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NikoNiko

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  1. We have reviewed your form. The band welcomes you amongst their ranks.
  2. We have reviewed your form. The band welcomes you amongst their ranks.
  3. We have reviewed your form. The band welcomes you amongst their ranks.
  4. Band of the Crossed Claw - The Beginnings The band of the Crossed Claw has very humble beginnings, comrades in arms, commonfolk and people seeking adventure, many of its members are or once were Hunters, and some even descend from the ones of old from which the Hunter’s code developed. The Band soon gathered volunteers and old friends from around the continent, all with a common goal in mind: The preservation and safety of both descendants and beasts. Where soldiers destroy and vigilantes fail, the Band eliminates or captures the creatures who endanger themselves and the descendants. - Hunter's Code The Band functions on the belief that a connection and bonding of an individual to the nature of hunting may be achieved through the many practices of proper beast slaying. To attain said connection, an individual should adhere to the rules and superstitions brought forth by the Band of the Crossed Claw of beast slayers. Hunters of old from the frigid northern lands believed in a connection with nature itself, something more pure and deeply nestled within the forces of the world, far from different than any religious belief that idolizes a superior entity. As groups formed and migrated, many others were influenced and saw similarities in the behavior of these natural energies present within nature; many soon learnt how to predict and even harness such power, becoming the first Oracles. Though not all beliefs are commonly shared between hunters and deeply vary based on the group’s location. The following pages illustrate what the Band of the Crossed Claw has developed through the years. [...] (You may read more here) The code post - Band's purpose From the very first days of the Band’s life, the members swore to protect the domain of all descendants and beasts alike. The Band of the Crossed Claw offers a multitude of services not only regarding beast slaying, but also on relocation and safety of creatures. The Band is a community that prepares and trains its watchmen with martial training and lessons that focus on better respect and understanding the nature of monsters and otherworldly creatures. Being a fellow Talon is not, by any means, an excuse to harm and destroy the natural environment in which beasts thrive. The Band is a monster slaying company, and as such will provide you with the training needed to face the many hardships of contracts, its principle however, is on the preservation, relocation and safety of beasts of all kind, magical or not. The Band will safely and effectively approach the threat to avoid damaging its ecosystem, unlike a rallied group of soldiers or citizens who might do more harm than good. Any member can take and complete contracts after consulting with a higher ranking officer, and keep the amount of coin that was agreed with the contractor. However, at least 15% of the gain will go towards the Band’s upkeep. A Recruit will be considered part of the guild once their oath has been pronounced. The guildhouse of the Band offers rooms and living quarters for all members in need and a member shall always find a roof to rest under in all of the Band’s properties. - Raven's oath and code of conduct To uphold respect and honor, the Band holds its own code of conduct with 4 principles every guild member is expected to follow. I. Neutrality I, while under the banner of The Band of the Crossed Claw, swear to never don the Band’s uniform while pursuing any political actions or involvement in conflicts that do not concern the primary interests of the guild. I will never take contracts that directly endanger the lives of the descendants or potentially harm them. II. Brotherhood I swear to respect the Band’s banner, my fellow watchmen, and promise that no blade will ever spill their blood by my hand. I will not thieve onto their possessions, they will not be neglected of their reward for my own greed, and all which is gained from a contract will be shared amongst the Band equally. I swear to uphold the utmost respect for the ranks of my superiors, to never question their authority and orders, to never betray the Flock, and to stay true to my words. I will never lie or plot against my fellow watchmen. I will instead report any concerns to The High Flock or my commander should I deem it necessary. III. Respect of Nature I swear to never harm a creature without a good reason. I will only hunt beasts for contracts or necessity. I will not tolerate abuse against animals done by fellow watchmen, and I will be loyal to my companions as they are to me. IV. Knowledge I swear to prepare myself against the upcoming threats, and that no watchmen nor myself will succumb to danger for my negligence. I swear to never bring a watchman not prepared to face the dangers of a contract. Code of conduct The High Flock has the final say. Respect the band's name. Do not harm your fellow guild members, they are your brothers and sisters. Help your guild members and find strength in them. No coin is greater than the band’s unity. Never harm a creature or animal nor for the ill intentions of others or your personal gains if not for strict necessity. Never harm a descendant unless for self defense. Never rise a blade first, but defend the Band's mission and purpose. Do not delve into any form of dark art. - Ranks The Band has by no means a strict militaristic approach to hunt, however, in the face of danger and chaos Leaders must arise from the group and conduct each and every Talon in a single direction. Mutual respect is shared between all ranks and a brother or sister is made no less important than another for their grade, only knowledge and experience elevate a Hunter. Each guild member can be promoted to a higher rank through nomination or simply asking. These promotional concerns should be brought to The High Flock for consideration. The High Flock, council of the Band. The council is formed by a close circle of people devoted to the guild. Each person in the council is responsible for maintaining their assigned position, subordinates, and paperwork related to their field. The council acts as one, taking decisions as a group and electing a spokesperson. Master Sealgair Captains of the Band, experienced monster hunters who are meant to oversee the training and coordination of the guild members. They are assigned by the Council. At least 1 Master is always present. High Talon The High Talons are considered the veterans of the guild; those who have shown great dedication and interest. They may coordinate up to 3 guild members under their command, forming a flock. Talon The Talon title is awarded to those who have shown interest and dedication in the upkeep of the band. They are the ones that should hold the majority of the sparring sessions for Recruits. Novice In order to become a Novice, one must prove themselves as a Recruit. With this rank comes more responsibilities on contracts. These responsibilities will be given by their assigned commander before each contract begins. Novices may also help with sparring sessions for Recruits if their High Talon allows it. Recruit Recruits are officially part of the guild. After swearing the oath, the Recruit must take part in a sparring session with a higher ranking member in order to show their current skill. Additional training may be needed if certain Recruits cannot prove that they can survive while on a contract. Recruits are expected to gain the knowledge necessary for contracts either through self-studying sessions or lessons hosted by the guild. Only basic self-defense is required. - Additional Ranks The Band at its core is not only composed of warriors and hunters, all members are guaranteed to find a purpose better suited for them. Within the guild there are several additional ranks that include blacksmiths, cooks, librarians, scribes, triage doctors and spiritual leads, all making their part to aid the Band in its mission. - Application Form To begin your apprenticeship within the Band and become a Recruit, you will first have to get in contact with the Council, either via forwarding a letter to a Councilor directly, or by leaving a compiled application form at the Guildhouse. Application format: (Leave a comment to this thread with this format compiled) RECRUITMENT CURRENTLY CLOSED. ((Last updated 26 of September 2023)) OOC notes, PLEASE READ:
