struck out on her own and decided to become an adventurer. She's eighteen now and has come across the guild. Some things to know about Mazus are that this little sphinx is a massive plant hoarder, she keeps about any rare plant she comes across whether it's because it's useful or just pretty. She's also an accomplished scholar, able to speak and read many languages. Most of her focused are on healing but don't mess with her friends or you'll get a quick cuff to the ear, or worse.
Her plant affinity means she's got a pretty good green thumb and plants respond well to her mood. She sometimes can be found up high in trees, talking to them.
Her water affinity is a bit strange considering she's part cat, but she enjoys swimming and playing in water. This affinity is a bit of a boost because it means she heals faster in water and can often manipulate small amounts to her will. She can use water in potions and salves to boost the other properties, making her potions, salves, and tinctures top quality.
"Mind the droppings, that stuff stains in more ways than one." FAYGO HANSEN
Name: Faygo Hansen (Fay-fay, That-one-elf-that-stinks-like-who-knows-what) Race: Half-elf (Wood ancestry) Class: Beastmaster Rank: N/A Guild Role:Waystone's head of animal handling department. Affinity: Spirit | Body Bio: Faygo just really likes animals, you would think he'd been raised by some. Just kidding; his folks loved animals as much as he does. Even if they weren't exactly classified as animals -- creatures that aren't humanoid would be the closest term. The creature that often prowls after his wake is Effy, a Rattlebun. Other (optional):
Rank: Copper (Came to the guild to look for work not to become an adventurer)
Affinity: Spirit | Healing
Bio: Kathlyn is a 19 year old girl with a bubbly personality. Born to a human mother and an elven father she grew up in a small village in a house that doubled as her father’s herbal store. She’s had an interest in herbs and everything else that has to do with medicine and healing since a young age. She often helped her father in his shop and spend countless hours and days gathering herbs and various other magical plants in the forest close to her village to experiment with.
Now, Kathlyn has set out in search of new plants, herbs and other ingredients to experiment with to create new potions, salves and other medicine. Having heard of the guild through word of mouth she’s set her eyes on becoming an employee by showing off her skills in all things medicine as well as her handy healing magic.
Bio: At an young age... his mom has always told him, to never trust another person in his life.... that there are those who will betray others for their nefarious goals such as she was all those years ago, stories of how allies she had considered close, even on the level of considering them as brothers and sisters, only to be betrayed at her worst moment. She never did explain more of the reasoning behind this crime... but it had did the intended effect that those stories were meant to achieve, and that was to awaken the ancient and natural fear that all species had... a fear of the unknown. But before all of this, more upon his story of where he hailed from, as well as how he is faring today. He was born into a city deep within the grand sandy sea of the desert, spending his early years, his mother being the only parental figure within his life, a store owner known for selling fine cloths as well as clothing. It was thought of as his own mother being an ‘wanderer’ or ‘adventurer’, but he is still unsure of it considering the lack of evidence there is.
Nonetheless, as time went on, and as the years passed, it was apparent that humanity’s natural-born curiosity of the world around him had gotten him within his grasp... especially the idea of rare and strange artifacts that are seemingly lying around, waiting for others to claim it as their own. Even if he does not appear much, and have no form of training for combat, other than being trained in survival and map making within the lands... he will try his best in order to claim a wealth of his own... as well as avoid those who wish to take advantage of him in the process.
Ashotop enjoys writing within his journal in his free-time when either by himself or during the nightly hours, spending time writing out his experiences of an singular day. He often makes sure to write down upon his journal, and would get rather nervous when he hasn’t written within it for a while.
Ashotop is armed with a censer, a object that he uses in order to summon forth ghostly figures of the past in order to fight for him him, using the smoke created by the device to make up their form. He also has a small curved knife as well.... but it is more of a last resort option than actual weapon.
Usually, he allows others to go ahead of him when in a dangerous location, considering he is afraid of going and trying to lead in the front in which it contains the most risk of death... and rather stay near the middle or back of an group.
His Censer was found within an ancient ruin back within the desert, being the only object of worth that actually seemed like it was placed there for him.... but it’s not the actual truth and that the Censer was but a mere relic of ancient times awaiting a new master for it to be used once again.
Appearance: Small, Zale is maybe 5 feet tall. He tends to dress simple in darker solid colors. He hides under the hood of his clook. Zale has grey blue eyes that shift around in colors. Zales hair is a shaggy grayish blond mess that often hides his eyes. He has the pointy ears of an elf but they are rarely seen but you wouldn't think he was one otherwise due to his short size.
