1 Guest viewing this page
Hidden 9 yrs ago 9 yrs ago Post by Baklava
Raw
GM
Avatar of Baklava

Baklava

Member Seen 6 mos ago


"Silent Shadows" by Andreas Rocha


During a time of dragons and monsters, a great evil has consumed the land. An evil sorcerer and sorceress have dominated the country with their massive army of orcs, goblins, and other such bloodthirsty races. Prophecies made by the woodland elves had foretold of such impending chaos centuries before the good King Antony and his only son were slain not but 60 years ago. Their race completely disappeared shortly before the kingdom's fall. However, after years of silence, the elves have been made aware of a new divination, bringing them hope and a reason to resurface in secrecy. Seven humans will be born-- each with a unique gift or talent from the Gods. By forming together and using their powers against the evil sorcerer and sorceress, they shall defeat them and restore the Kingdom to peace.

After patiently biding their time until each of the chosen humans had been born and passed age 17 (at which time their powers will awaken), the elves sent visions to each human using magic. The visions beckoned them to meet in the city of Jeorva, a wealthy merchant town that is far from the Realm of Spritus Raptor, where the evil king and queen abide in the old King's castle, surrounded by their armies and those who have pledged their allegiance.

The world has become a dark place in the presence of such tyranny. Words of good conquering evil and retribution for what's been done are either jokes or the words of mad men. Of course, after 60 years of uncontested rule, coupled with how quickly the kingdom fell after the wicked pair began their conquest, it isn't very hard to see why such a thing as 'hope' would be considered silly at this point. Nonetheless, that is exactly what the vision represents as it whistles through trees, over lakes, and slips silently into the dreams of seven individuals who are fated to save the kingdom of Coake from the unforgiving grasp of corruption once and for all.



The Seven Elementos

Fire/Heat
Has the ability to manipulate flame. Eventually gains the ability to produce their own heat for flame so they don’t have to have it provided by some other source.

Water/Ice
Has the ability to manipulate water. Eventually, gains the ability to freeze water and other numerous objects using water.

Earth/Stone
Has the ability to shift dirt, small rocks, soil, sand, etc. Eventually gains the ability to manipulate large and heavy boulders and other large portions of stone.

Animals/Plants
Has the ability to communicate with mammals, reptiles, and birds. Eventually gains the ability to manipulate plants. (Human's appearance may come with some animal-like qualities)

Wind/Weather
Has the ability to manipulate wind currents. Eventually gains the ability to summon or dispel powerful storms.

Light/Teleportation
Has the ability to heal wounds and create force fields. Eventually gains the ability to teleport over short distances (2 mile radius).

Darkness/Mind Reading
Has the ability to summon powerful weapons from shadows. Such weapons can be wielded by the summoner only. Eventually gains the ability to read the minds of others based on their mental strength (not animals).

*note* The second power, marked by “Eventually”, will eventually be given to all of them. Players will wait until I notify them when it will be appropriate for the character to advance (although I am open to requests and suggestions should the player see an opportune moment for such character development). It will most likely happen during a point in time when they really need it.




The Cast:

Rowena : Baklava : 6D7B8D (lightslategray)
Brande Ashbell : Captain Jenno : DC381F
Raine Laiken : Undine : 00FFFF (aqua)
Elspeth Scout : McHaggis : B8D945
Petra Ducrat : Rinoa Rose : F9AD81
Audra Hesten : NightFlight : F7941D
Leon Alabaster : Scrapula : E6FFCC
Randall (Reeves Artemis) : Dervish : 0072BC

Elise Callan : lydyn : C900FF
Isaac Dorovich : Sodium : (violet)
James Terna : Kaithus : C8B560















Helpful Links:

The Money System
Hidden 9 yrs ago 9 yrs ago Post by Baklava
Raw
GM
Avatar of Baklava

Baklava

Member Seen 6 mos ago




Age: 79

Race: Elf

Gender: Female

Appearance: Similar to the picture, Rowena has long, light blonde (almost white) hair that ends just between her shoulder blades. It is slightly curly and typically pulled back in a loose, low ponytail. She has soft, almond shaped and honey colored eyes and a tattoo across each eye-- not an uncommon sight in elven culture. Also characteristic to elves, she has fair skin and sharp features that most would consider gracefully beautiful. She stands at a height of 5'11".

