- Posting Speed
- 1-3 posts per day
- Writing Levels
- Elementary
- Intermediate
- Adept
- Preferred Character Gender
- Male
- Female
- Transgender
- Genres
- Fantasy, Scifi, Modern, Magical, Horror, PG-13 Romance, Modern Fantasy, High Fantasy
The IC
A Fire Emblem x Dragon Age-eqsue roleplay
Overall Items About Ellira
The land of Ellira is known for its broad variety of flora and fauna. Beauty is found in all corners of the world, whether it be slightly terrifying or simply gorgeous. Even though Ellira is renowned for its vibrant landscape, wars between its kingdoms occur frequently. Corruption and betrayal is a common scene. Battles between pro-mage and anti-mage forces are fought every day. Fingers are pointed, but nothing is done.
Knowing that his beautiful homeland would soon be threatened by the ever-spreading war, King Akard of Morcrest decides that the feuding kingdoms of Ellira should become one under his banner. He struggles to find men and women of all races to join his cause to unite the kingdoms of Ellira and bring peace to the world at last. However, it is difficult; many know that they must brave both natural and unnatural forces to achieve peace. The small group of men and women that Akard has gathered, dubbed the Exalted Wardens, have to fight with everything they have in order to finally bring an end to their land’s constant warring.
The Exalted Wardens have been established recently and they've recently garnered attention hiring only the most well known of fighters. As of right now no one knows for sure what purpose Akard truly plans behind unification. However, with the nations becoming more warlike, it's possible that his intentions may be to stop a nationwide war.
Plot
You've been branded a part of the Exalted Wardens and sent to Kalico due to the urgent events transpiring. The king there has fallen ill and no one has seen the Queen in a long time. Kalico also has the most close ties to Morcrest, making this mission easier than the rest. However, as you enter you notice that not everything is as it seems in the capital of Dunstan.
As an Exalted Warden you must join with the group to try and stop anything terrible from happening. War will be war however, and some may fall in service to the king.
Perhaps this group can put humpty dumpty together again...
You've been branded a part of the Exalted Wardens and sent to Kalico due to the urgent events transpiring. The king there has fallen ill and no one has seen the Queen in a long time. Kalico also has the most close ties to Morcrest, making this mission easier than the rest. However, as you enter you notice that not everything is as it seems in the capital of Dunstan.
As an Exalted Warden you must join with the group to try and stop anything terrible from happening. War will be war however, and some may fall in service to the king.
Perhaps this group can put humpty dumpty together again...
Religion
People all over Ellira generally believe in a faceless and genderless being that created the world thousands of years ago. They call their god the Creator, and below the Creator is the Banisher. The Banisher was the Creator's second child, and exists only to slay demons and answer the prayer of priests who beckon for Her power. The Banisher, unlike the Creator is assigned a female pronoun.
When one dies, their spirits are not separated into good and evil. Instead, all souls go to another world known as the Beyond. The people of Ellira believe that dreams are connected to the afterlife—spirits and demons may interact with a living being while they are dreaming. This is usually how people become possessed by demons; if a person allows themselves to taken over by a demon in their dreams, then the demon will reside inside them forever, because there is no separating a possessed person once they are possessed.
Map of Ellira
A thanks to @PetticoatLane for the map!
The Nations of Ellira
People all over Ellira generally believe in a faceless and genderless being that created the world thousands of years ago. They call their god the Creator, and below the Creator is the Banisher. The Banisher was the Creator's second child, and exists only to slay demons and answer the prayer of priests who beckon for Her power. The Banisher, unlike the Creator is assigned a female pronoun.
When one dies, their spirits are not separated into good and evil. Instead, all souls go to another world known as the Beyond. The people of Ellira believe that dreams are connected to the afterlife—spirits and demons may interact with a living being while they are dreaming. This is usually how people become possessed by demons; if a person allows themselves to taken over by a demon in their dreams, then the demon will reside inside them forever, because there is no separating a possessed person once they are possessed.
Map of Ellira
A thanks to @PetticoatLane for the map!
