Exiles of the Old Kingdom
This event will run from June 20th to August 22nd.
Through rolling fog on Lake Zela, an ancient island is glimpsed by Brookian sailors, one veiled in legend and partially forgotten to time. Great towers rise from encroaching foliage, copper rooftops gleaming grey-green from wear and weather, all looming over a rocky shore and steep cliffs.
The Isle of Ghosts has been spotted, and, weeks later, a ship cuts through the mist to lay anchor not far from its shores, filled with scientists eager to study the untouched Elder Drake and pre-Tempest windwyrm ruins that can be seen breaking the canopy of the rocky island’s forest. With them are a handful of archaeologists and historians from the famed College of the Spire; Misstep and Cloud Barebranch of the Society of History and Luuzin of the Society of Architecture. From Ironbrook’s esteemed universities are Professor Serafima Liouba Kovalchuk, Professor Aurora Sunscar, and a handful of Brookian soldiers under the command of Captain Andon Stanimir Ignatov. As the island is uninhabited, not so far from their borders, and a Brookian vessel the one to rediscover it, Ironbrook attempts to lay claim to it. It is not long before the activity in the lake draws attention from the north, where the windwyrms see the foreign presence on their island as a direct challenge to the authority of the Tempest - as well as feeling an undeniable curiosity about the peculiar, so-called cursed island’s mysterious history. Baroness Thunder Blackpine, herself a relic of history, is sent along with Guard-Captain Shoebill and the First Black Guard under Captain Nighthawk Startower to the island to affirm the Tempest’s claim to the land, as well as investigate it herself. Although the nature of the Baroness’ mission was that of military force, she had little interest in outright fighting with the outsiders on the Isle, and so for the time being there has been an uneasy truce between the windwyrms under her command and the party arrived from elsewhere in Cyr. The tension is not helped by the sightings of strange, many-winged dragons with gleaming eyes in the fog at the edges of both camps, and a grey creature that has been reported attacking those who wander too far into the Isle…
Table of Contents
Rules How to Enter & Event Points Guide Event Objectives Event Prompts The Isle of Ghosts (setting guide!) Event Prizes How to Submit Entries
You can enter into this event creating an illustration, story or roleplay relevant to one of the bi-weekly prompts (see the Entry Prompts header for that) provided for the event. Your work should be clearly related to the event (take place on the Isle of Ghosts, etc) and ‘answer’ the prompt.
There are no minimum requirements for your entry. It should, however, be clearly relevant to the event, and you will receive EP (event points) based on a mix of effort and random chance! Here’s how we decide how much to give: For visual art; unless it is a comic, multiple fullbodies/busts of the same characters will not be counted multiple times! Please submit each as its own illustration, not a "sheet" style image.
An overview of the different factions involved in the Exiles of the Old Kingdom event and their individual motives and interests. Useful for referencing what your own characters' motives may be!
Click each header to make it expand and read its contents.
windwyrm kingdom
The windwyrm kingdom was enraged when it heard that not only had someone successfully located the mysterious and long thought mythical Isle of Ghosts, but that it was Ironbrook, and the other country immediately began to trespass upon its shores. In the mind of most windwyrms, the Isle is theirs, even if they haven’t set talon on it for over a hundred years.
Some of the group of windwyrms are curious about the Isle’s history and are exploring the windwyrm and Elder Drake ruins on the northern side of the island, but most are there out of an interest to defend the Tempest’s claim to the territory and ensure that the human and dragons defiling it don’t get any weird ideas about it being theirs. If you have a windwyrm character (currently living in the kingdom) perhaps they’re there to help defend the Tempest’s claim to the Isle, or they’re curious about its history, or, just maybe, they see it as a rare opportunity to touch the outside world without getting into too much trouble. For those seeking escape from the Tempest’s rule, this could even be an opportunity; the scholars from Ironbrook and Stormherald territory brought with them guards and soldiers as well. Perhaps one could make an arrangement with them and slip away with their protection, once everything is said and done. They have set up a camp on the northern shore of the Isle of Ghosts.
ironbrook
The vessel to first rediscover the Isle of Ghosts was a Brookian fishing ship; they returned to Eriston from their voyage and word quickly travelled to the authorities in Zenith about their discovery. Ironbrook’s scholars are deeply interested in the opportunity to study untouched pre-Tempest windwyrm ruins, as well as untouched Elder Drake structures, and have set out (along with a group from the stormherald Societies) to begin research on the ruins.
