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[OOC] Knights of Dimhaven

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    [OOC] Knights of Dimhaven

    /- The Legend -\






    From its establishment centuries ago, the city had always carried with it a sense of security and stability. Walls were erected as towers rose above the streets to protect those who dwelled below. Architecture served both the guards in its usefulness and the people in its beauty, for the fortified city was not a prison but rather a bastion for those who have lost their way. The lands beyond the walls were trepid, and only the bravest or the maddest had the nerve to survive out there. Tales of wicked demons and vile murderers wafted through the streets like a bad smell. Rumors of ancient evils surfaced only to be written off as conjecture. For everyone else, they took their chances within the safety of Dimhaven.

    Dimhaven... Such a naming was not done overnight. For those who inhabited the city, the name meant much more than safety and security... It meant hope. It meant that even though the nights were cruel, cold, and merciless in these trepid lands, there was always a bastion of hope within the walls, and it was always willing to overflow from the walls and spill out towards the countryside. The sense of that hope that would not die, or everlasting hope, combined with the assumption that life outside secure walls was dark gave birth to the city’s name: Dimhaven, the bastion of hope in dark days, the light in the darkness, and the white lining to a black existence. Those who wished to preserve the name took the right course of action, as did those who wished to preserve their own cities.

    Every important city had an order of guards, the staple peacekeepers. Tasked with protecting the people as well as their property, the guards of the cities were fairly well-respected. Dressed in the colors of their cities and wielding weapons for protection, they were a prominent part of the century. Some cities were better off in terms of safety and security, and they had more money to invest with. Those who did quickly built themselves a sizable military force in order to better protect themselves. Militias grew in strength, new weaponry was designed, defenses were strengthened, and armies were created. Unfortunately, with such large forces it was only a matter of time before the cities of the Earth noticed each other and became nervous. They were anxious of attacks, of opportunistic men and women in power who would stop at nothing to further their own gains. To alleviate this tension, the only logical course of action would be to go to war. He who wished for peace must prepare for war...

    It was in 724 FC (First Contact) that war ran rampant through the world, known to many as the War of Vindictus. Goaded by the desire to protect their well-being and simultaneously, actively seek out resources to further their own gains, the city of Dimhaven played an active part in the wars. Loyalty and allegiance was tied to the cities, for they were smaller than large-scale kingdoms, which were not established as a result of feelings of antipathy towards newcomers. While some cities did ally themselves with like-minded people, backstabbing and betrayal were exceptionally common. Regardless of the race, be it human, elf, or dwarf, if one belonged to a city, they fought for it. The wars waged across the lands, born out of fear and lust, for many years. In 746 FC, a new player emerged on the field, one that would put the forces of mortals to shame.

    Lured by the senseless bloodshed of the mortal races, dark creatures and demonic apparitions rose from the depths of the earth. They looked at the world, looked to the cities, and looked at the people within them. Overcome by greed and rage at being confined to the depths of the earth for so long, the forces of evil washed over the lands. Cities, weakened by the wars, could only stand idly by as the creatures overrun their streets, tore down their walls, and killed their people. Scholars of the time remarked that had there not been senseless fighting born of fear, the attraction of the creatures would not come to be. With terror and a new enemy to fight, the mortal races were quickly thrown into disarray.

    But not Dimhaven.

    In 774 FC, a new force had been created to combat the demonic forces beneath the earth's crust. Established in Dimhaven, the Sol Knights existed to drive back the creatures of evil by means of a combined offensive. They were skilled fighters, survivors of the War of Vindictus, accurate bowmen, powerful magi. However, one city could not do much against the horde of evil. Other cities adopted the Sol Knights and sent their strongest and most courageous of knights to bolster the strength of the lines. The time to quarrel amongst each other was over. Enemies became allies as the Knights banded together to fight off the tide of evil creatures. Overcome by arrogance, the creatures were cut down and routed back into the abyss they crawled out of. Some speculated that the creatures were organized, but no leader had been found amongst the final battle. Twenty years later, the wars ended.


