Mammonn


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Jun 24, 2018
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Name:
Girshu
Age:
24
Race:
Frost Salamander
Gender:
Male
Class:
cryomancer
Alignment:
LE
Silver:
3176
Gold:
0
The real Mammonn
Name:
Mammon
Gender:
Male
Country:
The Netherlands
Birthday:
Dec 20, 1993

All About Girshu

Character Name: Girshu Garash-son
Alias: Girshu the Exile

Age: 24
Height: 1m72 standing up, 3m10 from nose to the tip of the tail.
Weight: Approximately 85kg.

Race: Frost Salamander, specifically a Geluscentra; the newly civilised version of frost salamanders.
Hair: None
Eyes: Orange&red
Skintone:Light blue and snow white
Build: Slender and scaled.

Description:
As a frost salamander, Girshu is amongst the coldest of the frost-blooded species. His blood is -30 degrees Celcius and contains a lot of anti-freeze, resulting in a very frigid presence. His body temperature noticeably lowers the temperature of the room he's in, and strengthens him the closer it gets to subzero. However, he's weak to fire and warm regions, and the moderate temperature of human lands greatly weakens him. He greatly hates fire, fire magic and any kind of heat use.

His personality is similar, cold and distant. He doesn't understand human society nor does he care for it, considering his own outlook on life superior. He's very paranoid, seeing humans and other creatures from these harsh lands as people who'll hunt down monsterous-looking creatures like him to use his body parts for magical items and armours. He has a general habit of jumping to conclusions that make the person he's talking to the most malign version that Girshu can see them as, which makes Girshu all the more jumpy and distrusting. If he doesn't distrust you, he's:

-Intelligent, and very smug about it
-Lawfully perfectionistic and a nagger in this regard
-Cunning and scheming
-A loner
-Surly

Equipment:
(Early appearance:) Nothing but simple robes worn like a cloak cover up this monstrous-looking creature. The robes aren't meant to keep him warm, but to prevent people from seeing his true form and to keep his cold body temperature inside and the heat out. His possessions are scarce: A shard of nevermelting ice he uses as an improvised dagger, a small dagger with unknown ritualistic meaning and some basic stuff like salted fish.

(Settled appearance:) Noble robes and a proud appearance, which can be considered impressive or silly depending on the person seeing him. With a rapier on his hip, a magical staff held by his middle arms and frost magic clearly to his disposal whenever he wants it to be, he has the appearance of a rich and sophisticated but very eccentric and probably aggressive mage. He clamps his middle arms behind his back, the staff held vertically. This results in it being on his back with the tip of the staff behind of above his head like a crown of sorts, almost like it's strapped on like a broadsword for a berserker.

Weapons of Choice: His frost magic, cold skin and claws are capable natural weapons, but Girshu prefers the more civilised combat with rapiers and frost magic instead if possible.

Armour of choice: None, Girshu has no idea how to wear anything less flexible than cloth and can't find anything for a creature with six arms and no legs anyway.

Magical Abilities: Frost salamanders are inherently magical creatures of cold magic, and are therefore specialised and very capable in frost magic. Other magic is just as hard for them as for other races, and no frost salamander will ever cast fire magic. They prefer the simple and direct evocation magic over more refined illusion, summoning and enchantment magic.

Special Techniques: As a frost salamander's body temperature is -30 degrees Celsius, the area around Girshu is frigid and touching him will be an icy experience that causes the skin of any non-frostblooded creature to turn purple-red from the frostbite. However, anything warm like a human hand touching Girshu harms him just as severely, so Girshu doesn't use it as anything but a last means of defense.

Backstory:
Girshu is a geluscentra; a frost salamander from a small and isolated polar region even further south than Itjivut. Here his kind has only recently undergone a rapid change from savages to a civilised community, after a volcanic eruption forced them to rapidly evolve. They are mostly just imitating other societies on a shallow level to create a civilisation of their own, but this polar species has rapidly advanced in certain areas. They're on their way to becoming a new significant race in the international politic scene, at least in some regards. And one of the first steps of doing that is to let go of all their previous habits and weaknesses, including their fear of predators greater than them.

This fear is easily forbidden, but hard to suppress. So when Girshu and his hunting pack were beset by a Remorhaz, no measure of law could prevent him and many of his colleagues from running away as fast as they could. Being the first and the most promising progeny of the frost salamanders who ran, Girshu was made an example of. Banished from his permafrost lands and forced to travel the moderately warm lands of the humans, he wandered aimlessly for a long time.

Girshu has been banished with a task that will make it impossible for him to ever return to his society and his beloved frozen lands, unless he were to become a powerful figure. He doesn't only have to hunt down his race's ancient foes, but also overcome the great challenge of getting to these foes to begin with. He must find and slay five fire salamanders and bring back their tongues as proof. Frost salamanders really hate these creatures. It's mutual, so it's not racist. Unfortunately, fire salamanders live only in extremely hot regions too warm for most species to survive, similar to how frost salamanders live in the coldest and most desolate regions of the polar caps. And for a frost-blooded creature like Girshu, those hot regions are even harsher than others.

