Khawill
<3
- 1,564
- Posts
- 12
- Years
- The Cave of Hymns
- Seen Mar 31, 2023
All of us were placed in our roles, our fates were chosen the moment we were born. This world is dangerous, wild magic seeps into the wildlife and threatens our existence. Dragons are the main source of this seepage, each one is a fountain of malicious magic that tips the balance of nature. Regardless of individual goals, the quests carried out by each group will benefit humans, and put us one step closer to a better world. You have no choice, since you have passed your training, you are destined to die in battle or until you can no longer fight. You will kill dragons, bandits, and anyone who gets in your way.
That is the life of our people
Cities: (New!)
Capital City: This city has a main square centered around the Head Cathedral. Magic is the entire focus of this city, and those who don't have it are treated like second class citizens. The only exceptions holds for combat groups, where they are revered and treated as heroes, and often kept away from the magicless areas if the city. The city is moved every few years due to the high concentration of magic users, and can be hard to find without guidance. That in mind, because both Summoners and Battlemages use this as their main city, they can always find their way back home.
Capitol City is not only the largest and safest city, it is the main city. The entire country is run by a King Lancer named Leon VIII and a Queen Summoner who is unknown. The Queen has more power, and is believed to be able to see the future and cleanse the world when the time comes. Only the king's face has been seen, and the King is the one who carries out the queens word.
Lance City: This city is famous for the quality of life citizens have. They have a 5% crime rate and all people live equal. The city is run by a republic, meaning all heads of the city's government are elected, though still serve the king and queen. The queen trusts them enough to run the city entirely on their own, and as such they have a great deal of loyalty to her. Walking through the streets, a common greeting would be a blessing of the king or queen. Every household has a portrait of both on their walls.
Lance City is the most politically sound city, and can also be the safest if you are not a Freelancing Lancer. The city constantly attracts monsters with its festive nature, and city guards are always lancers who haven't passed their exam. Outsiders are treated with great kindness by every citizen as long as they praise the queen, and groups are seen as heroes.
City of Fighters: This city is one of the most dangerous for outsiders, but considered to be the most fun. It is left alone by the queen due to it being the home-city of the Bruiser clan. The town is full of energy, mostly from all of the bars, arenas, and competitions there are. The center of the city is the main arena, where two people can fight to near death. Often times, it can be used for two groups to battle it out in a test of strength and teamwork. There is an annual tournament held there that has variable rules each year.
Fighting is allowed on the streets, and brawls are expected to break out. The citizens of this city enjoy watching and participating in an honorable fight, and outsiders often get into the spirit too. There is no segragegation because there is no central power to them. All citizens respect the queen's authority, and never think of treason.
This city is the most fun one to go to. It is also considered to be as safe from monsters and dragons as the Capitol City.
City of Tradesmen or Thieves: This city is the main-city of the Raptor clan. This city is the most crime ridden of all cities. Outsiders are susceptible to being mugged, pick-pocketed, or swindled. The city's trade-off is their extensive share of goods to sell. Half the time it is stolen, but all of it was made inside the city. Various silks, clothing, jewelry, and art can be found in this city. The city name can change depending on who you ask (most people who call it the city of thieves were stolen from in the first place).
The city is controlled directly by the queen, and has many enforces roaming the streets. It is considered to be the queen's jewel. The city's economy is a completely free market though. Capitalism is a main driving force for everything that gets done. As such, people who own stores are the the nicest people in town. Finally, this city is not fond of the king or queen, and rumors are often spread detailing terrible things about them. There is a large variance between poor and rich people, though it is never because of looks, magical ability, or beliefs.
City of the Arrow: This city is known for its progressive attitude. Although the city is the main city for the Raptor clan, many scientists flock here. The city is in the middle of the largest forest on the continent, and not a single tree was cut down. Scientists enjoy the seclusion of the city, which is farthest from the Capital City, and right in the middle of most of the country's natural resources. The Raptor clan serves as the only authority of the city, and they are more concerned wit preserving nature. As such, all of the technology developed in this city is green and efficient.
Outsiders are unable to visit this city unless accompanied by a Raptor or Smoke and Mirrors member. Entering the forest without one will cause you to walk in and eventually walk out. Even battlemages and summoners are unable to enter and navigate the forest. The reasoning is widely speculated by the scientists that all the trees are one organism with a massive amount of magic, and it is speculated that only the Smoke and Mirrors clan and Raptor clan are worthy of entering. The theory for this is that they are the most balanced humans of all, and closest with nature.