Name: Zale Liron Race: Human/ Elf Class: Errand Runner/helper Rank: Copper Affinity: Water/ Music Bio: Zale’s story starts one rainy cold morning when a tiny baby was left on the door step of a nearby orphanage. It wasn't the best place and even as a toddler they tended to wander away /They Would listen and learn and follow others including the guild members .As they grew they got closer to the people he was able to sometimes help in small ways around the city. They are maybe 15 or 16 but they seem older and no one is for sure how old they are. Other (optional): Basically Mute unless they are singing and do whatever they are told, their best friend is a black rat (shadow) who is often with them when they aren't off doing things. They are also skilled listener. They carries a dagger that was a gift for some info when they where younger, First formal day is when ever they jump in. Doesnt know how to use much of the magic
Race: Elf-Orc Half Breed
Bio: Vas'On was born from the unusual romantic pairing between an Orc father and an Elven mother. It wasn't the most accepted pairing between their families however. His parents were exiled due to their coupling. However, his youth was not one of strife, but of challenge. HIs father's fighting spirit, his drive to improve himself was passed on through constant, daily training. His mother on the other hand, thought it'd be best to train his mind and magic, tapping into the raw elemental forces that existed in his body.
But his growth stalled, both in the skills department and quite literally as his elven lineage finally all but halted his aging. As a gift for his leaving, his parents worked together to have his twin swords forged for him, using the combination of both Elven and Orcish weapon-smithing. The swords were crafted to help channel his Lightning magic even as his Body enhancement magic continues to boost is strength and durability, the only way he can really wield them as the swords weigh an inordinate amount.
After he had his swords, he headed out, first to pursue a mercenary lifestyle, to figure out how to improve himself and it worked, for a time, but as he improved, so did the rate at which he met blockages and stalled. When he came upon the Guild, he decided to join up to meet stronger people, perhaps test himself against their might, learn how they fight. He often did quests but rarely turned them in as he took several. He cared less for actually ranking up, and more about increasing his strength. He completed the quests but failed to report on them. He stayed as a Copper ranked member for a long time until he found out something interesting upon returning one day.
Teaching other Copper ranks how to fight and survive in the world, helped improve himself. He began to often travel with them, helping them with their quests and in turn, it helped him rank up.
These days, even as a Silver Ranked member, he is often found helping copper ranks improve themselves...at least when they aren't terrified by his appearance.
Other (optional): When he isn't fighting, Vas'On is actually a nice and gentle being, the roughness of his Orcish half being polished by his Elven half. Though he is not an agile fighter, his body moves with an unusual grace, and his voice is often less gravel and more smooth baritone.
Name: Lucifur Reynard
Race: Nature Spirit
Class: Spirit Warrior
Easily excitable and possessing playful tendencies, Lucifur's demeanor mimics that of a child. He is highly energetic to the point of restlessness, easily distracted by moving objects, and feels a need to express his physical affection to those who earn it. He is very gullible, even to the most poorly constructed of lies, and can be made to believe almost anything.
Idealistic and ambitious, the young boy has envisioned himself to become a hero. He is righteous, though naively so. His courage will see him undertaking great risk to his life to protect others, and he does so with enthusiasm and a boyish charm likened to those around his age.
Born in the wild from the passion of nature itself, a lifeform was spawned. The product of a concept's imagination, Lucifur's genetic makeup was very different from those of his human counterparts. Possessing fox-like ears and a tail, he grew up to be something of a mascot and a jester for those who befriended him. Found in the woods by hunters, he was returned to the city and raised in an orphanage. His childhood was filled with tales of great people and the deeds they accomplished for the world of man, which in turn inspired him to try to understand his gifts.
Every story has a beginning, and this is the first page that will chronicle how his legend will unfold.
The lizardfolk are exactly what one would expect, a race of scaled humanoids with many features pertaining to their namesake, including long noses, sharp claws, large bodies, and muscled tails. Bhora is no exception, sporting a body made of primarily black scales, save for the large red patch of them that make up the front of his neck. Starting at the top of his head and moving down to just above his shoulder blades is a gray fin, the last section of it ripped and unattached from his body. His eyes are peculiar, not a sharp yellow like the rest of his tribe, but instead shift in muted colors, from green to blue to purple, all so dark it's sometimes hard to tell their true hue without getting up close to him. As for apparel, he sports rough leather on most of his body, save for his trousers, which are cloth with leather padding on spots that see the most wearing. Numerous bracelets and necklaces adorn his body, made of bone, stones, and entwined hair. His most prominent piece, a stone etched with strange carvings with spots of moss, hangs from his neck.
