Welcome to Gaia! ::


ToC
1 Background
2 Rules
3 White and black list
4 Races and classes
5 Profile skeleton
6 Female profiles
7 Male profiles


Q&A


Q What is godmodding?

A Godmodding is when one Rp'er controls the other players actions.You cannot directly hit the character you are fighting,they make the choich if they are to take damage or not.But keep in mind that you cannot dodge every blow.


Q Can we have two players?

A Yes you can but make sure that you can handle both of them and not just one.Another thing is to use a diffrent color font for each character,like green for your first one and blue for your second one.


Q Do we have to write at least two sentences?

A Yes,you can one sentence avery not and then BUT dont use it more than once a day so use it wisley.We do understand writers block but we also understand that you can have it everyday.


Q Why can we only write up to two paragraphs?

A Well there are many resons but on is kinda specific, most people are intimadated by reading five or six paragraphs on every post, and that makes them unwilling to join.


Q What if I can't think of a bio, could I put N/A?

A No, If you cant even get creative with your own character that gives us the idea that you won't have an easy time with the actual roleplay and be able to keep up with us.




Feel free to ask any quistions about the roleplay and we will be happy to answer.



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ToC
1 Background
2 Rules
3 White and black list
4 Races and classes
5 Profile skeleton
6 Female profiles
7 Male profiles

BACKGROUND


Well, welcome to the RolePlay! This has been in production for many nights. We've tried to make it pretty understandable, but also complicated to follow. We also tried to give you a HUGE selection of choices, between races, and classes. The sky is the limit on how creative you can be! Below this all is a list of the 6 cities. Cadrac and Gervais are both 'GOOD' aligned, for any of the races that can start in a GOOD alignment city. Zarza and Sievenston are both a neutral alignment for both good and evil. ANY class can start in these. No limitations here! Herzbrund and Keissame are both EVIL aligned, for the people that want to make some baddies! These two cities are for any race that can start as EVIL alignment. YOUR CHARACTER MUST BE FROM ONE OF THESE CITIES, BUT YOU DO NOT NEED TO ANNOUNCE IT IF IT DOES NOT COME UP IN THE ROLEPLAY.



(**NEW!!!**)

We now have a City Map! It was made on Paint by a friend of mine, and doesn't look the best,
but it can give you some good ideas of where things are, and how big the cities are.

[City Map]



The world veers over a large, scorching desert. Heat is easily visable rising over its coarse sands. But a city is on its horizon, lined with green and blue, where the only heat is from the torches lined up along its dark walls. A pile of snakes and asps are lined on a rock, sunbathing out of every person's way, just outside of the city gates. A snakes hisses violently as it begins to wrestle with the larger asp for dominence. In closer view, there are guards with heavy spears and short blades hilted on belts, strongfording the gateway into the City of the Desert.
(GOOD ALIGNMENT CITY)

-Cadrac, The City of the Desert.




Over the grasslands, forests appear and go as seconds pass. The beating wings of a griffon match with the heartbeat of every passenger on the large beast. Catching up with a landing barrack, the griffon-riding passengers remove themselves from the beast. Across the large grasslands are found and littered with small encampents of either Human or some other strange bipedal beast. But, looking past the camps, a city looms over the fields. Guards are placed around the road leading up to it, the City of the Fields.
(GOOD ALIGNMENT CITY)

-Gervais, The City of the Fields.




A charred, black ground is lightened brightly by the forces of magma escaping its blockade. Spews of ash come and go, leading in a pathway to the large city ahead. The tapping of footsteps on the hard ground echoes through the rough silence. The ground shakes gently underneath, as another eruption is caused somewhere across the lands. Finally, the gates of the city are touched, and opened by two large Guardians. "Welcome to the City of the Flame!" one exclaims proudly.
(GOOD AND EVIL ALIGNMENT CITY / MIXED ALIGNMENT)

-Zarza, The City of the Flame.




