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Dagger Pack x SolarJanuary 26, 2026 07:53 PM


Dagger Pack

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Please do not post unless your are named in the title

Topic
Princess x Knight

Plot
The Sun and Moon Paradox

“I have the sword to protect you, but not the crown to love you”

Ruina Agavran is the Princess of Truhan, and from the moment she was born, her life has been absolute chaos. She was born under a solar eclipse, which in Ioana is an incredibly rare and dangerous event. It gave her magic more powerful than Ioana has known in millenia. Sun Magic.

Muse B is a Royal Knight of Truhan, and although his life has not always been the easiest. Everything changes when he is assigned to be the Princess’ personal Knight. Because as part of his new role, the King gifts him a legendary sword, Selunaris, the sword of Moon. The sword is ancient, and powerful, imbued with Moon Magic. Selunaris thinks and acts like a living organism and it has chosen him.

“The world has endured because Sun and Moon have remained apart. When they converge, the world becomes collateral damage”

And as all cliches go, the Princess and the Knight fall in love. Chaos ensues immediately, their magic is dangerous and volatile together. Even being in the same room ensures immediate chaos. Gravity bends unpredictably, flowers bloom in winter, ice forms in summer. Day and night bleed together, moonlight at noon, solar flares at midnight. Time stutters, repeats, or vanishes. And when they touch? Reality loses consensus, their magic resonates like feedback, powerful, unpredictable. Selunaris glows not moon-silver but gold-white.

Love doesn’t cancel the chaos – it feeds it.

And just when Truhan thinks it cannot get any worse, The Black Perihelion appears. It is not just darkness or evil, it is destruction given will. The Black Perihelion thrives on imbalance, chaos, and on pushing things into disharmony. It wants Sun and Moon together permanently, triggering a world-collapse, willing to go as far as to manipulate events to push the Princess and Knight closer.

And here is the kicker. They are the only ones powerful enough to stop it – and the thing most likely to end the world.

“I am everything you need, and nothing you’re permitted to choose”

Characters

Dagger Pack - Sun Princess (Female)
Solar - Moon Knight (Male)

Edited at January 26, 2026 07:53 PM by Dagger Pack
Dagger Pack x SolarJanuary 26, 2026 09:07 PM


Dagger Pack

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Posts:4457
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All Things Magic & Mythical

Magic
Sun Magic
Sun Magic is creation through excess: growth, heat, illumination, passion, truth. It wants to expand. It is radiant, life-giving, creation-oriented. They can heal or energize allies, but at risk of burning the wielder is overused. Amplifies natural growth-- plants sprout rapidly and unpredictably. They have the ability to form sun/fire-like weapons. However, they are weaker at night or in darkness where no sunlight reaches. And, the closer they are to Moon Magic, the more unstable and harder to control Sun Magic is.

Moon Magic
Moon Magic is controlled through restraint: gravity, tides, memory, cold, reflection, balance. It wants to contain. They can manipulate the flow of water, create ice constructs, or change local gravity to pin or repel enemies. The greatest weapon of Moon Magic is Selunaris, the magical blade the magic is infused into. However, if too close to Sun Magic, the blade can react badly. Shatter reality, create frost bursts, gravity anomalies, or destructive waves.

Lifeblood Magic (Ritha)
Lifeblood Magic channels the life force of plants and animals. They can heal injuries or illnesses rapidly, encourage trees and plants to grow or move subtly, commune with forest creatures, or purify or corrupt water sources. They can create weapons from wood and animate nearby plants to fight independently. However, overuse drains local life -- excessive healing can kill nearby plants/animals. They cannot create life from nothing, they must always draw from the natural world. The more they draw, the more it drains from the forest.

Tidecall Magic (Truhan)
Tidecall Magic manipulates liquid and coastal forces. They can raise or lower tides, create localized storms, fogs, or currents, shape water into barriers, weapons, or shields, and sense movement across water. However, they must be near water to function. Excessive manipulation can lead to floods or uncontrollable storms. And emotional instability can trigger violent, unintended weather.

Harvest Magic (Iprihan)
Harvest Magic can accelerate crop growth, control rains, summon protective plant barriers, or encourage soil fertility. However, overuse can cause crop rot or famine if pushed too far. The magic is also tied to the land so those who cast the magic, cannot venture too far. They can summon thorny vines, animate roots, or send explosive seed pods at foes. Plant growth can be used as a shield or whip, but overuse can exhaust the land.

Ice/Crystal Magic (Krolon)
Ice/Crystal Magic can shape ice and snow into tools, weapons or art. They can freeze objects instantly, create glass-like ice mirrors, or craft ice constructs for defense. However, warmth and sunlight weaken their magic, meaning they are strongest in their homeland. While emotional instability can crack ice in uncontrolled ways.

Animal/Spirit Magic (Yudia)
Animal/Spirit Magic can communicate with animals, summon animal spirits, or temporarily borrow their senses and abilities (strength, speed, stealth). However, magic is seasonal and less effective when animals are dormant. For example, a mage who attempts to borrow a bear's senses/abilities during the winter will either be unable too, or be much weaker since they typically hibernate during the winter. Overuse or misuse of this magic risks spiritual backlash or losing connection with the animal world and its magic.

