Death to Agasaria!

R

Rokku Hizori

Guest
Original poster
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line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} </style> <![endif]--> Two great nations lie upon the world of Arras, The Kingdom of Tarvanna, and The Agasarian Empire. These two nations are the most powerful of this world, and they have been fighting ever since they found each other. There have been four wars between these nations, and all but one has ended in a stalemate.
Agasaria has recently gone through its first civil war, nearly obliterating the country in the process, but somehow it managed to pull through. The new government is now on an uneven platform, and has just now reestablished order, and Tarvanna has taken notice. In this time of uncertainy, rumors abound that Tarvanna intends to attack Agasaria before it regains any more strength. The uncertainty hangs in the air, and no one knows what will happen.

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The Agasarian Empire​
For several thousand years, the Agasarian Empire has dominated the Eastern continent of Arras. Over the millenia, it has spread to cover half the world, and boasts the largest army, city, and economy in all of Arras. The provinces are divided by geographical regions, and are collectively associated with a cardinal direction. The Western Provinces boast the agricultural center of the empire. Spawling fields and lush green grass dominate the region and no soil is richer than that of these provinces. Pastures, horse breeders, all can be found here. The Eastern Provinces are the trade hub of the Empire, and can claim a tropical climate, gorgeous beaches, and numerous ports. Unfortunately, these coastal provinces are also famous for the Black Market, and while it provides a number of illegal, albeit popular, goods and services, it a very dangerous and sadly powerful organization. To the North are the provinces of snow and ice. While not heavily populated, it does hold three cities of crystal with populations over a million people. These provinces are also home to mines which provide iron, coal, gems, and the mysterious Northern Lights, odd stones that absorb solar energy and enable agriculture around the three cities made from this stone. To the South lie the great forests, home of rare and dangerous creatures, plants, and the last pagans on Arras. Here, the people are one with the forest, and will defend it to the last breath. Here, no city has a population over 15,000, and the two religions, Astrarianism and Christianity live side by side in peace and harmony.
Finally, the Central province, being the only one, claims the mightiest and oldest remaining city in the world, nestled in a valley and surrounded by mountains. It holds over two hundred million souls, and protects the Church's High Temple, the most important building of Christianity. The city is split by a river, and surrounded by seven walls. The grand palace of the Emperor sprawls across twenty acres of land, with barracks, servants quarters, The Senate Chamber, and the main palace complex. All buildings of Musari are built with white stucco and terra cotta tiles of a variety of colors, from traditional red to deep greens blues and purples. The palace itself is a large square, with the throne room sticking out from the front, creating the effect of a Greek or Roman temple. A similar structure connects the rear hall to the front hall, and it is here where the Emperor and his family reside.
The Kingdom of Tarvanna​
The second most powerful nation and longtime rival of Agasaria. This nation boasts the strongest economy, the most exports, the strongest navy, racial slavery, and is the only known nation to force atheism upon its people, and this only with recently installed King Hrothulf Ontario IV. This is a totalitarian land, Hrothulf's word is law, and none dare go against it. The kingdom is temperate, far smaller than Agasaria, but larger still than most other countries. It hosts a variety of forests and plains, and a few mountains to the west. The cities range from tiny straw hamlets to powerful walled citadels. The largest city, as well as the capital, is the wealthy port city of Imperia.
Imperia is a long city running along a coastline on the east, and surrounded by farms in the north south and west. It holds over a million residents, and is home to the Royal Ontarian Palace, an ornate twenty acre wonder that pales even Agasaria's palace. The entire city is surrounded by a large granite wall, made smooth from years of existence. The buildings range from wood and thatch to ornate brick with rooftop terraces and gardens. The port is large and eternally bustling with activity, ships docking and departing, and sailors gracing the many taverns and restaurants of the harbor.
