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 Toryr - Role-Call and Information

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KenseiKitsune
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PostSubject: Toryr - Role-Call and Information   Sun May 03, 2009 3:21 pm

Ages ago, on a small mist covered moon, known as Toryr, a race of wizards who had crossed the gulf of stars came to live. These mages built great castles of white marble that seemed to literally hang up from the surface.

Over time, the mages cast their magicks and lived their lives peacefully, until the very mist that engulfed the moon became so charged with magical energy that it began to effect the world around it. Creatures, coalesced from the energies of the mist itself began to spawn life. At first this Mist Life was small and harmless, a point of study and curiosity, but in time their numbers swelled and they grew in strength. Still the people were easily able to protect themselves and life proceeded much as it always had.

Eventually, the mist began to alter the mages as well. Although they were once human, they began to change. They changed into all manner of forms, replicating that of animals or beasts of legend. Still, though they are human.

The mages found, they could pull this mist from the air, and shape it to their wills, and an entirely new branch of magical study sprang into being, known as Nebulmancy. Nebulmancers soon came to prominance as the crafters of this world. Before, materials had been scarce, but now anything could be crafted from the very air itself.

This brings us to today. Life continues in the halls of the Sors-Kings' castles as it has for many years. The people are content, but the Mist Life has begun to swell in numbers and power once more.

Welcome to Toryr.

----

Above is the basic history of the world of Toryr. This is a new RP setting that I've only recently brainstormed. I'm hoping to get this one started soon. If nothing else, something to pass the time.


The Castles
There are five major Castles in Toryr, each ruled over by a benevolent Sors-King, a sixth castle lies in ruin, a testament to the power of Mist Life not held in check. They are simply named after their Sors-Kings:

- Delpha - on the Northmost pole
- Alrda - on the Southmost pole
- Beligast - in the East
- Arbogand - in the West
- Ruuk - Lies between Beligast and Aldra
- Drisk - Drisk is a ruined place, a lair to dangerous Mist Life and a home to ghosts and sad memory. It Lies within the Mist Sea, South of Arbogand.

Aside from the Castles, there are many smaller marble-built fortresses where people live. They do not have Sors-Kings, but merely local Lords.


Between the Castles

The Mist holds sway in the places between the castles. While travel by land is not uncommon, most people of Toryr travel by a portal network that links all of the moon's castles. In the mist dangerous creatures can form. Regulary Castles mount patrols to hunt for and eliminate dangerous Mist Life before it gets out of hand. Harmless Mist Life is left alone.


The Mist Sea

Upon the Western face of Toryr is a natural depression, that is filled with mist even denser than normal. It is referred to as the Mist Sea, and many would not dare to go there.


Mist Life

Mist Life comes in many forms, from the massive and monstrous, to the small and cuddly. Many people keep Mist Life of the smaller variety as pets. Mist Life is always a coloured grey to white, as the mist it was borne from. Mist Life cannot reproduce naturally, but instead can draw mist into itself and bud an offspring. Mist Life have occasionally been shown to be able to wield the mystic energies of the mists... some suspect there may even be intelligent Mist Life, though it has never been proven.


Phenotypes

Most of this mage race ceased to appear as humans long ago, molded by the mist into fantastic shapes. Though everyone born -looks- human for their first 13 years, or so, they almost always slowly change between their 14th year and their 20th into something else. Always are the results bipedal and roughly human in size. The people call this their Phenotype, and they wear it proudly.


Professions

All classic Fantasy professions are ope here, but in addition to that, access to magic is extremely widespread. Even the lowliest peasant is likely to know a spell or two.


The Nebulmancers

Nebulmancers take the place of blacksmiths, tailors and artisans. Almost anything can be crafted by pulling upon the mist. Some Nebulmancers can even create Mist Life, and are in high demand to create custome crafted pets and guardians.



Any questions, comments or volunteers?

Character template to be posted in the next post.

Notes: To avoid confusion I will clarify any problems below.

---

* May 04, 2009 - The evils of the Mist, Nebulmancy, and how long the mages have lived on Toryr
- Since its not explicitly said, the Mist is not evil, nor are Nebulmancers or Mist Life, though Mist Life -can- be dangerous.
- Mages have lived on the moon of Toryr for generations.
- Nebulmancy has been around for at least 100 or so years, though the ability to create Mist Life is a relatively new application.
- At this point in time, almost everything that the mages own is created through Nebulmancy, including clothes, furniture, and weapons.

