[OOC] Confessions {Sihphae & illirica}

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Sihphae
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[OOC] Confessions {Sihphae & illirica}

Post by Sihphae » Tue Mar 31, 2020 2:40 pm

A PRIVATE ONE x ONE ROLE PLAY BETWEEN Sihphae & @illirica
_____ Medieval ; Fantasy; Adventure ; MxM ; Drama ♚}}
OOC
IC

▐║━━ THE SETTING

Rhydavas, the known continent.

A vast land mass, the northwest reaches of which remain unexplored and riddled with swampy and monster-infested Wildwoods and a cold expanse of Highlands. The known world rests in the continent's southern and eastern reaches. It is divided into several kindgoms, a confederacy of city-states, an old empire, and an island chain in the Sea of Pheria.

The Kingdom of Olitaea

Olitaea is a feudal monarchy in which the most powerful members of society are in fact the Gentry. The Crowned Head is a young, inexperienced ruler whose bloodline is that of the Kings of Olde in the time of Ualdir, their creator deity.

Olitaea borders the northern reaches and is the first line of defense against the evil the Wildwoods and the Highlands spew out. Its capital, Agras, lies to the east, located at the confluence of the Taliss and the Votohm rivers, which form a wide estuary into the Sea of Pheria. It is a major port city and center of trade as well as a holy place for the worshippers of the pantheon.

Olitaean Settlements

  • Agras

    Agras is famous for its plethora of fine craftsmen from armorers, cobblers, jewelers, to shipbuilders. There are many major waterways throughout the continent, which puts Agrasee ships and boats to good use, and establishes a solid connection to many of its strongholds. Many foreign merchants dock in Agras to sell their spices, herbs, and exotic items, so there are many market districts placed within the city, as well as many inns and taverns, and the infamous red light districts.

    There are many shrines scattered across the city dedicated to the pantheon, whereas the statues of the divines grace the main Square, which stretches between the stationhold of the cityguard and lawkeepers, and the Royal Palace.
  • Lhanbryde

    West of Agras, across the Flatlands, lies Lake Oraph, and upon its shallows rests Lhanbryde, one of Olitaea's bigger settlements. Lake Oraph is often said to be depthless with a poor ecosystem. However, it is perfect for irrigation. There are many farms and windmills around Lhanbryde which support the city’s struggling economy. The harvest and the produce is regularly shipped to Agras from where it is unequally distributed to many of its strongholds. Lhanbryde is compensated substantially in return, but most of the coin remains in the hands of the cityguard and nobles. In order to fend off robbers and wild creatures, many farmers hire mercenaries to protect their estates, hence a large number of guilds in the city.
  • The Flatlands

    The Flatlands lie between Agras and Lake Oraph, riddled with rivers and forests and minor settlements which loom near the main roads and mostly house hunter-gatherers or cattle drovers.
  • Crasmere

    South of Argas, following the river Taliss, rises Mount Kilmarrock. It billows towards the sky just enough to make a rift in the clouds and throw a shade over Crasmere, the city of miners. Mount Kilmarrock is rich in consolidated minerals and metals, making mining the preferred profession in Crasmere. The city itself is crudely built, and unsightly to the eye, but many make it their home for the job of a miner pays well. The land around Mount Kilmarrock is not arable, so Crasmere depends on Agras to provide enough food from Lhanbryde. In return Crasmere provides Agras with material for its armories and jewelers.
  • Other settlements are unevenly scattered throughout the kingdom, some counting very few inhabitants. Most distinguished lords have built lavish estates across the country. Fortresses and hamlets of old also exist, as well as ruins and caves.

The Kingdom of Arcand

Olitaea had once tried to invade a country called Arcand in an attempt to expand its territory. It had managed to occupy its main stronghold, forcing its people into submission and servitude, but the Arcandian civilization was too advanced and their culture too ingrained into their lifestyle for assimilation to be an option. Under King Gilford, Arcand became a province of Olitaea. Unfortunately, under King Rowan, Olitaea lost Arcand to its former ruling bloodline. Arcand regained its autonomy and struck back. For centuries, Arcand and Olitaea had contended at the border, each side waiting for an opportunity to overpower the other. It was only under King Grecon, the current King’s grandfather, that peace was established and the two kingdoms took the diplomatic road to peace and prosperity.