Chunk. Chucck. Chunk. Chucck. Chunk. Chucck. Footsteps over wet, wooden planks. Chunk. Chucck. Chunk. SPLASH!! A large fish jumps out of the water, leaping over the slippery pathway, into the body of water just next to them. The adventurers shake their heads clean of water, leaving their hair a matted mess. But they didn't mind. All they wanted to see was the city that awaited them further on. Under the clear water, it was impossible to tell how deep it was. But they had seen a fish down there. And it was big. Really big. The gates to the City of Water opened reluctently, as elves passed in and out of it.
(GOOD AND EVIL ALIGNMENT CITY / MIXED ALIGNMENT)

-Sievenston, The City of Water.




The smell of decaying flesh fills the air, bringing a grin to your face. You take a few steps forward to find the source of the stench, only to find body-upon-body piles layed out in the cornor of walls, to keep out of the way of the still-living. A necromancer passes you as he smiles, his dark elf appearance shining off of the dim light. He says nothing, however, and continues walking. You quickly realize that this city is not that horrible to those that live in its walls; only hateful to those that live on the other side. You are here. Here in the City of Death.
(EVIL ALIGNMENT CITY)

-Herzbrund, The City of Death.




A berserker slashes headstrong at a bruiser, who grabbed the hilt of the blade, twisting the berserker's hand painfully. The sword fell to the ground with a loud clatter, as the berserker fell to his knees, his armor making a loud *c***k!*. The bruiser quickly snapped the enemy's wrist, and gave a swift kick to its face. The berserker quickly yelled out, "DEFEATED!!" The bruiser yawned as it turned around, facing the watchers. "This is the City of the Fist. Only the strongest fighters can possibly live in these walls. No one is an enemy, just a challenger."
(EVIL ALIGNMENT CITY)

-Keissame, The City of the Fist.








When Broken Is Easily Fixed

I can resist everything except temptation.
My body breaks, I'm intact inside.
My human instinct, I can love unconditionally.

Cross my heart and lie to you
(My conscience plagues at me, fills me with this despair) Failure within me.
Promise you and let you down
(Emotion conquers my soul, robs me of myself) Brings me to my knees.
Follow me, lead you astray
(Nourish myself with fear, give me the pain to fail) Loathe myself to sleep.
Your words kill me.

You can breathe without oxygen and live without sorrow.
How I envy you, though pity your ghost.
Ignorance is bliss I wish I could never love you.

Cross my heart and lie to you
(My conscience plagues at me, fills me with this despair) Failure within me.
Promise you and let you down
(Emotion conquers my soul, robs me of myself) Brings me to my knees.
Follow me, lead you astray
(Nourish myself with fear, give me the pain to fail) Loathe myself to sleep.
Your words kill me.

So ironic that a heart made by man, when broken is easily fixed.
But a human hurt can last a lifetime.

Rust or decay.
The fire or the flame.
You and I will lead the path to change. (Pave the way)
[x3]


-Silverstein's When Broken Is Easily Fixed

ToC
1 Background
2 Rules
3 White and black list
4 Races and classes
5 Profile skeleton
6 Female profiles
7 Male profiles


RULES
1 See rule number two
2 Follow the rules
3 No god-modding
4 keep it pg-13 (If its ebberising for yours perents to read,your going to far)
5 No cybering (Read rule 4)
6 Put the titles of profile as:I love kitties
7 Pm profiles
8 I lied pm the profiles as: I love puppies
9 We love good RP'ers but please stay 2sentenses-2paragraphs
10 See rule number one
ToC
1 Background
2 Rules
3 White and black list

4 Races and classes
5 Profile skeleton
6 Female profiles
7 Male profiles




WHITE AND BLACK LIST


[WHITE LIST]
*

*

*

*

*

[BLACK LIST]
*

*

*

*

*

ToC
1 Background
2 Rules
3 White and black list
4 Races and classes
5 Profile skeleton
6 Female profiles
7 Male profiles