* May 05, 2008 - The Moon and its system, and castles
- Toryr orbits a blue ocean-world, which in turn orbits a dim red star.
- The surface of Toryr is covered in a short grass, with large deserts of chalky-white dust. Rocky crags abound, as do caves.
- Water occurs naturally in the atmosphere of Toryr (the mist, after all).
- The castles of Toryr are truly gargantuan structures, each one capable of housing and entire city (which they do).
- Although they are called 'castles' they bear little resemblance to the classical conception of castles. Will elaborate more on this later.

* May 07, 2009 - Mist adaptation, other worlds, and flying ships
- Over the generations, the people of Toryr have actually grown to require the mist and its latent energy.
- If seperated from mist in its entirety (impossible, unless they left the planet), they would weaken, and eventually die.
- The mist interferes with portals. Portals that open epon the moon of Toryr still function, but no one can use a portal to leave Toryr.
- The mages of Toryr use enchanted ships to float atop the mist. Although it is a less expediant method of travel, many prefer it over portals.

* May 10, 2009 - Castle Specialisations
- Magic of all types can be found anywhere on Toryr, but the people of different castles take more readily to different magic. The ruling Sors-King typically studies the magic his castle is best known for.
- Delpha; specialises in Elementalism
- Aldra; specialises in Conjuration, Nebulmancy is also popular
- Beligast; formerly Astral magic, now specialises in Divination
- Arbogand; Illusion and Enchantment are equally popular
- Ruuk; formerly Conjuration, now specialises primarily in Nebulmancy
- Drisk; before it was destroyed it specialised in Necromancy

* May 15, 2009 - On Phenotypes
- Phenotypes come in a staggering amount of variety, below are some examples/suggestions
- Anthros; Human/Animal hybrids
- Classic Fantasy Races (Elf, Dwarf, etc)
- Classic Fantasy Monster Races (Orcs, Trolls, etc)
- Mythological creatures (Anthro-ised, of course)
- Aliens
- Utterly original designs
- Almost Human; Completely human, but for a small feature or detail
- Human; Not everyone shifts shape from the Mist
- Ultimately, the only hard rule is that one's phenotype must be human in size and general shape (Bipedal with two arms. The addition of wings is allowable, as is the addition of another set of arms)

---

Any further confusions will be cleared here, as needed, so please check back on this post occasionally.


Last edited by KenseiKitsune on Fri May 15, 2009 2:34 pm; edited 20 times in total
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PostSubject: Re: Toryr - Role-Call and Information   Sun May 03, 2009 3:27 pm

Name: (If using any aliases, please note them, unless you feel they are better when hidden)
Gender:
Phenotype: (What sort of creature you've become, or simply human)
Profession:

Abilities: (Inherent abilites, like high strength or intelligence, magic spells here as well)
Skills: (Learned skills like swordsmanship, artistic ability, horsemanship, or etc)

Equipment/Gear:

Personality:
Appearence:
History:

Notes:

*Quick Reference Character Notes*
Age:
Height:
Weight:
Eyes:
Skin:
Hair:

Castle: (Or Fortress; wherever you hail from)
Goals:

Likes:
Dislikes:
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PostSubject: Re: Toryr - Role-Call and Information   Sun May 03, 2009 3:49 pm

Name: Sagasus, or Saga for short.
Gender: Male
Phenotype: mouse
Profession: An Nebulmancer of the good kind with some knowledge of science.

Abilities: Casting magic spells, but only for what he has learned from books.
Skills: (Learned skills like swordsmanship, artistic ability, horsemanship, or etc)

Equipment/Gear: waers a yellow cape, under it just normal clothing so that it is not visible clear to see that he is a wizard. He doesn't have a magical wand, as it is not needed for him. When he needs to cast a spell, he uses his hands.

Personality: Friendly, helpful, but if busy with studying his profession, don't disturb him or he casts a spell on you.
Appearance: a gray mouse, but then 6 feet tall and a long tail, and a white beard.
History: One of the creators of the mist and was all as kid interested in magic. For the rest there is not much known about him.

Notes:

*Quick Reference Character Notes*
Age: 50
Height: 6 feet, tail 1 feet
Weight: 70 kg
Eyes: Green
Skin: gray
Hair: a white beard.

Castle: Ruuk
Goals: doing good and learning new things.

