Skyrim. Pm Rp.
Oct 9, 2018 16:41:57 GMT -5
Post by Lily~Myth on Oct 9, 2018 16:41:57 GMT -5
Intro:
The dragons have not only returned to Tamriel but have all banded together to rule over the world like they once did thousands of years ago under the rule of Alduin the world-eater however their new leader has plans to destroy most of the ‘slaves’ to stop those prophesied to end his new reign, You have been chosen or maybe even forced to join a group of ‘heroes’ like yourself despite their varying backgrounds to end this blight before it ends the world.
I have only one word of advice for you: Good Luck!
World Map:
Playable Races: (special thanks to @reginaofwolfclan)
Tamriel is the home of all the ten main races, each occupying a different portion of the continent. The races are:
Joinable Factions:
Bards College. Consists of Bards, Poets and Public Speakers. Anywhere else from traveling on road, tavern or anywhere in general you can find them playing a tune, reading out poetry or speaking before crowds.
Blades. Former protecters of the emperors of Tamriel, started off hunting dragons and known then as ‘Dragonguard’, they are few in number after being hunted off in the last eras but are growing back in strength.
Greybeards. Ancient and honored order that dwell in their mountain sanctuary High Hrothgar, As masters of Th’um or "the Voice," (aka shouts) they live in absolute silence in order to better attune themselves to the voice of the sky. They are a peaceful order, not using their Thu'um to augment their martial skills, but to worship and honor the gods, as the "Way of the Voice” decreed.
College of Winterhold. Is the guild of mages centered in Skyrim and also the only school where mages can properly be taught, It is a faction of users similar to the Mages Guild of Cyrodiil and Morrowind. All types of magic can be found here however be wary of what you summon, conjure or purpose for.
Companions. The warriors guild of Skyrim. It serves a similar function to the Fighters Guild chapters of other regions of Tamriel. Eorlund Gray-Mane, a blacksmith in Whiterun, states that they have been leaderless since Ysgramor. He says that an elder known as Kodlak Whitemane acts as the Harbinger (counselor).
(Sub Faction of Companions - The Circle. Only the most trustworthy are given the chance of joining the Circle’s ranks and becoming a werewolf which they can only transform once a day but even in human form still retain their wolf instincts.
The Coven of Namira. A group of cannibals dedicated to the worship of the Daedric Prince Namira. The Coven has existed since the dawn of time throughout Tamriel. By the Fourth Era, the Skyrim chapter of the Coven came under the leadership of a powerful Breton mage called Eola.
Dark Brotherhood. An organization of highly trained assassins who carry out assassination contracts. The Dark Brotherhood is called upon by those who wish to utilize their deadly services through a ritual called "The Black Sacrament," although to join the organization, one must be contacted directly. They were once the most feared organization in all of Tamriel, but have lost their reputation over time due to the destruction of multiple sanctuaries across Tamriel. However are slowly rising back to power.
Thieves Guild. An organization of professional thieves based in Skyrim that provides mutual support for the illegal endeavors of its members and their clients, anything from pickpocketing, lockpicking, stealing, you name it and will deliver long that the price is right. Like some of the guilds they did lose power but are growing back.
(Sub Faction - Nightingales. The secret inner circle within the Thieves Guild, based in Nightingale Hall. The Nightingales exist to protect the shrines of Nocturnal throughout Skyrim. It is common belief that the Nightingales do not exist, and were simply created as a way to scare children into doing what they are told. They are somewhat few in number but no one truly knows how many of them are out there.
Tribal Orcs. The Tribes of Dushnikh Yal, Mor Khazgur, Narzulbur and Largashbur are located in four sections of Skyrim and are well known for their respected mines, weapons and armor making. Some orcs can either be from here that stayed or left home however upon leaving they are branded a traitor unless proven otherwise.
Dawnguard. They are an ancient order of vampire hunters, once retired but have recently been revived by Isran, a former Vigilant of Stendarr, now dedicated to eradicating Vampires throughout Skyrim. They are quite knowledgeable on how to kill vampires from blessed weapons to simply cutting off their heads.