Ironbrook’s military and government, however, has a secondary motive as well; the Isle of Ghosts is in an excellent location for a naval base in Lake Zela, and to monitor Hawks movements between the windwyrm kingdom and the rest of Cyr, as well as establish stronger control over shipping in the lake. Professor Serafima Liouba Kovalchuk and Professor Aurora Sunscar are there to conduct research on the Isle, while Captain Andon Stanimir Ignatov leads a group of Brookian soldiers to protect them from any aggressive windwyrm attacks. They have set up a camp on the eastern shore of the Isle of Ghosts, along with a group of scholars from the stormherald Societies.
Stormherald societies
The Stormheralds have no interest in territorial claims to the Isle of Ghosts; it’s too far north and much too distant from their existing territory, and their close ally, Ironbrook, has a far better claim to it than them. Their Societies are simply interested in studying the ancient windwyrm and Elder Drake structures that dot the island and adding to their understanding of times long past.
Windwyrm scholars working for the Societies are somewhat on-edge being in such close proximity to their ‘loyalist’ kin who have remained within the windwyrm kingdom to this day, and quietly fear that there may be bold Hawks in their number who attempt to take revenge. They may have hired your character as a bodyguard or to aid their research efforts, or maybe they came of their own accord out of curiosity about the island and what secrets it may hold. They have set up a camp on the eastern shore of the Isle of Ghosts, along with a group of scholars and soldiers from Ironbrook.
The Seraphim
Since the conquest of the five windwyrm kingdoms by the First Tempest, the Seraphim have lived in hiding on the Isle of Ghosts, surviving amidst the deep fogs and avoiding contact with the outside world. They reside in the ancient duchy of Greygale, built upon the ruined remnants of an even older city that was once ruled by the Elder Drakes. Under the leadership of Lady Three-Eyes and the protection of the last members of House Greygale, they have lived in safety and kept hidden from both the rest of the windwyrms and Cyr… at least until the past few weeks, when outsiders arrived on masse, and the Seraphim drew back into the inner city and the fog to hide, watch, and wait.
After five weeks, they have decided to reveal themselves, and want nothing more than to continue to live in peace and safety - although they recognize now that the outsiders are in control of whether or not that will happen. They have reached out to a few individuals in both the eastern and northern camps, hoping to gain allies.
Every other week, a new part of the event & set of prompts will be unlocked.
Depending on the prompt and the contents of your entry, a different 'side' and ending will receive the EP from your work. You may complete each prompt as many time as you'd like, with the same or different characters, if you have the ideas for it. Each part you can retroactively submit entries to prompts from the prior part, and on part 8 you'll be able to submit late entries for each week's prompts, if you choose to! Click each header to make it expand and read its contents.
Part 1 (June 20th - 27th)
Entries for week one cannot be submitted until June 20th. However, you may look at these previews and plan/begin some entries now. You may complete each prompt multiple times with a singular or multiple characters.
Arrival
Tell the story of how your character arrived on the Isle of Ghosts and what led them there. What are their motivations for being here, and which area of the island are they staying at? How does their first day on the Isle go? Settling Into Camp Your character starts to settle into their camp, either in the north with the windwyrms or in the south with the Brookian and Society scientists. What do they think of their living quarters and their neighbours in camp? What have they brought with them to the Isle? Supply Run Your character assists in coordinating a delivery of supplies - food, weapons and research equipment - between their camp and their homeland. For the windwyrms, that's a delivery from either Songhaven, Valley, or Old Spark flown over to the Isle. For Ironbrook and members of the Stormherald Societies, they're shipped in from Eriston or Thaumstead. Encounters on the Isle There are plenty of others flocking to the Isle's shores already; tell about an interesting encounter your character has with an NPC or PC character and what they thought of that person! Do they get into a fight, have a surprisingly calm conversation with an enemy, or explore some of the ruins together?
