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Posted: Fri Feb 01, 2008 11:21 pm
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Posted: Sat Feb 02, 2008 12:58 am
Table of Contents
*01*: Title & Cert. *02*: Table of Contents *03*: Khamsyn's Stats *04*: Phlegm & Journeyman *05*: Precious Belongings *06*: Class Schedule & Credits *07*: Student Relations *08*: Events List *09*: Gifts, Prizes & Neato Swag *10*: Dueling Skills & Record *11*: Additions & Technoequips *12*: Pets, Golems & Abberations *13*: Images of Khamsyn *14*: Books Restored *15*: Closing Credits
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Posted: Sat Feb 02, 2008 1:01 am
Khamsyn's Stats
Name: Khamsyn Age: 8-10 Bond Day: January 22 Gender: Male Height: 4'10" Weight: 106 lbs. Stage: Zero Hair Colour: Pale Sea Green Skin Colour: Cobalt Blue Eye Colour: Pale Aquamarine Additions: None currently Occupation: Student/Book Restoration Position: N/A Likes: Music, calligraphy, collecting beads, the water, hearing jokes (he's horrible at telling them), gossip, walking and talking. Dislikes: Swimming (ironically enough), being shushed, boredom, sad stories, bad hair days (he has far too many), tassel tuggers and the dreaded red menace... tomatoes. Post Color: Cobalt Personality: Khamsyn is part eccentric, part stick-in-the-mud. He can act weird, come up with crazy stories and theories, and generally speak on any subject (whether he knows what he's talking about or not) but at the same time he is a traditionalist in most respects. Things are supposed to be done in a certain way and if they're not, everything goes ka-flooey. Maybe that is why, even at this early stage on his life, he feels drawn towards the magicks. More specifically, ritual magic. He may not be as bi-polar as some Phelgmatics can be, but he does have a streak of serious self-doubt running through him. Hang around him long enough and it'll surface.
Desired Position: Seraphim Desired Occupation: Undecided
Goals: Not only to become one of the city's Seraphim, but to master at least two forms of magic. It's the one thing in his heart without a trace of self-doubt.
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Posted: Sun Feb 03, 2008 12:20 am
Phlegm & Journeyman

Alignments: Phlegm Phlegm is the Essence of the Heart, and are assigned to the Blue District.
Colours: Blue, white, light yellow, platinum, light green, pink, pastel colours, soft shades, faded or pale hues.
Attributes: Good with interpersonal relations, teaching, music, law, philosophy, mathematics, Ritual Magic.
Personality Traits: Watery personality, sociable, dramatic, talkative, expressive, easily attracted and quick to fall in love, sensitive, empathetic, compassionate, suspicious.
Koppa Ouroboros: The Koppa Ouroboros is the sign used by the Phlegm Empyreans and depicts a serpent devouring its own tail. The Koppa symbolizes self-doubt, internalizing contemplation, unending queries, eternal life and delving deeper into mysteries. The Phlegm understand emotions, reactions and motives better than any other Alignment, but as sensitive as they are, other Empyreans hurting their feelings is not a large concern as the Phlegm are a far greater threat to themselves because of their bad habits of doubting, second-guessing, suspiciouns, jealousy, depression and inferiority complexes. The Koppa shows a serpent that survives by devouring its own tail, and so never grows and never shinks, but remains the same through equal sacrifice. The Koppa is a key symbol for alchemy and ritual magic, for both its balanced proportions and its connotations. All Phlegm Aligned Empyreans will wear their Koppa Ouroboros as a sign of pride somewhere on their person at all times, whether it be emblazoned on a possession they are never without, emroidered or fastened onto clothing, tattooed into flesh or dyed into fur, it must always be worn and visible.
Often Phlegm are best suited to the Academic or Journeyman Orientations as it allows them to focus on people, their key interest, whether it be remaining level two in the city working in the more mundane shops as cooks, tailors, shoemakers, bookbinders or the like, the Phlegm tend to lag behind in their own personal skills not out of lack of ability but out of concern for making their friends look/do well.
Journeyman Journeymen Empyreans are medium in physical, they need to work hard to get a muscular build, but are naturally very fit. They are decently intelligent and reasonably aligned with emotions, but tend to be in the middle of the pack. Journeymen have the ability to breach the barriers between classifications, orientations and Alignments and explain things to either side in terms they can understand. While the Journeymen do not have a distinct position of their own, they are often needed to balance out the scales, take sides of interperet for Outsiders, or clashing parties.
