• Out of Character • Melrath Player Development Submission Thread

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Rorom
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Re: Melrath Player Development Thread


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Name: Iona Crovan
Race: Mixed Human/Sev'ryn/Biqaj
Age: 28th Saun 693
Title: - Half-Sister to Serena Crovan, a Mervarian Sea Master.
Moderation Type: Mod Input
Able/Willing to Mentor?: She's rather busy to mentor.
Skills able to Mentor in:

Fishing: 65 (expert)
Navigation: 51 (expert)
Endurance: 50 (Competent)
Meditation: 50 (Competent)
Seafaring: 50 (Competent)
Singing: 50 (Competent)
Seduction: 30 (Competent)
Ranged (Shortbow): 20 (Novice)

Description: Quite unlike her half-sister the Jarl, the young bastard daughter of their noble parent is a far cry from the coarse attitude and self-denial of the finer things in life. She is stationed most of the arcs around Raelia, that is when she isn't out exploring the sea.

She enjoys taking part in the many of the events, dances, balls, and moots of the other nobles, which Serena doesn't begrudge her, as it more or less excuses Serena to do more down to earth tasks on behalf of their house, to escape the pomp and vanity of the other nobles.

Her wavy, brown hair falls down to her shoulders, and Iona stands at around 6' tall. She often wears simpler clothes, albiet of finer materials than Serena would prefer. Usually opting for Velvets and furs in the colder months, silk and feathered mantles in the warmer months. she wears much jewelry, preferring scrimshaw above all other trinkets.

She Captains the Brig, the Fat Seal. It's emblem is that of a Seal lying in repose on it's back, with a large flagon atop its belly. The seal is dark blue, the field is Salmon, slashed from upper right to left in forest green. This is flown beneath the national flag of Melrath on her ship.

Credit: Rorom

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Re: Melrath Player Development Thread

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Luka Magnus
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Re: Melrath Player Development Thread

Name of Location: Argent Estate of House Gofrith
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Description: Common to House Gofrith estates, the first impression that the Argent Estate gives is that of a fortress... because it is. The Argent Estate is one of the oldest estates in Melrath, built long ago by a founding member of the noble house. It has been kept up to near-perfection, especially under Henrik and Cecilia's rule over the estate. Henrik has made certain that the estate defenses are actively strong and it is considered a place of retreat for the Gofrith family from the rest of Melrath.

Located at a higher (and thus, colder) point in Melrath, along Pearl Lake, any visitors who have the luck to be allowed inside are able to witness a home that includes both traditional decor and modern decor. Most of all, the estate is a monument to utility. Everything, down to the smallest flower vase, has a purpose and nothing is chosen simply because it looks nice. Visitors are encouraged to come by way of the waters, rather than land, usually escorted on a Gofrith vessel.

Most visitors are led to the great hall, the main area of the estate for reception, where a long rectangular communal firepit is central to it. At a platform at the end, two throne seats of bones and furs sit for the lord and lady of the estate. Often, however, it is only Cecilia who sits with one of her children as Henrik tends to spend most of his time at river or the sea. She usually spends her trials here, delegating from the common room and tending to her family.

On the walls, paintings can be seen of the various Argent branch ships, the Gofrith ancestors, and tapestries of ancestral legends and myths. Though Henrik is rarely there, when he is, he can be found in a conference hall that has a long wooden table covered in various maps and figurines to consider strategies with. In this area of the estate, with the adjacent rooms, one can find all sorts of navigational technology and maps of almost every place conceivable.

NPCs at this location
Argent Lord Henrik Gofrith
Lady Cecilia Namdalen-Gofrith
Younger family members
Servants
More to Come

Goods / services available here? If so what, how much? Trade negotiations for the Gofrith house are sometimes held here. Large stores of silver, ore, and other minerals are also kept here, but not available for public purchase.
Delicate conversations between nobles are also sometimes hosted at this estate, whether Gofrith oriented or not. Members of every other house tend to make an annual visit, though the reasons for such visits vary.
Every three arcs, the estate opens up to offer a party for all the houses, and other prominent members of Melrath society, to share in good fortune and discuss the arcs to come.


