Hidden 10 yrs ago Post by Rockette
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Rockette 𝘣𝘦𝘡𝘡𝘦𝘳 𝘡𝘩𝘒𝘯 𝘺𝘰𝘢.

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I'm working on it right now, I was just stumped a little and had to do some research on the particular character I decided on.

I guess it depends on what you're comfortable with and capable of maintaining when it comes to players. We have a pretty diverse set of characters already, and with this being a sandbox style, more wouldn't really hurt I think, but it could clutter and compliment things in the event of combat and posting speed. I guess I'm in the line with that so I'll defer to everyone's preference and your judgement.
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Rockette said
I'm working on it right now, I was just stumped a little and had to do some research on the particular character I decided on.I guess it depends on what you're comfortable with and capable of maintaining when it comes to players. We have a pretty diverse set of characters already, and with this being a sandbox style, more wouldn't really hurt I think, but it could clutter and compliment things in the event of combat and posting speed. I guess I'm in the line with that so I'll defer to everyone's preference and your judgement.


Pretty much just echoing my thoughts. Maybe the worst case scenario, I could open a second thread if the group suddenly splits off in various directions, to help with post congestion. We'll cross the bridge when we come to it, in the mean time I'll leave it open.

Well, I've gotta pop out to do some shopping, wont be back for a few hours. When I get back, I'll update the accepted player list, then we'll see about getting things moving.
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I should be done by the time you return then, hopefully anyways.
I just got to flesh out the background.
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SyrianHamster said
I don't normally appreciate copy and pasted characters, but my dislikes for them are based more on theory than on practice. Depending on how you do, will decide how I approach copy and pastes in the future.


He's not exactly a copy and paste character since technically I created him.and never actually got to use him in a game. Every game I try to use him in often gets overloaded with characters and he just gets drowned out in the background over everyone elses ultimate heros of valor or sneaky villans. If your skeptical on the uality of my RP'ing, I'll gladly throw upsome samples of older games if you like?

-which brings me to your other question: I personally think 6 or 7 characters max would be perfect, after that number it always seems to go down hill IMHO. I always believed Quality over quantity, even if that means cutting out my character to pick you favorite cs's (which I'm fine with if you want that and wouldn't hold any grudge, you got a lot of good CS's)
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K l y m i D r y a d
Female β”ŠNymph - Ferinum

Species description β€”
Kylmi's particular sub-species is a commonly known sort that dwell within thick foliage and exotic flora; often resembling their particular birth grotte: a natural hovel that has been worn into caves or perches in cliff faces often twined with precarious vines. Betwixt Alseides and Meliads, Klymi's people come in various sorts and origins that, due to their neighboring borders and genetics, has encouraged a sort of breeding that gives seed to hybrid collages of Hamadryads and Ferinums; particular Nymphs bourne from trees and then the feral respectively. Neither branch of Nymph is immortal, only has significant longevity compared to most, but are still capable of dying from fatal conditions. Ferinum genetic sequences are influenced by their environments, having been bred in the thick forests that were laced with the magic stain of the White Stag, it has produced rather distinctive features of various fauna in their kind. Their magic capabilities are propagated from the constant wiles of nature, as per their places of birth and creation, this begets a sort of ever changing essentials and disposition: to be tame and soft as flowers but bridled with thorns of venomous elegance. Not to be mistaken for the Fey, [though due to a rather vixen esque and ruttish nature they have bred with their kind] for they are not as cruel in heart though they often find themselves in swindle with their festiveness and carnal tortures when it comes to robbing the youth from their towns and traditions. The Ferinum though are swayed and seduced by their rather carnal and animal complexions more so, typically carnivorous [and due to some of their counterparts: cannibalistic] this often reflects to their salacious types. Fernium enjoy the splendors of the world, indulging in their passions and vigorous desires: these are often wants, rather than needs, and are particularly selfish and manipulative because of them, along with not caring for distinction among their impromptu lovers.