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Posted: Mon Feb 04, 2008 6:25 pm
Precious Belongings Khamsyn's favorite inkwell Khamsyn's rather simple quill #4 Healing Radius
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Posted: Mon Feb 04, 2008 6:28 pm
Class Schedule & Credits
Animal Care - Professor Lelaus: I learned quite a bit in my very first class, and what a class to start with. Professor Lelaus was a very unique instructor and started the class off in a very memorable way involving a Rakshasa. Grapthtas, the Rakshasa, was very open and honest with us all, even during the more difficult and personal querries. I learned quite a bit from him about his kind. Then the Professor brought out Nata'ala, a Bael, for us to study and querry. Again, I learned quite a bit about Bael through Professor Lelaus. The whole class made me think more about the creatures we call monsters and whether or not monster is an appropriate term. [CLASS COMPLETE]
Skills: Rakshasa, Bael, Abberations, Cicus Pets, Golems
Science - Professor Abrid: Professor Abrid's class was eye opening from the start. He has a very unique way of teaching which really seems to speak to certain students. I, myself, being one of them. It is kind of a hands on approach with a tad bit of rebelliousness, since I get the impression some of the other Professors aren't always happy with him. Regardless, I liked the class and Professor Abrid greatly. He opened class with a demonstration of the cast shell Infrared Flare. It is a useful shell and one of the few Zero's can utilize. He then proceeded to explain what castor shells were, details about the castor gun and son on, before shooting off a Warding Radius shell. Another highly useful and usable shell for us Zero's. Professor Abrid gave me a Healing Radius shell for answering a question he had posed. Of course I had to research it to figure out it was Healing Radius, but in doing so it allowed me to study more into the subject. Whether that was intentional on Abrid's part or not, I may never know. But if it was, congrats Professor.[CLASS COMPLETE]
Skills: #35 Infrared Flare, #86 Warding Radius, #4 Healing Radius, #6 Barrier Radius, #27 Frozen Radius, Allamanda, Cassia, Kalmia, Essense, Genista, Morina
Music - Professora Nehna: I have to admit that I did not have high hopes for Music. I went into the class expecting to be entertained but not feel any connection to the art itself. But it turned out that the music played my Professora Nehna stirred something deep in my soul. I found the class far more than entertaining, I found it informative and magical. Though I have since dabbled in a bit of musical experimentation, I fear I do not have the talent or the ear for serious pursuit. I will add what I can to my repetoire and use it when I can. Likely in future rituals and such when I learn them. In the meantime, I have learned an open mind is the most powerful tool one can possess and in the future I will be far less quick to judge.[CLASS COMPLETE]
Skills: Brass, Woodwind, Percussion, Strings
Magical Theory - Professora Bellona: [IN PROGRESS]
Skills: Amaranth, Hyle
Literature - Dameron: [NOT COMPLETED]
Skills: Active & Passive Cadence, Ankle, Elbow, Temple, Solar Plexus, Kidney, Collarbone, Upkeep, Duration
Crafting - Kortus: [NOT COMPLETED]
Skills: Engraving, Bookbinding, Jewellery Making
Rhetoric - Pasha: I recieved credit for Rhetoric primarily based upon my independant study of the subject, but still sat in on a tutoring session run by one of Melonia's students, a Two named Pasha. Both Belwen and Nadyrr were also in attendance and seemed to each find something useful in the class. Pasha was a very good teacher, despite her unconventional methods of teaching. I think she broke poor Nadyrr with her teasing flirtations. Or at least I think they were teasing. All things considered, this was one of my easiest credits to obtain, but one of the ones I prize most.[CREDIT OBTAINED]
Skills: Shuni mudra, Prayer mudra, Bear Grip mudra, Jupiter mudra, Pran mudra, Garuda mudra, Mahasirs mudra, Buddhi mudra, Anahata chakra, Sahasrara chakra, Channeling
Cooking - Tryna: [NOT COMPLETED]
Skills: none currently
Astronomy - Elias: [NOT COMPLETED]
Skills: none currently
