Greetings and salutations, ladies, gentlemen, boys, girls, neithers, boths, and in-betweens! So, some of you may remember a while ago, when I started a play by post game for Curse of Strahd set in my own Wild West setting. Well, a couple members of that group have dropped out, so I'm looking for some fresh meat!
If you're interested, read through the lore in that thread and fill out the application in this one here. I'll leave this open for a few days and then choose one or two people to join the crew.
If you have any questions about the setting, don't hesitate to ask me, I've got a lot of lore I can throw at you!
This post has potentially manipulated dice roll results.
Stats: Ability scores: 61413151012
Name: Dalton Myers Race: Reborn Class: Warlock Backstory: A young preacher prays for his flock and lightning flashes. The doors of his chapel burst open and a group of orcs file in. "Are ya here ta hear about the Lord?" he asked. The response was what he feared. The beast men attacked him and he awoke naked and strapped to the tree in front of his chapel. His body was found 4 days later and he was laid to rest in a shallow grave outside the chapel. He awoke and panicked as he dug himself out of the grave. As he made it to the surface there was a flash of lightning. The rain from the rare rainstorm pelting and stinging his skin. He remembered the voice that called out of the darkness to him, telling him he could return to life if he but agree to a pact. He readily agreed but he has come to find out it as not "The Lord" he had read all his life about. Dalton is not sure who or what brought him back and so far hasn't been asked to do anything but he gets the feeling the "Piper must be paid". Physical Appearance: Dalton stands 6'1" with a thin build and his weathered skin hides his youth. His hair is brown with more than a few white hairs and his eyes have a purple hue now and then. He dresses as his profession, Short black priest cassock with a white patch in the collar and wears pants and traveling boots.
Not sure why its has the red warning but the stats have changed so, if chosen, I will be using standard array
Backstory: Ardyn spent much of his youth growing up poor, much of his time was spent trying to provide for himself and his sister after both of their parents had been killed when two men attempted to rob the family for what little money they had. For years he would take whatever work he could find unfortunately the jobs he could get didn’t’ pay well, so we few options open to him, Ardyn decided to take a few risks by becoming a bounty hunter.
Physical Description: Aryden is a handsome young man who stands several inches over five feet, with a slender physique, short black hair, gray eyes. He has a long scar on the back of his right hand, He often wears a plain black shirt and pants.
Backstory: Dying was not part of the plan, Thardoran feels certain of that. Of course, that happened so long ago that it's hard to remember what exactly the plan was, but dying wasn't part of it. From what bits and pieces have come to him over the years, he thinks that he had traveled here when the wastes were 'young', seeking out knowledge and magic... or was it riches? Either way, the cave in put an end to whatever plans he once had. He's grateful he doesn't remember dying, remember waking up dead for the first time is more than enough to deal with.
He came to in the collapsed cavern, white coal dust coating him, his mouth dry and caked with sand. He fumbled around and found his waterskin, flushing his mouth and taking a gulp, though it sat heavy in his gut. Going through his pack, he found a torch and tinder, striking the torch, a wan flame guttering and going out. He tried again and again, only to find there wasn't enough air to keep a flame going. But then how was he still breath--- huh. Alright... not breathing. That's not normal. He lapsed into a catatonic state, rousing himself every so often, pacing the interior of his oubliette. Memories of who he was before are hazy and fractured when they do come, but they are infrequent.
He's accepted that he's no longer alive, accepting that is maddening, but to continue to deny it would be worse. After years? Decades? he began developing abilities he didn't recall having before. The first time he was able to bring forth light to illuminate his prison, it brought him to tears, or would have, had he still been capable of producing tears. It was only at this point that he started thinking of himself as Thardoran, as a book in his pack had "Property of Thardoran Stargazer" on the inside cover. He knew there was a possibility that he'd borrowed it from a Thardoran, but better to be wrong than to continue without a name.
What followed was a long time of experimentation, testing and pushing the limits of what he might be able to bring forth, and he kept notes in the margins of the book in his pack, until he ran out of ink. He had other ideas, and sometimes they worked, but without a good record to be able to test and retest the variables... He read and reread the book untold times, until he had to put it aside for fear of wearing the pages to the point he lost his notes.
He's unsure how long he was down there, but recently a shift in the ground cracked the stone around him and he was able to expand it and wriggle free. Surrounded by sand, he picked a direction and started walking, eventually finding his way to a wastebone community.
Physical Description: He looks like the most ancient of dwarves, were he fully living, he'd look well beyond the average life expectancy of 350 years, perhaps pushing 450 or more. For himself, he's uncertain of how old he actually is, dying and persisting while buried in the Wastes could have prematurely aged his appearance dramatically. Or he might have been down there for the millennia that it felt like. A craggy, lined face, wispy hair sprouting from his scalp and face, and old, faded tattoos, the significance of which he can no longer recall.