CLASSES

Brigand
Swashbuckler

(^^ Those two are "pirates". Brigands are 'evil' or 'bad', Swashbucklers are loyal pirates. 'Good' pirates. They both can poison their weapons, and can have the poison do a whole number of side-effects, such as temporary blindness, temporary paralysis, and sickness. Brigands use a variety of skills that are used mostly of disarm the enemy, and make them surrender, such as slashing at the enemy's hands and back. Swashbucklers are known to use the objects around them in battle, such as forms of fire, and trees. ^^)


Dirge
Troubadour

(^^ Those two use magical songs and poems and spells through their voice to do damage to enemies, and assist their allies. Dirges are 'evil' and 'angry' and 'sad' almost all of the time, to harm the enemy. Troubadours use 'happy' and 'joyful' songs to help their allies. Troubadours and Dirges are known as skilled story-writers, but some have very bad writing skills. They are also known to write stories and books on heroic deeds and horrible battles. ^^)


Assassin
Ranger

(^^ Those two both are skilled with both arrows and weapons, and can use strong poisons. Rangers are very, very skilled with bows and arrows, and assassins are very, very skilled in daggers and swords alike. They both can use bows and weapons, however... There is no limit. Rangers are usually connected to a forest in some way or another, and find them soothing. Assassins tend to avoid forests, because of the many rangers, wardens, and furies that guard the trees. ^^)


Berserker
Guardian

(^^ Those are both Warriors. Berserkers use the rage of battle to strengthen their own strength. Berserkers don't usually... work well with others. They are pure strength and brute power, and usually find it fun to kill things in the heat of battle. Guardians are practicly the opposite, wearing their armor to protect its allies with its life. Berserkers are trained mostly in offensive skills, and Guardians are trained mostly in defensive skills. Again, like the assassin/ranger combo, they can still use both of the offensive and defensive. ^^)


Bruiser
Monk

(^^ Those two are both great at using only their bare fists during battle, but can also wear knuckle weapons to strengthen their punches. Bruisers use brute force to harm the enemy both externally and internally, such as scratches, gashes, and painful bruises. They are very unruly and relentless when they pick a fight. Monks are usually self-centered around everything happening in battle. They are very skilled with their legs and hands, and can find vital point to hit quickly during any opportunity in battle. ^^)


Paladin
Shadowknight

(^^ These two use magical skills to heal themselves and others, use magical skills to harm their enemies [Paladins use holy damage, Shadowknights use darkness or diseased damage], and they are skilled in the form of blades and axes. Paladins love protecting their allies, and use most of their skills devoted to healing. Shadowknights protect their allies closely as well, and is very loyal. Shadowknights base most of their magic to damaging the enemy before the enemy can damage them. ^^)


Warlock
Wizard

(^^ These two are professionals at using magical abilities. Warlocks use huge amounts of rotting disease and infections, as well as darkness skills, to harm the enemy. Warlocks are quick to be called the strongest form of magic around. Wizards use the arts of Fire, Ice, and Thunder with their magic, being able to crush an enemy down quickly with the raw elements. Wizards are magically even to warlocks in every way. ^^)


Illusionist
Coercer

(^^ These two are controllers of minds. They are very smart and wise, and usually know just what to do during a fight. Illusionists make enemies see things that aren't really there, which can leave the enemy in a confused daze. Illusionists also use weak magical spells, which usually bind enemies from movement temporarily, and harm their body's magical source. Coercers control the minds of others, which can usually break the enemy's thoughts and emotions quickly. They use magics to hurt the mind of enemies. ^^)


Necromancer
Conjurer

(^^ These are both summoners, that use the elements of death and nature to reawaken the dead and naturallities. Necromancers use pets of death and decay, such as fallen soldiers, and even other fallen magic users. Necromancer's spells usually go along to killing the enemy from the inside out, using spells related to draining the enemy's blood, sickening them badly for a temporary amount of time, and torturing their body. Conjurers summon pets out of nature, using the raw elements of Fire, Earth, Water, and Air. They also use spells relating to damaging the enemy phyiscally with the elements. They can only use one pet at a time. ^^)


