Hidden 9 yrs ago 9 yrs ago Post by vietmyke
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Tales of Lucenrai: The Fallen Kingdom




Lucenrai, a world with lush summers, and harsh winters, the kingdoms of man have made their claim. Lucenrai is a large continental landmass, and one of the only two known continents in the world, flanked by several smaller islands and landmasses. The heart of the continent consists of an expanse of plains, hills, and lightly forested grasslands. To the north are an expanse of tall mountains and tundra, covered in harsh everwinter forests. West of the heartland is Mediterranean and warm. Down to the south, the land gets considerably wetter, and has large stretches of thick forests, and marshy wetlands. Towards the east, the plains become harsh, turning into a craggy, rocky region which then opens up to a large, harsh desert. Across the ocean nearest the western coast, are small chains of tropical islands, these islands are the buffer zone to the continent of Reyen, a lush frontier land, filled with forests and natural resources waiting to be exploited.

For years, the realms of man have lived in relative harmony. This harmony has not always been peaceful, small wars breaking out between the different kingdoms, but there was balance, order. To the North is the Kingdom of Ardel, a hardy and proud people, used to harsh weather and hard times. In the Heartlands, the ever constant ally of Ardel is the Kingdom of Edessa. With its fair lands, large mines, and central location, Edessa is both prosperous and diverse and is a generally peaceful nation. To the West is a large mercantile Varyan Empire, famed for their massive trade power and wealth, as well as its access to the rich islands and resources of the new world. To the south, in the great forests is the Kingdom of the Welds. Colloquially known as the Kingdom of the Wilds, the Welds have been rivals of the Edessa for centuries. To the east is no kingdom of man, rather hundreds of clans of nomads and raiders.

Lucenrai is now in a state of turmoil. The Welds, longtime enemies of Edessa have suddenly turned to the kingdom for help, desperately requesting aid against a sudden surge of marauding Orcs. Alongside the influx of Weld refugees, Orcish bands have appeared in South Edessa and have begun pillaging the countryside. To make matters worse, the Varyan Empire has launched a massive invasion of Edessa, seemingly taking advantage of the chaos created by the orcs. With an army armed and armored with the wealth of the mercantile empire and the resources from Reyen, the Varyan Empire has easily swept across the Edessa countryside.

On the brink of defeat, the forces of Edessa have been forced back to its Capital city and the nearby lands. With little hope of victory, Edessa decides to send its refugees- its youth and future, to the north, to seek refuge within the Kingdom of Ardel. In the dark of night, caravans from Edessa are sent northbound, with nothing but a scant few guards, mercenaries and older teens to protect them while the remaining soldiers of Edessa prepare to hold the Empire at bay.


Plot


This RP will revolve around one of the final caravans to leave the capital city of Edessa. A ragtag group of old soldiers, grungy mercenaries, youths and children, we will struggle to survive in the wilderness as we flee from the dastardly forces of the Varyan Empire. Along the way we will be beset by hardship and adversity as we make our way through the war torn countryside of Edessa and into the harsh wilderness of Ardel. At times, our story will be light hearted, at other times, it will be dramatic and tense as we attempt to prevail over insurmountable odds. Our characters will face daunting challenges, testing their wit and willpower, as well as their morals as they are pushed to their absolute limits in this struggle for survival. This is: "The Tales of Lucenrai: The Fallen Kingdom"

Rules

1. This Roleplay will have standards in the ballpark of high-casual to low-advanced, I will be expecting at least a few, well written paragraphs.
2. Be sensible and polite in the OOC. Any arguments should be either taken off to private messages, or brought to my attention to resolve.
3. No Mary/Gary Sues. Your characters are the story's heroes, but they are not perfect.
4. No God-Moding. Your characters are important, but I will not hesitate to injure them if they do something exceedingly stupid. Note, as GM, I reserve the right to God-mod with the purpose of advancing the plot, or steering it in a specific direction.
5. This will have blood and violence, and foul language is freely allowed, though for the sake of decency, any sexually graphic acts will fade to black (or will be taken to PM) before it goes too far.
6. Player knowledge is not character knowledge. Just because you know something (be it through OOC or another person's post, does not necessarily mean that your character knows.
7. As GM, my word is law. This does not mean I will be unreasonable, nor will it mean I will be unfair, but I will expect you to respect my executive decisions.

