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Re: The World As It Will Be - Oblivion's Ghost
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| 29 Oct 2011 07:42 AM |
So you sent Three Heroes? Three? I cannot help but be... underwhelmed. I thought you would have better Judgement of Heroes for one. You sent a Human Ranger, a Dwarven Alchemist and an Aleran Knight? I'm not saying they aren't fine choices, but the Ranger, Alchemist and Knight are somewhat... aged choices, are they not? And only three? I think you should rethink, perhaps... send a few more? Not that your logic is flawed my Liege, but it seems to me that just Three Heroes will not be able to stem the problems we face. ========================================================== Three Score Years ago, the Fourth King of Elsdarna made a pact with a Demon. Every Twenty Years, the Kingdom of Elsdarna was to send Heroes into the Demonic Highlands of the Northern Border. No Heroes ever returned, and if the Pact was broken, Demons would ravage the land of Elsdarna.
So, twice Heroes were sent. Twice did the Heroes never return. But now that the Third Score has came and went, the Demons have become restless, and it appears that just Three Heroes will no longer please them. Crops have withered and burst into flame in the most prosperous months, Animals have wasted away and died in explosions of pestilence, and the heat of the sun no longer basks the Earth. Oblivion's Ghost has been seen in the Northern Borders, watching from the very edge of the Demonic World, and slowly breaking his way through. Heroes are desperately required, and the requirements do not require them to be Heroes. ========================================================== ~A CALL TO ALL HEROES~ Demons stalk our Lands, and even now threaten our Way of Life! Elsdarna needs Heroes! Elsdarna needs you! - Apply in the Courtyard of Castle Darlesna. Bring your own Equipment - ========================================================== RACES ------------ Humans - Humans are the most Adaptable of the Races. They have no great Biological or Psychic Feats, and are actually rather inefficient compared to most other races, and even Animals, but their minds are usually quite open, and they can do just about anything, although they are not often found as Masters of any Art. They have a profound weakness to Magic and Psychic Ability, but are surprisingly difficult and yet surprisingly easy at the same time to kill with a Weapon, and they can adapt far quicker than any other race. Dwarves - Dwarves are the Magical Adepts, and the Polar Opposites of the Proud Elves. They are short and stocky, and have a profound resistance to Magic, and an amazing ability to retain it, allowing them to store great amounts of Magicka and absorb a little of all Magicka hurled at them by foes. They are quite tough in relation to environment, but they are physically slow and easily brought down by a Weapon. They are amazing Psychics. Elves - Elves are Fast, Strong and Proud People. They cannot cast Magic, and they have no real great Artists beyond their Musicians and their Smiths, but they are fantastic Warriors, able to take a truly devastating amount of damage to their seemingly fragile frames without being brought down. Environmental Factors however can easily bring them down, and they do not get along well with other races, seeing themselves as superior to all. They are very 'rigid' and do not adapt well. Aleran - The Aleran are quite a Middle-Ground Race, brought about by Magical Experiments by Dwarves as they tried to improve the Human Race. They are a mix of Animal and Human, leaning heavy on the Animal, and are typically quick of mind and hand, and often have much better senses than Humans. They do make good Psychics, however, they are Magically Weak, only marginally stronger than Elves with Magic, and they tend to act on Instinct, making them rash and unpredictable. Due to already having been Adapted by Magic, they cannot Adapt well to new Situations. They are more a Race of Musicians and Artists than great Warriors and Magicians. Commonly known as 'Anthros'. Other - Give a Description of your Race if you wish to be counted under 'Other'. ========================================================== Name: @ge: Gender: Race: Class: Class Description: Appearance: Clothing/Armour: Weapons: Bio: Make One. Your Character had a life before he or she turned up at Castle Darlesna.
Add anything to the Character Sheet you think I missed. ========================================================== PREMADE CHARACTERS Premade Characters have most of the info already filled out for you, and anything already filled out cannot be changed. That is left blank however is fully under your control.