  5. The Order of the Chiming Bells "Deus nostrum fatum destinat" [God determines our fate] A call to exiles, outcasts and crippled by disease, stand up and join at arms, side by side, like brothers and sisters. The Leper Order of the Chiming Bells welcomes all those afflicted by disease, who have resigned to their fate, who have been shunned and left, who wish for a change and to devote themselves to a greater cause. Our Goal The Leper Brothers and Sisters of the Chiming Bells swear to dedicate themselves to the protection of the weak and the sick, to donate the proceeds of their work to hospitals, clinics and apothecaries all across Almaris. Access to the Order will be denied to the healthy or those whose death has not yet set its grips on. Ranks Master A Brother or Sisters chosen by vote to lead the order and promote Disciples. Brothers & Sisters Those who have sworn oath to the Order’s cause, who have proven their martial strength and will to carry on. Disciples New arrivals of the Order, who have yet to swear their Oath in front of the Master and pass their trials. Uniform The members of the Order don armor and are expected to wear a mask to conceal their faces. (Some examples from our current members) [OOC note and informations to join]
  6. Monster Mystery Box (DIY Event Lore) All that’s written below is lore of various creatures and things that may be used in DIY events, and by no means can be used casually - meaning no pets, no characters and no use of the things themselves outside of events. Items may be made from the beast parts if gained in an event, however must be signed by the player running the DIY event. These creatures do not require a CA of any sort and are used explicitly for player events. These must be OOCly coordinated and must be trusted for responsible use. May not be tamed or kept as a pet. May not be used to attack other nations. May not be used as defense for yourself or other nations. Player-signed Items and trophies cannot have any extra-special abilities or be exceptional in nature and must follow any rules listed in the lore. Crafted tools or weapons may not surpass their steel counterpart. Items will not warrant an ST signature. This resource is ONLY allowed for DIY events - meaning that which is run by a player group(s) of people which has OOCly consented, abuse of this will not be tolerated and any queries regarding anything one may be unsure of should be directed to an ST. Giant Mountain Lizard Predators of the high rocky mountains, ferocious and hostile towards anyone who threatens their precious food source, they burrow deep into the earth, excavating and creating endless tunnels to feed. The size of an adult mountain lizard may not surpass that of a large bear. The raw strength of a mountain lizard in adulthood is akin to a large bear. The speed of a mountain lizard in open areas may halt to that of a walking pace of a common descendant. They may reach the speed of a bear If both their back and legs are able to grip the walls of a tunnel. While digging, their speed is halted at a crawling pace as they need time to eat. The fangs of a mountain lizard are hard like steel, but very brittle, a bite from a mountain lizard would easily chew off a limb, denting and ripping plate armor, though it is rather easy to avoid should one not be cornered. The clusters of minerals or gems growing on the lizard’s body may only be of mundane materials (Such as iron, gold, emeralds etc) The plaques of hard stone can be easily shattered with blunt weapons to expose the flesh beneath (such as pickaxes and maces) in just a few hits (Generally 1-2), while their thick hide takes just a bit more pressure to pierce and slash, comparable to hard leather. The plaques never cover their body fully and leave large gaps of thick hide between them, only growing on their exposed layer (their backs, the outer parts of the legs, their tail and forehead). All their underside, and inside parts of their legs appear of softer skin and are easily pierced. Druidic Control is incapable of manipulating these creatures and cannot be pacified; though they may be communed with, relaying deep voices shouting towards the intruders to leave. The Caracas The flying horror of the skies and a farmer’s worst nightmare, these large birds of prey can sweep up livestock over matters of seconds, leaving a village to starve. The size of a Caracas can range from 3-7ft in length, while their wingspan goes from 7-13ft. A Caracas is strong enough to lift averagely sized descendants (Not past Uruk size and 15-20ft off the ground at most) and throw them back a considerable distance, their beaks and claws would easily pierce flesh, leather and mail, however unable to effectively damage plate armor, denting it at most. The speed is comparable to that of an eagle during flight, and that of a walking descendant while grounded. The Caracas will not carry descendants away, it can’t be used as transportation, nor to reach places not accessible mechanically. The Caracas’ bones are bird-like to allow flight and easily shattered, while their flesh is similar to that of a bird. The Caracas is afraid of sudden loud noises, and will take flight (if possible) should a large group of people shout in its direction. The Caracas will not trust anyone other than its own species. Druidic Control is incapable of manipulating these creatures and cannot be pacified; though they may be communed with, relaying high pitched voices which seem all concerned towards their nest. Khitaurus Ferocious creatures, and devourer of descendant flesh, these mountain panthers are the bane of merchants and travelers who dare to venture the high mountains. The Khitaurus may only reach the size of a coyote in adulthood. The raw strength of a Khitaurus may not surpass that of a coyote in adulthood. The speed of a Khitaurus while running may reach that of a coyote in full sprint, they are extremely agile while climbing, easily scaling vertical surfaces in minutes. The Khitaurus’ hooks are not able to pierce armor, stone or anything harder than leather and flesh. They may not climb onto smooth surfaces, they require some form of ledge to hook onto. The Khitaurus is not capable of speech, they only mimic sound and do not understand what they mean. Their saliva may not be used to create toxins or venoms as it loses its effects after minutes. The saliva will not instantly kill anyone, it only has a higher concentration of germs and bacteria which is harder to clean. (Any effect is still up to the player) Druidic Control is incapable of manipulating these creatures and cannot be pacified; though they may be communed with, relaying raspy voices that refer to their targets as food. Arctic Giant The ground shakes around them, these yeti-like gigantic behemoths travel the forgotten ice wastelands of the world, living in isolation, hoarding livestock and trinkets. Arctic Giants may range from 12 to 14ft of height, weighing around 1500-4000lbs. The raw strength of an Arctic Giant will be just a little over one of an olog. Arctic Giants still feel pain like any other creature, they aren’t more resistant to it. They may not wear any sort of armor, nor can they craft it. The most they may wear is cloth, pelt and fur. Their Intelligence is compared to that of primitive humans, crafting basic clubs and slings at most, only comprehending basic hand gestures and intentions. They accept offerings, but will by no means aid descendants. Their skeletal structure is similar to that of a normal descendant, with thicker bones and elephant like feet, these bones do not cover up more than what they would normally, but are harder to shatter, usually taking between 2-3 hits. They may still be killed like any other descendants, any common lethal spot will also prove lethal to the giant, however, the hit will need to travel further into the flesh. Inflicting large slashes and pierces will make the Giant bleed out faster, taking minutes to bring it down. Will not form romantic relationships with any descendant, and are not interested in it. Druidic Control is incapable of manipulating these creatures and cannot be pacified through it. They may not be druidically communed with. Credits