Regarding Characters
IMPORTANT: I will only be accepting up to 4-5 characters (not including my own) so it will NOT be first come, first served.

Most characters will also be expected to be novices, relatively inexperienced, or 'low level' in skill. Characters for the most part will be youths and young adults, and can have some skills- though characters cannot be a master at arms. Alternatively I will allow one or two characters to play an older, more experienced and skilled character, provided that they are adequately balanced, for example, A skilled swordsman, who is now old, and no longer the fighter he once was. I am also searching for a player to be play as the child of the monarch

This RP will not play out on a tabletop style system, and treasure, loot and gear will be bountiful in this RP. However, characters will be limited in what they will start with- as it will be what they can carry with them. Starting gear must also be reasonable: For instance, if your character is the son of a baker, it would make no sense for him to have a set of plate armor and a greatsword, likewise it is doubtful that he would have the martial skill of a trained soldier.

Technology and Magic

Pretty standard Fantasy fare, technology is your typical swords, spears and shields. Steel plates, chainmail, and leather make up the backbone of defensive technology in the world, however fantasy alloys and other materials will also be present including, but not limited to:

Adamantium, recognized by its high density and brown/bronzed color is extremely durable and strong, but heavy. It is found in the deep mines of Edessa, but is hard to work and requires extremely high heat to forge.
Varyan Steel is a high quality steel produced exclusively in Varya, characterized by its unique banding patterns that are reminiscent of flowing water. Overall superior to normal steel.
Mithril is lighter than steel, but just as strong, and conducts magical energies easily. Rarely found, and hard to properly work, this metal is quite expensive and hard to obtain.
Ironwood is a dark gray wood, dense and as tough as iron, hence its name. Harvested from Ironwood trees in the deep south, it is a valuable export from the Welds.
Orichalcum an uncommon metal that has the appearance of steel, but reflects a pinkish/red when light is shined on it. This, and the fact that monstrous creatures seem to have an aversion to it makes Orihalcum a valuable commodity.

Magic is also as you'd expect, magical bolts and manipulation of matter/energy of varying elements cast through willpower and concentration- though not all possess the talent for magic.​ Magic for the most part grows exponentially more difficult the more powerful the magic gets. What causes individuals to have the propensity to use magic is unknown, but is generally believed to be passed down through bloodlines. Alchemy is generally not considered magic, but rather, a practice that uses magical techniques in combination with different elements and ingredients.

Character Sheet


Appearance: Your character's appearance. I prefer art images as opposed to real life pictures
Name: Your character's first and last name.
Age: The age of your character, the age range I'm expecting for most characters is 16-19. Old Caravan Guards and Mercenaries will obviously be a little bit older.

Personality: One of the more important parts of your CS, give me a good taste of what your character is like.

Backstory: Important, but not as important as your character's personality, give me a small summary of your character's history and bio.

Skills and Abilities: Here is where you put things your character can do/are good at, as well as what magic abilities they have (if any). Magic is a rare talent and is difficult to master. If you intend on making your character a user of many weapons- chances are s/he won't be a master of magic as well. Skills and abilities should be presented in list form as Experience level, Skill, Description. For instance:

Novice Woodcutting - this character has been chopping wood for a short amount of time

In general, experience based skills should go: Novice, Journeyman, Professional, Adept, Accomplished, Master, Legendary. Skills that aren't as dependent on experience (such as the ability to wear armor) should just be Untrained or Trained. To put skill levels into perspective, use the following:
Using Swordsmanship as an example:
  • Novice: You've been shown instruction on how to hold a sword, swing it, parry with it. You have a year's or less worth of experience with this.
  • Journeyman: You've been trained in the use of a sword, or have direct experience using it. You've learned a few complex techniques. You're roughly the equivalent of a town guard or common mercenary. You're capable of besting untrained or inexperienced warriors.
  • Professional: You're around the level expected of a skilled mercenary or soldier, you've had extensive training or years of experience. You're well versed with different techniques and can hold your own in many combat situation.
  • Adept: You have the skill expected of an accomplished Knight, you're proficient to the point that you are capable of instructing trainees. You know many stances and forms, as well as counters to different techniques.
  • Accomplished: You are the Elite of the Elite, and few can hold their own against you alone. You've reached the top of your prime at this point, and your physical prowess may begin to wane sightly, but due to your knowledge and skill you still remain superior.
  • Master: You're as OP as Yoda, but probably taller. Few know of your art as well as you do. You've likely grown old by this time, but even with your waning physical stature you can easily defeat those with lesser skill than you.
  • Legendary: You've probably made some pact with a magical or godly force and are virtually untouchable.