Name: @ge: Gender: Race: Human Class: Ranger Class Description: The Ranger is a Human Invention, a Man or Woman who lives by the law of Nature and rejects the 'modern' life of the Cities and Towns, preferring to craft their own weapons, clothing and armour, to rough it in the forests. They fight with the Bow, and keep a Shortsword ready for Close-Encounters, and because of this they are arguably the most flexible Class, able to create Healing Poultices from natural ingredients to heal minor wounds, able to wade into battle with shortsword when the occasion calls, and able to bombard from afar any Enemies with a Bow. Appearance: MALE APPEARANCE: 5' 11", with Red, Chin Length hair and Green Eyes. Well-Tanned Skin, and a lithe, light build, and a thin stubble across the chin. FEMALE APPEARANCE: 5' 10", with Red, Shoulder Length Hair and Green Eyes. Well-Tanned Skin, and a lithe, light build. Clothing/Armour: Tanned Leather Boots and Bracers, Forest Green Breaches, Tan Shirt with Mossy Chainmail, hidden by a long Dark Leather Hooded Cloak. Red Leather Quiver and Shortsword Sheath. Weapons: Redwood Longbow with 40 Handmade Oak and Iron Arrows, Handforged Iron Shortsword with Silver Hilt and Tanned Leather Handle. Bio:
Name: @ge: Gender: Race: Dwarf Class: Dwarven Alchemist Class Description: Dwarven Alchemists are often seen as Crazy, and, to tell the truth, they often are. They can create salves to regrow limbs, and vials to blow them apart, and are partially responsible for the existence of the Aleran Race. They tend to take a role of Support in Battle, and Healer outside of it, bombarding foes from afar with Explosive Concoctions and blinding them with Powders, and administering healing Salves and Potions to Allies. Appearance: MALE APPEARANCE: 3' 6", stocky, with well-tanned skin and visible musculature. Dark black hair burnt off in places, and mismatched blue and umber eyes, the left eye misty and scarred. FEMALE APPEARANCE: 3' 8", stocky, with slightly tanned skin and barely visible musculature. Mismatched Blue and Umber eyes, the left Covered by an Eyepath, and Black hair reaching the hips, held back by golden clasps. Clothing/Armour: Ankle-Length Red Robe with Gold Stitching and hood. White Facewraps and fingerless heavy studded leather gloves. Studded Leather Boots and long black trousers. Grey and Red Shirt. Weapons: None Bio:
Name: @ge: Gender: Race: Aleran Canine Class: Krieg Knight Class Description: The Krieg Knight, or War Knight, is a Fearsome Combatant. They rely heavily on Healing Support, but can wade into the thick of a War with their enormous custom-made Zweihanders and separate swathes of Enemies into Halves with a single swing, and their Heavy Custom Armour can protect them from most Hammer and Sword Blows. Appearance: MALE APPEARANCE: 6' 4", with a heavy, muscled build barely hidden by dark grey fur. Yellow Eyed, with a Canine Muzzle and Ears and the right eye scarred and gouged. Clawed Hands and Paw-padded Palms. FEMALE APPEARANCE: 6' 4", with a lithe but muscular build and dark grey fur hiding any visible musculature. Yellow Eyed, with a Canine Muzzle and Ears and a scarred and misty white left eye. Clawed hands and Paw-padded Palms. Clothing/Armour: Heavy Steel Armour with Silver Engravings and Collar, No Helmet, Enlarged Left Pauldron and clawed Gauntlets. Weapons: Silver-Cored Steel 2 Metre Zweihander with Gold-plated Hilt and Red-Leather Wrapped Handle. Bio: |
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| 29 Oct 2011 10:30 AM |
Name: Alteney Canar
Age: Thirty-Four
Gender: Male
Race: Human
Class: Magehunter
Class Description: Contrary to the name, Magehunters don't always hunt mages or other magical folk, they are just skilled at eliminating magical targets when they need to. The Magehunter relies mostly on their skill with a bow to put down the enemy before they can reach them or flee, depending on the situation. They also prefer to use magic that counters most offensive spells, such as spells of reflection or illusion to throw off the enemy's aim.
Appearance: 5' 9", of average build and weight. Unremarkable brown eyes and dark brown hair kept in check with a headband of grey. All in all, looks like a peasant.
Clothing/Armour: Coarse linen long-sleeved tunic dyed a dark green and belted with a bit of rope. Trousers of soft leather and fur. Cured leather boots plated with a single piece of iron. A leather gauntlet on the right hand, and a thick bracer of leather with an iron plate on the left wrist.
Weapons: A recurve bow of yew with a quiver of cloth, filled with iron bodkin arrows. A simple iron hatchet and buckler of iron when the enemy gets too close for comfort. The buckler is worn at all times, even with the bow.
