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| | The Terrene: Forest at War OOC | |
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RyubosJ Simplistic Scripter
Posts : 1637 Join date : 2013-08-23 Age : 29 Location : UK
| Subject: The Terrene: Forest at War OOC Wed Mar 11, 2015 2:54 pm | |
| Forest at WarDescriptionIn the far north of the Empire of Kartash, beyond the mountains, lies a deep forest. Within it's borders are warring tribes that would strike south as they chose if not for the mountain fort. The greatest fort in the world this building and her men are all that stands between civilization and madness. Yet she is not invincible. You are a member of the scouts, men (and a few women) how brave the forests north, looking for movements by the tribes, escorting larger forces of raids, passing messages to outposts and other such duties. You are not the greatest of fighters, but you are soldiers and war is coming. The RP is open to at maximum five people, if you would like to join please post a character sheet bellow. Please note that this world is very cold and as such swords are rare/only the really rich will have one and not for battle. Character Sheet:Name: Age: Gender: Magic Element: Appearance: Personality: History: Extra information can be found here https://rpbastion.forumotion.com/t33-the-terrene
Last edited by RyubosJ on Thu Mar 12, 2015 1:45 pm; edited 2 times in total (Reason for editing : past me was stuppid) | |
| | | RyubosJ Simplistic Scripter
Posts : 1637 Join date : 2013-08-23 Age : 29 Location : UK
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 2:55 pm | |
| Kartash Overview
Kartash is the largest kingdom on the continent covering large swathes of land all the way from the equatorial mountains to the edge of habitable land where it is cold enough to freeze blood inside of a naked hand. The central lands are flat plains that are often covered in shallow snow in winter. To the west is the great forest, the border of the Empire, while to the east is the frozen ice shelf; a death trap to any who walk across it. The south east is home to hills filled with precious metals, gems and the rare ice crystals while north is the mountains that block any progress further. Nearly all towns are built using stone as wood is too difficult to obtain, fires burning on mix of dun and peat that holds chemicals which burn slowly are tendered almost all year round with only the very rich using real wood. Due to the size of the Empire most towns are self-governed, taking care of most matters including tax, however the military is the domain of the crown and it is their might that has bound the lands together for almost 300 years. Travel is a dangerous pursuit with little protection on what passes for roads, still there is a constant flow of trade across the empire as no single town can be self-dependent anymore; so bound together they have become. The racial stock of Kartash has little variety, the main type being tall, about 5'10, with a broad face, while to the north they become slightly shorter, about 5'8 and the west being a mix of most types, having bred with the natives of the great forest and Belgrave conclaves. The southern reaches have no native variance as the lands to the south are too harsh for anyone to have survived on their own. To the far north, beyond the mountains are the crow barbarians who, from post mortem examinations seem to be of a similar type as northern Kartashians, although that could be due to the fact that all bodies obtained were of fighting men, and no women have ever been sighted, leading to some rather foolish urban legends. Towns in Kartash are easy to recognise due to a couple of consistencies when designing them. First is how all the buildings will be very tall, often rising to four stories even in the poorest sections, with slanted roofs that are so close together that the gap between them is normally only a couple of hand spaces wide; this is so that any snow remains in the centre of the streets as well as keeping large amounts of heat within the buildings. Second is how all but the most western towns are made of stone due to the cost of wood as trees rarely grow outside the great forest. Finally due to the cold, increased by the openness of the landscape, all settlements have large underground complexes, some being so great that whole areas have been lost over the years. The current Emperor of Kartash is Thurlaw the third, who is 42 with no heir and sickly. His younger half-brother, Prince Lantakas, on the other hand is very different, a passionate man he leads the military in the north and has shown himself to be very loyal to his elder brother. Still with the Emperor so ill and his brother often putting himself at risk the current political climate is a deadly balance with the no clear line of succession after Prince Lantakas and rising tensions between the Church of the Ice Gods of Winter and the University of Zoffany. The world will watch Kartash in the coming years with a close eye, to see if the first empire of the world will last to see 300.