Equipment: Here is where you'll give me a list of your character's equipment, weapons, and armor- if any. Remember, you're playing refugees and caravan guards on the run- not a mobile armory. If your character possess a particularly special weapon made of some fancy fantasy metal, there had better be a good reason aside from "It looks/sounds/feels/is cool!" like skills and abilities, weapons and armor should be listed in a format of "name, attributes". Images can be included in hiders.

Sword, Old, Dull. - this sword was given to example character by an old man in a cave.
Vidofnyr, Adamantium - This mighty battle axe is forged of fine Adamantium and hits like a carriage; a really heavy, fast moving carriage.

Hidden 9 yrs ago 9 yrs ago Post by Blackbeard
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Blackbeard But why is the rum gone?

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Upon first impressions I'm interested! I'll have a proper read through later though and if all' good I'll start on my character.

EDIT: I'll hold off for now, I'll wait to see who joins and where I would fit in.
Hidden 9 yrs ago 9 yrs ago Post by DoctorFB
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(Reposting here as well as the other IC you posted, feel free to let me know to delete one or the other!)


Name: Nathaniel "Nate" Brianson

Age: 18 years old


Personality: Nate was always a quiet, respectful child and this shows in him still as he moves into manhood. A life of working around the wealthy has lead him to be well spoken and literate. He knows to bite his tongue in the presence of authority, and to keep a level head when being spoken down to or provoked. Sometimes he can come across as a bit of a pushover, but time spent around him reveals the potential of someone much more than that, buried deep inside him.

His intelligence and way with words have served him well through his short life, and make up for his lack of physical strength or combat prowess some young men his age possess. Friendly and caring, he always attempts to do what he believes is best for those around him, sometimes at the cost of his own happiness or well-being.


Backstory: Nate is the son of scribe, one who's done work for more aristocrats and political figures than Nate can keep track of. This upbringing has lead Nate to have the advantages of access to more literature than a portion of people may know exist. Dramas, comedies, romances, historical documents, anything he get his hands on, he would abosorb the words by light of his father's candles as he wrote out another will, or supply request letter for whichever wealthy man or woman was calling the shots that day.

His father's profession allowed him to be raised in relative comfort. They were never "wealthy", but he spent his summers in waters with the boys and girls of the upper class in their private lakes, and his winters bundled in his father's modest dwelling, shivering by a fire.

The only thing ever missing from his childhood was the love of a mother. His own had passed giving birth to him, so he'd been told. His father never found another, telling Nate that he could never find someone who would fill the hole his mother had left. Sure, Nate's father had his share of barmaids and serving girls over the years, but never more than a night.


Skills and Abilities:
Professional Scribe - Nate has spent most of his life reading and writing, in preparation of taking over for his father one day. Aside from writings in different languages, Nate can make sense of even complicated documents and tomes. This has allowed him a good sense of understanding someone's handwriting as well, making him versed in simple forgeries.

Novice Archer - Nate spent a summer tagging along with the sons of a knight. He never found himself very talented with a blade, so he instead looked to the arrow.  Not a particularly great shot, but he's known to be able to hit a standing rabbit, though has never had to loose an arrow at a man before.

Journeyman Orator - Years spent sitting to the side watching men of paper dictate letters to his father has given Nate a good understanding of how to speak to people. On more than one occasion he's spoken his way out of trouble, and the older he gets the more he begins understanding the way people think and the things to say to help accomplish his goals.

