PastelPhoenix
How did this even happen?
- 453
- Posts
- 9
- Years
- Seen Nov 20, 2022
GLACIATE
OOC // IC
A long time ago, this world was green and life was abundant. New breakthroughs in magic came every year, technology advanced at a breakneck pace, and it seemed that all of life's questions would be answered before long. Until the Yog-ganth found us, that is.
The came at us like a storm, seemingly from some other world and wielding magic in ways we thought impossible. The war was long and brutal, but we slowly closed the gap between us with each day. Eventually, the tides turned, we learned how they fought, and the victories stacked in our favor. Eventually, the Yog-ganth were forced to retreat, but not before leaving their mark on Dorene. They cast one last spell, like none ever before witnessed on Dorene, one that permanently changed much of our world into a frozen wasteland. Some areas are so cold that one cannot even walk outside without the aid of a magic-powered suit to retain heat.
Eight cities are all that remain of civilization in these lands, eight cities only connected by the Grand Convoys that run between them. And that is where we find you, aboard one of the massive vehicles known as the Grand Convoys. Whether you were born here, or you joined sometime later in life doesn't matter, you're here now. Life on the Convoy can be tough, but fortune awaits the resilient in this world.
Welcome to Dorene
![[PokeCommunity.com] [M] Glaciate: An Arctic World [PokeCommunity.com] [M] Glaciate: An Arctic World](https://i.imgur.com/Pz6j8qX.jpg)
A long time ago, this world was green and life was abundant. New breakthroughs in magic came every year, technology advanced at a breakneck pace, and it seemed that all of life's questions would be answered before long. Until the Yog-ganth found us, that is.
The came at us like a storm, seemingly from some other world and wielding magic in ways we thought impossible. The war was long and brutal, but we slowly closed the gap between us with each day. Eventually, the tides turned, we learned how they fought, and the victories stacked in our favor. Eventually, the Yog-ganth were forced to retreat, but not before leaving their mark on Dorene. They cast one last spell, like none ever before witnessed on Dorene, one that permanently changed much of our world into a frozen wasteland. Some areas are so cold that one cannot even walk outside without the aid of a magic-powered suit to retain heat.
Eight cities are all that remain of civilization in these lands, eight cities only connected by the Grand Convoys that run between them. And that is where we find you, aboard one of the massive vehicles known as the Grand Convoys. Whether you were born here, or you joined sometime later in life doesn't matter, you're here now. Life on the Convoy can be tough, but fortune awaits the resilient in this world.
Magic
Old stories speak of a time when magic flowed freely, something humans could harness without the help of tools. But sometime long, long before even the Freeze or Yog-ganth, humanity found it's magic sealed within them, no longer answering their call. It took the creation of the Wands, revolver like devices designed to draw out one's internal magic and shape them with a variety of magical ingredients, to return the magic to the people. The creation of the first wand prompted a sudden surge in the study of magic itself, fueling a technological boom. Magic produced vehicles that could replace the horse, wands larger and more accurate than bows, new ways to spread news, even large war-walkers and artificial life.
Even now, although the secrets of the old tools has been forgotten. magic is integral to life in Dorene. The few "Green Zones" where plant life grows is only due to a high concentration of magic proving resilient to extreme changes. Out in the wastes, strong internal magic has allowed various beasts to adapt to the cold, becoming fearsome predators and even the prey and plant life can prove deadly. Most importantly, magic is a means to fight.
Even now, although the secrets of the old tools has been forgotten. magic is integral to life in Dorene. The few "Green Zones" where plant life grows is only due to a high concentration of magic proving resilient to extreme changes. Out in the wastes, strong internal magic has allowed various beasts to adapt to the cold, becoming fearsome predators and even the prey and plant life can prove deadly. Most importantly, magic is a means to fight.
Gameplay
This is a mix between a mission and sandbox RP where you are a freelancer on The Grand Convoy Resilience, traveling from city to city and ruin to ruin working with a few organizations on the Resilience to assist the residents of the convoy and the cities you're stopped at, hunt dangerous beasts, recover magical artifacts, or anything in between. At a stop all the job lists are updated: artifact, bounties, and local wildlife. A few city specific requests may pop up, as well as requests from locations not listed. You are also free to undertake your own tasks during this time, for a more sandbox gameplay. The travel time between cities is a more sandbox experience.The sections will be shorter and open more to just exploring the convoy and potentially doing minor chores for the organizations, essentially low risk times. There are currently three organizations in need of your assistance:
- Mediators: The only semblance of law enforcement left in Dorene. While much of their day to day job is in solving disputes, Mediators are also the foremost dispensers of justice. Their Wanted Board is both updated regularly and open to the public. If one has the wits and guts for bounty hunting, the Mediators have the money. Job offers from them often involve bringing in criminals, recovering stolen property, and the occasional investigative task.