Bio: Alteney used to be a farmer, but longed for a more exciting life. Restless, he left the communal farm where he lived, promising his family that he would come back with many wonderful gifts for him. Life was not easy, he was unarmed and easy prey for wandering vagabonds, but he pulled through. Avoiding marauder bands, he managed to reach a town where he spent days looking for someone to help him. Of course, no one thought a peasant from the countryside deserved an audience, so he was ignored. Alteney did not give up hope, he instead earned a living by using what money he had to purchase a hunting bow and arrows, with which he used to slay animals, selling their skins and keeping some of the meat for himself, selling the rest. After many years of saving up money, he bought himself armor, weapons, and training he saw fit for an adventurer. He still remained in the hunting business until a cult of insane necromancers started threatening the town. Due to their insignificant size and questionable mental capabilities, no one paid much attention. At least, until they started kidnapping people to use for their demented experiments. Alteney, seeing a chance to better himself, foolishly went out to find the lair of the necromancers. He did find it, but nearly got himself killed in the process. Fleeing to the town, he alerted the town guard captain, who sent several guards to evict the resident necromancers. Unfortunately, the guard captain took all the fame and reward for himself, leaving Alteney with a broken leg in an alleyway after a guard beat him into not revealing that he told the captain. Alteney got himself rascally drunk in the local tavern, passing out in another alleyway, where he found the flyer plastered to the ground by someone's vomit. And so, he journeys to the castle. |
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| 29 Oct 2011 03:10 PM |
Songs to get you in the Mood: Equilibrium - Blut Im Auge Equilibrium - Heimwärts Equilibrium - Ruf in den Wind Equilibrium - Des Sängers Fluch Equilibrium - Verrat Any Equilibrium song, at all.
If you're going to search on YT, click on the Vids from Cruentus23, they have the Highest Quality. |
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| 30 Oct 2011 08:16 AM |
Name: Joachim Veles @ge: 29 Gender: Male Race: Human Class: Ranger Class Description: The Ranger is a Human Invention, a Man or Woman who lives by the law of Nature and rejects the 'modern' life of the Cities and Towns, preferring to craft their own weapons, clothing and armour, to rough it in the forests. They fight with the Bow, and keep a Shortsword ready for Close-Encounters, and because of this they are arguably the most flexible Class, able to create Healing Poultices from natural ingredients to heal minor wounds, able to wade into battle with shortsword when the occasion calls, and able to bombard from afar any Enemies with a Bow. Appearance: 5' 11", with Red, Chin Length hair and Green Eyes. Well-Tanned Skin, and a lithe, light build, and a thin stubble across the chin. Clothing/Armour: Tanned Leather Boots and Bracers, Forest Green Breaches, Tan Shirt with Mossy Chainmail, hidden by a long Dark Leather Hooded Cloak. Red Leather Quiver and Shortsword Sheath. Weapons: Redwood Longbow with 40 Handmade Oak and Iron Arrows, Handforged Iron Shortsword with Silver Hilt and Tanned Leather Handle. Bio: Joachim Veles hails from the South-East, a country-man and a man of nature, dedicated to preserving the lands and creatures of them. From humble origins in the Human Village of Sheral by the Coastal Forests of the South-East, Joachim grew up as the son of a Smith and a Medicine-Woman, learning how to forge simple weapons and armour, and how to prepare simple poultices. At 14 he was apprenticed to a Ranger, and learned the ways of such, becoming trained in the Sword and the Bow. How to dispatch an animal quickly and painlessly, and how to heal an injured creature. He learned how to hide himself in forest, and how to stalk his prey. Life became increasingly simple for Joachim, and by the age of 24 he was completely self-sufficient, able to live off the land with remarkable ease, and allowing him to set out for the North-West, for the Great City of Darlesna.
