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Twinny

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About Twinny

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    Twinny#7018
  • Minecraft Username
    TwinnyDZ

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    Voop's Basement.

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  • Character Name
    generic human 50786

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  1. I found Italy.

    1. Lionhz
    2. Nord

      Nord

      I have found your wallet, it is now mine.

  2. I am an Elven Super Villain, and this is my favourite Story Team member.

  3. Settlement PRO MC Name: Twinndolin Nation Name: The Principality of Celia’nor What is the history of your settlement since its founding and what has transpired for it to ascend to the status of a fully-fledged, multi-playergroup nation?(1000 words minimum): Born of Ash The beginning of Celia’nor is defined by the age of great instability for the former mother state of Haelun’or. A time of great political instability, the idea of a mounted revolutionary state began to usher itself from the mouths of revolutionaries and the disenfranchised of Haelun’or. What started as a political movement for widespread reform, rebirth, and renewal of a more prosperous legislature, and a more responsible government, slowly progressed into the understanding that the future of what was envisioned for this movement was not possible within the ailing mother land, paired with that of a call to arms and a call to the salvation of their race’s future by a self-proclaimed monarch, Ivarielle Ibarellan did it begin. The silver state were in a tough spot between the long infighting political radicalists and traditionalists and that of the Monarchists which meant the infighting for stability slowly became more and more intense, as debate turned hostile, and talk became violence, with the Monarchists eventually growing so vast and large the silver state and joint parties could not hold back the forces of such. The monarchists launched assault after assault and eventually sacked the city without resistance. After the successful and Maheral approved appointment of the former government, the traditionalist minority became increasingly desperate to discover a means to encourage the validity of their ailing cause in a different world. Their answer was found in Ivarielle Ibarellan the First. Considered an enemy to traditionalists of Haelun’or by their belief of blood right to the throne of Haelun’or, they found her to be a threat to their way of living, though they failed upon the new sohaer’s vote to make peace and come to a forced compromise with her monarchist ideals and grand armies by granting the vastly stronger Monarch leadership, it was then that civil war was sealed. A Fanatic’s war Once Ivarielle had been welcomed back to her home by the then Sohaer, an overthrow of power was launched by the former political body of past Sohaers and the elite, seeking to retain their hold and vision of cultural isolation. It was then, when the rebellion body, known as the Haelun’orian Republican Party, was born; dissidents, disparaged politicians, and colonial citizens seeking to follow the ideals of an older Haelun’or long since gone. Their order, while not militarily talented, did not find support nor resentment from the military of Haelun’or, opting to remain neutral for the entire movement. Due to this outright rebellion a turn towards arson and political extremism under notions such as ‘deepstate’ conspiracy theories, and widespread scapegoatism, did the allies of the new government come in support to act on their allies' interests. Fenn, Nor’asath, Elvenesse, and the Ibarellan army did move in to secure the peace. Violence was traded on both sides by the encouragement of the increasingly radical republicans, only for a lull period of peace to be finally enforced by the peacekeeper and monarchist troops. The Great Hunger Despite the combined peace force’s numerical and combat superiority, guerilla tactics were nonstop, which saw the nail in the government’s strength as Republicans sabotaged both the field crops, and the island ports. Being so isolated geographically, the government wasn’t able to secure enough rations for the populace, to which many starved. The government attempted to encourage the people to continue on, to not submit to forces of terror and fanaticism. But, even under the guidance of Ivarelle, they could not supply enough food to their own people. The governing body, under the order of Ivarielle, thus made of Medi’ir Ayliana Valwynn, Okarir’hiylun Kolvar Valwynn, Okarir’maeher Iphys Valwynn, and Okarir’san A’eollaja Valwynn (Ibarellan), came to evacuate the city of elCihi, and placed trust in Ivarielle I to guide the populace to a new home, to abandon their ancestral home by threat of further falling to starvation by the fanatical traditionalists. A New Dynasty The great voyage, a long journey in which thousands of Mali’aheral were exiled from their home, forced to scour the continent of Almaris for a new home. It was discovered in the western peninsula, near their ally of Elvenesse, a promising coastline to call home. It was here the Mali’aheral recuperated, building a new home through the power of both magic and combined effort, that their newly established capital was built, and further, where the vote for a new leader was established. Between the ex-Sohaer, the military, a new citizen face, other councilors, and Ivarielle, it was a near unanimous vote to not only appoint Ivarielle as their leader, but crowned princess of the newly named—Celia’nor, the land of stars, to which the nation was born under. For both the efforts of mages in constructing the new city, and their support to protection of the city, magic became a center to the culture and lifestyle of Celia’nor, as towers and great palaces were erected under their power, with grand libraries housing the tutelage of a new generation of magical scholars and students underneath the arm of those very same who helped build the city. Yet to both the new love for the arcane, was Celia’nor able to manage a close