Hidden 11 yrs ago Post by The New Yorker
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Name. Sarel Drevan

Race. Dunmer

Gender. Male

Age. 81

Birthsign. The Ritual

Appearance.




Skills. One-handed, Destruction, Block, Light Armor, Heavy armor, Alteration, Conjuration.

Personality. Sarel is currently a bit glim, not to say that he hasn't always been. He's always had a bit of a dark side, though considering his childhood that isn't unexpected. Yet beside that he was always willing to crack a joke or two. During his youth he was personable yet respectable, adventurous yet docile. After his training he became a man of strict moral code and ritualistic devotion. Now he's broken and completely alone, once more. During Sarel's 4 years on Akavir he was consumed by the deepest darkest madness imaginable because he had to. Coming back to civilization after so long of purely surviving, Sarel didn't know where he fit. He slipped into addiction and found a living as a Bodyguard for a corrupt lord on Solstheim. So, suffice it to say that he is battered, but as always, he strives for adventure. He knows he still has a great deal of the world to experience, not even being near a quarter of the way through his own life. So he still holds hope, a fragment of that juvenile ideal of an adventurer's life. Of course, it's buried under the decades of abandonment issues and the scar tissue of a destroyed life.

Background.

Sarel was born on Solstheim to a washed up mercenary turned guard and a necromancer turned half-assed priestess on 4E122. They lived in a decent home near Raven Rock and led a pretty decent life. At the age of ten, Sarel's father died in a bandit raid, at twelve his mother killed herself. Sarel was a lost youth living in the backwoods of the port town, surviving by hunting ashhoppers, Netches, and seagulls. Sarel's father taught him all about the aspects of hunting and skinning the netch, just as he and his father had done. He sold the chitin he earned and the profitable netch ingredients in order to create an adventurous life for himself by the campfire behind Raven Rock. He was quickly found by Beilin Hlaalu, a man of the Order fleeing Cyrodiil. Beilin knew that at this point, in his 300th year, he was destined to find a young apprentice, one he could pass his knowledge unto. Beilin was not a fool, this young orphan who hunted Netch was to be his apprentice, and a perfect fit in the Order.

The Order was formed on the shores of Akavir more than a thousand years ago. Three Adventuring Dunmer found themselves stranded on the alien island. They somehow managed to create a life for themselves among the vampiric snake people, the Tsaesci. They watched the frightening inhabitants of Akavir from as far as they could, learning all the while. Finally the three Dunmer were able to build a ship and leave the island, though it was several decades after they'd originally shipwrecked. They were able to implement the Tsaesci ideology of combat with their own, combining the styles and basing it in the serving of deities for strength. Boethiah, Mephala, Azura are among the first deities to be accepted among the Order. Eventually, others were added to the list (Stendarr, Lorkhan, Meridia, etc).

Sarel agreed to go with Beilin after the two sat down to a large dinner in Raven Rock. They traveled through Skyrim for the next ten years of Sarel's life as he learned the fundamental ideologies behind the Order. Then they moved through High Rock, then Hammerfell. and then into Cyrodiil. By the time Sarel was Fifty he and Beilin had settled comfortably in Cheydinhal. Beilin got word from an old associate that there was a temple of the Order still sealed in Morrowind, hidden under all the ash. The two set course for Morrowind, quickly found the temple and found three apprentices of the Order confined to the temple by the orders of their long dead master. They'd been there since the eruption of Red Mountain, hoping beyond hope. Beilin took them as his own apprentices and decided it was time Sarel and the rest trained in Akavir, where all scholars of the Order must eventually venture. They purchased a boat and supplies and set sail. Rough haggered winds plagued the first part of their journey, eventually forcing them aground on an abandoned island halfway between Akavir and Tamriel, five years after they'd set sail. They were shipwrecked on the island for another two years before being assisted by a passing Merchants ship. They were given the supplies they needed to fix their boat and continue their journey; Five years later they were once again shipwrecked on Akavir. At least that was where they wanted to be. They were able to find an ancient temple built in the jungle by long dead members of the Order, allowing them a safe place to stay. They lived in the jungle learning as much as they could through their encounters with strange, deadly beasts, and this inhospitable place. Through reading texts and communing with the ancient spirits which still roamed the halls of the temple, the group was able to discern that there was yet another temple on the Island, built for a mysterious ritual which had something to do with the Psyjic Endeavor.