  7. Lair PRO MC Name: Vitalian Lair Name: The Order of the Orrir'Ullral Proposed Lair Locations (Highlight 3 on the map): Whole map for reference (Tiles 1, 10, 11 and 30) (Preferred location, would be closer to roads) Spot 1: On the shore of the lake Spot 2: On the top of the mountain (would still work, but it's very isolated) Spot 1 and 2: both near the ice lake if this were to get accepted, we might need just a few blocks out of the 50x50 tile to terraform the build nicely with the surroundings Lair Lore (could link to an existing creature or other lore) (1000 words minimum): Culture lore: https://docs.google.com/document/d/1AnCjfJlk5HgTNL3WS4tlG1nXH9U6919zMutBTECdNiM/edit?usp=sharing Ranks: https://docs.google.com/document/d/1948VR4OzHo5nKAoDYTM1k5UXG7F6817uMwrvL-DDXu4/edit?usp=sharing Council Structure: https://docs.google.com/document/d/1ZnTKDRPuoXjax6nOzXxDgSj6e4XwJFxsS3_jtONvJM4/edit?usp=sharing Lair Build and Infrastructure (photos required): View all sides: Stables: Tavern with view of the fight pit: The fight pit and beast cells: The guild hall: Parts of the guild (Common room, clinic and training area): The underground (Stairs, archives and brewery): Total height of the underground portion: Why can you not accomplish the niche of this lair’s roleplay in an existing settlement or nation? (We expect a substantial answer for this, not just ‘I don’t like them’). Having our primary guildhall that is not restricted to the confines and obligations of a larger nation results in granting the respective guild with an independent, more autonomous, and more diverse player base that is inclusive to a broader spectrum of players and guild members. Hosting events within a nation often requires ROs permission, which could greatly affect the events we have planned and will plan in the future, being in charge of our own territory would decrease the limits to our ideas. For a guild that thrives off diversity in knowledge such as our own, being unbound from larger allegiances is crucial for maximizing player activity, roleplay quality, roleplay realism, and full access to working around the continent. What does this lair add to the greater world around them?: Farrador provides a roadside rp hub for players to invest in and develop their character, an open tavern for travellers and a potential place to stay for anyone interested in the guild. It contributes a new type of monster hunting guild with its own systems, beliefs and roles, it can rather easily affect the world around it with its expansive culture and history, inciting development and interest, offering an opportunity to join a different culture and engage with its rp. The guild is (for the most part) apolitical, and therefore has no need to be interfered with by wars started in other nations, and rather can contribute to the great narrative with its own struggles that hope to effect and make itself clear on the land around it. With (almost) weekly player run events, that range from simple collection quests to proper monster hunting expeditions we hope to engage not only guild members, but also anyone passing by.
  8. Vitalian’s art stuff @vitalian on discord (preferred contact) https://vitalian.carrd.co/ check for pricelist and other info Clean Lineart, shading and color 30 EUR full body. 25 EUR waist up. 20 EUR portrait. Addition of characters +10 EUR. Please check my (Cardd site) for references. Sketches 20 EUR full body. 15 EUR waist up. 10 EUR portrait. Addition of shading and color +5 EUR. Addition of characters +5 EUR. Please check my https://vitalian.carrd.co/ for references.
  9. Greater Transformation Elixir Expanded use in the Shikari lore (Link) ((Atmosphere?)) Description: The descendants differ themselves from the common beasts of the wilderness because of their intellect and strength of mind, but what if one could hold the strength of a lion while still holding on to their descendant mind? The transformation elixir is a wondrous concoction, it doesn’t act like a normal potion, it has, in fact, semi-magical properties, through the use of liquid essence, the potion modifies the soul, making it moldable and easy to sculpt just as if it were clay, letting it flow easily to greatly affect a specific ability for longer periods of times. This greater version is a failed experiment of achieving far greater powers than one should hold, the greater elixir is highly toxic and damaging to the body, only the Shikari have figured out a way to use this greater version. Effects: Should one drink this they would feel an immense pain inside their chest, so strong to make them fall to their knees and roll on the floor, their soul almost flowing out of their own body as they are taken by heavy convulsions, the veins blacken until the effects of the potion are over. Kids and Teens (Any race) Death and organ failure is certain should a kid or teen drink this elixir, no matter what. Adults (Any race) The effects caused by the potion on adults are very damaging, but they are the most suited to be undergoing the transformation process by the Shikari unless that is done the potion means certain death. Elderly (Any race) As the person ages, their body won’t be able to keep up anymore with change done so suddenly, death is almost certain unless undergoing the Shikari transformation During the effects of the potion, the soul is more susceptible to damage by soul affecting magics, ghosts, and even mundane weapons. The now moldable and fluid soul becomes almost able to be touched by bare hands, if the person who drank the elixir ends up being resurrected by the monks they would hold visible scars of whatever hit or took them down before, being it a stab from a sword or a mace hit to the arm, their skin and flesh will be scarred for life as the soul has lost a piece of it during the damage, they will die unless undergoing Shikari transformation Ingredients: -Base- Aqua Vitae -Symbols- 3 Liquid Essence Vials (Strong Aether, Symbol of Control) Structure (Moderate, Earth, 3 Symbols of Structure) Adaptability (Strong, Water, 4 Symbols Adaptability) Fluidity (Moderate, Water, 3 Symbols of Fluidity) -Non Symbol ingredients- 2 Hearts of a medium-sized beast or descendant, or 1 heart of a large-sized beast or descendant (Center of the anima, needed to alter the soul, the blood it contains must be drained as to avoid contamination with the framework). 