Volhikar Clan. The faction of vampires, They reside in a large fortress that rests on a secluded island in the Sea of Ghosts, known as Castle Volkihar. Those that drink human blood have more power but are more fatal in the sun vice versa is without drinking blood but be wary, going ‘thirsty’ to long might make a vampire snap and go on a spree.
Imperial Legion. A joinable faction Led by General Tullius, they oppose the Stormcloak rebellion and their attempt to secede Skyrim from the Third Empire. Their belief is that as a province of the Empire, Skyrim must abide by its laws and customs,
Stormcloaks.. Are a faction Led by Ulfric Stormcloak and based in Windhelm, they directly oppose the Thalmor, and indirectly the Imperial Legion. Their attire has a blue theme to it and believe Skyrim should secede from what they feel is a corrupt crumbling Empire.
Quick Note:
This roleplay takes place in Skyrim during the game line (4th Era) however this world does not have a Dovahkiin or Dragonborn main character like in the game, So everything’s relatively the same expect that one minor detail.
Rules:
1. Follow All of Falconstar’s Rules!
2. No mary or gary-sues! No one’s perfect.
3. Please try to be active, if you are going to be inactive for a couple days/weeks/month let me now.
4. No major things like a major events/etc unless approved by me.
5. DO NOT kill any character unless you have the user's permission along with me knowing about it.
6. Keep everything PG-13, some blood/fighting but nothing graphic/ Also No Swearing/Cussing.
7. No Unnatural hair or eye colors.
8. No power-playing/goddmodding we all on the same level here.
9. If you have read all the rules dov.
10. No one-liner posts.
11. You can have as many characters as you want/ only if you can control them all.
12. Make sure characters in gender/race are balance before you join. (Don’t want 16 girls and 1 guy lol)
13. Characters can be ages thirteen and up.
14. Characters can be one of the many Playable that’s listed Above (but no half-human Half-orc)
15. Characters can be apart of only One of the factions listed above, (links will be provided in spoiler).
16. No one can be Dovahkiin (aka dragborn, a playable character with the soul of a dragon however those in the greybeards can have a single shout).
17. Don’t forget to have Fun!
*********Joining Forum**********
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Name:
Race:
Age:
Description: (written or picture)
Personality:
Faction:
History: (optional)
Family/Crush/Gf\Bf/Spouse: (optional, do label pls)
Other:
Password:
The dragons have not only returned to Tamriel but have all banded together to rule over the world like they once did thousands of years ago under the rule of Alduin the world-eater however their new leader has plans to destroy most of the ‘slaves’ to stop those prophesied to end his new reign, You have been chosen or maybe even forced to join a group of ‘heroes’ like yourself despite their varying backgrounds to end this blight before it ends the world.
I have only one word of advice for you: Good Luck!
World Map:
Playable Races: (special thanks to @reginaofwolfclan)
Tamriel is the home of all the ten main races, each occupying a different portion of the continent. The races are:
Altmer (High Elf):Known as "Altmer" in their homeland of Summerset Isle, the High Elves are the most gifted in the arcane arts of all the races. They can call upon their Highborn power to regenerate Magicka quickly. As a race, some Altmer strive to maintain the appearance of their ancestor race, the Aldmer, primarily through highly selective traditions surrounding marriage and reproduction. They are among the tallest of the humanoid races, taller than most humans and much taller than other mer. Their skin maintains a very pale gold hue, not quite the pale white of the northern human races such as Nords or Bretons, but far lighter than the Bosmer. They are slender, with prominently pointed ears and almond-shaped eyes that can be amber, green, or yellow. Altmer are among the most intelligent and magically-inclined races on Nirn, surpassing even the Bretons in magical aptitude. High Elves are well known for their noble countenance, and are arrogant or disdainful more often than not when addressing humans. The Altmer are the tallest race in Skyrim. –Occupying Summerset Isles
