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Fantasy Cardiah character page

NeonFlow

The one who made Aerth
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Heyo thanks for getting this far, the cs below is the bare minimum I need to see to accept a character but your right to add more if you really wanna. Know that I may ask you to edit your sheet if something doesn't fit. This could be for lore reasons like a characters background being off or using magic that doesn't fit but i will probably ask for a change if something seems BS or improbable.

If you have any questions please ask in a PM or on the check.
I'll have info in brackets so delete that as you fill out the sheet.
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Name:
Age:
Race:
(( You can be what you want, the choices are a mix of human, elf, deman and Starman ))

Kingdom of origin:
(( where your character comes from, we start in the Heartland and your character is apart of the army in some form but they can be from any place and be any race. You could be a Clubland human born in the Heartland or a Deman from the spadelands who moved with family at a young age. If you choose a starman then you was found in the Heartland ))

Rank:
(( If they are a adventurer/warrior for hire of some kind or if they are a knight in the Heartland army.
Alternatively they could be a Ace or Jack chosen by the king or queen for some reason but they would generally be older or having a reason to be chosen.
For example my character is chosen as a Ace around the age of 23 as his father was one of the Aces before him and trained him for the role ))

Appearance:
(( some sort of picture is required aswell as a written description. Notable things like height, hair colour etc ))

Gear:
(( whatever your character has on them when adventuring/on the job. If it isn't written here and your character pulls it out they will be treated as a insane person out of touch with reality.
Though remember to have some sort of limit, can't be running about with a magical arsenal strapped to your person with multiple weapons of different kinds and effects.
You wouldn't be running around with three swords at your hip, two spears and a big hammer on your back aswell as a gun and a bow nah mean? ))

Talents:
(( What this character excels at. Could be cooking, singing, combat related... If you think it's notable then put it down, if you bust out something in game which isn't written here your character will fail or look foolish ))

Flaws:
(( no one is perfect, for every two talents list some sort of flaw. Remember they have to be competent and sane enough to be a respected member/warrior of the Heartland army. If you make a edgy loner unable to work on a team or take orders they probably wouldn't get very far ))

Mana:
(( for humans from the heartland your character is born able to conjure and control one of the elements. Fire, water, earth and air. Avatar style mostly but like how a firebender can conjure fire a waterbender can conjure water etc.
Mana converts into a physical element and used in different ways but one can also effect a element in its natural form. A earthbender could create and fling stone or manipulate the ground beneath them.

For humans from the Diamonland your character has Starmana, Google glintstone sorcery if you want a idea of what inspired it. Basically offensive blue energy in various forms. Make swords to swing or throw, fire a beam or small comet, fling a mist that explodes.

For humans from the clublands born with magic it is very rare, but when it happens they are renown and feared for their "evil" magic. Blackflames that causes madness, shadow mana that controls darkness in various ways, necromancy in a form or two.

For Starmen they have the potential for any one kind of mana but it's usually gravity related or star mana.
For elves they can control nature and commune with beasts and monsters.
For Demans they have random/odd magic that usually comes in the form of a physical transformation or a ability.
Shapeshifting into a monster, being able to reflect magic. Pm me a idea if you wanna make sure it fits ))

Backstory:
(( brief paragraph or two to show a bit of the character and how they came to be involved in this important quest to combat the falling stars and convincing the kingdoms of the Heartlands innocence ))
 
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Will finish this soonish.

Name: Yehno "Dragon hand" Anigans
Age: 24
Race: mixed heritage including Deman/starman/human.

Kingdom of origin:
Firstborn of Shen Anigans deman son Yahno Anigans, Yehno was born in the Heart kingdom.

Rank: Ace of the Heart

Appearance:
Yehno is 5ft10 but his horn reaches just under 6ft. Yahno has a human frame with classic deman features such as the white hair, the blood red eyes and single black horn jutting out the left side of his head. Yehno is of the "white devil" lineage of deman and could be considered handsome objectivily speaking. Though most who are unaware of his rank or family would view him as a deman for better or for worse. Generally has a sword from the clublands on him at all times and wears loose fitting clothes that allow for mobility, when prepared for battle he wears a surcoat with the kingdoms red Heart on the front and back covering his armour.
(Ignore the armour style and eye patch as he wears different shit and has two eyes)
Onimaru-1.png