4 still closed butterfly chrysalises. (The chrysalises have to be not older than 2 weeks) Preparation: Mechanics: Effects: Preparation: Redlines: Moderate Transformation Elixir Description: The moderate version of the transformation elixir is a weakened version of the greater one, allowing for minimum damage while still holding incredible effects, just like the greater version this elixir directly affects the soul, though not as much as its greater counterpart. The moderate elixir allows for various effects to be directly inscribed in the being’s soul for a long period of time. Effects: Base effects Strength or Speed Muscle mass increases greatly allowing for incredible feats of strengths and peak performance speeds based on the drinker’s race. Hearing Hearing of the person greatly improves at the point at which they are able to detect the smallest of sounds, though they need to concentrate on what they want to specifically hear. Sight or Night vision Vision improves far more, able to detect the smallest of movements, one could even gain improved vision in the dark up to 10 meters ((10 blocks)) should they use the right ingredients. Taste or Smell The sense of taste or smell can be improved to a point where one could easily follow tracks of a beast or a person just like a wolf or a dog or discern different ingredients of a dish, should they tasted or smelled the same thing before. Reaction time The reaction time greatly increases allowing for quick decision making and reflexes, enough to get a great advantage in close-quarter fights. Only one ability can be enhanced at a time, it’s impossible to brew together more ingredients for a much greater effect as this would cause a conflict between them, tearing and wounding the soul. Upon drinking the potion one would feel a great stabbing and crushing pain at the center of their chest and also to the affected area, as their body fights off the unnatural change taking place inside them, though the response varies from person to person. During the transformation time, they will find themselves unable to move as their body is shaken by involuntary convulsions which slowly disappear after it fully took effect. The physical changes on the body vary depending on which reagent was used, such as increased muscle mass if it was centered around strength, feline-like eyes if it was an improvement to sight, but the standard effects that each potion gives are blackened veins that pop out more from the skin. Once the effects are over the person will go under a similar experience from when they first drank the potion, a great pain will come to their chest, the affected areas revert back to what they used to be and any change disappears, they will find themselves unable to move for a short amount of time as the convulsions and pain disappear slowly. Kids and Teens (Any race) The effects caused on a child should they consume this potion will in the majority of cases cause the failure of their organs and death. Adults (Any race) The effects caused by the potion on adults are less damaging, they are the most suited to be drinking this type of concoction and able to recover the most from the effects. Elderly (Any race) As the person ages, their body won’t be able to keep up anymore with change done so suddenly, they will be incapacitated for longer after the effects end. Drawbacks, Damage, and Overdose As you know, Alchemy is ruled by equivalent exchange, this law is present in any alchemical concoction and it will take its effects upon the body once the potion wears off, causing great pain. The side effects are only temporary if the potion has been consumed only once, though taking it more than once per elven week would slowly damage the body to the point of not being able to revert the changes done to the soul. Strength & Speed Once the potion wears off: The person would feel the muscles they used overly tired and flimsy, unable to move for the shortest of distance or lift the lightest of things without effort, a stabbing pain will be present on the body ((for 10 emotes)). Twice per elven week overdose: The person in addition to the tiredness and increased stabbing pain would feel as if they’ve torn a muscle, in all limbs, making it harder to use said limbs without feeling pain. ((for 15 emotes)). Thrice per elven week overdose: The strength drops down as if they were been affected by voidal poisoning ((Permanent)). Hearing Once the potion wears off: The hearing senses drop to below normal levels one would feel as they were hearing sounds underwater ((for 10 emotes)). Twice per elven week overdose: The hearing drops down to almost deaf levels ((for 15 emotes)). Thrice per elven week overdose: The person becomes deaf ((Permanent)). Sight Once the potion wears off: The sight drops down to below normal levels, they won’t be able to tell the difference between details from far away ((for 10 emotes)). Twice per elven week overdose: The sight drops down to almost blind levels, shapes and forms become distorted even at a closer range ((for 15 emotes)). Thrice per elven week overdose: The person becomes completely blind ((Permanent)). Taste Once the potion wears off: The person’s sense taste drops down to a point where they won’t be able to tell the difference between ingredients with similar taste ((for 10 emotes)). Twice per elven week overdose: They temporarily lose all sense taste ((for 15 emotes)). Thrice per elven week overdose: The person loses all sense of taste ((Permanent)). Smell Once the potion wears off: The person’s smell drops as if they had a slightly clogged nose ((for 10 emotes)). Twice per elven week overdose: Temporarily lose all sense of smell ((for 15 emotes)). Thrice per elven week overdose: The person won’t be able to smell anymore, this also affects the taste in some part ((Permanent)). Reaction time Once the potion wears off: The person's reaction time is much slower than normal ((for 10 emotes)). Twice per elven week overdose: The person would take about a second to react to anything ((for 15 emotes)). Thrice per elven week overdose: The person would take about two to three seconds to react to anything ((Permanent)). Adults (Any race) The side effects on adults are the ones listed above, there are no additional side effects once the potion wears off. Elderly (Any race) The elderly have stronger side effects, their soul recovers far slower than an adult, the time which they have to wait for the body to recover is doubled, the side effects are also stronger on them. During the effects of the potion, the soul is more susceptible to damage by soul affecting magics, ghosts and even mundane weapons, the now moldable and fluid soul becomes almost able to be touched by bare hands, if the person who drank the elixir ends up being resurrected by the monks they would hold visible scars of whatever hit or took them down before, being a stab from a sword or a mace hit to the arm, their skin and flesh will be scarred for life as the soul has lost a piece of it during the damage. Even if the elixir is safe to drink it still holds enough toxicity to it to cause damage, should one overdose it they would find their senses worsened permanently as their soul did not have time to recover. Drinking the elixir only once during the elven week will bring constant light lingering pain to the whole body, but more noticeable in muscles and joints, drinking the elixir twice during the elven week will make wounds and damage more painful than normal in addition to the lingering pain, drinking the elixir thrice during the elven week will bring irreparable effects to the soul in addition to the lingering pain which becomes greater as does the pain felt by damage, drinking this 4 times during the elven week will deliver the final blow to the soul, killing the user. The soul is delicate and takes time to recover from the damage before another elixir can be drunk safely, it takes one elven day for recovery should one have drunk only one elixir during the week, it takes two elven days for recovery should one have drunk two elixirs during the week, it takes four days of recovery if the elixir is drunk three times during the week. Going above the suggested dose per elven week will bring stronger side effects to the soul and body, the elixir is to be drunk at your own risk. Ingredients: -Base- Distilled water And purified Blood in equal parts (The blood has to come from the same beast/descendant of the enhancing ingredient) -Symbols- -2 Liquid Essence Vials (Strong Aether, Symbols of Control) -Structure (Moderate, Earth, 2 Symbols of Structure) -Adaptability (Moderate, Water, 3 Symbols Adaptability) -Fluidity (Moderate, Water, 1 Symbols of Fluidity) -Non Symbol ingredients- -1 Heart of a medium-sized beast or descendant (Center of the anima, needed to alter the soul, the blood it contains must be drained as to avoid contamination with the framework). 