The use of magic in this city is strictly prohibited.
Detailed Clan Descriptions
Bruiser Clan: Male only. This clan consists of males who exhibit large strength potential but almost no magical ability. Most males stand between 6-7 feet tall, and have very defined muscles. Their knowledge of battle is high, while other areas are minimal. Their training focuses on following orders, and direct combat tactics. Bruisers are often uncontrollable in combat, and it is inefficient to tell them how to fight. They spend much of their time fighting, lifting, running, and fighting. They are trained in large swords, metal gauntlets that blast air after a punch, large hammers, or no weapon at all. (Short ranged fighters). Bruisers are very resistant to magic.
Required Personality Traits: They are only required to be tough, personality traits are not that important here. Though it should be remembered that bruisers have a very tough training regiment that removes fear, softness, and dislike for battle. They have an aversion to mindless killing (especially outside of combat) honor is their driving force.
Lancet Clan: Male only. This clan is for males who show above average strength and strategic prowess. They are physically fit and suitable to fight, though are much more useful as a leader. Males in this clan are between 5"6 and 7ft, where smaller men are at a disadvantage. Their training focuses on all aspects of combat and some aspects in politics. Their physical training is split between strength and dexterity so that try can better wield their weapons. Due to the large amount of learning Lancet members take, they are only trained in extendable lances or poles which are 5-6ft long and extends to over 12. They also possess small reserves of magic in order to project themselves, their voice, or an image of their groups's flag to inspire others. The lancet requires magic in order to extend during a thrust as well. Medium range fighters.
Required Personality Traits: Due to their training, all members of this clan are confident, charismatic, and intelligent. Moral alignment is not a factor, nor is bravery. Not all members are wise, though many have good judgment. Their driving force is the safety of their team and the glory of completing quests.
Raptor Clan: Gender Neutral. This clan is for males with relatively high magical ability, and females with the lowest magical ability. Males tend to be below average in strength, and above average in accuracy, intelligence, and agility. Females tend to have the highest relative strength and lowest relative magic. Their dexterity is also relatively lower. The Raptors are excellent at providing long range cover, guerrilla tactics, surviving in the wild, and communication through hawks. They have limited close combat experience and will use the environment an their magic to run away. Their magic is also used to protect themselves from the weather or avoid swimming. Their weapon of choice is a bow, and their arrows are created from their magic supply. Long range and guerrilla.
Required Personality Traits: Being cunning, resourceful, and ruthless. They do not second think kill commands, nor do they have an aversion for it (if they do it isn't shown). They are also generally cold, though can also be very kind. Their driving force is money.
Smoke and Mirrors Clan: Gender Neutral. Males tend to have to lowest relative strength and highest relative magic. Females are below average in magic and above average in strength. This clan focuses on assassinations and supportive combat. They are trained in stealth and escaping as well as disguises and impersonations. They use their magic to see in the dark and change appearance, as well as distract targets. They specialize in a variety of non-heavy weapons along with disbarment of any weapon. Magic is often used to sharpen a weapon and to have concealed ones.
Required Personality Traits: They are the same as raptors in many respects, except they are trained to fear death. This fear is very subconscious, and completely takes over the body, increasing the character's chance of survival. They are also much more reserved, and can come across as ice cold. They can be considered cruel. Their driving force is money, surviving, and killing along with any personal goals (this is the most selfish clan.)
Battlemages: Female only. This clan consist of females whose strength is equal to their magic. This is impossible for males, and as such consists of entirely females. They are masters of combat and magic, making them very adept at guarding key figures or group leaders. They are often second in command to Lancers, due mostly to their focus more into efficiently using their combat abilities. Their strength can be increased using their magic. They choose a weapon on the first day and specialize in it, they are able to use almost any weapon, and normally the weapon is conjured with magic. Long, medium, short range.
Required Personality Traits: Battlemages are trained to be protective of others. The safety of the Summoner and Lancer overrides the safety of the Mage. They are fearless and strong. Morality is irrelevant, protection is the only alignment. Their driving force is their will to protect.