Argonian – Enigmatic and intelligent, the Argonians are experts at guerrilla warfare, and their natural abilities suit their swampy homeland, Black Marsh. They have developed immunities to the diseases that have doomed many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe underwater. Argonians make proficient thieves, due to their increased lockpicking and sneaking skills. -Occupying Black Marsh
Bosmer (Wood Elf):Bosmer (or, more commonly, Wood Elves) are the elven people of Valenwood. They prefer a simple existence, living in harmony with the land and wild animals. They are known to be the best archers in all of Tamriel and are known for their ability to command wild creatures. They make great scouts or thieves, due to their natural stealth and light footing. –Occupying Valenwood
Breton: Bretons are a race of both human and elven ancestry. They populate the province of High Rock. They are excellent mages with high magic resistance, but have few other distinctive features. They are considered an intelligent race in Tamriel, known for a proficiency in abstract thinking,a possible reason for their adeptness in the magical arts. It is suggested that they may also carry Aldmer blood, which would further account for their magical prowess. –Occupying High Rock
Dunmer (Dark Elf): The Dunmer, more commonly referred to as Dark Elves, are the dark skinned elven natives of the province of Morrowind but can be encountered anywhere in Tamriel. Notable, after the eruption of Red Mountain, many Dunmer fled to Skyrim. There, they face extreme prejudices due to their elven blood and their status as refugees. Despite this, several Dunmer have established a foothold in Skyrim as skillful merchants and mages. – Occupying Morrowind
Imperial: Natives of the cosmopolitan province of Cyrodiil, the Imperials are some of the most well-educated, wealthy and well-spoken of the races in Tamriel. Imperials are also known for their discipline and training of their citizen armies. Because of this, the Imperials have dominated Tamriel for more than 2,000 years. Imperials can be differentiated from Bretons and Nords by their fair to swarthy skin, as opposed to the typically fairer complexion of Bretons and Nords. However, Imperial skin tone is not as dark as that of Redguards. Imperials also have slightly sharper faces than other races of men. In The Elder Scrolls V: Skyrim, if they are not part of the Imperial Legion, they typically serve as diplomats, traders, stewards, and craftsmen — which is well-suited, since Imperials are known for their diplomatic skills and cosmopolitan ideology.
The phrase "Imperial Race" is a bit of a misnomer. The people of Cyrodiil are divided into two ethno-cultural groups: Nibeneans and Colovians. Both descend from the native Nedic and Cyro-Nordic peoples that were enslaved by the Ayleids, but diverged a bit after consecutive invasions and interactions with other races. Colovian Imperials in Western Cyrodiil are more Nordic, sharing similar beliefs such as a heavy martial and seafaring tradition. Nibeneans have an Akaviri and, to a lesser degree, elven heritage. They have a greater appreciation for magic, art, commerce, and spirituality, in spite of being staunchly loyal to Alessian traditions. Both groups reflect the Empire's culture — a hybrid of Nordic, Aldmeri, and Akaviri culture. –Occupying Cyrodiil
Khajiit: Khajiit are one of the beast races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. The Khajiit are Cathay and are recognizable by their feline appearance and their sly accent. Along with the Argonians, they are referred to as the beast-races of Skyrim. Because of this, Khajiit have a negative public image.The most notable characteristic of the Khajiit is their feline appearance. Being based upon real-life cats, they resemble them, and the range of facial feature combinations enable them to have numerous and varied faces. Some resemble New World mountain cats, such as lynx, bobcats, and cougars, while others display features tantamount to those of Old World cat species, including tigers and leopards, and more yet resemble domestic cats.