Physical Education - Kallisto: I took the opportunity to seek out and request tutoring from a older Empyr named Kallisto in regards to physical education. While I was quite nervous and not the most co-ordinated of students in the beginning, she was kind and patient. Remarkably, I seemed to pick up on a lot of what she was teaching me with some alacrity. Upon completion not only did I satisfy my P.E. credit but also left feeling good about myself and my skills. So much so that I plan on studying more via the referance materials in the library. [CREDIT OBTAINED]
Skills: Punch, Kick, Block, Dodge, Terrain, Tumble, Focus, Jump, Trip, Knee
Law - Professor Bardane: Due to the resurfacing of the golems Titan, a special class was set up by Bardane to inform us of the laws that govern our lives. It was an informative class, though a little on the dry side. Many of the laws do not yet apply to us as Zeros, but as we transcend they become so. Each law was enacted for a reason, and I can't help but wonder why some of them had to be made. Perhaps I will look into it further at a later date. Maybe master Grave would know. For the time being however, I have my Law credit and Professor Bardane was not nearly as terrible as rumor had led me to believe going in to this. [CREDIT OBTAINED]
Skills: General Doctrine - The 10 Laws
Art - Professora Raelyn: I sought out Professora Raelyn in the Teachers Lounge for a private lesson in Art, which she was happy to accept. Aside from learning the basic theories behind the colours and how they affect people, Professora Raelyn taught me all about Golems and their creation. Everything from choosing the right shard to assigning it the correct purpose for what you want it to do. Also the five main statistics that make up it's physical attributes and toughness, skills it can or will learn and of course special talents and abilities based on it's shard. It was very informative and educational. I'm not sure if I'd call myself an artistic person, but I can use what I've learned here and apply it to other avenues of study, which is extremely useful. Plus, as a bonus, Professora Raelyn says that once I get a shard, she will have a golem incubated for me. That's exciting, though I'm still looking for the perfect shard. [CREDIT OBTAINED]
Skills: Gold, Silver, Organization, Golem Creation, Passion, Expansion, Nourishment, Spirituality, Bliss, Radiance
Mathemetics - Paxar: [NOT COMPLETED]
Skills: none currently
Philosophy - Eleuthero: [NOT COMPLETED]
Skills: Innana, Enlil, Nabu, Nergal, Ereshkigal, Namtar
Botany - Quenda: [NOT COMPLETED]
Skills: none currently
History - Tamerind: [NOT COMPLETED]
Skills: none currently
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Posted: Mon Feb 04, 2008 6:28 pm
Student Relations
Cyphr: Initially I found this diminutive Sanguine a little odd. It didn't take long for his boyish, innocent charm to win me over though. He helped me track down Lus so I could apply for my first job and in th process showed me around the White District. He's funny, energetic and likeable without being annoying in the least. I would be glad to count Cyphr as a friend.
Dariyn: I only met Dariyn briefly, but he seemed very genuine. He's studious and likes to be in the library, much like me. I wouldn't mind studying with him again in the future. Right now I'd consider him an acquaintance but not yet a friend.
Cypress: Another from a one time study group, I do not know the Choleric girl very well at all. She seems nice and bubbly. And recently she's been seen with Cyphr, which means she's likely just as fun-loving as he is. Maybe I'll get a chance to speak to her again in the future. Right now she is also an acquaintance, not yet a friend.
Belwen: A kindred Phlegmatic and beautiful to boot. She keeps pushing me to my limits and beyond, and I love her for it. I enjoy every second I spend with her and I get the feeling she likes spending time with me as well. There is some sort of hold she has over me that I cannot explain. Maybe it's the fact I'm so attracted to her. Either way, she if a friend and maybe even more. Mmmm... Belwen.
Abacus: I've seen and talked with Abacus a few times, though only briefly. He's always taking pictures of things and I find that interesting. I really need to sit down and speak with him more. I hear he likes to duel and spar. Maybe I can convince him to duel with me. Merely and acquaintance for the moment, I hope to befriend him soon.
Grave: One of my mentors, along with Requiem, he has opened my eyes to the pleasure of my job. He seems to be a kindred spirit in regards to the library and scholastic pursuits. He's very helpful and never seems to get annoyed when I ask my multitude of questions. Though he is technically my boss, I still think of him as a friend.
