- Writing Levels
- Intermediate
- Adept
- Preferred Character Gender
- Male
- Genres
- Fantasy, Scifi, Mystery
|| Roster || IC || Character Index || Expanded Lore Index ||
-Follow the CS guidelines on the bottom. If you need any clarification, don't shy away from asking.
-Try not to go back and forth in solo-posts. If you're going to do a conversation with someone, please do a collab as to not take up much space in the IC. (websites like etherpad and primarypad are good for this)
-Color-code diaoluges "like this" in any colour you want.
-No meta or power gaming. I know meta gaming is difficult to enforce meta gaming rules, but I'm trusting you guys on this.
-Short posts are acceptable-don't feel obligated to write extremely long posts on your own- but try to have at least one good paragraph that adds to the situation somehow.
-All IC posts and CSs must be written in third person.
-Romance is okay, but if things get too 'heated' then please fade out and take it to PM's. If you feel the specifics are pertinent to the plot and want people to read it, message me and we can see which parts should at least be in a spoiler.
-No real pictures. For all character descriptions, use drawings, please. If you struggle to find anything, I could try to make something or give you some references to use.
-Try not to go back and forth in solo-posts. If you're going to do a conversation with someone, please do a collab as to not take up much space in the IC. (websites like etherpad and primarypad are good for this)
-Color-code diaoluges "like this" in any colour you want.
-No meta or power gaming. I know meta gaming is difficult to enforce meta gaming rules, but I'm trusting you guys on this.
-Short posts are acceptable-don't feel obligated to write extremely long posts on your own- but try to have at least one good paragraph that adds to the situation somehow.
-All IC posts and CSs must be written in third person.
-Romance is okay, but if things get too 'heated' then please fade out and take it to PM's. If you feel the specifics are pertinent to the plot and want people to read it, message me and we can see which parts should at least be in a spoiler.
-No real pictures. For all character descriptions, use drawings, please. If you struggle to find anything, I could try to make something or give you some references to use.
The World Unraveling
Credit to 2wenty
Lore
"[...] The name of the subject isle is Plateau. It's in orbit around the core planet, along with several other isles similar to it. It has been active since generation RQ2VV, making it the longest standing isle. It has proven to be quite good for the development of life. Unfailingly, it has produced quickly developing societies and rich cultures with relatively small disruptions to life. Notably, in generation RQ32K, a mathematician was able to acertain the isle's nature and conjectured the existence of the core planet. While many other generations had similar discoveries, none were so accurate as that of RQ32K's Maellon Greyscale. This discovery comes despite the inhabitants' inability to observe the planet directly due to the shape of the isles. [...]"
State of Affairs
The Empire of Concordia
The Church
The Orcish Clans
Hunters and Huntresses
The Genis Kingdom
Religion
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The ruins of the high city of Garth
Credit to Merl1ncz
Record of Generation RQ32K
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Despite the heightened danger rate of the creatures, this RQ32K has prospered significantly more than any other generation before it. I had not expected their technology to advance so much so quickly. Concordia, in particular, has been developing at an incredible pace. They have spread more and more across the plateau and have created technology that could allow them to move to other planes in time. While this cycle is coming to an end, I have the highest expectations for the next generation.
[...]
Nevertheless, it is disappointing that despite this level of sophistication, the Concordian Empire is attempting to spread across the isle. They're pouring more and more resources into their military, which is having an adverse effect on its population. On the other hand, it could be argued that its only because of these investments that Concordia is developing technology so quickly.
[...]
Over the last few years, Concordia's spread has accelerated greatly. They've all but conquered the Kingdom of Genis ever since they developed their airships. Genishians didn't seem to expect an aerial assault. Yet still they seem to be struggling greatly against the southern clans.
[...]
The Orcish Clans have allied themselves with the Daemons to make a rather formidable coalition. While Concordia might be much more advanced in regards to their application of magick for the purpose of furthering technological and scientific developments, the magickal understanding of the Daemons is unrivaled. Together with the Orcish Clans, they have proven to be a force to be reckoned with. I had not expected they would have been able to successfully defended their lands even up until this point. Perhaps they will even hold out even up until the next Cataclysm.