Their faces are often speckled with spots or dashed with stripes, although they are relatively faint, especially in comparison to the bold markings of real-world cats. Their range of accessories includes hair, similar to human and meri hair in many compliments, along with some unique to Khajiit, such as lynx-like fur extensions of the ear tips. They also customize themselves with earrings and facial hair, most being similar to standard beards or mustaches and including tiger-like sideburns, optionally with beads tied in. –Occupying Elsweyr
Nord: Nords are a race that were led to Skyrim by Ysgramor. They are tall (standing at a scale of 1.03), fair-haired and pale skinned humans from Atmora who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers, mercenaries, merchants and blacksmiths all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. Above all else in Nord culture is the quest for honor and glory, and a great emphasis is placed on family values. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbors. Nords are also naturally superior at sea, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel's coasts. They issue a battle cry to make their enemies flee for a short time. Nords comprise the majority of the Stormcloaks, as well as the majority of the population of Skyrim. –Occupying Skyrim
Orsimer (Orc):The Orsimer (more commonly known as Orcs), are the native people of the Wrothgarian and Dragontail Mountains. They are possibly a variant of elves or mer. Other sources state they are beastfolk. Following in the footsteps of Trinimac, and subsequently Malacath, Orcs have consistently held a standard as a race as some of Tamriel's greatest warriors and smiths. –Occupying High Rock and Orsinium
Redguard: Redguards hail from the great desert province of Hammerfell. They are descended from a long line of warriors and mystic seers. Legend has it that Redguards are innately more proficient with the use of weaponry than any other race. They excel in all arts concerning blade and shield.
The most naturally talented warriors in Tamriel, the dark-skinned Redguards of Hammerfell seem born to battle. However, their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free ranging heroes and adventurers, than as rank and file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also blessed with hardy constitutions and fleetness of foot. –Occupying Hammerfell.
Argonian – Enigmatic and intelligent, the Argonians are experts at guerrilla warfare, and their natural abilities suit their swampy homeland, Black Marsh. They have developed immunities to the diseases that have doomed many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe underwater. Argonians make proficient thieves, due to their increased lockpicking and sneaking skills. -Occupying Black Marsh
Bosmer (Wood Elf):Bosmer (or, more commonly, Wood Elves) are the elven people of Valenwood. They prefer a simple existence, living in harmony with the land and wild animals. They are known to be the best archers in all of Tamriel and are known for their ability to command wild creatures. They make great scouts or thieves, due to their natural stealth and light footing. –Occupying Valenwood
Breton: Bretons are a race of both human and elven ancestry. They populate the province of High Rock. They are excellent mages with high magic resistance, but have few other distinctive features. They are considered an intelligent race in Tamriel, known for a proficiency in abstract thinking,a possible reason for their adeptness in the magical arts. It is suggested that they may also carry Aldmer blood, which would further account for their magical prowess. –Occupying High Rock
Dunmer (Dark Elf): The Dunmer, more commonly referred to as Dark Elves, are the dark skinned elven natives of the province of Morrowind but can be encountered anywhere in Tamriel. Notable, after the eruption of Red Mountain, many Dunmer fled to Skyrim. There, they face extreme prejudices due to their elven blood and their status as refugees. Despite this, several Dunmer have established a foothold in Skyrim as skillful merchants and mages. – Occupying Morrowind
Imperial: Natives of the cosmopolitan province of Cyrodiil, the Imperials are some of the most well-educated, wealthy and well-spoken of the races in Tamriel. Imperials are also known for their discipline and training of their citizen armies. Because of this, the Imperials have dominated Tamriel for more than 2,000 years. Imperials can be differentiated from Bretons and Nords by their fair to swarthy skin, as opposed to the typically fairer complexion of Bretons and Nords. However, Imperial skin tone is not as dark as that of Redguards. Imperials also have slightly sharper faces than other races of men. In The Elder Scrolls V: Skyrim, if they are not part of the Imperial Legion, they typically serve as diplomats, traders, stewards, and craftsmen — which is well-suited, since Imperials are known for their diplomatic skills and cosmopolitan ideology.
The phrase "Imperial Race" is a bit of a misnomer. The people of Cyrodiil are divided into two ethno-cultural groups: Nibeneans and Colovians. Both descend from the native Nedic and Cyro-Nordic peoples that were enslaved by the Ayleids, but diverged a bit after consecutive invasions and interactions with other races. Colovian Imperials in Western Cyrodiil are more Nordic, sharing similar beliefs such as a heavy martial and seafaring tradition. Nibeneans have an Akaviri and, to a lesser degree, elven heritage. They have a greater appreciation for magic, art, commerce, and spirituality, in spite of being staunchly loyal to Alessian traditions. Both groups reflect the Empire's culture — a hybrid of Nordic, Aldmeri, and Akaviri culture. –Occupying Cyrodiil
Khajiit: Khajiit are one of the beast races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. The Khajiit are Cathay and are recognizable by their feline appearance and their sly accent. Along with the Argonians, they are referred to as the beast-races of Skyrim. Because of this, Khajiit have a negative public image.The most notable characteristic of the Khajiit is their feline appearance. Being based upon real-life cats, they resemble them, and the range of facial feature combinations enable them to have numerous and varied faces. Some resemble New World mountain cats, such as lynx, bobcats, and cougars, while others display features tantamount to those of Old World cat species, including tigers and leopards, and more yet resemble domestic cats.