Credits to: Luka
Submitted for Development: August 2019
 ! Message from: Strange
Pending for Oracle or another staff to look at this.
 ! Message from: Pig Boy
This looks good, just couldn't find a reference to Pearl Lake in the wiki, so presuming that is an addition arriving from this entry. Perhaps a bit of lore dev would be in order for that soon? Otherwise I see no reason why this shouldn't be able to be used right away. Approved.
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Jasper
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Re: Melrath Player Development Thread

Name of Location:Yggdrasil Citadel and Park

Description:


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Yggdrasil Citadel and Park

The Yggdrasil Citadel and Park is the religious center of the city of Raelia and some say of Melrath. The Citadel is physical home to the Aesir Priesthood. The extensive park grounds around the Citadel are as much part of the religion of Melrath as is the Citadel itself. The park and citadel sit of the western side of the Alfar hold and covers a good amount of acres in the heart of the capital.

The Park

The Yggdrasil Park can be approached by any number of roads in the city proper but only one road, the Sunna Way, enters and cross the park itself. The western and eastern ends each have a gate to enter into the park itself. The park is unofficial divided into six areas:

The Dawn Gate

The Dawn Gate isn’t a real gate but instead is two willow trees that sit on each side of the Sunna Way right at the eastern edge of the park. Over the arcs the branches of the two trees have been woven together and as the trees have grown the branches have grown together becoming as one tree with a leafy arch welcoming visitor into the Park lands beyond.

Dawn Gate refers not only to the willow gate itself but the Sunna Way from the gate up to the Citadel itself. The way as it travels from the gate to the citadel is flanked on each sides by extensive flower beds. None of these are really formal gardens but have been planted with flora from the different parts of Melrath. It is not uncommon to find transplants from other parts of the nation wandering the gardens basking in the sights and smells of their native village.

The Evening Gate

The Evening Gate isn’t a real gate but instead is two stone monoliths that sit on each side of the Sunna Way right at the Western edge of the park. The monoliths are both carved from granite brought from the mountains. One of the monoliths is completely covered with carvings of Melrath’s history. The other appears blank until you look farther up and see that top is carved and as Melrath’s history continues the carving is progressively working its way down the stone.

Evening Gate refers not only to the eastern gate itself but the Sunna way from the gate up to the Citadel itself. The way as it travels from the gate to the citadel is adorned with statuary crafted from either wood or stone, and placed at even intervals along the path. Except during Cylus and harvest time the spaces between the statues is populated by the booths of craftsmen from around the nation working to sell their art in the hope of making some spare coin doing what they love or to catch the eye of a rich patron. During harvest time the artist are joined by the farmers with their fresh crops. During the dark season of Cylus the whole market is closed as it is to dark and cold.

The Ymir

The Ymir section of the Park is along the western edge of the park and stretches south of Sunna Way. This section of the park is home to the shrine known as Ymir Crest. The shrine is a natural out cropping of rock that juts out from the grounds below around it are smaller outcroppings of stone. People some times call them the goblins. They are large rocks that sit on smaller bits of each, making it look from a distant like little creatures trying to hind in the greenery. It is considered a very sacred place for earth spirits which Ymir is the most important.

The boarder of the Ymir covers all of the little stone features and all of these can clearly be seen from Sunna way. A large path leads from the road to where the core of the rock formations around Ymir mountain. Then the path disappears to small paths that wander among the formation. Most people aren’t able to actually make it to the shrine itself, and even if they do it is no promise they can do it again.

The Hills

The Hills section of the Park is along the western edge of the park and stretches north of Sunna Way. This section of the park is home to the shrine known as Vynmur Stream. Most of this part of the park is covered by grassy hills that guide Vynmur. The Stream itself starts at Svarellilla’s Spring but runs westward until it finds the river of Vynmur. The whole stream is considered sacred but a shrine floats down the stream and if you are able to find that shrine it is considered a more direct medium to Vynmur.

There are no real paths into the Hills, but there are a few suggestion of trails if you look hard enough. People, especially those who are out for a ride, just wander through the area. It isn’t large enough for someone not to eventually find your way out.

The Spring

The Spring section of the Park is along the eastern edge of the park and stretches north of Sunna Way. This section of the park is home to the shrine known as Svarellilla’s Spring. Most of this part of the park is covered by grassy hills that contain the pools of the springs. The spring is composed of three pools. The first is where the water comes directly out of the hillside. Water collected from this pool is considered sacred. Most of that water then cascades down a series of tiers to another large shallow pool. There is a third pool on the back side of the hill where the water almost weeps out of the rocks into a small pool at the bottom. Unknown to most but this pool is sacred to Aesir and the Circle and it is to this spot where new circle members are brought to be bathed before they take office.

There are two paths, one from the citadel and one from the Dawn gate that lead to the spring. Otherwise people wander and ride these hills like they do the hills farther west.