~End of Log ~ -
[spacer]Concordia is the largest of the three great states ruling over the world. It resides on the Eastern Continent, spreading large settlements all across its territory. Its population isn't dominated in number by a single species, unlike the other two countries, but the ruling family has been human for several generations. There are towns that have an overwhelming majority of one species, but all of the larger cities are completely cosmopolitan. Its industrial developments make Concordia's economy the strongest by far. It's at the height of the war against the Orcish Clans and Genis. Concordia seems to be coming on top despite the two countries working together. Concordia already conquered what land Genis had on the Eastern Continent and sacked two of its cities on the Western Continent before the calamity.[/spacer]
Capital
Gordium is the capital of Concordia. It is the home of the royal family and of five million others. Two fifths of the population is human, and the remaining population is half and half strayskins and elf. It has tall, thirty meter walls and is renowned for its impenetrable gates. During the last century, more and more mage schools have opened there. A fraction of the western district of Gordium is used for barracks for new soldiers.
Important Locations
The Fourth Pillar is an institution of the Church located on an island south of Gordium. There, Templar Knights are trained in Holy Magic and traditional combat in order to spread the Church's teachings out east.
The Third Pillar is on an island north of Gordium, where priests study the teachings of the Church and learn all kinds of magic the allfather provides them with. These priests accompany the Concordian Army as healers and supportive fighters.
The First Pillar used to belong to the Genis Kingdom on the Eastern Continent before Concordia drove them off. While it used to be a monastery, it is now used as a military outpost for Concordia. The First Pillar is where the first generation of Seraphs were created. -
[spacer]The Church is the religious organization that spreads the word of The Creator. They're perhaps the most influential organization on Plateau, and rival both Concordia and the Orcish Clans in military might. Despite being at war with the Orcish Clans, they still have functioning churches on strayskin territory. These buildings are left alone by the warring parties even in the land of the Orcish Clans.[/spacer]
The Monks are the men and women who have been guarding the churches for centuries. They are rarely seen in combat and have so far stayed out of the conflict between Concordia and the Orchis Clans despite being affiliated with the Church. The Monks are known to be ascended Templar Knights and mages. Thanks to their blessing, they are feared by the greatest warriors around the world. That is mainly why the churches are generally left alone.
The Templar Knights are the Church's soldiers who either show great devotion to the Creator, or are born as Seraphs and are trained from birth. While most Seraphs are used for propaganda by the Church to show that their actions are blessed by their deity, the Seraphs are still some of the mightiest warriors on the planet.
Holy Mages are scholars that are trained in different disciplines of magic. They either become part of the Templar Knights as healers and battlemages or go to work at churches as priests and missionaries. -
[spacer]The Orcish Clans are on the Southern Continent. There are several nomadic clans that roam the continent, and only three settlements. The Chieftain lives at the capital out east on the continent's second largest mass of land. There are few strayskinson the continent. There are few humans and elves living among the strayskins, but those that live in the clans are treated as any other. They have a strong navy to control the seas near them, which has allowed them to keep enemies away and raid merchant ships. They allow certain ships passage in exchange for fees, as well as have well protected trade centers in their settlements. There are eight predominant clans on the islands, and the title of Chieftain passes from one to another quite often as the power balance tips in someone else's favour easily. However, during the last few years, the Chieftain has remained the same. The clans have halted warring among themselves and have been fighting against Concordia. During the beginning of the war, Concordia tried to enter the west through the Southern Continent, but couldn't hope to rival the strayskins' skill at sea. Only then did the move north to the Western Continent.[/spacer]
Capital
Soniais the capital of the Orcish Clans and is where the Chieftain lives. It's a popular trade center and home to the strayskin navy. Even though it's located on the outer skirts of the Orcish Clans' territory, it's exceptionally difficult to conquer. The island it's on has several defensive magical traps laid around it, along with the firepower to sink any ship that gets stuck in such spells.