Few outsiders would dare enter the boglands of Yutal, an expanse of near uninhabitable swamps, filled with all sorts of beasts and other natural dangers. The Jishtar lizardfolk, however, have adapted to the scorching springs and dangerously cold winters. Years of perseverance and simple stubbornness helped them understand their home and allowed them to make a life for themselves after skirmishes between their kind forced them out of their previous residence in the great forests of the east. For years, what started as only a half-dozen survivors, eventually grew into a tiny civilization of vicious defenders, terrifying hunters, and newly fractured clans.
The Zeva Clan was the greatest of these clans, known for being the greatest hunters out of the dozen tribes that dotted the boglands. They held the most territory, and would have no problem killing any outsiders who dared enter their home. Of these warriors, Bhora was of prominent renown, feared by even his clanmates when he picked up a bow and drew back it's string. He would hunt boars twice his size, hauling them back to his elders with his chest puffed out, hungry for the praise they gave him, and they would give him the biggest portion of the kills he partook in. When wayward members of other tribes would wander into their hunting grounds, Bhora would capture them and return them to the Pits, where prisoners were forced to fight one another to the death, to the amusement of others. Bhora did his job well.
Too well. His clanmates were jealous of him, of his status and his prowess. And so, they concocted an idea. While he slept, drunk off the paraberry wine that was a staple to any Yutal diet, they stole his bow and arrows and snuck off to find one of the elders. When they found one of them alone, bathing themselves in a remote spring, they sunk and arrow deep into his chest, leaving him to die as they returned the bow to where Bhora slept. They then reported him as the killer to the council, and in less than a days time, Bhora's full name was stripped from him, and he was sent to fight in the pits. He pleaded for justice, stating it wasn't him that killed the elder, but his roars fell on deaf ears as they forced him to fight other prisoners. For two years, Bhora fought and killed any prisoner they brought him, each time swearing vengeance on whoever disgraced him.
Eventually, everyone grew tired of his wailing. Bringing him to great tree, they chained him to it, and proceeded to each take turns whipping his back, until he stopped thrashing. Once done, they left him there, knowing that whatever beast that came past would finish the job they started. And so there Bhora waited for the inevitable end to his life. He only wished that it would be swift and he could ask for forgiveness for whatever wrongdoings he had done in his life.
It wasn't long into the night when a great snake, larger than any bograt, boar, or even bear he had ever seen, emerged from the brushes around him, and coiled around him and the tree he was chained to. Bhora stayed completely still as the snake stared at him with it's beady eyes, as if it was looking for something. The heat from it's body was almost refreshing compared to the cold wind on his open wounds, and as his consciousness began to drift away, he swore he could hear a faint voice, and the tension of his shackles lift.
When he awoke next, he was unsure where he was. All he knew was that everything was green, and the damp smell of moss and echoing sound of dripping water helped him formulate he was in some sort of cave. He stiffly pushed himself up to his hands and knees, and nearly flinched at the feeling of a snake moving beneath his hand. The glowing moss that clung to the walls of the cave helped his eyes adjust, and he saw numerous of the slithering reptiles occupying the cave, either moving lazily about the floor or reaching between stalactites to maneuver around. His eyes then fell to the writhing mass of scales farther into the cave, where the same giant snake he had seen when he was last awake sat, staring at him with the same questioning eyes, before suddenly, as if it felt satisfied, it turned its attention to the other reptiles crawling over it. Bewildered, Bhora just sat and watched each animal for what felt like hours, mesmerized by them.
For the next year, Bhora recovered from his wounds, living in the mossy grove with the snakes, only venturing out to gather food for himself and the large snake, who he began to call Niji. With each passing day, he felt himself changing, as on a few occasions, a stray snake would follow him on his hunts, or he would see branches bend slightly out of his way as he passed. These magical abilities manifested in greater and greater ways, until eventually it was part of his daily routine to use the surrounding trees to help conceal the grove from any potential dangers, or to lay in a pile with Niji and their offspring during the cold nights, feeling less like a lizardfolk with each day.