Part 2 (June 27th - JULY 4th)
Camp shenanigans
Something interesting happens to your character while they’re in camp. Are they getting into trouble with another person, helping one of the soldiers or researchers, or welcoming someone arriving later to the island than most? Exploring the Island Now that the Eastern and Northern camps have both started to get settled in, your character has a better opportunity to explore the island now. What area of the Isle do they decide to visit? Do they bring anyone else along, or are they travelling alone? What do they think of what they see? Do they encounter anyone (or anything) else while out? The Other Side Your character has an encounter with someone from the other group on the island; either the windwyrms or the Brookian soldiers, researchers and stormherald Societies. Where did they cross paths, and how does the encounter go? Is it peaceful, or does violence break out, and how does your character feel about what took place? The Grey Ghost I Your character has an encounter with the Grey Ghost, a mass of eyes and wings that hunts those who walk alone. How does your character deal with this? Do they try to fight it off, hide, or simply run away from the danger? Do they have to be rescued by someone else? Where did they encounter the creature?
Part 3 (July 4th - 11th)
Exploring the Island II
Your character has yet another opportunity to explore. What area of the Isle do they decide to visit? Do they bring anyone else along, or are they travelling alone? What do they think of what they see? Do they encounter anyone (or anything) else while out? Unexpected Rescue While out exploring one day, your character encounters some sort of trouble - a hostile soldier, a wild animal, the Grey Ghost, or some sort of natural phenomena - and someone unexpected (either PC or NPC) arrives to assist them. Is it someone they met back in their own camp, or an enemy, even? Or perhaps one of the mysterious shapes in the fog with three pairs of eyes you something glimpse at your periphery… Clashing Your character comes across a group of stormherald and/or Brookian soldiers clashing with a group of windwyrm soldiers. Do they pick a side and assist them, or do they try to stop the fighting? How does that go - does one side ‘win’, or does your character successfully manage to act as a voice of reason? North Camp For those with characters in the Northern Camp. Baroness Thunder Blackpine has heard about the remains of ancient windwyrms on the Eastern Islands and would like your character and a few others (either PC or NPC) to visit them and leave an offering, as well as make a few sketches of the paintings on the rock formations. She advises you to take care and not to engage with anyone in the eastern camp if you do not absolutely have to, and that violence is to be avoided at all costs. (Note that the characters in the eastern camp do have 1814-level guns and cannons, so if your character does try to get into a fight with them, they are likely to get very badly injured.) Eastern Camp For those with characters in the Eastern Camp. Luuzin comes to your character and a handful of others (either PC or NPC) after hearing about the remains in the old Elder Drake Castle - she’d like it if you could bring back a few samples of the oversized skeleton there for her, as it’s much too heavy for her to do on her own. Any sketches of the ruins themselves and of the artwork she’s heard about in its hallways would also be appreciated, although she’s done some of that herself. You may also still submit entries for week two prompts throughout week three.
Part 4 (July 11th - 25th)
Misstep’s Errand
Misstep is looking for some volunteers in the eastern camp to assist her while she examines the Northern Citadel. She’s been avoiding the location due to how close it is to the northern camp, not wanting to risk getting attacked by the windwyrms there, but now feels confident enough about navigating the Isle to risk a visit. She’s looking for fellow historians and archaeologists, as well as some soldiers and guards to keep watch and potentially fight off any attackers. The Grey Ghost is also something of a concern for her, however, she is confident that as long as they are quiet and don’t linger overly long, they should be able to avoid the creature. Your character accompanies Misstep while she’s out. How are they assisting her, and what do they think of what they find at the Northern Citadel? Does everything go smoothly, or does the stormherald’s makeshift team have to react to some sort of emergency? Aurora's Mission Earlier this week, Professor Aurora Sunscar returned to camp with bleeding injuries and red-stained claws. Apparently, they were ambushed by a small group of Hawks (a group of secretive police that keeps order in the windwyrm kingdom), out to kill them for the crime of having left behind the Windwyrm kingdom in their youth, despite the official truce between the scholars and Baroness Thunder Blackpine, and only barely managed to escape. Rather than try to settle things by contacting the Baroness and simply hoping it won’t happen again, Aurora has a plan; set an ambush for the group of Hawks and give them a reason to keep far, far away. Aurora will go out “alone” with a group of smaller, less-noticeable soldiers hiding nearby. If the group of Hawks shows their faces again, then they’ll get a nasty surprise when the Professor turns out to not be alone this time. Your character has either volunteered or been asked to assist Aurora with this task. How does it go? Are you successfully able to ambush the group of Hawks, or do they get the upper hand and force you and Aurora to flee? The Guard-Captain’s Request Guard-Captain Shoebill really did not want to be here. Sure, it’s an honour and all to be able to represent the Tempest’s interests on the Isle, but Shoe is a soldier, not a diplomat or politician, and he has no idea what he’s doing aside from the fact that he needs a break. Of course, being a soldier, Shoe’s idea of a break isn’t a spa retreat; he’s looking for a good fight. The Guard-Captain has started drilling the