(Start of character in-game:) Girshu is cloaked in a simple and poor-looking brown hooded cloak, his tail sticking out from behind and his snout peeking out from the hood. The rest of his body, especially the extra pair of arms that betrays his species, is always covered by the cloak. His hidden middle arms and the lower arms that he uses to crawl forwards like the combination of a centaur snake and a crawling zombie have long talons, but the nails of his upper arms are carefully manicured into blunt fingers capable of handling items without leaving scratch-marks on them. His eyes are always with a look of distrust and warily dissecting you, and his voice is slittering not as terrible as a snake-person but definately more than other reptile-based humanoids.

Girshu is an exile wandering without destination and friends. He is paranoid and distant, believing that the humans and other warmth-cravers of this area will hunt him down to harvest his body for parts. Humans do have a reputation of attacking and killing anything that doesn't look like them, and then claiming it was righteous. Without money and profession, he has no real access to the items that he needs to survive. His frost magic, much more useful in these regions with a rare few cold-resistant species, is greatly weakened by him being in such warm regions where he needs much of his power just to prevent death by overheating.

Relations:
Girshu has few relations, distrusting anyone who comes too close on account of his suspicions that they see a magical monster to slay and strip for parts. He believes in money and rationality, not in charity and good intentions. This is regardless of whether the other is the recipient or the one handing things out.

The goddess of winter Kasumi and the great white wyrm Okami are Girshu's patron gods. They are the patron gods of all frost salamanders, as there are no frozen gods amongst the new gods nor a patron god of their species. Anyone who believes in these gods of ice will be more liked by Girshu, as are people who share his hatred and distrust of the fire creatures and pyromancers of this world.

