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Drummy
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PostSubject: Re: Kingdom of Bones - OOC -   Mon Jun 16, 2014 11:52 am

0_0

That's one pretty disturbing race you went and made there Mist.

I updated my bio slightly. I changed the race like I mentioned to you on chat, dropped the age a bit, and rewrote the descriptions of her abilities a bit to reflect this.

I posted the bio I PMed you into the post with my first bio. I tweaked the appearance and added a dagger to his equipment as well.

I put quotes arond the bios to help keep them seperate. I'll cross one out when I choose the one I'll use.
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PostSubject: Re: Kingdom of Bones - OOC -   Mon Jun 16, 2014 12:27 pm

@Mist: Oh my, I haven't seen anyone trying to create such evil races. I must say, I greatly like the concept behind this.All three entries are accepted, so feel free to create your character based on what you have posted.


@Drummy: Alright, I'll check it out and be on the lookout for your choice.


As soon as Mist gets an approval for his character, I will start writing an introduction post.
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PostSubject: Re: Kingdom of Bones - OOC -   Mon Jun 16, 2014 6:07 pm

Hmm, can undeads be allowed or more eldritch beings? (sorry for not posting in so long, been kind of bussy)
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PostSubject: Re: Kingdom of Bones - OOC -   Mon Jun 16, 2014 9:48 pm

Just gonna drop an interest riiiiight here.
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PostSubject: Re: Kingdom of Bones - OOC -   Mon Jun 16, 2014 10:44 pm

Feel free to dissect the everloving guano out of it to point out my errors.

Name: Tsera'shul Moza'tarral
Age: 126
Race: Elf
Class: Maestro of War (A combative bard that listens to the beat of the world itself to time their spells and attacks. Their magics are akin to sorcerer's but very rarely vary between them and they claim proficiency with both the rapier and greatsword. These are extremely rare. A Maestro of War's magics are considered by some to be merely flaboyant spellbladery)

Appearance:
Tsera'shul's body is thin and pale, but not sickly so, as her arms and legs have a slight bit of muscle visible on them. her body is no-where near the typical standards of a beautiful woman, her cheeks proving more testament to her uncurvy looks as both are scarred, her shouler-length raven-black hair covering it normally. Her thin facial features also hide her amythyst eyes, which seem to be devoid of emotion, a clear dissonance between her looks and her personality.
Equipment: Tsera'shul wears a far from simple cloth and leather setup. The almost flamboyant garb would be more fitting for a courtier than someone travelling. Even her headgear, a rather dapper silk top hat with attached feather, is designed with presentability in mind. She wears a dress-like gown that was designed to allow ease of movement in the heat of battle, despite it's poofy nature and the entire ensemble designed to take attention away from her face. Her garb matches her eyes, however, in a purple design with a white trim. Beneath the gown she wears black tights, with leather travelling shes stained to a dark brown. She has silk gloves that reach her elbows covering her hands. She is rarely seen without her unique rapier either.

Her rapier, which she named Francois, has the design of a Treble Clef inlaid into the handguard and also looks like it's shorter than normal length is, initally, more suited to conducting an orchestra. It is, however, enchanted with two spells, one toughening the metal of the blade and an Ironwood spell to toughen the rest. She also posesses a greatsword, lightweight enough for her to wield two-handed but this weapon lacks any embelishment.