The Nations of Ellira
- Known for it's cold and hardy warriors that fight by disguising themselves, there are only five cities that are fully settled. Galacia is the seat of power in the north, but there are no flashy titles of nobility amongst these people. Only the Jarl, who is appointed through vote and deeds against the Wildings and Elves. Needless to say, the North -as it is colloquially called- is mostly inhabited by humans too stubborn to leave the cold situations. The Jarl has held power of late for nearly eighty years. This would make him one hundred and twenty. Galacia has also gone quiet, there is no word on how the kingdom is doing as opposed to their mostly neutral nature before. Many think that the North is planning an attack on the rest of Ellira.
- Only slightly less cold than North, the embittered warriors of the Barren are not ambushers in the least. If you fight a resident of the Barren, expect them to be in your face and almost all tripping over each other to fight at the front lines. The Barren is ruled through military might, the highest ranked rules in the Barren and as a result the Barren needs to have items imported due to lack of farming and overall merchants to compensate for their large army. The army seems to be falling apart however, as the latest general who had been keeping a policy of keeping peace has died and three new generals vie for the position. The conflict has lead to open civil war since the last year, and visiting the Barren for needed supplies from merchants has all but ceased.
- A nation known for having colorful stonework that is embedded into their walls and amor, and in result known for powerful but well educated army that is comprised of most races. Their seat of power is Dunstan. Despite the fact that Kalico is a monarchy, most citizens often weigh in on the happenings of the nation as a whole. They often volunteer to serve in the army, and there is often very little discrimination amongst the army. However, as of the last few months the king has fallen ill and the queen has been absent. Citizens cannot visit the castle due to disease and have almost fallen out of the political system all together. Kalico is also known for their tropical climate and festival held to honor the longest day of the year, and despite the inner workings of the castle, this year's Festival of The Sun promises to be the most flashy and have the most merchants visiting.
- Possibly the most influential of kingdoms, Morcrest's king passed away more than five years ago and his son, King Akard took the throne. The seat of power resides in Portsmouth, where most of their trade with the Barren happens. Morcrest is known for it's fleet of ships that are both merchant and military in nature. Morcrest has the most economic power of the countries and as of yet has had very little use for any military power on land. However, after Akard took the throne he began thinking about forming the Exalted Wardens, a task force sent to stop the wars that have begun cropping up in the kingdoms. Akard is a young king, but under his rule Morcrest has flourished to a new peak of power and trade. However, this means only the Exalted Wardens are the fighting force here right now. New troops are being trained but Morcrest being attacked isn't out of the question.
- A nation mostly populated by the free roaming tribes of Wildings. Mooncrest Isle is a holy land for the Wildings and no human or elf has ever set foot there. While many elves call the true towns within Vardendale home, it has always been owned by the Wilding tribes that wander the plains. This has led to recent conflict as an Elf has claimed to create the seat of power for the country, Nemira. The Wildings have recently struck back and wish to revoke the rights of the Elves who have taken over the land. There is no formal army for either, and the farmers and merchants have taken up arms against the Wildings.
- The old homeland of the Elves it has since been mostly taken over by humans. The humans rule through a monarchy and keep the elves as slaves under them. The humans live within the ruins of the elf cities and have renamed them according to their needs. This is a land well known for their slave army reinforced with massive amounts of elf mages that are held in a tower known as the Natrium, which is guarded by Templars trained by the king to keep the mages in check. True Templars only exist in Vanthorn, any others are copies of this fighting force. The seat of power here is known as Bellows.
- A sandy desert inhabited by an equal amount of races, Granite Hollows is the capital here. Balefall, despite the sandy desert outerlands, actually has the most farmland and is ruled by no one person. The government is made up of the citizens of Granite Hollows, who meet once a month to discuss the overall kingdom. Each city in Balefall also has this system in place, but most defer to Granite Hollow's for supreme decisions. However, lately each city has begun to say that they are now nations in themselves and are no longer a part of the system of Balefall. Riots in Granite Hollows has made it difficult for the council to convene and discuss these matters.
Enemies
Along with facing bandits and hordes of creatures, the Exalted Wardens will also battle against the:
Anti-Mages: an informal grouping of people whose fear of magic have drove them to killing mages. They have no true army, but they make up for it with their willpower. These often are people who aren't mages and don't fully understand them. Humans and Wildings make up most of this faction.
Pro-Mages: an informal grouping of people whose frustration with mages being suppressed have drove them to do whatever they can to end magic users' discrimination. Like anti-mages, they have no true army, but are willing to bring down whoever stands in their way. Elves and Humans make up most of this faction and this tends to be mages or someone who works closely with mages.