Magical Items
(These items typically remain in the possession of the Royal Families for safekeeping and ensuring proper use)
Selunaris
The sword is ancient, possibly semi-sentient, forged from Moonstone or fallen starlight. Moon Magic is infused into it, but the sword acts like a living organism. It must choose its wielder or it is simply a normal blade. The blade governs gravity, cold, time-lag, and silence. It can still storms, halt motion, or freeze moments. Prolonged use or misuse can lead to warmth drainage from a body, numb hands, slowed heartbeat, fading memories. It can bend light and gravity around it, or freeze the ground beneath foes. It is at its strongest under the moonlight, and near Sun Magic, reacts dangerously and unpredictably and pulses dangerously. The sword belongs to the Kingdom of Truhan.

Verdant Circlet
A headpiece/crown found in the Kingdom of Ritha. It is a circlet of silver intertwined with tiny emerald leaves and a glowing oak acorn centerpiece. It enhances Lifeblood Magic, allowing the wearer to commune with the forest, heal allies over distance, and animate plants in larger areas. However, overuse drains local plant life and prolonged use can wither nearby flora. It is not recommended to wear/use for long periods.

Plow of Verdant Dominion
This farming tool (magical artifact) belongs to the Kingdom of Iprihan. It is a large ceremonial plow of bronze with inlaid green gemstones, engraved with intricate patterns of crops and rolling hills. It can channel Harvest Magic into both offense and defense, rapidly grow plants, reshape terrain slightly, and infuse nearby food or soil with fertility magic. However overuse can temporarily ruin farmland, it cannot function on stone, sand, or water.

Prism of Eternal Frost
This crystal artifact/talisman belongs to the Kingdom of Krolon. It is a jagged crystal prism that glows a faint blue, and hums with cold energy. It stores ice and snow magic, can create ice constructs, freeze areas, and preserve food or magical materials indefinitely. However, heat destabilizes the prism, and overuse can shatter the crystal and release uncontrolled frost.

Totem of the Herd
This carved talisman belongs to the Kingdom Yudia. It is a carved wooden figure of a stag with ivory inlays and tiny embedded animal bones representing different creatures. It summons animal spirits, communicates with wildlife, and can call spectral herds to defend or attack. However, spirits may reject the user if it is misused, causing backlash or hallucinations.

The Aether Lantern
This lantern does not belong to any Kingdom and is considered to be lost in the Tecumdosa Forest. It is a tall bronze lantern with crystal panes that glow with shifting colors depending on the magic it senses. It emits light that reveals hidden truths (invisible creatures, illusions, or invisible pathways) and can capture small amounts of ambient magical energy and release it as concentrated bursts. However, overuse drains the user's vitality and it cannot store Sun/Moon Magic safely.

Hourglass of Echoing Time
This hourglass does not belong to any Kingdom and is considered to be lost in the Tecumdosa Forest. It is a silver-framed hourglass with black sand that glimmers faintly; runes of time are etched along the frame. It can slightly slow or accelerate localized time within a small area and allows a brief glimpse into the near future (seconds to minutes) for decision-making. However, it cannot reverse major events and overuse causes dizziness, nausea, or temporal disorientation. It cannot affect Sun/Moon Magic.

Mirror of Whispers
This mirror/scrying device does not belong to any Kingdom and is considered to be lost in the Tecumdosa Forest. It is a small silver mirror, faintly fogged, and its surface ripples like water when magic activates. It reflects thoughts, memories, or intentions of anyone who gazes into it. However overuse clouds the user's mind with others' thoughts and it cannot see into Sun/Moon users.

Mythical Creatures
(These are only a couple and are only being listed because they are considered “myths” and protectors)
Sylvan Warden
This Forest Guardian is found in Liekos’ Lea in Ritha but rarely comes out unless the meadow is threatened. It is a towering, humanoid figure made of twisted oak, vines, and moss. Glowing green eyes peek from a bark-like face and branches sprout from its shoulders like antlers. It can animate surrounding trees and plants to fight or defend. It melds with the forest, becoming invisible among trees. And it emits a life pulse that heals allies (or the wildlife creatures it is protecting) or rejuvenates flora.

Tidal Leviathan
This Coastal Sea Serpent is found in the waters of Truhan and is rumored to sleep beneath the coasts, only rising when the kingdom is in great danger. Sailors tell tales of the serpent sightings before massive storms, a mix of warning and legend. It is a massive serpent with silver-blue scales, fin-like appendages along its spine, and glowing pale eyes. Its body appears partially translucent like water. It can control currents and local tides, can summon waves to sweep ships or enemies. It can breathe a concentrated fog that confuses navigation and its reflective scales can redirect light-based attacks or illusions.