    (( This is the part you'll be required to read. ))

    Now, in 1478 FC, the Sol Knights are all but famous. Comprised of the three races and surviving members of the cities of the earth, their purpose had changed from the simple work of hunting down demons and other vile creatures. They exist now as peacekeepers, mediators, and skilled fighters; the elite. They are highly skilled in many fields, and, depending on their race, combat, strength, and magic. Every city had an order of them to protect their interests as well as those of others. Dimhaven, the location of the Sol Knights' establishment, became a center of power in the world. It is here that the best training is offered, and it is here that one may be allowed to try their hand at enlisting into the ranks of the prestigious order. While the wars against demonic evil had ended, Dimhaven knew full well that it was a wounded tiger licking its wounds. It would be biding its time before it tried again to snuff out the light in the world. Already rumors are abundant within the walls. There have been reports of strange happenings within caves and secluded areas, accounts of shady-looking individuals. These people are speculated to be a part of the Order of Yami, a dark order devoted to questionable practices in the drive to bring back the demons to the surface.

    This is where you come in. Be you human, elf, or dwarf, you have been drawn to Dimhaven and its illustrious order of Knights. Are you a Sol Knight of Dimhaven, one who puts the safety and security of the people above all else? Or are you a part of something more sinister, a shrouded order devoted to summoning and controlling the evil forces of years past for selfish, malicious gain? Perhaps you are neither of these and are simply a mercenary or citizen in the city, eager to help yet unaligned and unbiased. For you, demons and righteousness are petty compared to the gold you could make, provided one of the orders hires you to do their bidding.


    ...And remember, just because you work for a people does not mean you are loyal to them...


    /- The Allegiances / Classes -\


    The Sol Knights (AKA Knights of Dimhaven) - Protectors of the weak and innocent, the Sol Knights are the stable white knights of the realm. They function as special agents and fighters in their time, conditioned to react quickly to high danger situations and rectify them accordingly. They are elite peacekeepers, and are routinely called in to deal with reports of the Order of Yami or any demonic/malicious threat. Swordsmen and warriors tend to busy themselves within the ranks with the occasional archer. Mages are uncommon and tend to be prioritized to deal with magical disturbances.

    The Order of Yami - Guided by an unhealthy desire for the unknown and a lust for power, the Order of Yami's existence can be traced to one renegade mage's attempts to control the forces of evil for their own benefit. Those within the order exist to further their research of the arcane by taking unwilling test subjects from the cities or countryside. Their goals are simple: terrorize the populace by any means necessary to lure the evil out of the depths of the earth. Only then will their plans of controlling the malicious forces come to fruition. They are characterized as an immoral group of people united by their lust for power, their greed, and their wickedness. Mages who fear being ostracized tend to make their home in the order while disgraced warriors can be found within their ranks.

    Mercenary Groups - Classified as sellswords and vagabonds, mercenaries are both hated and respected. Most exist to partake on an adventure while others simply kill for the gold. Because of their profession and tendency to not ask too many questions, it is likely that they will be employed by either the Sol Knights or the Order of Yami. Whoever holds the biggest bag of gold is the one to fight for, it seems. Act with honor or fight recklessly, it is your choice. As a mercenary, you're the boss, at least when it comes to shaping your own destiny. Take on jobs that interest you, but don't get emotionally involved. Or, go ahead and get attached. Whatever floats your boat, you [handsome / reliably predictable / suave] mercenary...

    Citizen of Dimhaven - Allied to their values, their family, and the city of Dimhaven, the citizen is the main and plain muscle that drives the body of the city. They are skilled in many different fields, most of which do not involve combat but are related to it. Typically, the citizens are protected by the guards or the Sol Knights, and they make ripe pickings for the Order of Yami given their variableness and viability. While a citizen is commonly thought of as weak, there are many who are capable of protecting themselves. If you are to choose a citizen, know that no matter how skilled you may be or what resources you have, you will face obstacles by not being aligned with one of the other three groups. Whether or not you take this as a bad thing is up to you. Some people just want to watch the world burn from the sidelines.


    /- Rules | Things to Know -\


    1. You may have a maximum of TWO active characters. One must be your main character in which you will be playing with the most while the other is a purely supportive character.

    2. When addressing another player, please follow this format. This allows the player to understand that he or she is being addressed much more quickly.
    Code:
    [b]Location - ((@PlayerName))[/b]
    [HR][/HR]
    [i]Body[/i]
    3. Absolutely no racism, no argumentative drama, and no negativity toward others. These won't be allowed. A little romance is fine, arguments between the characters and not the users is okay, and jokes displayed from characters will be accepted.