relationship with the many magical societies of the continent, and it’s opposing druii counterparts to not only maintain balance, but retain a strong connection to Mali’aheral’s roots of nature, cultivating the city’s closeness with its array of mega flora. The grand testament to this new relationship with magic, and nature; birthed the grand elder tree of Fi’Andria, a massive towering tree of gilded radiance, yet only a mere sapling as it towers over the city, it is destined to grow only larger as time passes, to rise above the many towers and buildings of Fi’Andria. A Modern Elven Nation Through the sheer toughness of these new residents of the west, through trial and struggle over years, from exile to peace, did make for a strong willed people, ready to take on any threat to preserve all they have built for their new city and principality. It is in this time of relative peace, that the greatest aspects of what made Celia’nor more than just a rump state of its motherland. In this time, did the new age of nobility come to turn, in which the royal family were established, with the imperial line Ibarellan coming to power as the royal family under High Princess Ivarielle the First, in which the deputy laurier talonnii of Valwynn come to enjoy many of the same royal pleasures briefly. In this time, many families of upstanding stature were appointed to the privilege of nobility, their status rising in the ranks as they rebirthed the ancient tradition of noble power through elite Talonnis. With the city’s close ties to Magic, was the grand Academy of Celia’nor founded, the center of magical learning of Celia’nor, and much of the western world, with intentions to expand its guiding arm of knowledge across the whole continent to teach a new generation of magicians and sorcerers. With a firm belief in Celia’nor’s sovereignty, and a universal desire to fight for her territory and goals, the establishment of the Military, the Celiadiraar, came to redefine a new understanding of tradition in Celia’nor, where militarism became not only the duty of the capable, but the duty of all, in which near all citizens universally voted to the Princess for a new Military order, in which all capable were asked to serve during times of duress, making for the first universal draft of Celia’nor, with all men and women coming to the armed forces, and deep intertwining of militarism and culture as both one and the same for the people of Celia’nor. Thus, comes the most important contribution Celia’nor has made in its young existence, to which it, alongside the elven nations of Fenn, Nor’asath, and Elvenesse, hosted in the palace of Celia’nor the reestablishment of Malin’or. Revitalized for the great security of all Mali, all agreed to the confederation of their nations to one identity. While sovereign all, they together formed the union, learned from the mistakes of the past and to establish a new identity of Elven Unity. How has your settlement expanded into a core LotC staple, warranting nation rights? By largely becoming the central of not only High Elven rp, but arguably elven roleplay on the server in the past month, Celia’nor has become the home to many high elven rpers across the server, which in turn has brought many high elves together (stabely) for the first time in a long while in recent history. High elf and other Elves alike come for the promise of new and fresh outlooks on an entire subrace that they’ve had negative experiences with and or are in search of opportunities for players, being either magic, nobility or combat based opportunities, with a society that they can actually climb up instead of being locked to a select group of older players. Celia’nor has, recently, become a center for the elven politics to achieve Malin’or and has become a strong Elven identity within a singular month. Not to mention, we have grown so fast that despite the high density build of our settlement, we are already past our capacity and in need of pursuing more land and are presently having to seek a means of floating homes to build vertically. What are your plans once getting Nation Status and the remainder of your tile? Once nation status is achieved, we wish to activate what we consider ‘phase 2’ of celia’nor, noted by things such as finally ushering out the nobility system for rp families so they may be rewarded with tangible goals such as feifs and titles; helping lost groups seeking to find a new umbrella to rest under. Such as some active members of other communities that have joined to find new places to rp; expansion of our magical academy towards other nations similar to the magic guild; take place in the center of Malin’or politics with an official nation status; and drive deeper national narratives of what makes Celia’nor unique. Not to mention also, the granting of vassals to secure the strength and activity of the nation. What niche does your nation capture that does not exist among the current ones?: High Elven nobility imperium that has a heavy focus on magic and high fantasy, where as the other elven settlements have a focus on nature-based druid roleplay or a warrior culture. The very revitalization and change that the server has needed for a sub-race that has been suffering for a long while, in an independent High Elven based area. Do you feel confident that your settlement has grown to the point that it can survive the departure of its existing leadership? Is your player-group able to incorporate new players into the existing roleplay community that founded your settlement?: We have full confidence in the playerbase that in light of any potential leadership departure, that the playerbase would step up to take the mantle of leadership and continue the nation of Celia’nor. We have our own playerbase incorporating friends and new players to the community constantly, and believe in their abilities to recruit and retain Celia’nor. We have, since our build paste, only grown in activity and numbers, we consistently contest the top spots for the most active places on the servers for players and our events draw in tonnes of players, even during other nations events or foreign warclaims.
  4. who invited this guy