Summoners: Female only. Summoner are the most important member of a group. They provide magical support, while also being trained in diplomatic measures. They have the ability to create creatures using their magic, which can range from dog to dragon (depending on amount of magic used). Their importance lies in their born ability to consume monsters' magic, either taking its life force too or simply to remove their magical threat to humans. (Life force is addictive, and is often looked down upon, but it also yields a much higher amount of magic). This ability allows them to make areas safer, kill dragons permanently, or tame animals. Females in this clan always have a lot of magic and the ability to consume magic. Females with high magic but no ability to consume are trained to become Battlemages with focus more in magic. All ranges, weapons are usually not needed.
Required Personality Traits: All Summoners are kind and good. They are charged with the important task of permanent removal of magic from animals, and permanent killing of dragons. Their training prepares them for these tasks, though it doesn't train them to handle fights against other humans, and some are very sensitive to human killings. They are also concerned with all members of the group. All summoners did not have the choice of saying no to joining. Their driving force is to protect the country.
Less Detailed Clan Descriptions
Leader, Fighter, Diplomat: Lancer (Also directly protects Summoner in cities)
Second in Command, Guardian, Fighter: Battlemage (Also protects Lancer in combat along with projecting orders)
Diplomat, Medic: Summoner (Creatures fight for them)
Medic, Survival Expert, Sniper, Trapper: Raptors (Charged with providing for group, taking out key targets from a distance, and field aid)
Assassin, Thief, Marketer, Weapons Expert, detector, tracker: Smoke and Mirrors Clan. (Often works with the Raptors in all fields, their tasks often intersect)
Fighter: Bruiser Clan. (Bruisers work with all members of the group in some way, often in a physical manner. Things such as hunting, trap setting, protecting, camp set up, and cooking are not uncommon tasks. They are able to do anything instructed a long as instruction on how is given)
The World
In this world, magic exists as an essential part of complicated life. All animals posses it, and it does certain things to the body. The amount of magic possessed during development of any animal determines gender. Magic is also increased as strength decreases (and vice-versa). No male has over 40% magic, while no female has over 60% strength or under 25% strength. Magic also has a small influence on ability to learn complex ideas. (All humans have a base amount of magic which is ignored in percentages).
Due to the nature of the world, and the recent rise of wild magic (Magic possessed by animals or plants that does not affect intelligence) it has become essential for every country to create clans. After a child is born, they are taken from family and sent to a school to test magic growth, potential trade skills, and learning curve until they are twelve. They are then assigned to a clan in which they spend another six years in training. A country has 6 main combat clans, most of which has a main city. Hundreds of other clans exist that are meant to train children in a specialized field.
When the six years are over for the combat clans, they are then supposed to group up and form groups. The process is begun when the Lancet Clan releases their students. The students are then required to make a pilgrimage to each major clan city in order to recruit a member. Afterwards, all six of them travel the land, either doing military work (such as fighting off foreign invaders) or monster hunting (such as killing wild dragons, dogs, or vicious animals). They are also very often given missions, each of which benefits the country, pays the group, and gives them fame and prestige.
The Player
Rules
Sign-up
Players/Charcters
Group 1
1. Khawill: Lancer (Reserved)
2. Sir Bastian: Battlemage (Accepted)
3. Heretostay: Raptor (Reserved)
4.
5.
Group 2
1.
2.
3.
4.
5.
Roles Available
Group 1:
1. Bruiser
2. Smoke and Mirrors
That is the life of our people
Cities: (New!)
Spoiler:
Capital City: This city has a main square centered around the Head Cathedral. Magic is the entire focus of this city, and those who don't have it are treated like second class citizens. The only exceptions holds for combat groups, where they are revered and treated as heroes, and often kept away from the magicless areas if the city. The city is moved every few years due to the high concentration of magic users, and can be hard to find without guidance. That in mind, because both Summoners and Battlemages use this as their main city, they can always find their way back home.
Capitol City is not only the largest and safest city, it is the main city. The entire country is run by a King Lancer named Leon VIII and a Queen Summoner who is unknown. The Queen has more power, and is believed to be able to see the future and cleanse the world when the time comes. Only the king's face has been seen, and the King is the one who carries out the queens word.
Lance City: This city is famous for the quality of life citizens have. They have a 5% crime rate and all people live equal. The city is run by a republic, meaning all heads of the city's government are elected, though still serve the king and queen. The queen trusts them enough to run the city entirely on their own, and as such they have a great deal of loyalty to her. Walking through the streets, a common greeting would be a blessing of the king or queen. Every household has a portrait of both on their walls.