Verdant Colossus
This Plains Guardian is found in the plains of Iprihan and emerges during harvest festivals as a blessing or to defend the kingdom from invaders. It is a massive humanoid made of intertwined crops with glowing amber “eyes” at its chest. Its limbs end in root-like hands. It can rapidly grow plants to create barriers, traps, or entangle enemies. It draws strength from fertile soil and can restore nearby farmland in seconds. It has tremendous physical strength for smashing obstacles or foes.

Frost Revenant
This Ice Spirit is found in the cold taiga of Krolon and legends say it embodies the taiga’s cold soul, punishing trespassers but protecting the land from reckless logging or war. It is a shimmering humanoid wraith made entirely of ice shards, frost, and snow swirling around a skeletal core with eyes that glow icy blue. It can freeze the ground it walks on or form ice constructs from the air. It emits bone-chilling auras that sap warmth and stamina from foes and can vanish into snowstorms or mist to ambush or escape.

Spirit Stag
This Spirit Animal protects the tundra of Yudia and is considered incredibly sacred. Spotting the Spirit Stag is a blessing, but attacking it invites terrible spiritual retribution. It often guides hunters or lost travelers safely across the tundra. It is a massive stag with glowing antlers resembling constellations, with fur that is pale silver with faint, drifting sparkles like snow. It can summon spectral animals to fight, herd, or guide travelers. It tracks intruders through snow and ice using spiritual senses and it emits calming auras that protect allies or ward off predators.

(These next creatures are only a few creatures found in the Tecumdosa Forest)
Umbraclaw
This elusive magical predator is extremely rare and few who encounter it live to tell the tale. It is said to guard hidden glades filled with potent magical herbs or treasures. It is a sleek felinelike creature with shadowy fur that seems to absorb light. Eyes glow faint purple, claws shimmer with dark energy, and its tail splits into thin tendrils that flicker independently. It can become nearly invisible in dense forests or under low light. It creates illusions or shadow doubles of itself to confuse prey. It drains ambient magical energy from the area temporarily, making spellcasting difficult nearby.

Luminwing
This ethereal Avian is considered a messenger of Tecumdosa Forest and its magic. Those who follow a Luminwing may be led to rare plants, hidden glades, or magical anomalies – but only if they are pure of intent. It is a large owl-like bird with semi-transparent feathers that shimmer like moonlight and starlight. Its wings leave faint trails of glowing motes, like fireflies in motion, with deep violet eyes that reflect the emotions of those nearby. It can cloak itself in illusions, appearing as light or shadow to confuse intruders. It emits a resonant call that can calm or terrify creatures within a wide radius. Its feathers can be harvested for potent magical components – but removing them weakens the bird temporarily.

Thornsinger
This Plant Entity is an interesting creature and legends say that the Thornsinger emerges only during rare celestial alignments – or when Sun and Moon energies flare dangerously close. The forest listens to it; disrupting its song risks magical chaos and wrath from the forest itself. It is a massive serpentine creature made of twisting brambles, thorned vines, and flowering plants. Petals along its body pulse with faint, rhythmic light, like a heartbeat. Its head is crowned with a floral crest that resonates when it “sings”. It produces a haunting melodic hum that can control or pacify nearby animals. It can extend thorny tendrils to entangle intruders or create barriers. Certain notes of its song can enhance or suppress ambient magical energy, making spells stronger or weaker nearby.

(Please note that these magical items and creatures are only a small percentage of the magical items and creatures that live within Ioana. Listing all of them would be too much)

Edited at January 26, 2026 09:43 PM by Dagger Pack
Dagger Pack x SolarJanuary 26, 2026 09:39 PM


Dagger Pack

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Posts:4457
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Ioana

Kingdoms
Ritha
Geography
Ritha is a kingdom of the forest, their territory is made of trees, both large, medium, and small trees. It is mainly flat land, however there are some hills and mountains around. They have no lakes or ponds, however many rivers and streams course throughout the territory providing Ritha with plenty of water. The home of the royal family of Ritha sits on the northern edge of the continent at the base of the mountains. Ritha sits just north of Truhan along the edge of the continent where a massive long stretch of mountains run along the edge of the continent border of both Ritha and Truhan. In the middle of Ritha, about ten miles from the castle, is a special meadow called Liekos' Lea which can be translated to Wolves' Meadow. It is a peaceful large clearing that has plenty of grass and flowers, while in the very middle is a massive oak tree that is said to have special powers. It is said that to gain benefit from the special oak tree you must drink from the small pool at the base of the tree. It is called the wolves meadow because all kinds of wolves can be found there, lounging and relaxing, a place of peace between typically warring wolf packs. The weather in Ritha is usually pretty content. Summertime is warm and sunny with some wind during the day, and during the night it is still pretty warm, rain doesn't fall too much. Fall is cooler and has more clouds and rains more than summer. Winter is cold and has many clouds, all the trees are dead, most of the water is frozen, and it rains a lot. Spring is somewhere between warm and cold as it often changes, and the rain percentage slows down and trees are blooming and water sources are thawing.
Language/Magic
They speak Ayietese as well as the Common Language, Zednic. They can wield Lifeblood Magic.
Civilization
Ritha is one of the oldest kingdoms of Ionoa, and no one is actually one hundred percent sure of how the kingdom was created. It is assumed that at the beginning, the original King and Queen and their people came across the land and decided to settle down. And overtime, the land expanded and became known as Ritha, and the people began to build and many more came to join them. Like most of Ionoa, Ritha believes in Qokmar. They often have festivals on the assumed birthday of the gods and each festival is named after the god. Like the Festival of Soul Huntress. They typically eat certain kinds of foods that sort of associate with each god during the festival and they dress up and dance and sing. They play games and just basically worship the god on that day.
Economy
They typically trade the natural resources found/harvested from the woods. You will often find wood based things. Like shields, carvings, toys, etc. They also have honey and maple which they get from the trees and bees on the trees. They use mainly horses for transportation and for business, Ritha is known for their shield making and wood-carving making. They make many things from wood such as houses, decorations, carvings, etc.
Politics
For Ritha you have the royal family, Verlice, led by King Saxon and Queen Annika and helped by their children, the Prince. However the King's word is law, and he has the final say. As for the laws, they are not allowed to steal. Obviously do not murder, start fights, or try to harm someone without good reason. They have a prison(dungeons) which is overseen by one of the royal children(Handpicked by the King).