Equipment:
Bow, barely used - This bow was a gift to Nate by a girl named Charlotte, the sister of the boys who'd helped Nate learn to use one. A long stemmed red rose, the flower of the house Charlotte was born into is painted along the upper limb.

Quiver, leather - A small brown leather quiver adorned with the matching rose of the bow. It easily holds a dozen arrows, though Nate currently has only half that.

Bag, cloth - A cloth sack drawn closed by a rope drawstring. It's small enough to not be much of a burden when slung over his shoulder or tied to the saddle of a horse, but large enough to hold the few possessions Nate keeps with him.

Contents of bag, assorted - His small leather bound journal containing his private thoughts and adventures. A piece of flint he had found a few summers back, useful for (trying) to light small fires. A small (two inch blade) knife in a small leather sheath, not sharp enough to kill but gets through rope and small tree limbs.
Hidden 9 yrs ago Post by VoiD
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VoiD Perpetually mediocre

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Extremely interested in this, expect a character up by tomorrow!
Hidden 9 yrs ago Post by vietmyke
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My own character has been added to the bottom of the OP in case other players want references
Hidden 9 yrs ago Post by Dark Light
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Dark Light

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Will post a character in the next couple of days.
This looks awesome.
Hidden 9 yrs ago Post by CorinTraven
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CorinTraven

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Character Sheet


Appearance:



The product of generations of gentle breeding, Princess Vera has, or at least had, not only the predisposition to beauty, but the means in which to uphold such an appearance. Prior to being led away from her home in some desperate line of invalids, she'd been quite taken up with her own vanity, as nubile girls tended to be, still new to the male attention they'd just begun to receive. She stands at a modest 5'4", with a narrowness that can be accounted to both the natural slimness she'd inherited from her mother, along with the awkward transition phase puberty had left her in. Not quite yet a woman, she still tries to hold herself with the maturity and dignity expected of her, having been taught since her girlhood how a Princess ought to act, and despite the expected rebellion adolescence brought, she did well to fit the mold. Since the departure from the capitol, a change has befallen the Princess. She's taken a grim mood, and like a plague, whatever sadness or depression rots her soul, has also taken a toll on her outward appearance. Her blue eyes are cupped by purple bruises, the products of sleeplessness. Though she remains hygienic, she abandoned the intricate braids and up-dos she'd once been fond of for a simple silver-blonde braid down her back. Travelling exhausts her, but the true haunt lies not in perils of the journey, but the fear and guilt she feels from what they are escaping; the destruction of her people, her home, her family.

Name: Princess Vera Drewery

Age: 16 years old

Personality:

Most would describe the refugee Princess's presence as ghastly. Since the caravan set north, she'd grown cold and quiet. Though in the public, one might mistake her coldness to a clandestine determination, those who witnessed her privately would know the girl was far from hardened. On the contrary, she had gone completely numb from the situation, not a panicking ball of fear, but rather a unresponsive specter. She was frightened, yes, but more so that frightened, the girl was guilty. Though she had no part in the city's downfall, the escalation of such taking place throughout her childhood where she was but a terrible witness, still, as Princess, she knows that the people will look to her as their leader, the entity to which they pledge their loyalty to in exchange for protection from such horrors. Yet, she was just a girl, just as vulnerable and as helpless as these refugee children, fleeing, just as them, a great Armageddon.

The duality of her role as both a leader, and a helpless refugee, leave the girl confused and frightened of the decisions to come. She knows little outside a scholarly knowledge of where they were headed, and of what trials and tribulations were ahead. What she fears the most is what lies behind them, should they move too slowly, and her father's army fall too quickly. The idea of capture brings the girl nightmares, and her own mortality dawns on her once immortal mind. The realization that she is no longer a privileged elite, a carefree girl unknowing of the consequences of the world, brings with it only more fear and confusion for the Princess to sort through, leaving her to feel trapped in the labyrinth of fate.

Backstory:

Vera's childhood was as normal and as utterly bizarre as you'd expect from a little royal Princess. She had no tragedy, no ultimatum or curse to steer her far from the path of being your average girl, a little more refined, a little more cultured than a peasant girl, but with no remarkable trait to seperate her besides wealth and authority. Her life was comfortable, she did her schooling and listened to her parents; so had you asked an eight year old Vera where she expected to be when she was sixteen, she'd assume she'd be looking for a husband, rather than looking for refuge.