Towns of Kartash - Rakgal:
Industry: Trade, farming (vegetation and livestock), religion. Geography: Rakgal is situated on the only hill as far as the eye can see, not that the hill is high at all, with the Citadel in the middle. Because of the flat land all farming is done within the city using small plots covered by Ice Mirrors that keep the heat inside as well as letting light through. As the city is the largest congregation of humans in the world it's also has an extensive underground cave system, developed by smugglers, sewers workings and secret paths, meaning that there are a number of wild animals in the city. Description: Rakgal has been the capital of Kartash for years, renamed in 50FF, it has been the centre of an empire for the last 300 years and this shows. The buildings near the centre are huge constructions that have little defensive use. As you walk away from the centre the buildings at first get older and older, showing little change aesthetically, tall with slanted roofs that jut out from the walls in the traditional way. However this changes once you reach the city walls and beyond. These buildings are newer, shorter houses that often have flatter roofs due to the difficulty in building the steep ones that are more traditional; they also crowed together however every now and again you would find an empty plot where the locals produce their crops. It is here you can find the Grand Temple to the Ice Gods, built within its own wall so that from the outside it looks like a second town with richer neighbours however once inside you would find one of the most impressive buildings ever; having taken 121 years to build it's the largest temple in the Empire.
- Zoffany:
Industry: Crystal mines, magic research Geography: Zoffany is the most southerly of all towns in Kartash, lying right at the southern border of the Empire; however it is not a border town like you would think. Yes it has remained inside its walls for the most part, however for the entire history of the Kartash Empire it has never been attacked by an outside force of humans. Instead its foe is the ice and cold of the south where for most of the year it's snowed in. Perhaps then it is only natural that it is here that the crystals that let a man use powers that go beyond logic reside, where the minds of lesser men would shatter from the challenges of living here. History: In 200FF the University of Zoffany was built to research the crystals that had been found nearby. Although it was once out of grace with the crown it has remained thanks to the great minds that have created wonders within. The town reflects this by being the centre for new discoveries with the streets lit by Ghost Fire and the houses warmed by technology not found anywhere else. The streets, like all in Kartash, are often narrow with the tall buildings towering over the inhabitants yet unlike the capital the roofs do not jut out as far, instead leaving plenty of natural light to reach pedestrians.
- Veraid (Ver-raid):
Industry: Livestock, fishing, mining Geography: Veraid is situated at the mouth of the river Ve, the largest river in Kartash it is frozen over for most of the year like the eastern sea. However for two months at the height of summer it becomes water and is home to a huge number of fish. It is thanks to this yearly melt that Veraid is one of the richer towns in the Empire. To the south of the river there are endless hills with minerals that let the towns people survive the colder months as they are not as far south as Zoffany. History: Varaid was the capital of Krushen, home of Princess Farnedis latter queen to Uorek FrostFire and it was here that the destiny of Uorek CoRakgal first became possible as with the kingdoms aid he was at last strong enough to wage war on the world. The financial and economic power of Varaid cannot be ignored, even though there has been plenty of competition for its metal export in more recent times. It was the seat of the oldest family, whose blood still resides on the throne.
- Kerdren:
Industry: Mining, livestock Geography: Kerdren is just on the edge of the northern hills and is the last town of real importance soldiers see when heading towards the mountains. As such it has become the centre of military training due to its proximity to the only real front for the last 50 years. The rocky hills are filled with valuable metals and gems, as such making it home to the largest mines in Kartash. History: Kerdren is the youngest of the great towns and as such has little in the way of history, however as the times change it is likely that it is here that change is likely to be born.
- Kirnash:
Industry: Livestock, crops Geography: Kirnash is one the many central towns which lie in the plains that make up the majority of Kartash. With little in the way of hills it's only thanks to the creation of Ice Mirrors in 250 that Kirnash is of note. Thanks to these the entire area around the town is used to produce grain, vegetables and cotton for the whole empire. This has led to the city resembling a bee hive with a large number of underground areas due to a demand for space. History: Kirnash came to prominence in the 3rd century when a group of merchants and noblemen came together and purchased a contract with the University of Zoffany for the exclusive use of the new creation of Ice Mirrors. Buying up most of the land around the small town of Kirnash they installed the first plot after a single year and followed this by installing another nine quickly after. After only a short while they began to receive profits which they used to extend their contract and expand productions, however the Thrown interviews in 270 at the request of the noble house owning most land in Tevulra, Grevan and Curgila still by this point the town of Kirnash was too powerful to be stopped and is now home to some of the most powerful families in Kartash.