She wears a heavy gray-blue cloak with slits cut to accommodate her long, pointed ears. She wears light armor adorned with feathers, a gray-blue skirt, and thigh-high greaves along with a pair of sturdy, but form fitting boots. Her body is lithe and athletic-- resembling that of a healthy human woman in her early twenties.

Theme Song:

Nature: All work and no play; Rowena is a good-humored, gregarious, and spirited goofball trapped within the body of an apprentice with too many responsibilities to be anything but a nervous wreck. With the weight of her life's mission on her shoulders, she finds very little time to satisfy her unquenchable thirst for fun. Maturity came hard and fast when the war came crashing down around her at the 'tender' age of 19. She works hard to keep her inner wants and desires under wraps, however. There are more pressing matters at hand, and-- in her selfless mind-- if her sacrifices can truly save humanity, it will have all been worth it.

Backstory: Rowena is technically a half elf-- although this description holds little to no meaning. Elven blood, at least according to the elves, is the strongest of all races. It cannot be diluted. Rowena was born to her elven mother, Patience, and human father, Henry Mulligan. Henry tragically passed away during a pre-war attack on Vevian by a group of orcs in spite of her mother's wishes for him to stay with her. This was during the time that the elves were desperately trying to warn King Antony of the impending threat. As he had for years, however, he tried to ease their worries with assurances that the army would be made 'a bit' stronger and the walls be built 'a bit' higher.

She grew up with her mother in the northern forests, deciding at a young age that she wished to join the elven guard in honor of her human father, who had been a soldier for King Antony. Rowena valued the ability to protect those who were closest to her and trained hard. Shortly after the war began and the elves went into hiding, however, her mother perished in a horrible accident that Rowena was unable to prevent.

A kind sage from her tribe took her in and made her his apprentice. She has been by his side ever since. For years she has studied various topics from weapons training and herbology to magic and legend. With the Time of Awakening at hand, she has traveled to Jeorva with her master. Disguised as humans, they are to meet with the chosen seven and begin their quest to end the reign of their evil rulers once and for all....

Goal(s): Rowena wishes to do everything within her power to see the seven elementos succeed. These are the desires she clings to. In reality, however, Rowena possesses a burning desire to travel the world and learn more about human customs. They have always intrigued her, but such a frivolous dream mustn't be pursued-- her duty comes first and, as far as she's considered, is her one and only dream for now.

Inventory:

--A longsword
-- A dagger
-- A brown leather satchel
-----water canteen
-----a journal
-----pen and ink
-----wooden brush
-----a change of clothes
-----a bottle of mysterious black powder
Hidden 9 yrs ago Post by Zombehs
Raw
Avatar of Zombehs

Zombehs One clown circus

Member Seen 2 days ago


Jorak Tenumbra


Element: Darkness

Age: 17

Gender: Male

Appearance: Built like a great oak, Jorak stands at 6’ even and seems to still have an inch or so left to grow. Though not overly muscular, he’s clearly trained to define his body from a young age. He’s been described as older than he looks thanks to his relatively sharp featured face; his blue-grey eyes have been described as harsh or steely at times. His auburn hair is surprisingly long, shoulder-length, though it’s kept out of his eyes by a purple headband.

His outfit consists of a short sleeved shirt, secured at the waist with a leather sash, long pants, and simple boots. Colors vary from dull green to faded brown, showing the clothes have been well-worn. His forearms are wrapped constantly in cloth, secured at the wrists by a pair of purple armbands. Of note is also the plain purple tabard he wears, its color still vibrant. Though not quite as useful as a cloak, it’s still heavy enough to provide some warmth and comfort. He's donned a thick travel cloak for the journey.

Dagger and hatchet hang from Jorak's belt, while quiver and unstrung bow are on his back.

Theme Song: Virus by Max Legend

Nature: A quiet but confident youth, Jorak isn’t the most individualistic person. Though quick-witted and observant, he still looks to his elders for guidance and orders given how he was raised. He can come up with a plan of action, but waits on those in charge to give the go-ahead first. Admirable and desired qualities for a young guard or soldier, but perhaps a bit crippling in what’s to come.

Tenacious to a fault, he has improved such that it could be called a virtue rather than vice. As long as the task is legitimate, Jorak will strive to see it through to the end. At the same time, he isn’t stubborn, so it’s easy enough to have him direct his efforts elsewhere. Naturally, he’ll express frustration and discontent if his efforts are for naught, but ultimately he follows directions.