2 butterfly chrysalises (The chrysalises have to be not older than 2 weeks). -Possible Enhancing ingredients (Only one for each potion)- Strength (Replaces the blood base) Blood of Olog, blood of Orc (blood of Human, Elf or Dwarf can be also used by it needs to be infused with 1 moderate Earth Strength symbol and 2 moderate Earth symbol of Endurance.) Speed (Replaces the blood base) Blood of a Kha (or any large feline) or blood of horse (blood of a Human, Elf or Dwarf can be also used by it needs to be infused with 2 moderate Air symbols of speed and 1 moderate Earth Symbol of Endurance Hearing Inside of bat, wolf, dog, cat ears or any other feline or canine with developed hearing senses. Sight Pair of eyes of a Kha or feline (1 pair if Large, 2 pairs if small), Eagle, Falcon, Owls, Hawks or any other animal with increased sight abilities. Kha, feline and nocturnal animal’s eyes will grant improved sight in the dark. Taste 3 tongues of snake, or any other tongue of an animal with improved tasting ability (1 if a large beast, 2 if medium, 3 if small) Smell 2 wolf or dog snouts or any other animal nose with improved smell tracking abilities (1 if large, 2 if medium, 3 if small) Reaction time 4 spiders half the size of a palm Preparation: Mechanics Effects: Effects If the potion is drunk more than: Preparation: Redlines: Specific Abilities Redlines: OOC Purpose I saw a lack of enhancing potions and I thought I’d give it a go, originally only planned to hold the greater elixir the moderate elixir is an addition that anyone could use with a proper GFA application, the greater elixir allows for the Shikari lore to exist ((Link)). Credits IGN - Forum Name MistelPistol - @Mistel Ztrog - @Ztrog Boarbarian - @Boarbarian
  10. RP Name: Rulk MC Username: Vitalian Discord: Vitalian#5685 What Nation Are You Affliated With?: Rulk have no home Why Do You Wish To Come?: Rulk want to do journey, and see many thing also need more nice wood What Skills Can You Bring?: Rulk strongest of all, Rulk has axe and can create good things from wood, Most important of Rulk is fists because he strongest.
  11. Google Doc Voidal spawns, creatures from within the Void Voidal Horrors revisited. Foreword Origin, Background Ambience? The Void, the Veil & the Universe From the creation of the universe, the Void has been always there, a place older than time itself, and when the creator’s spark enlightened the emptiness it held, the Veil was formed, a curtain all around the known universe of the mortal planes, where Aenguldemons claimed their own planes of existence, shielding and jealously keeping them away from others, but they were not only the ones who had this ability, creatures from within the depths of the Void also claimed places for themselves, at the edge of where the Void and Veil meet, existing within their planes as the Aenguls and Deamons did. These voidal creatures are able to come and go as they please, trespassing the now unstable and trembling curtain that is the Veil. Tears in the Veil The Veil may have once been a strong barrier, that separated the chaos that is the Void from the universe where the mortal planes reside, but nowadays it proves to quite unstable, often tearing apart when strong outputs of energy are released, to then reknit itself, this instability opens gateways that connect the Void to the mortal planes. Once a gateway is open, voidal creatures quickly get hold of it to establish a connection, spawning within our world. Some of these creatures are more common than others, and less powerful, requiring even the smallest instability within the Veil to surpass it and come forth, greater beings require far larger tears in the Veil which are not as common, but if found, that may mean the end of everything that is known. Spawns of the Void The Void holds various creatures within, twisted and morphed into unimaginable and wicked shapes, created from large clumps of energy that forms together: Horrors, Terrors, Abominations and Behemoths are the 4 known species, discovered by those who adventure deep within the Arcane arts and risk their lives to bring forth what little knowledge they may find. These 4 creatures hold a hierarchy of power, each one has access to a step above the one below and holds far greater abilities than the previous, the classification of power is the following: Lesser, Greater, Superior and Supreme, where the first three are all tangible and manifest with a physical form once leaving their Mindplane, instead, Supreme creatures may become incorporeal and hold an incomprehensible amount of power, very little has been discovered of them and they remain in the unknown. Horrors may only be of Lesser form, Terrors may be of Lesser and Greater form, Abominations may be of Lesser, Greater and Superior form while finally Behemoths may hold all 4 forms. [Read more] Species There are various species within the Void, with a great variety of powers from one another, able to bend the laws of the universe itself, some may be more powerful than others. Horrors (Available through CA / Available to the ET) Terrors (ET creatures ONLY) Abominations (ET creatures ONLY) Behemoths (ET creatures ONLY) Hierarchy Lesser This is the starting point of all the voidal creatures, their most base form where they hold limited powers and simple Mindplanes. Greater Greater creatures evolved from their lesser form over time, gaining powers, knowledge and strength through their endlessly wandering within the void, able to translate their Mindplanes to make them slightly clash with the mortal plane, birthing other creatures akin to them. Superior These types have advanced yet another step forward, able to more finely control their own Mindplanes to create a semi-stable gateway from the Void, through the Veil and to our mortal plane, able to draw from their own thoughts more wicked spawns, they may also shield their mind completely from mentalists. Supreme This type of voidal creatures is vastly unknown, it is said their form is completely intangible, able to manifest and demanifest at will, if they do so find a large and powerful enough tear within the Veil. They are able to merge their Mindplanes with the mortal plane and unleash terrifying, and horrific spawns of the Void, tearing through the laws of our universe, corrupting and destroying whatever comes in contact. Mindplanes All of the sentient Voidal creatures have a pseudo-soul and lack lifeforce, their mind and consciousness live elsewhere, in areas at the edge of the Void and the Veil, what form they take within our mortal plane is comparable to a puppet, a mere shell for their great mind to reside in and control. These places are called Mindplanes, hard concepts to grasp for common minds, what resides within a Mindplane are the maddening and screaming thoughts of the Voidal being, incomprehensible landscapes of nightmares and dreams which will drive any common descendant crazy and out of their mind, leaving everlasting scars within their subconscious. Mindplanes are comparable to planes Aenguls and Deamons once claimed during the creation, these places are the Voidal being’s