Girshu is a person of law and order, rather exterminating chaos than working with it to defeat a greater foe. Unfortunately, his ideal of a more lawful world is one that is frozen over into an eternal winter.
Blank Scrolls
Made of paper or parchment, these scrolls are ideal for writing on.
1
Common Robes
Simple, loose-fitting garments made from ordinary material, these plain robes are suitable for general, everyday wear.
1
Concussive Blast
The caster hurls a strong gust of wind at a target that is capable of inflicting blunt damage and disorienting opponents.
1
Fire Ball
The caster summons a ball of fire and hurls it at their target.
1
Frost Ball
The caster summons a ball of ice and hurls it at their target.
1
Lesser Agility
This spell grants the ability to move at heightened speeds.
1
Lightning Ball
This beginner level spell allows the caster to hurl a ball of raw lightning at a target.
1
Mud Ball
The caster summons a ball of earth and hurls it at their target.
1
Quill and Ink
A writing implement made from a long feather, used by dipping the tip into a pot of dyed liquid.
1
Shadow Cast
This spell manipulates the shadows around the caster to be used to create illusions against their targets.
1
Slippers
These light shoes are delicate, easy to put on.
1
Sunburst
The caster summons a ball of light and hurls it at their target. However, the strength of this holy ball won't do much more than blind those around you.
1
Wand
Magic wands are used by magi, healers and other magic users. They also come in a variety of materials, such as wood, metal, crystal, or other, stranger things.
1
Rapier
A slender blade with a sharp point. Best suited for thrusting attacks.
1
Ice Breath
The caster exhales a blast of ice, chilling and damaging a target.
1
Ice Strike
This spell allows the caster to direct a blast of cold energy at a target.
1
Ice Weaving
This spell allows the caster to manipulate small amounts of snow and ice with their mind.
1
Nevermelting Icicle
A spike of ice that generates a constant fog and never melts even in intense heat.
Alchemy Ingredient
7
Bag
Made out of whatever material one could find at the time, this bag holds a few possessions one would have.
1
Journal
The pages in this bound book are blank, allowing the owner to use it to keep a record of their thoughts and activities.
1
Cloak
This heavy, woolen cloak offers its wearer warmth and protection from the elements. It also has a hood, which can be drawn up to make the wearer seem more mysterious.
1
Blizzard
For a short period of time, the caster is able to summon a blizzard around them.
1
Arcane Spellbook
This book is among the most common additions to any spellcaster's library. It stores information on magical theory as well as general, non-elemental spells ranging from strength to replication. It is the generalist's spellbook.
1
Arcane Empower
This spell supernaturally enhances the target's magickal ability much like the similar spells Strength and Lesser Agility.
1
Hunter's Instinct
Creates heightened senses needed to be a hunter. I.e. Smell, sight, etc.
1
Weaken
Causes the victim to become physically weakened.
1
Strength
Increases the physical strength of the user for a short time.
1
Avalanche
A large amount of snow thunders towards a target, causing cold damage, and sometimes catching the caster in the avalanche.
1
Fire Weaving
This spell allows the caster to manipulate small amounts of fire with their mind.
1
Water Meld
The caster melds with water, keeping them hidden, or protected from water-based attacks.
1
Conjure Magic Weapon
Summons an ethereal weapon that lasts for half an hour.
1
Spectral Blades
This spell summons several small, ethereal daggers that fly at a target.
1
Craftsman
The men and women who craft blades, build walls, weave cloth, and farm the land among other things, these people are the quiet backbone of the cities and castles on Revaliir.
Comes with Apron, Backpack, Blacksmith Tools, Boots, Common Trousers, Common Tunic, Easel with Canvas, Fishing Rod, Gardening Tools, Gloves, Grooming Kit, Houseware Tools, Journal, Mining Tools, Net, Pouch, Quill and Ink, Rope, Tailoring Kit, and Whetstone.
1
Bottled Shiranui
A willowisp captured in a bottle. When released it emits a phosphorescent glow and can multiply quickly. Unlike most light sources it does not consume fuel or release heat. Max of 10 wisps at a time per thread.
This is an event prize for Naota and Shiloh's 2018 event Night of a Thousand Phantasms.
1
Warding Talismans
Slips of paper with written incantations used by priests. They emit a holy aura that repels evil. Particularly effective against spectral beings and the undead.
1
Yoyuki's Quiver
A magical quiver enchanted to never run out of arrows, replenishing its stock once all have been used. The arrows produced inflict temporary paralysis on targets. This quiver has a max of 15 arrows you can use per thread.
This is an event prize for Naota and Shiloh's 2018 event Night of a Thousand Phantasms.
1
Lucky Moon Biscuits
Made from flaky pastry and sweetened filling, these delicious seasonal delicacies come in various flavors. Eating one of these fills you with energy, restoring your stamina. Like the phases of the moons, they come in boxes of nine biscuits.
Special event prize for Naota and Shiloh's 2018 event Night of a Thousand Phantasms.
1
Noble Cloak
This noble cloak is crafted from the finest threads to bring class and dignity. It, also, has a hood to protect the wearer's hair.
1
Noble Robes
These loose-fitting garments are well made, from the finest material.
1
Stinger Rapier
A finely crafted rapier created from a Wasp's stinger. Very strong in its durability thanks to some added magic, the rapier never needs to be sharpened and it will actually repair itself if broken, though it takes some time to do so.
This is an event prize for Staff's 2018 Anniversary event Negation Order: Exterminate the Moons.
1
Okami's Armlet
These armlets of perpetually frozen ice are made to honor the great dragon, Okami, from Ataiyan lore. To be constructed, they must be left in the snow of the Tori Mountains for a fortnight in order to, supposedly, absorb some of the dead dragon's power. The effects are undeniable.
Enhances Ice Magic.
1
Chitinous Armor
Armor made from a large insects hide and natural armor, form fitted for the wearer. Less protective than steel but it is lighter and easier to work with. Spikes can be found on the arms sometimes, the nature of the chitin makes it easy to make to the wearers preferences.
This is an event prize for Staff's 2018 Anniversary event Negation Order: Exterminate the Moons.
1
Lump of Coal
A hard packed ball of coal that can be used for crafting. Can also be used to burn for a fire.
Synth Ingredient
1
Conch Shell
A large shell that can be turned into a horn to summon sea spirits.
Alchemy Ingredient
2
Dragon Scale
Pulled off the body of a mighty dragon, this scale can be used for crafting.
Synth Ingredient
1
Iron Ore
A piece of iron ore. Not very useful now, but maybe it can be combined with other things?
Synth Ingredient
2
Jet
A common gem that can be used to craft other things.
Synth Ingredient
1
Dryad Bark
A rare form of bark that forest nymphs shed in secret groves during the first days of Venti every year. The bark looks remarkably like skin, and has a strong, earthy scent capable of overwhelming more sensitive noses
Apothecary Ingredient.
1
Sundrop
A golden drop of sunlight.
Alchemy Ingredient
1
Bolt of Silk
A simple piece of silk. Maybe it can be used for something?
Synth Ingredient
2
Emerald
A semi-precious gem used for crafting.
Synth Ingredient
2
Leather
A piece of leather. Maybe it can be used for something?
Synth Ingredient
1
Lacriamium
A silvery blue metal with diamond like properties. It was once strong chains created by the Goddess Angela to hold back the Goddess Dalanesca. Now the metal has all but lost it's magical properties but is still the strongest metal in all of Revaliir.
Synth Ingredient
2
Snowflake Cloak
An item made of enchanted snow, this cloak glistens brightly in any kind of light without ever melting. Nowadays, they are frequently used as fashion statements as well as a mirrors, but the original snowflake cloak was apparently cursed to never let its owner go.
1

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