Name: Dame Melina Tes-Felarn @ge: 36 Gender: Female Race: Aleran Canine Class: Krieg Knight Class Description: The Krieg Knight, or War Knight, is a Fearsome Combatant. They rely heavily on Healing Support, but can wade into the thick of a War with their enormous custom-made Zweihanders and separate swathes of Enemies into Halves with a single swing, and their Heavy Custom Armour can protect them from most Hammer and Sword Blows. Appearance: 6' 4", with a lithe but muscular build and dark grey fur hiding any visible musculature. Yellow Eyed, with a Canine Muzzle and Ears and a scarred and misty white left eye. Clawed hands and Paw-padded Palms. Clothing/Armour: Heavy Steel Armour with Silver Engravings and Collar, No Helmet, Enlarged Left Pauldron and clawed Gauntlets. Weapons: Silver-Cored Steel 2 Metre Zweihander with Gold-plated Hilt and Red Leather Wrapped Handle. Bio: Dame Melina Tes-Felarn is a woman of fearsome regal grace and deadly poise and finesse, who hails from the Dwarven-Aleran Communities in the Western Plains. From an early age she was groomed to be a Merchant and Trader by her Merchant Parents, despite her clear protests to such. She made money from her grooming to be a Merchant, and she spent it on lessons in the art of the Blade, the Warrior and the Adventurer in secret, hiding her growing skills from her parents, and at 16 becoming the Apprentice of a Merchant, who she coerced into allowing her to be secretly Apprenticed to a Knight, under whom her skills flourished, and under whom she earned her first sword and pieces of armour. Her 21st Birthday came and went, and it was at this time she saw her first Drake, who had a party of Adventurers hot on its heels. Melina was unable to resist the allure of fighting alongside the Adventurers against the young Dragon, and pulled on her Armour, gathered her Sword, and followed them resolutely, despite their protests. Battle ensued, and Melina lost the use of her left eye in the carnage, but this loss did not prevent her from administering the killing blow, much to the dismay of the Adventurers, who had been promised Knighthoods for slaying the Dragon, but much to the pleasure of the new Dame, whom they were required to escort to the City of Darlesna, where she spent the next Decade learning the ways of the Krieg Knight. And now, with the chance of Adventure rearing its head once again, Dame Melina Tes-Felarn heads for the Castle.
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| 01 Nov 2011 06:20 AM |
(Well, I guess I'll just kick-start it and others can join. Not likely much progress will be made until a good lot of people have gathered anyway.)
A Knight and a Ranger stood ready in the Courtyard, small slips of parchment adorning their belts and marking them as having been accepted as Heroes for Elsdarna. The Ranger watched the crowd carefully, his hood down and his eyes bleary in the morning light, arms folded as he leant against a wall, while the Knight stood against her Sword, the huge weapon stabbed into the soil by the marble-cobbled path and disguising most of it's length, bringing the hilt down so that she could rest upon it. |
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| 01 Nov 2011 04:15 PM |
| Alteney was making his way through the less-appealing alleyways of the city. Though he was staggering drunk, being drunk can make one unpredictable and dangerous, even more so when you've got a weapon that can actually kill someone effectively. None of the city's resident thieves thought that it would be a good idea to rob a drunken, armed man. A pickpocket could theoretically steal Alteney's gold, if he had any after spending it on barley mead. |
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| 01 Nov 2011 04:37 PM |
The Ranger stared over at the Knight as she rested against the ferocious sword she carried, shamefully regal and barbarous at the same time as she cleaned out the claws of her gauntlets. He hissed, tugging at his collar, and drawing the Knight's half-blind gaze. "I'm sorry." she hissed at him. "Is there something wrong?" Joachim coughed, shaking his head fitfully. "None, none at all, just strange to find an Aleran in such armour out here..." |
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| 01 Nov 2011 04:52 PM |
Name: Cloud Hunkingtire @ge: 23 Gender: Male Race:Human Class:Alchemist Class Description: Much like a mage, except there spells are much stronger, the only problem is the main rule of alchemy. Alchemists must give something of equal or more value to what they want. The only forbidden spells to an alchemist is Necromancy (The art of bringing the dead to life) or Repairing peoples body parts. It isnt really forbidden, if you use it you wont be arrested or anything, but you must give something of equal value, this could mean your life in some cases. Appearance: Dirt coloured hair with streaks of dark blonde that reaches to the eyebrows, Large misty blue eyes that have some type of mysteriousness to them. He is scrawny but Its hard to tell under his robe. Clothing/Armour:A long black robe with a Red formor symbol on the middle (its like a question mark with a Dot under the end of the ?) And a black belt to keep the robe secure and out of the casters way, this is typically a normal Clothing for an alchemist. Brown lace up boots that are hidden under the robe, with a basic padded armor underneath. Weapons: A large pouch of diamonds, gold and silver collected from the armor of past deceased and bought in markey places, he uses them for alchemy so he doesnt risk losing anything too valuable. A small dagger incase he cant cast his alchemy quick enough. Bio: He grew up as an orphan, His mother died when he was young and his father left him, he learned alchemy to try and bring back his mother along with his uncle, but it wasnt enough, his uncle passed away trying to cast it, and what he brought back, was far from his mother. |
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| 01 Nov 2011 04:59 PM |
(Formor?) (Vindictus, perhaps?)