Gear: Yehno usually carries very little apart from his sword and boomerangs. Said sword is a katana made by a infamous Clubland magesmith Xiao Zazumoku. Most known for smithing thirteen swords imbued with evil magic such as the black flames of madness. Each blade searched after by countless groups and individuals as Xiao was tortured to death many years ago in a useless effort to find or recreate these weapons...
It's name is "Madslice of the XiaoZa blades" but Yehno is unaware of this, he defeated a bandit with a excellent dark flaming sword and decided to replace his own blade with it. Soon after he realised it was magic of a different form when his latest enemies howled to death with glowing black eyes covered in dark flames...
His boomerangs are less impressive in origin, just three aerodynamic shapes of metal that can hold mana momentarily.
(Most of the best weapons like Katanas and the more obscure weapons like boomerangs come from the clublands. They have most shit in some fashion)

His bag holds a few bottles of water or liquor with a space for a bit of food, spare set of clothes and valuables aswell as cooking supplies such as fire starting runes, a pan with a stand, knives fork tongs.
His armor is made from the leathers and scales of many monsters covered by a surcoat displaying the red heart. If journeying alone a fur cloak covers him nicely and can fool most into believing his horn is a feature of his hood instead of being attached to his head.

Talents:
1) Being the grandson of Shen Anigans means he has Starman magic in his veins, for in game purposes this means he has a decent mana reserve and his purple flames have a gravitational effect to them.
2) Trained by his father Yahno Anigans to replace him in the role of Ace. More than ten years of training to use his magic effectively and to be considered worthy of protecting the king and queen with a sword.
3) Agile and accurate, Sneaky and smart, quick and quiet... good at hunting people and monsters, also cooking. Monsters of course not people...
4) somewhat famous/infamous Ace of the heart Kingdom, known by many within the kingdom by uniform and rumours. Is equally loved hated and feared by people in the heart Kingdom and beyond.

Flaws:
1) like most demans Yehno is a terrible swimmer, literally needs to shift wings and struggle hard to avoid drowning. He is ok in water if he can stand up with his head above water but anything deep renders him almost helpless. (Most Demans can't swim)

2) is obviously a demon recognisable on sight. Many are racist and hateful towards demons thanks to their creature like appearances, strange magic and the rumours of them being monsters in the form of man.
(which are mostly made up rumours but kinda have truths to them...)

3) Yehno enjoys many vices such as drinking, smoking, gambling and attempting to sway the ladies. He easily has the renown to be a Duke running territory outside the blessed land but isn't mainly for his terrible handling of money. And hobbies...

Mana: Dragon-shifting. (Shapeshifting/gravity flames)
Only capable from having starman DNA, Yehno has the ability to shapeshift his body as needed to form parts of a dragon that breathe a purple fire capable of manipulating gravity. Though Yehno is able to control this purple flame without becoming a dragon, he can only conjure the flame from his mouth or the mouth of a dragon he creates. Becoming a complete Dragon is possible but is rather taxing on energy, Yehno prefers shifting parts of his body as needed to conserve mana.

Backstory:
Yehno is the Grandson of Shen Anigans, his father Yahno Anigans is the third Deman son of Shen.
(Shen Anigans has had over fifty sons and more than thirty daughters)
Oddly he is one of the few who lived to see old age. Many of the Starman's children died young around the age of nineteen or twenty five. Despite being celebrities in the Heartland Yahno has only seen his father in the blessed land twice, Yehno met his grandfather as a young child but can't really recall the time or the man who was loved and worshipped by so many. Shen Anigans had many children and some of them had families themselves. As you can imagine to meet with the great Starman could take years of waiting and preparing, but on the chance you are invited to the blessed lands it is required you go immediately. However the great Starman died before Yehno ever received a letter.

Yahno never liked speaking of his father, only stating to his close family
"he said I was impressive but that he had no use for me"
Apparently when Shen heard news of the baby that would be Yehno he sent a letter requesting the baby be born and raised in the blessed land. Yahno refused, four years past and a second letter came, it arranged for a grandfather and grandson to finally meet...
Yahno bit his tongue and contained his rage hearing his father's words once more "i have no use for either of you, but I'm sure he will be impressive like his father"

After fifteen years in the army Yahno was chosen by the king to be one of the four Aces that serve the Heart. On his off time Yahno trained his son to control magic and how to fight. Determined that he and his family would be loved by the kingdom for their own merit instead of his fathers... thanks to that Yehno was raised to be quite patriotic towards the humans of the Heartland and most grew to recognize the demans related to Shen Anigans. Yehno trained hard and officially joined the heartland army at age twenty. He was promoted to the rank of Ace to replace his father three years later, currently one year into the job when all hell broke with his grandfather dying and violent stars falling from the sky...