- Tevulra:
Industry: Livestock, Crops Geography: Unlike Kirnash, Tevulra is hillier with poor soil; the town is a typical settlement with tall buildings close to each other with small gaps for streets. Of note is the castle in the centre of town and the smaller satellite castles around which keep the local populace in check. History: Tevulra is the historical home of agriculture in Kartash, having been the home of land barons for years, its conquest was the moment that other kingdoms started to fear Uorek FrostFire. Over the next 200 years it remained very much unchanged till the rise of Kirnash as a rival town. After the crown helped remove the monopoly on Ice Mirrors the Lords of Tevulra expected that they would return to the top, however the greater amount of snow in winter as well as the poorer soil meant that it was pointless to build the Ice Mirrors there. Instead over the last 50 years the areas around the town have been forced to specialise in more livestock, resulting in a reduction in the people and money of the area although this has begun to pick up.
- Grevan:
Industry: Trade, wood Geography: Gervan lies on the edge of the plains bordering forests. Although the Great Forest, the boundary of Kartash, is still further east the smaller woods around the town are enough to heat the air by a couple of degrees, making it one of the warmest parts of the empire in the summer although due to its distance from a large body of water in winter it gets far colder. The trees in the woods are mostly soft evergreens that have been cultivated for hundreds of years. History: Grevan is one of the oldest trade towns in the world, having always been on the boundary of the Great Forest it has supplied wood for years to the east and has sent metals and gems to the west. Because of this it has a wide variation of races, whether the board faced, tall Eastern-Kartashi, the shorter northern-hills man, famed for their beards, from the west the stocky forest man and the short and slim trader from Belgave with the natives being a somewhat middle ground of all. In more recent years Grevan has become the centre for crops heading to the west due to its closeness to Kirnash. This has led to tensions within the upper merchants and the nobility as they attempt to obtain advantages in trading deals; made more difficult by the now wide spread use of Ice Mirrors meaning that dealing with two people can place you in the middle of a cold war.
- Curgila:
Industry: Trade, lumber, Crops, smuggling Geography: Culgila is on the edge of the great forest, the boundary of Kartash, this high density of foliage is enough to heat the air by a couple of degrees as well as making the terrain ideal for some of the rarer delicacies although winter can be very harsh like in most southern towns. Â The town is, unlike most others, made predominately from wood due to it' affordability; although richer sections of town often have stone buildings as a show of wealth, not to mention the advantage when a fire gets loose in the settlement. History: Curgila was the home to the resistance that killed Emperor Goktad and as such has never been graced by the good will of the throne. As such it's one of the poorest towns in Kartash even though it has an excellent location for trade due to Zoffany and some southern forest towns being closer to it than Grevan. Like most towns the buildings are tall with slanted roofs leaving only a thin gap of sunlight able to reach the streets bellow.
Last edited by RyubosJ on Wed Mar 11, 2015 3:01 pm; edited 1 time in total | |
| | | RyubosJ Simplistic Scripter
Posts : 1637 Join date : 2013-08-23 Age : 29 Location : UK
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 2:55 pm | |
| The Aspects of the gods Ice, Fire, Wood, Metal, Sky, Earth, Sea, Thunder, Light, Darkness. The 10 aspects that are linked to the 10 higher gods can be found in all plains. Due to how the worlds were made they reflect the gods that put their hands together. This can be anything to how the wild life has grown to the climate of the world, to even the sea level.
The Magic of Humans
Humans are different from almost everything else one might find when travelling the fifteen worlds. Although they at first look appear to be first of Matter and second of Mind it is in fact slightly different. They are instead balance such that they are strongest in Matter but Mind and Spirit are equally high, in a few cases being such that they rival body. This has led to them developing separately to all other creatures in a couple of points. This section looks at the more obvious difference, that of magic. Their magic is that of the higher gods, the ten that are sealed within the lands. By having skin contact with the crystal that a god is bound in a human with the correct affinity can channel the energy of the seal in to a shape of their choosing, thus casting a spell.