He gets along well with most sorts given Jorak doesn’t really give others trouble and isn’t easily bothered. He respects both intelligence and actual deeds, understanding both are important in their own rights. Naturally leans towards those that are more brainy given it’s what he would consider his weakness.

Backstory: Lorcrove. A small town located north of Jeorvo past forests and mountains. It is situated near the edge of a twisted forest covered in heavy mist at all times in the year. Twisted silhouettes stalk the treeline and occasionally venture forth to terrorize the population. Ghastly screeches and wails pierce the night sky every full moon, filling the sleep of many with night terrors. Why for all this do people still stay? During the day, when the sun shines bright and drives back the unsettling fog. The land is bountiful and harvests are rich. Brave men and women man the makeshift walls, built from the wood from the “cursed” forest itself.

Jorak’s father was one of the respected militiamen. A veteran of more than a fair share of battles and expeditions. By the time Jorak had been born he no longer manned the walls or patrolled as often. Age, but mostly old injures, had taken their toll and left him unfit for the strenuous nature of active duty. His father remained involved with the guard though as a trainer for new recruits. Thus, it was only in the evenings that Jorak saw his father. His mother managed to raise him while maintaining her profession as a baker.

From a young age, Jorak remembered the forest was never scary to him. He slept soundly through the nights of a full moon, and seemed to gaze at the shrouded treeline with interest and curiosity rather than fear. It wasn’t much later that he began to accompany his father to the training grounds. At first he simply watched the recruits drill and train, but in short order he had his own drills and training to fulfill. It was quite harsh, but he was a child and impressionable. That his father seemed genuinely happy and impressed that he followed through was enough for Jorak to continue and persevere.

At 14 Jorak finally understood what monsters plagued the town. Manned at the wall when a silhouette loomed at the edges of the treeline, the bell tolled an alarm for Lorcrove. As if set off by the booming noise, the creature swept out of the fog covered forest. Only it brought the fog with it, swirling around its body and hiding its appearance. As arrows were loosed, the projectiles disappeared within the shroud of fog that hid the creature. Only shrieks of pain that sent chills up his spine showed that the creature was harmed. What had to be dozens of arrows and the shrouded monster still put up a fight against the spears that met it at the gate. Yet fall it did and to his surprise, the fog drifted back to the forest and left nothing but clean arrows behind.

“They already see you clearly enough. These are so your comrades will never miss you, even if the fog descends upon the town.” With those words his father gifted him the purple-colored accessories Jorak still keeps to this day. Though he has stood guard on the walls many times, he is still too young to venture forth from the protection of the walls and towards the forest to strike back at the monsters that would prey on the townsfolk. With recent events, it seems unlikely that he will either.

Since his last birthday just a few days ago, his dreams have been unchanging and constant. Visions of a journey far south from home to a grand town where he would meet with others. A task that culminated at the castle where the root of evil had taken hold and spread far and wide. He tried to ignore it, but night after night it returned. It is not the only oddity either. When he jolted awake from the vivid dream… though it felt more than just that, Jorak found a pitch black dagger in his grip. He dropped it like some venomous snake and the weapon splattered against his bedsheets like ink on parchment. Well… if the ink moved like it was alive and disappeared into the shadows cast by the moonlight from his window.

Goal(s): Nothing grand at the moment and simply hopes to live up to his father’s expectations. Curious of the dreams he has had since his birthday and the strange abilities that seem to have come with it.

Inventory
  • Short bow & Quiver (20 Broad heads)
  • Hatchet
  • Dagger
  • Waterskin
  • Belt Pouch (Bow strings, coins)
  • Travel Pack (Extra clothes, fire starters, bundle of rope, rations; wooden bowl, spoon, and plate.)
Hidden 9 yrs ago 9 yrs ago Post by Scrapula
Raw
Avatar of Scrapula

Scrapula

Member Seen 6 yrs ago

Hidden 9 yrs ago 9 yrs ago Post by Crimson Raven
Raw
Avatar of Crimson Raven

Crimson Raven *Rolls a Nat 1*

Member Seen 4 yrs ago

This looks very good.

Here is my CS.

Its kinda a W.I.P, as I will add to his personality, eqipment, and history.

This is the final version unless I decide to change something.

Re-edited based off of feedback and advice.