Skills: Echoed Strikes: The main difference between a Maestro of war and a typical Bard is this ability. As they strike their foes the very sounds of those strikes buld power to their normally weak magics. it does, however, take a lot of strikes to build up enough resonant power into her spells to bring them up to the devastating power of other Sorcerers and Mages.
Nature's Beat: Obtained through hours upon hours of calm meditation, Tsera'shul is able to 'feel' the innate beat of the world itself, using it to time her strikes and spells.
Harmonious Linkage: Due to the nature of the spells available to a Maestro of War with great amounts of resonance they can be linked together to create devastating chains. Just like using a Spell alone, however, this will reset the resonance to none.
Spells:
Shade Comet/Shooting Star: Conjures a ball of darkness/light in a raised hand to be launched towards one target. Detonates into an explosion of darkness/light, 15ft in radius. "Darkness gather, come together..."/"Light gather, soar across the nighttie skies!"
Sacred Signature: A divine sigil that, once complete, the sigil will faintly glow white. If drawn onto a scroll or similar substance it can be stored and used later, or used immidiately after completion to instill healing in the next creature touched. "Never extinguished by any wind, burning without wood or oil!"
Phantom/Fire Wave: This spell launches a ground-hugging wave of darkness/fire that, upon impact, launches three more in a 30 degree cone to strike at foes behind them. "Be haunted by the hatred and envy of the dead!"/"Burn to ashes in the flames from the depths!"
Sky Divider/Void Edge/Heat Blade/Geo Blade: These spells temporarily imbue the caster's blade with wind/darkness/Fire/Ice. Heat and Geo Blade only work with the Greatsword. "You'll taste the naked blade of death!"/"Vanish, in the absolute emptiness of the karmic beyond!"/"Burn away to nothing!"/"Become ashes in the wind, dust on the ground!"
Coup de Grace: This strike, imbued with the purity of the user's fighting spirit, is aimed directly at a weak point with both grace and speed. Because of this precise aiming, however, it is inaccurate. "Bow down before me!"
Coup de Jarnac: A strike akin to Coup de Grace, however on the back swing after the strike a wave of darness is launched 15ft behind the user. "Pound them, stab them, consume them!"
Magma Pillar: Dealing a powerful blow to the ground the caster forces it to erupt around them, anyone within 10ft is struck by earthen spikes and anyone between 10 and 20ft away will be struck by the breif rush of magma that accompanies this spell. This is a Greatsword Only technique. "Now, face the fury of the earth!"
Mirage Blow: A blast of illusory light is called upon a target. This magic will also reduce the power in the target's muscles. "Sleep, an endless dream."
Phantom Pain: Using the light of illusions, this spell inflicts five strikes of much weaker power than Mirage Blow and each reduce the power of various muscles in the target. "Live in ignorance, die in ignorance!"
Legion Fuliminante: Breaking a seal of lightning, this spell calls down a breif demonation of lightning bolts atop one target in sight, However the caster must have eye contact when starting the spell. "Triumph and victory, the hoof beats of the brutal horde approach!"
Crimson Blaze: Similar to Legion Fuliminante, however this spell only affects those that do not maintain eye contact and calls upon flames to imolate the targets from below. the caster must be able to see the targets without obstructions for this to take effect on them however. "The sun rises, and the shadows take flight!"
Allegrissimo: Imbuing a usical sigil into an ally, This spell allows the Maestro of War to speed an ally's movements akin to a haste spell. "Quarter time, with perfect tempo!"
Adagio: Forming a gentle sigil and imbuing it into an ally it silences most of their movements, enabling them to sneak past the unwary unheard. "In harmonious step, the ears fail to check"
Applaudisement Sonique: A spell that requires great amounts of resonance just to cast, and cannot be harmoniously linked to another. This spell is the epitome of the Maestro of War's musical prowess as it alters the very weather, in a small area, to the caster's will. rain falls in the 10ft radius area only to be swept away by bolts of lightning and bursts of demonic fire in the affected area. A unique sigil is formed, and broken, just to cast this spell, and once the sigil is broken four flat black wings spread out from where the sigil was. This spell, due to it's great power, prevents the building of resonance for an hour and places a great drain on both the ears and the mind of the caster. "The raging beat of the earth, the soothing melancholy of the sky... Combine and bring down the purifying power of resonance!"
Weaknesses: Despite the reportoire of spells that Tsera'shul possesses she is extremely lacking in strength, and her choice of clothing gives her pathetic defence should she suffer a counter attack. Her strikes, while rhythmic, are easy to learn the timing of to counter them. She is also extremely self-conscious, feeling ashamed of both her lack of feminine assets and her scarred cheeks.


Last edited by TheDarknessOfLoyalty on Wed Jun 18, 2014 10:59 pm; edited 4 times in total
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Mist

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PostSubject: Valestia Sara Celsia   Tue Jun 17, 2014 5:31 am

Sorry it took so long but having to fight with your computer to get a single word typed properly does that. I am too tired to even do a grammar/spell check on this thing so I apologize if there are any.