The current king of Olitaea is set to marry the oldest Arcandian princess as per the demands of the newest treaty. The treaty is said to be the last of the myriad attempts to forever soothe the tension between these two nations. Alas, the rumors of a civil war brewing in Arcand put the Crown in an awkward position.

A Confederacy of City-states

Further south, several city states rise up to form a confederacy. The cities are magocracies ruled by a select few who call themselves Arbiters. The confederacy has been unstable since its inception, however, what unites the cities is their belief in the one true God who hallows logic and science. They consider all the neighbouring kingdoms inferior in all spheres of life. The cities are high inaccessible so any kind of retaliation on behalf of the kingdoms is impossible. However, there have been plenty of assassination attempts.

▐║━━ THE RACES

Many corporeal and incorporeal beings inhabit Rhydavas, from elves, dwarves, nymphs, giants, lycanthropes, fairies, orcs, to other unsughtly things, with humans at the forefront as the superior race. Naturally, since man is a fearful and prejudiced creature, most other races are treated horribly but their existence is tolerated insofar as they abide by the rules of state. Over the centuries, the Elves and the Humans have integrated well, their cultures intertwined but their differences ever so noticeable. It is still very much frowned upon to intermix, genetically. Other creatures are generally treated with disrespect and denied many rights, believed to be the plague upon the world. Alas, there are some creatures that truly deserve such monikers - mindless beasts who wreck havoc at nightfall, enslave younglings, terrorise and raid villages and others not so mindless, but organized in their quest to undermine the system. Those tasked with stopping these fiends are called the Holy Order and it is sometimes said that these knights are oftentimes more ruthless and chaotic than the monsters they hunt.

Olitaeans came aboard ships and settled the barely populated land some time after the Elves had fled the wildwoods and the dwarves descended the highlands. And after a few decades of bloodshed, the few Elves and Dwarves that had survived were integrated into the society as farmers and miners.

Arcandans have already existed at the time, scattered into several tribes later united under one banner. While the Olitaeans waged war against the other races, Arcandans focused on building a civilization.

▐║━━ THE OLITAEAN PANTHEON

Ualdir is the chief god of Olitaeans, the god of Light and Darkness. In ancient times, these two principles embodied the highlights of life - birth and marriage - and the imminence of death - the return amongst the Gods, respectively. During the age of conquest, the confluence of the principles had birthed a third, Warfare, and Uldir’s Light and Darkness embraced honor, governance, respectability, and might as the main tenants. Uldir is depicted in battle regalia; His Sun and Moon crest is part of the Royal Heraldry and used to decorate the robes of the Clergy and the Holy Order. The worship of Ualdir professes the right of conquest. They feast in his name numerous times a year. Athletic games and competitions are organized by the Crown biannually, which draws contenders from all over the kingdom to prove themselves worthy of Ualdir’s blessings and gifts. Sometimes, Ualdir is also venerated with sacrifices by the diehard fanatics.

Iondir was formerly the lover of Aerine, the goddess of Justice, Fertility, Flora and Fauna. His philandering ways led to an incident immortalized in mythology wherein she severed his manhood and cast it off into the ocean. The sea spirits took pity on the god and attempted to put him back together. As a result he is a god often associated both with virility and with eunuchs but not necessarily with fertility. On feast days Iondir’s supplicants are fond of reenacting the reattachment of the phallus and having wild orgies. It is well known that the symbols for Iondir must never properly be placed too near to those of Aerine because of the antagonism between the two deities. Placing them near to one another is a sign of immense disrespect to both gods.

Prior to the incident with his genitalia, Iondir was known as a god of enlightenment and benevolence. People still pray to him for wisdom, but almost purely for academic matters. Clearly he would not be the one to pray to for marital or romantic advice.

There are female worshipers of Iondir, but these women are generally considered to be without morals. Prostitutes, lesbians and worldly women fall under his purview since they are not seeking fertility or familial bonds and are often greatly sought after for the temple’s infamous orgies.