Alteney continued to stumble through the dank and dark alleyways, suddenly bursting upon a crowd of people milling about. The bright sunlight, contrasting from the dim shadows of the alleyways, momentarily dazzled Alteney, who leaned against one of the many buildings and held up a hand to block his face. After a while, he staggered onwards, hoping to find either a new place to stay or more drink. In his current mead-induced stupor, he hardly recalled why he was here in the first place, let alone where he was intending to go. |
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| 01 Nov 2011 05:00 PM |
| (Nope, this ain't Fullmetal Alchemist. You can't get much more powerful than a full fledged Mage, except for an Archmage. Alchemists in Elsdarna are simply Pharmacists who know how to mix magical things just right.) |
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Drow509
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| Joined: 16 Aug 2008 |
| Total Posts: 9627 |
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| 01 Nov 2011 05:01 PM |
((Mind if I join along?))
Name: Draxle Derian
@ge: 40 (Equal to Human Years.)
Gender: A pitted scimitar, a few rusted knives, decent for throwing, and 3 flasks, all filled with water.
Race: Dark Elf (Contrary to their name, Dark Elves arn't usually evil, but not really good either, mainly a neutral. As with most descriptions, they do in fact have lighter hair and dark skin, to help camoflauge them in the dark cave systems and forests that they do in fact live in, after being forced into the ground by several disputes between the 'surface' races. They are realitivly skilled with magic and swordplay, but without armor and protection their wizards are weak and fighters vunrable.)
Class: Mercenary (Spelling?) (Specialty: Assassinations and theif work.)
Class Description: A blade-for-hire, the mercenary can come in all shapes in forms, but are usually seasoned for battle. In Draxle's case, the mercenary is a sneaky, sly charachter who exels in the areas of sneaking and theiving. They have a good charisma and dexterity, but falls a bit short in other areas such as strength.
Appearance: Medium hight (5"4) with a lithe build and a pointed nose if you care about those kinds of things. He has light grey eyes and silvery white hair that he keeps cropped underneath his hat (See below.).
Clothing/Armour: Black clothing that covers basicly every inch of of his skin, a slightly battered hat that covers his eyes. He has managed to keep his clothing in a decent condition, but it is still a little shabby looking. Thick, black leather boot s cover his feet, and he claims he had armor, but ditched it when it got too hot.
Weapons: A pitted scimitar, a few rusted knives, decent for throwing. (Distractions, mainly, the chance of killing someone with a throwing knife is slim.) He is also proficent with a crossbow, but lost it in his exile.
Bio: Draxle comes from a...diffrent country, and has this tale to tell on how he ended up here...
"Well, I come from another country, known as Lanther, a rich, rich land, always prospering...in one way or another. I had just been hired for a very complex job...ki.ll Mr. Worthington, a wealthy mining tycoon. Little did I know that getting rid of him was only the first part. After sneaking past a series of unprepared guards the fateful night, I snuck into the man's quarters, where he was doing paperwork. It was easy enough... I just tipped a nearby bookshelf onto him. But then came escaping. Apparently I set off some alarm, and when I exited the room, I was greeted by several guards, who I was beaten sevearly by, and once both my legs where unusable, I was carted off to court. Not just any court, but the Royal Court, where only the baddest of the bad go.
I was sentenced to exile in the Badlands, a harsh area blighted by the foul magic of the Great War of Lanther. I was carted away by the guards, trussed up, thrown into a wagon, and dropped in the middle of the place, no landmarks, no water, no nothing. During the days, I was forced to ki.ll whatever I found and eat it, sometimes if I was lucky, I would find a cactus, and break it open for the few drops of water inside. At night, I had to keep moving...