Hidden 9 yrs ago 6 yrs ago Post by Undine
Raw

Undine

Member Seen 4 yrs ago

.
Hidden 9 yrs ago 9 yrs ago Post by Baklava
Raw
GM
Avatar of Baklava

Baklava

Member Seen 6 mos ago

Looks good so far guys. @Crimson Raven I'm going to tell you right now that I need at least a one paragraph description of his appearance. If you wouldn't mind making that adjustment in your final draft, that'd be great.
Hidden 9 yrs ago Post by Crimson Raven
Raw
Avatar of Crimson Raven

Crimson Raven *Rolls a Nat 1*

Member Seen 4 yrs ago

Looks good so far guys. @Crimson Raven I'm going to tell you right now that I need at least a one paragraph description of his appearance. If you wouldn't mind making that adjustment in your final draft, that'd be great.


Okay I will put that in.
Hidden 9 yrs ago 9 yrs ago Post by Captain Jenno
Raw
coGM
Avatar of Captain Jenno

Captain Jenno Waltzing for Zizi

Member Seen 4 yrs ago

I originally submitted two applications because I'm greedy, greedy, greedy.

Name: Brande Ashbell, "The Vagabond Prince."

Element: Fire/Heat

Age: 24

Gender: Male

Appearance: Standing at 6'2", with broad, powerful shoulders and an equally powerful gait, Brande Ashbell has spent his life working towards what he perceives to be his profession's perfection. He is toned, but not particularly muscular, and light on his feet: his physique is tailored for quick combat, after all. His features are bold and angular, his cheekbones defined and his jaw pointed, and the same is true of his hair: a finely trimmed, blonde ducktail beard-and-moustache, tailored to a point, and a head of flaxen hair, combed meticulously back. His eyes are cool, and grey, a familial trait for which the Ashbell family were named.

In terms of outfit, Brande wears a banded, tanned leather cuirass, and a pair of complimentary leather wrist braces, over a black ruffled shirt.
A set of similar leather grieves compliment the ensemble, as does a sterling, silver rapier, which hangs from his belt. His pants are made of a light, baggy material to enable quick lunging movements. When travelling, he conceals most of this beneath a long, black cloak which he binds with a long, copper-coloured thread. On its hind, outlined in silver, a sword faces downwards, its tip piercing an eight-pointed star.

Theme Song:


Nature: Brande is a force of nature, consumed by an obsession to meet and duel his perfect match, driven by his lifelong commitment to live by the sword, and die by the sword. Like his father before him, all Brande aspires to is the final, perfect fight. If you defeat him, his loyalty is yours... if.
He is the eternal showman, and like the element he's come to serve as avatar of, this beautiful flourish is part of what makes him dangerous: a combination of skill and recklessness.
Outside of combat, he's sharp-tongued but good-spirited, and once his loyalty is earned it's banked for life. He's a very friendly, very jovial man... until you draw your sword. In which case, "Are you feelin' lucky, amico?"

Backstory: Brande Ashbell is the son of Fiam Ashbell, who in turn was the son of Aviur Ashbell, one of the last knights to lose his life at Xaviar.
The Ashbells have a grand legacy, of fighting (and tragically, often perishing), in stupendous battles. For as long as their name has been floating around Coake- since the first of them arrived, from a distant, Mediterranean climate- the Ashbells have always been known for their military service, and their ferocity with a blade.
It is a long lived family, proud and- before darkness swept over the land- large. But most of them perished in the war, fighting to the last breath... most of the survivors were only children at the time, and many of them didn't start families. His father was the last Ashbell father.

The Ashbell lineage dies with Brande.

This is partly due to a strange, Ashbell tradition: that they should only marry those who can beat them in a fair fight.
But, at least, he will go out with style! Brande is distilled from a long history of swordsmen, all of different styles and disciplines. His father was a saberist, and his grandfather a student of the twin gladius. And Brande among them, a flamboyant disciple of the rapier, as his mother- rarely enough- was before him. The Ashbell were once famous for their massive collection of familial blades, and Esmeralda Ashbell was famous for having married her way into them, when she disarmed Fiam in an honour-based duel and stole his sword and heart in a single parry.
How Brande longs to see that collection again, and his mother along with it.