  5. A breeze rolls through Malin'or

    1. Monkee

      Monkee

      **** u beat me to it

    2. Twinny

      Twinny

      18 minutes ago, Monkee said:

      **** u beat me to it

      get fucked kid

  6. Ivarielle signs the paper, grumbling something, probably.
  7. If anyone wants to play a high elven noble dm me. t.#7018

    1. rukio

      rukio

      I'm gay for ur brother

    2. Milenkhov

      Milenkhov

      !_!

       

    3. Chennster
  8. The Laurir’heial of Celia’nor Introduction: The Great City of Fi’andria, located in the heart of Celia’nor, is where the governance of the commonwealth may be found. Celia’nor is a high elven principality, fortified by only the best and the brightest of minds. Within this dominion, are two branches that form the main government. There is the higher council known as Laurir’heial, which is overseen specifically by the prince/princess of Celia’nor. Only those of high elven blood may ever hold a position on Laurir’heial, lest one rises through heavy meritocracy or through times of war. This decree shall cover the positions and who fills the Laurir’heial. Princess: Ivarielle Ibarellan (dumbest_broad | t.#7018) This is the head of the nation. They are in charge of overseeing foregin relations with the Lady Envoy, carrying out the will of the people, ensuring the safety and succession of the city as well as electing representatives to the council and making sure they function, as well as removing inefficient councilors. They have a responsibility to oversee all departments and assist where possible They hold the highest ranking authority within the government. They are the supreme commander of the military, and have the ability to override laws, make changes to the constitution, and overrule court decisions. Princess' Advisors: Becclain Vuln'Muriel | Asteria Yuriel This position is offered solely to those who hold abundant knowledge or advanced scholarly prowess within the city, gifted to citizenry or courtiers who attend frequent gatherings, festivities and often not converse with the standing monarch to guide their judgement and opinion. Often not their responsibilities are strictly and solely to inform the standing monarch of occurrences or dealings during court. The Laurir’heial: The Laurir’heial are the royal council, helping the High Princess and Princess ensure the prosperity of the nation as well and are tasked with fulfilling their positions to the highest extent. -Lord Commander Atheleon Py’lrie (Moping_ | Moping#0674) This is the head of national security, and the lead of the military. They ensure the safety of the citizens, uphold the law, deal with court proceedings, manage the citizen guard and the royal guard. They are tasked with recruitment of the military, training, protection of the royal family, ensuring that magic laws are not being broken, and the death sentence to all those whom the court may deem fit. -Lord/Lady Sorcerer Renae Athri’onn (TheHeftyDonut | HeftyDonut#2972) The head of magic within the city. They are incharge of ensuring that any magic practiced within the city is safe and not damaging to the people or the nature around. They work with the Commander to ensure that the magic laws are being followed as well as help the flow of magic and knowledge spread throughout the nation. As the head sorcerer, they also head the mages guild, ensuring that student needs are met and the gift of magic is taught properly and the image of the mages of Celia’nor is maintained well. -Lord/Lady Envoy A’eollaja Valwynn (Havsbris_ | Havsbris_#1788) The envoy is the head diplomat and is in charge of governing forgein affairs alongside the High Prince/Princess. They maintain national relations, trade, and alliances between other nations and the homeland. During times of war, they work closely with the head commander and the high prince/princess to ensure that proper actions are taken. -Lord/Lady Treasurer: Mythaldir Wynasul (VoxyNoir | VoxyNoir#3855) The treasurer is placed with the duty of managing the national treasury, ensuring that the economy is stable, and maintaining tax collection. They work closely with the head steward to ensure taxes are collected and stable depending on the stability of the economy. -Lord/Lady Steward: Serigne Py’lrie ( Alliennas / MacAhRonii | Allien#4524 ) The head steward is tasked with the regular maintenance of the city, the collection of taxes, and the homing of new residents. They have full authority to evict those who fail to pay tax, and work with the treasurer to maintain economic balance and steady tax rates. The head steward is also in charge of electing and dismissing other stewards. -Lord/Lady Coordinator: (Vacant) The head coordinator is in charge of all events headed by the city. They manage activity rates, citizen engagement, and encourage tourism in the city. They work with the Princess to coordinate royal functions, plays, magic shows, and more.