- Huntsmen: Beasts are a pain for most of civilized life for two reasons; they tend to infest everything, and have both rare and valuable parts that aren't so easy to obtain. Huntsmen take up the task of both clearing out infestations, and gathering the valuable bits of monsters. They are also willing to buy any beast slain by non-huntsmen. It isn't top dollar, but for most it beats having to break down the corpse themselves and find a buyer. Going out to hunt on your own is perfectly acceptable (a list of native wildlife is given at each location), but certain high value monsters are often posted in their headquarters, as well as formal requests to clear infested areas.
- The Bygone: An oddity of post-freeze society. The Bygone are an odd religious movement focused on both studying technology of the past, and their eternal cycle of rebirth. Despite how some may feel about them, their attempts to decipher the magic of the past has lead to many improvements on the Grand Fleet. They pay well for any artifact, and desire anything they can learn from, the more unique the better. Outside of their church is a small pin board with rumors of certain rare technology. The board is also where the Resilience crew members tend to post requests for replacement parts.
In order to accomplish almost any of these tasks, however, you need magic. Spellcasting has two components for it to work: a wand or wand surrogate, and a crafted spell. the standard wand looks similar to an 6-8 round revolver. A wand is loaded with Spell Starters, small cylinders containing the necessary magical ingredients for the spell. A wand is bound to the internal magic of the caster, allowing the wand to select the correct spell with the caster's intent, negating the need to physically move chambers around (a flaw with early wands). The components of a wand can also be incorporated into other weapons (sword, crossbow, etc), however these hybrids tend to either suffer in spell capacity, spell accuracy, or both compared to a traditional wand.
Spell crafting is done by combining ingredients from the list below, and combining their effects. Effects are up to personal interpretation from the basic description, so feel free to get creative with the combinations, combining multiple shapes and elements is both possible and encouraged. For example, combining an Arrow and Barrier with a Delay can give you a long range barrier, or a Spread and an Arrow creates a missile attack that spreads to multiple targets before impact.
Arrow - Cannae Root - A concentrated blast of magic that flies away from the caster
Barrier - Ironbark - The magic hardens into a translucent shield
Whip - Formine Vine - A long concentrated strand of magic from the source, very flexible
Slash - Iron Shards - A rush of magic with strong cutting properties
Spread - Ground Darkmantle Hook - Magic spreads forth in a cone shape
Wave - Wavestalker Shell - A wide spread of magic that travels in a wave pattern
Blast - Saltpeter - A powerful burst of magic extending in all directions from a single point
Flame – Salamander Flower Petals – The magic takes the form of intense flames
Freeze – Crystal Leaf – Magic takes the shape of extremely cold ice
Storm – Chargestone – Magic becomes charged with electricity
Gale – Highstrider fur – Magic gathers strong currents of wind
Hydrate – Aquamarine – Ambient moisture is collected and gathered in water form
Psudoearth – Pyrite – Magic hardens and solidifies into a substance similar to stone
Corroding – Slime residue – The magic takes a form similar to acid, breaking down most non-magical materials
Recovery – Brightpod – Magic begins to bind together wounds, mending bone, and can even repair non-animate objects with enough focus and energy
Delay – Corvis Feather – The magic activates some time after it's casting
Linger – Floatstone – Helps draw in ambient magic to fuel spells until they are dispelled
Arrest – Stirge Venom – Magic clings to the target, restricting and impeding movement
Enhance - Hydra Blood – Magic assists movement and senses
Levitate - Fogdrifter Antennae - Lifts an object in the air (Thanks Tigelreaf)
Weightless - Null Crystal - Lowers the restriction of gravity, producing a near weightless feeling (Thanks Tigelreaf)
Center - Iridium - Pulls physical objects towards the spell (Thanks Tigelreaf)
Light - Spark Salt - Creates a bright flash of light (Thanks Tigelreaf)
Growth - Sulfur/Sulphur - Causes the target to grow in size, can induce organic growth but the object returns to normal size when dispelled (Edited from Tigelreaf, explanation of changes below)
Muffle - Breezeswoop feather - Blocks the creation of noise (Thanks Birdy)
Cacophony - Bell-flower - Creates a shrill noise
Difficult Components: Requires two ingredient slots to use
Twin – Prism Glass – Two copies of the spell manifest from the same source at the same time
Overload – Draconic Blood – The intensity of the spell increases, potentially creating a spell strong enough to overpower other spells
Cloak - Chameleon Scale - Magic clings to the target, making it invisible to the naked eye, fails on targets larger than human sized (Thanks Birdy)
Lost spells: These effects are known, but the knowledge of what created them was lost to the Freeze
Drain - ??? - Draws all magic towards itself, nullifying active spells
Overwhelm - ??? - An incredibly intense flare of magic that overpowers almost all known spells
Starting off you can mix 4 ingredients per spell. Over time, as the RP progresses, you'll be able to mix more ingredients per spell as your powers grow. However all spells must follow the two main laws of magic:
1) Magic cannot create organic life, nor can magic cannot restore the dead. Any organic material created by the growth component, or a similar spell, will slowly revert back to magic, leaving the object in it's original state.