As a Ace of the heart and a Anigans, Yehno was one of those chosen to quest for the sake of the kingdoms
 
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Name: Yaj Ntaj
Age: 26
Race: Human

Kingdom of origin:
Clubland

Rank:
Knight Errant. Not quite landed nobility, having been elevated into knighthood for his previous feats in battle.

Appearance:
3Orp8Kh.jpg

A man of somewhat above average height, with dark hair and tanned skin. Really a fairly nondescript man, which is usually why he wears armor: it makes him look more unique. Like any knight worth his valor, Ntaj has strong muscles and is built to be able to take a lot of pain. But what's more notable is his lack of scars, and his pleasant scent. He takes pride in defeating his foes long before they reach him, and he takes care to wash himself and be presentable, wanting to shed his barbarian origins.

Gear:
Campaign Armor - What appears to be an ornate but otherwise normal set of armor is actually a very complex enchanted armor set, made by Ntaj himself. It is enchanted for comfort. Generally, wearing armor isn't too comforting for knights. It's hot, heavy, and often bulky even when well fitted. But Ntaj took great pains to tailor enchantments to make his armor as comfortable as possible. The metal plates are infused with void dust from a storm elemental, to make them lighter without compromising on their durability. The padding is made from the fibers of a Shambling Mound, a strange yet dangerous plant monster notably resistant to heat and cold, enabling the padding to be temperature controlled. Everything was coated with Ochre Jelly, which has been absorbed into the material. This jelly eats away at filth and waste, keeping the armor clean of dirt, stains, blood, and other messes. Finally, the armor itself crafted to be as slim as possible without compromising too much on defensive abilities, or at the very least provide flexibility. Thus Ntaj has created an armor that, while not magically indestructible, he's perfectly comfortable wearing all the time, even while asleep. It is perfect for a wandering warrior.

Shotgun Staff - An enchanted boomstick that combines mechanical genius with magic power. The Shotgun Staff is Ntaj's signature weapon. This weapon is chamber fed instead of muzzle-loaded, allowing him to rapidly reload simply by inserting his ammunition in a slot near the trigger. Additionally, the barrel itself is designed to be able to provide maximum velocity to the ammunition put within, whether it be mundane bullets or magical ammunition. It's sturdy design made with sturdy but flexible ironwood enables the whole rifle to double as a war hammer in a pinch. Finally, it's actual enchantment, the barrel is infused with Siren Runes. These runes have some ability to manipulate winds and sound, and Ntaj has tinkered with the runes to provide the follow quality: to manipulate the sound produced within the barrel. This creates a rifle that can be as silent as a whisper or as loud as a hurricane, provoding him options to be a stealthy killer or an intimidating force of nature as the situation demands.

Burst Crystal - Magic crystals Ntaj harvests from magical monsters, then tinkers to his design. This is more akin to a energy source than a proper piece of ammunition, as instead of the entire crystal being shot out of the rifle, the Burst Crystal can shoot energy blasts of varying strengths. Ntaj has different burst crystals , one which is able to shoot either a rapid amount of weak blasts, perfect for covering fire or eliminating large waves of lightly armored enemies. Another shoots out a blast of strong energy capable of knocking back even large foes or shredding armor. The last can concentrate the energy of the Burst Crystal into a single, powerful short-range blast that can not only penetrate even thick steel armor, but also unleash a deadly explosion to rip the target apart from the inside out and blast anyone else caught in the area of effect. After the crystals are spent their energies they break, requiring Ntaj to reload and make new ones regularly.

Smoke Bomb - A purely chemical weapon, devoid of magic but still quite capable through the power of science. These smoke bombs can release a large cloud of obscuring gas that can irritate the eyes and induce coughing. Naturally, Ntaj has trained his body to be able to resist the smoke. He often employs these whenever he's attacking an enclosed position though he also uses it to get out of a rough spot. Ntaj can dye the smoke as well to signal others based off the colors, such as blue for a rally point, green to request reinforcements, or red to signal where to concentrate firepower.