Templar
Inquisitor

(^^ They use the arts of healing and holy arts to strike the enemy, and help their allies. Templars surround most of their studies to healing, but can also use the elements of holy to strike the enemy. Inquisitors use most of the spells on damaging, using the darker sides of spells to kill. They are much stronger than their 'Good' counterpart, but much less knowledgeable in the healing arts. ^^)


Warden
Fury

(^^ These two use the forces of Natural magics to damage and heal. Wardens use Fire, Ice, and Earth, while Furies use Fire, Ice, and Air. Furies are known to be worse healers, but being able to deal more damage. Wardens are therefore known as the better healers, but the less damage dealing. They are both very loyal to their homeland, which is usually a forest of some kind. ^^)


Defiler
Mystic

(^^ Defilers and Mystics use the arts of spirits and totems to aid their allies, and to damage the enemies. Defilers use the arts of the dead spirits to strike the enemies, with skills usually relating to Ice and Death. Mystics use almost identical spells, but for the better good. Mystics use Holy and Death to harm and heal their allies. Defilers are known to hurt more than heal, being much stronger than mystics in the form of damage, but they do have some healing spells. Mystics are quite wellknown for doing huge amounts of damage using holy spells, and have a good arrangements of heals.^^)


RACES

Barbarian
Dark Elf
Dwarf
Erudite
Gnome
Half Elf
Halfling
High Elf
Human
Iksar
Kerran
Ogre
Ratonga
Troll
Wood Elf


BARBARIAN:

Hardy and strong, barbarians never back away from a just conflict. Barbarians are loyal companions and unforgiving enemies. Barbarians can be of either good or evil alignment.
Strength is a strong point. Stamina is a strong point. Wisdom is a strong point. Agility is a weak point. Intelligence is a weak point.
They tend to be a healer, or a sword user knight.



DARK ELF:

Dark elves are the embodiment of evil and maliciousness. Sinister, cunning, and dangerous, dark elves coolly prey upon the weak and the ignorant. Dark elves are of evil slignment. They have exceptional night vision.
Agility is a strong point. Intelligence is a strong point. Wisdom is a strong point. Strength is a weak point. Stamina is a weak point.
They tend to be a healer, dirge/troubadour, or magic users.



DWARF:

Stout and surly, dwarves are renowned for their bravery and devotion. Brash talk and a boisterous attitude follow a dwarf from the field of battle to the tavern hall. Dwarves are of good alignment. They have special vision that allows them to see movement during the night.
Strength is a strong point. Stamina is a strong point. Wisdom is a strong point. Agility is a weak point. Intelligence is a weak point.
They tend to be a healer, or a sword user knight.



ERUDITE:

Descended from humans, erudites are obsessed with the intellectual and magical evolution of their race, and the magic’s that surround them. They are often distant and cold, and view all others are inferior. Erudites can be of either good or evil alignment. Because they are highly attuned to mystical energies, they are able to sense auras around others who employ magic.
Agility is a strong point. Intelligence is a strong point. Wisdom is a strong point. Strength is a weak point. Stamina is a weak point.
They tend to be a healer, or magic users.



GNOME:

The curious and obsessive nature of gnomes will often cause them to take their mechanical and magical pursuits to the brink of insanity, and occasionally beyond. Gnomes can be of their good or evil alignment. They have exceptional night vision.
Agility is a strong point. Intelligence is a strong point. Wisdom is a strong point. Strength is a weak point. Stamina is a weak point.
They tend to be a healer, pirate class, or magic users.