The five of them journeyed into the deepest part of the jungle in order to find the temple. After several months, and one of the apprentices dying, they were able to touch the overgrown temple steps. Inside, a ritual took place, one which Sarel remembers very little of. He hummed incantations, collecting energy and dispersing it into, what seemed to be, a giant soul gem. The next thing he knew one of the apprentices had gone insane, imbued with some mysterious force he was able to overpower the two other apprentices and his master, killing all but Sarel.

Sarel remembers the ripping, searing hatred he felt during the fight. He remembers slicing the mad apprentices stomach open and then decapitating him shortly after. Then he was lost in the jungle. After the battle he was delirious and broken. Boethiah had betrayed them, or so he told himself. He stumbled into the forest, lost himself entirely for the next two years. He was found by Tang Mo scouts half-insane and mostly uncontrollable. He rested, recovered, and proved his worth to the Monkey people. They agreed to send him on his way to Tamriel after handling a problem they were having with a couple of Kamal bandits.

Sarel currently lives in the small estate of Lazerus Mede a fat Colovian politician who intelligently married into the Emperor's family and settled himself comfortably in Solstheim. Sarel protects the old man to make a comfortable, pathetic living as he searches for his next big adventure.

There it is. I'm sure there are plenty of mistakes and continuity issues. I'll gladly clear things up upon request.
Hidden 11 yrs ago Post by EliteCommander
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Okay, so I couldn't load the site for a few hours. Anyway, as for the character submissions, James seems fine. He seems inexperienced, which is okay. Sharee could see the use in having an "innocent" boy in certain situations, and she would probably end up assigning him manual labor jobs on the ship. I doubt she would pay him too well, but it would be better than any other option open to an orphan such as him. You may want to note that the trip from Skyrim to Leyawiin is a bit more significant, as it is most of the way across a continent.

For Sarel, pretty much everything is okay. I could definitely see Sharee hiring him. I do want to note that Dunmer can live upwards of one thousand years, so he is quite young comparatively. They wouldn't start getting old until somewhere past the 600-700 mark. I am wondering how you intend to get him involved with the crew, as we are starting in Leyawiin, and we will not be leaving there immediately. Do you intend to have him leave Solstheim? I am also curious about what "The Order" is.

I also noticed people asking if there was still space to join, and there is. Feel free to submit characters.

And Hi Lucius.
Hidden 11 yrs ago Post by The New Yorker
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I wasn't entirely sure on how long Dunmer can live so I just kinda figured that I was about 400 or something, but it's good to know it's more. We could just say that he's already on the ship, she could have picked him up on her latest voyage. I put him in Solstheim because I needed a place to end it and that seemed to make sense. That could have been months from the start of the RP.

The Order is just this sort of nameless thing I made up so that there can be some sort of coven of samurai monks in tes lore, since there isn't really anything like it. I'm pretty sure what I wrote is lore friendly despite it not actually being canon.
Hidden 11 yrs ago Post by EliteCommander
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If you put him in Leyawiin at the beginning of the RP, that would be fine.
Hidden 11 yrs ago Post by The New Yorker
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Cool.