Grappling Shot - An unusual type of bullet, considering it's size. But Ntaj can afix a grappling hook to the barrel of his gun, and using a specialized powder charge, launch a grappling up up to 50 feet away. Useful for scaling walls or if he needs to hook a creature. Within it's effective range it's actually quite deadly, but it rapidly loses power beyond that effective range.

Gun Pavise - A sturdy large shield designed to be braced on the ground and used to steady a rifle. Ntaj is a good enough shot not to need to rely on the shield to steady his aim, but he does appreciate the cover it provides. It's design and weight makes it too cumbersome to use in an actual melee however, so often Ntaj will simply abandon it if the enemies get too close.

Bayonet - Ntaj's combat knife. Rarely sees action, and he often uses it more for mundane daily uses, but regardless he has it in the event he needs to join the melee. As his rifle and Pavise are quite weighty, instead of a longsword or other weapon, he'll simply attach the bayonet to his rifle and turn it into a sort of spiked staff. It has a minor enchantment where he can heat the blade enough to cause flammable things to catch on fire. This was a result of a failed attempt at using dragon runes to create a flaming blade, and this was the best he could do after his other failures either melted the blade or became too hot to handle.

Verrock - For what is a knight without his noble steed? Verrock is a war horse, a black stallion who's likely braver than Ntaj when it comes to a fight. While Ntaj can't afford to give him barding, Verrock is a tough horse even without it, and is faster than most wolves. He's a vicious creature however, so Verrock often has to leave him outside of the city, less he start kicking and biting people if they surround him. But on the battlefield, this same belligerent nature has saved Ntaj more times than he can count, and he cherishes his horse's loyalty in protecting him. Verrock is equipped with a military grade saddle, suitable for complex maneuvering, as well as heavy duty saddlebags capable of keeping out rain, wind, fire, most types of missiles, and vermin.

Rucksack - Your everyday leather bag to carry your burdens in. Ntaj actually received this bag from his mother when he was a squire, and out of sentimentally sake he's never throw it away since. He's had to repair it so many times that he's fairly certain there's no part of the original rucksack left, but even so he still keeps it with him.

Bedroll - A heavy duty bedroll of leather and fur. It can also be used as a blanket instead, should Ntaj be fortunate enough to find a proper bed. Designed for long campaigns out in the fields trading comfort for durability.

Rope - Ropes of varying lengths. Whether they're used to hold a tent down, bound prisoners, or execute traitors, you can never have enough rope. Some ropes are quite thick and design to be able withstand heavy strains, such as the ones he uses to bind others, while some are thinner and meant to be used more delicately, such as the ones he uses to create trip wire traps.

Rations - An assortment of field rations that Ntaj has collected over his journey. He tries his best to eat the old ones first but sometimes he forgets and one spoils. Usually consisting of some sort of bread, some form of protein, and then a preserve. Provides all the nutrients a wandering warrior needs.

Waterskin - Perhaps more vital than food is water. Ntaj's Waterskin is enchanted to purify any liquid inside to become plain water. Whether it's tainted bog water or the sweetest of wine, once it gets inside this skin it'll be bland tasting but vitally important pure water for Ntaj to drink.

Mead Mug - The ideological opposite of his waterskin. Any liquid poured into this mug tastes like mead. It unfortunately is merely an illusion, and lacks any affect of traditional alcohol, but for those days where Ntaj just wants to drink that sweet honey mead, he can turn to this cup.

Tent - A travel sized tent large enough to fit two adults. Made of canvas with thin wooden poles to hold it together. Not very sturdy and frankly Ntaj has had to repair this more times than he cares to count, but a must-have to avoid cold weather, rain, or blood-sucking insects.

Lantern - A small metal lantern that Ntaj can hang from his hip. Provides illumination in the dark. Uses oil as fuel and can usually provide light for a solid hour per pint. Designed to be able to function even while underwater, if the lantern is knocked over, or even upside down.

Gunsmithing Tools - Ntaj's main claim to fame is as a gunslinger and the key to be a good gunslinger is to take care of your weapons. Has the necessary tools to repair, refurbish, and create parts for his Shotgun Staff, as well as create bullets both magical and mundane. While it'll be difficult for him to create weapons wholesale with just these tools, with access to a proper forge and material these are all he needs to start churning out equipment.