Important Locations
The Second Pillar is where the first generation of Daemons were created. They have built their city around the Pillar. They have a good relationship with the Orcish Clans despite their unholy reputation. Some are even on the high council at Sonia. This relatively favorable treatment of Daemons is one of the phenomena that trigerred Concordia to move to invade the west. -
[spacer]Most hunters and huntresses live outside the Second Pillar, living in mostly nomadic camps and societies. While different clans have different training methods, they all gather at the Pillar to pass their rite of passage trial for trainees who reach the age of 16. In order to pass and take the title of hunters, the trainees need to consume their first Sopia. This first hunt proves to be quite deadly, sometimes even leading to some deaths by the swords of other trial goers after the same Creature. Once a Daemon becomes a hunter/huntress, they go back to their clans to work as sellswords, though these days they've been working with the Orcish Clans more than anyone else.[/spacer]
[spacer]Among the more well known clans are Hornslayers, Galesons, Craftsmen... But there are many other smaller clans that focus on certain methods of hunting from trap-crafting to magically charmin Creatures to help them in their fights.[/spacer]
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[spacer]Genis is the kingdom of the elves, with little to no minority populations of strayskins and humans. Those that do live there are mostly students of magic, learning at the Fifth Pillar. Currently, there isn't much of Genis left. They used to be a thriving kingdom that exported minerals all around the world and used magic to assist their growing industry. During Concordia's attempts to go to the Southern Continent, Genis assisted them with weapons and ships, happy to help bring about the demise of their neighbours. They were caught off guard when Concordia attacked Genis. Their capital was sacked on the eastern coast of the Western Continent by Concordia. The only standing city left in Genis is the Fifth Pillar, which survives only thanks to the defences set up by the master mages from the Academy of Magic there. There are a few towns supposedly loyal to Genis but they have been cooperating with Concordia for a long time.[/spacer]
Important Locations
Currently, The Fifth Pillar functions as the capital. The king resides there, along with the royal guard. The people holed up there are running low on resources, so food is being rationed. The population is declining rapidly due to famine and plagues. The one place that is thriving in there is the Academy of Magic. -
[spacer]Outside of the Orcish Clans, there is a single predominant religion. It is described not in a book but on the five pillars that are said to hold the world afloat. It tells of five warriors and one human chosen by The Creator. The Warriors always have the same titles: the Shield, the Arrow, the Spear, the Chant, the Sword. The chosen is called the "Craftsman". As the pillars that previously held the world begin to collapse and the god of destruction, Lox, begins to break free of its chains, these six build up five more pillars to chain Lox once more. During this "Cataclysm", beings named "Creatures" begin appearing around the world, written to be monsters made the Unholy Magic of Lox. The Warriors replace the pillars as the Craftsman helps them hold up the earth on their backs. After they're all replaced, the Craftsman guides society in order to destroy the remnants of the Daemons, living for centuries until the last of the creatures is dead. The current empress Lunaris XVII of Concordia is said to be a descendant of the last Craftsman and is considered the predominant religious leader in her country.[/spacer]
[spacer]While the Clans generally believe in the existence of these gods and stories, they don't worship the Creator. This is mostly due to the conflicts they've had with Concordia where they've been treated as the enemies of the devout, similarly to the treatment of Creatures.[/spacer]
The Denizens of Plateau
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Strayskins are the predominant species in the Orcish Clans. They are generally more physically imposing than their fellow denizens due to their larger builds and horns. Strayskins get their name from the great variety of skin colour they have among their own people, including colours like the pale hues of red, green, blue and grey. Their horns often vary in size: sometimes they're ridiculously large and sometimes they're not even noticeable. According to the Church, strayskins are the creations of Lox.
Elves are nimble and lean. Physically they aren't very different from humans. The only immediately distinguishing qualities are their long pointy ears and pale skins. According to the Church, elves are the ancestors of both strayskins and humans.
Humans are physically very close to elves. According to the Church, humans were molded from the elves by the Creator.
Half-Bloods are the combinations of multiple species. Such people have varying attributes of both their parents' species. Half-bloods get attributes from their parents semi-randomly. That is to say, two half-bloods of the same two species might look completely different and might be confused to be of two different species. So, if an elf and a strayskin have two children, one might be large like a strayskin but fair skinned like an elf, and the other could be lean like an elf but horned and red like a strayskin.
Daemons look nearly identical to the other species of Plateau with the exception of the natural marks along their bodies. Daemons are natural Polymorphs and Unholy Magic users. Their Polymorphy makes them especially suitable for hunting Creatures since they're able to absorb some of the powers of the game they hunt. Otherwise, they're physically stronger and more durable than their common counterparts.
Seraphs are similar to Daemons in appearance, but most Seraphs that work in the open are easy on the eyes, so to speak. Nearly all known Seraphs are humans or elves. Unlike Daemons, they are natural Holy Magic and while they're Polymorphs as well, very few Seraphs know how to use that gift since the Church doesn't want them to be seen as monsters like Daemons.