  9. THE CELIADIRAAR The Guards of the Stars “To give our lives to protect those whom we serve is the greatest feat we can hope to achieve in this life.” - Iphys Catullus Introduction El’Celiadiraar are a devout group who serve and protect the homeland. Together, they form a strong militia willing to oppose any evils which plague the land and people. They uphold the laws and values of the homeland, without fear or doubt in their hearts. They march onwards into battle with the utmost valliance, guided by their creeds and their bonds. Those of any race or gender are welcome into Celiadiraar. The Citizen Guard: The citizen guard is in charge of the regular upkeep of the city. They manage the gates, city patrols, and the general law and order of the city. They safeguard the culture of Celia’nor, ensuring that it is maintained and never lost. Oftentimes, it is the citizen guard that performs arrests, and they have a complete knowledge of the law and the judicial systems. Citizen Guard Ranking: Highest to Lowest Taynadiraar Taynadiraar, directly translating to ‘lifeguard’ in common, is the head of all military operations in Celia’nor. They are the head of the royal guard and the citizen guard, and also a member of the Principality’s council cabinet. They deal out all orders in accordance with the prince/princess of Celia’nor, and command the troops in times of peace and war. Annil’ir The Annil’ir position is the second commanding office within the citizen guard ranks. There can be up to five annil’ir, who will all be chosen personally by the Taynadiraar. Their job is to manage troops during times of peace and war, ensure that law and order is maintained, hold training, and promote and demote troops. Ehierdiraar The Ehierdiraar is the office in charge of recruitment and management of the quarters of el’Celiadiraar. They also have the ability to run training, give references for promotions, and ensure that law and order is maintained. However, their main job is establishing living quarters for each warrior and reporting suspicious civilian activity to the crown and el’Taynadiraar. Fiyem Fiyem, the reborn, are the most common of all ranks among the Citizen guard. They will perform gate duty, city sweeping, the maintenance of law and order, and perform arrests. Fiyem are required to participate in at least one activity each elven week in order to maintain their status. Specific Duties of the Citizen Guard: Gate duty Performing arrests Upholding the law Outer city patrols Inner city patrols Dissolvement of unauthorized parties (I.E: unauthorized magic guilds, combat related groups, organized crime groups) Ensuring citizen safety Reporting suspicious activity to el’Taynadiraar and the crown Keeping up with training Protecting the homeland in times of war and in peace The Grand Order: The Grand Order is a hand-picked group of elites tasked with serving the crown and the homeland. However, the Grand Order is a group of individuals specifically tasked with the protection of the palace, the crown, and the royal court. The members of the Grand Order consist typically of those with high elven blood, and are granted the most prestigious of weaponry and armor. The Grand Order Rankings: Highest to Lowest Taynadiraar The same taynadiraar who commands the citizen guard also heads the Grand Order. Their duties remain the same: to command the troops, ensure law and order, act as the head of both regiments of the military. Sil’onn Born of the sword, el’sil’onn, are the most devout of the knights of the Grand Order. They shall be equipped with the most special of weaponry and armor, ensuring that their service is at the utmost performance at all times. Unlike the citizen guard, sil’onn are not commanding officers of any sort, but they are the most trusted and honored of the knights. Naeri Naeri are those who have proved their devotion to the homeland and the crown. They are those who have shown great valor in battle, and strive to preserve peace and security. The Naeri also contribute to palace safety, safety of the crown and the royal court, and the upkeep of law and order. Specific Duties of the Grand Order: Protection of the palace Protection of the crown and the royal court Accompanying on diplomatic missions Secret missions Ensuring that magic is not misused Upholding the law and maintaining civil society The maintenance of their special armor and weaponry Participation in trainings Participation and protection of royal functions Protection of the homeland in times of peace and war The Creeds Article One. One shall swear to uphold the laws and the civility of the homeland. Article Two. One shall not commit heinous acts towards another brother/sister-in-arms, civilians, or tourists. Article Three. One shall place themselves before the blade of another to protect those who they have vowed to protect. Article Four. One shall not defy the will of the crown and the Royal Guard, el’taynadiraar. Article