Enchanting Tools - The other skill Ntaj has to thank for his success. These are more esoteric and thus, Ntaj often needs to seek out additional resources, but he has enough of the basics to work on enchantments, be it on his equipment or others. In particular he carries equipment needed to identify and enchant magic objects. Identifying magic is important to know what exactly they can do, but Ntaj can also discern their sources, potency, and even their exact design if he has enough time. This enables him to possibly replicate enchantments himself, even ones he knows nothing about so long as he can study them. Enchanting objects relies on Ntaj having access to the right resources, usually monster parts or special crystal runes.

Trumpet - A memento of his squire days, where his duty was to signal the arrival of his own master. He's since upgrade to an actual musical trumpet, and he occasionally plays it in order to provide some levity during a silent night.

Talents:
Marksmanship - Ntaj has won most of his battles from a hundred paces away, and he's gained his highest accolades from a thousand paces away. Ntaj's skill with a rifle is a match for most masters and while he hasn't done anything as well known as say, shooting the wings off a fly or shooting a dragon out of the sky, he's confident in his ability to one day accomplish one of those things. Ntaj specializes in rifles, but he's just as capable with pistols as well.

Hand-to-Hand - A skill that Ntaj keeps a secret, as it's an ability he has only thanks to his more barbaric origins. Ntaj it's actually a decent hand-to-hand fighter as well, any anyone who sees him fighting in melee would easily realize that his martial arts rely a lot less on his weapons and more on his fists. He's dangerous in a grapple and has often killed foes who thought he'd be weak up close, but if you're aware of his strength and keep your wits about you, anyone who's good with a melee weapon could still defeat him up close.

Gunsmithing - The art of gunsmithing is a relative young skill compared to more traditional arts such as enchanting and swordsmithing, but it's spread fairly quickly across the Clublands and Ntaj is one of it's eager practitioners. Admittedly, Ntaj has never made a masterpiece himself, and even his Shotgun Staff incorporates designs he had learned or stolen from greater smiths than himself. Still he is good enough to proxy their designs even if he's not smart enough to come up with it himself.

Enchanting - For most lay people, enchanting is a mysterious art to create magic out of the mundane, to turn mortal things into magnificent creations. For anyone who actually knows anything about magic, enchanting is back breaking work, very expensive, and often time consuming. It's only due to the sheer demand that such a difficult school of magic continues to grow and develop. Ntaj's skill as an enchanter isn't nearly good enough to join a guild, but what he lacks in talent he makes up for in ingenuity.

Tough - While most may imagine archers and marksmen to be dainty waifs, the truth is to be skilled with such weapons, you need to have a strong body. And Ntaj won't be found wanting. Not only is he strong in body, but also in mind, capable of being calm in the storm of battle. His durability is only matched by his will, and Ntaj has never broken nor fled while there was a battle to be fought.

Trumpeter - Ntaj is actually quite a skilled musician, at least when it comes to the trumpet. His control over his breathing and dexterous fingers enables him to play some fine songs, and he could probably join a minstrel group if he ever has to put down his arms and armor.

Horse Rider - Finally Ntaj has trained as a horseman since his youth, and he's arguably faster and more agile on horseback than it is on his own two feet. He's one of the very few men who's capable of handling his rifle with deadly precision while on a full gallop, a skill that he hopes will earn him honor and prestige in battle.

Flaws:
Gynophobic - Ntaj has a bad experience with women. While he's fine with women from his own family, ever since a bad run in with women as a youth, Ntaj has never trusted women for most of his life. It doesn't help that there are often times he feels he could somehow work past his fears, relying on admiration and/or lust to be able to tolerate a woman's presence, but ends up fumbling his words or getting cold feet. More often than not if he spends more than a minute with a woman there's a good chance he's just going to leave. And if he can't, he might do something crazy. It's easier for him to ignore the presence of women if he is in the company of his male friends, or at least in a crowd that isn't predominately women, but the moment he's alone with a woman or worse, surrounded by them, Ntaj has a tendency to do strange things.

