• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy Fading Flames 2 CS

Main
Here
OOC
Here
Lore
Here
Name: Augur (surname redacted)

Gender: Male

Age: 21

Race: Human

Class: Spellcaster (Support)

Appearance:
8e66c963fbbda4fd84a684e75651941f.jpg
  • Body Height: 175 cm
  • Body Mass: 49 kg
  • Eye Colour: Violet
  • Hair Colour: Dark grey, tapers to lighter grey
Lanky, pale-skinned and sleepy-eyed, Augur fits the mould of the stereotypical sickly man. His unusually high-pitched though breathy and mellow voice as well as his elegant, dainty movements betray his masculine frame and visage; and his fashion sense's affinity for scruffy, loose clothes only further complicates the ascertaining of his gender.

Personality:
  • Introverted
  • High uncertainty avoidance, self-doubt, low self-esteem (internal)
  • Curious, inquisitive, cynical
  • Asperger's syndrome (egocentric, socially impaired, stubborn, a few irrational compulsions)
  • Alcoholic (only exotic booze drown one's sorrows)
Though mostly capable of participating in social engagements, Augur much prefers the company of few. When interacting with others, he mostly unintentionally comes across as rather insensitive due to his egocentrism and mild social ineptness. He is also inquisitive, though most would argue that he is
best described as pushy and vexing than anything else.

Equipment:
  • Enchanted Cane-Rapier: Of the many trinkets and artefacts Augur semi-drunkenly blew his inheritance on is a gorgeously ornamented, enchanted, self-swinging cane-rapier which fights for its wielder. Its power output is configurable, though it is normally set at moderate as high outputs are excruciating amd cause skeleto-muscular damages. Also serves as a dashing walking aid.
  • Pocket Dimension: A small, closet-sized pocket dimension sustained by one of the five rings Augur keeps on at all times. It is used primarily as a storage compartment for arcane ingredients like metal powders, herbs, potions and exotic animal parts. It can be summoned as a portal-like temporary gaping tear in the fabric of reality, a small opening fitted for an arm's reach, or anywhere in between.
  • Arcane Focus: Augur's four other permanent rings are arcane focuses which serve as Light-channelling mana gems, reducing the physical strains of spellcasting.

Abilities:
  • Photographic Memory: Augur's photographic memory and penchant for reading has turned him into a walking compendium. He is incredibly well-versed in lore and arcane knowledge and is highly proficient in all common languages as well as a few esoteric ones. He may also prove helpful in memorising map layouts and completing minotaur labyrinths.
  • Arcane Prodigy: Augur's physical deficits are compensated by not only knowing a lot of shit, but also by being something of an arcane prodigy, boasting the uncanny ability to perfectly learn any spell by merely reading all there is to know about it. Thanks to his photographic memory, Augur has no real need for a spellbook or notebook.

Weaknesses:
  • Weak Immune System: As if being weak and scrawny is not bad enough. Augur's physical endurance, recovery and stamina are equally abysmal.
  • Poor Conductor: Ironically enough, Augur's physical impairment renders his vessel an unoptimal medium of Light magic. Consequently, casting complex spells as instant actions place severe physiological and psychological stress on him. This could be mitigated by casting them as rituals,, which require long preparations.
  • Poor Arcane Edurance: Contrary to most sorcerers and mages who spend years or decades mastering a set of spells and very specific arcane skillset, Augur is, albeit capable of perfectly casting far more spells than most spellcasters, incapable of casting any more than a certain amount of spells until a long rest (kind of like wizards in D&D).
  • Never Fully Sober: Since his 20th birthday, Augur has not felt true soberness and has made it a need to maintain a specific level of intoxication. Naturally, his body has developed a tolerance for alcohol and he is able to operate at substantial cognitive and motor capacity unless exceptionally drunk. Failure to maintain this optimal degree of intoxication is likely to result in a mental breakdown.