2) Magic is not permanent, it is constantly degrading back to ambient magic. Spells can persist so long as they are fed magic. The linger component runs off of ambient magic, and once the magic has been consumed, the spell fails. A bridge built with the help of magic must stand on it's own as a bridge, or it will fail when the spells end.
Have an idea for a spell effect not listed? Just let me know. I'm fine with expanding the list.
- Mediators: The only semblance of law enforcement left in Dorene. While much of their day to day job is in solving disputes, Mediators are also the foremost dispensers of justice. Their Wanted Board is both updated regularly and open to the public. If one has the wits and guts for bounty hunting, the Mediators have the money. Job offers from them often involve bringing in criminals, recovering stolen property, and the occasional investigative task.
- Huntsmen: Beasts are a pain for most of civilized life for two reasons; they tend to infest everything, and have both rare and valuable parts that aren't so easy to obtain. Huntsmen take up the task of both clearing out infestations, and gathering the valuable bits of monsters. They are also willing to buy any beast slain by non-huntsmen. It isn't top dollar, but for most it beats having to break down the corpse themselves and find a buyer. Going out to hunt on your own is perfectly acceptable (a list of native wildlife is given at each location), but certain high value monsters are often posted in their headquarters, as well as formal requests to clear infested areas.
- The Bygone: An oddity of post-freeze society. The Bygone are an odd religious movement focused on both studying technology of the past, and their eternal cycle of rebirth. Despite how some may feel about them, their attempts to decipher the magic of the past has lead to many improvements on the Grand Fleet. They pay well for any artifact, and desire anything they can learn from, the more unique the better. Outside of their church is a small pin board with rumors of certain rare technology. The board is also where the Resilience crew members tend to post requests for replacement parts.
In order to accomplish almost any of these tasks, however, you need magic. Spellcasting has two components for it to work: a wand or wand surrogate, and a crafted spell. the standard wand looks similar to an 6-8 round revolver. A wand is loaded with Spell Starters, small cylinders containing the necessary magical ingredients for the spell. A wand is bound to the internal magic of the caster, allowing the wand to select the correct spell with the caster's intent, negating the need to physically move chambers around (a flaw with early wands). The components of a wand can also be incorporated into other weapons (sword, crossbow, etc), however these hybrids tend to either suffer in spell capacity, spell accuracy, or both compared to a traditional wand.
Spell crafting is done by combining ingredients from the list below, and combining their effects. Effects are up to personal interpretation from the basic description, so feel free to get creative with the combinations, combining multiple shapes and elements is both possible and encouraged. For example, combining an Arrow and Barrier with a Delay can give you a long range barrier, or a Spread and an Arrow creates a missile attack that spreads to multiple targets before impact.