Not all humans can do this as it requires a high level of balance between the three plains. Those rare individuals that meet the first requirement must then face a second, an affinity to the gods. Most such humans will have an affinity to a single god, thus letting them access the seal of that god, and use magic of their element. A very select few are blessed with a second affinity, giving them a second element they can use. Affinities are linked to the world the human was born on, meaning that in almost every single recorded case a human that has magic will be aligned with one of the two that made their home world. The distribution of the crystals of the gods is not balanced withing a world, with those linked to the creator pair being the most prevalent while the other 8 are very rare, most countries have their own style of magic which is often limited to nobility due to the price of both obtaining the crystals and then the time needed to train the user. As a final note one who wishes to learn magic still has one final barrier, that of intelligence. Perhaps by design one needs both focus and a strong will to break the seal placed by the First such that years of study are needed to become skilled in the art.
The world where Kartash lies was made by the Gods of Ice and Wood, as such it is a very cold land although forests are often very large and expansive. It's also such that only magics of Ice and Wood are known there due to both the essential lack of other crystals and lack of those born with other affinities.
Last edited by RyubosJ on Wed Mar 11, 2015 4:19 pm; edited 2 times in total | |
| | | RyubosJ Simplistic Scripter
Posts : 1637 Join date : 2013-08-23 Age : 29 Location : UK
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 2:55 pm | |
| Name: Zolf Arglan - Spoiler:
Age: 23 Gender: Male Magic Elements: Ice, Thunder Appearance: Zolf is of average height, with pale grey eyes and short, black hair. Personality:- Spoiler:
Zolf is a quiet individual, although recent years spent interacting with those from beyond his humble village has allowed him to overcome his previous shyness. He has a kind heart, and willing to protect those who need it. He has a particular hatred towards brigands and bandits due to his past.
History: - Spoiler:
Zolf hails from a small village between Tevulra and Zoffany. At a young age, his parents were taken by sickness, leaving Zolf and his sister, Freya, with their uncle. Using the family savings that their parents left them, Freya went to the University of Zoffany to study the mysteries of magic.
During a brief trip back to the village, Freya was killed by brigands. In her last moments, she gave Zolf her bag, containing a small handful of crystals and notes related to her studies. Zolf, along with a few others from the village, managed to escape, eventually making their way to Zoffany.
In order to afford lodging, Zolf enlisted with the local militia. Through reading the notes left in Freya’s bag and experimentation with some of the crystals, he deduced that he had a particular affinity for the Ice and Thunder aspects, though of course, without training there was not much he could do with the knowledge. Instead, he focused on developing his archery skills, which he had previous experience with hunting for the village. After a few years, Zolf left for the North, in order to join the military. He is currently in one of the numerous scout units.
Name: Jim Patterson - Spoiler:
Age: 36 Gender: Male Magic Element: Wood Appearance: - Spoiler:
Jim has clean dusty brown hair, and brown eyes to match. Plain face, but has a lot of stubble. Wears a torn dark green cloak (clearly used), with a plain blue top underneath. Dirty black trousers, and black boots that are falling apart. He has a very muscular build, and when he speaks it's in a low, gravelly voice.
Personality:- Spoiler:
In a word: Gruff. Jim tries to be reasonable with most people he talks to, though his bluntness is a hindrance. Usually when he speaks it’s short and to the point, suggesting he’s not much of a socialiser. That’s not really true however; indeed, while his gruffness may imply he’s apathetic to his teammates’ causes he isn’t, he’ll pretty much get on with anyone, long as they don’t turn out to be some sort of lunatic or anything similarly dangerous. Also, while he isn't usually the one to start them, he has no qualms with getting into a fight if it's required.