soldiers and Hawks in camp and is more than happy to oblige anyone brave enough to ask him with a fight. It’s good to get your blood pumping, especially on the cooler nights the Isle has. Your character - either from the Northern Camp or maybe someone who encountered him on a patrol - obliges the Guard-Captain in his request for a good fight. How does the sparring match go? Premonition A note is slipped into your tent at some point during the night, followed by a gust of wind like a dragon taking off. If your character is a light sleeper and fast enough in reacting, they might catch a glimpse of a feathered dragon vanishing into the dark. Otherwise, the only evidence of their nighttime visitor would be the note itself and maybe a few scattered grey feathers, some of them with red eye markings. The letter is hastily written, warning you that something bad will happen soon and that you and your closest neighbours in camp should move your tents elsewhere to be safe. Does your character listen to this warning? Are they able to convince their neighbours to do the same? How do they react when, a few nights later during a windstorm, trees or rocks fall across where the tents either were (or still are), potentially injuring or killing their occupants? If your character asks around in camp, they’ll find a few others have received the same sort of odd messages warning them of vague disasters to come. Part 3 prompts can also be submitted during this period as well!
Part 5 (July 25th - August 8th)
The Seraphim arise!
We reccomend that you read over the following areas of lore before embarking on Part 5: [NPC-80] Lady Three-Eyes The Seraphim The Seven Sky-Gods Windwyrm History
Missing Soldiers
Soldiers from both the northern and eastern camps have started to vanish. They go out on patrol and, later in the day, never return. The obvious cause for many is the people in the opposite camp, and the situation on the Isle becomes more tense day by day; each camp has banned people from leaving its shelter without a suitable escort, and there have been a few small skirmishes in the ruins and the forest. Unless things start to calm down, a battle between the two camps is inevitable. Your character either decides on their own to lead a search party or are asked to help a group of others search for some of the missing people on the Isle. There are many potential causes for someone to vanish; wild animals, the Grey Ghost, encounters with those in the other camp. Does your character and their group find someone, or do they return with bad news or entirely empty-handed? Captain Andon in the Eastern Camp and Captain Nighthawk in the Northern Camp would both be incredibly grateful to anyone who can find some of their missing soldiers. The Black Guard For those with characters in the Northern Camp. The missing windwyrm soldiers and recent clashes between Hawks agents and those in the Eastern Camp have been a cause of concern for Captain Nighthawk Startower; is the mysterious Grey Ghost responsible, or, more likely, some of the others camped on the island? The Captain is looking for volunteers to go on a patrol with him and the other members of the First Black Guard, to check for threats and watch the perimeter of the Northern Camp. Captain Andon For those with characters in the Eastern Camp. Captain Andon Ignatov has been on edge ever since a group of Brookian and Society of War soldiers disappeared earlier in the week. It hasn’t sat well with him that so many should disappear so suddenly, and he’s increasing patrols of the camp and surrounding area as a result. No one should step foot outside camp without permission or a guard. The obvious culprits are the windwyrms in the Northern Camp, or the Grey Ghost, or even vengeful Hawks looking to settle a score - either way, the Captain wants to make sure that no one else goes missing or turns up dead. He's looking for volunteers to make patrols of the Eastern Camp and the surrounding area of the isle to guard against trouble and protect and soldiers and scholars who might find trouble. Exiles of the Old Kingdom While out from camp - be it on an errand or simply to stretch their legs - your character is approached by one of the following Seraphim; either Karakoram, Qin or Atlas. They have been watching the situation on the Isle of Ghosts for the past few weeks, and have come to an agreement that they could attempt to communicate with the Isle’s new inhabitants. The Seraphim extends an invitation to you to visit the Inner City (see new section on the Isle Guide), their lair hidden deep within the fog. If your character accepts they will be led into the area and allowed to meet the rest of the Seraphim; if they refuse, the Seraphim will not approach them again. If your character goes with them, they will meet with Lady Three-Eyes and hear about the history of the Isle and the Seraphim who have refuged there since the rise of First Tempest. She asks that you speak with the leaders of your camp and urge them not to fight, and tell them that the Seraphim simply wish to stay on the Isle in peace. Grey Ghost II The increased activity on the Isle of Ghosts and multiple violent encounters have led the Grey Ghost to become even more agitated than usual. It lashes out at any who approach and has injured and killed multiple humans and dragons. If your character is in contact with the Seraphim, they will hear that its aggression has grown to such a point that it is even attacking members of its own kind. Draw or write about another encounter your character has with the Grey Ghost. Are they able to escape unscathed, or are they or someone else wounded in this confrontation? The Greygale's Sweep Siblings Qin and Karakoram Greygale are searching for volunteers from amongst the Seraphim and their guests to make a patrol of the Isle of Ghosts. The job is simple; keep others from getting too deep into the mist, do your best to stop any fighting, and help those you come upon in need. Or, well, it would be simple if a violent confrontation between the Northern and Eastern Camps brewing, and the Grey Ghost not entirely out of control.
