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The Unseen Veil - {Sign-Up & OOC}



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Ordeith

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- The Unseen Veil -
- Betwixt Life & Death -


{ My sincere thanks to Athel and OmniChaos for their contributions and interest. }

It has not always been so, this dying world of men.
Where are Jove and his Olympians?
Whence did the ghoulish Barghest flee?
When did the Selkies retreat from the waters?

Who remembers that it was not always so?

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Mankind has often disputed the afterlife; is it truth, or fabrication?
Will it be reward, or punishment? What of Purgatory—and the myths of old?

This knowledge was once bequeathed to all mankind, in ages that are now wiped from collective memory. Keeping the souls of men weak and ignorant is the Unseen Veil, which blocks the way to the Netherworld, the Land of the Dead. Only the use of dangerous rites and artifacts allows for a mortal to enter the Next World....yet plans for change have recently been set into motion. The seven recipients of a most peculiar letter will be granted the power to alter the world as we know it.

We can only pray that they will bring about our salvation, and not our doom.
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- HISTORY -
For countless eons, the Fae—who existed long before any mortals set foot on the Earth—sought to create a race that was fully sentient as they were. When they at last met success in the form of humanity, their first order of business was to educate them about the Next World. Humans were taught the art of manipulating souls, and thus were able to communicate with denizens of the Netherworld, harnessing their power in some cases. Learning and culture flourished between both planes of existence...

...until some humans, those creatures whose incomplete nature can never be satisfied, saw fit to prey upon others using the power of souls. Morgan le Fey, Attila the Hun, and Julius Caesar are among their number. By enhancing their souls with those they conquered in the Netherworld, their humanity became muddled, questionable—yet their power over souls both living and dead were unmatched. Those who lacked understanding of Netherworldly powers were left helpless to defend themselves, and as the principle of “Might Makes Right” conquered the world, the Fae realized that humanity was not ready for the privilege of Netherworld travel.

It was then that the Fear of Death was planted inside the hearts of men, and the Unseen Veil was woven from it. The Veil only allows for dead souls to pass from the Living World to the Next, and once they have passed, they may not return. Yet as a result, the spirit of humanity is dying, their souls deprived of the sustenance they crave...

If humanity continues along its current path, the afterlife will become for them just a myth...
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- DEATH & SOULS -

From the moment of death, the soul takes a miraculous journey, allowing it to reveal its true character. The stages of the process have been simplified below...

1. Upon death, the souls connection to its corporeal body is severed, and it flees the Living World.

2. The soul passes through the Unseen Veil, familiarizing the Veil with that soul's pattern. Once the pattern of a soul (much like a thumbprint) is memorized, the Veil will recognize its presence, and bar it from leaving the Netherworld.

3. Once inside the Netherworld, the soul manifests in a form that is familiar to it—usually the appearance of the deceased. Without a corporeal body, the soul becomes the body; they are one in the same. If a dead person's “body” is damaged, so too is their soul.

4. Over a short time, the soul comes into its True Form: The deceased person takes on an appearance that reflects their personality. It is a gradual process, but once it is completed, the deceased has become a full Denizen of the Netherworld. Sorcerers of old called them “Nether-beasts”, for many souls are not powerful enough to remain civil—or even sentient at all.

5. Stronger souls remain sentient—and through magic fueled by mental concentration, they can exert control over weaker souls, including the Denizens. Dominated souls serve a number of functions: Some live as faithful companions and guides, others are summoned in times of need, and a few unfortunate ones are absorbed into the souls of their masters, making them more powerful.

If dominated, a Denizen shares a weak mental link with their sorcerer, which grows stronger over time. It can usually transmit only abstract thoughts and emotions. The sorcerer can make requests of the Denizen though it—or force them to do something, with a little more concentration

6. If an inhabitant of the Netherworld is dispatched in some way, their soul “unwinds” into raw energy, which augment the strength of the inhabitant that absorbs them. (This is how the Netherworld, even with its infinite number of realms, is not overpopulated by all of the once-living.)