Truhan
Geography
Truhan is a coast like place. The castle of the royal family sits in the middle of the beaches with walls that are built high so they can see long ways both ways and the castle is decently hard to ambush. There is a medium size stretch of forest along one side of the border that runs along the edge of the continent. Truhan sits just south of Ritha along the edge of the continent where a massive long stretch of mountains run along the edge of the continent border of both Truhan and Ritha. The typical weather in Truhan is decently calm. It is humid a lot, however the seasons are pretty constant. Hot and humid during the summer, some rainfall. Cool and humid during the fall, less rainfall. Cold and snowy during the winter, decent amount of snow. Warm and beginning to be humid again during the spring, a lot of rainfall.
Language/Magic
They speak Klamgesh as well as the Common Language also known as Zednic. They can wield Tidecall Magic.
Civilization
Truhan was formed by a group of nomads that had been wandering the world and choose to settle down on the coast. The first King and Queen of Khapan were called Ayduin Agarvran and Ithronel Agarvran(Nee Erjeon). Like most of Ionoa, Truhan believes in Qokmar. They often have festivals on the assumed birthday of the gods and each festival is named after the god. Like the Festival of Soul Huntress. They typically eat certain kinds of foods that sort of associate with each god during the festival and they dress up and dance and sing. They play games and just basically worship the god on that day.
Economy
They trade fish and sea based items. They use mainly horses for transportation and for business, Truhan is known sea artifacts and special fish recipes.
Politics
For Truhan you have the royal family, Agarvran, led by the King and Queen and helped by their children, the Princes and Princess. While the King and Queen have the final say, they have a High Council led by the eldest royal child and four others that are elected by the people of Truhan. As for the laws, they are not allowed to steal. Market cannot open until the sun is fully up. Obviously do not murder, start fights, or try to harm someone without good reason. They have a prison(dungeons) which is overseen by one of the royal children(Handpicked by the King).

Iprihan
Geography
This kingdom is smaller than the other kingdoms and sits on the far west side of the continent. With Ritha and Truhan on its northern and eastern borders. While Krolon borders it to the south. Iprihan actually has the biggest land mass, however much of it is covered by the Maratane Plains. Iprihan is grasslands, and unlike the Maratane Plains, it has many hills and even some small mountains that help fill in the space. The castle sits on the far Northern point since the Maratane Plains covers most of the south. The weather there is decent all year long, well balanced. Cold but not freezing during winter. Hot, but not overbearing in the summer. And just perfect in the autumn and fall.
Language/Magic
They speak Lerdosa and the Common Language Zednic. They wield Harvest Magic.
Civilization
Iprihan was founded by a group of farmers who discovered the land and decided it was perfect for their farms. Like most of Ionoa, Iprihan believes in Qokmar. They often have festivals on the assumed birthday of the gods and each festival is named after the god. Like the Festival of Soul Huntress. They typically eat certain kinds of foods that sort of associate with each god during the festival and they dress up and dance and sing. They play games and just basically worship the god on that day. They mainly revolve around Conall and the celebrations for him are bigger.
Economy
Iprihan is known mainly for their agriculture exports. Ranging from food, crops, seeds, to agricultural tools, and even animals. They mainly revolve around the Qokamar god, Conall, god of agriculture.
Politics
Iprihan is led by King Ellisar Farnala and Shalheira Farnala.

Krolon
Geography
This kingdom is located in a taiga, which is mostly snow trees and scrubs. It is a medium sized kingdom located on the far south eastern side of Ioana. On the north it is bordered by Truhan and to the west it is bordered by Yudia. The castle sits along the coastline. All seasons lean more towards the cold, with winter being nearly unforgivable.
Language/Magic
They speak Nikmuliya and the Common Language of Zednic. They wield Ice/Crystal Magic.
Civilization
Krolon was founded by a group of ice fishers who landed on Krolon and loved the cold land so much, they decided to live there forever. Like most of Ionoa, Krolon believes in Qokmar. They often have festivals on the assumed birthday of the gods and each festival is named after the god. Like the Festival of Soul Huntress. They typically eat certain kinds of foods that sort of associate with each god during the festival and they dress up and dance and sing. They play games and just basically worship the god on that day.
Economy
They are known for their ice art, timber, and fur clothes. They also sell fish and are considered to have some of the most pristine water in Ioana.
Politics
Krolon is led by King Naertho Faexina and Queen Alloralla Faexina.