Heavy Sleeper - A bad habit turned fatal flaw. Ntaj has spent many irregular nights awake till dawn so he can sleep until the next day's noon, and should he ever fall under the influence of magic or substance that induces drowsiness, you can bet that Ntaj will be asleep before he hits the ground. And good luck trying to wake him up once he's down. He has literally slept through battle, including cannon fire, and only woke up when he was struck by stray rubble hard enough to dent his armor and physically harm him.

Secondary Language - The common tongue is not Ntaj's natural language, and while he understands it well enough to listen to others and follow their orders, he has a hard time actually communicating back. As the language he knows best is only spoken by members of his clan, and perhaps a few scholars interested in their history, this results in Ntaj often looking like a fool whenever he's expected to engage in conversation. Thus he tries to hide his lack of fluency behind a stoic and professional demeanor, using short words of affirmation, or big words of affirmation so he sounds smart.

Mana:
Ntaj has no particular talent for magic, but he's an able enchanter. Compared to most, Ntaj is actually very efficient with his time, often taking hours to weave enchantment that would take others days. He also has a pretty solid grasp of magical lore and science, at least for a functional purpose. He's also quite knowledgeable about how to use the components of various creatures to create enchantments.

Backstory:
Yaj Ntaj calls the Clublands his home. A vast and diverse land... Which for many, is a problem. Culture clash is strong here and racism is the standard. Ntaj's people are known as the Xesus, a mountain tribe that practices animal shamanism, grows poppies, and tend to be hunters and gatherers. They stay out of politics but eventually politics found them when a border depute between some lords threaten the Xesus from their ancestral homelands. Neither lords intended to let the people stay, as both wanted the vast resources within the mountains. Ntaj was a young man when he joined his tribe to defend his homelands, to repel the invaders and keep his family safe.

They lost. Fighting tooth and nail as tradition dictated, Ntaj and his people were decimated by the lord's overwhelming firepower and magical arsenal. His family was taken from him, and the only reason Ntaj was not executed with the rest of the men was because he was young enough to deem rehabilitate. What followed was a brutal colonial reeducation, where Ntaj was forced to forget everything about his people, his culture, even his family. And for a short while, it worked. But the lord who had captured him was eventually usurped by his own people, and Ntaj was freed from the camp. He reunited with his mother, the only survivor of his family, who slowly started to undo the conditioning he was put through. It wasn't easy however. He saw some harsh truths about his tribe, their backwards and barbaric ways, but at the same time he knew all too well how corrupt others within the Clublands were as well.

Ntaj needed work, and he was strong, so he became a squire for a foreign knight. He wanted to get away from the Clublands and wanted to learn from someone who was truly honorable, and this knight was of sufficient valor. Ntaj went into many battles with this knight, fighting alongside him and plundering many treasures. It was during a large siege that Ntaj looted a rifle from a fallen enemy, and there Ntaj began to make a name for himself as a marksman. He started studying magic, particularly enchanting, and sought any opportunity he could to improve his skills. Ntaj also continued to tinker with his rifle, becoming such an accomplished gunsmith that even his own master, a knight of the traditional sword-and-shield, became a gunner just because of how reliable Ntaj's weapons were.

His rise to knighthood began when Ntaj was 20 years old, during what is known as the Battle of Brehiem. Defending a lone bridge fort from an invading army, it would look as though the defenders were safe behind there walls. However as it turns out, the invading army had dragon riders, who could not only bypass the chasm that forced the main army onto a single narrow path, but these dragons could breath toxic gas that would poison the soldiers. Ntaj however had some quick thinking and was able to reach the highest point on the fortress, and was able to snipe the dragon riders as they flew by to attack, unaware of Ntaj's presence. He managed to slay four dragon riders and break up the dragon assault, allowing his allies to focus on defending the gate. Eager to gain more glory, Ntaj assisted in the tower defense, notably disabling the enemy general by shooting his helmet off. This caused the general to flee and left the invading army in confusion, resulting in a route with surprisingly little casualties. Ntaj was noted to have been an instrumental part of the castle defense, and for his efforts he was given the title Knight Errant.

Since then, Ntaj has continued to improve his status and his skills, creating weapons and armor that have won him many battles. With the stars falling from the skies, the Heartland kingdom was desperate for any help against this otherworldly threat. And hearing about his skill with a gun, Ntaj was called to shoot down the stars from the very skies. He accepted the call, seeing this as a worthy challenge of his skills.
 
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