Likes: doing good, good food, finding new things in magic.
Dislikes: using dark magic, and magic to harm, disobeying orders but it it can save a live i does it.

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PostSubject: Re: Toryr - Role-Call and Information   Sun May 03, 2009 5:27 pm

Vaelas



Normally I would draw it myself, but my scanner is currently MIA. Until I can find it, here is a basic portrait of Vaelas. I used the lineart of a deviantArtist named Specrolite. Lineart is [here]


Gender: Male
Phenotype: Fox
Profession: Nebulmancer, Apprentice to Sagasus

Abilities: Magic, especially Nebulmancy
Skills: Competent writer, knows how to use his cane as a weapon (when needed). Knowledgable about how to craft things (with mist as a building tool).

Equipment/Gear: Robes, a cane made out of mist-stuff. Lots of books, and a satchel.


Personality: Friendly, if shy. He looks up Sagasus and considers him a true friend.

Appearence: Robes are Blue-White with blue trim. His fur is stark white with crimson at the tail, on the forearms/hands and shins/feet, and on the ends of his ears. A small line of crimson fur runs from his eyes to his nose.

History: Born in Aldra, Vaelas as a child was always inside and reading, while other children played outside. His parents, seeing his thrist for knowledge, arranged for an apprenticeship. Although they were a family of mages, by tradition, it was required he be apprenticed outside the family. When Vaelas turned 11 a Master and tutor was found in the person of Sagasus.

Vaelas was always a diligent student, but under Sagasus' tutelage he truly excelled, quickly mastering his studies and becoming a mage in his own right. Even though he could move off and be declared a full and competent Nebulmancer in his own right, Vaelas remains at his Master's side, at least for now.


Notes:

*Quick Reference Character Notes*
Age: 22
Height: 5' 10"
Weight: 125 lbs
Eyes: Blood Red, with no apparant pupils
Fur: White, with Red Markings

Castle: Aldra
Goals: To become more skilled with his magic

Likes: Learning, Reading, Casting Magic
Dislikes: Being rudely awoken, Not being told his Master's plans


Last edited by KenseiKitsune on Sun May 10, 2009 10:05 pm; edited 1 time in total
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PostSubject: Re: Toryr - Role-Call and Information   Wed May 06, 2009 3:54 pm

Name: Quazzidan Residrag
Gender: Male
Phenotype: Pheonix
Profession: Elementalist, and Astralmancer

Abilities: Element and space related magick, Burning Touch. Sharp eyesight.

Skills: Astronomy, Aviation, Chemistry, Earth Sciences, Writing, Ecosystem Crafting, Acting.

Equipment/Gear: Antigravity Satchel full of scientific and spell books, A red robe, Sandals, Mythril Rod often used as a wand, He also has a small telescope in his satchel, and a large observatory at the top of his lofty tower home.

Personality: Often Lost in thought, he is ever intruiged by the workings of life and how it is scructured together. He is hard to anger but becomes a rampaging hothead when he is angered. He is a little bit self centered and adores compliments, but when it comes to what few friends he allows into his life he is very vengeful in defending them and very supportive. He does not find the mist frightening, but tries not to get very involved with it as it is a mystery that he has trouble figuring out which troubles him.


Appearance: He stands at 5'6 with a wingspan of 7 '. Bright Red Feathers cover all but his feet, hands, face, and chest. Atop his head the larger feathers flow back forming a large crest of one foot, and at his tailbone, his tail feathers stretching to two feet. His eyes are a metallic gold with a thin bright red border aroudn the far end of his iris that seems to pulsate and flow in a continuous circle. His bone structure and frame are thin and wiry allowing him speed, agility, and better aerial maneuverability at a light weight of 122lbs. His nose is slightly longer and slightly thinner than average. His eyes are sharp at can pick out details and movement easily. He has a skin tone of a golden brown tan.


History: He was always a bit adventurous and was forever researching the stars and mechanics of life since he was a young child much to the dislike of his parents. However his family was rather haughty and proud, and he took up the traits as he grew up under what guidance they could enforce upon the brash youngster. He spent years saving until he managed to gain a great tower and invested a giant telescope at its peak. He now spends most of his time researching various things in the employ of a mages guild known as the Keauhlin 'Rahn.