Spoiler:
Arrow - Cannae Root - A concentrated blast of magic that flies away from the caster
Barrier - Ironbark - The magic hardens into a translucent shield
Whip - Formine Vine - A long concentrated strand of magic from the source, very flexible
Slash - Iron Shards - A rush of magic with strong cutting properties
Spread - Ground Darkmantle Hook - Magic spreads forth in a cone shape
Wave - Wavestalker Shell - A wide spread of magic that travels in a wave pattern
Blast - Saltpeter - A powerful burst of magic extending in all directions from a single point
Flame – Salamander Flower Petals – The magic takes the form of intense flames
Freeze – Crystal Leaf – Magic takes the shape of extremely cold ice
Storm – Chargestone – Magic becomes charged with electricity
Gale – Highstrider fur – Magic gathers strong currents of wind
Hydrate – Aquamarine – Ambient moisture is collected and gathered in water form
Psudoearth – Pyrite – Magic hardens and solidifies into a substance similar to stone
Corroding – Slime residue – The magic takes a form similar to acid, breaking down most non-magical materials
Recovery – Brightpod – Magic begins to bind together wounds, mending bone, and can even repair non-animate objects with enough focus and energy
Delay – Corvis Feather – The magic activates some time after it's casting
Linger – Floatstone – Helps draw in ambient magic to fuel spells until they are dispelled
Arrest – Stirge Venom – Magic clings to the target, restricting and impeding movement
Enhance - Hydra Blood – Magic assists movement and senses
Levitate - Fogdrifter Antennae - Lifts an object in the air (Thanks Tigelreaf)
Weightless - Null Crystal - Lowers the restriction of gravity, producing a near weightless feeling (Thanks Tigelreaf)
Center - Iridium - Pulls physical objects towards the spell (Thanks Tigelreaf)
Light - Spark Salt - Creates a bright flash of light (Thanks Tigelreaf)
Growth - Sulfur/Sulphur - Causes the target to grow in size, can induce organic growth but the object returns to normal size when dispelled (Edited from Tigelreaf, explanation of changes below)
Muffle - Breezeswoop feather - Blocks the creation of noise (Thanks Birdy)
Cacophony - Bell-flower - Creates a shrill noise
Difficult Components: Requires two ingredient slots to use
Twin – Prism Glass – Two copies of the spell manifest from the same source at the same time
Overload – Draconic Blood – The intensity of the spell increases, potentially creating a spell strong enough to overpower other spells
Cloak - Chameleon Scale - Magic clings to the target, making it invisible to the naked eye, fails on targets larger than human sized (Thanks Birdy)
Lost spells: These effects are known, but the knowledge of what created them was lost to the Freeze
Drain - ??? - Draws all magic towards itself, nullifying active spells
Overwhelm - ??? - An incredibly intense flare of magic that overpowers almost all known spells
Starting off you can mix 4 ingredients per spell. Over time, as the RP progresses, you'll be able to mix more ingredients per spell as your powers grow. However all spells must follow the two main laws of magic:
1) Magic cannot create organic life, nor can magic cannot restore the dead. Any organic material created by the growth component, or a similar spell, will slowly revert back to magic, leaving the object in it's original state.
2) Magic is not permanent, it is constantly degrading back to ambient magic. Spells can persist so long as they are fed magic. The linger component runs off of ambient magic, and once the magic has been consumed, the spell fails. A bridge built with the help of magic must stand on it's own as a bridge, or it will fail when the spells end.
Have an idea for a spell effect not listed? Just let me know. I'm fine with expanding the list.
The Grand Convoy Resilience
The Grand Convoys are miracle of both engineering and magic: large, tough, and magically self sustaining. A mix between trains and battleships, the convoys were built during the war as mobile shelters and self defense weapons, the convoys can hold an entire village comfortably and packs enough firepower to give most beasts a run for their money. Resilience is perhaps the largest of them all, hosting a population of a couple hundred souls within it.
Locations on the Resilience:
Crew Quarters: Located at the front of the convoy, this sections is restricted to all but technical crew and convoy leaders. The engine rooms, steering, and crew quarters are in this section, as well as the building the council leading the Convoy meets in for emergency matters.
Admin District: Clean and proper, this section of the convoy is home to important businesses and houses the council outside of emergency meetings. This is where one goes to work out a business deal, bring up concerns to the council, or for general high end shopping. The Mediator main office is located here, located in a tidy white room overflowing with both paper and bustling Mediators. A bored looking Pre-Freeze synthetic mans the front desk, just in front of the bounty board.
Hightown: The city of the relative rich. Hightown homes are both sqacious and some even have attached gardens. Mediators are a common sight, and crime is one of the lowest on the convoy. Being able to buy a home in Hightown is a sign that you've made it.