Available Classes
Warrior
Men and women who are trained in the art of swordplay. They wear heavier armor than other classes, making them opponents that are difficult to take down. The most experienced of warriors are named Templars; along with having extremely high offense and defense to weapons, Templars are also resistant to magic.
Pros: high offense and defense.
Cons: low speed and mobility, cannot resist magic well (except for Templars).
Only able to use swords, lances, and axes. Some may use bows.
Includes: Mounted units (Cavaliers, Pegasus Riders, Wyvern Riders, griffon Riders) and foot units wielding swords, lances, bows, or axes.
Mage
Even though they are usually not able to use swords, mages make up for their lack of steel with casting spells that do loads of damage. Most people fear mages due to the fact that demons are drawn to them and their power. They are suppressed in cities all over Ellira. Even though they have massive amounts of power at their fingertips, they are considered what one would call a glass cannon. Because of this, they are usually the first ones targeted in battles. Mages are able to use arcane spells (fire, wind, and ice) and healing spells, but many have turned to the darker arts.
Mages are the only race that is able to communicate with demons and spirits, both through dreams and the real world. However, demons are more drawn to mages who practice dark magic.
Mages are linked by their own soul to their tomes by legalized Dark Magic performed by sanctioned priests and clerics of the church. When a tome is taken away from a mage and destroyed, the mage will also die. All mages have this, unless they somehow evade notice from the kingdom or local church. Mages without tomes aren't as powerful and can be spellswords, as they lack a viable portal that responds only to them that connects the user to the Beyond.
Pros: high offense, speed, and mobility.
Cons: extremely low defense. Their life is linked to their tomes.
All mages have to use tomes, but very rarely some have been known to use swords.
Includes: Some mounted units (Pegasus Mages, griffon Mages, Chimera Mages) and foot units wielding swords or mostly tomes.
Rogue
Masters of deception, rogues rarely engage in direct combat. They prefer to stay hidden until it is the proper time to strike. Although they take many people by surprise with their ambushes, they are somewhat weak. Rogues rely more on speed and mobility than on strength and defense.
Pros: high speed and mobility.
Cons: defense and offense are below mediocre levels.
Only able to wield small/short blades (knives, short swords) and bows. Some may even coat their weapons with poison.
Includes: Assassins, archers, thieves, and other foot units wielding small blades and bows.
Types of Magic
There are three types of magic that mages are able to use:
Along with facing bandits and hordes of creatures, the Exalted Wardens will also battle against the:
Anti-Mages: an informal grouping of people whose fear of magic have drove them to killing mages. They have no true army, but they make up for it with their willpower. These often are people who aren't mages and don't fully understand them. Humans and Wildings make up most of this faction.
Pro-Mages: an informal grouping of people whose frustration with mages being suppressed have drove them to do whatever they can to end magic users' discrimination. Like anti-mages, they have no true army, but are willing to bring down whoever stands in their way. Elves and Humans make up most of this faction and this tends to be mages or someone who works closely with mages.
Available Classes
Warrior
Men and women who are trained in the art of swordplay. They wear heavier armor than other classes, making them opponents that are difficult to take down. The most experienced of warriors are named Templars; along with having extremely high offense and defense to weapons, Templars are also resistant to magic.
Pros: high offense and defense.
Cons: low speed and mobility, cannot resist magic well (except for Templars).
Only able to use swords, lances, and axes. Some may use bows.
Includes: Mounted units (Cavaliers, Pegasus Riders, Wyvern Riders, griffon Riders) and foot units wielding swords, lances, bows, or axes.
Mage
Even though they are usually not able to use swords, mages make up for their lack of steel with casting spells that do loads of damage. Most people fear mages due to the fact that demons are drawn to them and their power. They are suppressed in cities all over Ellira. Even though they have massive amounts of power at their fingertips, they are considered what one would call a glass cannon. Because of this, they are usually the first ones targeted in battles. Mages are able to use arcane spells (fire, wind, and ice) and healing spells, but many have turned to the darker arts.
Mages are the only race that is able to communicate with demons and spirits, both through dreams and the real world. However, demons are more drawn to mages who practice dark magic.
