The City of Cerberus [Sign-Ups/OOC]

Zeroisdead

"Now I walk within the shadows..."
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. Multiple posts per day
  2. 1-3 posts per day
  3. One post per day
Writing Levels
  1. Give-No-Fucks
  2. Beginner
  3. Intermediate
  4. Adept
  5. Advanced
  6. Adaptable
Preferred Character Gender
  1. Male
Genres
Modern-Fantasy, Magical, Fantasy, and Sci-Fi


There are only two known realms, the Underworld, a world of magic, and the Surface, a world of science...
[fieldbox="Plot, goldenrod, solid"]

[BCOLOR=transparent]Grim,[/BCOLOR]

[BCOLOR=transparent]There’s a rumor going around that the magic is getting slowly cut off, the Keepers say that it’s nothing but a rumor, but I think we both know that is not the case. We’re going to need more people, looks like it’s time to go public. Mercury says to start recruiting immediately, so…

Have fun with that – Hex
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[BCOLOR=transparent]P.S.
Please don’t bring back any more “rare” items. We have enough crap lying around, and with newbies coming in we need any extra space we can find.
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[BCOLOR=transparent]The conformation of the existence of the Forsaken shock to the majority of the people in Cerberus, and it was and even bigger shock to find that a large amount of posters and flyers had been placed throughout the city advertising that they were looking for initiates. For so many years, the underground society of the Forsaken had been nothing but a foolish rumor, then again, who would believe in a group of people somehow working underneath the radar in both of the realms. Some say responsible for preventing humans from discovering the Underworld, helping stop the Oath of Redemption from invading the city, and keeping the Black Claw from gaining enough power destroy Cerberus.

No one was quite sure how to respond to the recruitment call, fearful of what the Forsaken’s motives could be. Yet there were a few who decided to check it out, some who wanted to see what the Forsaken were like, others searching for adventure or desiring to help people, and some not evening knowing what they want to do, but they still went, completely unaware what they would be facing in the future...
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[fieldbox="Brief History, maroon, solid"]Before the renaissance era began, the numerous amounts of conflicts between involving humans them eventually led to the separation of humans and, well, everyone else. This resulted in all magic using creatures migrating from the Surface, the land where all living things are said to originate, to the Underworld, a massive habitable land that seems to be, as one could assume by the name, underground. After this, humans had begun to make major technological advances, whereas the non-humans further delved into the art of magic.
About 20 years ago, the mages had begun to send people back to the surface to try and contact any other non-humans, only to be completely awestruck at by the technology the humans now possessed. This sparked the idea to reverse engineer the human’s technology, and use it in the Underworld as well, thus compiling the use of both magic and technology in their everyday life and promoting the continuous replication of any more advancements made on the Surface. Eventually, people had begun to fear the possibility of humans discovering the existence of the Underworld, and what humanity would do with the knowledge but fortunately, that has yet to happen.[/fieldbox]

Magic is run off the power of one’s own soul, or another’s soul. A common mage or basic magic user can only use the power of their own soul to fuel their magic, which limits their potential, but can adapt their own soul to be more effective when using a specific type of magic. An ancient mage can adapt their souls to be effective with multiple forms of magic. Pure mages use their own soul in any way as if it was adapted to use that magic. Powerful mages can also learn to use the sous of the deceased, which flow throughout the two realms, to fuel their own magic.

Souls of the dead that flow in the Underworld are also used to power items that would normally be powered by electricity in the human world, and can be turned into a physical, crystal-like shape, known simply as shards. Shards are a way to control how much magic the population uses, since it allows those who have weaker souls to use types of magic and can only be formed by powerful mages who have both studied and been permitted to create them.


Common Magic

[stabs=bcenter|5000x200] {slide=Elemental|center}Fire, Water, Air, Earth, Nature, Lightning/Electricity
Most mages will only study one element, studying and using multiple elements is an extremely dangerous task for anyone but a pure or ancient age.{/slide}
{slide=Summoning|center}Many mages have the ability to summon only one familiar, but mages who practice summoning can summon a vast array of creatures such as elementals and golems.{/slide}
{slide=Enchanting/Cursing/Wards|center}Placing effects on items. Basic enchantments do things like enhance the user's strength, but advanced enchantments can add elemental effects or even alter the physical size and shape of its user. (Note: After the initial enchantment, power is drained from the wielder soul rather than the enchanter’s soul){/slide}
{slide=Healing|center}Advanced healing includes the ability to heal at a long distance and even replace entire limbs.{/slide}
{slide=Dark/Shadow|center}Occasionally referred to as “Ghost Magic”, dark/shadow magic includes illusions, the creation and manipulation of smoke, and the ability to make one’s self intangible.{/slide}
{slide=Telekinesis|center}Moving or distorting things… WITH YOUR MIND!!!{/slide}[/stabs]

Rare Magic

[stabs=bcenter|5000x200]{slide=Spatial|center}The ability to teleport, travel between realms at will, create ‘keys” (small crystals that can be used by anyone to travel between realms), and from a personal pocket realm. Since this magic is so draining, it is nearly impossible to use it unless you have gone though several years of extensive training mage or a deity of some kind.{/slide}
{slide=Black Magic: Telepathy/Necromancy/Voodoo|center}Any magic that involves the manipulation of minds, bodies, or souls is strictly forbidden and is not allowed to be learned of by any unauthorized mage.{/slide}[/stabs]

[fieldbox="Locations in the Underworld, maroon, solid"]
City of Cerberus

In what is considered the center of the Underworld which was once considered a desert, is now the City of Cerberus. The tall standing city is known for being the most civilized location within the Underworld, run by the once sinister deity of death, Erlik, and a council of 15 mages known as the Keepers. The city is completely surrounded by a massive, impenetrable wall, which separates the city from the rest of the lawless Underworld. Outside of the city, there are various civilizations who mostly have their own cultures and lifestyles, they are free to make their own society, but risk the chance of being wiped out by rivals in the process.


Cerberus is also one of the few places where one can find ways to travel between the Underworld and the Surface, the world of the humans, being the only area where where immigrants from the Surface enter the Underworld. Because of it's close connection to the Surface, Cerberus is highly technologically advanced compared to the rest of the Underworld, matching that of the technology found on the Surface in the mid-20th century.