Aochdir, god of history and the dead. As for a long time, most history was transmitted orally (in epic form, like the Iliad or Beowolf or the Song of Roland), he is also the god of poetry. While Ualdir has precedence over the dominion of death and the act of dying, Aochdir takes precedence over everything that happens after death. Myth says that Ualdir and Aochdir are brothers - Ualdir was the older sibling and Aochdir the younger, always following in the footsteps of his older brother. The young Aochdir venerated his elders and ancestors and all those who came before him, and when his brother took on his role as a god of death, Aochdir came behind him, to take the fallen soul on to the spirit world and his ancestors.

His symbol is a tablet of stone, which in ancient times may have been used to record history, and which is still used to mark graves.

Listen, traveler, and hear a tale:

In the ancient times
When your ancestors walked
And your small footsteps did not yet follow
Honored Thalmas
Hero of the realm
Cradled in his arms the small body of his only daughter.
His wife lay sleeping
Grief-stricken, hollow
Honored Thalmas knew that she would follow their child

In the ancient times
The pathways were shadows
And the eyes of the hero closed to find them
He followed the path
Footsteps of the god Aochdir
And beside him, Thalmas' only daughter.
His eyes opened
In the land of the dead
And he stood before the god and held out his arms.

In the ancient times
Words possessed power
And he spoke with eloquence and grace
To the god Aochdir
He spoke praise
A poem to glorify him and his dominion
For words were sacred
And he gave them freely
To bring comfort to the child who had gone alone.

In the ancient times
The god was touched
And for the price of the hero's eloquence
Released to him
One small soul
A small daughter's footsteps to follow his own
The pathway returned
And Honored Thalmas
Opened his eyes to see his daughter's joy once more.

Eraetir, deity of change, children, and mischief. Eraetir is neither male nor female, but has aspects of both, and will appear as whichever they prefer at any given time. They hold dominion over change and growth, and children are especially precious to them because children have so much potential. Much like children, they also have a soft spot for mischief, and while most of Eraetir's myths involve mostly-harmless trickery and pranks, they have also been known to be worshipped by those seeking to do greater mischiefs - thieves, cheaters, miscreants. Eraetir rarely thinks too far ahead, and is known to be impulsive and capricious - mythologically speaking this often lends them in trouble, making Eraetir's stories some of the most entertaining, and Eraetir-plays are often performed at festivals as light entertainment, short skits often comedic, often targeted towards young audiences.

Their symbol is the caterpillar, which might one day become a butterfly.

Liarine, goddess of sickness and health. She holds dominion over both medicine and poisons, and is worshipped by both doctors and assassins. Those who are ill pray to her for recovery, and those who are not ill try not to draw her attention overmuch. She is known for her patience, for both healing and the brewing of poisons take time. She is the mother of the deity Eraetir, who was fathered by the god Ualdir. Stories on exactly how this happened are quite varied, but it is generally accepted that it was the empasis on Ualdir's dual nature as a god of life and death and Liarine's dual nature as a goddess of sickness and health that resulted in such a variable offspring.

Her sacred symbol is a foxglove leaf, which can either harm or heal.

Aerine is the goddess of justice, fertility and nature who, according to the myth, takes the form of a wild apple tree. The doctrine, thus, forbids the cutting of apple trees. Apples are thought to be the cure for infertility or a surefire way to be with child; however, if a woman cannot bear an offspring even if she has eaten the fruit, it means that the goddess does not favor her. Such women are shunned by their families and husbands. If one requires counsel on the righteousness of a course of action, it is said that sitting under an apple tree will make one hear her advice. Hunters leave offerings at her shrines to appease the goddess before a hunt or to ensure enough game in the wild. Young women ripe for marriage celebrate the goddess in the beginning of spring by braiding blue flowers in their hair which means that they are looking for boys to marry. Married women pray to her to curb their husband’s lust for other women. She is much loved and revered, but most legends and stories claim that she is a vengeful goddess in the face of injustice. She was cheated on by her lover and is lauded for severing his manhood.

Eifdir is the god of weather and natural elements, also holds sway over the sea and is particularly worshipped by sailors. He is quick-tempered and often wrathful, natural disasters are seen as a result of his anger. Husband to Veline.