Yudia
Geography
Yudia is a tundra kingdom, and is actually a pretty large kingdom. It is mainly flat with a couple of hills and some forests. Most of the water sources are frozen over. To the western border is Iprihan. To the north is Truhan. And to the east is Krolon. The castle sits in the middle, and looks easy to approach.
Language/Magic
They speak Tunnocabi and the Common Language Zednic
Civilization
Yudia was colonized by a group of herders. Yudia was the last kingdom founded. Like most of Ionoa, Yudia believes in Qokmar. They often have festivals on the assumed birthday of the gods and each festival is named after the god. Like the Festival of Soul Huntress. They typically eat certain kinds of foods that sort of associate with each god during the festival and they dress up and dance and sing. They play games and just basically worship the god on that day.
Economy
Yudia is mostly known for their animals and the resources that come from their animals. Such as furs, meat, etc.
Politics
Yudia is led by King Delmuth Varo and Queen Phyrra Varo.

Landmarks
The Aegis Spine-Large, snow-topped mountains known for the Aegis Trek (a long, almost perilous way to quickly get across the land). Easily identifiable from miles away due to its sheer size. The Aegis Spine is named after the God of Courage, who challenged the great serpent of Earth. It is said the mountains are pieces of his spin, and that the mountains are his final resting place. It is the large stretch of mountains located between Ritha and Truhan.

Maratane Plains -Wild, extremely flat grasslands that cover a majority of Iprihan. Some say savage beasts roam the grassy plains, stalking any who wander through, making it dangerous to any humans

Sanctuary of the Unknown-A large, abandoned temple of worn marble. Although unsure of what god(s) were worshiped, the carvings in the gold on the broken altar depict the figure of a woman being worshiped by all. Some scholars have suggested the All-Mother, a goddess of great power and knowledge who is attributed with the creation of life. It is found in the Aegis Spine.

Tecumdosa Forest-A sacred forest that is hard to find, its exact location is unknown. The trees are bioluminescent and many of the ancient mythical creatures live within. The forest is considered a safe haven to any creature who enters. However, those who have bad intentions are unable to enter.
(Credits)
Forest