7. Meanwhile, the lost memories of a Denizen gather together over time, forming a Mnemophyte—a representation of that soul's former self. They behave much like a sentient being would, but are truly little more than echoes of what once was.​
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- THE VEIL & THE REAPER -

Woven from the great Fear of Death that sprouted in the souls of humankind, the Unseen Veil prevents any humans from entering the Netherworld, save those who are dead. Likewise, it confines all Netherworldly substance to the Next World, leading to only the occasional supernatural phenomena on Earth—when part of the Veil is frayed or punctured. On nights like All Hallows Eve and Samhain, it becomes more porous, allowing the boundaries of each realm to momentarily blend.

The Veil is strongest along its nine patterns, where the Great Fear has automatically gathered together in large nodes. These nodes distribute the Fear across the entire fabric, mending tears and restoring punctures over time—in an almost deliberate fashion. Although the Fae will largely deny this fact, the Unseen Veil is far more than any mere object; rather, it is a sentient creature. The Fear of Death comprising its fabric was harvested from none other than the Great Reaper, a being who once enforced universal law across the Netherworld.

When the conflict between Fae and human sorcerers spilled into the Next World, the Reaper proved to be the bane of them both. He indiscriminately mowed down all those responsible for unnatural disturbances, banishing them into oblivion with a sweep of his scythe.

It was only through the full power of the entire Fae race that the Reaper could be subdued. His body was drained of all its energy, then subsequently propped up as a monument to Fae power. It stands inside the Glass Palace of Gwladyr-Hav, showing only the faintest signs of movement when part of the Veil becomes frayed, returning that sliver of his soul to him.
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- REALMS OF THE NETHERWORLD -

The Netherworld is spread across multiple realms, their number as vast as the stars'. They are created and shaped by a number of different factors: Preconceptions of the afterlife, religious beliefs, the character of a soul, and the circumstances of a person's death all influence the realms of the Netherworld.

Below are listed some of the most prominent realms...

Elysium: Characterized by endless green fields, blissful sunlight, and gorgeous gardens that burst with life, Elysium is the heavenly paradise that so many seek. While it most closely follows the Roman tradition of heaven, its boundaries are indeed marked by the brilliant, shimmering gates of Western tradition. The plentiful gardens provide for one's every wish—whatever it may be—but this might not always be best for the realm's denizens, some of whom have developed hedonistic tendencies. Heaven help the next poor soul who disturbs their orgiastic feast...

Valhalla: When belief in the Norse gods ceased, the laws that governed this eternal battlefield crumbled in turn. Before, the gods would mediate the eternal war, keeping it all within the boundaries of good rowdy fun. Now, soldiers who died in combat find themselves on one of thousands of factions in Valhalla—each fighting the others with no purpose beyond survival. The shimmering city continues to rebuild itself, however, once the battle destroys it beyond repair.

Hell: Unlike what most expect, Hell is very much frozen, being cut off from the warmth of kindness and charity. Only the most selfish, hateful of souls have Hell as their final destination. They make their homes in a lightless maze of ice caverns, literally blind to the light that was just within their reach. A Great Glacier lies at the very center of Hell, loosing horribly cold winds throughout the maze of caverns. A creature has been seen frozen inside of the Great Glacier, and is presumed to be the most evil soul ever to exist.

Tartarus: Much more "popular" than Hell, Tartarus is the fire and brimstone expected by most punishment-fearing mortals. A great deal of Tartarus's Denizen's do not actually deserve to live in such dismal torment—but society and religion have forced them to believe otherwise. Tartarus is governed by the Eternal Judge, whose name has varied constantly, the most popular two being Hades and Satan. He charges the souls of the realm with punishments that reflect the severity of their guilt—perceived or otherwise.

Faerie: Flush with exotic life, this mystic wood is home to souls who have maintained a sense of wonder—particularly those of children. The air is charged with magical energy, granting new vigor to all who breathe it in. However, that same energy has the power to influence a soul, in such a way that the “True Form” of everything in Faerie isn't always so true, lending itself to a more “fairy-like” appearance. As its name suggests, Faerie was once home to the Fae—but during the years of conflict, it was overrun by Fairies, whimsical creatures lacking moral guidance, created by human sorcerers in mockery of the Fae.