Lance City is the most politically sound city, and can also be the safest if you are not a Freelancing Lancer. The city constantly attracts monsters with its festive nature, and city guards are always lancers who haven't passed their exam. Outsiders are treated with great kindness by every citizen as long as they praise the queen, and groups are seen as heroes.
City of Fighters: This city is one of the most dangerous for outsiders, but considered to be the most fun. It is left alone by the queen due to it being the home-city of the Bruiser clan. The town is full of energy, mostly from all of the bars, arenas, and competitions there are. The center of the city is the main arena, where two people can fight to near death. Often times, it can be used for two groups to battle it out in a test of strength and teamwork. There is an annual tournament held there that has variable rules each year.
Fighting is allowed on the streets, and brawls are expected to break out. The citizens of this city enjoy watching and participating in an honorable fight, and outsiders often get into the spirit too. There is no segragegation because there is no central power to them. All citizens respect the queen's authority, and never think of treason.
This city is the most fun one to go to. It is also considered to be as safe from monsters and dragons as the Capitol City.
City of Tradesmen or Thieves: This city is the main-city of the Raptor clan. This city is the most crime ridden of all cities. Outsiders are susceptible to being mugged, pick-pocketed, or swindled. The city's trade-off is their extensive share of goods to sell. Half the time it is stolen, but all of it was made inside the city. Various silks, clothing, jewelry, and art can be found in this city. The city name can change depending on who you ask (most people who call it the city of thieves were stolen from in the first place).
The city is controlled directly by the queen, and has many enforces roaming the streets. It is considered to be the queen's jewel. The city's economy is a completely free market though. Capitalism is a main driving force for everything that gets done. As such, people who own stores are the the nicest people in town. Finally, this city is not fond of the king or queen, and rumors are often spread detailing terrible things about them. There is a large variance between poor and rich people, though it is never because of looks, magical ability, or beliefs.
City of the Arrow: This city is known for its progressive attitude. Although the city is the main city for the Raptor clan, many scientists flock here. The city is in the middle of the largest forest on the continent, and not a single tree was cut down. Scientists enjoy the seclusion of the city, which is farthest from the Capital City, and right in the middle of most of the country's natural resources. The Raptor clan serves as the only authority of the city, and they are more concerned wit preserving nature. As such, all of the technology developed in this city is green and efficient.
Outsiders are unable to visit this city unless accompanied by a Raptor or Smoke and Mirrors member. Entering the forest without one will cause you to walk in and eventually walk out. Even battlemages and summoners are unable to enter and navigate the forest. The reasoning is widely speculated by the scientists that all the trees are one organism with a massive amount of magic, and it is speculated that only the Smoke and Mirrors clan and Raptor clan are worthy of entering. The theory for this is that they are the most balanced humans of all, and closest with nature.
The use of magic in this city is strictly prohibited.
Detailed Clan Descriptions
Spoiler:
Bruiser Clan: Male only. This clan consists of males who exhibit large strength potential but almost no magical ability. Most males stand between 6-7 feet tall, and have very defined muscles. Their knowledge of battle is high, while other areas are minimal. Their training focuses on following orders, and direct combat tactics. Bruisers are often uncontrollable in combat, and it is inefficient to tell them how to fight. They spend much of their time fighting, lifting, running, and fighting. They are trained in large swords, metal gauntlets that blast air after a punch, large hammers, or no weapon at all. (Short ranged fighters). Bruisers are very resistant to magic.
Required Personality Traits: They are only required to be tough, personality traits are not that important here. Though it should be remembered that bruisers have a very tough training regiment that removes fear, softness, and dislike for battle. They have an aversion to mindless killing (especially outside of combat) honor is their driving force.
Lancet Clan: Male only. This clan is for males who show above average strength and strategic prowess. They are physically fit and suitable to fight, though are much more useful as a leader. Males in this clan are between 5"6 and 7ft, where smaller men are at a disadvantage. Their training focuses on all aspects of combat and some aspects in politics. Their physical training is split between strength and dexterity so that try can better wield their weapons. Due to the large amount of learning Lancet members take, they are only trained in extendable lances or poles which are 5-6ft long and extends to over 12. They also possess small reserves of magic in order to project themselves, their voice, or an image of their groups's flag to inspire others. The lancet requires magic in order to extend during a thrust as well. Medium range fighters.