homes, where they reside, rest and do whatever they please. The Mindplanes are what allow Voidal creatures to exist without souls outside of the Void, they live there as semi-spiritual beings, and when leaving the Veil to come to our realm are forced to take on a physical form, only Behemoths are the ones who achieved powers who grant them an incorporeal form when trespassing the Veil. Were a descendant to somehow enter a Mindplane they’d be quickly rejected and brought back to their mortal form with splitting headaches, nausea, dizziness and deep scars within their mind. More Ambience? |Species in-Depth| (These informations are meant to be scarcely known and must be learnt through RP) Voidal Horrors (Requires CA) Physical Description Body The base form for these beings is a smooth, featureless and hairless humanoid creature with a skin tone that ranges from light gray to dark gray which may have a light tint from their own aura color. Height and weight can vary, they can range from very small and stubby heights of 3’3ft to towering and slim heights of 6’6ft, they are also fairly light, ranging from 70 lbs to 110 lbs. There is no real limitation on what form they may take, being it features of animals such as horns, more or no eyes, a weird shaped mouth with sharp teeth etc... Voidal horror’s skin can take different shapes and textures that may resemble another type of material, but at the touch it always appears coarse, tough and dry. Limbs Voidal Horrors share one common feature with one another, that is cartilage based tendrils which are added to their figure as a pair of additional arms, legs or completely replacing the last one. The number of tentacles an Horror has varies in number, but it’s never been seen going above two for arms, six for legs and 4 behind their back. All Voidal Horrors are equipped with retractable tendrils which are positioned behind their back, they are thin and not too cumbersome, easily able to be stretched or brought back in up to half their length to fit in with standard clothes, while still holding a noticeable protrusion. They have generally a longer reach than their arms and are mostly used to reach further objects. Gender & Reproduction Voidal horrors are genderless, they aren’t male nor female, do not reproduce like common descendants and have no desire to do so, their shapes could resemble a female figure or a male one or simply none of the two. Voice, communication & language The Voidal Horror’s voice when communicating with descendants doesn’t come from their mouth since it lacks vocal cords, instead, it’s projected by their mind, which can be heard all around them as a normal voice would, it can sound distorted, with a slight echo, and with variation in pitch and tone. Every Voidal Horrors, oddly enough, learnt how to speak and understand the common tongue, however their bodies are made for another kind of speech, it is the Moonspeak, a crude, primal and raw iteration of what mortals consider language. Through hisses, scrapes, gargles, scratches, whistles and other horrific sounds, the Horrors communicate and share ideas with one another. This disturbing and twisted speech may result not pleasant when entering a descendants mind, since it’s not produced through vibration, but is an extension of the Horror’s mind, however the effects are not damaging and are not enough to cause any kind of headache, daze or nausea. An individual may learn how to speak it over several years of practice and through constant study, someone who instead learns how to speak and understand Moonspeak from drinking Horror’s blood is called a Moonstruck, these descendants do not have a easier time while speaking it since they are not made to utter such composition of sounds and melodies, making their speech improper and poor, to Horrors, listening any type of descendant speaking Moonspeak would be comparable to listening a speaking deaf. Cognatism mages may understand Moonspeak if their inner horror so decides to translate for them, they get a rough translation to grasp the concept of what was said, they get no advantage when speaking it over other descendants and may only understand it unless they learnt it themselves. Moonspeak may be written through weird and odd methods to even distinguish it from gibberish, these type of inscriptions are called “Moonrunes” or “Qulchn”, a very complex pattern of carvings and interlocking chain of symbols, only comparable to the texture and pattern of woven paper. Only Horrors, moonstruck and cognats whose voidal creature informs them of the meaning or other mages through the use of voidal feeling can read and understand Moonrunes, since its complex, difficult and unstable grammatical rules are too vast for a commoner to understand and grasp without assistance, however, only Horrors will be able to fluently read it; moonstruck, cognats and voidal feeling mages will have a harder time. Skin references Description reference Physical capabilities, Weaknesses & Strengths They are usually capable of locomotion through our plane, some via legs, some use their cartilage tendrils. Horrors are not physically adept, they are feeble and their lack of dexterous arms makes them clumsy and incapable of feats of agility like swordplay, but not necessarily precision, the max one may wield could be a small dagger, but nothing more. Voidal Horrors have light, frail and weak bones, which break easily with strong blunt hits, even a strong punch may prove enough to cause damage. The Horror’s lack of muscular strength makes them unable to wear any type of heavy armor, they limit themselves to simply wear robes or clothes to fit in. Horrors are limited to a lifting weight of fifty pounds, if one where to push above the limit it will result in muscles tearing or bones breaking. Voidal Horrors like any other descendant feel fatigue from doing strenuous physical tasks for long periods of time, they use their own mana pool to supply the body with what it needs, and will have to rest to passively regain their life force over time. Their fatigue is comparable to one of a voidal mage. Voidal Horrors are extremely intelligent and as a result extremely diplomatic, devious and analytical, able to reason and solve puzzles, problems and the like with ease. Voidal Horrors have no soul, instead they tap into their own mana pool, this means they are immune to soul damaging magics such as Naztherak. Voidal Horrors have no need to breathe, eat and drink, they instead absorb mana around them passively in small quantities to sustain themselves, this absorption is very little and not strong enough to deprive people from their mana, this means they cannot drown and can die of starvation only from the lack of mana. Whatever the voidal Horror chews with their mouth is decomposed and turned into mana that they absorb, but it proves to be useless in battle, not strong enough to regenerate any of the mana they may have used, they may just do it out of curiosity or for experience. If a mental mage were to connect with a Voidal Horror’s mind they’d briefly pierce inside their Mindplane, experiencing the horrors and wicked thoughts that reside within, they may still use their magic, but find it just a bit more challenging to do so, leaving them with headaches and dizziness, but nothing too major. They are immune to all kinds of poison, toxins and diseases. Magic Voidal Horrors have a large mana pool that they use to live, but when casting magic outside the Void it will consume like any other mage, however inside the Void their pool will be at full capacity, double the size of a common descendant. Even if Voidal Horrors are masters in the Arcane arts they find it hard to perform in our mortal plane, and they require a teacher to do, this world is foreign to them, laws which exist here do not within the Void, and standard learning progression