Their faces are often speckled with spots or dashed with stripes, although they are relatively faint, especially in comparison to the bold markings of real-world cats. Their range of accessories includes hair, similar to human and meri hair in many compliments, along with some unique to Khajiit, such as lynx-like fur extensions of the ear tips. They also customize themselves with earrings and facial hair, most being similar to standard beards or mustaches and including tiger-like sideburns, optionally with beads tied in. –Occupying Elsweyr
Nord: Nords are a race that were led to Skyrim by Ysgramor. They are tall (standing at a scale of 1.03), fair-haired and pale skinned humans from Atmora who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers, mercenaries, merchants and blacksmiths all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. Above all else in Nord culture is the quest for honor and glory, and a great emphasis is placed on family values. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbors. Nords are also naturally superior at sea, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel's coasts. They issue a battle cry to make their enemies flee for a short time. Nords comprise the majority of the Stormcloaks, as well as the majority of the population of Skyrim. –Occupying Skyrim
Orsimer (Orc):The Orsimer (more commonly known as Orcs), are the native people of the Wrothgarian and Dragontail Mountains. They are possibly a variant of elves or mer. Other sources state they are beastfolk. Following in the footsteps of Trinimac, and subsequently Malacath, Orcs have consistently held a standard as a race as some of Tamriel's greatest warriors and smiths. –Occupying High Rock and Orsinium
Redguard: Redguards hail from the great desert province of Hammerfell. They are descended from a long line of warriors and mystic seers. Legend has it that Redguards are innately more proficient with the use of weaponry than any other race. They excel in all arts concerning blade and shield.
The most naturally talented warriors in Tamriel, the dark-skinned Redguards of Hammerfell seem born to battle. However, their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free ranging heroes and adventurers, than as rank and file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also blessed with hardy constitutions and fleetness of foot. –Occupying Hammerfell.
Joinable Factions:
Bards College. Consists of Bards, Poets and Public Speakers. Anywhere else from traveling on road, tavern or anywhere in general you can find them playing a tune, reading out poetry or speaking before crowds.
Blades. Former protecters of the emperors of Tamriel, started off hunting dragons and known then as ‘Dragonguard’, they are few in number after being hunted off in the last eras but are growing back in strength.
Greybeards. Ancient and honored order that dwell in their mountain sanctuary High Hrothgar, As masters of Th’um or "the Voice," (aka shouts) they live in absolute silence in order to better attune themselves to the voice of the sky. They are a peaceful order, not using their Thu'um to augment their martial skills, but to worship and honor the gods, as the "Way of the Voice” decreed.
College of Winterhold. Is the guild of mages centered in Skyrim and also the only school where mages can properly be taught, It is a faction of users similar to the Mages Guild of Cyrodiil and Morrowind. All types of magic can be found here however be wary of what you summon, conjure or purpose for.
Companions. The warriors guild of Skyrim. It serves a similar function to the Fighters Guild chapters of other regions of Tamriel. Eorlund Gray-Mane, a blacksmith in Whiterun, states that they have been leaderless since Ysgramor. He says that an elder known as Kodlak Whitemane acts as the Harbinger (counselor).
(Sub Faction of Companions - The Circle. Only the most trustworthy are given the chance of joining the Circle’s ranks and becoming a werewolf which they can only transform once a day but even in human form still retain their wolf instincts.