The entire palace complex is surrounded by an eight foot marble wall, inlaid with gold where each slab connects, and shined so brilliantly one can see oneself in it. The first building one will come to is a gazebo of sorts, made also of marble, with columns of pure gold. It stands fifteen feet tall, and has pathways leading to it from all directions. The main palace consists of the central throne room, connected to the kings library and bedchamber to the right, and the banquet hall to the left. There are several staircases leading to the expansive rooftop gardens, consisting of exotic plants, grapevine covered terraces. If one enters the palace, one will find ornate tapestries, rugs, statues, everything ornate to the point of gaudiness.
Elven Kingdom of Darconia​
The elves are a proud race, to say the least. They are also a warrior race, with the better a warrior one is, the higher they are in elven society. They are ruled by the Illustrious Dai-San, Hareti Shai-ve. The Darconian land is not what one would expect, as many sections of forest have been cleared by the elves for agriculture, and thus the landscape is similar to that of Tarvanna, but far more mountainous. However, far to the North the land still holds to the evergreen forests native to this land, and sparse villages inhabit this region. Darconia is a landlocked nation, and so you will find no coasts or ports to be had here, but roads crisscross the land, connecting the Eastern world to the Western. There is no true capital, as the capital is considered wherever the Dai-San's new heir is located. The cities, however, are constructed in an open air style, with a roof, a floor, and columns, with the only true walls being tapestries or clothes drifting in the wind. Their temples resemble those of the Aztecs, step pyramids that have alters as close to the sky as possible, with an eternal flame burning in each.
The city most consistently being the capital is that of Sho-Vani, the only walled city in Darconia. The "palace" is a large complex consisting mostly of gardens, with an open throne room at its center. The rooms are connected by covered roads, not halls, and only have walls on them half way up the columns, with an empty place being the only door.
Queendom of Desera​
This nation is the first of the desert realms, and arguably the most powerful of them. It is ruled by Queen Shazuk, known to most of the world as the "Desert Whore" due to her multiple husbands (and generally rude disposition), a practice highly scorned by even Tarvanna. The nation runs along the Eastern coastline, where most of the population is concentrated. There are no other population centers until the West, where a river makes up the Western border of the country. Here, the land is lush and green, but quickly gives way the barren deserts that make up the center of the country. However, irrigation makes the land closest to the canals lush and fertile, and a complex series of canals leads the water to the Easter coastlines, but for the most part leaves the deserts to themselves.
The capital city is that of Sha'ruk, a wealthy port, similar to Imperia. The buildings are composted of reddish-brown sandstone, and are surprisingly cool inside. The wall surrounding the city is made of yellow sandstone, still rough, even with its long age. The roads are inlaid cobblestone, some covered in the sands.
The Queen's Keep is more of a fortress than a palace. The citadel sits atop a man-made hill, overlooking the sea and the rest of the city. In the Eastern top corner lies the keep, a large tower where a last stand would be made. The keep held the throne room, and connected by a series of halls to the towers at the Southwest and Northwestern Towers. Within the Southwestern tower lies the states rooms, where business is discussed and carried out. The other is the Barracks for the palace guard. Across from the keep is the Queens bedchamber, as well as the private rooms for her family. Surrounding the entire complex is a wall, which several stable and other such buildings were built in to.
The Republic of the Dwarves​
The strong and stocky dwarves are by far the most advanced race, and have been very willing to sell their ideas. The dwarves live both above and below ground, but the population centers are generally found deep within the mountains, which there are plenty of in this rugged, but lush land. The capital has two section, the above layer, and the below layer. The above layer is little more than a tiny village with a few towers to protect stables and nearby farms, but below ground is where the true metropolis is.
In the center of the village is a massive steam driven elevator, and for a small fee you go down and up once, or with a pass you can go infinitely. When one enters the underground capital, the illumination is just as good as the light above from the sun, as millions of glowing yellow gems hang from the ceiling of the cave. Along the outer edge, one can see tunnels leading to mines and other underground cities, as well as steel buildings that help to support the outer edges. Along the center, buildings made of metal and obsidian rise above one's head to further support the roof above, and the streets bustle with steam driven carriages and mechanical golems alike.
There is no palace here, merely a senate chamber, that is simply a round Crystal Room with rows of chairs and a raised dais in the center. This place is completely off limits, unless one has permission from a Senator.