Towards the end of the year, when the only reminder of his past life were the long scars on his back, Bhora began to witness Niji slowing down, moving less and less with each day. he would bring any offerings he could to her, sometimes only taking a small fraction of his kills to eat while offering the rest to her. But it wasn't enough, and eventually, Niji succumbed to whatever ailed her. For the first time in his life, Bhora wept for someone other than himself. His tears didn't last long, however, as in the center of Niji's coiled body, sat a single egg. As Bhora picked it up, he saw it cracking until a small scaled head popped out, it's eyes looking much to familiar to be a coincidence.
Bhora would not stay in Yutal much longer. The Zeva clasfolk shared stories of a patrol disappearing in the night, with the only sign they were ever there being the scattered, broken weapons, and the mangled look of the surrounding fauna. Bhora, outfitted now with better clothes and resources to begin his journey, spat on the ground of the Zeva clan one last time before walking out from the boglands and into the greater world. He traveled for many months, his new partner Sifat sticking close to him, the two of them bonding closely. Eventually, he found himself at the great doors to a strange guild...
- Sifat, Bhora's companion, is usually seen slithering over his body, even during conversation, though Bhora doesn't pay him much direct attention, aside from lifting his hand for Sifat to move over.
- Despite his druidic nature, Bhora still has no problem hunting animals on his own and eating them, though he makes sure to use every part he can. He only wears leather made from animals he himself has slain.
(Note: could not acquire banana for scale. Take my word for it that he's 8' 5". Artist is Sangheon Nam)
Name: Orrin Thrynsen
Affinity: Body - Strength Specialty
Personality: In spite of his style of adventuring, Orrin is something of a gentle giant, only choosing to fight the way he does as it is the natural affinity of his people. In truth, he couldn't stab a slime with a baguette unless it presented a realistic risk to him or the people he's adventuring with. If he can avoid conflict, he will, even if it isn't the most ideal outcome for him. However, he is very protective of his friends and guildmates, and can cut loose when the need arises. However, his dedication to pacifism has led to his usefulness as an adventurer being limited, and in the meantime, his strength is mostly put to use as a substitute siege monster, smashing down old dungeon doors and stone walls when they impede the adventuring group's progress. He will often get criticism for being too passive during quests.
His attitude towards adventuring is more to lift up his guildmates (often both physically and metaphorically) rather than take glory and wealth for himself. Sure, he'll take the share of the earnings that he needs to get by, but, by and large, helping out the good people of the realm and bonding with the guildmates is its own reward in his eyes. He'll often invest his spare earnings into the projects of other guild members and the communities the guild helps, choosing to live an austere life. After all, he already has everything he wants.
Bio: The child of a hill giantess and a very, very brave Gold-rank adventurer, Orrin Thrynsen grew up a hill giant tribal, living in the uncivilized lands with his mother's side of the family. He had three full siblings, though even by half-giant standards, he was still the smallest, leading to the the title of "the Runt". He only ever saw his father infrequently when he would visit the tribe in passing, where his father would tell him stories of his epic adventures with the other Gold-ranks, writing wrongs in the world and seeing new places. These tales would shape young Orrin's vision of who he wanted to be when he came of age, sticking with him even after his father mysteriously stopped visiting.
When he reached the giant's adult age of 350 moons, or roughly 29 years of age, he had already long-since known what he wanted to do; in spite of his mother's wishes that he stay with the tribe like his siblings, Orrin knew his place was in the adventurer's guild, following in his father's footsteps. On the day after his three-hundred-fiftieth moon, he left the tribe to seek out Waystone Guild, and hopefully see his father once more. In spite of later efforts to seek them out, this would be the last time he sees his mother's tribe.
Upon arriving in Waystone Guild, he received the bad news after some brief asking around; Thryn Albynsen, Gold-rank adventurer, had gone missing in action all those years ago, and was presumed dead. However, Orrin refused to let this dissuade him from continuing on the life path he had chose for himself. Taking a spare greatsword his father left behind in hand, he worked his way up to the rank of Iron, his amicable personality helping him make acquaintances in the guild. He hopes both to find his father, believing him to still be alive, and to reach the rank of Platinum, to make him proud when he finds him.