HALF ELF:

Part human, part elf, half elves have no history or community to call their own and often feel alienated and rebellious. Half elves are truly independent in thought and action. Half elves can be of good or evil alignment. They have a vision that allows them to see movement during the night.
Agility is a strong point. Stamina is a strong point. Wisdom is a strong point. Strength is a weak point. Intelligence is a weak point.
They tend to be a dirge/troubadour, pirate class, or a ranger.



HALFLING:

Halflings delight in mischief and merriment, yet are quite courageous when the situation demands it. A warm fire and good company is a Halfling’s fondest desire. They are known as Halflings because they are generally half the size of a human. Halflings are of good alignment.
Agility is a strong point. Intelligence is a strong point. Wisdom is a strong point. Strength is a weak point. Stamina is a weak point.
They tend to be a healer, or pirate class.



HIGH ELF:

High elves are the embodiment of nobility and wisdom in the world. Their stoic and confident nature is often mistaken for pride or arrogance. High elves are of good alignment. They have exceptional night vision.
Agility is a strong point. Intelligence is a strong point. Wisdom is a strong point. Strength is a weak point. Stamina is a weak point.
They tend to be a healer, or magic users.



HUMAN:

Humans are diverse and adaptable. Sometimes wise and sometimes foolish, humans are capable of both remarkable ingenuity and startling brutality. Humans can be of either good or evil alignment.
All of the attributes are equal; no strong points, no weak points. Average!
They tend to have any traditional role, depending on where they are located.



IKSAR:

Calculating and cold, the cruel iksar once ruled the lost continent of Kunark through terror and enslavement. Savagery and conquest are in their blood. They are often mistaken for large, talking, two-legged lizards. Iksar are of evil alignment. They have exceptional vision underwater.
Strength is a strong point. Stamina is a strong point. Intelligence is a strong point. Agility is a weak point. Wisdom is a weak point.
They tend to be magic users, and Shadow knights.



KERRA:

Kerra worship the spirits of the land and those of their ancestors. Their often docile demeanor masks the fearsome and powerful predators that they are. They are often mistaken for large, talking, two-legged cats. Kerra may be of good or evil alignment. They have a special kind of vision that allows them to see movement, much like a cat.
Strength is a strong point. Agility is a strong point. Wisdom is a strong point. Stamina is a weak point. Intelligence is a weak point.
They tend to be Mystics or Defilers, assassins or rangers, or a sword user knight.



OGRE:

Ogres are creatures of keen intellect and savage brutality who view most other races as subservient. They are fiercely loyal to their brethren and respectful of their ancestry. Ogres are of evil alignment. They have exceptional night vision.
Strength is a strong point. Agility is a strong point. Stamina is a strong point. Intelligence is a weak point. Wisdom is a weak point.
They tend to be sword user knights, or a class that is out on the frontlines often.



RATONGA:

Sly and intelligent, the ratonga are surprisingly charismatic. But bewared; their demeanor can shift from charming to vicious in a single, and final, heartbeat. They are often mistaken for large, talking, two-legged mice or rats. Ratonga are of evil alignment. They have a special kind of vision that allows them to see movement.
Agility is a strong point. Intelligence is a strong point. Wisdom is a strong point. Strength is a weak point. Stamina is a weak point.
They tend to be assassins, pirate classes, and magic users.



TROLL:

Trolls care only about satisfying their hunger for food and lust for battle. Their unpredictable behavior and formidable strength make them fearsome and deadly opponents. Trolls are of evil alignment.
Strength is a strong point. Stamina is a strong point. Wisdom is a strong point. Agility is a weak point. Intelligence is a weak point.
They tend to be Inquisitors, and sword user knights.



WOOD ELF:

Wood elves are pleasant and friendly. Fierce protectors of the woodlands, they will do battle with any who dare to taint the purity of nature. Wood elves are of good alignment. They have exceptional night vision.
Agility is a strong point. Stamina is a strong point. Wisdom is a strong point. Strength is a weak point. Intelligence is a weak point.
They tend to be rangers, furies, and wardens. They also are strong believers in the holy arts.