Market Town: The largest chamber of the Resilience is crowded with stalls selling a wide variety of goods. Restaurants, Scavenger shops, and homemade goods are some of the most common sights in this area, but a dedicated shopper can find almost anything here.
The Docks: To the right of Market Town, the docks consist of a massive warehouse with many rafters, original or otherwise. The entire right wall opens for easy access, and all loading and unloading of goods is done here. Mediators presence is high, as well as the security crew of the Resilience to deter theft.
Residence Hall: While Market town is the largest single chamber, residence hall is the largest district. A large multitude of hallways split the chambers into decently sized rooms. The rooms were built with the Resilience, making it one of the most consistent areas of the Convoy. Most citizens live here, living a modest life. Strangers often find this the hardest area to navigate, with its twisting hallways and endlessly similar rooms.
Greenhouse: the walls and ceiling of this segment are created out of thick glass. Most of the food is grown here, as are the plant based magical ingredients. This area is restricted to all but those with legitimate business reasons to deter theft or sabotage.
The Vehicle Bay: Several Magical tanks and War Walkers are stored here, as well as a massive armory. Wand crafters set up shop here, as well as the blacksmiths and repair shops. The areas storing weapons are off limits, but the rest is open to the general public. This is where the Bygone Church is located, located along the leftmost wall, in a bubble free of stalls, if one didn't know better they could completely overlook that this is supposed to be a church. Built out of an old warehouse, the church always appears to have to many pews for the amount of dedicated followers, and their symbol, a sprout growing from a snowflake, is painted all over the walls. The request board resides just outside the church itself, which many scavengers are thankful for.
This is also home to the hatch that leads to the massive magical cannon mounted atop the Resilience. The cannon hasn't been fired in decades, requiring nearly ten pounds of ingredients for a single spell, and only capable of arrow spells. However, the knowledge it can still fire is usually enough of a deterrent for most bandits.
Slums: The unfortunate end up here. Poorly constructed shacks litter the back of the Resilience, and crime festers here. Most citizens want nothing to do with this segment, however a few valuable businesses spring up around here. Slum scrappers are resourceful, and while most they sell is trash, they do tend to pick up things not immediately valuable. Most importantly, a ruddy looking bar called the Trapper's Trove is where the Huntsmen has set up shop. Surprisingly quiet, the wall next to the barn is littered with papers for current buying prices for beats corpses, individual beasts that are currently causing a problem, and known pests. Behind the bar is a list of known Huntsmen and their rank, in an eternal game for the prize to call oneself the top huntsman.
Locations on the Resilience:
Crew Quarters: Located at the front of the convoy, this sections is restricted to all but technical crew and convoy leaders. The engine rooms, steering, and crew quarters are in this section, as well as the building the council leading the Convoy meets in for emergency matters.
Admin District: Clean and proper, this section of the convoy is home to important businesses and houses the council outside of emergency meetings. This is where one goes to work out a business deal, bring up concerns to the council, or for general high end shopping. The Mediator main office is located here, located in a tidy white room overflowing with both paper and bustling Mediators. A bored looking Pre-Freeze synthetic mans the front desk, just in front of the bounty board.
Hightown: The city of the relative rich. Hightown homes are both sqacious and some even have attached gardens. Mediators are a common sight, and crime is one of the lowest on the convoy. Being able to buy a home in Hightown is a sign that you've made it.
Market Town: The largest chamber of the Resilience is crowded with stalls selling a wide variety of goods. Restaurants, Scavenger shops, and homemade goods are some of the most common sights in this area, but a dedicated shopper can find almost anything here.
The Docks: To the right of Market Town, the docks consist of a massive warehouse with many rafters, original or otherwise. The entire right wall opens for easy access, and all loading and unloading of goods is done here. Mediators presence is high, as well as the security crew of the Resilience to deter theft.
Residence Hall: While Market town is the largest single chamber, residence hall is the largest district. A large multitude of hallways split the chambers into decently sized rooms. The rooms were built with the Resilience, making it one of the most consistent areas of the Convoy. Most citizens live here, living a modest life. Strangers often find this the hardest area to navigate, with its twisting hallways and endlessly similar rooms.
Greenhouse: the walls and ceiling of this segment are created out of thick glass. Most of the food is grown here, as are the plant based magical ingredients. This area is restricted to all but those with legitimate business reasons to deter theft or sabotage.