Veline is the goddess of the household and the hearth, holds dominion over domestic things. She keeps the house for her husband Eifdir while he is away on his many voyages.

Jiarine is the goddess of art and sculpture and beauty, she is the goddess of most finework, and the patron of many skilled craftsmen. Her symbol is the hummingbird.

▐║━━ THE HOLY ORDER
Sanctioned by the ruling classes, the Holy Order is a source of power and comfort across the land. Its churches provide places for people to congregate, as well as tutorship and education for students. The Holy Order is divided roughly into three parts: The Clergy, The Clerks, and the Knights.

The Clergy are religious leaders, responsible for prayer and preaching. They also often act as consultants, particularly on religious matters. They are specialists in holy rites, including exorcisms where necessary. They also act in the capacity of the Church's leadership over the other branches, making decisions about the path of the Church and understanding the various auspices presented and interpreting the will of the gods.

The Clerks are academic leaders, responsible for education, recordings of history, as well as settling disputes of law and drawing up contracts. They prize knowledge, and have done extensive research on the creatures in the outlands and the means of controlling or destroying them. It is not uncommon that a Clerk should occasionally venture into the outlands, accompanied by a retinue of Knights, in order to research properly. For the most part, though, they remain in the cities and monastaries, collecting knowledge and making sure it is collated properly.

The Knights of the Holy Order are the fighting branch. Unlike the other two branches, where an interested individual may receive his or her calling at any point in life, the Knights are selected young. Their training begins somewhere between the ages of 9 and 14, as with most apprenticeships. It is said that for children raised by the Church, training may begin even earlier in some cases. While all are trained with swords and knives, they often also receive training with any other number of weapons, including whatever can be brought to hand at the time. They are also trained in special rites and holy magics that may help with the defeat of their opponents, though any one Knight's proclivity for such is somewhat variable.

║━━ MAGIC

The origin of magic can be traced to a once rare natural phenomenon or flow intensified over time by the interference of the deities. The flow that transcends the barriers of time and space. Some people are born with the ability to interact with, control, and shape it. In other words, they are conduits of magic. Some are stronger, some weaker. Some never awaken their abilities.

Magic is often feared and shunned when it is not in control of the Clergy and the Holy Order. Practice outside the Order is forbidden and people are encouraged to turn the evil-does in should they suspect spellcasting. Conduits of magic have many names, but 'mage' and 'witch' are the most common ones. Mages are typically in the employment of the Crown and Clergy, whereas witches are those who cast spells and curses illegally.

The Clergy measures a mage’s usefulness by their ability to keep themselves in check when casting spells, invoking curses and conjuring spirits. If a mage cannot control their emotions, they are a threat to everyone. Many mages are required to study and practice intensely for decades to learn control.

▐║━━ PLOT POINTS

A sword-for-hire and a thief-for-measure were enlisted to retrieve a Lady's prized enchanted mirror following a series of unsuccessful attempts by the town's guard to infiltrate the beast's lair. A full, head on approach proved to be fruitless, for the beast showed incredible strength, so hiring a thief to steal the item back seemed a wiser choice. The beast's lair was located deep inside a wildwood, where even the guard had trouble fending for themselves, so a mercenary was hired as an escort. The reward offered was quite substantial.

▐║━━ CHARACTERS : MAIN & SECONDARY

MAGE : ARHAN

Arhan “Ari” of Brimwich, a twenty-odd-year-old eccentric thief with a zest for life.

General appearance: a bed of short, messy, chestnut brown hair, a pair of hazel brown, slightly greenish round eyes, a slenderly crooked nose with a round tip, broken many a times. Full chapped lips, fair and scar-riddled skin. Average height and average, muscly build. Not typically handsome, but appealing to the eye.

Abilities:
A mage’s usefulness is measured by their ability to keep themselves in check when crushing, tossing, burning and debilitating their foes. If a mage cannot control their emotions, they are a threat to everyone including themselves. Many mages study and practice intensely for decades to learn control, while some let their emotions run wild. Arhan’s magical abilities are very raw and require uncommon precision to keep such overwhelming power steady, something Arhan had never mastered. It is because of this reason that Arhan rarely relies on it to get himself out of a tight spot. He does not hate it. No, it is much worse than that. He fears it.