is applied. The Voidal Horror’s preferences on which magic they wish to learn are all different from one another. Here’s a list of all the magics/abilities a Voidal Horror may learn. Alteration Transfiguration Telekinesis Void Translocation Void Shifting Evocation All Elemental Evocation Conjuration Arcanism/Celestialism Ilusion Mental Magic Cognatism Sensory illusion Arcane displacement Voidal feeling Further Alchemy Atronach Forging Golemancy Voidal horrors are unable to learn all kinds of deity based magic, or those that require a soul, not that they’d want to anyways. Parts of further alchemy and golemancy which requires a soul are unable to be achieved. Dark arts are not seen well by an Horror, and would rather not learn them, they are confident in the Void’s power which is greater than anything else. Blood & Organs Blood Voidal Horrors can bleed just like any other creatures and will die from losing too much of it, but what flows within their bodies is far different from common blood, it’s instead a weird, glimmering ichor of pure raw mana rich in genus, this substance is highly volatile and will evaporate in mere minutes after leaving the Horror’s body, if one wishes to collect this precious liquid it has to be done fairly quick, bottled up and sealed. Organs These creatures lack all types of organs, the closest thing they have to a functioning heart is a crystal like orb stored inside their chest, also known as “The heart of the Horror” which when pierced will instantly end the Voidal Horror’s life. This heart functions as their mana pool, where they store all their life force, once killed their heart will vanish as well. Death, Regeneration, Aging & Pain Aging Voidal Horrors are immortal creatures, wicked spawns of the Void which are granted eternal life. This immortality is given by their semi-incorporeal self which resides in the mindplane they call home, the flesh form they hold on the mortal plane is just a mere puppet controlled by a greater force. Regeneration Voidal Horrors are extremely resilient and able to heal by themselves, but common healing methods and plants may be used, they will produce the same effects. Death & Pain Voidal Horrors in death leave no carcass behind, instead their body quickly sublimates, creating a mild explosion from all the pure, raw energy they had inside. Everything that is cut off their body also vanishes the same way. Voidal Horrors can be slain just like any other descendant, things that will kill a Human, Elf or the like will demanifest the Horror, being it crushing its head, impaling, skinning and so on. Voidal Horrors feel pain just like any other descendant, a stab from a sword will feel the same to them like it would on someone else. Rebirth The Voidal Horror, once dead, returns within their Mindplane inside the Veil, to regenerate its body and rest as much as they please, already having a connection within the mortal plane through the Veil, however the Veil is unstable and everchanging, the same connections an Horror used to surpass this barrier may close to not grant them access anymore, it generally takes one year time for this to happen, if the Horror doesn’t make it back by then the rift will close. Mentality & Mindset Emotions A Voidal Horror has no understanding for common emotions, they feel foreign and incomprehensible to their mind, but this doesn’t mean one may not attempt to connect with people, simulating for the sake of experience and knowledge, otherwise they are always rather dull when talking, often expressing what they want to feel by saying it aloud. Preferences & Personality All Voidal Horrors are different from one another, much like descendants they develop preferences over mundane or magical things, being it people, climate, colors, music, art styles and so on. Voidal Horrors decide how to behave based on experience or simply out of curiosity, they all mostly stick to their personal traits and principles. Names Voidal Horrors names are odd, peculiar, strange sounding and hard to pronounce, since roughly translated from Moonspeak to Common, there’s no limitation to what a Horror’s name may be, a few examples are: Hakihn, Khorz’elk, Chkl’ahk, Ahimk-Zmk, Bhzek’pek, Cktahz, Uhl’Ha. The 4 Principles The principles were born from the need of survival from greater and more powerful horrors. Cooperating with one another, most of the Lesser Horrors formed groups, outcasting deviants who did not agree with them and who proved to be a danger for survival. Ideally all horrors are born with these principles in mind, but there are some exceptions. Respect Voidal Horrors learnt that respect for one another and greater voidal creatures is key to survival and not as a wish for order, outside the Void they still keep this high up with their principles when confronting their kin. Peace Fighting proves rather useless with their weakened forms, and is rather counterproductive for survival, inside or outside the Void, when facing stronger foes as a result, they will prefer words over actions. Brotherhood These Voidal Horrors are all part of the same family, they help each other and will never betray one of their kind if not forced to in extreme scenarios. Knowledge Knowledge is the most important out of the four principles, always hungry for more, very curious and inquisitive of everything that’s around them in the new world they find themselves in, they are living libraries, pools of knowledge and wisdom which hate ignorance more than anything else, they may share their findings with trusted descendants or with people they see fit, this does not mean they will do it with everyone. Deviants As always, there can’t be perfection, and inside the Void where chaos roams free, some of the lesser horrors decided that working together didn’t prove to be a valid option and so relied only on their own forces, creating a new type of mindset. These deviants may and will break the 4 principles to advance themselves, any horror can become a deviant, once one of the principles is broken they are called so by other Lesser Horrors. These deviants may feel puzzled and confused at first when breaking a principle, but over time they will get used to it if they chose this path. Abilities Voidal Constitution (Combat ability) Established connection & Household magic (Non Combat ability) Telepathic communication (Mixed - Combat/Non Combat Ability) Telepathic interference (Combat ability) Mana Vision (Mixed - Combat/Non Combat Ability) Regeneration (Mixed - Combat/Non Combat Ability) Moonspeak & Moonstruck (Mixed - Combat/Non Combat Ability) General Redlines Ooc note: Old Voidal Horrors have to re-apply if they wish to play these creatures again, following the new format and redlines. Voidal Terrors (ET only) Physical Description They can come in various sizes, from the size of a small cat to the size of an elephant, with varying physical strength and traits. They are often found with numerous spines, spikes, fins or horns covering their bodies and heads, multiple eyes, more often than not moving around on four or more legs as opposed to two, however it is not unheard of. Like their Voidal Horror counterparts, they take on a fleshy appearance, oftentimes with a hardened exoskeleton. Much like their lesser forms these bests hold a battery of sorts, an orb like crystal at the center of their forms which acts as their heart, piercing this will result in their immediate demise, leaving their corpse to rot behind. They lack all kinds of organs and do not breathe, everything they eat is decomposed and transformed into mana which travels to their heart, they may die by damaging their form with mundane and through magical means, but having no vital organs aside from the heart makes them a hard challenge to take on. They all bleed like any other, but the substance released from their body is a mix of pure raw