Asphodel Fields: Another realm brought about by Greeks and Hellenized cultures, the Asphodel Fields hold the honor of being the grayest place in existence. The limp grasses, the sparse trees, the flat water—all of it holds a grayish hue, as though the realm had been injected with Essence of Boredom. The Asphodel Fields are built and populated by souls who, in life, were neither very good or very evil. Dullness, apathy, and indecision summarized them in life; now, that is all the afterlife holds for them as well. Everybody seems to be waiting for something...but nobody knows what it is, or when it will occur.

Mukthi: An extreme realm of perilous beauty, Mukthi is the destination of those seeking reincarnation. Souls are charged with the task of traversing in the land in its entirety—through jungles full of tempting poisons; across teeming seas of deepest blue; over mountains whose peaks are hugged by clouds. The journey is said to represent the trials of one's past lives, with reincarnation awaiting at its end. However, some souls have journeyed for countless ages, and some theorize whether their reward is true or not...

No Man's Land: When a philosophically-inclined soul is plagued by questions of existence, those unanswered queries guide it to No Man's Land. A vast and nonsensical realm in which the laws of logic and physics do not always apply, it is a plane with no direction, consisting of gray mires in every direction. Its inhabitants are freakishly bizarre, and often do not fall into any known category or family. The only semi-fixed point in the realm is a twisted, convoluted mansion, larger than any real house. No one knows what resides in it, yet the inhabitants of No Man's Land claim that all of the world's answers lie within the attic....which no one can ever reach.

Gwladyr-Hav: After Faerie was overtaken by a swarm of their enemies' creations, the Fae retreated closer to the heart of the Netherworld, and created a small realm known as Gwladyr-Hav. Size notwithstanding, it is an exact approximation of Faerie—with one very large exception: Everything in Gwladyr-Hav is made of cold crystal. The Denizens here are no more than crystal replicas of the originals, yet as a result the entire realm can be manipulated by the Fae. The Glass Palace lies at the heart of the realm, serving as the Fae's inner sanctum, its tall spires delving into the heart of the Netherworld, where the Reaper sleeps.

Realms of Self: At times, a particularly strong memory or Mnemophyte will create an anomaly of sorts. Sorcerers of old passed through them as a test of character and mettle. As for what lurks within them, only the owner of the corresponding memory can testify to that....
 
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Ordeith

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Re: The Unseen Veil - {OOC & Sign-Up}

- NETHERWORLD DENIZENS -

Once a soul fully transitions into its True Form, it becomes known as a Denizen, a fully-manifested spiritual entity. While the term “Denizen” can refer to any fully-fledged inhabitant of the Netherworld, it is generally used only in reference to those whose minds have devolved in the process, becoming what sorcerers of old called “Nether-beasts”. This is a fairly poor label, for while many Denizens do indeed become mindless animals, a substantial number of them remain quite intelligent. However, it is very rare that they possess even an inkling of their past life.

Very rarely are two individual Denizens exactly alike, but they generally fall into one of several basic categories, listed below. (One should note that these are only general descriptions, which must be refined by roleplayers when creating their character—or their character's companion, if an Agent. If you have an idea for a Denizen that does not fall into any of the categories below, feel free to send me a PM about it.)

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One should note that Fairies and Fae are not formerly human souls;
they are independent races with physical bodies.

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Ordeith

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Re: The Unseen Veil - {OOC & Sign-Up}

- THE LETTERS -
{A.K.A. PLOT}
After exactly ninety-nine years of preparation, nine letters have been dispatched from the lone address at the Nether-Hollow, in Faerie. Two were intercepted by agents of the Fae, but the remaining seven reached their destinations precisely as intended...

Each was discovered by a newly-departed soul upon entrance to the Netherworld. Each was a person who had been blessed with a powerful soul, and a character worthy of praise in its own way. None of them can recall the circumstances of their deaths—but from the moment that they passed into the Netherworld, these people were chosen as Agents worthy to aid the sender's cause.