The Coven of Namira. A group of cannibals dedicated to the worship of the Daedric Prince Namira. The Coven has existed since the dawn of time throughout Tamriel. By the Fourth Era, the Skyrim chapter of the Coven came under the leadership of a powerful Breton mage called Eola.
Dark Brotherhood. An organization of highly trained assassins who carry out assassination contracts. The Dark Brotherhood is called upon by those who wish to utilize their deadly services through a ritual called "The Black Sacrament," although to join the organization, one must be contacted directly. They were once the most feared organization in all of Tamriel, but have lost their reputation over time due to the destruction of multiple sanctuaries across Tamriel. However are slowly rising back to power.
Thieves Guild. An organization of professional thieves based in Skyrim that provides mutual support for the illegal endeavors of its members and their clients, anything from pickpocketing, lockpicking, stealing, you name it and will deliver long that the price is right. Like some of the guilds they did lose power but are growing back.
(Sub Faction - Nightingales. The secret inner circle within the Thieves Guild, based in Nightingale Hall. The Nightingales exist to protect the shrines of Nocturnal throughout Skyrim. It is common belief that the Nightingales do not exist, and were simply created as a way to scare children into doing what they are told. They are somewhat few in number but no one truly knows how many of them are out there.
Tribal Orcs. The Tribes of Dushnikh Yal, Mor Khazgur, Narzulbur and Largashbur are located in four sections of Skyrim and are well known for their respected mines, weapons and armor making. Some orcs can either be from here that stayed or left home however upon leaving they are branded a traitor unless proven otherwise.
Dawnguard. They are an ancient order of vampire hunters, once retired but have recently been revived by Isran, a former Vigilant of Stendarr, now dedicated to eradicating Vampires throughout Skyrim. They are quite knowledgeable on how to kill vampires from blessed weapons to simply cutting off their heads.
Volhikar Clan. The faction of vampires, They reside in a large fortress that rests on a secluded island in the Sea of Ghosts, known as Castle Volkihar. Those that drink human blood have more power but are more fatal in the sun vice versa is without drinking blood but be wary, going ‘thirsty’ to long might make a vampire snap and go on a spree.
Imperial Legion. A joinable faction Led by General Tullius, they oppose the Stormcloak rebellion and their attempt to secede Skyrim from the Third Empire. Their belief is that as a province of the Empire, Skyrim must abide by its laws and customs,
Stormcloaks.. Are a faction Led by Ulfric Stormcloak and based in Windhelm, they directly oppose the Thalmor, and indirectly the Imperial Legion. Their attire has a blue theme to it and believe Skyrim should secede from what they feel is a corrupt crumbling Empire.
Quick Note:
This roleplay takes place in Skyrim during the game line (4th Era) however this world does not have a Dovahkiin or Dragonborn main character like in the game, So everything’s relatively the same expect that one minor detail.
Rules:
1. Follow All of Falconstar’s Rules!
2. No mary or gary-sues! No one’s perfect.
3. Please try to be active, if you are going to be inactive for a couple days/weeks/month let me now.
4. No major things like a major events/etc unless approved by me.
5. DO NOT kill any character unless you have the user's permission along with me knowing about it.
6. Keep everything PG-13, some blood/fighting but nothing graphic/ Also No Swearing/Cussing.
7. No Unnatural hair or eye colors.
8. No power-playing/goddmodding we all on the same level here.
9. If you have read all the rules dov.
10. No one-liner posts.
11. You can have as many characters as you want/ only if you can control them all.
12. Make sure characters in gender/race are balance before you join. (Don’t want 16 girls and 1 guy lol)
13. Characters can be ages thirteen and up.
14. Characters can be one of the many Playable that’s listed Above (but no half-human Half-orc)
15. Characters can be apart of only One of the factions listed above, (links will be provided in spoiler).
16. No one can be Dovahkiin (aka dragborn, a playable character with the soul of a dragon however those in the greybeards can have a single shout).
17. Don’t forget to have Fun!
*********Joining Forum**********
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Personality:
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(This is a Pm Rp, reply down below that you wish to join; I’ll add you then to the Allegiances on pm where you will submit your character(s) forums then will add you to the actual Pm Rp)