Ulfr Eldskjalt

Work in Progress.
(I wanted this to be an inline player, but there was no audio adjustment. Unfortunate.)
Hailing from a cluster of unmapped islands far to the North, Ulfr is a stranger in Eorzea, a land he has come to in search of a seed. Tall, thick, and unafraid to speak his mind, the brash and boisterous Highlander draws glances and whispers wherever he may go.
Occupation: Adventurer, sellsword, Vaettr of Fulgur
Likes: Booze, sex, fighting, feat-sharing (stories of grand achievements, even if exaggerated slightly), sailing, gambling, singing
Dislikes: Hot places, nobles, having his freedoms restricted
Weaknesses: Hot-tempered, impulsive
Strengths: Incredible physical strength and stamina, obscene alcohol tolerance
A note: I am always striving to improve as a writer, and welcome any feedback, positive or negative, regarding the experience you have RPing with me. As such, if we end up RPing, please feel free to communicate any potential discomforts that may arise, and I will be happy to address them and right the situation.TL:DR: communication good!I do use Lightless, so let me know if you'd like to pair.
Hired Help: Looking for a guard for something? Ulfr is a giant of a man, and has the muscle to back up any endeavours you may need an extra bit of strength for.
Tavern Goer: Ulfr has a love for taverns and alcohol, and thankfully, Eorzea has both in droves. A chance meeting at one such establishment, perhaps?
Flexible: Ulfr is a flexible character, and can fit into plenty of situations. If you have any ideas, please feel free to share them!
Eager Fighter: Ulfr is a big boy that loves to get down and dirty with a friendly spar. Think you can take him on? Challenge him to a bout, and he'll be happy to oblige!
Worldstrider: Ulfr seems to have a special knack for unintentionally crossing the rift. Traveling seems to be in his soul, and he has found himself in plenty of new places thanks to this uncanny ability. If you are a character from another place and would like to interact with Ulfr in your home turf, feel free to let me know and we can set something up!
I do use Lightless, though talk to me a bit first. If we vibe, we can use Lightfinder to pair. Ask if we can 'meet in the room where there is no light' if you wanna pair.
Born of an unmapped cluster of islands far to the north, Ulfr is a stranger to Eorzea, having arrived very recently after setting out from the mystic isles that he calls home.For centuries, his ancestors and family have called this land their own, becoming nearly one with the nature that surrounded them. They are a hardy, tall, and sea-loving people, and the most fierce amongst their warriors are known for their incredible rages that tap into the very spirit of the land, infusing their souls with the aspect of their chosen beast. Ulfr himself has found his beast within, in the spirit of a Great Wolf.Now, Ulfr has sailed from his island home in search of adventure and new lands, believing the world at large has exactly what he's come in search of.
(WIP)

A temporary map stand in. A screenshot from the ingame map was used, but this does not mean Lifgard is at this location in-game.
In the frozen waters northeast of Sharlayan and the Northern Empty, there exists an unmapped archipelago known to the inhabitants of the isles within it as Lifgard. For centuries, the people of Lifgard have followed the guidance and word of a great spirit known as Lifmodir.This spirit, the matriarchal deity of Lifgard, once inhabited a great Crystal Ash at the center of the main island, the tree itself also called by the name Lifmodir, or 'Life-Mother' in the Lifgardian tongue. Also called the World Tree by many, it once stood constant and everlasting vigil over the archipelago and its people - Until the events of the Final Days shattered the protective barrier that the World Tree cast, and burned both the tree and the spirit within to ash.This cataclysmic event, known as the Kveld-mal, had been long foretold by the sagas of the ancient Lifgardians, spoken of in hushed whispers by soothsayers around the isles, an attestation to the end of the Gods' Age, and the death of the Gods of the isles. After this event, the many tribes of the isles fell into chaos, with the guiding light of the World Tree no longer holding the peace together.The main island, known itself as Lifgard, is surrounded by three smaller satellite islands:Vetrheim: The Frozen Realm. Its main elemental aspects are ice and water, and it is mostly forested tundra and frozen fjords where there are not settlements.Brunenheim: The Burning Realm. Its main elemental aspects are fire and earth. It is home to a great volcano, inside of which a great forge has been built to harness the powerful fire of the volcano. It also has the most renowned hotsprings in all the isles.Vetrheim: The Storming Realm. Its main elemental aspects are lightning and wind. It is nearly constantly thundering over the island, with thunderstorms and rain being commonplace, especially after the Kveld-Mal. The inhabitants have excelled at harnessing the constant lightning, and many excellent metal-workers have discovered plenty of interesting uses for the lightning that rains down from above.Myrkhel: The lost fourth isle. After its inhabitants fell to the influence of the Spider-King, the island partially sank, turning the once-beautiful and fertile land into a swampy wasteland filled with all manner of dark-touched creatures.Please note: This section is a work in progress and will be updated as I continue to develop the lore of Lifgard.