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#1

Alfheim Online


Alfheim Online is a virtual reality world that allows it’s players to feel like they are actually there by using nerve gear. Alfheim Online features nine different player races, each with its own strengths and weaknesses. Players are given the option to choose from these nine races when creating their avatars at the beginning of the game. The goal of each race is to make it to the top of the World Tree. The first race that makes it to top becomes reborn as an Alfs, fairies with unlimited powers that rule over all other races. You can’t fly to the top of it, and trying to fight your way up is pointless. So how will you get to the top?
Little do all the players know that once you get in, you never get out…

The Races


Cait Sith

Living toward the west of the World Tree, Cait Siths are skilled beast tamers with the best eyesight and high speed. They are recognizable through their cat ears and tails.The Cait Sith originate from the West and own Butterfly Valley, one of the three large pathways to the World Tree. The Cait Sith’s castle-like capital of Freelia is bordered by the Pooka territory on the north and the Sylph territory on the south.
The main difference between a Cait Sith and the other races is that the Cait Sith are blessed with cat-like ears and tails that, despite not being an appendage native to humans, send feeling to the brain by an unknown mechanism. These appendages are extremely sensitive and cause the Cait Sith to experience strong discomfort when the tail is grabbed roughly.Another characteristic unique to the Cait Sith is their capability to tame monsters and use them in battle. They are also known to be one of the five lightweight races and are capable of using the Wall Run skill.The Cait Sith are also known to be on good terms with the Sylphs, having provided tamed monsters to the Sylph capital. At one point, they made a treaty and joined forces to attack the World Tree. Though only one race could attain the promised unlimited flight of the Alfs, the two races promised to assist the other race in the next Grand Quest.

Abilities


Flight: Similar to the other races, Cait Siths are capable of sprouting wings that allow them to fly.

Monster Taming: The Cait Sith are the only race capable of taming monsters and use them for battle. However, they are incapable of taming evil-god type monsters, as the taming rate is 0%.

Enhanced Speed: Cait Siths, like the Sylphs, are known to be incredibly agile. They are known to use their enhanced speed and agility to strengthen their attacks.

Wall Run: As one of the lightweight races, the Cait Siths are capable of using the skill Wall Run that, as the name suggests, allows them to temporarily run on walls. The normal limit is a distance of ten meters but those with an extremely high sprinting speed are known to be able to run for about thirty meters.

Enhanced Eyesight: Cait Siths are the Alfheim race with the best eyesight. Archers use this eyesight to help them shoot farther than other races.

Gnome

Inhabitants of the Frost Areas of the North, the brown-styled Gnomes are the largest of the fairy races and specialize in Earth Magic.Gnomes originated from the Frost area in the north. Their capital is riddled with caves and is situated between the Leprechaun and Pooka territories. Gnomes are typically associated with the color brown. They are known for their ability in mining and their affinity with the Earth element.

Abilities


Flight: Similar to the other races, Gnomes are capable of sprouting wings that allow them to fly.

Earth Magic: Although they are capable of learning other types of Magic through hard practice, Gnomes are known to be the masters of Earth Magic.

Imp

Living in the Alphine Areas of the Southeast, the purple-styled Imps are the masters of night and are blessed with great night vision. Imps originate from the Alpines Zone of the South East region. Bordered by the desert territory of the Salamanders to the west and the Crescent Bay area of the Undines to the north, the Imp territory is a mountainous region, riddled with caves where the Imps reside. Imps are typically associated with the color purple and are known to have a hint of purple in their milky white skin. Similar to the other races, the Imps are known to sprout wings that make them capable of flight. These wings take the form similar to that of a bat’s, a characteristic unique to the Imps. Imps, like the Sylphs, Undines, Cait Siths and Spriggans, are one of the five lightweight races, giving them the ability to use the Wall Run skill.

Abilities


Flight: Similar to the other races, Imps are capable of sprouting wings that allow them to fly.

Dark Magic: Though capable of using different types of magic, Imps excel at using Dark Magic in combat.

Underground Flight: Unlike the other races, Imps are known to be able to maintain flight power without exposure to sun or moonlight. This makes it possible for them to fly short distances underground.

Wall Run: As one of the lightweight races, the Imps are capable of using the Wall Run skill, that, as the name suggests, allows them to temporarily run on walls. The normal limit is a distance of ten meters but those with an extremely high sprinting speed are known to be able to run for about thirty meters.

Night Vision: Imps are known to have night vision, allowing them to see in near total darkness. However, this ability is considered only to be second to that of a Spriggan’s.