Biography: The New Hyvenna Republic was a substantially-sized party brought together by a vision of democracy which endeavoured to liberate itself from the autocratic Empire. It existed and operated in the background; dismissed by the Empire as harmless idealists for years who created the representative political system ere amassing sufficient following to liberate itself by fleeing from the Empire and establishing a settlement in neighbouring lands. All was well for a while and the Republic officialised their sovereignty by signing a treaty with the Empire. Despite initially not giving a flying fuck about some group of hippy runaways, they began to question their own wisdom upon learning of the traction the Republic's ideology has gained as well as the groundbreaking socioeconomic progress they have made in two mere decades thanks to the wealth and power possessed by many of the council members. Realising the jeaprody they may find themselves in many decades from then, paranoia and concern stirred in the hearts of the royal council, and a fully-fledged takeover of warfarin, political and economic nature commenced. Within mere days, the Empire has succeeded in fully conquering the Republic and abolished its political system as per conventional imperialism. The execution of most of the Republic's council members were injusticely covered up by false pretexts of corruption and unfaithfulness to the Light and other bullshit propagandas. Of the very few to have successfully escaped certain death was Augur, son of Auden, a high-rank council member. With his great wealth, power and political standing to thank, Auden pulled in every last favour he had in efforts of protecting and hiding his only son from unrightful death. Augur was ten by the time of his father's assassination, and he ended up in the foster care of his father's good friend; Dellian, an Imperial general for another ten years until he too was assassinated (obviously by the other Imperial scums). From there, Augur's alcoholism only exacerbated and he ended up wasting most of his inheritance on a year's worth of exotic booze and decadent lifestyle. Alas, Augur found himself dry of wealth and teetering on the brink of soberness by the end of his 21st birthday. He had by then deteriorated into a festering, complicated mess of a character; a wandering drunkard who occasionally utilises his unrivalled knowledge of the arcane for street performances and winning bar fights. It was then that he received his summon.

Augur lived a very isolated childhood as he was kept hidden most of his life for his own protection. He discovered his penchant for reading very early on and obtained most of his lore knowledge before his father's death. His mild obsession with the arcane manifested after he was transferred into the care of Dellian, his godfather, and much of his arcane knowledge has the Imperial Library to thank, as the former regularly dropped him off there every morning ere heading to work. Unbeknownst to anybody, he also attempted to dabble in magic, though he failed to realise his highly unusual affinity for the arcane as he practised exclusively in private. Despite being able to execute most less complex spells and rituals with effectively no difficulty or former training, he never was able to successfully execute higher-tiered spells without collapsing and losing consciousness halfway through.
 
Last edited:
Character Sheet:
Name: Pot'pepkespite (pot-peh-pee-keh-pee-teh)
Nickname: Polly the messenger

Gender: Female

Age: 16

Race: Incruscan (Wyvern-harpy)

Race Description: A rarer subspecies of harpies that developed scales and membranes over feathers in order to better cope with a hotter climate, exchanging prolonged flight and reduced visibility for stronger fighting capabilities, speed, and resilience. Their original habitat was typically deserts and plains, using the height advantage to detect prey from miles away, while also serving as a defence mechanism against stronger land predators, with their diet focusing on larger creatures compared to the omnivorous diet of the standard harpy. A trait picked up by the wyvern-harpy through years of evolution was a large tail which they used for hunting by hitting it o things that their talons couldn't pierce, such as tough hides.

Wyvern-harpies are known to grow up to just short of the size of wyverns themselves, yet are much less territorial and are considered much less dangerous in comparison due to their nomadic lifestyle, reaching peak maturity at around their twenties.

As a result of the scarcity of wyvern-harpies as time progressed, they tended to join clans of their marginally more common harpy brethren for safety, who follow a more nomadic lifestyle as a result of the reduced capability to make and use tools.

Appearance
dragon chick.jpg
Height: 197cm
Weight: 140kg

Personality: Chirpy (heh) and cheerful with greetings, loves their work and doesn't have any ambitions but to leave out their life in peace, mainly due to her never thinking much farther than a day into a future, despite having good memory and sentience. Grateful for a job that allows for a comfortable abode yet tends to stay away from humans and their kind when not sleeping as a result of the infamy of incruscan slavery in general.

Equipment: Travels light, wielding nothing more than a bag for carrying messages or deliveries and the clothes covering them.

Ability/Powers: Flight - As a result of their harpy heritage, Polly can fly.

Short-term Invisibility - A spell learned from a teacher hired by the guild's master. Lasts anywhere from a couple of minutes to an hour before Polly exhausts her limited pool of energy.

Skills: Photographic memory - has an in-depth memory of anything they've seen. The topic of becoming a spy was mentioned to Polly, but she refused, and has since only used her memory to remember safe routes and maps.