    4. Magic is only limited by your creativity, the mana pools of your character, and honor/fairness. If you want to rain hellfire down on a group of NPC baddies, feel free to do so if your character has the aptitude for it, but know that the mana requirement will be quite high. Using too many spells or big and taxing incantations will wind your character, forcing them into an exhausted state. When facing off against another player, make magic interesting and enjoyable as well as fair.

    5. Good RP attracts attention. Play your character in the way you've always envisioned and respond to stimuli in a believable manner, once again decided by your character's personality and knowledge, and you may find yourself rewarded with curiosity from other players. When in fights, make them enjoyable. Consult other players before a fight to gather information and to reach a conclusion/victor. Act like a god with your magic and I will make you experience mortality. Just as planed.

    6. If you wish to discuss the RP or to debate on an action with a few other players, please do it in the OOC board. OOC debates in the IC thread is not recommended, so bring it here.

    7. If something doesn't go your way or you feel something is unfair, please notify one of the Game Masters. This includes things like if you wish to change your character or if you want your recent one die off.

    8. Questions about armor and appearances? The Sol Knights (AKA Knights of Dimhaven) are not required to wear an official armor except for on official meetings and events. In situations like those, they will wear either this or this. Any other situation, i.e. most of the RP, a Sol Knight will be identified by a prominent insignia on an article of clothing, be it headgear, a cape, or armband. As for the Order of Yami, typical appearances will vary for obvious reasons. Let's just say white is not a well-respected or used color.

    9. Rules are subject to change at any time.


    /- Knight Ranks -\


    Head Paladin - Elders in the order, these are the few that knights and paladins answer to. They are trusted military leaders, and their orders are to be followed to the letter. To ignore a direct order from them is to commit a heinous act of insubordination, punishable by death.

    Paladin - Paladins are extinguished knights who have proven themselves in battle time and time again. Experienced with all sorts of problems, they know how to deal with dangerous situations of almost every kind. They possess remarkable skills and cunning, and are often found directing other knights like a sergeant or non-commissioned officer due to their seniority and reputation. Paladins are revered and highly respected, and are not taken lightly.

    Knight - A professional fighting man or woman, who are expected to be self-sufficient from the proceeds of the fief, to support their family, arm themselves, pay their own taxes and duties, and keep up their appearance of gentility as a member of the noble (fighting) class.

    Squire - As an apprentice man-at-arms the squire would serve as the knight’s personal servant, taking care of their master's armor, equipment and horse, and he/she was expected to follow his/her master into battle, attending to them if they fell in battle. In exchange for these services, the knight trained the squire in the use of arms, tactics, and the code of chivalry.


    /- Locations and Areas of Dimhaven -\


    Consult the crappy MSPaint map for a general idea of where things are, but don't follow it completely. Use your imagination and creativity to create areas and the like.


    Church of the Gods - Built in the early days of Dimhaven, the Church of the Gods supplies the citizens with faith and hope, two things that are priceless in this world. While there is still a debate over religious views and whether or not there is more than one true god, the Church has accepted shrines and statues to the popular gods of the realm. Most, if not all, are benevolent deities. Those who come here usually come to pray or speak with religious officials, perhaps even meet with other citizens. There is also the possibility of musical performances happening here, although it is usually sacred. For secular music, one would have to find a tavern.

    Industrial District - Dimhaven is renowned not only for its Sol Knights but for the walls that surround it. Made of carefully placed whitewashed stone and reinforced with interior metalwork, the walls are very, very durable. The metal for them has been provided by those in the industrial district. This area is to the northwest of the city, and one can usually find the air there to be hot and humid as a result of all the smelting, smithing, and metallurgy going on there. Manufactured goods are produced in this district, so it is safe to say that this area is both secluded and protected.

    Commercial District - Specializing in selling fine goods and crafts to the populace, the commercial district is home to many well-established shops, taverns, and restaurants. This district is characterized by large two-story buildings placed close together, allowing easy passage via main streets but making it difficult and dangerous to traverse through alleyways. Traveling via this district's rooftops is frowned upon by the Sol Knights, yet the young rapscallions of Dimhaven continue to do so. Freerunners never change...

    Residential District - This district contains the houses and homes of Dimhaven's residents, sometimes spiced up with the occasional inn. The buildings are spaced generously apart to allow a bit of security, but other than that, they are placed like suburban homes. Trees and foliage dot the area while beautiful cobblestone streets serve to guide citizens back to their homes. For noblemen or upperclassmen, their homes are placed close to the castle walls or Lunar Pond, a small and regal looking body of water to the southeast. It is hard to not find a residential district in Dimhaven, for there are more than one.

