Elphiina

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On as Elphiina:
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on as Frostholme:
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Feel free to whisper and ask questions if interested. Unless you're asking questions about the profile, or you prefer to be approached OOC, I will tend to be IC


Name: Elphiina Frostmourne (pronounced el-fee-na) (Sarah Le'Neige while in mortal form)
Race: Elemental (Quasi-Elemental of Ice)
Gender: Female
Age: Unknown (appears late teens to early 20's)
Eyes: Violet
Haircolor: multi-colored
Height: 4ft 7in. /w. headdress: 5ft 9in
Weight: 87.29 lbs
Bust: A cup

Overview:
Since before the dawn of time, the four basic elements have been at war with each other. Fire, Earth, Water, and Air; each inhabiting their own unique plane of existance. In this eternal conflict, there have been times when two or more elements allied with one another or when the border between planes of existance is ruptured. It was during such times that the quasi elementals were born. Qasi-elementals share and combine the characteristics of their parent elements; and while their powers often exceed those of their parents in magnitude, those same powers are often more limited in scope. For instance, while a pure elemental of of fire, earth, water, or air may be able to affect an half a city, a quasi-elemental can do far greater damage but spread out over only a few city blocks. It should also be noted that wall quasi-elementals have the powers of more than element, they also have the weaknesses of more than one element.

Elphiina is one of these quasi-elementals. the physical embodiment of frost and cold. Being born of the elements, Elphiina is immortal and has hibernated on this world since the last ice age, dreaming away the eons in her frozen citadel, Frostholme, beneath the arctic wastes. This icy femme was awakened from her timeless slumber by the powerful magiks so often released in the park. She has come to The Park in search of the source of these magiks; and while she's here, she may as well take advantage of whatever crosses her path.

As with all elementals and extra planar beings, she is timeless, immortal. No disease, parasite, or poison may harm her, save for those of a magical or supernatural origin. Even killing her is in and of itself a difficult task, given what Elphiina is. It is much easier, and often far more convenient to banish the icy woman instead. Yes, in many ways elementals are like angels and demons; but instead of governing over the spiritual aspects of things, they govern over the physical aspects instead. And just like angels and demons, they are subject to many of the same things. Elementals can be sealed, summoned, or contracted.
With the right adjustments, talismans can be made to impede and corner them, areas can even be "sanctified" or warded against a particular element.

Personality:
From the icy stare of her crystal clear eyes, to the chilling blue pallor of her skin; it is clear that there is no love or warmth of any kind in Elphiina's heart. She may as well have liquid nitrogen in her veins, the term frigid does this elemental no justice. She is cold, calculating, and cruel; it isn't that she is unfeeling, but rather, that till now, she has had no reason to feel any warm emotions. As things are now, the warmest feelings she is capable of are mere tolerance and perhaps a twisted sense of appreciation.

She looks upon mortal beings with bemusement and curiosity, their short lives inconsequential to her own, mortals sometimes make for interesting playthings. Elphiina is also vain, and has a certain fascination with things that shine or sparkle. Above all else, Elphiina values power, beauty, and elegance; giving her a great appreciation of the arts and finely crafted objects. This also carries to her view of mortals. Those she finds beautiful often end up frozen as living statues, taken back to populate her frozen city as part of her collection. Those she finds anything less than beautiful will usually end up dead, their souls devoured unless they may prove to be somehow useful. Unbeknownst to even herself, it is Elphiina's own desire for companionship that drives her to collect and freeze the beautiful and keep them eternally in her home.

While very much a planner and proponent of order, she realizes that things rarely go as planned and her free flowing wit helps her adapt as situations change. At times, she can be quite open minded and at other times, Elphiina's will can be implaccable and absolute. When she does choose to take action, it is deliberate and with purpose. Those wishing to survive crossing this elemental's path should play to her vanity or present her with gifts and she may even grant you a contract. Who knows, you may even be able to thaw her frozen heart. She is slow to commit herself to any display of emotion but once there, expect her to be as blinding and relentless as the heaviest blizzards.