The Jadeite Ruins

A large, seemingly endless forest to the east of Cerberus, inhabited by elves, nymphs, fairies/pixies, and centaurs. Most of the land is owned by the centaurs, who are surprisingly civil and are willing to form pacts with other races in order to spread peace, despite their strong cultural beliefs and sometimes biased opinions. Centaurs are not commonly seen outside of their homeland, unless they have been exiled or are out to set up a pact with another group. The elves, fairies/pixies, and nymphs on the other hand are all rather hostile to outsiders and rather stay hidden within the forest than go out and explore other regions of the Underworld, making them a rare sight to see in the city. Often hyperactive, mischievous and curious, they often will find ways to set up traps within the forests and play tricks on outsiders and each other.



Goliath
The mountain range to the northwest of Cerberus, known as Goliath, is one of the colder places in the Underworld, being made of black, snow-capped mountains. The land here has not been explored too much, so it is unknown what specifically lives in the area; but, it is believed to be inhabited by dragons and giants. Though these could be nothing more than tall tales.



The Crimson Path
One of the most dangerous places in the Underworld, the Crimson Path, is a grassland in the middle of two forests, infamous for being inhabited by several violent clans who are constantly at war for control of the land. All of which are hostile to any outsiders and will kill or imprison anyone who attempts to travel through the land.


Clans in the Crimson Path

Black Claw: Shifter/Mage clan
This mixed clan strives for power in the only way they see it possible, the collection of souls. Thus, they run an underground cartel of mages and shifters who collect human souls on the Surface and smuggle them through the city and to their headquarters in the Crimson Path.
The Oath of Redemption: Werewolf clan
Werewolf clan - Most infamous of all the clans for their hostility towards mages, the Oath of Redemption believes that the City of Cerberus is corrupt and should be run by Shifters, rather than mages. The Oath of Redemption has been categorized as a threat to the Cerberus after they had once successfully breached the city walls as an attempt to take over the city. They were quickly stopped due to their small amount of followers at the time, but it is still unknown how they had breached the wall, so it could happen again; and with their growing numbers of supporters, they will soon possess the manpower to cause more damage.
Legion of the Damned: Rogue Mage clan
Once a group of elite mages within the city known as the Switch, this group of mages has recently been cast out of the city after it was discovered that they had been attempting to practice necromancy.

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(the list of races is in the Cast List tab)


  1. Please communicate any problems, complaints, or concerns that you have with me
  2. No Godmodding (as tempting as it may be)
  3. Do not argue in the OCC
  4. Please post in the OCC if you are going to be unable to post for more than a day
  5. Notify me if you are going to be playing as a race I do not yet have listed in the race list
  6. No controlling other people's characters without consent
  7. Please keep rated M stuff in the PMs
  8. Have fun with the setting, this may be my world, but this is your guy's story

Races: (More will be added as they appear in the RP)
[stabs=bcenter|5000x250]{slide=Mages|center}[BCOLOR=transparent]Mages are simply those who appear human but have the ability to use magic. Mages are known for their innate ability to use nearly all forms of magic and their high mental capacity for knowledge. [/BCOLOR][BCOLOR=transparent]There are three main types of mages:[/BCOLOR]
Common
Common mages can only utilize one form of magic but are more adept at making enchantments and wards. They make up a large portion of the general population within the city so they are commonly seen as the average mage. Despite their ability to use only one type of magic, with enough training they can become some of the most powerful known elemental mages. Common mages don’t need to spend as much time training since they only need to learn one type.
Ancient
Ancient mages can use 2-3 types of magic,one of which is commonly Telekinesis, and are more adept at summoning and healing magic. They are usually sent to spend the first 20 years studying their magic since they must master all of the magic they use. Ancient mages are considered to be mostly upper class citizens and make up 9 of the Keepers.
Pure
Pure mages are the most powerful, and the rarest, type of mage, being able to use all forms of magic and minor spatial magic. Pure mages are the only mages that have a physical distinction, their white eyes that change color depending on what magic they are using. Pure mages usually study magic all of their lives and becoming rather rich and popular amongst the people. There are currently only 5 known pure mages within the city, 2 of which are Keepers. Pure mages are also the only type of mage that can study black magic legally, but still cannot practice it.

{/slide}
{slide=Shifters|center}Shifters are those who can change from a humanoid form to a more animal like form subconsciously or at will. Shifters have heightened senses depending on their animal aspect and are more typically more physically capable than other races, but have little magical abilities, only to use basic elemental and healing magic. Shifters are generally more hostile towards other races and types of shifters, and are separated into family based clans within the city, where they are expected to go into the family work line. Shifter clans often are employed as inner city guards/law enforcement, mage’s assistants, or as escorts outside of the city, because of their natural speed and strength.{/slide}
{slide=Hybrids|center}Hybrids are any non-specified mix of two races, mainly human and anything else. Hybrids are not quite as strong as shifters are, but are more adept to elemental magic, sometime rivaling that of Ancient mages. Hybrids are nearly as commonly seen within the city as common mages are, at uphold a position of nearly equal value, but are more likely to become guards on the city walls because of their advanced physical and magical capabilities.{/slide}
{slide=Satyrs|center}Although common, Satyrs are not too well seen in the eyes of general population due to their lower mental capacity, drinking habits, and lack of magical abilities, aside from the occasional one who can uses a bit of nature magic. They usually work the jobs that no one else wants to do, like sanitation, factory work, and construction, but there are still quite a few who will work as a mages’ apprentices. Satyrs are not as strong as shifters or hybrids, but have high stamina and thus can work for much longer hours. Satyrs are also infamous for being both frequent heavy drinkers, most gathering on a daily basis to drink together. This is one of the reasons why they are considered lower in society, but satyrs don’t usually mind though, mostly sticking to their own kind anyways.{/slide}
{slide=Humans|center}Humans are similar to mages, they possess even more power than any of the races but lack the ability to actually use it. Because of this, they were initially seen as source of power, rather than another species. The numerous amounts of conflicts involving them eventually led to the separation of the humans and everyone else. Humans are very uncommon since they cannot open gates, those who do somehow make it through are usually identified immediately and either killed or sent back to their own realm before they are singled out by the more bloodthirsty types. There is occasionally the occasional human who can disguise themselves, but risk the chance of being caught every second of their time in the underworld. Humans who make it into the Underworld are ideal users of enchanted weaponry because of their powerful souls.{/slide}
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If there is another race you would like to be, please notify me beforehand.​