    Market - Different from the commercial district on account of size, the marketplace of Dimhaven is where most citizens procure the necessary goods for survival. Hunters, farmers, jewelers, craftsmen, and weavers tend to make their stalls in the marketplace, eager to sell their wares. The area is very busy at operational hours (8AM - 8PM), and it seems as if it receives more attention than the commercial area. However, both districts have their own charms, and this one is the feeling of a true community.

    Stadium - While gladiator matches are extremely rare, the stadium of Dimhaven usually manages to attract a good amount of attention with jousting matches and mock battles. Because of the acoustics of the covered stadium, large-scale musical performances, plays, and operas tend to be shown in the building. When the stadium is not being used for entertainment, the Sol Knights employ its services to further train fledgling knights and squires.

    Castle Valor - Protected by high walls, high towers, and supportive buildings at its base, Castle Valor is the jewel in Dimhaven's crown. With over a hundred beautifully decorated rooms and enough space to comfortably fit over five hundred men and women, the castle is a haven within a haven. The king and queen of Dimhaven make their home here and conduct business from within its walls. As for the Sol Knights, the castle is their base of operations. Meetings of high importance are held there while other facilities are offered in the surrounding buildings. The barracks for the knights is located near the castle within the inner walls, as are multiple other buildings like stables, armories, and workshops.

    Harbor/Docks - This is where one will be most likely to find a boat as well as nautical goods. Fishermen and captains alike can be found in this area tending to their hauls and ships. Most of the fish that comes into Dimhaven comes from the southern seas, as does a variety of other goods. Most buildings in this district serve as warehouses, but the odd inn or tavern dedicated to seafaring men can be found here. Next to this area is the Rangers / Mercenaries Guild.

    Rangers / Mercenaries Guild - Located in the harbor area, this building serves as the base of operations for many of the guilds in Dimhaven. Created as a sort of conference hall, the building supports many rooms dedicated to specific guilds. The most prominent guild is the Rangers of Dimhaven, which -probably- exists to scout and patrol the outer areas of Dimhaven, most likely the countryside and wilderness.

    Bunyan's Folly - A large and extensive cave network to the northwest of Dimhaven, Bunyan's Folly is the only place for miles that goes deep into the crust of the earth. The entrance to the cave network is well-hidden by a rocky landscape and dangerously sharp crags. Because of the seclusion and the proximity to the depths of the earth, the Order of Yami's base of operations, or at least a branch devoted to Dimhaven and the areas around it, can be found within. The environment is perilous in Bunyan's Folly, but to those who have been accepted into the Order, falling to their deaths is the least of their worries. Instead, the low rumbling from the depths is.


    /- Application Information -\


    Please follow the guidelines for applications below. There should be genuine effort put into your applications before you post them into the thread. Do create a character that you will enjoy playing as.


    Code:
    [b]Name:[/b] ((Your username so people can recognize who is playing as who/what.))
    
    [b]IC Name:[/b] ((The character you are going as, can be a male, female, or sentient creature.))
    
    [b]Race:[/b] ((Either a human, elf, dwarf, or orc. They can be vampires, werewolves, or undead as well, although that WILL pose trouble.))
    
    [b]Age:[/b] ((Are you a young one or an old fart?))
    
    [b]Appearance:[/b] ((What do they look like? Be very descriptive. You may also have to post a picture of them ether with a link or post it on your Character Sheet so everyone knows how they look.))
    
    [b]Allegiance/Affiliation:[/b] ((Sol Knights | Order of Yami | Personal Guild/Mercenary Group | Citizen))
    
    [b]Power/Abilities/Magic:[/b] ((What can they do or what abilities do they possess?))
    
    [b]Weapons and Equipment:[/b] ((What does your character carry on their person?))
    
    [b]Weaknesses:[/b] ((What makes them fragile or causes them to be at a disadvantage? OPTIONAL))
    
    [b]Personality:[/b] ((How are they like? Do they behave in a certain way or like doing particular activities?))
    
    [b]Morality:[/b] ((Lawful Good? Chaotic Evil? True Neutral? What kind of person are they?))
    
    [b]Biography:[/b] ((What is their history like? How did they come to be of what they are today?))
    