Noteworthy Abilities / Limitations β€”
The origins of a Ferinum's magic is often volatile and reflects their natures: white, grey, or black, it will alter and change on the whim of the performer but always falls back to their Dryad origins from their original mothers. Some can be capable of beast manipulation and summoning depending on their genetics and blood. Their powers can be derived from instinct and adaptation, thus they can alter at any point should the desire of the user transition drastically, much like the workings of vegetation and some regenerative abilities. However, much like their feral counterparts, they can be savage, unthinking and predatory. Klymi's magic begets a darker, seductive disposition from years of meddling with mortal affairs and to benefit her entirely, thus she has an assortment of grey and black for a basis and common point.


M A N I P U L A T I O N
This a standard for most Ferinum with Nymph-Dryad origins, to be able to seduce and cajole everyday plant life to their whims. They have the belief and religion that everything has a soul and within that soul is the potential to be swayed, from trees to grass, the capacity within them can be touched and manipulated by their waif bodies and minds. They're bound to the earth and the fauna that thrive in them due to being born among them, and the cause of mana that course through the plants or animals they empire, the vegetation or creature can warp depending on the emotional state of the user. Klymi's manipulative powers are second nature and state of mind, but being limited from the forests will hinder her and her potential. Due to her darker personality, any plant she manipulates is often assuaged with thorns and bruises to a dark green and violet discoloration, any animal she favours will also be effected. This natural affinity is broad in the spectrum of usage, however, Kylmi's personality prevents her from stimulating new growth like her typical white magic blessed sisters.

T H O R N * B L A D E
Much like the name indicates, Kylmi's manipulation can armour one of her arms in a blade of thorns and bark, giving it a sort of resilience and structure of a common blade. This enhances the actual thorns and spines that are fixated on her arms, and because of this her blade is a living extension of her body and pulsates much like her heart.

S L Y V A N
In a stance of defense, Kylmi can submerge herself directly into trees, becoming one with their souls and bound to them psychically but in doing so her vitality is entwined with that of the tree and it takes a considerable amount for her to disentangle herself from the bark. It's often a common fear though for a Nymph of her origin to do this, as with age they can sometimes petrify into sentient trees and be immobile for eternity. As such, Kylmi will only fall back to this in desperation.

L E A F * W H I S T L E
Much like a song, Kylmi has an ability of music much like common Nymphs, her musical inclinations are merely for jovial and carnival circumstances rather than practical prowess. In this she can craft instruments from common plants and with use of magic, can create song from them. Most of her sounds however possess a rather inappropriate, carnal sort of cadence that infect the mind.

H E A R T * O F * T H E * F O R E S T
Despite her darker heart, Kylmi is obligated to protect forests and plants of any kind. Damages done to flora mentally pains her to witness and her kind is forbidden to do any harm to nature. Her magic and soul are meant for the ways of life and renewal, growth and sunlight and she is directly influenced by these very aspects - they can benefit her or impair her drastically. In the much more shadowed part, death is a commonality in the ways of life and this is direct from the feral part in her blood. Being among the forests levels these two sides of her spirit and depending on where she is, her heart can be influenced and manipulated by her environmental surroundings.

F E R A L
Due to the hybrid quality of her blood, Kylmi has a drawback from her animal counterpart. This gives impression of a bestial savagery that effects her mentally and emotionally, falling upon primal urges and morality. She can usually keep this persona in check, however, being shackled or cornered will often spur this side of her.


Background β€”
Born in the thick wilds of Isildier, Kylmi's mother of origin was a Nymph of the wood known as a Hyleoroi, a sub-branch of Dryhad that acted as guardians and watchers of the wood. Her father was an Alseides from the glens and groves of this enchanted forest, these types were located to the centre of the thicket and often preformed as sentinels to the White Stag who ruled Isildier as a haven. It was often revered as sacred and only permitted to those deemed worthy by the creatures who lived within it, pilgrimages were embarked upon with each excursion aiming to simply come upon the thick browse that served as Isildier's borders. The expanse of the woodland stretched to incredible and tale worthy lengths, brimmed to the tree tops with all sorts and variations of fauna that hadn't been discovered and races like those of the Nymphs and ashen Fey of the Unseelie and Seelie courts. But as stories go, the wild and exotic are often purged and persecuted for their differences and mysteries, the world wishing to expand upon Isildier's greenery.