Weaknesses: Weak-willed - Despite being friendly, they are a bit of a coward and would give up information easily if caught

Cold-blooded - Does not cope with cold weather well and is liable to be rendered unable to fly during the cold season.

Unable to use tools - Her physiology prevents her from wielding standard weaponry easily

Bio: Polly lived the normal life of a harpy, yet forever lagged behind as a result of being different. where she was faster and stronger, the others simply flew for longer, and while she was small enough for a while that her parents could carry her as the pack travelled from place to place, it wasn't long before she became too large of a burden and couldn't keep up. Thus she was mourned and abandoned on the doorstep of the guild, as it was known for being friendly to incruscans.

She wailed for nights and days before being consoled.

Time passed and she found a role within her new family as she grew up, the messenger, a role she was happy with and has continued to perform as to this day.

Others/Extra:

Is quite small for her species, yet still has some growing to do.
Frequently gets mistaken for a wyvern during flight
 

dfe97665565072d4d17d6b075d1adda6.jpg


Luna Tsukimeia

Gender: Female

Age: 25

Race: Human

-Height: 5'4''/
-Weight: 145 lbs.

Personality:
Luna's upbringing and training has led to her being rather polite and proper. She greets almost everyone with respect and keeps a certain distance between herself and others. She tends to keep her emotions in check as a natural result, but positive emotions are quite welcome to her. She's also rather altruistic by nature. She gladly gives while expecting nothing in return, and it helps her a great deal in keeping positive emotions such as care, happiness, and serenity intact. Her compassionate nature does leave her to be rather self sacrificing though. She's always willing to be in a vulnerable position if it means she can protect others.


Bio:
The Tsukimeia family is quite old, but they are famous for producing talented guardians. Luna's uncle is the current head of the family, and a duke with a port city in his territories. For reasons unclarified to everyone outside the core family, Luna is currently the rightful heir to the Tsukimeia name. In fact, she is the first guardian to be formally recognized by the Tsukimeia family in over a decade.

Luna was raised in two different ways. Before she was the heir, she trained to become a guardian. While the Tsukimeia family has a strict training regime for their guardians, she took to it rather well compared to most. She showed a great talent for moonlight magic and eventually went through the final test, being the first Moon Guardian to be named in 13 years. During this time she was also taught various forms of etiquette. Her uncle personally taught her a lot in hopes of her succeeding him, and by the time she had become a fully fledged Moon guardian, he had formally announced her status as heir. Many do wonder what happened to the Duke's only son who had disappeared many years ago, but nobody but a select few know.



Equipment:

Katana: Curved single blade sword made in the Tsukimeia dukedom. Very sharp and effective against flesh and leather. Luna's weapon of choice.

Moon Guardian Armor: Armor fashioned specifically for Luna. It consists of light plate armor pieces with leather linking the plates and joints. The armor set doesn't contain a helmet. It was made for a balance of mobility and protection, so she's quite agile in it should she choose to wear it.


Ability/Powers:

Moonlight Magic - Special magic unique only to the Tsukimeia family. Specifically this magic is very effective against dark energy. It's cultivation is a guarded secret though. Its strength is affected by moon phases though. It's cultivation also leaves people rather vulnerable to the influences of dark energy until they can use the magic effectively.

Dark Energy Resistance - As a result of successfully cultivating moonlight magic, its users are especially resistant to the effects of dark energy and even dark magic. Meditation is important for this to be successful as one must have a certain peace of mind.

Lunar Eye - Concentrating moonlight magic to the eyes grants a rather unique ability to see things normally not perceivable. One can see the flow of magic, energy, and it even grants night vision. Side effect of the ability is some glowing eyes.



Projectile/Ranged Spells:

Crescent Strike - Building up magic into a strike, it gets released into a slashing projectile. Easy to dodge, but effective when it strikes. Effects on non-darkborne are comparable to a regular strike easily blocked by armor.

Moon Orb - Simple projectile. However, it is easily changed. It can be optimized for raw damage, pulse area damage as an explosion, or something else. It doesn't do much against non-darkborne though. It's basically a blunt object or shock wave to those who aren't.

Lunar Pulse - Luna's only original ranged spell. Releases a powerful shockwave of moonlight magic which can be very effective. It scales with three things though. The amount of dark energy in her surroundings, the phase of the moon, and her own magic affinity at the time.