History: - Spoiler:
Jim has spent pretty much his entire life in Curgila, and in truth, very little has happened to him. He grew up into a family of lumbermen, he learnt the trade, and then when his father died, took over the company. The business (creatively named Patterson Logging Comp. , imagination wasn’t his grandfather’s strongest point) was small, but managed to cover most of the industry’s areas; chopping down the forest’s trees, processing them, and then selling them to the highest seller. In a market so saturated in logging companies Patterson Logging Comp didn’t stand out too much. However, those who used it were nearly always satisfied with its quality goods, and word slowly got around and more and more customers came. The company was never swimming in customers, but there were more than enough to make a profit. So for many years Jim was satisfied. Money was coming in, sales were increasing, and everything seemed to be going pretty well.
However, as he grew older Jim soon grew bored at his job. Despite the money it was momentous, dull, and not particularly interesting. There are only so many trees a man can cut down, only so many sales a person can make, only so many times you can pull off a particularly impressive deal before your interest falters. To his dismay even the small amounts of magic, which he practised in his spare time, that he could do were all dull; proclaiming your ability in the wooden arts hardly sounded as impressive as, say, being a fire user or being in tune with the Light. After an especially tedious day filled with mediocrity, Jim came home, sat at his desk, and thought about his life in general. Was this how he wanted to spend the rest of his life? Chopping down trees and selling them? Hardly, it wasn’t really something he was going to be remembered for. Battling enemies in foreign lands would be much more interesting than this... Hell, even out of that, finding an affinity for something better than plain old wood would be something to do...
After spending the day thinking about it Jim decided that no, he wanted to do more with his life. Who cared if he sounded like he was just going through a mid age crisis, he knew there had to be more to life than just trees! He wanted to travel, get into fights, learn more about magic, to do something important. So after taking care of some loose ends, he handed control of the company to his younger brother and headed off to the North, with only some of the essentials hoisted over his shoulder in a bag. A few months later he found himself in the military, about to embark on a scouting mission. Hopefully it wouldn’t be his last.
Name: Exodus - Spoiler:
Age: N/A Gender: Male Magic Element: Ice, Sky Appearance:- Spoiler:
Personality:- Spoiler:
Exodus was raised more or less isolated from human contact, and, as a result, is not well versed with human interaction. This also leads him to be quiet, but also highly observant, allowing him to notice slight details better than most. When not in a battle, or otherwise serious situation, he has a short attention span for anything that doesn't enrapture his interest, and also has an almost childlike tendency to go off on a whim. While he has trouble talking to new persons, he has a considerably easier time with those he's become used to being around. History:- Spoiler:
Born to a clan of lesser nobles, upon finding his affinity to use magic, they spent most of their fortunes on training his abilities. He was raised more or less in isolation, to be a symbol of the restoration of the family's power. His prowess with a staff, however, far outshone his ability with magic, and his use of both in combination was even more spectacular. However, the family completely collapsed several years prior, which ended with Exodus being left alone. Not knowing what else to do, he somehow ended up posted at the scouts of the border.
Last edited by RyubosJ on Mon Apr 13, 2015 5:56 am; edited 1 time in total | |
| | | RyubosJ Simplistic Scripter
Posts : 1637 Join date : 2013-08-23 Age : 29 Location : UK
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 2:55 pm | |
| | |
| | | RyubosJ Simplistic Scripter
Posts : 1637 Join date : 2013-08-23 Age : 29 Location : UK
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 2:55 pm | |
| | |
| | | Spiriter Amateur Author
Posts : 3423 Join date : 2013-09-25 Age : 27 Location : Project Hell
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 2:58 pm | |
| Ryu: the post whore!
More importantly, you really can't expect people to comb through those walls of text to find out what they need to put in the char sheet.....