Name:
Age:
Gender:
Race: (Elf, dwarf, human, or a pre-approved race. Pm me.)
Nationality: (Darconia or Kiyara if elf, Darun if dwarf, Desera, Tarvanna, or Agasaria)
Occupation:
Weapons:
Magics:
Personality:
Bio:
Appearance:
 
Name: Rokku Hizori
Age: 26
Gender: male
Race: human
Nationality: Agasarian
Occupation: Lord, Head Diplomat
Weapons: An enchanted spear know as the "Realm splitter"
Magics: Specializes in fire, but knows many elemental spells
Personality: A brilliant speaker, but has a short temper. Generally able to control himself, but sometimes slips up. He is very logical, but is a patron of the arts.
Bio: Born in the North to a noble family, he was disowned when he joined the military as High Commander of Agasaria's military. He and his father never saw eye to eye, and his father sought to undermine Rokku's every effort to force him to do as he wanted. Years passed, and Rokku came to decide on a more pacifistic career, and thus was appointed head diplomat. He is a childhood friend of Emperor Kilvan Ateri.
Appearence: See signature
 
Name: Calanthe


Age: 1,561,974,697


Gender: Female


Race: Daimun


Nationality: None of the above. Fighting for Agasaria.


Occupation: General.


Weapons: Long staff, a few daggers, a rapier, poisons.


Magics: More than you want to know about.


Personality: Standoffish.


Bio: She's been alive over 1 billion years. I am not writing a bio. xD


Appearance: Spring__s_soft_light_by_chymere.jpg


Worst character sheet I've ever done, but I'm already approved so I don't care :3
 
Name: Hrothulf
Age: 30
Gender: Male
Race: Human
Nationality: Tarvanna
Occupation: King
Weapons: Golden swords, golden maces..Oh the gold
Magics:
Personality: If they can't say you buy happiness, you're shopping in the wrong place.
Bio: I'm too rich to have a bio.
Appearance: Only the finest tailors can have their threads on my body, if it's not the richest, it's not the ones for me.


Name:
Yorik J. Veslan

Age:
???

Gender:
Male

Race:
Humanoid
Nationality:
N/A

Occupation:
Gravedigger, tracker, and wanderer

Weapons:
A shovel and crossbow

Magics:
Deaths

Personality:
Vengeful, stubborn, and very focused to his task. Yet he protects the ones he considers friends and loved ones.

Bio:
Yorik was born in the early ages of time, is parents were traitors to the King of the lands which had them executed with the young Yorik forced to watch. It left him permanently scarred. The people never buried their dead, so Yorik began the tradition and still does, eventually he was able to get revenge on the King. Yorik has been around centuries, no one knows how...Some say he feeds off the souls of people of his lantern.

Appearance:

View attachment 10616
 
Hope I can still join! ^_^

Name: Jartis Deephoven

Age: 115

Gender: Male

Race: Dwarf

Nationality: Darun

Occupation: Metallurgist -- one of the brightest minds in metallurgy in the Republic of the Dwarves; Inventor -- helped design the mechanical system the drives the central elevator, increasing it's speed and efficiency, currently working on a steam-powered suit of armor, designed to give enhanced movement, strength, while not overheating; Weaponsmith/Armorsmith -- more of a hobby than an occupation, but has caught the eye of the Master of Arms with his quality work and interesting additions to the dwarven armament, including rifles and cannons propulsion systems.

Weapons: Cherishes his double-sided hammer over the "new mech" of the rifles -- a hammer head on one side, a huge spike on the other, supported by a thick adamantine reinforced oak handle. The spike is adamantine-plated diamond, forged in a way that any type of blow could not crack, break, or shatter it. The hammer side is solid iron alloy with an adamantine/steel alloy core for strength. Although iron is scoffed at as a metal of the past by many other weaponsmiths in favor of steel/adamantine alloy, Jartis invented his own iron alloy, strengthening the brittle iron, giving it the ability to absorb shock, a secret he keeps well hidden.

Magics: None -- relies on his mind and hammer

Personality: Somewhat gruff and blunt in nature, but fairly amiable once he thinks you're worthy of his time; thinks well before he speaks; eccentric (always tinkering with things), loyal to the Republic of the Dwarves almost to a fault

Bio: Great-great grandson of Gromel Deephoven, inventor and engineer of the Great Elevator. His father, Jartan Deephoven, a steam mechineer, died in a freak accident when the golem he was working on malfunctioned, rampaging and killing Jartan and two other mechs before being destroyed by the Dwarven Military. Jartis was quite young. His mother, Adana, devestated by her husband's death, campaigned to join the Senate, pushing for stricter regulations on golems and all steam-powered mech.