Theft, pickpocketing, lockpicking, break-ins.

Arhan is a sociable miscreant with an infectious smile, a piercing stare, a quick wit and a bizarre sense of humor which is entertaining, but it is not always productive. He likes experiencing new things and is always the first one to try something novel. He has a bit of a stubborn streak and dislikes being told what to do and how to do it, but is ultimately an adept problem-solver if you have the coin. Although he seems to take few things seriously, he shows maturity and understanding towards others in difficult situations but does not allow them to do the same with him. He bottles up emotions and fears to keep his magic in check, but when anger overpowers him, he lashes out and unintentionally harms anyone near him. When feeling down, he feels every negative thought all at once and although he does not get over it easily, he pretends like nothing is bothering him. It is easier for him to deny something than to face it head on.

He was born in a low-lying, sepulchral hollow along the northern borders of Olitaea to a woman, Mirune, a witch who wished to achieve greater things than simply raising a child. Before long, she abandoned him at an inn in Brimwich promising their paths would cross again.

Arhan spent most of his childhood traveling the land aside a thief who peddled a wide assortment of herbs and spices to keep up appearances when he was not swiping jewels and picking pockets. That man was not his father but Arhan liked it to be true. The man had, after all, taught him many things, including the tricks of the trade, even though he had often left Arhan unattended for days while whoring around and drinking himself unconscious. He had attempted to sell the child a few times too, but the boy always fled and managed to find him. It was almost unnatural with how much precision the child tracked him down every time and when Arhan began saying that he just knew where to look, the thief began to suspect the child’s commonness.

It wasn’t long before he started noticing the boy’s subtle and not-so-subtle oddities. A bruise or cut earned in the morn healed by mid-day, those who’d hurt him bedridden by dusk. A sorrowful tear followed by a week’s worth of unfavorable rain. Ill-spoken words turned into a curse. All clear-cut signs of evil and wickedness – the thief had concluded, failing to notice whenever the boy’s smile brought them incredible luck or brightened up an overcast day.
The man then feared the boy and in his fear did him wrong. Arhan fell into the hands of a Lord who, bereft of magic, sought its property in others – mostly those too young or too weak to defend themselves. Arhan was but one of the many children the Lord had acquired, but he was his prized possession. As the thief had taught him thievery, so had the Lord taught him magic. A cruel, twisted version of it, one which said hurting others was a necessary evil to deliver a necessary truth. There was a time when Arhan believed that and in doing so hurt many of his friends, but Arhan was not evil by design and as he grew, so did his affinity for compassion and goodness.

He broke free of the Lord’s grasp eventually and set out to explore the world. It was a rough yet much needed experience, but he is still haunted by his choices and his magical abilities.


KNIGHT : CANTRILL


Name: Cantrill
Age: 42
Role: Former Knight of the Holy Order

Physical Description: Light brown hair, worn tied back in a neat queue with a leather thong, and unexpected pale gray eyes. He wears a beard, short and neatly trimmed. His build is stocky, well-muscled with years of practice, and while he usually wears leather and chain mail, when undressed his arms and torso are criss-crossed by scars. A pair of scars adorns his right cheek as well in a tilted X, the lowest leg cutting a thin bare spot in his beard.

Biography:
There are many reasons why a baby might be given to the Church. Born out of wedlock or inconveniently, a parent hoping for a better life than they could offer, or simply too many mouths to feed in an already large family. The Church doesn't ask too many questions about these babies, but does as they think best with them. Cantrill was one of these sons of the Church, raised in its halls since his infancy. He was an active child, quick and strong, and the Church chose to focus these traits into the Knighthood. Cantrill began training among the Knights when he was six, although his apprenticeship was not yet official at the time. By his ninth year, though, he was dedicated to become a Knight, and between his early start and his aptitude for the tasks set before him, he rose quickly through its ranks.