Any idea of when this might get started?
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Once we have enough characters. I know there are a few people who have already have made them and just need to post them here.
Hidden 11 yrs ago Post by Saarebas
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I wanted to ask now before I started writing a CS if I could make a vampire.
Hidden 11 yrs ago Post by EliteCommander
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A vampire is fine, but which strain? There are a few in lore, with different attributes.
Hidden 11 yrs ago Post by Insomnia
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Name: Ilta Asgarne

Race: Bosmer

Gender: Female

Age: 17

Birthsign: The Mage

Appearance:
Head view

Equipment: Ilta wears a full set of leather armour with magicka increasing and regeneration enchantments, but with a hood rather than a helmet and a health regeneration ring. Her backup weapon is a Elven dagger with a Frost damaging enchantment and an arsenal of poisons and potions. She carries around several skill books, great and common filled soul gems along with other empty gems, several flawless sapphires and rubies and a mammoth tusk.

Skills: Illusion, Restoration, One-handed, Alteration, Light Armour

Personality: Ilta's personality is varied, from one moment she can be calm, peaceful and loving to seductive and persuasive to innocent, shy and vulnerable. Her true personality is never seen and lies forever unknown underneath the façades she wears. She is well known for being like a chameleon, adapting to any situation as required and is cautious never to be revealed.

Background: You don't have to read this because it's quite lengthy, basically she ended up in Leyawiin whilst travelling or by invitation, whatever makes more sense.

Ilta was the result of a forbidden love, an illicit child. Her mother, a Bosmer, and her father, a Nord, were both of highly respected families who just so happened to be two warring clans which had been fighting with each other for generations. Keeping Ilta a secret was difficult for her parents and this took a toll on her mother. For three years her mother experienced frequent panic attacks and became bedridden, forced to be kept under constant watch. Several months after Ilta's fourth birthday her mother passed away of a severe panic attack, her mind and body finally too frail to handle any further trauma.

Ilta's father's entered a state of complete shock, claiming that he couldn't handle life without his better half. His child lived as a maid with his family for seven years, cooking and cleaning everyday until her hands and feet bled.

One night, Ilta's father became engulfed in sadness and depression, his body taking over his mind. He crept into the maid's quarters and awoke Ilta holding a knife to her throat, telling her things like "We're going to see mother in Sovngarde" and "We will be together always and forever". Ilta squirmed and cried as her father asked her "Are you excited to visit mother? It's been a while since I've held her in my arms." The child protested as the blade pressed against her skin, before using all the strength that an eleven-year-old could possess to twist her father's arm and plunge the knife into his heart. He lay, bleeding on the floor, thanking Ilta before his soul left the mortal plane to Sovngarde.

Ilta, traumatised, fled the estate taking as much food as she could carry and ran for hours without rest from her hometown of Windhelm all the way to Winterhold. She had never left the snowy city and was completely mesmerised by the sight of the College of Winterhold. Ilta's muddy-brown hair had been completely transformed to a white-grey from the snow and her insides were nearly frozen from the cold. Her strengthened hands and arms allowed her to scale the mountainside that the College was positioned on, making a beeline for an open window to the library.

It was warm within the library and the heat made Ilta melt within, collapse on the floor and fall into a deep sleep behind a bookshelf. When she awoke, daylight streamed through the windows and yet no one had discovered her. Dust covered the chairs, desks and books, leading Ilta to believe that the library had not been touched for quite some time. Her throat was parched and her lips were dry, so using some items that she found around the library, she put together a simple contraption that caught the melted snow outside of the window within an old pitcher.

For two weeks she lived in the library and read almost every minute of the day. She read books on One-Handed skills, the magic schools of Illusion and Restoration, as well as the thief schools of Speech and Alchemy, learning new skills and practicing on the alchemy table and rodents that found their way through the windows and walls. On the fifteenth day, Ilta found that she had finished all her rations and her water collecting contraption was wearing out and becoming useless. Thus she escaped Winterhold with a stack full of books and fled to the road, using her new abilities to gather food and supplies as she travelled to The Rift.