The Vehicle Bay: Several Magical tanks and War Walkers are stored here, as well as a massive armory. Wand crafters set up shop here, as well as the blacksmiths and repair shops. The areas storing weapons are off limits, but the rest is open to the general public. This is where the Bygone Church is located, located along the leftmost wall, in a bubble free of stalls, if one didn't know better they could completely overlook that this is supposed to be a church. Built out of an old warehouse, the church always appears to have to many pews for the amount of dedicated followers, and their symbol, a sprout growing from a snowflake, is painted all over the walls. The request board resides just outside the church itself, which many scavengers are thankful for.
This is also home to the hatch that leads to the massive magical cannon mounted atop the Resilience. The cannon hasn't been fired in decades, requiring nearly ten pounds of ingredients for a single spell, and only capable of arrow spells. However, the knowledge it can still fire is usually enough of a deterrent for most bandits.
Slums: The unfortunate end up here. Poorly constructed shacks litter the back of the Resilience, and crime festers here. Most citizens want nothing to do with this segment, however a few valuable businesses spring up around here. Slum scrappers are resourceful, and while most they sell is trash, they do tend to pick up things not immediately valuable. Most importantly, a ruddy looking bar called the Trapper's Trove is where the Huntsmen has set up shop. Surprisingly quiet, the wall next to the barn is littered with papers for current buying prices for beats corpses, individual beasts that are currently causing a problem, and known pests. Behind the bar is a list of known Huntsmen and their rank, in an eternal game for the prize to call oneself the top huntsman.
Rules
Sign Up Sheet
- GM word is final. I will work with you on some things, but I do reserve the right to put my foot down.
- All RPT rules apply. This is M rates, but no excessive gore, don't turn this into smut, etc.
- Do not god mod or bunny. General RP rules, don't make yourself invincible and don't interfere or otherwise play someone's character without permission.
- Be respectful, let in character stuff stay in character. Don't be rude to other players.
- I get posts can take time, I'm in college so I know, just try to post somewhat frequently. Once every weeks or two is cool, once every few months can drag everyone down.
- Please stay with the Convoy. Wandering into the wasteland isn't a smart idea, and detrimental to survival. Staying at a city is essentially retiring the character, the focus is on the Convoy, it stays there excepting very rare situations.
Sign Up Sheet
Name:
Gender:
Age: (Most novice freelancers tend to be younger. around 16-25, but younger and older novices have been seen)
Appearance: (Pictures welcome, but still at least have a paragraph of text.)
Personality:
History: (Something must have shaped them into who they are, no matter how minor. Why did they become a Freelancer?)
Weapon(s): (You don't have to stick with them the whole time. Just remember the disadvantages of hybrid wands. Also feel free to take a side arm, either in the vein of a dagger or a small 2 chamber wand)
Spell List: (you can always craft more later, but let's get a taste of some sample spells. Aim for at least 4 for now.)
As always, feel free to contact me for help or clarification, or if you have an idea. I want to work with you guys as players to tell a better story.
Gender:
Age: (Most novice freelancers tend to be younger. around 16-25, but younger and older novices have been seen)
Appearance: (Pictures welcome, but still at least have a paragraph of text.)
Personality:
History: (Something must have shaped them into who they are, no matter how minor. Why did they become a Freelancer?)
Weapon(s): (You don't have to stick with them the whole time. Just remember the disadvantages of hybrid wands. Also feel free to take a side arm, either in the vein of a dagger or a small 2 chamber wand)
Spell List: (you can always craft more later, but let's get a taste of some sample spells. Aim for at least 4 for now.)
As always, feel free to contact me for help or clarification, or if you have an idea. I want to work with you guys as players to tell a better story.
SongBird as Senka
Orx of Twinleaf' as Borrix Toroflung
Godzil as Viktor Khorek
Fen-Kun as Genevieve Bohneur
Ice as Argo Salt
Ech as Malbee
Pastel Phoenix as Priam Endres
Foxrally as Mr. Baimai Wèrs Myun
Gimmepie as Dina Weber
Orx of Twinleaf' as Borrix Toroflung
Godzil as Viktor Khorek
Fen-Kun as Genevieve Bohneur
Ice as Argo Salt
Ech as Malbee
Pastel Phoenix as Priam Endres
Foxrally as Mr. Baimai Wèrs Myun
Gimmepie as Dina Weber
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