Kallisto: My fantastic Phys Ed tutor. Talk about patient. She took it slow and taught me the basics of sparring. I will always be grateful to her for that. Although we have never socialized apart from that tutoring session, I get the feeling that she is a wonderful person who has a lot she could teach me and show me. I also want to try my hand at dueling with her. I'd lose, but I might just be able to show her I'm a worthy student. Though I wouldn't say she's a friend, she's more than an acquaintance at the same time. She is my tutor.
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Posted: Mon Feb 04, 2008 6:29 pm
Events List
Lovely Pin-Up - February '08 Diamond in the Rough - September '08 Run Run Rudolph - December '08
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Posted: Mon Feb 04, 2008 6:30 pm
Gifts, Prizes & Neato SwagCastor Shell #4 (Heal Radius) 9 Base Credit 5 Lune (=10 Base Credits) 0 Sol (=10 Lune, =100 Base Credits)
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Posted: Mon Feb 04, 2008 6:32 pm
Dueling Skills and Record
Current HP: 10 Current Karma: 1
Record: 1 win, 1 loss, 0 draws
Khamsyn vs. Abacus [win] Khamsyn vs. Grave [loss]
Skills:
--Punch (3 damage, 30%) --Kick (4 damage, 30%) --Knee (5 damage, 40%) --One-Knuckle Punch (2 damage prevents opponents use of Rhetoric and magic for 2 rounds, 40%) --Dodge (4 defend, 30%) --Block (4 defend, 30%) --Trip (target loses next turn if successful, 40%) --Terrain (+5 to attack or defend, 35%) --Tumble (+6 to defend, 35%) --Focus (+3 to attack/+2 to defend, 35%) --Jump (+3 to defend/+2 to attack, 35%)
Spells:
Augments:
--Shuni mudra (-3% to Alchemy, Circle, Ritual and Tribal magicks, 30%) --Prayer mudra (-3% to all spellwork, 30%) --Bear Grip mudra (-5% when used to defend, 30%) --Jupiter mudra (-3% when used to break/assist in breaking barriers, 30%) --Pran mudra (-5% when used for targeting, healing magics, and energy boosts, 30%) --Garuda mudra (-3% when used for defensive and invigorating purposes, 30%) --Mahasirs mudra (-5% when used for first-aid and chakra recharging purposes; 30%) --Buddhi mudra (-3% when used for silent communication with animals, familiars and allies; 30%)
--Anahata chakra (-6% when used for pursuits of love and emotional discovery; 30%) --Sahasrara chakra (-10% when used for intellectual and spiritual purposes; 30%)
--Channeling (Special, see skill page)
--Bliss mandala (heightens the 5 senses, decreasing difficulty on speed/agility/reaction by 5%; 30%) --Passion mandala (lowers the difficulty on targeting by 5%; 30%) --Radiance mandala (removes status effects; 30%) --Expansion mandala (lowered difficulty on all actions of 5%; 30%) --Spirituality mandala (increases Karma points gained by 1 point per prayer/lowers difficulty on prophecy/fortune telling by 5%; 30%) --Nourishment mandala (regains 1 additional HP for each healing technique applied to the wearer of Nourishment; 30%) --Organization mandala (enables one to take full Actions without penalty; 30%)
--Gold (increases the Karma gained from male deities by 1 Karma point; increases the effects of Animal Care/Crafting/Science/Cooking by 5%; 30%) --Silver (increases the Karma gained from female deities by 1 Karma point; increases effects of Astronomy/Rhetoric/Botany/Philosophy by 5%; 30%)
Targetting:
--Ankle (+4% difficulty; +1 damage, Increases the opponent's difficulty on Kicks, stances, Dodge, Dash by 2%) --Elbow (+2% difficulty; Increases the opponent's difficulty on Blocks, Punch, Grab and Throw by 2%) --Kidney (+12% difficulty; Causes the opponent to take 1 more damage on any attack they fail to block until the end of fight) --Temple (+15% difficulty; Causes a concussion, making the opponent unable to target for the rest of the fight, and increasing difficulty on balance by 5%) --Solar Plexus (+10% difficulty; Targetting the Solar Plexus stuns the opponent for 1 turn, and then lowers magical and energetic proficiency for the rest of the fight, raising your opponent's difficulty on any magical or energy manipulation (such as chakra work) by 10%) --Collarbone (+12% difficulty; all successive Blocks with the arm, or Punches, the opponent takes 1 damage)
Equipment:
Gods/Gods Gifts:
--Enlil: God of Weather and Storms 3 – God’s Breath – (Air) – Restores vitality and potency, restoring half total HP. 8 – Father of Gods – (Time) – Allows use of the 3rd level God’s Gift of one of the following deities: Sin, Nanna, Ninurta, Namtar, Nisaba, Pabilsag or Enloilulu. 15 – Banishment – (Ether) – Steals the faithful from the battlefield to the Underworld for the remainder of the fight before returning the Faithful to the realm of the living.