Brande is a travelling swordsman. Despite his family's past wealth and prowess, he's a rolling stone, and not by choice.
Once, he'd been a wealthy youth, without a care in the world: he'd lived on the family estate, Serifina Heights, an expansive series of luscious courtyards and beautiful, antiquated architecture. It was there his father had taught him the way of the sword. It was an ancient rite of passage, starting when he was seven. To become an Ashbell man, you must pick an Ashbell weapon.
"Pick any blade from my armoury: as an Ashbell, you'll eventually be proficient in them all."

Serifina Heights is gone, now. A burnt ruin that still smoulders lightly in the hotter months. It had been South of Jeorvo, East of the Wisdom Mountains.
For fifty years, his father recounted, no element of darkness had ever stepped foot on Ashbell ground: it was as though they'd been granted clemency.
Five decades, untouched.

It was destroyed in a night. To this day, Brande doesn't know why: but one night mid-Summer, an army garrison descended from The Wisdom Mountains, and decided that Serifina Heights would be their bounty. The Ashbells and their staff, of course, raised arm against them: and had it been a fair sword fight, they might even have won. But when have goblins and orcs ever played fair?
The main chateau had already caught fire before Brande's father had realised he'd never stood a chance. In the final moments before the whole estate went up in flames, Brande was told to run, with only is mother's sword at his side.

Brande never stopped running.

Eleven years have passed, since that day, and the ruins of Serifina Heights are still there. Brande has visited them many times over the years. To meditate, to train. But he hasn't let his past dampen his spirit. Like his father and grandfather before him, his passion is the blade, and with said blade he's still steadily carving his way towards vengeance, and pursuing the glorious final fight his father was denied.
With his family gone, his estate destroyed and his wealth seized, Brande lives his life walking the land, now. Sharpening his skills, and pursuing the fabled "perfect opponent", the battle of his life.
So ill is his fortune, but so unbreakable is his spirit, the people he's passed have even given him a title: The Vagabond Prince.

Over the years, however, Brande's more "classical" approach to sword-fighting has changed, substantially. It as seven years ago, whilst he was camping out under the stars and among the ruins of his old home, that he discovered he had a startling gift.
He'd not long turned seventeen, and had been searching for any remainder of the old sword gallery left un-pillaged: hoping to find even a scrap of his once mighty inheritance. The search was fruitless.
He'd slept very strangely, that night. Most of the details of the dream escape him to this day, but from it he recalls a sudden, deep, agonising heat that had overtaken his body in the night, as though a fire had been struck within.

When he awoke, at first he was startled. But then, a strange peacefulness followed, as the soothing night's breeze assured him all was well. He found he felt a strange kinship with his dwindling campfire, fueled by the burnt beams of his childhood manor. Absentmindedly, dazed still from his vivid imaginings, he'd reached to prod the ashes with his sword: only to find that when he drew the blade back, the fire came with it.

Brande was an elementos. Brande controlled fire.

That was the night he christened his blade, in his mother's name: Esmeralda, the flamelash.
From then on, he took this as a sign that he was to persevere. His inheritance was not a collection of old swords, but instead a weapon all of his own, a flaming point with which to run the unjust through.
Brande has since made it his duty to use his power to the best means he can imagine: finding his perfect opponent. With Esmeralda in hand, he has trekked the land in search of swordsmen who can best him, all the time refining his technique, finely tuning his flaming-sword assault. All the while, dreaming of bigger opponents, better.
Before, he had sought to be the avenging angel of his family: but now he has the flaming blade to play the part, his aspirations have grown. He now wishes to cleave through evil at large, and put his skills to the ultimate test.

Recently, he had another dream, in the same spot he'd learned of his powers, beckoning him Northwards. He left as quickly as he could. Deep down, he knew. This is first step towards his destiny.

Goal(s): To become the greatest swordsman the Ashbell line has ever produced, and carve his way through the forces of evil with his flaming blade, Esmeralda, until he's fought his fated, perfect opponent.

Inventory:
  • One rapier, Esmeralda the Flamelash. When he's near a source of fire, he draws it to this sword's blade.
  • A tinder box
  • A set of matches
  • Handful of cigars (he might be broke, but his tastes are still rich!)
  • A shaving kit, complete with straight razor
  • One waterskin, slung from the belt
  • A messengers bag


Text Colour: Grapefruit (#DC381F)
Hidden 9 yrs ago Post by Matsuri
Raw
Avatar of Matsuri

Matsuri procrastination station

Member Seen 9 mos ago

This seems like a cool RP! I'll try to get a CS up as soon as I can.
Hidden 9 yrs ago 6 yrs ago Post by McHaggis
Raw

McHaggis

Member Seen 4 yrs ago

.
Hidden 9 yrs ago Post by Dolerman
Raw
Avatar of Dolerman

Dolerman Chrysalis Form

Member Seen 10 mos ago

im gonna try for a Animal/Nature cs, quick question are the animals in this RP the same as normal earth animals or will there be a chance to control some mythical creatures as well, also how will I know what animals are available to communicate to and when in which area?