    [b]Notes:[/b] ((This is where you let us know how you feel about the RP or your Schedule. If you are busy during certain hours or anything that is useful to our RP, put it down. Also, anything else you want us to know about your character you can put in too. It's pretty much whatever you'd like us to know about you or the character. OPTIONAL ))


    /- Accepted Applicants -\


    | Player Name | Character Name | Affiliation |





    HONK HONK! This is an RP that is up for a GM to take! I'm too burdened by work to do much!

    #2
    I shall stay out of this one, until The World's a Game actually becomes pretty advanced into a storyline that I'm thinking of. Until then, ciao, my friend.
    sigpic
    Spoiler:


    Comment


      #3
      Um..just because of curiosity, you sure is a right that you can handle two RPs? you said that it takes effort to control them >_>
      Have you ever crossed the line between sanity and madness? You would be amazed by what lies beyond the fog..

      Spoiler:

      Comment


        #4
        I can't handle two. I'm putting this one up for someone to take hold of.

        Holy crap, you guys post like rabbits screw.

        Comment


          #5
          Well, we enjoy posting stuff ^^
          Have you ever crossed the line between sanity and madness? You would be amazed by what lies beyond the fog..

          Spoiler:

          Comment


            #6
            Just putting this here along with a link to those forums so I can throw in some of my time whenever i get some to work on the app
            http://www.zetacommunity.com/forums/...hp?topic=669.0

            Name: Katrix

            IC Name: Kathryn

            Gender: Female

            Race: Half-elf

            Age: 37, although she looks like 20 because of her elven blood.

            Appearance: Kathryn is your standard mage, altough she does give a slight hint of power and determination if one look closer. She have fairly long and slightly wavy hair. She usually wears a green and brown robe with a belt at about waist height. The belt buckle normally have a insignia on it, be it her own or The Sol Knights one. At times she might also have a small knife in the belt as a precautionary step. Due to her magic, her appearance is never set in stone, and she might make small changes at any time, making her slightly unpredictable in appearance.
            Spoiler:
            (Yes the image is from Runescape, what does it matter? It's a good image)


            Allegiance/Affiliation: The Sol Knights, with the rank of journeyman. She is mostly a member for her own profit

            Powers/Abilities/Magic: First of all, because of her father, she have slightly increased agility, hearing and sight. This isn't something that she uses too much tough.

            What defines Kathryn more tough is her magic. Kathryn have a natural affinity for nearly all types of magic, meaning that if she takes her time, she can learn most types of magic. Kathryn have used some time to learn the basics of most types pf magic. This doesn't mean that she doesn't have a specialized area. Kathryn specialize in illusion magic, trickster magic and things like that. One area of this that she loves to use is mirrors. She can even create small mirror mazes if given time. Kathryn may also use some light magic in i conjunction with the mirrors, either as a form of attack or some other form.

            Kathryn also houses some of her more powerful magic behind the seal that was placed on her. One of these things are things like magical suggestions. A magic she can do is make someone trust every word she says for a few minutes as the absolute truth. It does have some drawbacks tough. If a person is suspecting that Kathryn is not telling the truth and doesn't trust her before she uses her magic, the magic may not work or may not work as good. If the person is completely aware of what Kathryn can do and is suspecting her to do it, they'll become completely immune. This means that if she tells a lie to a person like your are flying, the person will realize a few minutes after that it was all a lie and he'll be aware of it, thus making him immune for the time being.

            One thing to be aware of is that Kathryn is a person that likes to change around her magic and change it if there is something she doesn't like it. This could be just pure experimentation or it could be fixing something wrong about her magic.

            Weapons and Equipment:

            Staff
            The staff is her most used weapon. She usually uses it as a catalyst for casting magic, and a way to direct them more precise.

            The staff is mostly normal around the base, maybe a little thin, but nothing else. It's at the top where it get special. It can be explained as a sort of curved blade going around a orb in the middle. When the blade gets a bit away from the base, it begins to curve in a hexagon like way, until the blade runs our a little before it reaches back to where it started. Inside of the orb there is a waving silk like light.
            Spoiler: The staff in this image


            Knife
            Her knife is a weapon that she always carry around her, although she normally keep it hidden to gain a advantage if she would need it.

            Her knife is not straight, but instead pretty curved. The blade is decorated with what one could call flames. The transition between the blade and the handle is that of a dragon with a open mouth. Other than that, it's a pretty generic knife.
            Spoiler:


            Spear
            Her spear is a somewhat new weapon for her that she may use in place of her staff as it fit the criteria for what she use her staff for quite good. Heck, it's even better at aimed spells than her normal staff. It's worth noting that Kathryn uses it mostly because she thinks it looks good, and that spell precision is excellent. She knows next to nothing about fighting with it above the basics.