Other (optional): N/A
(Artist is gogalking)
Name: Nestra Nescio
Affinity: Dark and Spirit
Personality: Nestra is something of a guild pariah; she's a nominal member, but due to past behavior, she's hardly treated like one. Most notably, she's infamous for shortchanging Copper-ranks on their reward share when she takes them on Iron quests, justifying it by saying "the experience should be reward enough" and that she "simply brings more to the party as an Iron rank". Thus, she's often unable to convince Copper-ranks to go on Iron quests with her due to her reputation, and Silvers and Golds will often refuse to bring her along since many of them think her ego far exceeds what her rank warrants. The nuturing, mentoring types among the Gold-ranks especially have a tendency to hate her, since she treats the Coppers they want to cultivate into proper adventurers like low-grade grunts even though they're only one rank below her. This near-guildwide cold shoulder has resulted in her becoming something of a perma-Iron, as, even though she can give some of the greener Silvers a run for their money in terms of competency, she simply can't convince enough people to quest with her to advance her rank.
In addition to being a selfish narcissist, she's also rudely impatient. Odds are, unless you're a well studied person yourself, her mind moves quicker than yours, and she'll let you know it. Whenever she's not processing some sort of information, she feels like she's wasting time. She can often get annoyed in discussions simply because the person she is speaking to is talking too slowly for her taste, and she thinks she has a general idea of what they're trying to say part-way through their sentence. She'll keep it to herself for the most part, but it will influence her attitude towards that person for the rest of the time they spend together that day.
However, like all people, she's not pure misery 100% of the time. Get her speaking about an intellectual topic, especially a subject of her personal studies, and the mean-spirited mercenary will quickly melt away and reveal a bit of the person she used to be, and perhaps still truly is, underneath it all; a curious soul with a love for learning and childlike wonder for the mysteries of the universe.
Bio: There is very little to steer orphan children away from bad influences without the guidance of an adult in their life; doubly so if the adult guidance in their life itself is the bad influence. Being an abandoned child in a nowhere little fishing town in the swamps, she had little to occupy her time but survey the outskirts of town and beg for foot in the market square. Her surname of Nescio, a name given to all orphans of the town that literally meant "Unknown", served as both a blessing and a curse in her eyes; while it got her plenty of meals from sympathetic folk, it also caused people to look down on her as a creature to be pitied, a fact that bothers her to this day.
At a very early age, she demonstrated mental faculties head and shoulders above the common child: near-perfect recall, intuition rarely matched at her age, and, as a necessity of being an orphan, shrewd money sense. While a great mind wasn't something many people in town actually cared to cultivate or put to employ, as almost the entire town were fishermen by trade, these competencies would soon draw the attention of the person that would change her life. Whether or not it was for the better is a debate Nestra has had with many a guildmate, with her fondly remembering them, in spite of their attempts to kill her.
Their first encounter happened when Nestra strayed just a little bit too far from the outskirts of town on her personal adventures, when she stumbled across a hut on the water in the swamplands. Naturally, her curiosity got the better of her, and she approached the hut, having never seen anything like it in her life. To her surprise, the front door of the hut was wide open, and an old woman with a crystal ball beckoned her inside! Little did she know at the time that this woman was an obvious bog hag, luring her into their domicile so they could eat her and grind her bones into flour, as bog hags are wont to do to orphan children. However, as the bog hag put up the facade of being a future-seeing mystic, and Nestra kept calling out the inconsistencies in her act, the bog hag would soon realize the girl's true brilliance, and they would get lost in conversation on that day about the nature of magic and the limits thereof. It is also in this first encounter she would learn about the nature of dark magic, the realm of spirits, and the power they hold for those who could tap into them. The hag then threw a knife at her in a last ditch effort to get the kill, and she would escape by diving out the window.
Against her better judgement, she would return to that hag time and time again, and each time the hag would reveal to her an extra morsel of eldritch knowledge, whether it be an introduction to a different tradition or discipline of dark magic, or a simple curse. The hag still tried to kill her; after all, the purpose of revealing such knowledge to her was to lure the child back to her time and time again. But she was a slippery one, as orphans often are, and using that and her new magical abilities, she would evade the hag every time. She would soon start combining the knowledge the hag gave her with private study; seeking out scraps of info wherever she could in books from passing traders, learning dark lore from visiting adventurers, or simply finding out what does or doesn't work through trial and error. It was from these adventures that she would branch out into other disciplines, and take an interest in astronomy and mathematics.
By the time Nestra was a full-grown woman, the hag had given up on her quest to make a meal of her. Even if she had any interest in trying to eat an adult, at that point, there was simply nothing left that the hag could teach her. With nothing left to do in her hometown, and finally having the means to leave, Nestra would set out on her own personal quest to continue expand her knowledge and try to satiate her insatiable curiosity.