The lord of Nether-Hollow, a sorcerer named Gwydion Cygfa, recruited them for one express purpose—to aid him in the destruction of the Unseen Veil. The entire plan is based on a notion that has now become very strange, that the realm of the dead should belong to the living.

Enclosed below is a copy of the letter:

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After choosing (or, in some cases, being chosen) by their Denizen companions, the Agents will return to the Living World through a momentary puncture created by their benefactor. Inside a secluded house in Dublin lie nine temporary bodies, similar to golems, each one equipped with a rare artifact of Netherworld travel.

Through these temporary forms, and under the guidance of manservant Sedgewick Annwn, the process of attacking each of the Unseen Veil's nine patterns will begin—a process that has taken nearly a century to prepare for. The nine patterns, nodes of soul-stifling Fear, can only be destroyed from both sides of the Veil, and are protected by well-hidden seals in both worlds; it requires coordination of the highest degree. Yet if the Agents complete this task, they have been promised their old lives on Earth in return....

However, one must remember that two of the nine letters were intercepted by the Fae—meaning that their intended recipients have also been tracked down.

The Fae have posed a similar offer to them: Assist in the thwarting of Cygfa's mad plot, and guaranteed happiness in the afterlife will be theirs. Like their opposing Agents, they too will be given sway over a Denizen, possibly more than one. Overseeing these two souls will be two of the Fae themselves, entrusted with the duty of guiding them towards the “correct path”.

Although their total number is merely four, the Agents of the Fae are more than well-equipped to confront the Agents of Nether-Hollow—especially these latter two.


It has not always been so, this dying world of men.
Their souls sleep, apathetic to the unseen world around them.
But soon....

...they may be awakened.

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- RULES -

1. God-modding and power-playing are unacceptable.

2. Literacy is an absolute requirement for this RP. I don't expect you to keep a grammatical rulebook with you while writing, but we need to understand what it is you've written.

3. Romance is permitted, but it must be within the forum guidelines.

4. Please post actively, and only join if you're willing to dedicate the proper amount of time to this RP.

5. Please keep all combat, magic, and abilities reasonable. I'm trying to optimize the level of choice with this RP, but you can't be gods.

6. I reserve the right to refuse any template, and remove any roleplayer from this RP if their conduct merits it.

7. Post "Who remembers that it was not always so?" above your template if all of these rules have been read, and you desire entry into this roleplay.

8. This roleplay is always open to join.

9. Enjoy yourselves, by all means!
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- TEMPLATES -

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- ROSTER -

- Allies of Nether-Hollow -
Sorcerers:

1. Gwydion Cygfa, Lord of Nether-Hollow - Ordeith
2. Sedgewick Annwn - Ordeith

Agents:

1. Nathan Apollo / Melchior [Garuda] - Athel
2. Felix Bergeron / Golem [Bogle] - Nowhere Man
3. Polemarchus / Bastet [Ubasti] - Orion
4. Alex Schindler / Waldstein [Ent] (incomplete) - Ordeith
5. Michael Blue / Wayfire [Bogle] - 1Gannon1
6. Agent Name / Companion Name
7. Agent Name / Companion Name


- The Fae -
Fae Council:

1. Badb Rioghan - Athel
2. Ayleth - Passion
3. Ye'tard Naar - OmniChaos

Agents:

1. Elwyn Daearen-Sealgair / Heddwyn [Fenrir] - Morphaeus
2. Jenni Anderson / Puck [Wyvern] - Ulti
3. Agent Name / Companion Name
4. Agent Name / Companion Name


- The Reaper -

"The Reaper" - OmniChaos


- Netherworld Denizens -

1. Dunham Ciarán Dougall, aka "Dullahan" / Irrlicht [Bogle] - OmniChaos
2. Diffal Feddiwyr Dellus - The Professor

There is no limit to the available number of spots.


- Mnemophytes -

1. The Doctor - The Batman

There is no limit to the available number of spots.
 