(Items marked with '*' are optional)

Name:
Age:
Gender:
Orientation*:
Race:
Appearance:(Pic or description is fine)
Type of Magic Used:
Weapons Uses*:
Personality:
Goals/Dreams*:
Skills:
Flaws:
Likes*:
Dislikes*:
History:

Ash Hemlock - Played by Soulless
Ari Erin Ehtlera - Played by Komasan
Delyth Laerk - Played by Koene
 
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Name:
Ari Erin Ehtlera

Age:
25

Gender:
Female

Orientation*:
Hardcore Straight (Instinctual)

Race:
Hybrid (Half Mage, Half Selkie)

Type of Magic Used:

Summoning - Ari has practiced over her entire life to summon 3-4 of her Golems; these same Golems can be found around her home working as maids or farmers/garden tenders, there being a total of 6 of them; 2 being 9 feet tall, 3 being about 6 feet, and 1 is about the size and shape of a house pet like a dog or cat.

Seal Transformation (Species-restricted ability) - Due to being even part Selkie, she is able, with her Selkie Skin, which takes the form of a white, silky robe, go into water while wearing it to transform into a Seal. If she would like to be human once more, she can crawl onto land and change back. However, she absolutely cannot lose or have her coat destroyed, or she will be unable to speak or change ever again. It would be better off if she died if that were to occur. She is also severely hampered from being a hybrid; she has to change into Selkie form at least once every 24 hours, or she will become ill, very, ill.

Personality:
Ari is a rather passive type. She's the least likely out of anyone to pound an enemy to the ground. She's a perfect example of a pacifist, trying to find a more practical and calm solution to a fight. It's a main reason as to why she bears no weapons and uses her Golems to subdue rather than destroy.

Goals/Dreams*:
She hopes the world will be able to somehow draw to a conclusion with the senseless violence and achieve some level of peace.

Skills:
Cooking - Ari is actually quite a fantastic cook. Not only does she have a herb and vegetable garden, she also knows what types of meat or vegetables go together. She can also cook some mean pastries that will make you wanting more from how delicious they are. Though plenty of her dishes are of her own recipe or she's flat out trying something random and new. Fried egg biscuits with a side of bread muffins, anyone?

Negotiation - Ari is also a good negotiater. She tries to find a better solution to an issue at hand as best as she can. She lets her opinion be heard if the situation demands it, even if she gets hit down for it. If she were a captive, she would be the best with surviving any attempt of getting information out of her, and even try to sympathize and make herself appear as a fellow living, thinking creature to the captor with time, that is if they don't kill her first.

Stubborness - Ari has got to be the queen of stubborness. A trait to be paired with Negotiation, she does not give up. Seriously she's like a meal of bad cheese. Can't keep that down forever.

Caretaking - Ari is a very motherly individual from being a pacifist. She absolutely loves children, and acts kind of like a protective mother to everyone, and everything close to her. She treats all of her Golems like her children, and is known to show clear alarm if one of them is harmed.

Organizing - Ari is also a bit of a neat freak... Tell her to clean a mess and she will literally OCD on that.

Flaws:
Being TOO motherly - Sometimes Ari can stoop to an area where she is too protective and that hinders her progress and on a rarer level, social interaction. She can become fixated on protecting something so much, she doesn't provide time for anything else.

Her OCD - She has a bit of an issue controlling herself with messes. She has to clean and organize what's layed in front of her.

Her rocky lineage - Who and how she was born has actually severely and personally shook her up. Being reminded of her mother or father provokes some sadness.

Likes*:
Children
Reading
Teaching
Peace-making
Swimming
The ocean
The forest
Her Golems
Her cooking
People liking her cooking

Dislikes*:
War
Speaking of her parents
Being reminded of any who have died before her
The thought of murder
Dead bodies
The smell of decay
Grubs
Polar Bears (Hey hey, she's technically a seal so... XD)

History:
Ari was born to a mother who had mated with a non-fae, a mage. This caused some ill tempers within her family that she'd fall in love with "A dirty outsider" and have "A disgrace child". Her mother had died in childbirth, and that only lit more flames. For three years of Ari's life, her family constantly fought over who got to keep her. Even if her father was still around, they didn't even consider him to even be alive. One night, they were out for blood. They went to and burned down his cottage, Ari running away on her father's deathwish. She ran quite far, keeping hold of her Selkie Cloak, which her father had said to never get rid of or lose.

She sat alone three days after the incident, traumatized and alone. Along had come a middle-aged man, who asked her a rather funny question; What kind of flower was she. She really had no idea how to answer, which caused him to chuckle and sit next to her and give her some company. He said he thought of himself as a cactus. When the little girl had asked why, the man picked her up and rubbed her face against his stubble, which actually made her smile and laugh. She was then asked if she had a name, which she shook her head to. She replied that her family was too busy fighting to even name her, which made the man's expression drop into concern, but a soft smile permiated his lips. He said that she looked like a little Ari. She nodded, actually liking the name, as she asked the man what his name was.

Erin Ehtlera, he had replied, and that he was a mage.

Ari spent the next several years being trained by him to become an excellent mage, but at the same time a peaceful influence. However, her family had found out where she had been for about 17 years, and came and attacked their living quarters.

Many passed in the fight, mostly from them turning on each other, though most of all, Erin was killed. The surviving members fled. Ari was rocked with tears and depression for about a year, until she came across a rather strange cave. It always had an ominous bellow coming from it any time she passed, so this time she cautiously went to investigate. She peered in, and there were several golems, about six, sitting and looking at her. They were probably trying to call her attention, but were too frightened to come out. She beckoned the stone giants out, all of which looked perfectly fine, aside from the vines wrapping their body, but that was normal.

After them continously following her, she decided to take them all home. From largest to smallest, she named them Humpty, Dumpty, Lumpty, Phumpty, Chumpty, Rumpty, and Gibson. Gibson acted more of a dog than a child. Dumpty and Lumpty worked outside. Phumpty, Chumpty, and Rumpty worked inside, and Gibson just posed as a pet. Ari was no longer alone. She was even able to practice summoning the Golems, though it was really tiring at first to just summon two. She kept at it for years and was barely able to summon 3. Though, she was still unable to control who she summoned.
 