Religion
Qokmar
(Major gods and goddesses)
The All Father
The All Father is the king of the Qokmar gods and is the god of time, his name is Elion, however most just call him The All Father. He rules over the other gods and does his best to keep them in line, even if he's not always the best role model himself. His wife is Myrdin, The All Mother. While they have ten children; Gaelin, Keryth, Rhalyf, Nym, Elred, Caeda, Conall, Syvis, and Elidyr. Elion has a sister who is the goddess of death, Selanar.
The All Mother
The All Mother is the queen of the Qokmar gods and is the goddess of knowledge and creation, her name is Myrdin, however most just call her The All Mother. She use to rule over the other gods alongside her husband, however some millennial ago, she disappeared for unknown reasons and has not been seen or found since. Her husband is Elion, The All Father. While they have ten children; Gaelin, Keryth, Rhalyf, Nym, Elred, Caeda, Conall, Syvis, and Elidyr. Myrdin has a brother who is the god of creation and weather, Surrah.
Soul Huntress
The Soul Huntress is the queen of the underworld and the goddess of death, her name is Selanar, however most just call her The Soul Huntress. She rules over the afterlife/underworld and makes sure that the balance between life and death is kept, she makes sure her people are treated right and everyone receives fair punishment and treatment. She has no husband or children. However she has five nieces and five nephews; Gaelin, Keryth, Rhalyf, Nym, Elred, Caeda, Conall, Syvis, and Elidyr. Selanar has a brother who is the god of time and king of the gods, Elion.
Surrah
Surrah is the god of creation and weather, and he lives on Kamouraska(Magical island that can't be found by the living. But it isn't really visited by the dead) alongside the rest of the major gods and goddess. Surrah has no wife or children. However he has five nieces and five nephews; Gaelin, Keryth, Rhalyf, Nym, Elred, Caeda, Conall, Syvis, and Elidyr. Surrah has a sister who is the goddess of creation and knowledge as well as queen of the gods, Myrdin.
Gaelin
Gaelin is the goddess of war, and she lives on Kamouraska(Magical island that can't be found by the living. But it isn't really visited by the dead) alongside the rest of the major gods and goddess. Gaelin has a husband named Nithenoel, who is the minor god of storms. She also has two children, Myrrh and Orym. Gaelin also has nine siblings: Keryth, Rhalyf, Nym, Elred, Caeda, Conall, Syvis, and Elidyr. Her parents are Elion and Myrdin. Gaelin also has an uncle, Surrah, and an aunt, Selanar.
Keryth
Keryth is the god of animals. He lives on Kamouraska(Magical island that can't be found by the living. But it isn't really visited by the dead) alongside the rest of the major gods and goddess. He has no wife or children but has nine siblings: Gaelin, Rhalyf, Nym, Elred, Caeda, Conall, Syvis, and Elidyr. His parents are Elion and Myrdin. He also has an uncle, Surrah, and an aunt, Selanar.
Rhalyf
Rhalyf is the goddess of love. She lives on Kamouraska(Magical island that can't be found by the living. But it isn't really visited by the dead) alongside the rest of the major gods and goddess. She has a husband named Tanyth, minor god of plants, but no children. She also has nine siblings: Gaelin, Keryth, Nym, Elred, Caeda, Conall, Syvis, and Elidyr. Her parents are Elion and Myrdin. She also has an uncle, Surrah, and an aunt, Selanar.
Nym
Nym is the god of the moon. He lives on Kamouraska(Magical island that can't be found by the living. But it isn't really visited by the dead) alongside the rest of the major gods and goddess. He has no wife or children and has no urge to have any. He has nine siblings: Gaelin, Keryth, Rhalyf, Elred, Caeda, Conall, Syvis, and Elidyr. His parents are Elion and Myrdin. He also has an uncle, Surrah, and an aunt, Selanar.
Elred
Elred is the god of the sun. He lives on Kamouraska(Magical island that can't be found by the living. But it isn't really visited by the dead) alongside the rest of the major gods and goddess. He has no wife but many children from many different females. He has nine siblings: Gaelin, Keryth, Rhalyf, Nym, Caeda, Conall, Syvis, and Elidyr. His parents are Elion and Myrdin. He also has an uncle, Surrah, and an aunt, Selanar.
Caeda
Caeda is the goddess of messengers and messages. She lives on Kamouraska(Magical island that can't be found by the living. But it isn't really visited by the dead) alongside the rest of the major gods and goddess. She has a wife named Ruehnar who is the minor goddess of medicine and health. She has nine siblings: Gaelin, Keryth, Rhalyf, Nym, Elred, Conall, Syvis, and Elidyr. Her parents are Elion and Myrdin. She also has an uncle, Surrah, and an aunt, Selanar.
Conall
Conall is the god of agriculture(Food). He lives on Kamouraska(Magical island that can't be found by the living. But it isn't really visited by the dead) alongside the rest of the major gods and goddess. He has a wife named Meriel the minor goddess of rebirth. He has nine siblings: Gaelin, Keryth, Rhalyf, Nym, Elred, Caeda, Syvis, and Elidyr. His parents are Elion and Myrdin. He also has an uncle, Surrah, and an aunt, Selanar.
Syvis
Syvis is the goddess of water and basically all the other liquids. She lives on Kamouraska(Magical island that can't be found by the living. But it isn't really visited by the dead) alongside the rest of the major gods and goddess. She has a husband named Filverel who is a minor sea god. She has nine siblings: Gaelin, Keryth, Rhalyf, Nym, Elred, Caeda, Conall, and Elidyr. Her parents are Elion and Myrdin. She also has an uncle, Surrah, and an aunt, Selanar.
Elidyr
Elidyr is the goddess of fire. She lives on Kamouraska(Magical island that can't be found by the living. But it isn't really visited by the dead) alongside the rest of the major gods and goddess. She has no husband or children but has nine siblings: Gaelin, Keryth, Rhalyf, Nym, Elred, Caeda, Conall, and Syvis. Her parents are Elion and Myrdin. She also has an uncle, Surrah, and an aunt, Selanar.
Dagger Pack x SolarJanuary 26, 2026 10:06 PM


Dagger Pack

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The Solar Heir

"I am many things. A damsel in distress isn't one of them."

Personal Information
Ruina Amlugol Agarvran
Meaning of Name
Ruina means blazing fire
Amlugol means red dragon
Agarvran means noble blood
Nickname/Aliases
Rui (Very rarely, typically only close friends and family)
Princess (royal title)
Sunbearer
Sun Magic

Place of birth
Truhan
Birthday
November 15
Age
23
Zodiac Sign
Libra
Sexuality
Heterosexual
Gender
Female
Species
Magical Human
Title
Princess
Affiliation/Occupation
Princess: She is Truhan's Princess. As well as the wielder to the Sun Magic. She is well respected and liked as a Princess, having learned to fight as well.
Warrior/Magic Wielder: As the wielder of Sun Magic, she has worked hard to learn to control it. She does not have full mastery over it, but she does not set things on fire or accidentally grow anything. Alongside her magic, she chose to learn to fight as a warrior.

"Yes, I know there's a special place in hell for me. It's called a throne"

Appearance
Ruina stands tall at a solid 5'8" and carries herself with an air of strength and athleticism. Her muscular physique, though skillfully concealed under her clothes and armor, speaks volumes about her dedication to fitness. Unlike the bulky muscles often associated with men, Ruina's physique is defined by lean muscle, with very little body fat. Despite her incredible strength, it's clear at a glance that she is undeniably a woman. While her chest may not be overly large, it still possesses a noticeable presence. Her skin boasts an even tan, possibly acquired from sunbathing at a nude beach.