Required Personality Traits: Due to their training, all members of this clan are confident, charismatic, and intelligent. Moral alignment is not a factor, nor is bravery. Not all members are wise, though many have good judgment. Their driving force is the safety of their team and the glory of completing quests.
Raptor Clan: Gender Neutral. This clan is for males with relatively high magical ability, and females with the lowest magical ability. Males tend to be below average in strength, and above average in accuracy, intelligence, and agility. Females tend to have the highest relative strength and lowest relative magic. Their dexterity is also relatively lower. The Raptors are excellent at providing long range cover, guerrilla tactics, surviving in the wild, and communication through hawks. They have limited close combat experience and will use the environment an their magic to run away. Their magic is also used to protect themselves from the weather or avoid swimming. Their weapon of choice is a bow, and their arrows are created from their magic supply. Long range and guerrilla.
Required Personality Traits: Being cunning, resourceful, and ruthless. They do not second think kill commands, nor do they have an aversion for it (if they do it isn't shown). They are also generally cold, though can also be very kind. Their driving force is money.
Smoke and Mirrors Clan: Gender Neutral. Males tend to have to lowest relative strength and highest relative magic. Females are below average in magic and above average in strength. This clan focuses on assassinations and supportive combat. They are trained in stealth and escaping as well as disguises and impersonations. They use their magic to see in the dark and change appearance, as well as distract targets. They specialize in a variety of non-heavy weapons along with disbarment of any weapon. Magic is often used to sharpen a weapon and to have concealed ones.
Required Personality Traits: They are the same as raptors in many respects, except they are trained to fear death. This fear is very subconscious, and completely takes over the body, increasing the character's chance of survival. They are also much more reserved, and can come across as ice cold. They can be considered cruel. Their driving force is money, surviving, and killing along with any personal goals (this is the most selfish clan.)
Battlemages: Female only. This clan consist of females whose strength is equal to their magic. This is impossible for males, and as such consists of entirely females. They are masters of combat and magic, making them very adept at guarding key figures or group leaders. They are often second in command to Lancers, due mostly to their focus more into efficiently using their combat abilities. Their strength can be increased using their magic. They choose a weapon on the first day and specialize in it, they are able to use almost any weapon, and normally the weapon is conjured with magic. Long, medium, short range.
Required Personality Traits: Battlemages are trained to be protective of others. The safety of the Summoner and Lancer overrides the safety of the Mage. They are fearless and strong. Morality is irrelevant, protection is the only alignment. Their driving force is their will to protect.
Summoners: Female only. Summoner are the most important member of a group. They provide magical support, while also being trained in diplomatic measures. They have the ability to create creatures using their magic, which can range from dog to dragon (depending on amount of magic used). Their importance lies in their born ability to consume monsters' magic, either taking its life force too or simply to remove their magical threat to humans. (Life force is addictive, and is often looked down upon, but it also yields a much higher amount of magic). This ability allows them to make areas safer, kill dragons permanently, or tame animals. Females in this clan always have a lot of magic and the ability to consume magic. Females with high magic but no ability to consume are trained to become Battlemages with focus more in magic. All ranges, weapons are usually not needed.
Required Personality Traits: All Summoners are kind and good. They are charged with the important task of permanent removal of magic from animals, and permanent killing of dragons. Their training prepares them for these tasks, though it doesn't train them to handle fights against other humans, and some are very sensitive to human killings. They are also concerned with all members of the group. All summoners did not have the choice of saying no to joining. Their driving force is to protect the country.
Less Detailed Clan Descriptions
Spoiler:
Leader, Fighter, Diplomat: Lancer (Also directly protects Summoner in cities)
Second in Command, Guardian, Fighter: Battlemage (Also protects Lancer in combat along with projecting orders)
Diplomat, Medic: Summoner (Creatures fight for them)
Medic, Survival Expert, Sniper, Trapper: Raptors (Charged with providing for group, taking out key targets from a distance, and field aid)
Assassin, Thief, Marketer, Weapons Expert, detector, tracker: Smoke and Mirrors Clan. (Often works with the Raptors in all fields, their tasks often intersect)
Fighter: Bruiser Clan. (Bruisers work with all members of the group in some way, often in a physical manner. Things such as hunting, trap setting, protecting, camp set up, and cooking are not uncommon tasks. They are able to do anything instructed a long as instruction on how is given)
The World
Spoiler:
In this world, magic exists as an essential part of complicated life. All animals posses it, and it does certain things to the body. The amount of magic possessed during development of any animal determines gender. Magic is also increased as strength decreases (and vice-versa). No male has over 40% magic, while no female has over 60% strength or under 25% strength. Magic also has a small influence on ability to learn complex ideas. (All humans have a base amount of magic which is ignored in percentages).