Mages are linked by their own soul to their tomes by legalized Dark Magic performed by sanctioned priests and clerics of the church. When a tome is taken away from a mage and destroyed, the mage will also die. All mages have this, unless they somehow evade notice from the kingdom or local church. Mages without tomes aren't as powerful and can be spellswords, as they lack a viable portal that responds only to them that connects the user to the Beyond.
Pros: high offense, speed, and mobility.
Cons: extremely low defense. Their life is linked to their tomes.
All mages have to use tomes, but very rarely some have been known to use swords.
Includes: Some mounted units (Pegasus Mages, griffon Mages, Chimera Mages) and foot units wielding swords or mostly tomes.
Rogue
Masters of deception, rogues rarely engage in direct combat. They prefer to stay hidden until it is the proper time to strike. Although they take many people by surprise with their ambushes, they are somewhat weak. Rogues rely more on speed and mobility than on strength and defense.
Pros: high speed and mobility.
Cons: defense and offense are below mediocre levels.
Only able to wield small/short blades (knives, short swords) and bows. Some may even coat their weapons with poison.
Includes: Assassins, archers, thieves, and other foot units wielding small blades and bows.
Types of Magic
There are three types of magic that mages are able to use:
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Arcane Magic: Mages who are able to use the elements of nature against their foe. Each arcane tome covers one of the fields of arcane magic. There are three types: fire, wind, and ice. These mages can use and manipulate these elements freely, but if it doesn't already exist around the mage, these mages pull these elements from the Beyond using their tome, their link to the Beyond. These mages prioritize damage over defense, as when these mages cast their magic they need time to summon these elements. Mages specializing in this can use all of these elements, but mages who aren't trained in this are stuck to only one element at all times. Mages can only use one element at a time even when trained. Spellswords can only use one element and are limited to what they can use around them, since they lack a tome. Spellswords cannot use any other type of magic. -
Healing Magic: With healing magic and their own energy, mages may seal wounds and mend broken bones over time. They send energy into their patient which speeds up healing to a near instantaneous effect. Spellswords who attempt to heal people without a tome to draw energy from, draw from their own life force, which shortens their life. Fully fledged mages are able to draw on the near endless energy of the Beyond to heal people with. However, the excess of energy often causes new healing mages to accidentally overload people. With specialization, mages automatically can heal wounds that would otherwise be fatal. (Deep wounds and severe bleeding only. Decapitation, loss of limb or body part, loss of blood to a high degree, and death aren't fixable to healing mages.) Untrained mages can heal anything that won't be fatal in the next thirty minutes or so. However, these mages can also hurt their patient by giving too much energy and causing them to go into shock.
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Dark Magic: magic that is considered taboo due to the fact it attracts malevolent deities. Not much is known about dark magic, but some mages claim that it branches from casting simple illusions to controlling a living creature for a limited amount of time. Mages who practice dark magic are often possessed by demons.
Dark magic is manipulation of spirits. This often creates demons and thus the increase risk of possession is high, but mages who master this art have loyal demon companions they can summon at any time. Untrained mages in this profession are Banes. You either specialize and use it or don't.
Spellswords cannot tame demons in this manner. They lack a tome and a way to send the demons back and often become the weaker Banes that wander Ellira.
Available Races
Human: normal men and women that you see every day on the streets. Many humans are warriors due to their sturdy frames. Smaller and weaker humans may be mages or rogues.
Elf: a humanoid class. They are slightly taller and have smaller frames than humans. Their hair and eyes are usually a very light color. Even though elves are considered to be extremely attractive in humankind's eyes, they are usually treated like dirt. Because of this, elves are often found occupying jobs that no one wishes to do. Elves are only able to be mages or rogues since they are too fragile to be warriors.
Wildling/Feral Person: strange beast-human people. Although they are humanoid, they bear animal ears and tails or wings. They are hairier than a normal human or elf, and have a much larger appetite. Wildings are taller than both humans and elves if only by a little. They can shift into an animal (a bigger size than a normal animal) at will.
Humans treat Wildlings worse than elves, which has led them to form tribes away from human settlements. There is a different tribe for each animal family-- for example, felines and avians live in different tribes. Wildlings do not fall under any of the above classes and instead fight in their animal forms or with their fists.
Humans and Wildlings have bred before to produced offspring, which are known as Marked. They take on the appearance of a human and do not retrain their shifting powers. Marked receive their name due to the strange brand that they have somewhere on their body. Marked also rarely have some animalistic traits depending on their parents. Marked are super rare due to tense relations between humans and Wildings.