Five. One shall not divulge private information to the public given to one by the crown or the Royal Guard. Article Six. One shall raise their blade in times of war, for the prosperity of the homeland. Article Seven. One shall not steal the resources of the homeland for personal gain, nor shall thou misuse the resources given to them. Article Eight. One shall not perform magic under the protection of the helm lest thou be given permission beforehand. Article Nine. Thou shall gladly give up their lives for the sake of the crown and the homeland. Payment: As one of the many thanks for offering one’s service, payment may be granted in one of two ways: tax breaks or the weekly allotment of mina (given that one actively participates in their duties.) However, in order to receive such, one must log their activity in the log books, or be present during training, raids, special missions, etc. Below is the working payment structure for both branches: Taxbreaks: One may opt for a 50% tax break on any property that they own within Celia’nor and her capital, Fi’andria. However, the tax deduction will only be 25% if the guard owns multiple fiefs. Payment in the form of mina: In order to receive the weekly payment of mina, one must participate in at least two(2) activities each elven week. For example, one could participate in thirty-minutes of gate duty, and combat training. In turn, they would receive compensation in the form of mina. For Fiyem: Sixty(60) mina weekly For Ehierdiraar: One-hundred(100) mina weekly For Annil’lir: One-hundred and twenty(120) mina weekly For Those of The Grand Order: One-hundred and twenty(120) mina weekly
  10. THE CELIAN LAW SECTION ONE LAWS SECTION TWO MAGIC LAWS SECTION THREE CRIME SEVERITY SECTION FOUR COURT PROCEEDINGS WRITTEN BY: IPHYS CATULLUS, IN CONJUNCTION WITH THE CROWN OF CELIA’NOR REVISIONS BY: RENAE ATHRI’ONN SECTION ONE: The Obvious Laws Article 1. All citizens have a right to fair trial. When one has been arrested for a crime, they have a right to an immediate trial. They may present their case to a judge along with citizenry to watch over the trial to ensure fairness. The accused may not elect a lawyer or representative. Article 2. One must not participate in any form of destruction to another’s property. This includes acts of vandalism, breaking and entering, thievery, and destruction of property, personal or government. In addition, a person convicted of vandalism will be ordered to repair the damage they caused as well as facing a trial. Article 3. All able-bodied citizens must enlist in the military during times of war. In times of war, all able-bodied citizens must enlist in the military in order to ensure the safety of the homeland. Enlistees must be of ages eighteen to five-hundred years. This is meant to maintain a system that rapidly provides personnel in a fair and equitable manner. Article 4. The heinous act of violence against another is a crime unforgivable and unreasonable beyond all doubt. Violent crimes against citizens of the homeland are the most wicked crimes. These crimes include, but are not entirely limited to: physical assault, murder, torture, and sexual and domestic abuse. Any and all who are convicted of this shall face certain punishment. Article 5. All citizens who own property in Celia’nor must pay a property tax. In order to maintain the state and economy, citizens must pay a weekly property tax on any land they may own within the region of Celia’nor. This is a mandatory tax that none are above, and those who do not pay said tax on the set tax collection day will be given three elven days to make up the payment or they will face eviction. Article 6. Any mages conducting unethical use of magic will be forbidden from practicing magic. The unethical use of magic within the homeland is a serious violation of the rights of others and is a severe crime. All of those who are unwilling to upkeep the standard of magic will not be allowed to participate in the use of their magic. Article 7. The distribution, possession, and making of illegal substances is prohibited. Illegal substances are a stain on the wealth and nature of the homeland, and all those participating in such activities will be punished to serve as a reminder that the homeland and the government cannot and will not condone such horrendous acts that taint oneself. SECTION TWO: The Magic Laws Article 8. The Forbidden Arts: Classified as forbidden arts are the following forms of magic: Dark Shamanism, Necromancy, Shade Magic, Mysticism, Frost Witch. If performed, taught or in any other way used within the principality one shall be prosecuted with the full extent of the law. Dark Magic: Bringing the dead back to life, in any way or form, is forbidden in any possible way within the Principality. This includes the usage of Necromancy, the usage of any relics, or any other way. Bringing a dead person back will result in banishment and