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[spacer]Most Creatures are mindless monsters that roam Plateau. Their flesh is hard as steel and flexible as skin, and some stronger ones are near impervious to regular weapons. They often have magical attributes called Sopia that can be absorbed by Polymorphs. They can't reproduce and don't die of old age. Their size ranges from a few meters in length to hundreds of meters in height. The larger they get, the less aggressive they get. The biggest ones don't grow hostile without provocation unless they're near a large population of humanoids. They appearead from the collapsing pillars when the cataclysm began.[/spacer]
[spacer]While they are infamous for being formed by Unholy Magic, they are adversely susceptible to all kinds of Unholy Magic and are resistant against Holy Magic.[/spacer]
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[spacer]Daemons and Seraphs are quite similar, and physically almost identical. They both have immense physical strength and magical potency. Members of both species can ressemble elves, humans and strayskins, and they both have various patterns of tattoo-like birthmarks over their bodies. These birthmarks are said to be brands that bind them to their mortal bodies. The most evident differences are in their eye and pattern colours. Aside from the differences in the patterns themselves, their patterns and eyes tend to be coloured purple, red, grey and yellow, but the tones of the colours are recognizably darker in Daemons than in Seraphs. What truly distinguishes these two is their respective Balance affinities. Seraphs always have a Holy Magic affinity, while Daemons always have an Unholy Magic affinity.[/spacer]
[spacer]The first generation of Daemons only emerge from the Second Pillar, and so the second warrior, the Arrow, is always a Daemon. The first generation of Seraphs on the other hand appear from the First Pillar, and so the first warrior, the Sword, is always a Seraph. Daemons are traditionally trained and hired as Creature hunters, and Seraphs are trained to become Templar Knights.[/spacer]
Magic and Character Information
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Daemons are capable of three kinds of magic: Polymorphy, Unholy Magic, and Elemental Magic.
Polymorphy is a kind of magic that only Seraphs and Daemons can use.
Polymorphy abilities are altered by consuming Creatures and absorbing their "Sopia", their magical essence. Some Creatures might have weak skin but can become semi-transparent, while others might have naturally venomous body or greater senses. Some even have one or more elemental affinities that Polymorphs don't naturally possess. Polymorphs can absorb these attributes from Creatures, gaining physical and magical strengths and weaknesses. There are three different types of Sopia: Essence, Element, Corpora. An Essence is any special attributes a creature might have (Any magical ability and spells the Creature might now [not affinity]). Element is the elemental affinity a Creature might have. A Corpora is any unique physical attributes the Creature might have. A Polymorph can have different Sopia for each of these three slots.
Balance Magic concerns Holy and Unholy Magic. Very few people have affinities in either. Holy Magic affinity is very rare, but Holy Magic can be learned through great piety, if the Creator sees the power fit to grant. Holy and Unholy magicks are very similar but are also polar opposites. Spells of one kind will have a reverse effect on someone of the opposite affinity. An Unholy healing spell, for example, would hurt someone with a Holy affinity, while a Holy damage spell would heal someone with an Unholy affinity. In most cases, people don't have an affinity either way, and those people are affected normally by the spells. Daemons and Creatures always have an Unholy Magic affinity, while Seraphs always have a Holy Magic affinity.
Daemons use Unholy Magic to craft weapons from dead Creatures, summon and store gear, and quickly move around with short warps. Most Daemons have their own variations of Unholy spells besides these spells.
Elemental Magic is split into three groups: Water Magic, Fire Magic, Wind Magic. Non-Daemons/Seraphs all have an affinity to one of these three kinds of magic, and cannot, aside from very few exceptions, use an Elemental Magic outside of their affinity. Each kind of Elemental Magic contains attributes of its respective element, and is thus named. While some spells can also manipulate the element it represents, most elemental spells carry attributes of Fire/Wind/Water. That is to say, one could use a water magic spell to make magic behave like water for a short period of time before it returns to being magical energy.
Daemons don't have a natural elemental affinity but can obtain affinities from consuming Creatures thanks to their Polymorphy.