Wildlings cannot take the form of any mythical beasts. The most common of Wildlings can shift into felines or avians. The more rarer Wildlings are able to shift into canines. (If you choose to make one of these, tell me which animal you would like before you make your character!)
Bestiary
Alongside the plain animals (bears, wolves, horses, etc), there are many creatures native to Ellira:
Banes
Demons
Spirits
Basilisks
Chimera
Dragons
Feonyx
Firebirds
Griffons
Merpeople
Pegasi
Phoenixes
Sirens
Wyverns
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Banes: People who have been overcome by demons. The body is deformed as the demon begins to solidify its true form. Banes are extremely deadly and shouldn’t be faced alone. The largest a bane can get is roughly twice the size of a person. Unfortunately, in order to slay the demon inside the bane, one must kill the person along with it. Exorcisms do not work to separate the demon from the person. Banes are often mages before their terrifying transformation. Deformation depends from demon to demon. There is no half possession, only full possession. Very very very very very rarely the human possessed retains their personality and can remain functional and rational.
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Demons: spirits want nothing more than to join the living, but a demon is formed when a spirit’s wish has gone wrong or is twisted by sinful behaviour such as greed or cruel desires. Morphed by envy and greed, demons are malevolent beings that cause havoc. Weaker demons are only able to possess living beings, but stronger ones can actually take the form of a person. Their true forms are grotesque and terrifying to look at. Demons are drawn to mages due to their constant contact with spirits. Demons while in the Beyond are twice as powerful as the ones out in the real world, and those out in the real world often eat spirits to obtain more power.
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Spirits: spirits are deceased people that can either roam the earth or the afterlife. They can make themselves invisible to all but one person, if they so wish. Often, they are silent and benevolent. Spirits who cause mischief—poltergeists—are usually close to becoming demons. They have been known to interact with people in their dreams. A spirit is able to bond with a person in a form of mutualistic possession, but the spirit may be morphed into something more devious depending on the person’s personality and desires. For example, a just spirit may become a vengeful one if its host wants nothing more than retribution. Spirits possess mages more often than anyone else. Spirits do not have any virtues in particular they represent. THEY ARE DEAD PEOPLE.
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Basilisks: huge, serpentine creatures that dwell in the depths of nature. They are usually earth-colored and have excellent sense of smell. A basilisk’s bite is venomous—anyone who suffers from such a bite will die without immediate medical attention.
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Chimera: while records of chimera depict them as beasts with multiple heads and a snake for a tail, this is truly not the case. In reality, chimera are creatures with a long body and strong, yet short, legs. Their tail is long and tufted and their head is one of a lion’s. Chimera are elusive creatures that cannot be found easily. Some mages are able to use them as mounts.
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Dragons: dragons were once treated as gods by the people of Ellira. Now, they are nearly extinct, having been hunted for their scales and bones. These beasts come in a variety of colors and sizes, but all of them have wings and four, taloned feet. All of them have the ability to breathe fire. Dragons roam the mountain regions of Ellira and sometimes lurk underground. There has been one spotted over the Mooncrest Isle in Vardendale.
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Feonyx: feonyx are wolves that have plumage flowering across their backs, including their tails. Some feonyx are winged, while others are not. Beautiful and serene, feonyx are often pets to royals. They detest violence and only attack when threatened or ordered to. Regarded as loyal companions, they have earned their place onto many noblehouses’ crests. They are presently extinct in the wild, the only ones remaining are domesticated.
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Firebirds: often mistaken for phoenixes, firebirds are as gorgeous as their fiery cousins. Their feathers are longer than phoenixes’ and flow like flame. Firebirds cannot set themselves ablaze. They are tricky birds that love to steal and make more noise than a normal human being. However, their songs are soothing and beautiful, which is the main reason why they are captured. Though, they do not last long in man-made cages—they place a curse on whoever captured them, and the curse is only lifted when they are set free.
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Griffons: creatures with the front of a bird and the back of a wild cat. Only slightly larger than a horse, gryphons come in a variety of colors and combinations. The people of Ellira have domesticated griffons to use as mounts, but some still roam forests and cliffsides. The feral ones have been rumored to actually talk, but the claim has been since dismissed.