the destruction of the undead being. The usage of demons and creatures related to demons is forbidden, including their summoning, usage of their demonic powers and the worshiping of such beings. Exceptions can be made by the Crown itself and only after a long-term trial showing the said Demon and user are not 'harmful'. Article 9. On Voidal Magic: Voidal Magics and the users known as magi have been through many rough spots within its time, so limits will be added to what one will be allowed to do with said magic during their time within the Principality. Below are the following: When voidal magic is used it must essentially be the following; in the act of self-defense, the minimum effort for the said art, no activity in corrupting the world and harming the balance in any way. Private practice (Within one's home) shall be allowed. Any use of an obelisk must be approved by the crown or royal court and placed away from society at all times. Those constructs that are built of voidal energies are permitted, as long as they do not disrupt peace within the walls of the principality, and are only used in the principality for the upkeep of the settlement and its owner. If a construct is to bring harm and disrupt the peace, the construct will be banned from the lands and if not gone they will be destroyed. Article 10. On Deity Magics: On Druids: Druids are those beings who have devoted themselves to the ‘gods’ called the Aspects, and live for the balance of the realm. Druids shall continue to strive to keep the balance within the lands of the Principality as we move on; should they find an imbalance within the realm of Celia’nor they must contact a member of the council in order to begin the process of healing the land. On Paladins: The use of paladin magic within Celia’nor is prohibited. Anyone seen using such magic shall be promptly banished. On Templars: The templars have full permission to practice their art within the walls of their established temple, and reserve the rights to teach any students who wish to learn the ways of Malchedial. The templars are also inclined to bolster the military when called upon, joining up arms in times of strife. On Shamans: Shamanism magic is also prohibited, as the use of shamanism is considered unethical in most civilized places. The casting of shaman magic will result in immediate banishment, if not death, depending on the severity of the casting. SECTION THREE: Crime Severity In accordance with the severity of a crime, there are several stages of punishments dealt to those convicted. FOR MISDEMEANORS: Fines of up to five-hundred mina. Civil service, such as material gathering, or mandated gate duty. Stripping of titles. FOR FELONIES OR REPEAT OFFENSES: Fines of up to one-thousand mina. Removal of property. Civil service. Imprisonment. FOR THE MOST HEINOUS CRIMES: Fines of up to two-thousand mina. Banishment. Execution. SECTION FOUR: Court Proceedings The court system decides on a set of three judges from a cabinet of individually selected citizens who have a high knowledge and understanding of the law and court proceedings of Celia’nor. Once the three judges are selected, they will each decide on a section to focus on during the trial: interrogative, witness testimony, and evidence. Each judge will have the right to do the following: call for a recess, call for evidence in the form of physical, testimonial and confessional, question the accused, deliberate and deliver a sentencing for the accused. The job of the judge in charge of interrogations will be to personally interrogate the accused, allowing them to state their defense before proceeding with questions. The judge in charge of the interrogative factor of the trial will primarily lead the court proceeding. The job of the judge in charge of witness testimony is to bring in witnesses to testify for/against the accused. A witness may only be brought in if they bore witness to a crime or are sure the accused is being wrongly accused. The job of the judge in charge of evidence is meant to gather any forms of evidence pertaining to the case. They may question witnesses and the accused regarding the evidence and any questions that then stem from the obtained evidence. Evidence can be used in the form of physical, testimonial, or confessional. In accordance with the law, the accused has the right to the following: The right to a public trial. The right to be their own defense. The right to call witnesses to the stand in their defense. The right to a retrial if new evidence pertaining to the case is discovered. In accordance with the law, the judges have a right to the following: The right to deliver a verdict. The right to convene to come to a sentencing. The right to investigate the accused. The right to gather evidence that supports the case. The right to execute.
  11. Ivarielle hums as she signed the treaty within her palace.
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