Basically raised by his mother, Jartis quickly recognized his love for metals (a trait his great-great grandfather possessed) -- and his abhorrence of steam-powered everything (based on his father's death and his mother's Senate leanings). As he quickly progressed through the renowned mech school of Metallurgy, his inventive, creative mind overcame his strong dislike for steam-powered things, and slowly he recognized at least the convenience of said mech. Drawing on his inventive and metal-minded mental capabilities, Jartis took to fulfilling his mother's ambition -- making steam-powered mech much safer for normal, everyday life. But his true passion was metals. The ability to combine metals, discover new alloys, make things stronger, last longer, etc,: this was his life. Now a master metallurgist, Jartis heads the development of mech and weapons for all of Arras. The Republic of the Dwarves remains completely neutral in the huge wars between the Agasarian Empire and the Kingdom of Tarvanna; the petty wars of the humans mean nothing to them, just the gold they gain selling their mech.

Appearance: Stands about 4'11", stocky, typical dwarf build, but muscular-ish due to his work on the forge. Long, reddish brown hair and beard, both tied at the ends with a bronze/iron clasp. Dark grey-green eyes, bright with intelligence. An adamatine amulet studded with the glowing blue gems mined from the Kordon Caverns, denoting his station as a Master Metallurgist, adorns his right forearm. Thick leather boots with iron studded soles cover his feet. Rough cloth pants, broad thick leather belt with iron/steel buckle, light cloth sleeveless shirt with studded leather vest.
 
Hope I can still join! ^_^

Name: Jartis Deephoven

Age: 115

Gender: Male

Race: Dwarf

Nationality: Darun

Occupation: Metallurgist -- one of the brightest minds in metallurgy in the Republic of the Dwarves; Inventor -- helped design the mechanical system the drives the central elevator, increasing it's speed and efficiency, currently working on a steam-powered suit of armor, designed to give enhanced movement, strength, while not overheating; Weaponsmith/Armorsmith -- more of a hobby than an occupation, but has caught the eye of the Master of Arms with his quality work and interesting additions to the dwarven armament, including rifles and cannons propulsion systems.

Weapons: Cherishes his double-sided hammer over the "new mech" of the rifles -- a hammer head on one side, a huge spike on the other, supported by a thick adamantine reinforced oak handle. The spike is adamantine-plated diamond, forged in a way that any type of blow could not crack, break, or shatter it. The hammer side is solid iron alloy with an adamantine/steel alloy core for strength. Although iron is scoffed at as a metal of the past by many other weaponsmiths in favor of steel/adamantine alloy, Jartis invented his own iron alloy, strengthening the brittle iron, giving it the ability to absorb shock, a secret he keeps well hidden.

Magics: None -- relies on his mind and hammer

Personality: Somewhat gruff and blunt in nature, but fairly amiable once he thinks you're worthy of his time; thinks well before he speaks; eccentric (always tinkering with things), loyal to the Republic of the Dwarves almost to a fault

Bio: Great-great grandson of Gromel Deephoven, inventor and engineer of the Great Elevator. His father, Jartan Deephoven, a steam mechineer, died in a freak accident when the golem he was working on malfunctioned, rampaging and killing Jartan and two other mechs before being destroyed by the Dwarven Military. Jartis was quite young. His mother, Adana, devestated by her husband's death, campaigned to join the Senate, pushing for stricter regulations on golems and all steam-powered mech.

Basically raised by his mother, Jartis quickly recognized his love for metals (a trait his great-great grandfather possessed) -- and his abhorrence of steam-powered everything (based on his father's death and his mother's Senate leanings). As he quickly progressed through the renowned mech school of Metallurgy, his inventive, creative mind overcame his strong dislike for steam-powered things, and slowly he recognized at least the convenience of said mech. Drawing on his inventive and metal-minded mental capabilities, Jartis took to fulfilling his mother's ambition -- making steam-powered mech much safer for normal, everyday life. But his true passion was metals. The ability to combine metals, discover new alloys, make things stronger, last longer, etc,: this was his life. Now a master metallurgist, Jartis heads the development of mech and weapons for all of Arras. The Republic of the Dwarves remains completely neutral in the huge wars between the Agasarian Empire and the Kingdom of Tarvanna; the petty wars of the humans mean nothing to them, just the gold they gain selling their mech.