Notes:

*Quick Reference Character Notes*
Age: 29
Height: 5'6
Weight: 122 lbs
Eyes: Metallic Gold with a thing red border around the Iris
Skin: Golden brown tanned
Hair: Bright red feathers forming a crest

Castle: Beligast

Goals: One day rule a small kingdom/castle, learn how to create a world, learn how to make perfectly balanced ecosystems, Be remembered forever as a legend.

Likes: Compliments, science, magic, learning the mechanics of life and how it works, creation of things, organization, reading, various arts, music, astronomy

Dislikes: Insults, violence, alchohol, disorder, sickness.


Last edited by Gildarius on Thu May 07, 2009 3:58 pm; edited 2 times in total
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PostSubject: Re: Toryr - Role-Call and Information   Thu May 07, 2009 9:41 am

*here we go, let me know if I need to change anything Kensei

Name: Lylia Greyswirld
Gender: Female
Phenotype: human sort of (shape shifter)
Profession: Originally a ranger/mage who helped patrol mist areas. Nebulmancy, specifically creating living beings.

Abilities: Sharp senses, clever, and intelligent. Natural empath.
Skills: Decent at fighting with stabbing blades and staff. Skilled Nebulmancer and also trained in other magics. Specifically, conjuring, necromancy, and basic elemental magic.
Equipment/Gear: Staff, two slender “short swords.” Pack with survival gear and random medicines

Personality: Brooding with an ironic sense of humor. Lylia is a quiet person, preferring to be left to her own devices when not studying or training. Originally, she was very light hearted and prone to randomness.

Appearence: Lylia normally has deep green eyes, and whispy black hair with a purple streak. However, she is rarely in her “real” form and is constantly changing appearances to match her mood and needs

History: Lylia was born in Aldra to Nebulmancer parents who helped to pioneer bio-nebulmancy. Her mother died in childbirth, and her father raised her till his own death some 16 years later. Despite these tragedies, Lylia was a happy youth, intensely curious about the natural world and mist. Lylia was further apprenticed by established mages in other fields, but her attention waned, as the lessons grew redundant. She began to serve as a mage with castle patrols, keeping mist life at bay. When she was 19, her patrol was dispatched patrol the edges of the mist sea nearest Drisk. They were set upon and nearly completely destroyed, Lylia serving as a rear guard to allow survivors to escape. She was overpowered and captured, believed to have been killed. She has spent the last several years living in Drisk, imprisoned by the misled spirit of its former mage.

Notes:

*Quick Reference Character Notes*
Age: 24
Height: 5’ 8’’
Weight:135 lbs (about 62 kg)
Eyes: Intense green
Skin: Lightly tan
Hair: Whispy black with purple streak
(Lylia is a shape shifter, and prone to changing appearances from moment to moment)
Castle: Originally Aldra, recently imprisoned in the mist sea castle of Drisk.
Goals: Escape, knowledge, recapturing innocence of youth, revenge

Likes: Freedom, nature, magic, knowledge, wine, the “terra-light”
Dislikes: Lectures, containment, men, the sun


Last edited by Phiknight on Sun May 10, 2009 4:31 pm; edited 1 time in total
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PostSubject: Re: Toryr - Role-Call and Information   Thu May 07, 2009 2:26 pm

Looks good Gild, Phi. Should be interesting. Very Happy

A note though Gild, these are not a scientifcally advanced people. They crossed space by leapfrogging worlds with portal magic, rather than developing flight/space flight etc.

I've been debating whether or not they would use magic-based ships to fly above the mist, but... I dunno... what do you guys think? I was originally going to leave it at a portal network between castles and leave it at that.


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PostSubject: Re: Toryr - Role-Call and Information   Thu May 07, 2009 2:40 pm

I'm all for airships, but I have an unhealthy fascination with steampunk. Razz
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PostSubject: Re: Toryr - Role-Call and Information   Thu May 07, 2009 2:52 pm

heh... same here. Though, I sometimes try to shoe-horn it in, even when not appropriate.

Granted, these airships, whould be decidedly more magical in nature, probably using the Mist is keep them aloft, rather than generating their own lift. So... more akin to sailing on top of the mist, than anything else.

Thats if I include them. :p

Edit: Decided to use them. An alternate form of travel from the portals network.
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PostSubject: Re: Toryr - Role-Call and Information   Thu May 07, 2009 3:09 pm

Ah excellent. I might make some adjustments to my characters magic/skills. Undecided on it so far. I guess I should also make a character for the "consciousness" Razz
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PostSubject: Re: Toryr - Role-Call and Information   Thu May 07, 2009 3:12 pm

If you like, could be interesting. Could also be useful to get his description out.