She took refuge within an abandoned fort, looting any gear or equipment she could find. For six years she lived like this, creating potions to increase her Alchemy skill and selling them to increase her Speech and make money. Ilta practiced her Illusion on wild animals and Restoration in Riften's temple of Mara where the occasional wounded visited for a healing.
Hidden 11 yrs ago Post by Saarebas
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I was going to go with one of the strains from Valenwood, seeing as I wanted to be a woodelf. I can't find the name of the strain but it says they could only be revealed as vampires by candle light
Hidden 11 yrs ago Post by EliteCommander
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Before I forget, there is something I would like to mention. I do not consider speech a skill that is necessary to list. If you are capable of writing a convincing argument, then I think it should stand on its own, without the influence of a character stat. For anyone who has listed it, if you would like to replace it with something else, feel free.

Anyway, I can see nothing wrong with Ilta. I just realized that I forgot to list alchemy under Sharee's skills, if that matters to you. I personally do not care if Ilta is also an alchemist, but I know some people don't like repeating roles.
Hidden 11 yrs ago Post by EliteCommander
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That is fine, Saarebas. Do you know if that strain can go into the light without dying, like in Skyrim?
Hidden 11 yrs ago Post by Saarebas
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I would assume it would be like Skyrim, they can go out during the day but with great pain and being weakened.
Hidden 11 yrs ago Post by EliteCommander
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Alright then, I see no issue
Hidden 11 yrs ago Post by The New Yorker
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I feel like most types of vampires in tes lore are able to go out in the day light as long as they're properly fed.
Hidden 11 yrs ago Post by Oskar DiLondra
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((Hey, It's me from FB and Titanpad, hope this is alright))

Name: Glair Tahromihle

Race: Altmer (High Elf)

Gender: Male

Age: 497 (Born 3E 139)

Birthsign: The Lover

Appearance: Glair

Equipment:
-Old Thalmor Light Armour

Skills:
Illusion - Learnt illusion from the Thalmor, as a use to be able to bypass security to be able to take out targets. Highly skilled, with 5 years of intense training, and then 20 years of intense studying of magic.

Mysticism - Taught at the Mage Guild within Leyawaiin, 20 years of being taught, and the teaching is recent, therefore all of the knowledge is still within his brain, whereas he may be a little rusty in the arts of illusion and conjuration.

Hand to Hand - Sometimes Glair had to get a bit more 'involved' in the missions, and therefore became fairly well-versed in the arts of Hand-Hand combat, yet he is quite unused to it now, as he has not seen reason to use it recently.

Light Armour - Glair always had to be able to get around quickly when dealing with contracts, yet he also had to have some form of protection against attack. He has kept his original Thalmor armour, as it is still good armour, even though he despises it's creators.

Conjuration - Taught to him by the Thalmor, as it is a better way to assassinate someone as it does leaves less signs that you had been there, also, it is better to stay detached and as far away as possible from your targets.

Security - His ability to lock pick and such was almost natural, as a child, he had always attempted to enter his dad’s shop after closing time. His father also taught him the basics of the lock used on the door, which lead to Glair understanding locks more.

Personality: Glair is seen to be a person who is very easy to get on with, as he seems to know exactly what to say to a person to make them like him. Yet most of the people meets, he is suspicious of, and is unlikely to trust most people, even ones who become close to him. To the trained eye, or someone looking from the outside, without any involvement with Glair, will most probably be able to spot this, but those he talks to seem to be under a spell that makes them oblivious to his fear of trust. This issue could be diagnosed as an illness, as he loses sleep over it, and cannot be alone in a small room with someone for too long, or he will start to sweat, and worry about what may occur, which is usually nothing.