ToC
1 Background
2 Rules
3 White and black list
4 Races and classes
5 Profile skeleton

6 Female profiles
7 Male profiles


PROFILE SKELETON


Character name:
Username:
Race:
Class:
Age:
Biography:
Current location in RolePlay:
Weapons:
Appearance:



(DO NOT PUT THIS SECTION IN YOUR PROFILE!!!)
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
'Kay... For Character name, I want to know your
RolePlaying character's name. I would like it to be
a little different than your Username, please...
Username, I want to know your Username on
Gaia! For Race and Class, I want you to look over
the Races and Classes sections. Choose something
you would enjoy RolePlaying! There's a big
selection!! For Age, I want to know your Character's
age, not YOUR age! Heheh... And under Biography,
I want to know your Character's past, and maybe
what is currently happening to them. A biography
is defined as:
/"1. a written account of another person's life"
/"an account of the series of events making up
a person's life"
And for Current location, I want you to tell roughly
where your character is when we start. It can range
from being in a forest, to being in a huge city in
the musky streets. For Weapons, I want you to tell
me what weapons your character has in his or her
arsonal. Please try to remember that this is a far-to-
the-past RolePlay, so we want things like swords and
daggers, not guns and tasers. For Appearance, I
want you to either describe your character as best
as you can on their looks, from their body, to their
hair color, to their eye color, and more. If you are
able to find a good picture to go along with the race
AND class of your choice, please use that. If it is
a little hard to recognize, describe what it might not
describe. Have fun!

ToC
1 Background
2 Rules
3 White and black list
4 Races and classes
5 Profile skeleton
6 Female profiles
7 Male profiles


FEMALE PROFILES

Character name: Therissin Disslits
Username: Aethalin
Race: Iksar
Class: Berserker
Age: 26
Biography: Therissin was born into a very poor family of a father, and no mother. Soon after her birth, a fatherfigure stepped into the picture, and gave birth to two more children, her new two brothers. For such awhile, they had harbored themselves in Herzbrund. Eventually, however, knights from the City of Water invaded, and destroyed many buildings. The fatherfigure had died protecting her mother, and both sons were slaughtered. In quick defense, her warlock mother killed any Water knight she could see, and Therissin picked up her blade in battle, as well. Learning that the blade suited her more than some pointless spellbook, she dedicated herself to learn the arts of Berserker.
Current location in RolePlay: Outside the gates of Herzbrund.
Weapons: A large, heavy blade ; a two-handed axe.
Appearance: Therissin Disslits

Character name: Nydina Tsuverao
Username: Blade Havok
Race: High Elf
Class: Conjurer
Age: 20
Biography: And old family means high expectations. Not necessarily born of noble lineage, but there is a certain air of respect paid to her blood. Her childhood was enclose and sheltered. When she was finally of age, it was her decision to leave and see the world for what it really was. She wanted to see what was written in the book to see the truth. Tradition states to teach the oldest daughter in her main family the art of Soul String, which she has become a master of over the years. (To be explained later.) Currently, she is discovering the world for herself, choosing her own side, experiencing life for herself rather than reading life away, and picking up a knack for the flute along the way.
Current location in RolePlay: Edge of Sievenston, The City of Water
Weapons: Winged Soul Rod/Staff
Appearance: [x]
ToC
1 Background
2 Rules
3 White and black list
4 Races and classes
5 Profile skeleton
6 Female profiles
7 Male profiles


MALE PROFILES


Character name: Movuilent Skith
Username: Mulvier
Race: High Elf
Class: Paladin
Age: 19
Biography: Molvuilent lived in Gervais since we was a kid. He was abandon by his parents when they went out to fight off intruders when he was five. A few days later they still havn't returned. Molvuilent still hid in the underground pass beneath their house for protection against the intruders. There was enough food and water to last for a month, maybe less. A week later they left, along with half of the town and many slaves. The other half were either wounded or dead... He began his training as a paladin at the age of ten. By the age of fifteen, he joined the army sworn to protect the land of Gervais to today.
Current location in RolePlay: Gervais, The City of the Fields.
Weapons: Winged Sword, Holy Staff
Appearance:
With armour on