mana, which is highly volatile, however drinking this type of blood doesn’t grant one to become a moonstruck, instead this rare liquid may be used in various types of forging or imbuing items to grant them different kind of ability, which is usually related to the beast it was collected from. Mindset & Intelligence Voidal Terrors are the vicious and savage cousins of their Horror counterparts. They are generally mindless and animalistic, their forms reflecting such, lacking any kind of developed brain these beasts rely only on physical attacks. They operate almost solely on an animal-like influence, almost immediately acting violently when come into contact with, be it within the Void and their Voidal kin or with any living being in the world of the living. They cannot be reasoned with and they cannot communicate, they are mindless beasts with no capabilities or functions other than to slaughter and feed, as a result of their primitive brain they are usually controlled by greater Voidal creatures whose mental powers outclass them. Unlike their more intelligent counterparts these beasts hold a lesser form of a Mindplane which disappears once their flesh form is destroyed. Abilities Hardened skin (Combat ability) Elemental breath (Combat ability) General Redlines Voidal Abominations (ET only) Physical Description Voidal Abominations are the most alien out of all the voidal kin. They often come in elemental, primordial or ethereal forms, sometimes taking on humanoid shapes, other times no. They will often appear to be the embodiment of an element, an invokable element or sometimes even another force within the universe. Their bodies are vastly different from that of their kin, they have elemental forms which are contained within their exoskeleton, making them physical and able to be touched, which gives them extremely weak and frail forms, they often rely on magic to do the work form them, they can’t wield any type of weapon or don armor as a result. The Voidal Abominations are the most different out of all their Voidal kin, even amongst one another, their differences are ridiculously stark. Like all the other Voidal creatures these Abominations hold an heart of sorts within their forms and lack any other type of organ. When the heart is pierced it will end their life instantly, releasing a mild explosion before demanifesting and returning in their Mindplane. Their exoskeleton may be damaged easily by blunt weapons, this will cause the element of which they are made of to spew out and demanifest, making them lose large quantities of mana and overall weakening their form. Stabbing through the “meat” of these beings will prove to be rather useless, as any type of weapon when in contact with the element will just pass through and make no contact, heating or glancing off the weapon if the element was either fire or earth, this applies for all the types of element. They have a much larger mana pool than normal and feel no fatigue, this makes them able to double their maximum casting emotes, if an Abominations ends all their mana they demanifest and return to their Mindplane. Mindset & Intelligence These abominations are quite intelligent and often times can be quite tricksy. Most of them retain the ability to speak common, others have the ability to find ways to speak common. Most often than not, they are adept in the art of the arcane, their powers often strange and different to what the descendants are capable of doing, however boast an expansive arsenal of arcane power. Abilities Arcane attunement (Combat ability) Mental shielding (Only Superior Abominations) (Mixed - Combat/Non Combat ability) Mana Vision (Combat ability) Advanced Regeneration (Mixed - Combat/Non Combat ability) General Redlines Voidal Behemoths (ET only) Physical Description Voidal Behemoths are the kings of the void, the titanic voidal beasts that reside within the endless abyss. Behemoths are colossal beasts with savage appearances and incomprehensible minds, usually with an unbreakable fixation on a certain aspect of existence. Their physical strength however is monstrous, usually being, at the very least, the size of house, some growing larger than that up to the size of an entire city. Their appearance and forms are fleshy but hardened, more often than not covered in a hardened exoskeleton much like Voidal Terrors. Their physical appearances vary massively, however much resembling their lesser terror kin with fleshy and tangible forms. They as well hold a heart like the others, located at the center of their form, hard pierce and incredibly strong, if broken it will quickly end the Behemoth. Mindset & Intelligence Behemoths, despite their savage appearance and brutal mindset, are rather intelligent and devious, though despite this they cannot be reasoned with. Their minds too focused on achieving their desires, their ambitions, it driving their every action until it is completed. Some behemoths do have some semblance of magical ability, generally that of standard arcane magics, sometimes having access to more strange and unfathomable powers. Abilities Greater Arcane attunement (Combat ability) Advanced Mana Vision (Mixed - Combat/Non Combat ability) Advanced Regeneration (Mixed - Combat/Non Combat ability) Mental shielding (Only Superior Behemoths and above) (Mixed - Combat/Non Combat ability) Intangibility (Only Supreme Behemoths) (Combat ability) General Redlines Purpose (OOC) There has been a lack in voidal creatures recently, and the removal of CA for these ones in particular a long time ago almost completely wiped this aspect of rp away. We wanted to bring them back, adapting the Horrors to be usable by everyone through simply filling a CA, to give variation in rp and provide with some interesting encounters, these types of creatures have a lot of potential when handed out to eager players who seek different kinds of rp. We listened to some feedback, modifying and adapting old pieces of lore to be usable by players and the staff in events as well. Citations & People in the project:
  12. Name: Vitalius Maarsen ((MC Name)): LazyLordNick Age: 37 Race: Heartlander Are you interested in becoming Scribe, or a Sentinel?: Scribe Published Works (Scribe Only): None Allegiance: Arbor Did Someone Recruit you to the Guild? If so, please state their name: Garolletios Earl What amount of time can you dedicate to the Remembrance Guild? ((How active are you, on a scale from 1-10? Please state timezone as well)): Pretty active, 8/10, Timezone is CEST / GMT+2 Discord: Nick#5685
  13. Sign up for Citizenship RP Name: Vitalius Maarsen MC Name: LazyLordNick
  14. NikoNiko

    LazyLordNick

    Name: Lawrence Warde Race: Hearthlander Age: 32 Height:5'9 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Born in the land of Atlas in the near the city of Senntisten in the kingdom of Marna, he grew in a fairly poor family helping out his Mother and Father on everyday's chores by hunting/farming/buying things in town, at the age of 12 he became alot more curious about the city he lived near by and the countryside, often going out to explore the world around his home, alone or with his childhood friends, sadly few years later his Mother died by illness, leaving him alone with his Father, at the age of 21 his Father died too. One day he was sitting alone in his parent's house staring out of the window suddenly he stood up and he finaly decided to leave that place and become a travelling merchant, selling resources to people he met on the road while wandering around this land not having to worry to keep a house and prefering to camp in the woods, he grabbed everything he could fit in his backpack although there weren't many things to take, he left the house with the door open and after taking a deep breath he started his journey.
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