Part 6 (August 8th - 22nd)
The Hunt for the Grey Ghost
The Grey Ghost’s hostility only seems to grow with each passing day, and each group on the Isle agrees that something must be done about them.
The Seraphim fear that the Grey Ghost - or, as they are known to them, Altai - may accidentally ruin any hopes they have of establishing peace with the outsiders. Although they have served them well protecting them from notice in the past, now their aggression - sometimes even directed at their fellow Seraphim - is pushing the other groups on the Isle to regard the Seraphim with suspicion. Lady Three-Eyes asks those who have been working and visiting her and the other Seraphim for assistance; she wants to distract Altai, draw them away from the outsiders, and if possible find a way to contain them within the Inner City for the immediate future so that they cannot do harm to any more outsiders. The eldest of the Seraphim have been discussing the potential for attempting another Ceremony of Fire to see if the gods would be moved to have mercy on Altai and free them of their Grey Seraphim status, but such a thing has never been attempted and may very well be lethal. If your character is working with the Seraphim, draw or write about them fending off one of Altai’s hunters/trying to draw them into the city. The windwyrms of the Northern Camp see the creature more as one of the greatest trophies imaginable, and any hunter or warrior who can bring down a beast of its size and fortitude would be among the finest in history. Many of the nobles in camp offer rewards to whoever can bring them its pelt. Baroness Thunder Blackpine is more hesitant about the situation but does agree that the Grey Ghost should be dealt with before it can do any more harm. Lastly, the stormheralds and Brookian scholars of the Eastern Camp seek not to kill the creature. Instead, they have started to organize groups to capture the Grey Ghost; it is a unique and wonderful creature, whyever would you want to destroy it? Instead, they have instructed their soldiers and alchemists to work together in order to subdue and cage the creature for transport back to the mainland; if they can study it, perhaps they can learn more about why it behaves the way it does, and even help it. Write or draw about your character assisting one of these factions in the hunt for the Grey Ghost. The Seraphim's Lair
If your character has decided to assist the Seraphim, they now have access to the Inner City and may talk with those who call it home when they please. What do they think of the lost Duchy of Greygale and its people? Do they spend time with any of the Seraphim, and what do they think of the other dragons and humans with who they’ve been in contact? Do they go to the City to get a break from the tensions on the rest of the Isle, or strictly to discuss what needs to be done with the Seraphim and the others who have agreed to assist them?
Draw or write about your character’s experiences in the Inner City. Old Friends
When you mention Baroness Thunder Blackpine to Lady Three-Eyes, or the reverse, the old windwyrm’s eyes light up as she recounts a friendship with the other dragon in her youth. She asks that you help her arrange a meeting between herself and the Seraphim’s leader so that they might catch up after all these years; the fewer people know about the planned meeting, the better. Do they take messages between the two old friends, try to find somewhere secluded for them to catch up without being spied on or interrupted, or act as a guard for one of them as they leave behind the safety of their encampment to find their old friend?