It is rumored that the heiress had been courting a young man before the invasion had begun, however, she never speaks of such a man, and rumors were plentiful within the castle walls. The day she was told that she would be leaving the city with the caravan, the Princess had first outright refused, the youngest and only unmarried child of a bountiful line. Her sisters were to being taken with their husbands, either fleeing as well, or barricading their own estate (should that estate still exist to barricade. Her brothers, those who were not within the King's service, would either remain at the castle to rule in their father's stead, or again fled in a different direction from the Princess and her parade. Now, separated from the comfort of her home, Vera must deal with the abandonment of her old life, and forge forward toward anew.

Skills and Abilities:

Journeyman embroidery:
Raised in a castle among other women, Vera knows plenty in regards to sewing and the related crafts.

Professional penmanship/scholarship:
Her handwriting is a lavish cursive font, a trait learned through her extensive schooling.

Journeyman communication/dialect:
She has a refined tone and an expanded vocabulary. As well, she knows a decent amount about how to influence and manipulate people through conversation.

Journeyman dance:
She knows many dances from her cultured upbringing.

Journeyman riding:
Vera's been riding since she was little, though mostly for sport, she still has a decent level of control of a horse.

Novice politician:
Surrounded by different Lords, Advisers, and various politicians, as she's grown in age, she's also grown more aware of the appearance needed to successfully rule. Most of the knowledge lies in little bits of wisdom her father and mother have bestowed to her, but she clings desperately to those shards of knowledge now more than ever.

Equipment:

-One well-bred riding horse
-A leather bag filled with various seals, inks, and scrolls meant for official documentation
-An arctic fox-fur lined cloak, trimmed with an icy silk and threaded in a dull lavender
-Black leather riding boots
-Various small pieces of jewelry with the royal crest upon them
-A steel dagger
-Heavy woolen stockings
-A medium bag with a different set of clothes
-Her tiara is also rumored to be hidden among what belongings she keeps strapped to her horse
Hidden 9 yrs ago 9 yrs ago Post by Dark Light
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Appearance:

Vallen is tall with dark hair, a short neat beard, a well trained smile and piercing green eyes.
He has the firm lean form of an acrobat and the sharp mind and tongue of a haggler. Standing in at 6'2", Vallen is quite tall. Once used to a lavish life his skin is soft and clothes clean and proper, if not a little eccentric and elegant.

Name: Vallen Coridarr
Age: 17

Personality: Vallen enjoys the simple pleasantries of life. He has strong social skills but hides his true self behind a figurative mask and therefore never truly gets close to anybody. He prefers to be independent and won't allow himself to rely or depend on anyone or thing.

Despite his casual carefree demeanour he can be quite stubborn at times. He is passionate about only a few things, but will fight fearlessly to the end for such rare things.

He dislikes to see others upset, he holds onto feelings of responsibility for those younger or more misfortunate then himself. A trait grown from being a relied upon sibling.
Otherwise has grown to care little of others opinions, unless he needs it to earn favour. Number one priority is himself.

Backstory:



Skills and Abilities:
  • Professional illusionist- As an entertainer his magic was directed towards entertaining, dazzling and misdirecting. There are skills he learnt from a time prior and skills inherited from his father (imbuing) that he has began relearning.
  • Journeyman theif- the skills he relied upon as a child have once again become important, while a little rusty he has new experiences that aid in the art of stealth, pick pocketing and sleight of hand.
  • Journeyman small blades- throwing knives especially. It was an encouraged hobby and past-time, a fun game and method of self entertainment.
  • Novice Alchemist- The groups alchemist was a wise old man who was kind to Vallen. Vallen took his lessons as a way to hide from other chores, and learnt some things along the way.
  • Novice dancer- There were many festivities during Vallen's travelling life, even if he spent most his time working while others partied, he was still drawn in enough to learn the basics of a few dances.
  • Journeyman acrobat - While not as enjoyable as his knife games, acrobatics was a must.
    Vallen was not to travel around crowds normally but do so with cartwheels and summersaults. Also on various occasions when the stage did not permit a hiding location, he was expected to perform his magic from less then ideal or safe hiding positions.
  • Journeyman lute playing - Taught by one of the few true friends he had so he could impress the girl who would later destroy his heart.