The Woods

The Woods section of the Park is along covers the western and central sections of the park and stretches south of Sunna Way. This section of the park is home to the shrine known as Myrkvior Grove. All of the Woods is covered with aspens, oaks, willows and eve a few pine trees. There are hills under that forest giving the canopy, for those who look at it from high places, a rolling appearance. Myrkvior’s Grove is the oldest section of the Woods and is surrounded by oaks so old that there branches are wide enough for people to sit down comfortable and relax in the trees. A family of foxes has taken up residence in the grove and move around the grove freely. It is believed to be good luck if you find a fox while in the grove.

There are a number of trails through the Woods, most just lead from one edge to another, but there four paths that will actually take you to the Grove, but they are unmarked. The balance of nature is carefully kept in the Grove so only the Ydalir are allowed to hunt in the woods if balance must be maintained.

The Citadel

The Yggdrasil Citadel sits near the middle of the park. It sits just to the north of the Sunna Way. The citadel started out original as one structure, a central nave with four wings on each of the cardinal directions. Over the centuries three of the four wings have expanded beyond just the hall to include offices, cloisters, libraries, and public rooms.

The building itself is built of the same dark stone that is so common in Raelia and around the nave is carved to make it look like branches reaching upwards with the windows appearing as holes between the branches. The dome of the navy is hammered copper to look like the canopy of a tree and age to have the same green color as leaves giving the doom the appearance of a giant tree.

The smaller halls while build of the same stone and having cooper for their roofing as well they are much more traditional in there decoration. The outside of the buildings have simple geometric patterns, but the windows along the four main halls show images of great Aesir who have served Melrath.

All visitors to the Citadel enter through the south hall of the Citadel.

The People’s Hall

The People’s Hall is the hall that extends south from the nave. It has two large doors that are opened only for certain holidays, and two smaller doors that allow every day entrances into the building. They hall is lined with columns with geometric patterns carved down the length. From the base and up about five feet on the first pillar the patterns are heavily worn if not gone from centuries of hands rubbing up against the pillars as touching that pillar when you enter is believed to bring good luck.

The floor is a mosaic showing different scenes from daily life in Melrath, some are still as bright as the day they were laid but others are beginning to fade as they are in common traffic areas. There are chairs positioned along the sides of the hall for elderly persons or mothers with children. Around each pillar are cushions neatly placed. It is not uncommon to see a cushion missing as a worship of the spirits is currently using it to kneel while in supplication. The sides of the halls shows some of the more delicate pieces of art that has been offered as gifts by the people of Melrath to the spirits.

Most who come to worship do so at the far end of the hall before it transitions into the Nave.

The Nave

The Nave is all of the building covered by the dome, but within the Navy is divided into highly ritualized areas. In the very center of the Nave was the Yggdrasil, the world tree itself. The tree was a compilation of ever tree type in Melrath. One branch was from and oak, and another was from a pine, while another from a willow, and so on. The tree grew out of earth that had been brought from every corner of the nation as well. Around the tree is a plain stone slap that encircles the tree, and wide enough to allow people to stand on in comfortable. Only Aesir of Magus or Prophet rank may set foot on that slab and approach the world tree.

The Nave is actually fairly devoid of ornamentation except for geometric patterns on the columns and support beams. Unlike in the other halls these carvings were covered in gold and silver. The doom of the roof is painted with spectacular murals the main Induks and important figures in Melrath history. While the floor has circular bands in the colors of the rainbow surrounding the stone slap around the tree. Only Aesir are allow to step on to the circular bands all others must use the small paths of normal flooring at the edge if they want to go into the other wings.

Knowledge’s Hall

The western hall is also known as Knowledge’s Hall, or the Lore Master’s Hall. In basic structure it resembles the People’s Hall with pillars, mosaic floors and large stain glass windows letting in light. This particular hall stands out as the first public library of the Melrath. The space between the columns and the walls is filled with shelving holding books that the populace can accesses. Down the center of the hall are desk and setting for people to use while reading the books. Anyone can access the books the books on these shelves, and anything on the fiction shelves can be checked out with the Lore Master on duty. The non fiction isn’t allowed to leave the building.

At the end of the hall is a large double door that is similar to main doors, but these have been sealed shut so one may only pass beyond through the smaller doors in the large doors. Beyond that is a closed hall that lead in a straight line down the newer parts of the building. Nearest the original structure are the classrooms for teaching. Beyond that are the offices for teachers, and farther down are the restricted libraries and labs.