_______________________________________________________________
Name: Valestia Sara Celsia
Age: Roughly 600 years old
Race: Ash elf
Class: Necromancer illusionist ( note that illusion was  studied later to supplement and improve her necromancy.)

Appearance:

Basic Appearance
Spoiler:
 

Preferred appearance
Spoiler:
 

Equipment: (Clothing, weapons, armor, magical items, any consistent mounts or animal followers)
Weapon: Itzli
Itzli is a scythe with a thin blade of black metal studded with onyx and obsidian. The blade extends from the mouth of an obsidian skull at the head of the staff and can be retracted into and down the skull. The shaft of Itzli is made of petrified oak (for the hand grip) and black metal but inlaid with designs of gold and silver. A number of tiny skulls caved from garnets, amethysts and obsidian are embedded within the shaft. Itzli has a skull of obsidian with ruby eyes at its lower end and from the mouth of the skull protrudes more black metal forming a diamond shape encircled by blades which are a bit shorter than the shape in the centre. As mentioned earlier, the main figure in the head piece is an obsidian skull, though I neglected to mention that the skull had what appeared to be veins of silver studded occasionally with rubies. The skull has large red diamonds for eyes. On the side opposite the skull is the image of many people screaming in suffering and agony all melded together with some skulls in a carving.

Outfit:
Spoiler:
 

Sanguine her bird, a dark grey creature with silvery eyes and sharp claws. He looks similar to a bald eagle save for his entirely grey body. Sanguine is intelligent and of course bonded to her though he has not a single red feather.

Lorna: Valestia’s mount, an undead kumi lizard which also carries all her clothes and other items. She is quite agile despite being the size of an elephant but she lacks teeth which were apparently torn from her body when she was still alive.


Skills:  Outside her vast wealth of knowledge, she is for all purposes a normal elf and hence has no physical skills of note.
Spells: Valestia specialises in summoning undead forest animals, normally owls, squirrels, rabbits and wolves. She has on occasions been known to summon undead snakes or even kumi lizards though the later drains her of a good deal of energy. Small birds such as sparrow are also not out of her domain n neither are small cats. Though not as well learned in illusion, she is able to keep about five of her undead under an illusion portraying them as their living elves should one not actually touch the creature. Her maximum number of undead at any given point in time is nine though she can only keep seven when maintaining her maximum number of illusions.
Valestia also has a single spell which brings forth a flame that will only consume the dead and the undead, it takes about three minutes to cast.
Weaknesses: Valestia relies great deal on her undead in combat, being at best able to fend off one enemy should they manage to force her to fight them one on one. Valestia will also be unable to do much after summoning successive number of her larger undead and a single summoning of a second kumi lizard (a kumi lizard besides Lorna) c leave her unable to fight for a week. People of other race re also wary of her due to the nature of phoenix.

History: May be revealed in IC should the right circumstances present themselves.
Personality: Will be revealed IC


Last edited by Mist on Wed Jun 18, 2014 2:51 am; edited 4 times in total (Reason for editing : See the red then orange then purplish. the second is to fit in with her race/reduce bodies to ash.)
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 7:20 am

Riffus Maximus wrote:
Max wrote:
-Elves: The race most attuned to all that is nature and living. Their keens senses of hearing and seeing are useful for tracking in the forest. They are also the most agile of all races, wielding unearthed grace. Because of their attunement to nature, they are able to draw on its powers. The Elves live for nearly a thousand years, are slender but a bit taller than the common Humans.
Did you left your reading skills at school when you went on vacation?

It's pretty much the same as D&D elves. If you based yourself off that, you should know they reach adulthood at about 110 years old. Expect it to be the same here as well.
Darth, according to this post, at 26 your character would be at such an age she would have to pass a balance check just to walk.

http://www.ccs.neu.edu/home/katz/dnd/kids.html

also for reference on AoE type spells, especially those of the destructive variety

10ft radius: 314 sqft. Comparable in area to nice sized kitchen.
15 foot radius: 706.5 sqft. About the size of mid range 1 bedroom apartment.
20 foot radius: 1256 sqft. Slightly smaller than a 3 bed/2 bath apartment.