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Name: Delyth Laerk
Age: 241 (Relatively young)
Gender: Female
Orientation: Asexual
Race: Dryad
Appearance: Delyth is a feminine creature that has the appearance of a centaur, but instead of half-horse is actually half-deer. Her chestnut coat is speckled like that of a fawn, her skin is a light tan and slightly fuzzy, and her long hair is a vibrant spring green that compliments her dark jungle green eyes. Back home in the forest, she would never have dreamed of wearing clothing, but in the city, modesty is key. She usually starts the day with a formal white blouse and dark vest, perhaps with a dainty necklace or her favorite purple scarf. Recently, she had horseshoes installed, making her daily commute much less painful.
Magic: Basic Nature
Weapons: A staff made from a branch of her father and a shortbow given to her by a love-struck nymph
Personality: Ever curious, dedicated, independent, light-hearted and a tad innocent.
Goals/Dreams: To be an investigator of life’s mysteries, wherever they may be hiding; to find her long-lost friend.
Skills: A knack for investigating, trained in archery and staff-work, naturally knows how to manipulate nature but was never properly taught, cooks well
Flaws: Can be too willful and nosy, isn’t familiar with all the ways people can be nasty
Likes: Soft, fluffy things; nature; the wind; prancing through meadows; hot soup; waterfalls
Dislikes: Cold soup; technology; metal; angry canines
History: Born to a forest spirit and a sentient tree just outside the Jadeite Ruins, Delyth spent her first two centuries as a happy fawn, exploring the forests within her mother’s domain. After a short affair with a spirited nymph, she realized love was a mental experience for her, not a physical one. The two parted as friends, but nymphs are fickle creatures, and Delyth was soon forgotten.
She had always been a curious fawn, poking her nose where it shouldn’t have been, and when she eventually found out her childhood friend, a centaur by the name of Ranlenth who mysteriously disappeared one day, had been exiled from his society, she decided to make it her mission to find him. The great city of Cerberus seemed like a good place to start looking, and also a good place to gain the skills necessary to be a proper investigator like she’d always wanted. She may not like every aspect of the city, but every day there takes her one step closer to her dreams.
 
Hey there, I've got a bit of a request- is it possible I can make a mage that has more or less been affected (magically and physically) by living with fae, a la Changeling style? Since the fae themselves tend not to go out, I think it would be interesting to play as some of the remnants of their play. If not I'll probably make a normal mage.
 
Hm, I dont have a problem with it. But may I ask for more specification on how it would affect them?
 
Hm, I dont have a problem with it. But may I ask for more specification on how it would affect them?
More than likely they would pick up certain flairs of magic that are particular to fae, and be part fae themselves due to staying too long with them. I'm thinking things like a struggle to eat cooked foods, discomfort when exposed to metal (and iron leaves burns), alongside particular whimsical abilities like glamour (illusion magic that makes X thing look, feel, taste, smell, etc. like another thing). This would be on top of their usual magey thing, probably some remnant that made them of interest to the fae in the first place, like a peculiar enchanting style that is relatively untrained (as they never had the opportunity to study formally).
 
Sounds cool. Im fine with it
 
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Full, Complete Profile Below (If it's too big let me know; I will collapse into a spoiler)

Name:
Ash Hemlock

Age:
Unknown, appears early 20's.

Gender:
Male...probably?

Orientation*:
Pretty sexual. Pun aside: probably considered Pansexual. Prefers things that are aesthetically pleasing.

Race:
Mage, with Fae editing.

Appearance:(Pic or description is fine)
Ash Hemlock looks to be a very sickly, dying human of the early 20's in age. He's so pale you can almost see every vein in his limbs and so thin he looks like he could be snapped in twain. His lips and hands have a disquieting blue tinge to them, as if he doesn't get enough oxygen. His eyes have an unnervingly pale lavender to them, to match the bed-head hairstyle of an equally soft, almost-white lavender color. His skin and hair is soft to the touch; his hair in particular feels a bit like luxurious fur. He usually wears fabrics made from natural cloth and, in particular, keeps a necklace with him that is enchanted to secrete an eternal supply of aromatic sap from a tree that, supposedly, grows only when tended to by a member of the fae. This sap, when burned, makes a potent incense that is used by the fae for certain rituals and magic. In particular this sap is the key behind Ash Hemlock's gradual but seemingly inevitable changing.

Ash normally keeps his true appearance hidden with his magic. To most people, he looks like a relatively young man of about early 20's. His magic allows him to look like a perfectly normal mage, if a bit on the thin side. However, it would be difficult to gather any more details about his mundane appearance- his disguise is designed specifically to look mundane without any qualities to identify him by.

Type of Magic Used:

Common - Enchanting: Ash's original mundane ability to enchant objects in a certain way. He can enchant a variety of dead objects to move and act as if alive; if they are particularly big, he can even enchant them to deal real damage. This takes an enormous amount of energy and he generally avoids using this if he can help it. He can't enchant anything without time and the ability to write the incantation on the object- small objects needs only small incantations but large statues could take him a full hour or more. This is a relatively unrefined ability, as Ash never had the chance to really study magic traditionally. It's possible that, with a lifetime of training and effort, he could someday branch it into a kind of scary possession of living objects or even people. Perhaps it's only lucky then that he's so clumsy with it.

Fae Magic - Glamor: Ash is capable of using glamor, which is a subset of illusion magic, after having spent some time amongst the fair folk. He is able to imbue something in such a way that it appears to all the senses to be another object entirely. A stereotypical example is making a chunk of mud the most delicious apple known to man. He can also make small cuts look and feel like huge, life-threatening gashes. A glamor must be resisted by the person perceiving the object for the duration of the glamor. Ash has gotten rather good at using glamor, and so it is fairly difficult to detect when he is using it in order to resist, and even then it can be hard to see reality when Ash is involved.

Weapons Uses*:
Ash likes to use a small, but very sharp knife. He also has a tendency to keep a variety of poisons with him.

Personality:
Ash more or less embodies a strange mix between fae and regular mage. He is erratic, hard to pin down, whimsical, intensely secretive and even hedonistic at times. But he also has the ability to empathize with other mages, regret his decisions, and isn't quite as fickle. Some days he seems more fae than mage. Other days he seems like a normal person, frightened of what's happening to him and wanting some kind of comfort to his ailing body. He has a wicked lying streak, but time around him can make it easy to tell when he's not being truthful. He ultimately wants everyone to have a good time, and hates to be told he can't do something. He doesn't have much in the way of morality except for his own pleasure and the pleasure of those he cares for.