--Nabu: god of the scribal arts 3 - Borsippa - (Earth) - The faithful chooses a specific location in which to pray to Nabu. When in that location, they can activate Borsippa to communicate with Nabu and ask one question to which Nabu will give them an answer. 8 - Babylonian Festival - (Ether) - The faithful is instantly transported from a location of need or danger to their home or workplace or a frequently visited landmark (whichever the Faithful is most attached to). 15 - Sacred Tablet - (Time) - Nabu's Tablets of the Sacred Record contain the destiny of each living being. The Faithful can summon a specific person's Tablet and have Nabu shift the length of time the target will live - either adding years or taking away years of life. The number of years affected cannot exceed the amount of years the person has been alive. As in, if a being has been alive 10 years, you cannot remove more than 9 years of life (making them an infant) nor add more than 10 years to their life (making them twenty), etc.
--Nergal: God of war, disease, death and destruction; ruler of the underworld 3 – Noontime Sun – (Fire) - +20% difficulty to concentration, tactics, specialty skills and targeting. 8 – The Burner – (Fire) – Destroys 1 target area, killing all crops, plant life and bacteria in said area. Does 8 points of damage to any living creature on said land when cast. 15 – Raging King – (Poison) – Sends a pestilence into a rank of people doing 15 points of damage to the first 3 victims it hits, and has a 30% chance to spread to those around.
--Namtar: God of Diseases, messenger of An, Nergal and Ereshkigal 3 - Grim Reaper - (Dark) - The Faithful gains an aspect of Namtar, making them look unearthly, horrifying and a marker of illness and death. This appearance strikes fear and horror into all those who try to stand against the faithful. All under the strike of fear have an increased difficulty of 20% to act. 8 - Holy Pest - (Ether) - Summons a mostly intangible and wispy poltergeist like spirit that swarms around a target and pesters them. The Holy Pest can taunt with laughter, pinch and distract but cannot do any damage. The Holy Pest is made to distract and to irritate. 15 - Sixty Demons - (Poison) - Namtar sends forth his 60 little demon spawn sprites that fly into the flesh of a rank of enemies (either Monsters or Outsiders) and cause illness in whatever part of the body they hit. These diseases and illnesses take a hold and begin to develope whatever detriments of the diseases they bear. Keep in mind some slow, others poison, others madden, others lie dormant and may not take affect until after the fight.
--Innana: Goddess of Fertility and War. 3 – Rosette – (Plant) – Brings plenty to crops; triples the yield of one crop. 8 – Dumuzid – (Bone) – Through detailed sexual worship the faithful obtains legitimacy through Inanna, enabling them to command those in their party with a lower Initiative than the faithful. 15 – Lions of War – (Light) – When the faithful heads into battle, he/she is preceded by Inanna’s glowing Lions, which pass through living and inanimate matter alike. Each target they pass through gains an increased difficulty of +5% to block the faithful’s attacks. The RP Manager will roll to see how many targets are affected.
--Ereshkigal: Goddess of Darkness, Death, and Gloom 3 – Stagnant Year – (Dark) – Increases strength of Dark, Shadow and Air Magics by 40%, Weakens Earth, Plant and Light Magics by 30%. 8 – Pass Judgment – (Mind) – An offering sent to the Goddess becomes a consecrated Talisman, protecting the faithful from ex-Empyrean monsters, such as the Moloch, Mara, Jinn, Lamia and Haures. 15 – Irkala – (Shadow) – Allows the faithful to pass into the Underworld and commune with the spirits to glean knowledge and help.