In addition to her impressive physicality, Ruina possesses an otherworldly beauty. Her long and wavy black hair often remains pulled back and out of her way, allowing her striking gray eyes to take center stage. Typically cold and piercing, these eyes occasionally radiate warmth on rare occasions when Ruina experiences genuine happiness.

Ruina's face showcases her unique features, from its slightly rounded shape to its well-defined jawline. However, the most distinctive aspect of her face is undoubtedly her jawline, which adds a touch of strength and character. Scars from her childhood mark her skin, yet they neither define nor trouble her, as she has learnt to embrace them naturally. Alongside these scars are three tattoos that paint a faint story of impulsive decisions. One, a medium-sized black dragon, stretches across her left ribs, while a serpent wraps around a scepter on her inner right arm, extending from wrist to elbow. The final tattoo adorns her lower right stomach area, a simple feather design. Each of these tattoos reflects moments of spontaneity rather than deep symbolism.

Ruina's voice is a powerful blend of confidence and candor, resonating with a fierce intensity that commands attention. Each word is delivered with a clear, assertive tone, unfiltered and honest, cutting through façades with the precision of a blade. When she speaks, there’s an electric energy that sparks in the air, fueled by her unyielding spirit and sharp intellect. Her laughter, vibrant and genuine, offers glimpses of her softer side, on the rare occasions when she laughs. Yet, within the assertiveness lies a subtle depth; her voice can adopt a husky warmth, especially in moments of intimacy, revealing the compassion she often keeps hidden. It can also turn steely and unforgiving when provoked, delivering a blunt truth that leaves no room for ambiguity. Those who have crossed her path know to tread carefully, for her words can be as fierce as her spirit

Ruina is most often found in dark-themed attire, most typically found in her armor. The all-black ensemble, both comfortable and suitable for movement, fits her perfectly. Her wardrobe predominantly consists of dark shades like black, dark blue, dark green, and grey, with bright colors being a rarity. However, if ever caught in a colorful outfit, it is likely to be a shade of her favorite color, blue. Ruina rarely dresses up, preferring the simplicity of pants and shirts. She is most often found in her armor. A dark color that looks more like clothes but is heavily enhancted and well-designed for protection in the deepest of battle. On her shoulder boasts Truhan's symbol and an intricate dragon symbol, indicating her high rank. Dresses are an extremely unlikely choice for her, as she prefers the practicality and ease of pants.

"Everyone wants to be a beast.... until it's time to do what beasts do"

Personality
Ruina is anything but a damsel in distress; her fierce nature permeates every aspect of her being. Courageous and unyielding, she will go to great lengths for the people she loves and considers her friends. Behind her physical strength lies a sharp intellect and a hint of cunning, making her a force to be reckoned with. However, Ruina is not one to look down upon others. She believes in treating everyone with respect and fairness.

One of Ruina's defining traits is her unfiltered honesty. She refuses to hold back when people ask her questions, often declaring, "If you don't want to know the truth, don't ask me." Her straightforwardness may occasionally catch others off guard, but it's a testament to her refusal to sugarcoat reality. In addition to her blunt nature, she possesses an air of mystery. Ruina is a skilled liar when it comes to concealing her true identity, and she revels in keeping others guessing.

Occasionally, Ruina's kinder side emerges, but only in the presence of those she trusts. Once someone earns her trust, it is cherished and rarely lost. However, should that trust be betrayed, regaining it becomes exceedingly difficult, if not impossible. Despite her guarded exterior, Ruina harbors a sweet and generous heart beneath her protective shield. Deep down, she possesses an innate warmth that reveals itself in moments of intimacy and trust. Her childhood experiences have ingrained in her the importance of self-preservation, making it hard for others to break through her emotional barriers.
Stubbornness is another noteworthy trait of Ruina's. Once she sets her mind on something, changing it becomes nearly impossible. Her determination borders on obstinacy, and she can be harsh with her words if provoked. Although she dislikes this darker aspect of her personality, she is aware that when her mean side emerges, it is unforgiving and unmerciful. Many make an effort to avoid crossing her path, knowing the severity of her potential insults. Despite these flaws, Ruina finds solace and joy in nature. She cherishes the soothing melodies of the outdoors, often taking walks or indulging in picnics where she can bask in the harmony of her surroundings. Her love for animals runs deep, reflecting her capacity for tenderness and compassion.

"I no longer give a fuck"

Relationships
Aelrindel Agarvran
Father. Alive. Aelrindel is the King of Truhan and cares very deeply for his family. He is over protective of Ruina, which sometimes causes a strain on their relationship. But deep down, they love each other deeply.
Ashera Agarvran
Mother. Alive. Ashera is the Queen of Truhan. She is best known as the Queen Mother because of how compassionate and kind she is. Her relationship with Ruina is typial of a mother-daughter bond. They can fight, but they love each other fiercely.
Revalor Agarvran
Oldest brother. Twin to Ayduin. Revalor is the Heir Prince to the throne. He is often a little stressed, but he cares deeply about his siblings and his role. He wishes to be the best ruler he can be and has a fantastic relationship with his siblings.
Ayduin Agarvran
Older brother. Twin to Revalor. Ayduin is the middle child of the King and Queen. He is a little more playful and goofy than his siblings, but he can be very serious if needed. He is fiercely loyal and very protective.