Orion

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Re: The Unseen Veil - {OOC & Sign-Up}

The quality of presentation in this alone is enough to get me intrigued.
And the inclusion of Valhalla elicits a similar feeling.

Call me doubly intrigued, though this will take a while to get through.

And of course Omni grabs the Reaper.
 

Solar

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Re: The Unseen Veil - {OOC & Sign-Up}

Do the recently deceased have to be completely human (as in, can they be humanoid in shape and appearance but not exactly biologically human) and do they have to be from Earth?
 
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TheDood

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Re: The Unseen Veil - {OOC & Sign-Up}

This is some pretty interesting stuff.

Is there anyway I can reserve a spot for a Nether-Hollow Agent while I type this out and look into a few things?
 

Professor Ven

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Re: The Unseen Veil - {OOC & Sign-Up}

Blarg home Internet work me needs to get RP crap done why ye gods



8) I like. Going to post a template for Omni's first, check RP threads, then post for this.
 

Ulti

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Re: The Unseen Veil - {OOC & Sign-Up}

Well well now. Aren't you the busy boy? Of course, I'll be taking Agent. And since no one has yet to join the Fae's side, I'll hop along to their side.
 

Ordeith

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Re: The Unseen Veil - {OOC & Sign-Up}

The quality of presentation in this alone is enough to get me intrigued.
And the inclusion of Valhalla elicits a similar feeling.

Call me doubly intrigued, though this will take a while to get through.

I await your response until then.
Orion said:
And of course Omni grabs the Reaper.

He did more than that; he helped create him. It'd be quite rude to deny him his brainchild.
★;5554869 said:
Do the recently deceased have to be completely human (as in, can they be humanoid in shape and appearance but not exactly biologically human) and do they have to be from Earth?
I'd assume that each planet would have its own Netherworld--or occupy different realms of it--but it seems to me that you have something already in mind. It doesn't upset any plot points planned for ahead, so feel free to create your foreign character.
Is there anyway I can reserve a spot for a Nether-Hollow Agent while I type this out and look into a few things?
The spot is yours, good sir.
8) I like. Going to post a template for Omni's first, check RP threads, then post for this.
I'm looking forward to seeing both templates, monsieur.
Well well now. Aren't you the busy boy? Of course, I'll be taking Agent. And since no one has yet to join the Fae's side, I'll hop along to their side.

The spot is yours. Out of curiosity, have you decided whether your character will be human or Fae yet?
 

Solar

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Re: The Unseen Veil - {OOC & Sign-Up}

Well when worlds end, usually something is left over. A story, a god, a dream.

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Ordeith

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Re: The Unseen Veil - {OOC & Sign-Up}

★;5555671 said:
Well when worlds end, usually something is left over. A story, a god, a dream.

Spoiler Spoiler Show
I think that would be positively grand! I look forward to seeing the full template.
 

Solar

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Re: The Unseen Veil - {OOC & Sign-Up}

Also, can we make a twist on a character in another canon? *cough*Doctor Who*cough*
 

Ordeith

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Re: The Unseen Veil - {OOC & Sign-Up}

★;5556224 said:
Also, can we make a twist on a character in another canon? *cough*Doctor Who*cough*

Well, that depends on how similar to him your character will be....
He can't be a fully-fledged time-traveler with the power of regeneration/reincarnation.

Why not send me a PM with a brief description of what you have in mind?
 

Ulti

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Re: The Unseen Veil - {OOC & Sign-Up}