To an avid stranger, Ash may seem more or less carefree. In reality, he is a very frightened man. He's terrified of what he's becoming and how little choice he has in the matter of stopping it. He doesn't know if he's like what he's become, but he also doesn't know if he wants to ever be a normal mage again either. He's prone to loneliness and periods of self-loathing. Occasionally he even has bouts of intense guilt, to the point where he lashes out and behaves excessively nicely to those around him. Anyone who wants to be friends with Ash should know to ride his moody waves and be his rock, but don't weigh him down.

Goals/Dreams*:
Ash wants to become a fully fledged fae, or so he claims. He really just wants to find and be at peace, and have fun. He feels that being a fae would do that for him.

Skills:
Ash is well-versed in poisons, plants, and an all manner of creatures both magical and mundane. He is quick, sneaky, and agile, from years trying to keep up with the fae despite his bigger and inherently less graceful body. He is a good liar and an excellent cheat. He likes to pick locks and, if you aren't careful, he'll pickpocket you for whatever shiny things you own.

Flaws:
Ash hates hates hates making physical contact with most metals. Iron in particular can leave burns in his skin and disorient him. He also can't really eat cooked foods very well. Cooked meat can occasionally make him sick. Processed foods or foods that have been prepared and cooked (i.e. fancily prepared foods) can make him sick. Being turned by the fae made him physically weak; he is easily cold and has a habit of throwing up over very little things.

Likes*:
Ash enjoys good company, good fresh food, pretty flowers and aesthetically pleasing things. He would probably kill for honey.

Dislikes*:
Ash has a deep dislike for people who are more morally inclined than him. Especially people who tell him how he can have his fun for the sake of things like "being good" or "nice". He also has a penchant for judging people badly when they're rude to him, but only based on the fae notions of rudeness. Gifts must be accepted with gratitude, thanks must be given properly, requests are made instead of demands, and promises are kept to the grave.

History:
Ash Hemlock had a normal, mage name once. A mage family, once. He doesn't remember them, anymore, except in fevered dreams and nightmarish twinges of nostalgia. He doesn't like to talk about his past; it isn't like the fae to be wistful over such things. He was taken by a particularly curious member of the faerie a long time ago, though it can't be sure of when. He couldn't even tell you at what age he was taken from his mage home and family, except to say that he was very young, too young to know what it was he was being taken by and the true ramifications.

The fae call people like him changelings; people that had, unfortunately, received the interest of the fair folk. It's unsure why or how they choose; Ash himself couldn't tell you much more than a very vague idea of why mages are occasionally kidnapped by the fair folk. Time amongst the faerie warped Ash, gave him a new name, broke him down and built him back up. He was owned by a particularly lovely fae- at least according to him. Hair like sunshine, a touch like rose scent, he would describe her. He stayed with her for years, years and years. She taught him everything he knew, even gave him the necklace he wears now. He views her partially as a mother, partially as a goddess. It's unsure what this female faerie's motivations were in kidnapping Ash; he would hide that secret to his grave.

Ash Hemlock got his name from that person, and he wears it to this day. The reason why he parted from her is more or less a secret he keeps from everybody. The details of what he did after he left the forests tend towards difficult to discern. Ash himself doesn't talk about his past much at all, and its hard to pin down the actions of a person who can change their appearance at will. What is known is that he wandered, causing mischief anywhere he could. He seemed to more or less be biding his time. For what? Well, he's not going to be telling you, but if you asked him, he'd fiddle with his necklace a bit in response.
 
Last edited by a moderator:
Uhh, excuse me, can there probably be a hybrid of ancient and common mage?
 
WIP

Name:
Ari Erin Ehtlera

Age:
25

Gender:
Female

Orientation*:
Hardcore Straight (Instinctual)

Race:
Hybrid (Half Mage, Half Selkie)

Type of Magic Used:

Summoning - Ari has practiced over her entire life to summon 3-4 of her Golems; these same Golems can be found around her home working as maids or farmers/garden tenders, there being a total of 6 of them; 2 being 9 feet tall, 3 being about 6 feet, and 1 is about the size and shape of a house pet like a dog or cat.

Seal Transformation (Species-restricted ability) - Due to being even part Selkie, she is able, with her Selkie Skin, which takes the form of a white, silky robe, go into water while wearing it to transform into a Seal. If she would like to be human once more, she can crawl onto land and change back. However, she absolutely cannot lose or have her coat destroyed, or she will be unable to speak or change ever again. It would be better off if she died if that were to occur. She is also severely hampered from being a hybrid; she has to change into Selkie form at least once every 24 hours, or she will become ill, very, ill.

Personality:
Ari is a rather passive type. She's the least likely out of anyone to pound an enemy to the ground. She's a perfect example of a pacifist, trying to find a more practical and calm solution to a fight. It's a main reason as to why she bears no weapons and uses her Golems to subdue rather than destroy.

Goals/Dreams*:
She hopes the world will be able to somehow draw to a conclusion with the senseless violence and achieve some level of peace.

Skills:
Cooking - Ari is actually quite a fantastic cook. Not only does she have a herb and vegetable garden, she also knows what types of meat or vegetables go together. She can also cook some mean pastries that will make you wanting more from how delicious they are. Though plenty of her dishes are of her own recipe or she's flat out trying something random and new. Fried egg biscuits with a side of bread muffins, anyone?

Negotiation - Ari is also a good negotiater. She tries to find a better solution to an issue at hand as best as she can. She lets her opinion be heard if the situation demands it, even if she gets hit down for it. If she were a captive, she would be the best with surviving any attempt of getting information out of her, and even try to sympathize and make herself appear as a fellow living, thinking creature to the captor with time, that is if they don't kill her first.

Stubborness - Ari has got to be the queen of stubborness. A trait to be paired with Negotiation, she does not give up. Seriously she's like a meal of bad cheese. Can't keep that down forever.

Caretaking - Ari is a very motherly individual from being a pacifist. She absolutely loves children, and acts kind of like a protective mother to everyone, and everything close to her. She treats all of her Golems like her children, and is known to show clear alarm if one of them is harmed.

Organizing - Ari is also a bit of a neat freak... Tell her to clean a mess and she will literally OCD on that.