Spells and Casting
[spacer]Spell-casting requires a sort of formula to be created. The formula describes in a sort of mathematical language how the spell is supposed to work. The formula is expressed in a magic circle when the corresponding spell is being cast. Most mages use staffs and spell-tomes to carry copies of the spells. The staffs and books themselves rarely have magical attributes besides the method used to write the spells, but instead, they are used as vessels for the written form of the spell, which can be used to cast it. However, it's rare to see spell-staffs in the hands of fighters, since the formula can also be written on any other kind of weapon. Otherwise, casters can draw the formula circle when casting it.[/spcaer]
Weapons can be enchanted with spells in order to be more versatile in combat, but often using multiple spells on the same weapon can lead to the damaging of the weapon.
Anchors are magically enchanted items that behave as a source for the effects of a spell. It's often used in teleportation magic.[/spacer] -
[font=Courier_New]Essentials[/font]The characters are all born Polymorphs/Daemons for the first part of the story. They should be relatively young (16-25 yrs) to have people with a low amount of experience without being complete beginners. In regards to their backstory, be as creative as you want and if you're ever in doubt about whether or not it's too much and you're not sure if it would fit, send me a PM and we can work something out. It would be a good idea to go into some detail as to what kind of family they have or what kind of life they had in their clan. If you want, you can make a clan of your own before you make your character (however, even if your character belongs to a clan that focuses on one kind of hunting, they don't have to adhere to that style more than any other!). I would encourage you all to work with other players to make your backstories (same clans, similar families...). Below are some spells you might want to look through to see if you want any of them on your character. You can start with a total of six spells, so you could either use these spells and make one of your own, or pick any of those below you want. (Innate Polymorphy is mandatory and is already on the CS outline.)
[font=Courier_New]Where the Story Picks Up[/font]All characters in the first arc are on a ship leaving from a ship on the northern side of the Second Pillar heading toward the Fifth Pillar to help the elves in their fight against Concordia. We will pick up at a point when the ship has already set sail.
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Code:[color=][b]Spell Name :[/b][/color] [indent]Warp[/indent] [color=][b]Spell Nature :[/b][/color] [indent]Unholy Magic[/indent] [color=][b]Description of Spell :[/b][/color] [indent]Warp is a spell learned by some hunters and huntresses that allows them to transport themselves to a magical anchor they enchant beforehand. The caster is transported to the enchanted item three seconds after the spell is drawn in the air.[/indent] [color=][b]Requirements for Casting :[/b][/color] [indent]The caster must have enchanted an item they can transport themselves to and be within 15 meters of this item. The spell must be a replication of the enchantment drawn upon the anchor.[/indent]
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Code:[color=][b]Spell Name :[/b][/color] [indent]Craftsman's Hammer[/indent] [color=][b]Spell Nature :[/b][/color] [indent]Unholy Magic[/indent] [color=][b]Description of Spell :[/b][/color] [indent]Craftsman's Hammer is a spell used to craft weapons and armour from any given materials. The spell creates magical projection of blacksmith tools that better bind and mold the materials to create weapons and tools more efficiently than one would with regular crafting tools.[/indent] [color=][b]Requirements for Casting :[/b][/color] [indent]The caster needs to draw the spell to project and dismiss the spells.[/indent]
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Code:[color=][b]Spell Name :[/b][/color] [indent]The Hunter's Pockets[/indent] [color=][b]Spell Nature :[/b][/color] [indent]Unholy Magic[/indent] [color=][b]Description of Spell :[/b][/color] [indent]The spell can summon an item to an associated anchor or dismiss. The spell can only be used with ten second intervals.[/indent] [color=][b]Requirements for Casting :[/b][/color] [indent]The items can only be summoned to anchors. The anchor can also be the caster themselves. One item at a time can be summoned without drawing a formula, but they cannot be dismissed without it.[/indent]