To note, Kotie's character is also a pioneer in the creation/usage of Mist Life. Maybe there could be a connection there....
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PostSubject: Re: Toryr - Role-Call and Information   Thu May 07, 2009 3:53 pm

That last sounds a good idea. Perhaps that Sagasus knows about the capture of Lylia Greyswirld, and can try to free her from her imprisonment?

But it is your call Phi, for doing that or not.

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PostSubject: Re: Toryr - Role-Call and Information   Thu May 07, 2009 4:05 pm

We could do something like that. It is very likely that Saga knew her parents and probably Lylia when she was younger, and he probably would have heard of a mage "killed" during an expedition. She is also from Aldra, so Vaelas and she might have known each other or of each other from childhood. That's less likely though.

Sorry Gild, I don't know of any direct connections to Quazzidan Razz

Anyway, she is currently in disguise outside of Ruuk.
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PostSubject: Re: Toryr - Role-Call and Information   Thu May 07, 2009 10:22 pm

I think Quazzi will rpobably be run into at one point or another. Probably on an expedition *shrug*
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PostSubject: Re: Toryr - Role-Call and Information   Sun May 10, 2009 12:40 pm

Ok, updated the first post with castle specialisations. This, basically, is what magic types are popular and where. If this specialisation has changed at any point, it will be noted.

Please note, this does not mean that magic of different types is restricted, on the contrary, if you can think of a form of magic, the liklihood, is that it exists on Toryr... provided it does not break the setting in any fashion.

If you are unsure, note me, and I'll tell you how appropiate it is.
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PostSubject: Re: Toryr - Role-Call and Information   Sun May 10, 2009 4:30 pm

Thanks for the update. I'm going to update my character so it makes more sense with that info.
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PostSubject: Re: Toryr - Role-Call and Information   Thu May 14, 2009 12:30 pm

Lylia update.

Lylia's parents infused her with mist during her development, Unfortunately, her mother went into labor early and far from the castle confounds. She channeled her own life force into her daughter (using forbidden magic she didn't understand) to keep her alive long enough for her father to get her back to Aldra. Both her empathic and shape shifting talents are a direct result of her infusion and her mother's sacrifice. This also gives her a natural talent for bio-nebulmancy and conjuring.

Lylia's mage skills are honed towards combat situations, due to her years spent serving with castle patrols. She has kept her shapeshifting ability a secret though, as it allows her to travel the mist completely unmolested by mist creatures. Lylia maintained a completely humanoid form, and she prefers to only shift her normal appearance and despises taking other humanoid forms, though she does enjoy the freedom of shifting into mist creatures and traveling the moon's surface freely. It is nearly effortless for her to shift into a form near her own size, but it is physically taxing for her to shift into forms of different sizes. She has studied flight and underwater breathing enough to be able to do those traits when in those forms, but it is difficult and she has to supplement her actions with magic. This is very taxing, both mentally and physically for her.

Her necromantic skills are still rudimentary. Though she is highly skilled at Nebulmancy and Conjuring, she lacks the detailed training and hasn't been able to practice those skills recently.

Lylia gives her will to the Drisk entity before ever leaving that castle. This means that she will follow his implanted instructions, but she is highly susceptible to her empathic emotions and her own powers and creativity are muted. Also, this will surrender allows Drisk to implant intricate designs and magics into her mind (such as the creation of the griffin). It also allows him to cast a spell that “infects” her magics. This allows him to control any creature she creates, possess anything she kills, or manipulate anything else she uses magic on. (for early story, this allows him to spy through Nash until someone notices and removes the curse)

Drisk has accepted Lylia as an apprentice in the arts of necromancy. Though she despises and will betray him at the first chance, she is keenly curious in this magic that she has never seen, save at her birth.

The Drisk entity is the former sorc-king of that castle. It is extremely powerful, and has joined with the spirits of other departed mages and mist creatures. It possesses very powerful necromancy, nebulmancy, and mental magics. I'll say some more on it later.

The griffin was created through a combination of nebulmancy and conjuring. It is sentient and capable of producing electric based elemental attacks. It is in the control of Drisk.
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PostSubject: Re: Toryr - Role-Call and Information   Thu May 14, 2009 8:39 pm

Ooh like the specialization update :p
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