Flaws:
Being TOO motherly - Sometimes Ari can stoop to an area where she is too protective and that hinders her progress and on a rarer level, social interaction. She can become fixated on protecting something so much, she doesn't provide time for anything else.

Her OCD - She has a bit of an issue controlling herself with messes. She has to clean and organize what's layed in front of her.

Her rocky lineage - Who and how she was born has actually severely and personally shook her up. Being reminded of her mother or father provokes some sadness.

Likes*:
Children
Reading
Teaching
Peace-making
Swimming
The ocean
The forest
Her Golems
Her cooking
People liking her cooking

Dislikes*:
War
Speaking of her parents
Being reminded of any who have died before her
The thought of murder
Dead bodies
The smell of decay
Grubs
Polar Bears (Hey hey, she's technically a seal so... XD)

History:
Ari was born to a mother who had mated with a non-fae, a mage. This caused some ill tempers within her family that she'd fall in love with "A dirty outsider" and have "A disgrace child". Her mother had died in childbirth, and that only lit more flames. For three years of Ari's life, her family constantly fought over who got to keep her. Even if her father was still around, they didn't even consider him to even be alive. One night, they were out for blood. They went to and burned down his cottage, Ari running away on her father's deathwish. She ran quite far, keeping hold of her Selkie Cloak, which her father had said to never get rid of or lose.

She sat alone three days after the incident, traumatized and alone. Along had come a middle-aged man, who asked her a rather funny question; What kind of flower was she. She really had no idea how to answer, which caused him to chuckle and sit next to her and give her some company. He said he thought of himself as a cactus. When the little girl had asked why, the man picked her up and rubbed her face against his stubble, which actually made her smile and laugh. She was then asked if she had a name, which she shook her head to. She replied that her family was too busy fighting to even name her, which made the man's expression drop into concern, but a soft smile permiated his lips. He said that she looked like a little Ari. She nodded, actually liking the name, as she asked the man what his name was.

Erin Ehtlera, he had replied, and that he was a mage.

Ari spent the next several years being trained by him to become an excellent mage, but at the same time a peaceful influence. However, her family had found out where she had been for about 17 years, and came and attacked their living quarters.

Many passed in the fight, mostly from them turning on each other, though most of all, Erin was killed. The surviving members fled. Ari was rocked with tears and depression for about a year, until she came across a rather strange cave. It always had an ominous bellow coming from it any time she passed, so this time she cautiously went to investigate. She peered in, and there were several golems, about six, sitting and looking at her. They were probably trying to call her attention, but were too frightened to come out. She beckoned the stone giants out, all of which looked perfectly fine, aside from the vines wrapping their body, but that was normal.

After them continously following her, she decided to take them all home. From largest to smallest, she named them Humpty, Dumpty, Lumpty, Phumpty, Chumpty, Rumpty, and Gibson. Gibson acted more of a dog than a child. Dumpty and Lumpty worked outside. Phumpty, Chumpty, and Rumpty worked inside, and Gibson just posed as a pet. Ari was no longer alone. She was even able to practice summoning the Golems, though it was really tiring at first to just summon two. She kept at it for years and was barely able to summon 3. Though, she was still unable to control who she summoned.
Done!
@Zeroisdead
 
Uhh, excuse me, can there probably be a hybrid of ancient and common mage?
That would be very redundant because they would just have the power equivalent to an ancient mage
 
images


Name:
Ari Erin Ehtlera

Age:
25

Gender:
Female

Orientation*:
Hardcore Straight (Instinctual)

Race:
Hybrid (Half Mage, Half Selkie)

Type of Magic Used:

Summoning - Ari has practiced over her entire life to summon 3-4 of her Golems; these same Golems can be found around her home working as maids or farmers/garden tenders, there being a total of 6 of them; 2 being 9 feet tall, 3 being about 6 feet, and 1 is about the size and shape of a house pet like a dog or cat.

Seal Transformation (Species-restricted ability) - Due to being even part Selkie, she is able, with her Selkie Skin, which takes the form of a white, silky robe, go into water while wearing it to transform into a Seal. If she would like to be human once more, she can crawl onto land and change back. However, she absolutely cannot lose or have her coat destroyed, or she will be unable to speak or change ever again. It would be better off if she died if that were to occur. She is also severely hampered from being a hybrid; she has to change into Selkie form at least once every 24 hours, or she will become ill, very, ill.

Personality:
Ari is a rather passive type. She's the least likely out of anyone to pound an enemy to the ground. She's a perfect example of a pacifist, trying to find a more practical and calm solution to a fight. It's a main reason as to why she bears no weapons and uses her Golems to subdue rather than destroy.

Goals/Dreams*:
She hopes the world will be able to somehow draw to a conclusion with the senseless violence and achieve some level of peace.

Skills:
Cooking - Ari is actually quite a fantastic cook. Not only does she have a herb and vegetable garden, she also knows what types of meat or vegetables go together. She can also cook some mean pastries that will make you wanting more from how delicious they are. Though plenty of her dishes are of her own recipe or she's flat out trying something random and new. Fried egg biscuits with a side of bread muffins, anyone?

Negotiation - Ari is also a good negotiater. She tries to find a better solution to an issue at hand as best as she can. She lets her opinion be heard if the situation demands it, even if she gets hit down for it. If she were a captive, she would be the best with surviving any attempt of getting information out of her, and even try to sympathize and make herself appear as a fellow living, thinking creature to the captor with time, that is if they don't kill her first.

Stubborness - Ari has got to be the queen of stubborness. A trait to be paired with Negotiation, she does not give up. Seriously she's like a meal of bad cheese. Can't keep that down forever.

Caretaking - Ari is a very motherly individual from being a pacifist. She absolutely loves children, and acts kind of like a protective mother to everyone, and everything close to her. She treats all of her Golems like her children, and is known to show clear alarm if one of them is harmed.

Organizing - Ari is also a bit of a neat freak... Tell her to clean a mess and she will literally OCD on that.

Flaws:
Being TOO motherly - Sometimes Ari can stoop to an area where she is too protective and that hinders her progress and on a rarer level, social interaction. She can become fixated on protecting something so much, she doesn't provide time for anything else.

Her OCD - She has a bit of an issue controlling herself with messes. She has to clean and organize what's layed in front of her.

Her rocky lineage - Who and how she was born has actually severely and personally shook her up. Being reminded of her mother or father provokes some sadness.