Kylmi was born in the core of a seemingly endless persecution, the White Stag blessing the children of the unfortunate circumstance and thus influencing their genetic makeup. Here the generation of Nymphs were given a piece of Isildier's heart so that even when their homes were seized and pillaged, a fragment of their origins would follow them always, in the splitting and shares of the wood, the Fey were gifted with the soul and spirit; one for the Unseelie and the opposite for the Seelie. In this, they would continue to honour the depths and secrets of Isildier along with their cousins. But revenge spiked their hearts and warped their souls, particularly the Unseelie when their homes were destroyed completely. And so the creatures of the wood became hopeless vagabonds wondering aimlessly when the taint of mortals came upon and inflicted their essences. This happened many years ago, a near century of old hatred, some petrified upon their fears and sorrows, creating a crude forest known as the Weeping Grove in place of Isildier's once upon a time glory. Here, the trees were mocking faces of gaping agony and endless tortures with gnarled roots and twisted beasts. Nature here was a poisonous retribution and the White Stag became a ghost fixated upon the woes of time and treachery, now an omen of death with his heart, soul and spirit now divided among his subjects.

Kylmi vaguely recalls upon this past, as time and memory tend to elude and evade her due to a long time wondering aimlessly across the world. Her family drifted without care or a true destination, just migrating upon instinct since the Weeping Grove was a grave sight; not a place to really live when you were bourne from the wilds. They didn't have knowledge of where their Fey cousins went, as the courts spread out far and wide into their sub-courts and mingling upon the mortal kind quite easily. For the Nymphs that embarked across the world, it wasn't so easy, they needed a home and a place to thrive and claim new roots, some perished among the way in fatal diseases and rot and some were captured in a cruel intent during this time of war that seemed to stretch beyond borders and mountains and the seas. Others spread to different areas, pulling apart from their families: brothers and sisters departed and so did the fragments of Isildier.

Her first actual clarity of memory is trekking across the South Spires and into the Uchfos Forest where the Eblistan Citadel stood as a tantalizing gem to be explored and calculated. Though her lack of social graces with man left her fumbling and awkward when first greeting the typical occupants of this blossoming kingdom, however Kylmi adapted and perhaps a little too well. She took to the natural, lustful origins of her feral birth and mingling among the common folk with a penchant of acquiring various lovers in her time she spent browsing among the seedier underbelly of Eblistan. Despite the loss of their original home, the Nymphs adapted quite well to their new encampment and share the Uchfos with various others though it compares nothing to the wonders of Isildier: that place now is just a dream; a horrid reminder of what has passed. The Nymphs brought with them their traditions and habits of dance and careless glee, trying to smudge out their rather terrible beginnings. To ask one of the people where they came from is an actual insult to them even. Thus it has earned them a near untrustworthy and shadowy assumption from their sudden appearances in Uchfos and the Citadel, sometimes you can't trust the unknown.

Kylmi doesn't like to reflect on her origins in this and perhaps it is this willing and careless banishment of her roots that sort of darkens her spirit and influences her powers. She believes that memories will only continue to allow the hurt to fester and boil within, and so with near religious fanfare she has long been dipping into the provocative natures in her heart without a flicker of remorse or care.