Leprechaun

Living at the Frost Areas of the North, Leprechauns are the blacksmith race and are blessed with mechanical wings. Leprechauns originate from the Reclamation Area in the north. They are known to be the blacksmith race and live inside a factory-like structure that is bordered by the Gnome territory to the west and the Spriggan territory to the south-east. One defining characteristic that separates the Leprechauns from the other races is their wings. Unlike the other races that have insect-like wings, Leprechauns are blessed with a pair of mechanical wings.

Abilities


Flight: Despite the difference between the appearance of their wings, Leprechauns are capable of flight, similar to the other races.

Blacksmith: Leprechauns are known as the blacksmith race. They are capable of creating high quality weapons and equipment that can be sold to other players.

Pooka

The Pookas from the Northwest specialize in using music in combat to confuse and attack opponents and support allies.Pooka territory is located to the northwest of Alfheim. Their carnival-looking capital is situated between the Gnome territory to the north and the Cait Sith territory to the south west.The Pookas are typically associated with the color gold and are known to have an affinity for music, making them capable of using music in combat and non-combat situations.

Abilities


Music Magic: Pookas excel at using sounds and music in combat. By playing simple melodies, Pookas are able to attack and defend and even control their opponents.

Performance Containment: Pookas are capable of “bottling” and “preserving” their performances in an item. When the item is uncapped, the Pookas’ performance can be heard as drops of silver light flow out of the bottle.

Flight: Similar to the other races, Pookas are capable of sprouting wings that allow them to fly.

Salamander

Inhabitants of the Desert Area of the South, the red-styled Salamanders are considered the strongest race in terms of attack power and are masters of Fire Magic. Salamanders originate from Gadan, located in the Desert Area in the south. Their territory is bordered by the Sylph territory to the west and the Imp territory to the east. The Salamanders claim Dragon Valley, one of the three pathways to the World Tree. Due to their adjacent territories and the competition to gather scarce resources, the Salamanders and the Sylphs have a fierce rivalry to the point that the two races are currently at war.This rivalry further intensified when the Salamanders killed the first Sylph Lord, causing the Sylphs to lose a large amount of money.At one point, the Salamanders were considered to be the strongest race. However, due to the alliance between the Sylphs and the Cait Siths, the balance of power returned to normal.

Abilities


Flight: Like all the other races, Salamanders are capable of sprouting wings that allow them to fly. However, they are unable to fly underground.

Fire Magic: Although they are capable of learning and using other types of Magic, Salamanders are the masters of Fire Magic, making them capable of casting fire attribute spells exclusive to their race.

Enhanced Strength: Salamanders are known to be the strongest players in ALfheim Online when it comes to physical strength. Therefore, the strongest Salamander warrior is also known to be the strongest player in the game.

Spriggan

From the Ancient Runes Area of the Northeast, the black-styled Spriggans are masters of Illusion Magic and excel in treasure seeking. The Spriggans are a race that originate from the Ancient ruins area of the east. Their territory is bordered by the Leprechauns to the north-west and the Undines to the south. The capital of the Spriggan territory resembles a temple or ziggurat.The Spriggans are known to have a darker skin tone compared to the other races and are typically associated with the color black. Similar to the other races, they are capable of flight and are known to be masters of Illusion and Treasure Hunting Magic. Due to this, many believe that the Spriggans are not a race fit to be used in combat thus, making them the most unpopular race in ALfheim Online.The Spriggans are one of the five lightweight races, giving them the ability to use the Wall Run skill.

Abilities


Flight: Like all other races, the Spriggans are capable of using their wings to fly. The vibration of their wings is known to make a sound resembling that of a wind instrument.

Illusion Magic: Though capable of using other types of magic, Spriggans are the masters of Illusion and initially start with Illusion-attribute spells.

Treasure Hunting Magic: Though capable of using other types of magic, Spriggans are known to be the masters of Treasure Hunting Magic, a magic that assists them in treasure hunting.

Wall Run: As one of the lightweight races, the Spriggans are capable of using the skill Wall Run, that, as the name suggests, allows them to temporarily run on walls. The normal limit is a distance of ten meters but those with an extremely high sprinting speed are known to be able to run for about thirty meters.

Multi-Weapon Wielding: The Spriggans are capable of wielding any type of weapon.

Night Vision: Spriggans are known to have night vision, allowing them to be able to see in near total darkness. They are also capable of casting a buff that gives others the same abilities.