Likes*:
Children
Reading
Teaching
Peace-making
Swimming
The ocean
The forest
Her Golems
Her cooking
People liking her cooking

Dislikes*:
War
Speaking of her parents
Being reminded of any who have died before her
The thought of murder
Dead bodies
The smell of decay
Grubs
Polar Bears (Hey hey, she's technically a seal so... XD)

History:
Ari was born to a mother who had mated with a non-fae, a mage. This caused some ill tempers within her family that she'd fall in love with "A dirty outsider" and have "A disgrace child". Her mother had died in childbirth, and that only lit more flames. For three years of Ari's life, her family constantly fought over who got to keep her. Even if her father was still around, they didn't even consider him to even be alive. One night, they were out for blood. They went to and burned down his cottage, Ari running away on her father's deathwish. She ran quite far, keeping hold of her Selkie Cloak, which her father had said to never get rid of or lose.

She sat alone three days after the incident, traumatized and alone. Along had come a middle-aged man, who asked her a rather funny question; What kind of flower was she. She really had no idea how to answer, which caused him to chuckle and sit next to her and give her some company. He said he thought of himself as a cactus. When the little girl had asked why, the man picked her up and rubbed her face against his stubble, which actually made her smile and laugh. She was then asked if she had a name, which she shook her head to. She replied that her family was too busy fighting to even name her, which made the man's expression drop into concern, but a soft smile permiated his lips. He said that she looked like a little Ari. She nodded, actually liking the name, as she asked the man what his name was.

Erin Ehtlera, he had replied, and that he was a mage.

Ari spent the next several years being trained by him to become an excellent mage, but at the same time a peaceful influence. However, her family had found out where she had been for about 17 years, and came and attacked their living quarters.

Many passed in the fight, mostly from them turning on each other, though most of all, Erin was killed. The surviving members fled. Ari was rocked with tears and depression for about a year, until she came across a rather strange cave. It always had an ominous bellow coming from it any time she passed, so this time she cautiously went to investigate. She peered in, and there were several golems, about six, sitting and looking at her. They were probably trying to call her attention, but were too frightened to come out. She beckoned the stone giants out, all of which looked perfectly fine, aside from the vines wrapping their body, but that was normal.

After them continously following her, she decided to take them all home. From largest to smallest, she named them Humpty, Dumpty, Lumpty, Phumpty, Chumpty, Rumpty, and Gibson. Gibson acted more of a dog than a child. Dumpty and Lumpty worked outside. Phumpty, Chumpty, and Rumpty worked inside, and Gibson just posed as a pet. Ari was no longer alone. She was even able to practice summoning the Golems, though it was really tiring at first to just summon two. She kept at it for years and was barely able to summon 3. Though, she was still unable to control who she summoned.
fanart-0860-large.jpg

Name: Delyth Laerk
Age: 241 (Relatively young)
Gender: Female
Orientation: Asexual
Race: Dryad
Appearance: Delyth is a feminine creature that has the appearance of a centaur, but instead of half-horse is actually half-deer. Her chestnut coat is speckled like that of a fawn, her skin is a light tan and slightly fuzzy, and her long hair is a vibrant spring green that compliments her dark jungle green eyes. Back home in the forest, she would never have dreamed of wearing clothing, but in the city, modesty is key. She usually starts the day with a formal white blouse and dark vest, perhaps with a dainty necklace or her favorite purple scarf. Recently, she had horseshoes installed, making her daily commute much less painful.
Magic: Basic Nature
Weapons: A staff made from a branch of her father and a shortbow given to her by a love-struck nymph
Personality: Ever curious, dedicated, independent, light-hearted and a tad innocent.
Goals/Dreams: To be an investigator of life’s mysteries, wherever they may be hiding; to find her long-lost friend.
Skills: A knack for investigating, trained in archery and staff-work, naturally knows how to manipulate nature but was never properly taught, cooks well
Flaws: Can be too willful and nosy, isn’t familiar with all the ways people can be nasty
Likes: Soft, fluffy things; nature; the wind; prancing through meadows; hot soup; waterfalls
Dislikes: Cold soup; technology; metal; angry canines
History: Born to a forest spirit and a sentient tree just outside the Jadeite Ruins, Delyth spent her first two centuries as a happy fawn, exploring the forests within her mother’s domain. After a short affair with a spirited nymph, she realized love was a mental experience for her, not a physical one. The two parted as friends, but nymphs are fickle creatures, and Delyth was soon forgotten.
She had always been a curious fawn, poking her nose where it shouldn’t have been, and when she eventually found out her childhood friend, a centaur by the name of Ranlenth who mysteriously disappeared one day, had been exiled from his society, she decided to make it her mission to find him. The great city of Cerberus seemed like a good place to start looking, and also a good place to gain the skills necessary to be a proper investigator like she’d always wanted. She may not like every aspect of the city, but every day there takes her one step closer to her dreams.
Full, Complete Profile Below (If it's too big let me know; I will collapse into a spoiler)

Name:
Ash Hemlock

Age:
Unknown, appears early 20's.

Gender:
Male...probably?

Orientation*:
Pretty sexual. Pun aside: probably considered Pansexual. Prefers things that are aesthetically pleasing.

Race:
Mage, with Fae editing.

Appearance:(Pic or description is fine)
Ash Hemlock looks to be a very sickly, dying human of the early 20's in age. He's so pale you can almost see every vein in his limbs and so thin he looks like he could be snapped in twain. His lips and hands have a disquieting blue tinge to them, as if he doesn't get enough oxygen. His eyes have an unnervingly pale lavender to them, to match the bed-head hairstyle of an equally soft, almost-white lavender color. His skin and hair is soft to the touch; his hair in particular feels a bit like luxurious fur. He usually wears fabrics made from natural cloth and, in particular, keeps a necklace with him that is enchanted to secrete an eternal supply of aromatic sap from a tree that, supposedly, grows only when tended to by a member of the fae. This sap, when burned, makes a potent incense that is used by the fae for certain rituals and magic. In particular this sap is the key behind Ash Hemlock's gradual but seemingly inevitable changing.

Ash normally keeps his true appearance hidden with his magic. To most people, he looks like a relatively young man of about early 20's. His magic allows him to look like a perfectly normal mage, if a bit on the thin side. However, it would be difficult to gather any more details about his mundane appearance- his disguise is designed specifically to look mundane without any qualities to identify him by.