Both the newer and older section are still built of the same dark stone that the city is known for. The Lore Master’s realm is rather plain when compared to the other groups of Aesir. Their budget and wealth is spent mostly on books and other resources and not the decorations of their rooms. Though individual offices have been known to be quiet elegant.

Healing’s Hall

The Eastern hall is also known as Healer’s Hall, or the Druid’s Hall. In basic structure it resembles the People’s Hall with pillars, mosaic floors and large stain glass windows letting in light. This particular hall is decorated differently in that it brightly decorated with plants, and colorful tapestries, and cushions. The hall unlike the other halls is not open to the public. It is a place where the Aesir Druids can come and meditate and see peace.

Like the Lore Master’s hall there is a large set of sealed double doors, but the smaller doors leads to the personal rooms, offices and labs of the healers and only they make use that entrance. The public parts of the Healing Hall are in the newer building at the farthest end of building from the main citadel. A three floor hospital stands at that end where the public may come in and get treatment. The hospital like the main hall is lightly colored with natural light and colorful images on the walls. The floor plan itself is rather open to create more space that would be lost with a bunch of little rooms.

There is a series of buildings connecting the hospital and the eastern branch of the citadel. All built of the same stone, there are greenhouses, offices, surgery rooms, and labs that dote the open courtyard between the structures.

Spirit’s Hall

The northern hall is also known as Spriti’s Hall, or the Shaman’s Hall. In basic structure it resembles the People’s Hall with pillars, mosaic floors and large stain glass windows letting in light. This particular hall shows more wealth then the other three as shrines to powerful spirits have been places between the pillars creating little alcoves. The beauty, art, and wealth of each shrine makes the people of Melrath proud. There are no chairs to be found in the hall, only comfortable cushions where people can come to worship a particular spirit. In theory it is open to all, but most people do there worshiping in the people’s hall. There is a general understanding that these shrines hope for a donation.

Unlike the other two orders halls the large doors to the Shaman’s section is thrown wised open into another massive hall. Ironically this is the only wing where the public is never allowed. Anyone wishing to seek help of the Shaman much petition the door guard. Beyond the doors is a large hall with office, class rooms, personal rooms, libraries and meditation rooms. The hall is two floors tall with a balcony running the length of the second floors meeting at a large stair at the back of the room.

The floors are covered in plush rugs that muffle sound, and fights the cold. The stone work is decorated with beautiful carvings, and works of art hang on the walls between the doors. The class rooms are comfortable but not as richly decorated, and the office are decorated to the taste of the powerful Aesir who resides there.


Goods / services available here: Aesir Spirit intervention
Arcane studies
Healing
Academic Education
Library Services

Credits to: Jasper
Submitted for Development: August 21, 2019
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Ashling
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Re: Melrath Player Development Thread

The first idea, for reference.
Skipped
Image
Edited in: A crescent-shaped map. As the text is already in the Wiki I only add the image. Personally I can feel that it's best to wait with a map until there's more to put on it.

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Last edited by Ashling on Sun Sep 08, 2019 5:53 pm, edited 5 times in total. word count: 46
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Strange
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Re: Melrath Player Development Thread

Up to date!

@Ashling. A city map is a great idea! There are some discrepancies when it comes to Fensalir's already established lore and the suggested map/description.

Most notably from the Wiki (with highlighted relevant spots that were touched on in the map's description):

Fensalir itself is quite sprawling, interspersed between towering elms and slender pines. The Myrkvior Forest washes over this place and makes its presence known no matter where you are standing. Roads are paved with polished river stones, but many lesser used roads are little more than green forest paths that have been worn down by generations walking upon them.

Fensalir is more or less arranged in a large crescent moon shape, central to Fensalir rests the town center where there is a modest shopping district and open city square that is framed by the famed Auriellien Arch. The Arch has mysterious origins but stories suggest that it was there before the city itself was ever founded. The Arch is made from a soft colored golden marble that is carved with almost inhuman levels of precision. Beneath the Arch lies the city square where residents come to relax and shop.