It was in these journeys where she became a part of the Waystone Guild. Being a part of the guild put her in touch with some of the brightest minds in the magical science alive in the modern day, and the work meant that she never really had to fear starving again. What's not to like? She must have thought. However, her antagonistic personality, which served her well in her relationship with the hag and as an orphan struggling to get by, would prove to be a detriment with normal, functional people. All attempts thus far to build successful connections in the guild have failed, and, much to her chagrin, this has caused her to be stuck at Iron-rank for the vast majority of her career. However, with new blood to work with, she hopes to make a comeback in the guild, and finally advance to Silver-rank.
Other (optional): N/A
(nicer BBCode if/when I work up the mood to reformat)
Name: Akeldama Vlad Aldea Mayer Zugravescu
Race: Half-Blood Vampire
Class: Blade Dancer
Affinity: Dark + Blood - Shadow
Akeldama was born into a noble family of Vampires. The first and only child to the second son of the Family Head. Her father was a respected and feared member of the family who's many contributions had solidified the families position and earned great fame and recognition. In fact, Akeldama Father seemed far more suited to succession than that of her uncle. Her father however would come to disgrace his name and lose all hope of claiming the title when Akeldama was born. Akeldama's mother was a maid, a human maid who was of no significance to anyone but despite this Akeldama's father took interest in the woman and soon fell in love.
But to a vampire love is nought but a temporary and fleeting sensation. Those who live for millennia forfeit such feelings after one too many heartaches are cast upon their lifetime. Akeldama is a taboo. A pureblood vampire mating with a human is an unacceptable act to begin with but actually giving birth to and nurturing a half-blood conceived in this way is absolutely disgusting. Actually its a miracle occurrence in the first place given the drastic differences between the two races and purity of a pure bloods DNA. Regardless Akeldama was born of their union at the cost of her mother's life.
Akeldama was nurtured by her father and raised as an heir should. Trained in many disciplines and techniques up until she was truly worthy of bearing the family name as heir to her father's seat as an advisor. Akeldama however would never fill the seat of her father, instead, she would be forced out of her house and banished from the country by order of the Family Head upon her discovery. Her entire existence covered up to save face.
Akeldama, however, was not surprised by this, in fact, she had always expected it to happen and it was better off this way anyway in her opinion. After all, if she was going to live for millennia she'd rather travel than stay in one place. A place where her very existence was seen as putrid and disgraceful. And so off the half-blood went. A year after departing Akeldama joined Waystone and had been partaking in quests with the guild for three years now achieving a silver ranking to boot.
Akeldama more commonly goes by A or Akel.
Akeldama is a Half-Blood Vampire is capable of using both blood arts as well as shadow manipulation. Although she is unable to shift into bat form she is able to meld into darkness and travel at great speed while in this 'shadow form'. This also allows her to hide and travel within others shadows.
As a Half Blood Akeldama only suffers half the normal repercussions of sun exposure. In direct contact with the sun's rays, Akeldama becomes greatly weakened and exhausted. Overexposure can lead to harsh burns and coma. Fire and holy elemental attacks are also very effective against her.
As a vampire Akeldamaposses night vision as well as a keen sense of smell. Her senses are heightened as her physical abilities far exceed that of a human in equal stature although pale to that of a pureblood.
Akeldama can be controlled by purebloods of the same bloodline.
Akeldama is an expert in poisons and venom as well as reptiles and arachnids.
On a full moon Akeldama doubles in power and during a blood moon she quadruples her power.
Akeldama can eat and be around Garlic but it gives her a migraine, likewise crosses (or other holy relics) and blessed water causes harsh burning of the skin if exposed directly.
Akeldama cannot enter holy sites but she can enter any other location without hassle.
Akeldama can eat normal food but still requires blood in moderation to stave off berserker tendencies. Luckily she is fond of lamb.
Akeldama is incapable of vampiric flight but her speed and agility more than make up for this. Akeldama can easily jump to the second story of a house with a running start.
Akeldama is well practised in swordplay and has inherited her father's katana as well as his style. Although she is far from a master she is exceptionally skilled in the blade. This combined with her vampiric boosted agility, strength and speed make her a deadly foe. That's before you take her blood and shadow arts into consideration.