With armour off

~~~

Character name: Keith Skith
Username: Mulvier
Race: Half Elf
Class: Warlock
Age: 16
Biography: Keith was raised in a town named Gervais. He had a small family of four: a mother, a father, and a brother. They lived peacefully on the plains. That is, until they were attacked by an army from the Death city, where he was taken away. Seperated from his brother Movuilent. He worked as a slave from the age of five until he was fourteen. After, he was set free to go to his own kind. But he couldn't go. He began to like the city, the evil side. From then on, he trained the powers of a warlock to defeat the good side.
Current location in RolePlay: Herzbrund, The City of Death
Weapons: Winged sword, Unholy staff
Appearance:

[x]

~~~

Character name: Neziern Thors`zen
Username: Aethalin
Race: Dark Elf
Class: Assassin
Age: 24
Biography: Neziern Thors`zen of Clan Thors`zen. "The Banished Prince". "The Scornful". "The Unmerciful Lord". All names that were given to him through this studies. All names that were given to him, to label him as strong and powerful. All names to show others how much fear this Dark Elf can harbor. Neziern was born into a family of many. Sons and daughters of all strength and classes. But he, himself, chose to be a malicious shadowdwelling assassin. His blade itself is poisoned tip to edge.
Current location in RolePlay: Herzbrund, The City of Death.
Weapons: A poisoned dagger ; a bow and many arrows
Appearance: Neziern Thors`zen

~~~

Character name: Sydiann Wynterbloom
Username: WindOfTheSea
Race: Dark Elf
Class: Bruiser
Age: 17
Biography: Sydiann has lived in the cleaned streets of Sievenston, the City of Water, for many years, practicing many fluent styles of fighting. Though his studies, he realized that his legs were much stronger than his arms, as they should be. Training his arms to their brink allowed his the perfect form of Teine Fist, the Style of the Bird.
Current location in RolePlay: On the docks leading into Sievenston, the City of Water.
Weapons: Padded fist wraps ; heavy boots ; Teine Fist Style
Appearance: <3

(( Were a officialy open! - Takes out a pair of oversized siccors and cuts a red ribbon - ))
Therissin quickly sat down in a large patch of grass before her husband-to-be could catch up to her. The long, green blades hid her scales from the sun, so a reflection could not be shown.
Finally, out of breath, Neziern came into her view. He panted deeply, running after his wedded through street after street. His eyes gleamed deep in thought, looking every inch to find Therissin. A curled smile crept to his face as he saw a bush twitch, as if it had a gentle heartbeat in the wind. He walked coolly towards it, knowing that she had been hiding there this whole time.
The iksar looked playfully through each piece of grass, always keeping an eye on the handsome dark elf. Therissin had noticed that his gaze was no longer fixed on her, but on a bushel of leaves that seemed to be alive.
"That... isn't me..." she said alloud.
Something in the bush leaped out. It was furry. Claws barred. Ears, maybe? A tail followed. And then blood. Followed by a dagger that shown deep crimson in the sunlight. And then the sound of a gentle thump of a body hitting the ground.
Neziern grinned even more deep. The large, blood-thirsty cat sat as a curled lump on the ground, killed with a long gash in its side.
"Maybe it shouldn't have had a craving for elf," Neziern breathed out.
--''Dark word seven!'' echoed through the air as the giant fell to the floor unconscious,creatinga loud boom followed by a roar from the crowd.'' Yet another defeat by Keith Skith!'' the announcer said through the intercom.Keith smirked walking to the exit of the battle arena.
A gentle scream rustled from the grass, exclaiming the female iksar's worry. She leaped out of the long blades and tackled Neziern to the ground. The dark elf grinned quickly after lifting Therissin off of him.

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