Due to the nature of the world, and the recent rise of wild magic (Magic possessed by animals or plants that does not affect intelligence) it has become essential for every country to create clans. After a child is born, they are taken from family and sent to a school to test magic growth, potential trade skills, and learning curve until they are twelve. They are then assigned to a clan in which they spend another six years in training. A country has 6 main combat clans, most of which has a main city. Hundreds of other clans exist that are meant to train children in a specialized field.
When the six years are over for the combat clans, they are then supposed to group up and form groups. The process is begun when the Lancet Clan releases their students. The students are then required to make a pilgrimage to each major clan city in order to recruit a member. Afterwards, all six of them travel the land, either doing military work (such as fighting off foreign invaders) or monster hunting (such as killing wild dragons, dogs, or vicious animals). They are also very often given missions, each of which benefits the country, pays the group, and gives them fame and prestige.
The Player
Spoiler:
You are a member of a group that just came out of training. Quests are not issued, you must search for and often compete to find them. Usually they are given by village elders, or posted on billboards in the grand cities. The players can belong to one of two different groups. One group led by me, and one led by another. The other group's leader will be picked by me. Summoners will not be playable, as they are very close to godlike, they are characters controlled by me.
Rules
Spoiler:
-Forum Rules Apply
-Fighting will be conducted in a turn based manner. Lancer>Battlemage>Bruiser>Raptor>Dagger an Ambush will result in a reverse order. Monsters vary in when they will fight in between his order.
-There will be no group v group battles, as they are too complicated. 1v1s are to be conducted by the two involved.
-Death will result in the chance to create a replacement character (who will be fresh out of training again.)
-The RP is as violent as the player interprets it. As such the RP will only have a rule against inappropriate actions and excessive vulgar language.
-Inactivity is toxic to this RP, as such 3 days is the maximum time you can wait before a post unless prior notice is given. Additionally a fight reduces this maximum to one day. It is assumed that joining the RP means you understand this very important rule and will find time to make a post.
-Not following the rules will result in a pm, there will be no public mention, and I will allow you to leave on your own accord.
-Finally, I do not want any exceptions to the gender distinctions of the clans, there is a very clear reason to each of them.
-Fighting will be conducted in a turn based manner. Lancer>Battlemage>Bruiser>Raptor>Dagger an Ambush will result in a reverse order. Monsters vary in when they will fight in between his order.
-There will be no group v group battles, as they are too complicated. 1v1s are to be conducted by the two involved.
-Death will result in the chance to create a replacement character (who will be fresh out of training again.)
-The RP is as violent as the player interprets it. As such the RP will only have a rule against inappropriate actions and excessive vulgar language.
-Inactivity is toxic to this RP, as such 3 days is the maximum time you can wait before a post unless prior notice is given. Additionally a fight reduces this maximum to one day. It is assumed that joining the RP means you understand this very important rule and will find time to make a post.
-Not following the rules will result in a pm, there will be no public mention, and I will allow you to leave on your own accord.
-Finally, I do not want any exceptions to the gender distinctions of the clans, there is a very clear reason to each of them.
Sign-up
Spoiler:
Name:
Clan: (No summoners, only one lancer. There are two of every other role available)
Appearance: (Remember your clan and looks should match up in some manner, no lanky bruisers or beefy raptors)
Personality:
Fears:
Goals:
Group: 1 or 2 (Fill up 1 first, then 2)
Clan: (No summoners, only one lancer. There are two of every other role available)
Appearance: (Remember your clan and looks should match up in some manner, no lanky bruisers or beefy raptors)
Personality:
Fears:
Goals:
Group: 1 or 2 (Fill up 1 first, then 2)
Players/Charcters
Spoiler:
Group 1
1. Khawill: Lancer (Reserved)
2. Sir Bastian: Battlemage (Accepted)
3. Heretostay: Raptor (Reserved)
4.
5.
Group 2
1.
2.
3.
4.
5.
Roles Available
Group 1:
1. Bruiser
2. Smoke and Mirrors
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