Appearance: Tall and reedy for a human. He has icey white eyes, another strange feature for a human . His hair is will kept and long, being a dark raven black, Name:Logan Darkwind Race: Human Class: Ranger/Archer/Scout ( Rank: Silver Affinity: Air/Shadow Bio: Logan is somewhat of a lone wolf. He travels mainly solo and he came to work here shortly after the death of his family. They were killed by some unknown dark force. He has been away dealing with something private Other (optional): Carries a wooden long bow with magic arrows with his powers.
Name: Zorathine Blakeson
Race: Black Vampire
Class: Shadowmancer, Fighter
Affinity: Body | Shadow
Bio: The Birth Of The Black Vampire
Zorathine is part of a different breed of vampires who have been messing around with the dark arts and in doing so he mutated into something slightly different than his normal race of bloodsuckers. His blood turned black and his complexion incredibly pale along with his hair which is a pearl blond. Most of the time he sticks to himself while others do whatever but this isn't to say he is lazy, he often trains, and when he's not doing that he's training with martial arts or swordsmanship. Needless to say, he is very skilled in these arts and has been for the early part of this life. Zorathine was born in a normal-looking village with normal-looking people and even parents...or so he thought until the age of 11 where he finally came of age to perform the arts. His loving parents turned out to be horrible murderers without remorse; deadset on their goal of causing a massive amount of chaos through the ways of their demented arts. Understandably Zorathine was angry, scared, saddened, and confused by this discovery. He didn't know how to take to this "family goal" as they called it but he knew he wasn't going to take part in it. He was kind and he loved the people in their village of humans or otherwise mortals. His parents weren't too keen on this and got very angry at the fact he refused to take part in their passion fuelled by rage and bloodlust. they didn't seem to be all that made, in fact, they didn't seem to react to him refusing to do as they said. it was rather strange to him since he's never seen them act the way they did to him, it stuck in his head for the rest of the night, the look they had on their faces down at him. it made him have nightmares about it. towering motionless mouths with judging glares squinted eyebrows and tensed jaws which gave him such a deep gut feeling something was gonna happen to him in the next few moments. however, that moment never came and caused a perpetual loop of fear stirring inside him. in this horrible dream, he was suddenly pulled awake by a strong grip on his upper arm. he was quite surprised and he blinked while trying to look around as he was pulled past soft orange lights. The weight of sleep still pulling on his eyelids only until he felt the cold embrace of a stone slab on his skin. They grabbed Zorathine by the arms and forced him to perform a ritual that was supposed to summon the demon known as Shraile The Unifier. He didn't know exactly what this demon was but he knew it was going to be horrible. Unfortunately for him, he didn't exactly have much of a choice in the matter as he was too tired to even struggle against them. His hands were bound by rope as he laid down face up in a strange place underground. There were torches strung about on the walls around him where he seemed to be the center of them all. He wasn't sure how to get out but as time passed and they grew closer to the completion of their ritual he lost faith in the idea of escape. After all, what would an 11-year-old boy do against grownups and, more importantly, his own parents? it wasn't long before the priest and the cultist finally finished and started summoning the demonic beast into their world. During this time, Racinone, Zorathine's father, explained in great detail what was going to happen to him. "My son...oh, my stubborn son." he said. "I know you must be scared and angry at your dear parents for forcing you to do this but it is for your one good and the good of the family. You will be something greater than us and even anyone of our time. You will become one without the demon we're about to summon: Shraile The Unifier. He is known as a shadow demon and he will take over your body to use a vessel to his own means. Don't be scared, for you are serving a greater purpose in life." he explained in a subtle crazed way. As soon as he finished the demon busted out of the ground at his feet in a black ploom of smoke like nothing you'd ever see. It covered and coated the ceiling and ground like a layer of a lightless void, the demon of shadows was finally here and so the ritual began. The greedy glare of the demon towering over Zorathine was overpowering, to say the least. it took over his body but due to his untainted mind and soul, the demon couldn't take over his body freely yet he couldn't escape his body and was, as a result, trapped inside Zorathine's adolescent body. He was in such pain, his body jerked and spasmed around uncontrollably, screaming in agony. The went on for just a few seconds but it was the longest few seconds of his life. Shortly thereafter, shadows crept from the body of the boy and engulfed everyone in the room only for a few seconds before releasing them in gory messes, barely recognizable. Afterward, Zorathine escaped the confines of his underground would-be demise to travel alone in the world under the new guise of his unholy companion.