Reason for Detainment β€”
It was such a scandal: a merchant's son swindled by the song of a Nymph that was found in his bed in a troubling circumstance. The situation was later just a mere circulating rumour without any sort of backing evidence, however Kylmi's sudden detainment drew a rather curious inquiry. The truth of the matter was the son's rather critical status among the royals, his engagement didn't benefit from the adultery either, and in a attempt to hide the affair, Kylmi was tossed behind bars for being the instigator. So they say; though many would not be surprised considering Kylmi's rather lecherous infamy.
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The Roman07 said
He's not exactly a copy and paste character since technically I created him.and never actually got to use him in a game. Every game I try to use him in often gets overloaded with characters and he just gets drowned out in the background over everyone elses ultimate heros of valor or sneaky villans. If your skeptical on the uality of my RP'ing, I'll gladly throw upsome samples of older games if you like?-which brings me to your other question: I personally think 6 or 7 characters max would be perfect, after that number it always seems to go down hill IMHO. I always believed Quality over quantity, even if that means cutting out my character to pick you favorite cs's (which I'm fine with if you want that and wouldn't hold any grudge, you got a lot of good CS's)


You misunderstand my scepticism and definition of "copy and paste" characters. I see them as characters, that of course someone has made, and then stored away somewhere. These characters are then used in several RPs, and the logic itself is sound - I mean, having a character you can just lightly modify to fit an RP, rather than hash a new one out, is an efficient practice, right?

What I've seen in the past however, is that people using copy and pastes tend to go AWOL early on. I never quite know why their AWOL rate is so high, but I just assumed that it's because they keep playing the same character and are subconsciously, or maybe even consciously, bored of it. I don't know if that's the reason though, and that's why I am accepting you. Like I said, you are a test run in my eyes, and if you become an early AWOLer then I think there will be enough evidence to back up my theory. If not, then I can scold myself for being too quick to judge statistics.

There is nothing wrong with your character as it stands, I mean everything is there and he's quite the colourful fellow; I just have my reservations about copy and paste. Here's to hoping you'll prove my judgemental ass wrong though.

Rockette said
Klymi Dryad


Jesus Christ, you weren't joking about having to read up on things. Good work. Accepted.
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I have something. Just haven't had the time to fully write it up. Should be done in the next hour or two.
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SyrianHamster said
Jesus Christ, you weren't joking about having to read up on things. Good work. Accepted.


Thank ya' much.
I couldn't pass up the opportunity to customize my own race. c:
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Right, sorry for the delay. Late entries etc.

IC starts tomorrow. Any entries after that will have to be stored on the laterbase, or else we'll have characters spawning from all directions.