Close Range/Augment Spells:

Moonblade - Concentrate moonlight magic into a blade to make it far more effective. Unlike projectile spells, it will actually increase damage to non-darkborne.

Night Shatterer - Point blank strike of magic that has the capability to send anyone flying and cause temporary sensory problems like a flashbang. It's loud and requires a particularly cornered or aggressive state of mind to be effective.

Moonward - It is possible to create a ward with this magic that protects from most forms of attack, but is easily broken through with physical strikes or other forms of light magic. Quite easy to cast though. This technique can also be used to contain or repell dark energy in all forms.

Purify - Due to its effectiveness against dark energy, moonlight magic is also famous for its ability to be used as a means of removing and nullifying dark energy. It can't really do anything else, but it is indispensable for saving those affected heavily.

Moonlight Strike - A draw strike where Luna builds up energy into her sheathed blade before unleashing it into a powerful draw strike where magic extends the reach of the blade depending on how much power was built up. A great opening move as it strikes hard and fast, but is fairly lengthy to set up.


Non-Magic Skills:

Swordsmanship: Luna is a proficient sword wielder with both great offense and defense.

Meditation: Meditation is quite useful as it helps one concentrate their will, and it can help one think quite clearly. As a result, it can have profound effects on Luna's magical abilities.

Martial Arts: Luna is capable of holding her own in hand to hand combat. She's not as effective with it as her swordsmanship, but she is able to at the very least defend herself without a weapon.

Speech: Luna is quite silver-tongued when she wants to be, but she doesn't enjoy fooling others without reason. She uses her speech to de-escalate situations or help boost others' morale.


Weaknesses:

-Ranged Combat: Ideally, Luna is a close quarters vanguard fighter. Her ranged attacks are particularly weak and easy to counter. She also has problems with ranged combat as she must be up close to be effective.

-Warrior's Pride: Luna is a fighter through and through no matter how collected she may be. She will gladly fight to her last breath and often acts like the word 'retreat' isn't in her vocabulary.

-Naive: Luna isn't very well associated with darker aspects of the outside world. She will give people the benefit of the doubt quite readily and tries to follow rules most of the time. While she won't let her naivette control her actions, it is quite disrupting.
 
Name: Jason Noire

Gender:Male

Age: 35

Race: Human

Race Description:

Appearance (Pic is preferred, but not required.)
-Height 5'9"
-Weight 210 lbs

Personality:
-Salty
-Brave
-Cocky
-Blunt

Equipment: 8 pistols and a Sabre

Ability/Powers:
Guardian Ability: DRUNKEN PARLEY! - Jason has a jug of alcohol specially infused with light energy. When consumed, it increases his strength to that of a half-giant for the duration of his drunken rage(about 20 mins) before suddenly passing out after the duration is over. Because of the high alcohol content of this special brew however, he can only use it twice a day, less he fall victim to alcohol poisoning.

Highly Intelligent Parrot - exactly how it sounds. One of his abilities is taken up by a very highly intelligent parrot who can coherently speak.

Pirate's Mind - Because this man is a salty sea dog, He has a very knowledgeable mind when it comes to bodies of water. Weather he has been to the body of water or not, he will know how to navigate through it with no problems. (excludes marshes and swamps)

Pirate's Rage - Jason can set his sword on fire for short spurts at a time, allowing him to surprise his enemy with a sudden flaming strike.

Weaknesses:
Land Lubber's Curse: Due to this man's life at sea, he cannot walk straight on land, thus suffers from random trips and falls all the time.

Hangovers Galore: Due to his heavy drinking constantly, he suffers from constant headaches and falls victim to illnesses very easily.

Bio: Once a man of high intelligence, now a salty sea dog whose name is feared across the high seas. Jason was a very scientific based individual before being fired for no reason other than money, so what did he do with his wealth? donated it all to the Guardians and then set off on his own to become a notorious outlaw. Jason now sails the high seas as a water based Guardian, helping out those who seek refuge on the high seas.

Other: Owns a high class Pirate Ship named Miss Endeavor.
 