Here locals peddle their wares. Leatherworking and woodworking are prominent here as there is a high demand for leather armor for the local Ydaliri along with beautifully made bows. Around this central area is also a large outdoor amphitheater made from stone with a shallow but wide stone pool at the center on a plinthe. Here the leaders of the town come to speak to the people during civil gatherings.

wiki/index.php?title=Fensalir

So the map should be in the shape of a crescent rather than a tree crown, that includes this established information - if you meant for the Ancient Town to be the shopping district and city square with the Arch, then we'll likely have to include an explanation of that in the description.
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Ashling
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Re: Melrath Player Development Thread

Uh-oh. Well. I was a bit interested in how ancient the city is said to be so I guess I imagined that there was an old part of the city, with ruins and mystic atmosphere and such. Now, this was obviously a misunderstanding on my part. The Wiki mentions nothing more than the Auriellien Arch.

I edited and made a crescent-shaped map as an illustration of the current lore text.

I found it enough to just write Town Center. The Wikitext already explains the details.

Personally I don't feel the need for the kind of map that was possible to make based on today's content in the wiki. For the moment I'm fine with not having any district names and just use north, east, south. I don't have the ambition to outline the city layout in detail, I was only thinking that it could be good to have a few landmarks, but it's not necessary.
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Brent Forrester
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Re: Melrath Player Development Thread

Hello folks,

I'd like to do a detailed in character map of Alivilda (using cartography skills), so I was sketching some rough ideas of how the holds might be laid out, plus some of the key buildings.

If possible, I'd like to also create that map oocly (or add additional content to this one and/or make it look nicer).

Could you take a look at my -rough- sketch? I tried to use descriptions as well as some reasoning (e.g. if the mill uses a waterwheel, it should be on the river).

Thanks! I wasn't really sure where to make such a request.

Image

EDIT: Cleaner and tidier version below

Image
Last edited by Brent Forrester on Mon Sep 30, 2019 3:02 am, edited 1 time in total. word count: 113
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Soren Kvistson
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Re: Melrath Player Development Thread

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Name: Noatun Blue Hops
Overview:
Noatun Blue Hops are a rare type of hop that grows in the forest around Noatun Village. They are made into a local beer known as the Noatun Blue Stout that is lesser known in the region.

Appearance:
The wild hops plant is a type of ivy, that typically grows up trees and over bushes. They prefer low light areas, making them difficult to find. The vines have serrated, fang like leaves, that are dark green in color, atop black vine stems. The hops themselves are a bright blue, growing in long clusters that hang down from the vines.

Location:
Only found in the darkest parts of the forest around the Noatun Village. They can be fairly difficult to find, and the hops are only available during the last thirty trials of Vhalar. Currently, no one is farming the hops, so they can only be gathered.

Hazard / Toxicity: None

Uses:
Noatun Blue Hops are used to add coffee tones to any beer made from them.

Credit: Soren Kvistson


All resources please include:
Image
Name: Noatun Blue Stout

Overview:
Noatun Blue Stout is a dry stout beer that is produced by an old man in Noatun Village. The beer is well known in Noatun Village itself, it is lesser known through the rest of the region, though occasionally found in Raelia. It is made from Noatun Blue Hops and a variety of toasted malts grown throughout the entire Melrathi region. It is a particularly strong beer, dark blue in color, with coffee tones.

Appearance:
Dark Blue with a light blue foam.

Availability /Frequency:
Common in Noatun Village, Uncommon in Raelia, Rare in any other Melrathi area, Impossible to find outside of Melrath


Additional Headings Might Include

Toxicity / Hazard: High alcohol content. 12%

Side Effects: Makes you drunk. Creates incredibly strong hangovers.

Uses: For drinking.

Credit to: Soren Kvistson
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Alora
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Re: Melrath Player Development Thread

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Name: Charmegn

Description: A stormtouched Volareon that was set loose on the land when separated from its rider. It became stormtouched, presumably during the first of the Ether Storms to wash over Melrath in Ymiden 719. It has a Orange tint to its hide and fur, and glowing white eyes.

Location: It haunts the wilds of Fensalir, not far from the Gate to Melrath and southern highlands.

History: It’s a recent arrival, and is said to belong to one of the foreignborn Valkyrion knights before it ran off to the wilds. It has since gained an appetite for mortal flesh, and become something of a man-eater.

It will rarely hunt livestock as well.

Appearance: Orange with traces of white along its fur and hide. It’s wing span is that of a typical Volareon. Horns have since grown on its head, suspected to be a result of the Etherstorm that afflicted it. It’s a large flier.

Lifespan and Development: Typical of any Volareon, one would presume, but liable to be hunted. It probably is not long for the world.
Diet: People.
Temperament: Volatile and extremely dangerous. Do not approach unless you are with a well equipped hunting party.
Abilities: Twice as fast on the wing, and with strong resistance to both fire and lightning.

Credit: Alora
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