EDIT:fixed the link.


Last edited by Drummy on Tue Jun 17, 2014 9:16 am; edited 2 times in total
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 8:51 am

That's the thing, Tsera'Shul's magics are very weak unless she can build up resonance, which puts her at risk as she has to go into melee to build them up. Others canot build up the resonance for her.
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 9:08 am

@drummy, actually, 26 in elven years is equal to Modern Day U.S.A. Kindergarten. So his character would've been equal to a human 6 year old.
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 9:16 am

According to D&D rules governing children characters (Max said to base ages of that), a very young character 2-8 for a human, or 6-29 for an elf, can walk with a balance check. Of course we're not using dice rolls anyway so its kind of irrelevent.

Obviously in real life walking should not be a challenge for a developmentally normal child after the age of three.
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 9:48 am

I would assume that that is irrelevant for the older elves as 350 is no where near 1000.
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 9:50 am

Makes sense.

Mist, in the event that I use my elf character I need to know where you and your bird fall on the whole life/death spectrum.
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 9:55 am

Well she i a born ash elf so she is alive (though ounce she consumes ash with her bird she will be both dead and alive or neither.) Currently she is roughly 600 and her kind ages like other elves unti they ae reborn.
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 10:02 am

The bird is alive too then?
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 10:08 am

Pretty much.
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 4:59 pm

Busy bee is busy. It's nice to see so many posts while I was gone though. Let's get to reply on all of this stuff.


@Rorschach: Albeit quite rare, sentient undead can be found throughout the land in hiding or in the wilds. Ghosts, spectres, liches, with the occasional evolved skeletons and zombies can have a mind of their own, but they are frowned upon. Because they were mainly the soldiers under King Basil's exceptional undead legion, the current ruler is conduction a mass extermination of all undead. As such, that would be quite difficult for you to enter populated areas, though the RP potential is there.

As for abominations, it depends really on what you inted to play. But most are seen as monsters and vile creatures, so you'll be most likely met with a weapon under your throat wherever you go.


@TheDarknessOfLoyalty: While the character in itself is nicely detailed and is interesting, I'm having a bit more reserves about her actual powers. I have no problem with their powerlevel or the actual spells, but rather by the concept of using them. You see, combo spells after X number of hits look better in action games, where you can actually see the character's movements and attacks. In a RP, it's very difficult to do that without mentionning that most people are incapacitated after two or three strikes of a weapon (gotta keep at least some measure of realism here). I think it would be better if you change your combo spells for something that would require you to maintain focus on some sort of rythm, be it swinging your rapier like an actual conducter (given the description you've given for François) for X amount of time or singing a lenghtier chant.

Otherwise, the character looks good and I'll be interested to see how you can play out this melody of war with your Maestro.


@Mist: Bio looks good. The only thing that I would like you to change is the your mount. The only dragon-kin creatures to exist are Dragons themselves and the very rare Half-Blooded Dragons. If you want to keep a creature somewhat akin to what you have now, I'd suggest you to go for an undead basilisk, a large snake or some other magicla reptile creature about the same size as a horse.
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 5:37 pm

Quote :
@Rorschach: Albeit quite rare, sentient undead can be found throughout the land in hiding or in the wilds. Ghosts, spectres, liches, with the occasional evolved skeletons and zombies can have a mind of their own, but they are frowned upon. Because they were mainly the soldiers under King Basil's exceptional undead legion, the current ruler is conduction a mass extermination of all undead. As such, that would be quite difficult for you to enter populated areas, though the RP potential is there.
That being said we have an illusionist with a spell just for that. Unless a hostile casts detect life.
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 5:46 pm

That would be nice to see such synergy between players, but that's just something I want to point out before he makes his character.