Name: Brom Beararm

Gender: Male

Age: 35

Race: Human

Appearance:
1576800411818.png

-Height
-Weight:
225
Height:
6'3

Personality:
Brom is a very gentle soul-which is strange for someone of his profession. He doesn't like fighting unless honor or battle calls for it, and there is a great difference between Brom on the battlefield and Brom as a person. In battle, he will be as cruel as he deems necessary to survive, though he is highly against torture to most people. He is getting on in years, especially for a mortal, and his many years of fighting and working have begun to take their toll on his body. He is very sharp, though perhaps not as well read, and he'll gladly partake in a drink and a challenge. He is almost always friendly and in a good mood, usually a joy to the party he is traveling with.

Equipment:
He wears a set of Plate Mail that he crafted himself under the guidance of Ortik Silverarm, legendary forger. With the ancient magics of the Dwarven forge, his armor gained a magic resistance, which allows him to resist the damage of magic. It isn't complete resistance, more to save his life than to tank it, though if the duty calls it is possible for him to tank multiple spells. Magic is unpredictable!

He has a Two-Handed Great Sword that he likewise forged himself, one that seems to have gained the ability to bypass magic shields and defenses. While this doesn't always work, and Brom isn't sure how this came to be, it became a very useful weapon in his battles against those more magically inclined than himself.
--In the months that he has traveled in this new land, Brom acquired a set of gems that he forged into his blade. This gems have enhanced the blade's ability to break magical defenses and shields as well as give the sword a brilliant look.

A large silver war-hammer that few mortal men can wield. Of course he forged this weapon himself, with the intent to use it against larger foes than himself (Giants, ogres, Trolls, ect). It is not magic, but few can survive a direct hit from him swinging this.
--Streaks of a special metal that Brom has found on his travels have been forged into this, making it a deadly weapon to all but the strongest defenses. Magical barriers and weapons of almost all kind crumble at its swing, making it a deadly mage killer.

Ability/Powers:
He is a very talented Blacksmith, with over 20 years of work in the craft. He was trained by many great forgers, including Ortik Silverarm, and can repair and create almost anything. Nothing pleases Brom more than a good honest day of work, and a day at the forge is just that.

He is a great woodsman, and throughout his years of military and solitary work he has become an expert at tracking and surviving in the woods. He prides himself with his ability not to get lost in the woods, his months of travel in the new land perfecting this skill.

He has a great strategic mind for combat. After serving various lords and armies for over a decade, he has worked his way up from a mere foot-soldier to a commander. While he usually gets into wars for the money or the work instead of the politics, as he has aged he finds himself caring more and more about 'why' he fights, less than what he gets for fighting.
--His travels and fights against the cults have hardened him even more, making his strategic mind sharper than ever.


Weaknesses:
He is very mortal, with no magic of any kind. Other than his armor and his ability to duck and cover, he has no defense against ranged weapons or magic, as he uses no shield.

He is getting on in age, and is not as spry as he used to be. His stamina isn't terrible, but his speed leaves something to be desired. He also has a general ignorance of magic, not liking it very much and preferring to stay away from it if possible.

He is not very booksmart, and has never had a formal education. He can read and write, but has never pursued any form of higher education.

Bio:
Raised in a small village in the middle of nowhere, Brom was raised to be a farmer just as his family had been for generations. They were not rich, but they got by fine, and never really had problems with anything aside from if their crops would grow and keeping foxes out of the hen house. When he was 11, he was offered an apprenticeship with the village Blacksmith, and excited to try something new, he accepted. A little over 6 years of working and training, the Blacksmith was killed in a robbery gone wrong. With nobody else to work the forge, he took over for the village, leaving his family's age old lifestyle.
He worked for another 3 years as the Blacksmith, getting very good in the art of the forge. His life was changed forever when a group of raiders attacked his village, killing his family and most everyone he knew and loved. He was one of the few who survived, but with only a dozen or so people left in the village, the people decided to take what they could out of the ruin and scatter. Brom had been taught by his master to use a number of weapons as it was, and after forging his own sword and hammer, he set out with some old chain armor he took off of a dead guard, and headed out into the world.
The next four years he spent training in fighting, training as a woodsman, and improving his art of the forge. He rarely spent time in one place, though he did serve in the army for a time (more for pay and the experience, not because of politics). After a while, he was called by an insane archmage to join a band of heroes for unknown reasons. He accepted, though after serving the group for a while, grew very disheartened with the state of them. He felt that powerful beings that were gifted with magic needed to be responsible with it, and had a great responsibility to use their gifts for good, not for fun. He left the party against the request of the Archmage, and eventually was tracked down by the King and his men to re-recruit him. He refused again, and after some fighting, was able to escape the clutches of this Archmage (who served the King).
For about 5 years he traveled around (constantly on the move so that they couldn't find him) helping rebuild towns from disasters, improving his own craft, and even training in the art of the forge under the Dwarves. One of his greatest accomplishments there was crafting the armor that he wears today, under the great master and former prince Ortik Silverarm (due to his literal arm made of silver after a lost fight with a dragon).
He would have been content to live with the dwarves, learning the forge and new combat techniques, but when the insane Archmage brought war to the dwarves for harboring him, Brom couldn't let his the people who treated him so well die; and he fled once again. Eventually he came to the sea, and after getting over the wonders of such a massive and magnificent sight, boarded a ship as a worker and sailed away.
Eventually, the ship took him to a new land, where he left the ship and tried to build a life for himself, always afraid that the Archmage would find him and bring him back in chains. He doesn't kill himself over the worry, but it is always in the back of his mind. He currently serves as a simple Blacksmith, thankful to finally have a home after so many years of running and travel.