Appearance: Stands about 4'11", stocky, typical dwarf build, but muscular-ish due to his work on the forge. Long, reddish brown hair and beard, both tied at the ends with a bronze/iron clasp. Dark grey-green eyes, bright with intelligence. An adamatine amulet studded with the glowing blue gems mined from the Kordon Caverns, denoting his station as a Master Metallurgist, adorns his right forearm. Thick leather boots with iron studded soles cover his feet. Rough cloth pants, broad thick leather belt with iron/steel buckle, light cloth sleeveless shirt with studded leather vest.


Just because you're a dwarf, you're my best friend.
 
If you have not yet posted, please do so.
 
Is this thread still accepting/active?
 
Yes it is. Feel free to post a sheet if you'd like!
 
Name: Ru'mel
Age: 653,031
Gender: Male
Race: Elf
Nationality: Darconia
Occupation: Bounty hunter
Weapons: Scythe.png Awesome scythe
Magics: Able to manipulate water and blood. Including states.
Personality: Shikamaru. Nuff said.
Bio: Always looking for money to survive, Ru has captured some of the most dangerous criminals in Darconia. He never enjoyed it, but it put food in his mouth and clothes on his back. Though he did have fun, having to chase a rogue elf, who happened to have the same abilities as him. Eventually, he became well known among the police forces and is well respected in a small part of town. And soon he settled down in a nice cottage, with livestock and a small garden.
Appearance: images-2.jpeg (put scythe in place of whatever that is)
 
Everything's fine except for the age. In this world, elves don't live that long, thousands of years is more of the norm for them. (Though, I doubt that changes much for your character, just an fyi)
 
It's already started! XD You can post whenever you're ready, the thread is in where the other rps are.
 
Name: Rogdush Blackskull
Age: 56
Gender: Male
Race: Orc
Nationality: Blackrock, somewhere in the forest regions of Agasaria.
Occupation: Priest/slave
Weapons: Prefers claymores or his fists
Magics: Some healing and fire-based powers, thanks to The Spirits.
Personality: Rogdush used to be a open and friendly person, though he has become quite bitter and less open from the years in slavery.
Bio: Rogdush was one of the priests of The Spirits back in his old home of Blackrock, deep inside the Agasarian woods. He was part of the Blackskull clan, a peaceful clan. And it was a simple, yet good life, until they were attacked by humans. Most of the clan was killed in the attack, though a few of them were taken as slaves and brought back to their city. Years later Rogdush was the last of the orcs still alive. Then, one day, when he was out working, it was only him and one slave-keeper, laboring at the outskirts of the farms, he took the opportunity. He killed the slave-keeper with his bare hands, and ran. He now is a runaway slave in Tarvannian territory, trying to get away and hopefully find a new, safe, home.
Appearance: A large, muscly green orc with some small tusks and no hair. Mostly brown eyes, red when really angry. Wears little more than a pair of brown, worn pants.
 
That's fine, approved. Post as soon as you can.
 
I will. Though at the moment I don't see anyway to meet the others or anything, so I'll just wait a bit.
 
((Due to Shameless advertisement at karaoke night I'm going to join this. Can someone fill me in on the story in a PM and send me the link for the RP? thanks))

Name: Issac Winters
Age: 19
Gender:Male
Race: Human
Nationality: Tarvanna (though he doesn't like them)
Occupation:Thief/ Rebel
Weapons:Dual Daggers, Short Sword
Magics:SIMPLE levitation magic (can't lift anything over 15 lb)
Personality:Ambitious and Independent, no one can keep Issac down. An optimist, he's sees the bright side of all situations. He can be way too headstrong for his own good, having been in way too many close calls.
Bio: Born into the kingdom of Tarvanna, he's been told what to do, how to do it, and when to do it. He hated all the curfews and rules that the King has placed. He decided to take matters into his own hands and ran away from home at a young age. He lived as a street rat living on intuition and thievery to survive. He hated Tarvanna and all it stood for and did his best to undermine their economy. His headstrong manner and ambitious ways have gotten him into more than a few close run ins with the guards. Currently he lives in a small hide out in the outskirts of Imperia, hiding from guards and trying to survive.