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Code:[color=][b]Spell Name :[/b][/color] [indent]Unholy Healing[/indent] [color=][b]Spell Nature :[/b][/color] [indent]Unholy Magic[/indent] [color=][b]Description of Spell :[/b][/color] [indent]The caster covers their hands with a magical aura to accelerate healing of a target with an unholy affinity. When used on others, the spell deals equivalent damage instead of healing.[/indent] [color=][b]Requirements for Casting :[/b][/color] [indent]The caster needs to draw the formula in the air and pass their hands through the drawings to cover their hands in the healing magic.[/indent]
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Code:[color=][b]Spell Name :[/b][/color] [indent]Innate Polymorphy[/indent] [color=][b]Spell Nature :[/b][/color] [indent]Polymorph Magic[/indent] [color=][b]Description of Spell :[/b][/color] [indent]Innate Polymorphs are able to [url=https://i.imgur.com/hDKnoYS.jpg?1]change their body[/url] to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.[/indent] [color=][b]Requirements for Casting :[/b][/color] [indent]This is a spell that requires no drawing of formula, and can be used upon will.[/indent]
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Character, Organization and Location Sheets
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Code:[center][img]*Appearance image here*[/img] [font=Courrier New][color=]*Name or Quote*[/color][/font] [/center] [spoilerbb=*Character Name*] [color=][b]Name :[/b][/color] [indent] [/indent] [color=][b]Gender :[/b][/color] [indent] [/indent] [color=][b]Age :[/b][/color] [indent] [/indent] [color=][b]Species :[/b][/color] (What kind of Daemon? [Human, Elf, Strayskin, or a mixture]) [indent] [/indent] [color=][b]Physique :[/b][/color] (Briefly explain aspects of your character's physical traits not immediately clear in character art) [indent] [/indent] [color=][b]Backstory :[/b][/color] (Give a history for your character and perhaps their family) [indent] [/indent] [hr] [color=][b]Skills and Talents :[/b][/color] [indent] [/indent] [color=][b]Special Traits :[/b][/color] (Any unique magick? Any unique physical attributes or abilities?) [indent] [/indent] [color=][b]Sopia Slots :[/b][/color] [indent] [i]Essence[/i]: [i]Element[/i]: [i]Corpora[/i]: [/indent] [color=][b]Sopia List :[/b][/color] (Sopia that are both used and unused) [indent](3 slots) [/indent] [color=][b]Spells :[/b][/color] (The sheet for making spells is in the next tab) [indent] [color=][b]Spell Name :[/b][/color] [indent]Innate Polymorphy[/indent] [color=][b]Spell Nature :[/b][/color] [indent]Polymorph Magic[/indent] [color=][b]Description of Spell :[/b][/color] [indent]Innate Polymorphs are able to [url=https://i.imgur.com/hDKnoYS.jpg?1]change their body[/url] to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.[/indent] [color=][b]Requirements for Casting :[/b][/color] [indent]This is a spell that requires no drawing of formula, and can be used upon will.[/indent] ------------ [/indent] [color=][b]Gear :[/b][/color] (Describe your character's armor/miscellaneous items) [indent] [/indent] [color=][b]Weapons :[/b][/color] (Describe your character's weapons) [indent] [/indent] [hr] [color=][b]Other :[/b][/color] (Anything else you wanted to add can go here) [indent] [/indent] [/spoilerbb]
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Code:[color=][b]Spell Name :[/b][/color] [indent] [/indent] [color=][b]Spell Nature :[/b][/color] [indent] [/indent] [color=][b]Description of Spell :[/b][/color] [indent] [/indent] [color=][b]Requirements for Casting :[/b][/color] (Besides using the formula for the spell) [indent] [/indent]
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Code:[center] [b][i]Name[/i][/b]: (self explanatory) [b][i]Kind of Organization[/i][/b]: (Government, mercenary group...?) [b][i]Species of members[/i][/b]: (If applicable) [b][i]Purpose[/i][/b]: (reason for its creation) [b][i]Reputation[/i][/b]: (How well is it known?) [b][i]Location[/i][/b]: (Where do they operate?) [b][i]Number of members[/i][/b]: [b][i]Leader(s)[/i][/b]: (if any) [/center]
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Code:[center] [b][i]Name[/i][/b]: (If any) [b][i]Location[/i][/b]: (Where is it situated?) [b][i]Classification[/i][/b]: (Is it a district, a building, a field..?) [b][i]Significance[/i][/b]: (Why is it worth mentioning? The reason could be as simple as 'it's a part of my character's backstory') [b][i]Inhabitants[/i][/b]: (If any) [b][i]History[/i][/b]: (Not necessary but would help give context) [b][i]Other[/i][/b]: (Anything else you want to add?) [/center]
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Code:[center] [b][i]Name[/i][/b]: (If any) [b][i]Appearance[/i][/b]: (Where is it situated?) [b][i]Average Size[/i][/b]: (How large are most specimens?) [b][i]Sopia[/i][/b]: [i]Essence[/i]: [i]Element[/i]: [i]Corpora[/i]: [b][i]Other[/i][/b]: (Anything else you want to add?) [/center]
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