Physical Notes:
Elemental Appearance: (Pictured Above)
Elphiina's hair is in constant motion, glittering and shimmering in the light; much like the precious jewels in what little clothing she wears. The silky strands ripple and flow in such a way as to add to the already ethereal grace with which this elemental moves. Her piercing violet eyes, with their unblinking gaze will quickly inform you whether it is an icy malice, a chill contempt, or a cool tolerance behind them.
Her lithe and graceful body comes as no surprise having deep ties with water. Elphiina's flexibility and agility are matched only by a rare few contortionists, in human terms. Do not, however, let her small frame fool you. Elphiina has her strength imbued by the element of earth and so can quite easily lift several hundred pounds with one hand. She has no extraordinary senses of sight or hearing, but her sense of touch is something to note. Being the embodiement of cold and frost, Elphiina is exceptionally sensitive to temperature. In total darkness, without any other significant heat sources, she could easily feel the presence of most warm blooded creatures, almost as if she had infrared sight.
Three curiosities about Elphiina's body are her hands, her feet, and her blood. Elphiina's body temperature is naturally low, so low in fact that around her hands, there are always small clouds of mist as moisture in the air condenses around her hands, with their razor-clawed finger tips. This is mainly because Elphiina's blood was as cold as liquid nitrogen, hence it becomes a problem to her attacker if her blood sprays from a grievous wound in battle. This supercold fluid running in her veins also has another curious effect. Elphiina's foot prints are alway covered in snow and ice, puddles she steps in immediatly freeze solid depending on their size and depth.

Mortal Guise
mortal guise
This is the form Elphiina transforms into when she has been cursed be a form of Minor Banishment or when she uses her abilities to copy humans and hide her true nature. Her lithe body, long hair and pointed ears often lead people to believe she is an elf. Her skin is always cold to the touch as if she had been
incontact with something frozen. In this guise, Elphiina is virtually powerless save for her immunity to cold and ice based magic, her ability to transform to her true self, and her ability to summon a sword and dagger of ice to defend herself. If banished and trapped in this form, the elemental looses even those powers for the spell's duration. Elphiina's pointed ears and low body temperature are the only clues to her true nature while in this form as even her aura is subdued beyond detection. Without her powers, Elphiina has little tolerance to heat, often sweating while others ar putting on jackets to keep warm. The heat also makes her lethargic; so she is most lively in winter weather and heavily air conditioned buildings like hocky rinks and supermarket freezer sections.


Powers, Abilites, and Notes:
Passive Abilities: These are abilities and powers of Elphiina that take no effort and are in nearly constant effect unless certain circumstances apply.

The Power of Names: This is not a power of Elphiina's per se, but more of a power that can be excercised upon her by others. As with demons, knowing an elemental's identity makes it easier to summon that specific elemental. A powerful mage or shaman might summon Elphiina at random, but if they can learn
her name, they can summon her repeatedly and with the application of other magiks, might even be able to compel her servitude or more aptly enter into a contract with her. In addition, if the summoner also knows her titles, they can exert even greater influence over her when using the right spells. Note that unlike with demons, summoning an elemental does not require any strength of faith or spirit, merely the right knowledge and skill; as is control over an elemental.

Extra Planar Being: Being an elemental means that Elphiina's origins are not of this plane of existance. That said, there a few benefits and consequences to this fact. Firstly, Elphiina cannot be killed by normal means; while her body may be destroyed, her extra-planar nature means that her soul is actually seperate and independant of her body, using it only as a means to interact with physical world. Secondly, just as Elphiina is subject to being summonned, she is also subject to being banished. The potency of the magiks used to banish her will have different effects. A Minor Banishment spell will trap Elphiina in a human form and make her powerless for a short amount of time depending on the skill and power of the spell caster (generally 5-10 minutes). A Lesser Banishment spell will disintegrate her physical body, making Elphiina much like a ghost. She can be heard and seen, though will be transparent. The elemental's chilling presence can also be felt but she will be otherwise unable to interact with the physical world. Again, the length of time such a spell is effective is longer than minor banishment, but still subject to the power and skill of the caster (generally 15-30 minutes). Also not that if her physical body is somehow destroyed in combat, this is the effective level of banishment enacted upon Elphiina; though instead of lasting only a half-hour or less, she will effectively be a ghost for nearly twenty hours. A Greater Banishment spell will render Elphiina bodiless for upto an hour, Her ghostly image the only evidence that she is around as she cannot be heard and has no actual physical presence to be felt. A Master Banishment spell will completely cut off an elemental from this plane of existance; they will not even be seen as they wait for several hours before they can interact with the physical world again.

Aura of Cold: Anyone within four feet of Elphiina will notice the air take a drastic drop in temperature to around 27 degrees farenhiet, a little bit below freezing.