Background:
Glair was born into a family of extreme Altmer pride, and was forced to share their views that the Altmer were superior to all other races. His family would steer clear of any other race, as they believed that they carried diseases, such as the rats did. He was born before the Oblivion Crisis, but cannot remember much of it, as his family tended to stay sheltered rather than go out and fight, within the early years of Glair’s life (Early years being the first 300), nothing significant had happened, nothing of importance.
Unfortunately for his family, they did not live in Summerset Isles, they had to live in Skyrim, as their town, a small coastal town near Firsthold was attacked by Redguard Barbarians, which they had never thought would have occurred, and therefore were forced to flea by sea, from some docks a few miles to the south. They hastily evacuated, yet discovered that they had no form of navigation, so they just drifted. At the end of the journey, only Glair, his parents, and his sister had survived, whereas they had left with two other of Glair’s siblings. By the age of 40, Glair was homeless and almost an only child.
When they arrived at shore, they noticed that they had landed on the place that had brought them the barbarians, Hammerfell, but they could not set the boat of again, as it would definitely bring too much attention to them. They decided to attempt to find passage out of the region, which would be difficult at best.
After two moons of roaming, not going in any certain direction, they came across an elven caravan, it wasn’t Altmer, but it was Bosmer, which still was a rare sight in Hammerfell, but this was a lucky occasion nonetheless. They requested passage to somewhere safer than Hammerfell, and the owner of the caravan, reluctantly, stated that they were headed for Skyrim, to attend a meeting concerning the Thalmor. This was the moment at which Glair realised that his parent had been working for the Thalmor before the Oblivion crisis, as they had exstensive knowledge of the doings of the Thalmor, even though they had been 'disbanded'.
The Bosmer went to the meeting, secretly within the basement of an inn within Riften, owned by Mauve Black-Briar, which she allowed them to use through the use of a large bribe. This may be seen as the cause for Black-Briar links to the Thalmor in the future. Seeing as Glair’s family had no where to go, had previous connections with the Thalmor, and had not really been placed within a better country, they decided to attend the meeting. During the meeting, the Thalmor suggested that the Tahromihle family become part of the Thalmor’s ‘less diplomatic’ area, as they seemed to be the ‘perfect people for the job.’ Glair had no idea of what they were talking about, but the mixture of relief, suspicion, distress and joy on his parent’s faces, he could tell that it was a large request.
Glair’s parents became avid members of the Thalmor again, doing jobs that he and his sister were not allowed to see. Yet, they were trained themselves. His sister was trained in archery, whereas he was trained in the art of illusion and conjuration. He enjoyed the classes, but had no clue as to what they were to lead him to. By the end of a 5-year study, Glair was enrolled to perform in jobs similar to those that his parents had performed along with his sister. He completed the jobs perfectly, not seeming to be affected by the deaths that he caused. This was due to his previous experience of his sibling’s deaths, and his upbringing and experiences causing him to hate most other races.
After 4 years of this, Glair’s sister went missing. He was told by the Thalmor that she had ‘defected’ and was no longer a member of the Thalmor, and a traitor to the Altmer and all other mer. He could not harbour negative feelings towards his sister, no matter how many times they said she was ‘with the enemy’ and ‘no longer one of us’, as she was the only family that he had left. His parents had died a couple of years ago, yet it was just of old age, well, that’s what the Thalmor had told Glair and his sister.
106 years later, the year was 4E 160, and Skyrim appears peaceful, yet underneath, people like Glair are still waging a silent war, one of politics, sabotage, and assassinations. Glair is given the task to execute someone, which he does very rarely now, but it is still his job, so, as usual, he obeys. His target is a wealthy female, an informant against the Altmer, a traitor. Glair was never told much about his contracts personally, as that may result in some jobs being done unprofessionally. He completes the job, and, as usual, he goes to collect the body to remove the most evidence as he can. He goes to the body, looks at the face, and almost faints. He recognises the face, yet not directly. It is the face of someone he knew a long time ago, yet he has not seen them for decades. Then he realises that it’s his sister, his sister who had defected from the Thalmor, and instantly realised why she had done so. His sister had realised the horrible truth of the Thalmor, that they would stop an nothing to get their way. He now realised this, and decided to follow the path of his sister.
He ran, and escaped out of Skyrim, South to Cyrodiil. He continued to travel south, without much food or shelter, until he came across Leyawiin, where he decided that he had gone far enough, and needed to travel no further. Throughout the rest of his days, he took residence within the company of a family dedicated to sorcery, especially the areas of Mysticism, and begun to train his magic, constantly harbouring a burning desire to seek revenge on the Thalmor, yet it constant fear that they will find him. He wants to go, to travel elsewhere, where the Thalmor would not find him, and where he could strike back. There was soon to be the perfect opportunity.
Hidden 11 yrs ago Post by Kentsukan
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Name: Carawen