Quiet, with a reserve that many chose to call solemn in a man what had been shy in a boy, Cantrill often speaks little, but observes much. When he does choose to speak, it is with the careful process of someone who has weighed all options and made his decision. While he had initially been selected for his strength, his growing years would prove an aptitude for rite-magics as well. Not the wild casts of the warlocks or witch-born, rite-magic was more about patience and diligence and being willing to take the time to set things up properly. Cantrill does not care to rush, and in all things is careful, methodical, and deliberate.

As a young man, he became somewhat renowned - for his diligence led him into the outlands again and again, and each time he returned, more experienced and better suited to take on the next task. A Champion of Knights, they called him the Sword of the Gods, and wherever the Church directed him, he completed whatever grim or impossible task they asked of him without fail. The fame was unasked for, and truthfully made Cantrill somewhat uncomfortable. Where the Church would have liked to show him off at festivals wherever possible, he chose to take on more and more assignments, often further and further from cities that would know his name.

It was in the small town of Carra that he would meet his match. The town itself had been overrun by monsters, and slaying them was simple enough, if grisly - but it was what remained of the townspeople that would break him. Something of those outland creatures had gotten into them, and the people who lived showed signs of fever, infection. The Church requested that they quietly be put down and the town put to the torch. Such things had happened before, and always led to greater evils. Even Cantrill himself had on occasion had to purge a tainted village - but in this town, the adults had banded together as long as they could to protect the children, and most of those awaiting the sword were young.

He failed - and the evil influence that had been lurking in the small bodies spread, driving into the next town as well. Other Knights of the Church had to be called in to stop the madness, and where there should have been only a dozen deaths, instead there were hundreds. The Church could not countenance such a failure - or, as the cynics would have it, perhaps it needed someone to pin the damages upon. Either way, Cantrill was cast from their order, stripped of his rank.

At his age, with no knowledge but that of the sword, opportunities were few to be had.


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Sihphae
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Re: [OOC] Confessions {Sihphae & illirica}

Post by Sihphae » Sat Apr 04, 2020 11:58 am

Just wanted to check how you wanted this done. Should they both meet the Lord at the same time or one at a time?

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Re: [OOC] Confessions {Sihphae & illirica}

Post by illirica » Sat Apr 04, 2020 12:51 pm

Let’s do at the same time, because then we can have our characters give each other the side eye and we don’t have to do a separate meeting each other sequence.

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Re: [OOC] Confessions {Sihphae & illirica}

Post by Sihphae » Sat Apr 04, 2020 11:17 pm

Okii, I didn't want to get too into it, without giving you a chance to write smth out as well. Please, feel free to pose as the Lord and further the plot~

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Re: [OOC] Confessions {Sihphae & illirica}

Post by illirica » Sat Apr 04, 2020 11:52 pm

Okay, I'll keep that in mind when I write my next post!

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Re: [OOC] Confessions {Sihphae & illirica}

Post by Sihphae » Wed Apr 08, 2020 5:27 pm

Forgot to ask, what season would we be in? xD

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Re: [OOC] Confessions {Sihphae & illirica}

Post by illirica » Wed Apr 08, 2020 5:36 pm

Um... how about early spring? I feel like going out camping in the snow might be a bit much to ask of our heroes.

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Re: [OOC] Confessions {Sihphae & illirica}

Post by Sihphae » Wed Apr 08, 2020 5:38 pm

Yeah, I agree. I was thinking either spring or fall. Spring it is then.

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Re: [OOC] Confessions {Sihphae & illirica}

Post by Sihphae » Sat Apr 11, 2020 5:25 pm

How far should we say the beast’s nest is? We could be camping a bit in the woods and maybe meet some mysterious creature(s). I’ve imagined that the beast has made its nest inside an old, abandoned keep maybe... along the way there could be some abandoned Order camps and outposts, they could even run into some independent explorers and such.

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Re: [OOC] Confessions {Sihphae & illirica}

Post by illirica » Sat Apr 11, 2020 6:37 pm

I'd think logically it should be reasonably close, otherwise Islebury's guards wouldn't have gotten in trouble with it quite so quickly and it wouldn't have been able to loot the mirror and all. I might go with more of a quick payoff in this scene - a couple days out - and then start to tie in those other plotlines after the first monster hunter scene.

Also, we don't necessarily have to take it out in one shot, we could do some scouting once we get there.

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