Minor Levitation: This is an ability tied to the element of Water. As Elphiina values elegance, she feels that to actually walk or run anywhere is too vulgar for someone like her. This is a passive ability and requires no effort on her part, with it, Elphiina can move about freely and float up to a maximum height of 24 inches above the ground or any surface. While levitating, Elphiina has considerable speed, traveling up 50mph, and moving with precision. If for some reason, the frigid woman is actually forced to walk or run, she can do so no faster than the average person. Generally speaking, Elphiina prefers to float just a few inches off the ground, making it look as if she were gliding or skating over the ground as she moves.

Anchor: Just as ice can cling to any surface, even upside down; Elphiina can walk on any surface, across water, up walls, on ceilings, cliff faces, ...ect, no matter how smooth or slippery.

Bitter Blood: Elphiina's blood is like liquid nitrogen, it's so cold that most things freeze instantly when coming into contact with her vital fluids. Unprotected flesh suffers near instant frostbite, while metallic weapons grow colder and colder with every hit; eventually, the metals becomes so cold and brittle as to be useless. This effect is most easily seen with blades used against her. Their thin structure and light mass means the grow cold quickly to the point of becoming as brittle as glass. Heavier weapons like maces and war hammers take much longer but eventually suffer the same chilling effects as their sharper cousins. Daggers and knifes can survive only hitting her once, while swords can usually survive 3-4 blows depending on length and mass.

Sense Magic: It was after all this ability which first drew Elphiina to the park in the first place. How magic is percieved depends both on its power and distance from her. Strong magic at great distances is percieved as pulses of tingling coming from the direction of the source. However this method can only bring her to within a mile accurately to the source. At smaller distances, the elemental can literally sniff the magic on this wind once she get to within 60 feet or less of the source; depending on how powerful it is. This sense not only detect object of magical power or origin, but living creatures as well. Anyone with magical talent or whose race is of a magical origin will give off a certain scent; different but akin to that which magical objects give off.

Active Abilities: Elphiina has other abilities in addition to those listed here, but these abilities have no place or are otherwise impacticle or unusuable during combat It should be noted that all of Elphiina's active combat abilites espicially those with an area of effect are limited by her sphere of influence; which, in light of her lack of practice is limited to 20ft. Non-combat AoE spells are limited to covering 200ft radius centering on her.

Lesser Transformation As noted above, Elphiina is capable of casting a Lesser Transformation spell. As such she is capable only of transforming herself and only between her true and mortal forms. She is incapable of transforming others or of transforming into other forms or shapes.

Greater Teleportation: The ability to travel from anywhere, to anywhere instantaneously. Elphiina can travel anywhere she wishes, whether or not she's been there before, and without error. A memory, a picture, or even a fellow traveller's memory will ensure her destination. Teleportation manifests differently with each caster, this is also true for Elphiina. When teleporting from an area, her body crumbles into snow; at her destination a large shard of ice erupts from the ground within which is her body. The ice suddenly shatters around her and she can then move about freely. This is not a practical form of warping to be used effectively in combat. Because of the delay in the ice shattering, it negates any chance for surprise. This ability can however be used to escape combat she wishes to avoid as it only takes a few seconds to cast.

Forced Teleportation: Anyone within 7ft of Elphiina when she teleports and either not magically inclined or lacks the magical strength to resist, may find themselves teleported along with the elemental against their will as she desires. The unwitting travelers will find themselve first crumbling blackout,
only to awaken trapped in a large shard of ice without air. The ice will shatter after several seconds, but victems will often find themselves confused and in shock from the extreme cold and lack of oxygen; unless of course Elphiina has granted them some manner of protection.

Flurry: Everything within 15 feet f the targeted area is hit by a sudden snow squall. With high winds and heavy, the effect is blinding. No one other than the caster can see clearly in or out of the effected area. The spell lasts for five minutes or until dispelled, whether buy magic or the caster's will. While it is in effect, Elphiina can cast no other spells and only use her passive abilities. It should be noted that Flurry cannot be cast on living beings. It can only be cast upon a location or object. In combat, when an opponent is within her sphere of influence, Elphiina will often cast this upon their weapon or armour before engaging in melee combat to blind and disorient her foes. When foes are beyond her sphere of influence and Elphiina feels that things are going badly for her, she may cast this near herself to conceal her escape as only she can see through the snows.

Glacier: Elphiina summons a wall of ice five feet across, six feet high, and two feet thick. The ice will not melt except as she wishes, or by magical fire. It is also quite durable, having the strength of steel. She can only summon or maintain a maximum ot two ice walls at any one point in time, and no further than 20ft away from her body. Normally a defensive manuever, she will often use this as the prelude to a counter attack or to impede a target from escaping. The ice is quite durable, having the strength of steel.