Type of Magic Used:

Common - Enchanting: Ash's original mundane ability to enchant objects in a certain way. He can enchant a variety of dead objects to move and act as if alive; if they are particularly big, he can even enchant them to deal real damage. This takes an enormous amount of energy and he generally avoids using this if he can help it. He can't enchant anything without time and the ability to write the incantation on the object- small objects needs only small incantations but large statues could take him a full hour or more. This is a relatively unrefined ability, as Ash never had the chance to really study magic traditionally. It's possible that, with a lifetime of training and effort, he could someday branch it into a kind of scary possession of living objects or even people. Perhaps it's only lucky then that he's so clumsy with it.

Fae Magic - Glamor: Ash is capable of using glamor, which is a subset of illusion magic, after having spent some time amongst the fair folk. He is able to imbue something in such a way that it appears to all the senses to be another object entirely. A stereotypical example is making a chunk of mud the most delicious apple known to man. He can also make small cuts look and feel like huge, life-threatening gashes. A glamor must be resisted by the person perceiving the object for the duration of the glamor. Ash has gotten rather good at using glamor, and so it is fairly difficult to detect when he is using it in order to resist, and even then it can be hard to see reality when Ash is involved.

Weapons Uses*:
Ash likes to use a small, but very sharp knife. He also has a tendency to keep a variety of poisons with him.

Personality:
Ash more or less embodies a strange mix between fae and regular mage. He is erratic, hard to pin down, whimsical, intensely secretive and even hedonistic at times. But he also has the ability to empathize with other mages, regret his decisions, and isn't quite as fickle. Some days he seems more fae than mage. Other days he seems like a normal person, frightened of what's happening to him and wanting some kind of comfort to his ailing body. He has a wicked lying streak, but time around him can make it easy to tell when he's not being truthful. He ultimately wants everyone to have a good time, and hates to be told he can't do something. He doesn't have much in the way of morality except for his own pleasure and the pleasure of those he cares for.

To an avid stranger, Ash may seem more or less carefree. In reality, he is a very frightened man. He's terrified of what he's becoming and how little choice he has in the matter of stopping it. He doesn't know if he's like what he's become, but he also doesn't know if he wants to ever be a normal mage again either. He's prone to loneliness and periods of self-loathing. Occasionally he even has bouts of intense guilt, to the point where he lashes out and behaves excessively nicely to those around him. Anyone who wants to be friends with Ash should know to ride his moody waves and be his rock, but don't weigh him down.

Goals/Dreams*:
Ash wants to become a fully fledged fae, or so he claims. He really just wants to find and be at peace, and have fun. He feels that being a fae would do that for him.

Skills:
Ash is well-versed in poisons, plants, and an all manner of creatures both magical and mundane. He is quick, sneaky, and agile, from years trying to keep up with the fae despite his bigger and inherently less graceful body. He is a good liar and an excellent cheat. He likes to pick locks and, if you aren't careful, he'll pickpocket you for whatever shiny things you own.

Flaws:
Ash hates hates hates making physical contact with most metals. Iron in particular can leave burns in his skin and disorient him. He also can't really eat cooked foods very well. Cooked meat can occasionally make him sick. Processed foods or foods that have been prepared and cooked (i.e. fancily prepared foods) can make him sick. Being turned by the fae made him physically weak; he is easily cold and has a habit of throwing up over very little things.

Likes*:
Ash enjoys good company, good fresh food, pretty flowers and aesthetically pleasing things. He would probably kill for honey.

Dislikes*:
Ash has a deep dislike for people who are more morally inclined than him. Especially people who tell him how he can have his fun for the sake of things like "being good" or "nice". He also has a penchant for judging people badly when they're rude to him, but only based on the fae notions of rudeness. Gifts must be accepted with gratitude, thanks must be given properly, requests are made instead of demands, and promises are kept to the grave.

History:
Ash Hemlock had a normal, mage name once. A mage family, once. He doesn't remember them, anymore, except in fevered dreams and nightmarish twinges of nostalgia. He doesn't like to talk about his past; it isn't like the fae to be wistful over such things. He was taken by a particularly curious member of the faerie a long time ago, though it can't be sure of when. He couldn't even tell you at what age he was taken from his mage home and family, except to say that he was very young, too young to know what it was he was being taken by and the true ramifications.

The fae call people like him changelings; people that had, unfortunately, received the interest of the fair folk. It's unsure why or how they choose; Ash himself couldn't tell you much more than a very vague idea of why mages are occasionally kidnapped by the fair folk. Time amongst the faerie warped Ash, gave him a new name, broke him down and built him back up. He was owned by a particularly lovely fae- at least according to him. Hair like sunshine, a touch like rose scent, he would describe her. He stayed with her for years, years and years. She taught him everything he knew, even gave him the necklace he wears now. He views her partially as a mother, partially as a goddess. It's unsure what this female faerie's motivations were in kidnapping Ash; he would hide that secret to his grave.

Ash Hemlock got his name from that person, and he wears it to this day. The reason why he parted from her is more or less a secret he keeps from everybody. The details of what he did after he left the forests tend towards difficult to discern. Ash himself doesn't talk about his past much at all, and its hard to pin down the actions of a person who can change their appearance at will. What is known is that he wandered, causing mischief anywhere he could. He seemed to more or less be biding his time. For what? Well, he's not going to be telling you, but if you asked him, he'd fiddle with his necklace a bit in response.
All are accepted! I will add them to the character list later today
 
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I could imagine Ash and Ari could get into arguments, especially if Ari is cooking for the crew. He'd straight refuse her tastiest, most worked upon dishes and go out and forage or something dumb.
 
I could imagine Ash and Ari could get into arguments, especially if Ari is cooking for the crew. He'd straight refuse her tastiest, most worked upon dishes and go out and forage or something dumb.
Yea, that would be true
 
I hope to get more people in before starting so I will be waiting a bit for more people. If more dont join, I'll just start it
 
It'll take me a few units of time before I can get an app up, but I'm still here :D
 
If more do not join, I will start by Wednesday. (I will not be online on Thursday...yeah, I couldn't help myself, I'm going to the Star Wars premiere...")
 
I guess since everyone seems to be taking finals I'll wait until the weekend to start things up.
 
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Update:
Today is my mothers birthday so I will be a bit busy, but I will spend time later in the day/night to start the IC.
 
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