"You couldn't handle me even if I came with instructions."

Miscellaneous
Talents/Special Skills
Sun Magic: Ruina can wield Sun Magic. Although she is gaining control over it, it rides strongly on her emotions. Her magic is raw, emotional, and volatile – it responds to her feelings before her will. Especially if she’s around Moon Magic. When she is calm, she can bring warmth, healing, and prosperity. She can heal or energize, amplify natural growth, and form sun/fire-like weapons. Such as a Solar Aegis/Sunfire Whip. Which is a radiant whip or sword made of pure light. It can lash out, wrapping enemies in scorching tendrils of light. When fully charged, it can create a temporary sunburst that heals allies and scorches foes.

Expert Combatant: Ruina is highly trained in close-quarters unarmed combat and has demonstrated enough skill to fight multiple opponents at once with little difficulty.

Swordplay
: Ruina is skillfully trained with a sword. She is nearly untouchable when she fights with a sword and it is a thing of beauty to watch.


Master Illusionist: Ruina possesses extraordinary sleight-of-hand, misdirection and sense-trickery abilities, enabling her to perform a wide range of routines that are designed to divert and control attention. She often uses these abilities to get herself out of sticky situations.

Fast Reflexes: Ruina possesses an extraordinary capacity to achieve remarkable velocities when her reflexes are triggered. This uncanny aptitude grants her the ability to swiftly navigate her surroundings, reacting with exceptional speed and efficiency. Ruina's heightened reflexes endow her with a distinct advantage in situations requiring rapid response and agility, enabling her to execute actions with unparalleled swiftness and precision. Such a remarkable capability elevates her performance and effectiveness to unparalleled levels in dynamic and time-sensitive scenarios.

Strengths
Confidence: Her confidence radiates, empowering her to approach challenges and interactions with a poised and assured demeanor. This sense of self-assurance enables her to navigate uncertainties and make decisiveness a hallmark of her actions.

Open-mindedness: This gives her a unique perspective, allowing Ruina to embrace new ideas, perspectives, and experiences with receptiveness. This quality fuels her constant growth and enables her to readily adapt to different situations, fostering a greater understanding of diverse viewpoints.
Loyalty: Her loyalty is unwavering, making Ruina a steadfast and trustworthy companion. Her commitment to relationships and causes is unwavering, inspiring a sense of reliability and creating a foundation of support for those around her.

Patience: With an admirable sense of patience, Ruina exhibits composure and poise, even in the most trying circumstances. This ability to remain calm and level-headed allows her to evaluate situations objectively and make thoughtful decisions.

Reliability: Her reliability is a remarkable quality that others can consistently count on. She consistently follows through on commitments, delivering high-quality results and embodying a sense of dependability that inspires trust and confidence in her abilities.
Weaknesses
Stubborn: Her stubborn nature can be both a blessing and a curse. While it fuels her determination, it can hinder her from considering alternative perspectives or adjusting her course of action when necessary. This inflexibility may occasionally impede Ruina's growth and limit her ability to collaborate effectively with others.

Introvert: Her inclination towards being antisocial often sets her apart from social gatherings and inhibits her natural inclination to form deep connections with others. This inclination for solitude may cause Ruina to miss out on valuable social interactions and potential opportunities for personal and professional growth.

Honesty: Ruina's unwavering commitment to honesty, though admirable, may sometimes come across as blunt or tactless. This unfiltered honesty can inadvertently hurt others' feelings or strain relationships, requiring her to learn the art of providing feedback with gentleness and diplomacy.

Quick Thinking: Her quick thinking often serves her well, but occasionally leads her to jump to conclusions or make hasty decisions without fully considering all the available information. This impulsive nature can result in regrets or unintended consequences, requiring Ruina to refine her decision-making process.

Organization: This may not be her strongest suit; some areas of her life may be in disarray due to her tendency to overlook details or rely on her memory instead of implementing effective organization systems. This lack of organization may occasionally cause frustration or inefficiency.

Sun Magic: Although Sun Magic is one of her greatest strengths, it is also her greatest weakness. It rides heavily on her emotions, and can cause great damage if she cannot control her emotions. Her magic destabilizes and becomes dangerous and explosive around Moon Magic. She is also weaker at night or in darkness where no sunlight can reach her.

"If you're going to stand, stand like a giant"

Pets

Name
Kalika "Kal"
Gender
Stallion
Appearance
(Credits)


Name

Isamuss
Gender
Male
Appearance
(Credits)
Dagger Pack x SolarJanuary 27, 2026 07:26 AM


Solar⭐

Darkseeker
 
Posts:43
#3123716
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:p👍 looks good :)

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