Get yo keyboards ready ladies and gentlemen. From the talent pool we've got here, I imagine this fellah will be quite the RP.
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I'm so impatient! Lol
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Yaaaaaaay!!!! I can bring two of my friends!!!!
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Can edit and add as much as needed.
Character Name: Wisdom
Species: Elf
Species description: Wisdom comes from a tribal line with an old culture, a cushy life away from other spots of civilization, and a deep sense of superiority and pride. The Oenann live on the skirts of Eblistan's piece of the world, on the rivers near and within forests. They are skilled at hunting, fishing, own a wealth of knowledge of herbs, plants , and basic medicine taught to every generation, and are known for a unique style in pottery, art, and particularly well-made tools for their area. While surviving well on their own, they have had increasing trade with passing foreigners, deemed tolerable due to their small presence and access to items and knowledge otherwise unavailable.
They fit the expectation of an elf: agile, graceful, and extremely intelligent. More than once they've earned tales for their youthful, unnatural beauty and strong health. They own and teach an old-world wisdom and salvaged some beliefs, truths and practices lost elsewhere. From their history and the occasional reverence of foreigners, Wisdom's people are a very proud, selective clan with high standards to meet.
Gender: Male
Noteworthy Abilities / Limitations:
Impatient, Foolhardy. The street-rat acts on impulse and without forethought or caution. Even if the elf realizes the potential danger and the tailing consequences from a failure, it never seems worth dwelling on, preferring the force of willpower and a quick take-down against the problem. It does give the man an interest in dicey and threatening opportunities, however, and a willingness to improvise blind. On a good day, this acts as a high risk-high reward strategy. On a bad day, an angry lot of people sentence him to execution.
- - -
Strong constitution, fast and athletic. One plus that passed down to the wanderer was the relatives' health. Wisdom doesn't die easy, illness is rare and a cut that could kill a human from blood loss, infection, and shock is fully survivable if watched. Further, Wisdom and his peers slowly realized that not only could he keep pace with the rest, he was stronger than most of them. Enough to gain an advantage against some and tighten the gap with other species.
Combat/Survival Skill. The little Wisdom learned - all from reluctant or sympathetic relatives - makes him decent at surviving on his own with limited resources, in environments surrounding or nearby his home. It lacks the skill of his home, but he has a better shot in the wilderness. The fighter also learned how to use and maintain weaponry and the most common tools, and the principles of how to handle various scuffles. Wisdom was taught to use swords, and bows for a small time. The rules were to be fast, evasive, accurate, and stealthy. He never picked up on the stealth and always integrates a more aggressive offense, but he learned to appreciate the speed and the value of ducking your head to keep it. Wisdom gets more cuts and pain than anyone back home would in a lifetime, but he deals out more damage and daunts the inexperienced.
- - -
Low Intelligence. Wisdom is slow to learning and easy prey for a good con to maneuver mentally. The rare case in which Wisdom invests in learning a subject takes him a great time longer than the average individual.
Destructive. The elf gets a kick out of rousing trouble. The majority of entertainment in Wisdom's life spawns from destroying another person's property, harassment, or similarly making life difficult. In some cases, even when it is counterproductive to his well-being, out of spite.
Detrimental to Diplomacy. An ugly pointy-eared face stripped of an elf's refinement disappoints and repels outsiders almost as much as it does relatives. That topped with a nails-to-eyes charm which wrings out curses from the pious, and Wisdom's talent to ruin a good day, makes the chance of friends or friendly agreement plummet past the bottom line.

Background:
His name was something his mother, Morghne, had insisted on. Wisdom was loathed as a failure and disappointment before birth. The Oenann always use arranged marriages to keep or gain genetic and economic value, and keep the marriages within the tribe when possible. Morghne was an older teenager with a skill at being difficult and an interest in the passer-by's. One night Morghne caught the interest of one of the travelers, a mutt with bad genes and a muddled bloodline. The elf owned no title or thing of value, but he flattered and charmed the girl for one night and gave her a belly swollen with his child. If the foreigner had ever intended to return, the Oenann ensured it never happened, and Morghne and her child were alienated with the realization of what had happened. The tribe kept her, but were appalled by her decision and disgusted by the child.

It is possible it would have been forgotten if Wisdom was special enough to be reconsidered as a gift. But his birth only embittered attitudes. Wisdom grew into a strange, ugly, clumsy boy with too much energy, enthusiasm, a strong and ruinous streak of mischief, and no patience, intelligence or skill. The features he took from the Oenann were morphed into an alien face, a reminder of Morghne's mistake and a chink in the tribe's pride. Wisdom was a deep shame and heavy burden for a people used to the reverence of others.

Out of stubbornness and the sake of her child, Morghne fought tooth and nail to keep her son, have him cared for as any other child there, and was part of what roped in direct relatives to help Wisdom. It was them, and an older friend and an elder that sympathized with Wisdom's plight, that ensured he had at least the most basic lessons. Originally, Wisdom was set to learn everything any child did in the Oenann, but they realized that subjects like their oral history would go nowhere. He most took to hunting, exploration, and combat, and his tutors' gradual progress in turning these into skills Wisdom could use was similar to the gradual progress of making a hole in the wall by beating one's head on it.
Despite her protection and love, Morghne had a plain embarrassment about her mistake, and Wisdom knew a good part wished she could undo it and have back the deep kinship of the others and the dignity of her culture.