Appearance: tybalt= perfect ninja.jpg
 
[DASH=#75BD80]<div style="float:left; width:25%;height:25%; margin-right:6pt;"><img src="http://i185.photobucket.com/albums/x167/goldendercon/l2-elf-male_zpsf41d9c0c.jpg"></div>Name: Eremis-Weyir
Age: 24
Gender: Male
Race/Species: Elf
Nationality: Darconian
Occupation: Caravan Guard

Weapon(s):
Dansyr (Longsword) - Dansyr is an enchanted longsword, forged in the traditional method of feather-gathering and enchanting. The sword is enchanted to vibrate and resonate with a clear high note when it is swung in a specific manner. This also improves the blade's ability to cut through objects because it does not have a particularly sharp edge in normal circumstances, that is, it cannot cut a leaf in midair, but it is sharp enough to shed blood. Eremis' fighting style has been developed around Dansyr and it is a style that promotes graceful movements and flowing transitions from form to form.

Shield - There is nothing exceptional about Emeris' shield, save for the fact that it is emblazoned with three thin red stripes to represent a three-petaled flower that grew abundantly about his home in his childhood.

Magics:
Emeris rarely uses Magic, and when he does, it's often only to give himself an advantage over an enemy. His magic is limited to places where plant life is already present and while he can make a few seedlings sprout between the cracks of paved streets, it is rarely helpful.

Razor Field - Emeris is able to make a small patch of grass with a diameter of about 6 feet into a field of razor-sharp blades. It serves as a deterrent, a trap, and as something to give him an advantage in battle. It only lasts for a minute or two and while the spell is active, even Emeris will be hurt by the blades of grass.

Root - Emeris can root either himself to the field or the enemy to the field depending on how large the enemy is. Whether the spell is effective or not also depends on the amount of larger-than-grass greenery that is in the area. Grass roots can bind densely, but are still not as effective as that of shrubs or trees. Emeris still has to be careful not to use too many so as not to cause permanent harm to the trees.

Slip - Emeris can call up the innate dampness of forest floors and freeze them to create a thin layer of ice that can either let him move faster towards his enemy or make larger enemies slip. On open fields with grass, this magic is only available on mornings when there is a lot of dew.

Guiding Wind - If Emeris has a good idea of where he wants to go or has a map and has a general idea of it, this spell can help him. It causes blades of grass or twigs to point first North and then in the general direction of where Emeris wants to go.

Dansyr's Sorrow - The most powerful spell in Emeris' arsenal that can only be performed under the light of a full moon, Dansyr's Sorrow makes Dansyr sing with a melody that can only be sustained by continued swinging of the blade. Any allies nearby are invigorated by the melody and any enemy that is nicked by the blade will begin to feel a numbness spreading around the afflicted area. If at any moment, the sky is obscured completely, the spell's effects will be suspended until such time that the sky reappears.

Personality:
Grumpy, like most young men who are carted off from place to place with little time for rest and recreation are. Mostly serious when it comes to duty, but constantly griping about it when off-duty. He uses sarcastic remarks as answers for the most innocent questions. Tries to keep a level mind and refrains from making rash decisions.

He thinks patriotism is bullshit and remains loyal to Darconia because it is where he grew up and where he has people he cares about. He can be aggressive towards humans, fancying himself far superior to them. While normally pretty mild, in the company of humans he gets a tad arrogant.

Background:
Emeris grew up in a small village to the north of Sho-Vani. He had a relatively easy, normal and uneventful life. He grew up with a number of friends and has remained close to them despite being away from Darconia for most of the year. Around his home grew flowers that blossomed in spring. They had three petals and a yellow pistil and stamen. Its leaves were plentiful but tiny and when it bloomed, it released a fragrance that was sweet an alluring.

As he grew, Emeris began to develop his talent for fighting and seeking to further his abilities, he went to Sho-Vani where he trained and honed his style. His preferred weapon was a sword and while the fighting tstyle that came with it was graceful, he found it too rigid. Eventually he was able to forge Dansyr and he patterned his fighting style around the blade and was able to develop something that was more dance-like and flowing.

When he was satisfied with his abilities, he tried to get a good position, but managed to end up as a caravan guard, a position he has been stuck with until this day. A position he has grumbled about endlessly to this day.
Appearance: Except with less fancy clothes and without the wrist jewelry[/DASH]