And of course, it is quite possible for people to have spells to indentify the true nature of each individuals, although such things are not commonly used by guards (as most doesn't know how to magic).
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 5:48 pm

Hmm, if you want I can PM you my idea?
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PostSubject: Re: Kingdom of Bones - OOC -   Tue Jun 17, 2014 5:53 pm

Sure, it might take some time for me to anwer your PM because I am quite busy at the moment, but feel free to drop me a PM for me to look at it.
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PostSubject: Re: Kingdom of Bones - OOC -   Wed Jun 18, 2014 3:00 am

I changed it, also I am going to adapt kumi lizards for my purposes.

Kumi lizards here will be green carnivorous arboreal lizards which continue to grow through out their lives. An adult kumi is about the size of a horse but on the rare occasions that one grows to a venerable age it will be about the size of an elephant or mammoth. Kumi are in no way related to dragons, are wingless but are sometimes considered as 'forest guardians' due to their size and formidable appearance. Do note that een venerable lizards are able to move through their forest homes without destroying it an roughly t the same speed as a horse in a sparsely forested area.
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PostSubject: Re: Kingdom of Bones - OOC -   Wed Jun 18, 2014 9:28 am

I'm totally joining this thing.

I'll have a bio prepared soon! Hopefully I can return Jasmine into this!
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PostSubject: Re: Kingdom of Bones - OOC -   Wed Jun 18, 2014 12:24 pm

@Mist: You really want to ride on a freaking giant lizard, don't ya? Bio is accepted.


I know I said I'll start the IC after getting 3 accepted bios, but for simplicity's sake, I'll let those who have posted an interest check and those who still have some modifications to do on their bio finish their stuff to be part of the group right off the start. As such, I'll be posting the IC next Monday.


P.S. I just noticed when I was toying around with the links to characters in the first post that they may not direct you exactly to the desired character's bio. This is due to the auto-prune system that deletes inactive threads, thus reducing the amount of posts on this forum. You'd figure that each post has their own identity number, but it's not the case. They are rather identified by the Xth post on the forum, and change whenever a post made prior to said post is deleted.
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PostSubject: Re: Kingdom of Bones - OOC -   Wed Jun 18, 2014 1:12 pm

The lizard is also her storage unite, plus I just like the picture of a huge lizard 'gliding' through the trees above the smaller horses. And undead basilisks would be part avian (bones are way to weak) while salamanders link more to fire or water than forests.

I was originally going to give her an elephant mount but realized that would be ridiculous for someone traveling through dense forests.
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PostSubject: Re: Kingdom of Bones - OOC -   Wed Jun 18, 2014 5:05 pm

Still in progress!

Name: Jasmine Amber Conwell (Called 'Jas' for short)
Age: Twenty years old
Race: Beastwoman
Class: Thief

Appearance:
A slightly tall slender built women who has features like a ferret. She is four feet tall and nine inches while on four legs and she stands five feet and seven inches tall when on two legs; both from head to toe. Her coat is a dark brown color with white markings near her eyes and she has a lighter brown furred mask in between her eyes. Her fur also has lighter brown stripes that go down from her mask all the way to her tail. Her face is a completely ferret like, complete with a wet nose and whiskers. A pair of small rounded ferret ears burst out in between her wild looking mane. Her body is almost shapeless, and long, looking like a normal ferret if she were to walk or run on all fours. If she stands on two legs, then her body holds a humanoid shape with long limbs and waspish tighs. A long ferret tail, almost large as her, about two feet long; is fuzzy and overall fluffy detail. The fur is thinner around her feet and her paws, as well as toes, are tipped with claws. Her wavy and messy mane is shoulder length, and is curly near the ends. As usual, she has a pair of bangs covering her forehead. Jas' pale blue eyes stare at everyone who looks at her for too long. She has an overbite, which displays her two longest, sharpest fangs. She usually doesn't wear any clothing, due to her fur covering up most of her human features. When she does, it's usually a dark green light silk leather outfit, which covers her chest down to her thighs.
(Sketchie coming soon!~)
Equipment: (Clothing, weapons, armor, magical items, any consistent mounts or animal followers)

Skills:



Spells: No magic, so no spells.
Weaknesses: (Optional but highly preferred. I am less apt to decline a character that has reasonable and legitimate weaknesses listed if the character has a considerable amount of power)

History: (Optional)
Personality: (Will be revealed IC)


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