            The spear have a slightly long blade at the end, with "wings" coming out of the end of the blade, going towards the main piece of metal. Between the shaft and the blade, the metal is decorated with her insignia. Towards the end of the shaft, the metal bends a little out and then in again to from a pointy end.
            Spoiler:


            Weaknesses: In confronted in battle without her magic, she won't have a good chance. There is also the fact that she don't notice weak spots in her magic as much before they are actually used, thus one can wait to use the the weak spot in just the right time.

            She also stands at the risk of people finding out about her past and throwing her in a prison cell or even maybe killing her for it.

            Personality: Kathryn is a person that loves knowledge and getting better at things. She is always in pursuit of a better way to do her magic. She can also be have a little playful tone if she feels for it. She is usually a nice and good person, but the definition of good might differ from what many other would call good. If for example 10 people had to be sacrificed against their will in a ritual to save a city, although in a little doubt, she would still consider it a good and heroic act. In battle there is one word that many people throw at her time and time again, coward.

            Morality: Lawful Good, leaning towards True neutral

            Biography: Like many other half-elves, Kathryn's first years were a bit complicated. From birth, and all the way out to the age of 8. She was born in the city of Portadol and grew up only knowing her human mother. Already during these first 8 years, she showed promising signs of good magic in her. When her magic first started to show itself, her mother immediately found a magician that could train her in the city. She learned mostly to control her magic, in addition to the most basic spells. She also received basic training in summoning. At the age of 6 years old she did her first and only proper summoning so far. At the age of 7 Kathryn met her elven father, who urged Kathryn's mom to let Kathryn move to Marqulein to pursue her magic in a "better" way and at the same time, get to live in a "better" society. Of course Kathryn's mom threw him out of the house after the first five minutes.

            At the age of 8 she went to bed like any other night. When she woke up tough, she wasn't where in her own room anymore tough, instead she was inside a tent. The first things she tried was to confirm that it wasn't a dream, a trick or anything like that. After that she walked out of the tent and discovered that she was on a giant grassland. After some looking around, she found the man she presumed was her kidnapper. She let her magic fill her like to oh so many times before, only this time it was serious. "You're dead!" she said with a strong and firm voice as she let the magic flow between the words. The man didn't move an inch tough. He just sat there peacefully. "No I'm not. Now you have to be really sleepy. Good night" he said with a calm and shooting voice. Kathryn fell to the ground as sleep took her away to her land of dreams once more. The day after, the man continued his journey, and also that night the same happened. That was how life went for about a week. After that Kathryn saw that she couldn't trick the man, who really was her father.

            Kathryn's father told her about the bustling town of Marqulein, about their expertise about magic, about the magic academy there. As her father told her more and more, the more she wanted to go there. When she asked, her father told her that it was just there she was going. However, before she could enter the city, her father had to place a seal on her. A seal that would erase most of her past for the quick eye. As long as she didn't get in trouble, she would be safe. Kathryn agreed and the seal was placed. In order to remove the seal, she would have to give up something important in return. She didn't know what, but it didn't matter that much as she couldn't ever think of a reason to remove it.

            After the seal was placed, she moved to Marqulein where she began to study magic. Her father disappeared quickly after to some other place. This is what she have been doing for quite some time now, she also joined The Sol Knights in hopes of getting something out of it herself. During the few recent years tough, she have been beginning to feel a little cramped. She think the city of Marqulein can be a bit to restricting. She want to try new things, not the same old stuff all the time. Due to this, she have been thinking about moving to Portadol in search of a accepting magic community.

            Notes: I don't know what speed this will flow at, but I have to say that over at Yukkuricraft, I'm usually considered kind of slow.
            Last edited by Katrix; 05-13-2014, 01:59 PM.
            Born in the light.
            Molded in the dark
            .

            Never Forget,
            Keep Fighting.
            –Don't Forget.
            Always, somewhere,
            someone is fighting for you.
            –As long as you remember her,
            you are not alone.

            Comment


              #7
              RUNESCAPE! Yes!
              Looks good Katrix. I like how your character has a stigma attached to them right off the bat. Just work on that biography and flesh out those powers and we'll be golden.

              Comment

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