One day I spotted clouds. And clouds mean water. Upon approaching, I was caught in a rainstorm, which felt like a maricle after trudging mile after mile trought the rough sand. It renewed my hopes, and I continued on my way, until I reached the Serphant's Pass, the border between the Badlands, and this country. I fashioned myself a raft out of driftwood, and peices of an old wagon I found, and sailed across it, to escape a fowl punishment."
His past?
Draxle comes from a long line of family, but he dislikes talking about them. He first became an assassin when his mentor, a aging ranger was murdered by bandits. He swore revenge on them, but never got it, but he discovered killing for money is profitable. He is still sensitive to the fact though, but luckily no one else knows about that...
BASICLY: Is a mysterious charachter who doesn't like to talk about his past, but will get lively in a convrosation. He just blew in from exile in the desert. |
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Drow509
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| Joined: 16 Aug 2008 |
| Total Posts: 9627 |
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| 01 Nov 2011 05:06 PM |
| (I am unaware of what Vindictus is but a fomor is a parchment of paper with a symbol on it that is usually attached to animals or puppets, the person who attached it to them then can control them from a far distance through alchemy.) |
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Drow509
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| Joined: 16 Aug 2008 |
| Total Posts: 9627 |
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| 01 Nov 2011 05:07 PM |
| ((:P Thanks. The bio is mainly a big collaberation of RPs complied to fit in with his charachter... who is rather... odd. Sorry, I'll have to go offline real quick here, but I'll be back ASAP.)) |
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| 01 Nov 2011 05:07 PM |
| Oh sorry i just saw your post, sigh alright, may i just be an archmage then? |
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| 01 Nov 2011 05:09 PM |
You mean one of a very small group of Very Powerful People, despite the fact I barely know you and your lack of proper Grammar leads me to believe that you would not be a very suitable person to play one of these people?
How about... No? |
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| 01 Nov 2011 05:11 PM |
| Alright, Let me rewrite up a character sheet of something else, just a moment. |
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| 01 Nov 2011 05:20 PM |
Name: James Ackintill @ge: 26 Gender:Male Race:Human Class:Paladin Class Description: These are the holy warriors of the realm. Dedicated to fighting for their deity (which can be good OR evil) they are serious fighters with minor priestly powers. They can use any weapon or armor, but prefer swords. The Knights of the King are Paladins, as are many of the wandering warriors you see patrolling the roads. Most Paladins will actively help anyone in need, even risking their own lives to save the ones they aid. Evil Paladins, of course, further their deity's will by slaying all people not of their own faith, so be wary when meeting a stranger offering help.
Appearance: Blond hair with blue eyes usually covered up by his silver helmet. Clothing/Armour:Large heavy white armor with a golden cross on the center, chainmail underneath. A silver helmet with a cross hole which he sees out of. He wears large white boots and white leg padding.
Weapons: A large sharp well kept blade, it has a cross design on the hand with a golden dragon design on the edges of the holster. Bio: He grew up as a farmer, he often visited his nearby church which grew his faith for his lord. He signed up as a gaurd for the king of his kingdom at the age of 21 and worked with his swordsmanship until the age of 24, when his king was slain by an assasin well he was on duty, He hasnt been able to forgive himself since, and seeks for guidance and a purpose to his life. |
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Drow509
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| Joined: 16 Aug 2008 |
| Total Posts: 9627 |
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| 01 Nov 2011 05:25 PM |
~Draxle
After being informed that 'Del-something-or-other' needs heros, I decide, that logicly, I have just entered a new realm... by a tiny little raft. I figure the best way to begin my... 'new' life should be getting more than two gold peices to rub together. I get through the crowds easily, sometimes taking the alleys to avoid big clusters of people only to have to step over piles of gong.
Ew.
I'm glad that the people here havn't heard about my... endevours back in Lanther, so I'm not troubled by the commoners, and no thieves have tried to jump me yet, so whoop-de-do. |
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Drow509
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| Joined: 16 Aug 2008 |
| Total Posts: 9627 |
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| 01 Nov 2011 05:32 PM |
"So... my name is Joachim." Joachim sighed, extending a hand to the Aleran Knight. "Ranger, hailing from the South-East." He was met with a Scoff. "Dame Melina Tes-Felarn, Krieg Knight and Drakeslayer of the Western Plains. Pardon my rudeness, but you seem rather weak in both mind and body at first glance. Like the Thief who steals for naught but fun." |
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