Last edited by Spiriter on Wed Mar 11, 2015 3:01 pm; edited 1 time in total | |
| | | RyubosJ Simplistic Scripter
Posts : 1637 Join date : 2013-08-23 Age : 29 Location : UK
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:00 pm | |
| sush, This is back as I've got people who want to take part in an RP and aren't interested in what Illya has on show....that sounds so wrong | |
| | | Spiriter Amateur Author
Posts : 3423 Join date : 2013-09-25 Age : 27 Location : Project Hell
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:02 pm | |
| I find it amazing how wrong you manage to make that sound. Also, read the edit. | |
| | | RyubosJ Simplistic Scripter
Posts : 1637 Join date : 2013-08-23 Age : 29 Location : UK
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:03 pm | |
| I know the people interested and can use means other than text to help them | |
| | | Prisma*Illya Paramount Pagemaster
Posts : 34037 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:03 pm | |
| Well, good luck. Nex posted a link to an rp advertising forum, so you might try bringing people on from there. _________________ ~Vae Victis - The Black Lily Blooms~ | |
| | | Spiriter Amateur Author
Posts : 3423 Join date : 2013-09-25 Age : 27 Location : Project Hell
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:04 pm | |
| In other words: Shameless advertising! | |
| | | Spiriter Amateur Author
Posts : 3423 Join date : 2013-09-25 Age : 27 Location : Project Hell
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:06 pm | |
| Well if you need people to fill spots, let me know~ | |
| | | RyubosJ Simplistic Scripter
Posts : 1637 Join date : 2013-08-23 Age : 29 Location : UK
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:06 pm | |
| oh? where was this?
@spirit swords. | |
| | | Prisma*Illya Paramount Pagemaster
Posts : 34037 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:08 pm | |
| Indeed! Well, that's what it seems to be for. Nex posted it in the chat thread. I'll have to find it. _________________ ~Vae Victis - The Black Lily Blooms~ | |
| | | Spiriter Amateur Author
Posts : 3423 Join date : 2013-09-25 Age : 27 Location : Project Hell
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:09 pm | |
| - RyubosJ wrote:
- oh? where was this?
@spirit swords. Swords? If I make a character, he'll likely be using staves or spears. | |
| | | RyubosJ Simplistic Scripter
Posts : 1637 Join date : 2013-08-23 Age : 29 Location : UK
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:10 pm | |
| nah, I'll just make do with people I know then
Go back and read the old OOC | |
| | | Spiriter Amateur Author
Posts : 3423 Join date : 2013-09-25 Age : 27 Location : Project Hell
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:12 pm | |
| You mean the proto-thread? I recall there would be no swords allowed, I also recall making a very elaborate weapon that incorporated axe-blades attached to the back of the arms. How many people do you have anyway? Don't want to displace anyone. | |
| | | Spiriter Amateur Author
Posts : 3423 Join date : 2013-09-25 Age : 27 Location : Project Hell
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:13 pm | |
| Here's the link to the advertising places: - Nexius wrote:
- Hey would it be possible to use this websites to advertise any one of the ongoing RP?
- Spoiler:
http://forumroleplay.com/rpg-advertising/
- Spoiler:
http://roleplayadvertising.proboards.com/
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| | | Prisma*Illya Paramount Pagemaster
Posts : 34037 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:15 pm | |
| People like who? _________________ ~Vae Victis - The Black Lily Blooms~ | |
| | | RyubosJ Simplistic Scripter
Posts : 1637 Join date : 2013-08-23 Age : 29 Location : UK
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:15 pm | |
| Danny, and two RL friends | |
| | | Spiriter Amateur Author
Posts : 3423 Join date : 2013-09-25 Age : 27 Location : Project Hell
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:15 pm | |
| His RL friends Illya.
Oh, two spots available then. I'l; get to making a sheet then~
Can I make a guy that has crystals embedded in his flesh? or are crystals limited use? | |
| | | Prisma*Illya Paramount Pagemaster
Posts : 34037 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:17 pm | |
| Danny's going to have time?
Oh okay. Good recruiting. _________________ ~Vae Victis - The Black Lily Blooms~ | |
| | | RyubosJ Simplistic Scripter
Posts : 1637 Join date : 2013-08-23 Age : 29 Location : UK
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:19 pm | |
| :m.m:
maybe, he's expressed interest in the past and I'm more lax on iteration cycles | |
| | | Spiriter Amateur Author
Posts : 3423 Join date : 2013-09-25 Age : 27 Location : Project Hell
| Subject: Re: The Terrene: Forest at War OOC Wed Mar 11, 2015 3:20 pm | |
| *question was not answered* *sulks* | |
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| Subject: Re: The Terrene: Forest at War OOC | |
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