Familiars:
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Posted: Mon Feb 04, 2008 6:33 pm
Additions & TechnoequipsColours

Skin - colour A Hair - colour B Eyes - colour CStage 1 - Add Length to Hair (Medium) - The length of hair on Khamsyn's right side (currently the longer side) grows longer by about six inches and includes a few braids, tipped by beads, interspersed along the length. Hair colour does not change, bead colour E. - Felis Curved Facial Markings - Under the right eye only, a curved marking (design forthcoming) extends down upon his cheek. Facial marking colour D. - Felis Stud Horns - A pair of small, vestigial stud horns set high upon Khamsyn's brow curving up and back slightly. Stud horns colour F. - Felis Pointed Ears - Khamsyn's ears take on slightly pointed tips. Ear colour A. - Add Earrings (x4) - Each ear contains two hoop style earrings set about a half inch apart from one another. Earring colour E. - Aqueous Spine - Down Khamsyn's back a row of flexible aqueous spines have grown. Spines start colour A, then shift to colour F. - Felis Shoulder Blades - Set upon the top of each shoulder Khamsyn has a single, small crescent blade protruding. Blade colour E. - Felis Bangles (x2) - A flat-style bangle around each of Khamsyn's wrists, about two inches wide. Bangle colour E. - Felis Claws - Sharp, non-retractable claws tip each of Khamsyn's fingers. Claw colour F. - Tauran Tail - A medium-short, thin bull-like tail sprouts from Khamsyn's backside and is tipped by a plume of fur. Base tail colour A, fur plume colour B.
Total: 3,600g
Stage 2
Total:
Stage 3
Total:
Grand Total:
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Posted: Mon Feb 04, 2008 6:38 pm
Pets, Golems & Abberations
Current
 Donner is the oldest of the fleet and the most gallant of the lot. Donner is a gent of chivalry and manners, genteel and elegant. Donner is a good leader, one who can reason with and convince those who would be too brash or too reluctant and hold a group back. In the fleet of the chariot, Donner takes point and leads the others with a natural authority. Donner would do well with anyone who wishes to give him a home as he is moderately tempered and easy to please. He is willing to bow his head to authority higher than his and see no shame in any hard labour no matter the task so long as it is honest and upright.  Dancer loves to keep moving, and especially loves to dance. She has a great affinity for movement and music, and is graceful and has impecable timing. She's one to show what she means rather than express herself in words. She's not one for undue speech, and feels more deeply than intellectually. Dancer is one who is in love with the motion of life, with experience and with the passage of years. She needs a home with similar passions, a musician or someone equally devoted to movement. 
Wish List
Name: Amanuensis Type: Golem Shard: ? Protocol: Labourer
Independance: High (3) Cognizance: Extremely High (4) Potency: High (3) Speed: Medium (2) Durability: Low (1)
Hit Points: 8 Initiative: 9
Basic Skills: Bookbinding, Drawing, Etching, Engraving, Dodge, Tumble.
Specialty Skills: Mass Production (the ability to duplicate existing sources of written/drawn material, like books, scrolls, maps etc.), Blank Slate (the ability to create blank paper, books, etc for later use), Transcription (stenographer/sketch artist ability), Translation (translate spoken or written language into a different language in written form)
Appearance: Long thin arms that split just below the elbow joint into spidery-like appendages tipped with writing quills. Cracked, aged looking leather skin in placed like an old weathered tome. Scroll tubes protruding from his back. Ink rollers on his feet, a large one instead of toes and a smaller one at his heel. Movable type blocks form his torso and shift constantly. Two sets of semi-circle typewriter strikers on either side of his face than click from time to time.
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Name: Shamal Type: Golem Shard: Saharah Sands Protocol: Defender
Independance: Medium (2) Cognizance: Low (1) Potency: High (3) Speed: Medium (2) Durability: Extremely High (4)
Hit Points: 14 Initiative: 5
Basic Skills: ?
Specialty Skills: ?
Appearance: ?
--------------------
Name: Siroc Type: Cicus Pet Animal Type: Falcon (Saker Falcon)
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Posted: Mon Feb 04, 2008 6:39 pm
Images of Khamsyn Khamsyn in living color! Khamsyn is all his glory!
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Posted: Mon Feb 04, 2008 6:41 pm
Books Restored
The Rig Veda (Rhetoric/Philosophy) God's Debris (Philosophy) A Christmas Carol by Charles Dickens (Literature) Non Campus Mentis (History)
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Posted: Mon Feb 04, 2008 6:41 pm
Closing Credits
Concept and Art (c) by Taro Rae Khamsyn (c) by Ihian
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