Ice Spike:

Magic Arrows of Frost: As many as eight spheres of pure cold, 18 inches in diameter appear around Elphiina. These spheres rush to their target, tracking and homing in on the intended victem(s). These magical spheres are each capable of freezing solid and crystalizing up to 3 cubic feet of matter upon impact. While it is impossible to dodge these magical missiles, that doesn't mean they can't be deflected, blocked, or destroyed

Grip of Frost: Ice encases a foes lower legs, making it impossible to move them. The ice will not melt and must be broken before the victem can attempt to escape. Depending on the magical resistance of the victem, the ice to go all the way up to the knees and be over an inch thick. While this is a defensice manuever, it is often the prelude to a counter attack. This ice is impervious to all but magical fire and has strength equal to high-carbon steel.

Shatter:

Summon Coldehart and Frostebite:

Icicle:

Black Ice: Elphiina stomps her foot on the ground, sending out a shockwave of cold energy. This shock wave is roughly one foot in height and expand to a maximum 40ft diameter circle. Anything, or anyone, this shockwave passes through or over is subjected to temperature as low as -257 degrees Celsius and covered with a thin layer of ice. This generally results in an area of ground covered in barely visible but extremely slippery ice, causing all but the most sure footed and properly equipped to lose all traction.

Winter's Chill: Elphiina magnifies and expands her aura to a 15 foot radius, subjecting everything around her to bone chilling and debilitating cold. At the edge of this expanded aura the temperature -20 degrees Farenheit, but within arm's reach of the elemental, temperature plummets to around an arctic -170 degrees farenheit. Numbness, hypothermia, thermal shock, and severe frostbite are a danger to all around her while this spell is in effect. Elphiina can only maintain this expanded aura for 1 minute at a time and then needs 2-3 minutes to recover before casting this spell again.

Breath of Cold:

Absolute Zero: A spell which plunges a 10'x10'x10' area into the deepest cold. So cold, the very air itself freezes solid. All things within the effected area are instantly killed or damaged beyond recovery. Shortly there after, the ice and all things in it explode due to the great temperature difference, sending deadly frozen shrapnel in all directions. While it is incredibly powerful, the spell takes a good deal of time to cast and weakens her powers by half for nearly an hour afterwards.

Kiss of Eternity: An ability Elphiina reserves for those she thinks to be beautiful and worthy of being a part of her collection. With this ability, the elemental will kiss her intended target and allow a fraction of her icy essence to flow into the person or creature kissed. The victem is then frozen solid from the inside out, yet still alive and conscious; their soul is forever trapped in cold sarccophogus of their body for eternity, which is then placed in the glacial halls of Frostholme to pass away the eons with Elphiina in icy solitude as one of her living treasures.

Frozen Soul: This is how Elphiina eats, and is the fate of all but the most beautiful opponents defeated by her in combat. After an oppenent has been brought sufficiently close to death or been frozen solid Elphiina may employ this ability. With those brought near death or who have a weak spiritual tether to their soul, Elphiina creates a shard of ice roughly 6 inches in length which then sucks the soul out of the intended victem. The image of the trapped soul can be seen in the glowing ice which the elemental then chews and swallows as if it were a carrot or candy bar. With those victems already frozen solid, She merely
shatters them, leaving a softly glowing shard of ice floating in the air, with the image of the trapped soul clearly seen inside to be eaten just like the last.

Gifts:
As with any extraplanar entity of power, Elphiina may bestow certain gifts upon those she deems worthy. Among these gifts, the most common that Elphiina might bestow upon someone is a pendant holding a drop of her crystalized blood. The other gifts she may bestow are explained by looking at Frostholme
blood

OOC: Player is looking for interactions, and inter-relationships to help elvolve her personality. Long term story lines or even episodic interaction is preferred. One-shot stuff will be considered non-canon. Due to character's nature and personality, don't expect to be getting intimate with her without some serious appeasement and the right circumstances. Anything that affects the character deeply will be updated below.

History:
11/17/09:Elphiina arrived in the park, there she met a mute cat-boy by the name f Lavitz. He had proven to be quite a curiosity to her. first finding a commonality in their understanding of being alone and then as the nekokun did a number of things which raised unusual feelings in the elemental. She made a him pendant so she could find him later.



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