Other: Zorathine's shadow affinity comes from the demon inside him and thus, allows him to materialize or animate nearby shadows including his own or even someone else's. it also gives him some extra senses in the darkness as well as the night. He has the most power with his own shadow in which he can create dark solid constructs from them in his offense or defense. These things can only be as resistant as his mana will allow and once it runs out he can't manipulate shadows anymore nor perform shadow magic. A sub-ability he has is to affect others cut but his shadow magic with necrotic decay. although it is slow, taking about a day to fully kill a normal human being, it is something that makes him a great hunter in times of need. Lastly, he is able to cloak himself in shadows which also allow him to virtually become invisible in the dark.
(click on it!)
Name: Soken Akechi
Born a noble, living as a wanderer. Soken speaks little about his family other than the techniques practiced among the generations of his family, ultimately passed down to him. The only heir and future leader to his Clan you would expect a lot of honor and no-nonsense from a guy of his stature in life but you're sorely mistaken. Soken, despite his stone-cold face is a rather warm and welcoming fellow off the field of battle. Camaraderie is an important factor to friendship with Soken.
The Akechi Clan's Affinity is known as "Ink Style" . A sub-category of water affinity; instead of swift, flowing motions of water- it is thick, wild splotches of ink that spread throughout the battlefield with every swipe of the blade. Every member of the Akechi Family are affiliated with Ink and Spirit. To control the Ink Style, one must be in tune with their spiritual energy to manifest the style. Soken manifests Ink Style through his sword - causing large streaks to fly as he swings his blade.
Now that you know about the Akechi Family Style, we move onto Soken's actual life.
As you already know, Soken is from a powerful Samurai Clan hailing from the Eastern Shores. Trained dutifully in the Akechi Sword Style, Soken is the last true successor to the Clan and its secret sword style. Though the life of a noble did not befit him, and he went in search of even greater stories to live. The Guild was his ticket to experience such stories, and traveled his way from his home of the East and applied to the Guild. Though his position has not changed, Soken could easily become a Silver. His swordsmanship is adept, and though he has mastered his family style he hopes to soon create his own style to master and rival the greats among the Guild.
Soken appreciates friendship, and you will scarce see him without his companion.
Soken is a blacksmith in his spare time, and enjoys upgrading equipment.
Soken LOVES sweets from his homeland.
Ink Style is similar to the properties of water, although it yields two different effects, 1. to cut efficiently and 2. being touched with the ink slows down the opponent, the more black ink upon the opponent, the slower they become.
(click on it!)
Name: Selora Lleweyn.
Affinity: Body| Air
Selora is the much more interesting of the two, and is way more outgoing with her attitude than Soken. (Yes, the not-scary face probably helps) A total clutz out of her suit of armor, shield, and lance, Selora is a liability waiting to happen. Slipping on wet floors? Check. Causing accidents? Check. Probably the reason your insurance bill is so stress inducing? Check.
Selora is a peppy and bright young lady with a "Never give up! We've got this!" Personality. You'd be just fine under her watch if it were a rescue mission.
Not to mention the girl's body is the equivalent to a steroid induced Ox that goes to the gym regularly.
This girl makes the Gods of Pumping Iron look like dweebs. She's got strength, she's got resilence, she's beauty in a can of whoop ass and protein powder.
No matter how many times she gets hit, she'll just get back up and charge right back in.
The wind element suits her more than enough with her strong body, capable of thrusting out bursts of wind towards far-away opponents with her lance.
Selora was not your typical ordinary girl. Her village was simply a blot on the map, but when time came to defend her village from vile creatures she took up a broken broom and a literal wooden tabletop to defend her people. Success wasn't looking too good up until Soken arrived to help her along his travels. This chance encounter would spark their friendship, as well as help craft her very own equipment from these creatures they had defeated.
When time came for Soken to set out and become a member of the Guild, so too did Selora, throwing away her old life and starting anew as someone capable of fighting and defending others. Both Soken and Selora have continued to stay as equals throughout their tenure in the Guild. When comes the opportunity to ascend to the next Rank, you bet they both will stand together to receive it.
Selora easily blushes at compliments. (she's not considered pretty back home)
Selora has a berserker side to herself, only seen on the battlefield. Soken is afraid of her when she gets like that.
Selora's exercises are exactly 500 push-ups, 500 sit-ups, 30 minutes of planks, 30 minutes of running every day. (Soken has counted)