-----Brom's current travels and struggles with the group have changed him-though not as harshly as one might think. He is still himself, but the cult's increasingly maleficent behavior has made him even more distrustful of magic. He has taken to wearing stronger armor instead of his usual wear, starting to take the look of a knight over a mercenary. Contrary to expectation, Brom has not fallen into any sort of depression but thrived under the current conditions. Having something to do and a role to fill has made him stand up taller, more apt to take charge and command. While he doesn't force his leadership upon anyone he is happy to take charge and use his knowledge and experience to help the group out of their predicament.


Kabboom Kabboom
 
Name: Sunny

Gender: N/A

Age: <1 year

Race: Light elemental

Appearance
Novakid bandit girl (2).png
Height: 170 cm (Maximum)
Weight: 19 kg

Personality:
-Eccentric and noisy about anything that interests them
-Inquisitive and eager to learn
-Friendly and open to others that appear approachable
-Naive and somewhat gullible

Equipment:
Some themed clothes

Ability/Powers:
-Solar construction: Uses the solar energy stored to create objects/weapons at the cost of their own energy, limited to objects seen and the amount of energy stored. Constructs dissipate when more than a couple of metres away.
-Solar absorption: Capable of repairing themselves using a light/heat source, given time, as well as absorbs light/holy and fire based attacks
-Hard light body: fast and resistant to sharp weapons, but physically weak and lacks strength, doesn't need to eat, can shape-shift to some degree, decreasing/increasing in size at will within the limits of stored energy, capable of returning entirely to the core, allowing them to be carried in the event of stealth

Skills:
Agile: capable of moving and reacting quickly
Light-weight: buoyant on water, easily lifted for height
Light-source: Lights up dark areas naturally

Weaknesses:
-
Construct core located within the chest, which would result in death if removed or destroyed
-Loses energy overtime when not in contact with light, decreasing in size passively, in addition to when creating constructs
-Cold/water based attacks are incredibly effective at consuming stored energy
-Unfamiliar with tactics and lacks general knowledge
-Limited by the capacity of the core

Bio: There once lived an old mage by the name of "Marlin", a magician powerful enough to fight liches and dragons along with the other great heroes, living a life of fame and glory as his name was showered with affection and admiration. Time moved forward in endless combat against the next great evil for decades until the grand wizard found himself no longer so grand as age began affecting him.

His companions had also begun to feel the sting of growing older and had since retired, leaving him thinking that he should do the same, but to live a peaceful life with a family was not for him, as though he could no longer fight evil and gain the admiration of the world, he found new interest sparked in research.

It didn't matter what research he did, as long as he gained new information, whether it be about bugs or manticores, and he had a lifetime's collection of books collected to go alongside it.

One such piece of research, a recent work of art in his eyes, would be Sunny, his darling light elemental that lived alongside him and helped him forget what silence was with their endless chattering and questions, made on the eve of his one-hundred and forty-second birthday.

That was until one day, she vanished, not that he was too surprised. It had been a matter of time after all with how inquisitive it had been, but a light chuckle and a fond memory later, he moved on with his endless enjoyable work, crafting and inspecting new and better things.

Others/Extra:

Warm to the touch, but not uncomfortably so
When "killed", can be resurrected if the core is intact by leaving in sunlight for a day to recharge.
 

Users who are viewing this thread

Back
Top