Equipment:
  • Performers Lute, Worn. - An old lute that Vallen managed to trade for. He worked and bartered desperately to gain it even though playing only brings back memories that lead to heart ache.
  • Lief's masterwork Throwing daggers. - These 6 daggers are of unrivalled quality. Reaching the extremes of mundane creation. Hilt-less it has a heavy black Adamantium core. The pink sheen of Orichalcum lines the razor sharp blades while bands of Mithral run around the handle and stretch down the flat of the blade like a silver serpent.
    Their balance is perfect and they look amazing when admired but even more spectacular when thrown.
  • Regular old throwing knives. - Picked up cheaply, will do the job.
  • Entertainers concealed leather knife holster. - Part of a knife throwers charm and display was the unexpected way he could pull a knife from seemingly no where. Vallen was familiar with the tricks and methods of concealing the versatile blades and has adopted it into his own leather holsters.
  • Iju, Pet ferret. - Vallen's stolen pet ferret. (Best and only friend)
    • Backpack contents: A waterskin of wine, a small pouch with money, a tinderbox, a hunting knife, a few days worth of dry provisions, a warm blanket
Hidden 9 yrs ago Post by vietmyke
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Some of your hiders at the top are broken
Hidden 9 yrs ago Post by CrystalCHTriple
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What is presented is pretty solid. Will this expand into worldbuilding at some point?
Hidden 9 yrs ago Post by vietmyke
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@CrystalCHTriple Without a doubt. As long as the general guidelines and picture is preserved, worldbuilding is encouraged. That is why a lot of the details are left purposely vague, to allow players to insert smaller noble houses, or clans, or cities, or even islands into the world.
Hidden 9 yrs ago Post by CrystalCHTriple
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Okay. Collaborative worldbuilding is something I have found increasingly intriguing; to follow up, are additions of other kingdoms possible? You mentioned islands, but I do not want to assume anything. And about magic, will two mages always produce a mage, or is it only a belief that magic is hereditary?
Hidden 9 yrs ago 9 yrs ago Post by vietmyke
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@CrystalCHTriple - additions of major kingdoms, I probably will not allow. I will allow major noble houses in the various kingdoms, as well as independent city states along the border between Edessa and the Varyan Empire. Any island 'kingdoms' would be fairly primitive indigenous peoples, though a noble family that has 'claimed' an island and established themselves on it wouldn't be unheard of- they'd likely be of Varyan descent, as most of the islands and second continent are located off of Varya's coast.

As far as magic, it is only a belief that magic is hereditary, and for the most part, if two parents are mages, they can be fairly confident, but not certain that their child will also be a mage. I will not say if it is effected by any other factors however- gotta preserve some sort of mystique.

EDIT: As a note, while I will allow the creation of nobles and noble families, I would rather not everyone's character be of noble birth.
Hidden 9 yrs ago Post by Blubaron45
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Blubaron45 The Musical Mathmagician

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Very intriguing idea for an RP though I've seen it before. Is this a revival of an older version?
Hidden 9 yrs ago Post by CrystalCHTriple
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Okay. I will submit a character with some lore and see if it sticks.
Hidden 9 yrs ago Post by vietmyke
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@Blubaron45 This is a revival of an older version from about a year ago, which is a spiritual successor to a very similar RP I was a part of long before the Guildfall
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@vietmyke
Updated a few things, I think it's done.
Let me know if I missed anything.

Is there an expected date for character review?
Hidden 9 yrs ago Post by vietmyke
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I'll be reviewing characters over the course of this weekend
Hidden 9 yrs ago 9 yrs ago Post by Heat
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Heat Hey, nice marmot

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I might be interested in applying with an older, experienced character. Had the idea of an old soldier whose quite good with a blade. The drawback is that he lost an arm in battle and had to adapt a more duelist approach. Thought he could serve a mentor role.

Hidden 9 yrs ago 8 yrs ago Post by CrystalCHTriple
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