Wisdom rapidly surpassed his mother in the matter of the difficult and rebellious child. Even young, he began to take to the outsiders and the outside beliefs, attitudes, and practices that frustrated and annoyed the tribe. He'd excitedly greet, chatter, and eventually trade with anyone coming through, occasionally doling out lies and secrets about the clan that made his peers squirm. He largely dumped the Oenann faith, tied to nature and their history, to pick up bits and pieces of everyone else's. Including Eblistan's major faith and the Bak'Rah's words. And as Wisdom had already past the point that meeting the family standards mattered, he grew into an adult with very lax, flexible attitudes about the world and what was acceptable.

As the family disappointment, Wisdom didn't bother with duties unless convenient or enjoyable, and with every year he would leave without notice for longer periods of time. To the majority's relief and appreciation. By the time he was an adult, Wisdom was absent half the time, branching out further and further beyond the borders he knew. Within the next year, a large merchant group visited, mentioning that they were headed to Eblistan Citadel, and Wisdom jumped on the chance. Eblistan Citadel was closer to Wisdom's opinions than the Oenann, he figured, and it was an easy way for passage. He took a cheap job in the band, enough to have small change that ran out after the first meal. Since then Wisdom's taken any job that's come by, whether packing, as a bodyguard, unskilled labor or crimes. More often than not, there was no job, and Wisdom was living off of stealing. He'd rush in and take from the public marketplace more than once because a fruit looked good enough, and botch it to the point he'd have to outrun the authorities running to the fussing civilians. In a month, Wisdom made five accounts of major property damage, three times intentional. Worse, Wisdom picked poor targets, stealing, damaging the property, and harassing a small-time mob boss, and a notable wealthy couple, among others. Without a friend or any power to compensate, jobs ran dry and trouble ran him down. A small gang working for a spurned individual finally found Wisdom sleeping in an alley at night, one member spotting his face from before. After they earned their pay by ensuring Wisdom felt a "sliver of the shit" the employer dealt with, they turned the elf into the Caliph's men the next day.

Appearance: There's no technical defect. But anyone, certainly an elf or one whose seen them, will notice Wisdom is off. His look is extreme in atypical ways. The deep tan skin is rougher, harder, and the face wide, too wide for his features. Including a heavy brow, a tall nose with a pudgy tip, and a mouth too wide with large teeth. The eyes remain large and slanted, and the brown iris fills its space, but one is larger and both protrude from the sunken face. The high cheekbones make Wisdom all the more gaunt, and seem years older. The elf grows facial and body hair, a trait never seen in the others. Despite being slightly shorter than average and fit, he looks lanky and awkward, lacking the poise people expect. A rumor sprouted back home that Wisdom's father was a dwarf, with a solid crew of believers.
Before the dungeon, Wisdom carried a well-made longsword from home, with the fine black and gold engravings indicative of his tribe, a large sack full of whatever he stole or found, a small amount of money leftover from jobs, and a whittling stone. He wore some light and basic leather armor.

Reason for Detainment: Stealing, assault, damage to private and public property, delinquency. A few people of note in Eblistan made sure he was found, after a good pounding.
Hidden 10 yrs ago Post by The Roman07
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STHAAAP!!! No more pleeze!?
Hidden 10 yrs ago Post by Lotta Pumpkins
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Reserved for my second character, and third and fourth for Roman
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The Roman07 said
STHAAAP!!! No more pleeze!?


You mean bios? Or text? :)
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Stefan0620 said
Reserved for my second character, and third and fourth for Roman


Just for that I'm unleashing my army of dwarves each with their own CS fullof bios and skillsets. Come forth Grumpy, Dopey, Sleepy, Sneezey... XD
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I actually wanted to have a pair of characters as mine, but Primal didn't want them in the first thread. I should have asked about them, before submitting Kyrtaar.
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Alright, no more entries after this post until further notice.

IC WILL start today. I'll get on with the first post right after I've looked into Tick's CS.
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Tick said
Wisdom


Accepted.
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Aaaaaaaaand we're off :)
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