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Merpeople: while fairytales depict merpeople as peaceful creatures who do nothing but sing, the truth about merpeople is far from such stories. Appearing much like a human from their waist up and a fish from their waist down, merpeople coax both men and women close to the water’s edge so they are able to drag them down to the ocean’s depth. Merpeople are not able to survive outside of water. Merpeople eat the remains of the person they drowned and are wild and feral. No merperson has ever set up a government.
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Pegasi: beautiful, winged horses. They usually bear white coats, but they may also come in black. Like gryphons, they have been domesticated by people to use as mounts. However, pegasi can easily be brought down by an archer’s arrow.
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Phoenixes: magnificent birds that set themselves aflame when it is time to die and are reborn from their ashes. Their feathers and tears have terrific healing properties, but such things are difficult to obtain. In the wild, they nest on cliff edges. Phoenixes are often seen in the black market. Phoenixes are now extremely rare to find and if you find one in the wild, rumor is it that you are blessed for the rest of your life.
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Sirens: half-bird, half-woman, sirens are very similar to merpeople. With the power of illusion, they transform into a person’s deepest desire—usually a woman or man who is very close to them. A siren’s victim is lured close with her illusions and transfixing songs. Luckily, they are only found nesting in northern cliffs, next to the sea. Some move inland for more prey, they are especially abundant in Balefall.
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Wyverns: wyverns are the smaller, two-legged cousins of dragons. Their legs are incredibly strong in order to keep the wyvern standing. They are slightly larger than gryphons, making them the largest mount that armies own. Their bodies are durable and strong, but are much less agile than gryphons or pegasi. Domesticated wyverns no longer breathe fire, but there have been records that show that some wild wyverns still do so.
Rules
All Iwaku rules apply.
Keep smut and excessive gore to PMs please. This isn't Game of Thrones.
Post at least one paragraph per character.
No Mary-Sues or Gary-Stus.
Keep things realistic! This means no invincible characters or characters that can fell an entire army by themselves.
The character age cap is forty years of age.
The character cap for players is three. You get three characters.
Specializations are limited to one per character.
NO ROYALTY. None. Nope, you can't play royalty.
Proper grammar and spelling, please. Everyone makes mistakes, but no one wants to read a post that looks like it was made by a cat walking over a keyboard.
I will assign a co-GM or two when I have seen everyone’s potential.
There can and will be side plots. Just ask before you put them in action.
Try and keep the gender/race/class ratio balanced, please. I don't want five female elvish rogues and only two male mages. If I see an excess of something, I will ban it for a short while until the characters are balanced.
When you post your form, you are able to style it into whatever way you wish, as it will be permalinked. You can choose to add extra fields, but you are not allowed to remove any.
If you have any ideas for more creatures, please say so!
Put your character’s quote in the “other” section of your form to prove that you have read everything. Doesn't have to be a catchphrase but should represent their personality.
Romance allowed but imagine a nun behind your characters, if the nun disapproves move to black. Nuns don't like the sexy times right in front of them. They don't care about anything PG-13 though.
Have fun! :)
Character form
Username:
Name: [No last names, please]
Age: [21-40]
Gender:
Race: [Wildings put Wilding here]
Class: [Wildings put what kind of wilding they are here.]
Specialization: [An Arcane mage, a Templar... etc. Wildings can put N/A here. This is required for mages.]
Weapons: [N/A for Wildings]
Alliance: [Pro-Mage, Anti-Mage, or Neutral?]
Appearance: [Pictures are preferred, but descriptions are allowed. Both is highly encouraged. If the face is obscured you need to describe it.]
Personality:
Biography: [Paragraph minimum. 5 sentences. This is where I assess your RPing ability.]
Other: [Remember the password! Theme songs are encouraged too!]
Username:
Name: [No last names, please]
Age: [21-40]
Gender:
Race: [Wildings put Wilding here]
Class: [Wildings put what kind of wilding they are here.]
Specialization: [An Arcane mage, a Templar... etc. Wildings can put N/A here. This is required for mages.]
Weapons: [N/A for Wildings]
Alliance: [Pro-Mage, Anti-Mage, or Neutral?]
Appearance: [Pictures are preferred, but descriptions are allowed. Both is highly encouraged. If the face is obscured you need to describe it.]
Personality:
Biography: [Paragraph minimum. 5 sentences. This is where I assess your RPing ability.]
Other: [Remember the password! Theme songs are encouraged too!]
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