Race: Bosmer

Gender: Female

Age: 25

Birth sign: The Steed

Appearance: Her scleras are a solid black with a golden iris. Her skin is a fair and a pale peach color with a green tinge. Her hair is a dark brown and kept in a pony tail. She is lean, and about average height for her kin.

Equipment: She wears leather armor tailored in the Bosmer fashion, with metal along her forearms and shins and a hood covering a light metal helmet. She carries two short swords, and her prized bow with arrows and a quiver. ((Essentially looks like the Bosmer Elder Armor Mod for Skyrim.))

Skills:

Archery: Expert
One-handed combat: Journeyman
Blacksmithing: Apprentice (able to fletch arrows and repair/maintain armor and weapons, but cannot create anything beyond that)
Unarmed: Apprentice
Athletics: Journeyman
Acrobatics: Journeyman

Personality: Carawen has been disenchanted by her experience in Leyawiin, and wishes for nothing more than to go home. She is a religious Bosmer, and practices the Green Pact. As such her bow is made from bone, she does not eat vegetables (even if they're not from Valenwood), and yes, she practices ritualistic cannibalism. She prefers to keep to herself, though she can be social. She is fond of archery and practices it when she can. She is competitive, stubborn, dry, sarcastic, and charming when she must be, but tries to be polite and is not cruel.

Background: Born and raised in Valenwood amongst its walking trees, for a long time Carawen believed she was locked away from the rest of the world. She longed for an adventure, and the chance to see the rest of the world, and so at the age of 16, she left Valenwood for the prosperous Imperial City. Unfortunately, it went very badly for her, as she had no idea what she was doing, and landed with no money, and in Leyawiin. She worked for a sympathetic Bosmer butcher and frequently hunted the woods nearby to keep meats of all sorts stocked in his store. Nine years of work, and she still did not have the money to leave, so when the opportunity of piracy presented itself, she took it up immediately. She may not be fond of traveling on a ship nor piracy in general, but if it means she can disembark the moment they get close to Valenwood, it is an opportunity she is more than happy to take.

((To be honest, I don't know how old a Bosmer can be, or what the equivalent for 25 years old would be. I thought I'd just throw something out there!))
Hidden 11 yrs ago Post by The New Yorker
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The Mages Guild, as it was known in "Oblivion" no longer exists. They were disbanded during the war I believe. The Sload and the College of Whispers took their places. Both are politically charged alternatives.
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For Bosmer, I don't really know how old they can be either, as it is not explicitly stated in any piece of lore I have been able to find. However, I have no reason to believe it is any different than any other elf, so for the purpose of this RP, I am saying they have the same sort of lifespan as a Dunmer or Altmer.

I believe Carawen is fine, though I should probably avoid taking us to Valenwood at first...

For Oskar, I am not yet done going over your bio. It shouldn't be long.
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Okay, finished reading up on your bio, Oskar. There is nothing wrong with Glair himself, skills and equipment wise (though you do not have to list speech and mercantile, and can replace them if you wish). There is, however, some issues with your bio, as I am understanding it. His parents met with Thalmor representatives long before the Thalmor were actually established and before the Dominion existed. The Thalmor reformed (after being disbanded by Tiber Septim when he took power) in 4E22, while that part of your bio took place in 3E183. We will need to figure out some sort of solution to that issue before I can accept him.

Also, New Yorker is right on the mages guild thing, but I think it is reasonable that smaller, local organizations could have formed after the fall of the Mages Guild.
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