Sylphs

From the Grassland Area of the Southwest, the green-styled Sylphs are considered to be the fastest race and are masters of Wind Magic. Sylphs originate from Swilvane, a city located in the south west and situated near the Ancient Forest. It is bordered by the Salamander territory on the east and the Cait Sith territory on the north.Due to their adjacent territories and the competition to gather scarce resources, the Sylphs and the Salamanders have a fierce rivalry to the point that the two races are currently at war.This rivalry further intensified when the first Sylph Lord was killed by the Salamanders, causing the Sylphs to lose a large amount of money. On the other hand, the Sylph are on good terms with the Cait Siths who always provided tamed monsters to the Sylph capital. At one point, they made a treaty and joined forces to attack the World Tree. Though only one race could attain the promised unlimited flight of the Alfs, the two races promised to assist the other race in the next Grand Quest. The Sylphs are typically associated with the color green and, similar to the other races, are capable of flight. The Sylphs, along with the Cait Siths, Imps, Spriggans, and Undines, are also one of the five lightweight races that are capable of using the Wall Run skill.

Abilities


Flight: Like all other races, the Sylphs are known to be able to sprout wings that allow them to fly. The vibration of their wings is known to make a sound similar to that of a stringed instrument.

Stealth: Sylphs specialize in using stealth spells that allow them to hide from other players. Only players with a high-level Scan ability are capable of seeing through this defensive spell. Penetration magic is also known to be able to break through this barrier.

Enhanced Speed: Sylphs, like the Cait Siths, are known to be incredibly fast and agile. They are known to use their enhanced speed and agility to strengthen their attacks.

Wind Magic: Although they are capable of learning other types of magic through hard practice, Sylphs are known to be the masters of Wind Magic.

Wall Run: As one of the lightweight races, the Sylphs are capable of using the skill Wall Run, that, as the name suggests, allows them to temporarily run on walls. The normal limit is a distance of ten meters but those with an extremely high sprinting speed are known to be able to run for about thirty meters.

Undine

From the Wetland Area of the East, the blue-styled Undines are masters of Healing and Water Magic. Undines originate from the Crescent Gulf in the Wetland Areas of the east and claim the Rainbow Valley, one of the three large pathways to the World Tree. The Undine Capital, a castle-like structure, is bordered by the Spriggan territory to the north and the Imp territory to the south.The Undines are typically associated with the color blue. Similar to the other races, the Undines are capable of flight and are also one of the five lightweight races, allowing the Undines to use the Wall Run skill.

Abilities


Flight: Similar to the other races, Undines are capable of sprouting wings that allow them to fly.

Support Magic: Though capable of using other types of magic, the Undines are experts in using recovery and support magic due to their magic capabilities

Underwater Combat: Due to their affinity with water, Undines are experts in underwater combat.

Wall Run: As one of the lightweight races, the Undines are capable of using the skill Wall Run, that, as the name suggests, allows them to temporarily run on walls. The normal limit is a distance of ten meters, but those with an extremely high sprinting speed are known to be able to run for about thirty meters.

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Faceclaims

You are not allowed to have more than one character per race.


✨ Alfheim Online*•*•*RP*•*•*Official Roleplay
#2

:+1:


#4

Reserve for 3? :ghost:


#5

You can reserve for 3 :hugs:


#6

Yay thnx!


#7

Hey, there! LOVELY idea! I was going to sign up, but I have a question. So we make two character, and ONE of them is a fictional player in the game, right? So there is “you” does that mean the player in the game or the player out the game? And the faceclaim, is it the player out or in? I don’t get it! :cry:


#8

I don’t really understand your question. You can only make 1 character per race. So if you wanted to make alot of characters they can’t all be from the same race. Each character you make is a single player. So when they enter the game world, they’re technically the same person. Does this help?


#9

No, I don’t really get it. Okay, so there’s only one player, but in the game, they’ll have another name? What exactly is the ALO and “real” name?

Thank you!


#10

The first one is their username
The second is their real name.
For example, a girl named Kyle wanted to play a game and made her username Westfield. Something like that.


#11

Thank you! :heart:


#12

I signed up!


#13

What is the lord/lady of the game???


#14

Like the leader of the race


#15

Oh…okay


#16

I decided to join


#17

Thx @MoonSpirit


#19

I’ve finished the FC!!!

@Kate_Potter I need the rest of your info


#20

Which ones? It’s been a long time so…


#21

Sorry, I need both of your picture s and one bio and personality


#22

Oh ok