*cracks knuckles* let's bust some heads

Who remembers that it was not always so? The one who started it all, perhaps

~~~~~~~~~~~~~~~~~~~~~~~~~~

Name: Jenni Anderson

Age: 27

Gender: Female

Appearance: A porcelain doll of a girl, Jenni seems hardly the rough cut sort of girl. With big blue eyes covered by shaggy dirty blond hair, she can appear to be very unassuming. She barely shoots over five feet, even on her good days. Her plain looks and unassuming features makes her practically invisible in crowds. And so, her appearance matters little to her. A pair of baggy jeans with some sarcastic shirt fits her assemble. Cold or hot days, she never leaves home without her sleeveless jacket and her lucky bucket hat.

Personality: Cocky is the first word that comes to mind. Jenni believes she could get away with murder if she wiggled around enough. But she doesn't have the wisdom nor common sense to watch her boundaries, leading to a lot of close calls. With a few sly words and the luck of the devil, Jenni can walks circles around most people. That silver tongue is the only reason she could walk the streets without harm.

Jenni has a sort of Robin Hood sense of justice. If a job means helping some poor slob get another bite of food, she'd jump through hoops to get it. If it also means putting some rich snob in a situation, she'd double back through those hoops. Even if it puts her own person in some sort of trouble, Jenni does not think twice. Leaping before thinking, she is easily the cause of her own death.

Biography: Jenni's life was not of leisure but not too terrible either. Born in the slums of New York, she quickly realized what mattered the most in life: money. Money got you into the top notch schools. Money gave you what you wanted, what you needed. And to her, Jenni could not see how the poor education she was receiving would help. The streets of the Big Apple, however, held many opportunities to a quick buck. She got her knowledge off the many jobs she attended to. But in the end, Jenni never get more than a few bucks for herself. She never wanted to gain enough cash to make her forget her origins. So, she spent her profits on poorer folk. If she could climb out of the gutters, she was sure as hell she would take as many with her.

Jenni took many jobs, none legal nor safe. She made dealings with a dangerous bunch, but always seemed to slip out of their fingers before she made the wrong move. She was an unassuming character, no one went after her after a job was done. She could traffic all sorts of illegal materials to and from city blocks without detection. She could care less about the legal issues so long as the profits went to the needy. Unfortunately, not all of her contacts held the same beliefs. One ugly bunch, her final contact, made her perform some shady dealings with a business man. The outcome nearly tore her heart in two as a homeless shelter was blackmailed into shutting down for said business man.

Now, Jenni was never one to be called wise. In retaliation, she took a little more from the cookie jar than she was allowed. For nearly a year, she cheated her contacts out of hundreds. For the "ghost runner", she could not run from this. Her case was ruled as a suicide, for her fingerprints were found on the gun that ended her young life. Not a single person could recall a young girl being pulled into an alleyway in the middle of the day. True to her calling, Jenni came and went from this world unseen.

Companion Name: Puck

Companion Family: A Puk Dragon, Wyvern Soul

Companion Appearance: Puck, in short, looks like a miniature Western type dragon, albeit with less bulk. He is small enough to rest on Jenni's shoulders without causing her harm. His scales shine an electric blue with navy blue stripes that zig-zag across his body like lightning bolts. Both his horns and claws are black.

Companion Abilities: Puck has a natural sense for treasure. If an item has any worldly value, he can sense its presence and is naturally drawn to it. If an item is small enough, he can fetch it and bring it to Jenni, so long as he is justly rewarded. For protection, Puck can belch out small balls of electricity, usually three to five at a time. Within a few seconds, each ball explodes and expands outward, covering a radius from eight to ten feet. Though the attacks usually do not do much harm, it is an excellent stun for the Agent and Companion to use to escape.

Misc.: Both have a lust for treasure and the spunk to go after it, even in dangerous situations.
 

Ordeith

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Re: The Unseen Veil - {OOC & Sign-Up}

Everything seem to be in perfect order, Ulti; your lovable scoundrel has been accepted.
 

Urbane

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Re: The Unseen Veil - {OOC & Sign-Up}

Ohmagawd, Joey. Finally an RP that speaks to ME, that appeals to ME!

This is so nostalgic, considering the second RP I joined was one of your fantasy RPs... Any chance I could reserve an agent spot? At all? Maybe? Please, oh Almighty Holy Overlord Glaurung? *Sits on edge of seat in anticipation*
 

Ordeith

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Re: The Unseen Veil - {OOC & Sign-Up}

Which faction of Agents would you like to be on?
I'd assume that you'd like to be on the side of Nether-Hollow, but you know what they say about assumptions.
 
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