Draw or write about your character helping arrange a meeting between the Baroness and Lady Three-Eyes. Windwyrm Hostility
For generations, the windwyrms have been raised on stories of the Seraphim’s lies, manipulation, and treachery; that they once claimed the blessings of the spirits to manipulate the old kings and queens of the five kingdoms. They were told how the brave and formidable Tempest drove them out of the shadows and slew them, and how the kingdom was made the better for it. Although some in the Northern Camp have met with and even come to sympathize with the Seraphim, and Baroness Thunder Blackpine attempted to keep violence from breaking out, many others continue to hold onto that hostility instilled into their hearts for generations. They fear the Seraphim and, some say, the best thing to do would be to finish the first Tempest’s work and wipe them out for real this time.
Ironbrook’s reassertion of their claim on the Isle of Ghosts’ territory does little to help the windwyrms in the Northern Camp relax, and soon enough actual fighting between the two factions and Ironbrook’s stormherald allies begins to break out. Draw or write about your character either acting on these tensions and going after a Seraphim or Brookian/Stormherald soldiers, or your character attempting to calm the other windwyrms and push for peace between the Camp’s residents and the Seraphim/Ironbrook. Ironbrook’s Claims
As news of the Seraphim that have lived in hiding on the Isle for close to the last hundred-and-fifty years spreads, the group of soldiers and scholars representing Ironbrook’s interests on the Isle of Ghosts reaffirms their claim to the island, as well as sending an offer to the leader of the Seraphim. If she and her people cooperate with their claims, Ironbrook promises protection for them from the rest of the windwyrms, and homes in their mountaintop cities.
Ironbrook’s military leader on the Isle, Captain Andon, asks for assistance in patrolling and asserting his country’s claim to the Isle, as well as for those who have been in contact with the Seraphim to ensure that Ironbrook’s offer reaches their ears - and, if possible, to try to convince them that working with them is their best option for survival. Draw or write about your character championing Ironbrook’s claim, or trying to convince the Seraphim to work with the nation. The Societies’ Offer
The Stormherald Societies have never and still have no interest in claiming the Isle for themselves. While tensions rise and they help protect their Brookian allies, their focus remains the historical and archaeological value of the Isle of Ghosts’ Elder Drake and windwyrm ruins.
The violence, however, has made many of their scholars - and leaders back home - fear that lingering too much longer will cost more lives than it’s worth. They plan to leave behind the Isle of Ghosts soon. When news of the Seraphim’s existence on the Isle reaches them, like Ironbrook they had an offer for their leadership; they will ferry them safely into the Thundercrack Cascades, provided in exchange that the Seraphim provide information for their scholars about their history and unique biology. Misstep especially is determined to broker a deal between the Society of History and the Seraphim, seeing it as a chance to finally create a legacy for herself that will distinguish herself from the parents’ names. Cloud Barebranch, although less enthusiastic, agrees with the rest of his Society members that coming to the lands of the stormheralds is likely the Seraphim’s best option for survival. Draw or write about your character supporting the stormherald Societies and their offer to the Seraphim. Lady Three-Eye’s Peace
News of the stir that the Seraphim’s resurgence on the Isle of Ghosts caused has reached the ears of Lady Three-Eyes and the other leaders of the Inner City. She is not surprised to hear that the windwyrms of the Northern Camp have reacted to them so aggressively, and regards the twin offers from Ironbrook and the stormherald Societies with mixed interest and suspicion. The Isle has kept them safe for so long, however, and she is hesitant to commit the Seraphim to a course that would lead them away from its shores.
She and the other eldest Seraphim convene late into the night, and emerge with an offer of their own; leave the Isle of Ghosts in the talons of the Seraphim. They may act as a neutral ground between Ironbrook and the windwyrm Kingdom, and so long as both groups promise to avoid fighting with eachother while on their island home, scholars and visitors would be welcomed from either side of Lake Zela’s shores. Lady Three-Eyes asks of those who have agreed to aid the Seraphim two things; to do their best to protect them and ease tensions on the Isle, and to bring her offer to the leadership in the Northern and Eastern Camps
Catchup Period (August 22nd - 29th)
No new prompts this week, but last chance to get entries for weeks 1-7 prompts in.
Ending Announcement & Prizes
Endings will be announced and prizes awarded within 1-2 weeks of the event's end.
Isle of Ghosts [Setting Guide]
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