Hidden 9 yrs ago Post by Sodium
Raw
Avatar of Sodium

Sodium nanananananananananananananananananananananaSODIUM

Member Seen 5 mos ago

@Dynamo Frokane
I'll repeat something the GM said to me when I submitted my Animals/Plants character in the interest check thread: You do not control the animals, you understand their speech and can talk to them.

And to repeat another thing from the interest check, I'll be moving Sir Isaac over here once I'm done fluffing up the Earth/Stone part of his sheet. I've done a bit, but I need sleep so I'm not half asleep while playing with strong acids and bases tomorrow morning.
Hidden 9 yrs ago Post by Dolerman
Raw
Avatar of Dolerman

Dolerman Chrysalis Form

Member Seen 10 mos ago

@Sodium so are you also going for an animal mage? maybe I should opt for a female wind one instead
Hidden 9 yrs ago Post by Sodium
Raw
Avatar of Sodium

Sodium nanananananananananananananananananananananaSODIUM

Member Seen 5 mos ago

@Dynamo Frokane
It'll be easier for you to just look through the interest check, as there've been multiple character sheets submitted for consideration already over there that haven't made it over here. roleplayerguild.com/topics/87209-high-..

Do what you want with your character. I won't get mad if you outdo me and get the slot.
Hidden 9 yrs ago 9 yrs ago Post by Dolerman
Raw
Avatar of Dolerman

Dolerman Chrysalis Form

Member Seen 10 mos ago


Hidden 9 yrs ago 9 yrs ago Post by Dolerman
Raw
Avatar of Dolerman

Dolerman Chrysalis Form

Member Seen 10 mos ago

@Dynamo Frokane
It'll be easier for you to just look through the interest check, as there've been multiple character sheets submitted for consideration already over there that haven't made it over here. roleplayerguild.com/topics/87209-high-..

Do what you want with your character. I won't get mad if you outdo me and get the slot.


I've opted for a fire character, I know that's a popular choice but I noticed we only have one girl at the moment and I had a suitable backstory idea . I wont be surprised if I don't get this one through but I had a great time writing her.
Hidden 9 yrs ago 6 yrs ago Post by McHaggis
Raw

McHaggis

Member Seen 4 yrs ago

.
Hidden 9 yrs ago Post by Crimson Raven
Raw
Avatar of Crimson Raven

Crimson Raven *Rolls a Nat 1*

Member Seen 4 yrs ago

@Baklava

Question as I make my CS, can normal people have just a bit of magic?
Hidden 9 yrs ago Post by Baklava
Raw
GM
Avatar of Baklava

Baklava

Member Seen 6 mos ago

I'll get to reviewing character sheets soon, but until then-- I'll answer your guys' questions...

im gonna try for a Animal/Nature cs, quick question are the animals in this RP the same as normal earth animals or will there be a chance to control some mythical creatures as well, also how will I know what animals are available to communicate to and when in which area?


What Sodium said is true-- "control" would be the wrong word to use in this case. You can simply communicate with them. Later you will be able to control plants, but still not animals. As for the mythical creatures-- whether or not your can communicate with them will be entirely dependent on the creature itself. In most instances this will depend on how animal like the monster is (like a basilisk vs a foreign speaking Naga). Regardless, I would request that you ask me first before assuming you can communicate with a certain monster. When I write in monsters I'll try to include whether or not they can be conversed with.

@Crimson Raven The simple answer to that question is no. Sorcerers and sorceresses are not a common sight in Coake-- which is part of why the evil Sorcerer and Sorceress that currently rule Coake are in the position of power that they are. Among elves, magic is a different story, however. They do have the ability to use *some* magic and there are other mythological races that can as well, but humans cannot with extremely rare exceptions which are to be used for plot purposes only.
↑ Top
1 Guest viewing this page
© 2007-2024
BBCode Cheatsheet