Name: Tonnol Race: Harengon Class: Rogue Backstory: Tonnol is a drifter, moving to a new place whenever things get too-hot for her in her current location. When she gets to a new place she takes a couple months of laying low, learning the movers and shakers, and then figuring out how to fit her own skills into the whole. Then she set sup shop, from guide services - in large cities, pawn shops - if there is a need for such, or just about anything else that would bring in a bit of coin. She makes her primary, starting, business as legal as possible, using it as her main source of income while she then works on building up her less-than-legal side of business. She always keeps the two sides of her business apart, never double-dipping. Even with all of her care and caution though, eventually things tend to get too-hot and she has to move on again.
Physical Description: Tonnol is of the rabit-folk, a harengon. She has long floppy ears and soft brown fur. her eyes are a soft brown. She wears studded lather, and wields a rapier if things go into combat.
Backstory: Dorian grew up the unfortunate ward of a cruel aunt and uncle, knowing very little of his birth parents. He escaped the Underdark after his aunt and uncle attempted to sacrifice him to their deity for ghoulish favor. Since then he has been wandering and looking for purpose. Quite good at both tracking and fighting, Dorian took on the mantle of Bounty Hunter. Through a series of fortuitous contracts, he parlayed bounty hunting into hunting vampires and, eventually, all things that go bump in the night.
Physical Description: Dorian stands 6’3” tall and weighs 230. Though a Drow half-elf, his appearance is decidedly more human. He has short white hair, a warm gray skin tone far lighter than his full blood Drow brethren, ears that are only slightly pointed, and eyes silver-gray eyes.
Thx for getting back to me on party composition! Based on what I’m seeing the character concept i would like to be considered is a hard workin countryside satyr.
name: ‘Clay’ (Fey cowboy)
race: satyr (mountain ram style horns)
class: ranger (fey wanderer) (swarmkeeper)
Backstory:
an eternal lover of life; Clay knows the costs of survival in the dark corners of the fey wildc where time sometimes rollls backwards, or doesn’t move at all… how death and life are like vines that grow upon each other’s corpse, and the tears of the world support the laughter.
when the ever dusk of burden falls upon a land? Heroes who know when to hold on and when to let go rise from the common folk and bring hope to the masses through their actions and deeds. cclay necer wanted to Become other’s savior, but the mark of a good man is often humility.
wanting to one day go home to the fey, but knowing that perhaps his fate is to stay among other realms protecting those most in need, Clay Carrie’s a heavy burden, like a sheriff that just wants to get home to the love of his life, but knows there is still work to be done chasin’ bandits along the byways of the multi-plane.
(note*: I noted two types of ranger subclass depending on if you think forced movement (swarmkeeper) or fear/charm (fey wanderer) are more annoying for you as the DM, I would love to try either; so whichever you think fits the campaign best I will tweak the backstory to go with that vibe more!)
This post has potentially manipulated dice roll results.
Ability scores: 131314131011
Hi, re-skinning my original application a bit, but still very much interested in exploring the wastes.
Name: Larissa
Race: Tiefling
Class: Monk, Way of Shadow Criminal background
Backstory: Larissa was born in the wastes, the daughter of a human mother and a fiend with whom she had unwittingly entered into a pact. She watched in despair as her mother wasted away due to her pact, and grew a robust distaste, even hatred, of fiends as a result.
Orphaned after her mother’s death, but spared the servitude the original pact required, Larissa turned to petty crime and burglary to support herself before coming to the attention of a guild of thieves and assassins, studying and learning the ways of specialized combat and infiltration.
She takes bounties and contracts across the small towns dotting the waste based on the guild’s desires and her own, building a small connection of criminal contacts. Devoted to the guild family that rescued her, she seeks to grow strong enough to perhaps, just perhaps, one day seeking revenge against the fiend that enslaved and destroyed her mother.
Physical Description: Larissa is a female Tiefling of average height and a slight build. She is pale red, with black, soul-draining eyes, and a long, slender tail. She has slender, flattened but straight five inch horns with a small forward tine (think pronghorn antlers) and long flowing black hair. She wears nondescript clothing in dark, muted colors with pouches and secret pockets to stash away hidden treasures.
Marikell, or simply Mari to most, has spent her whole life in the Wastes. Mari liked tinkering, and was pretty good with her hands, so she took up jobs as a small time repairman. Every place needed a few of them anyways. And that's what she did, fixing the side of someone's house here, fixing a pully system there. No great ambition, just sticking to her own lane. Ask her to repair something, and she did it with no questions audibly asked. One day she was asked to repair a stranger's firearm, so she did. Despite having never seen one very close, or even in person, before, with enough poking around and luck she managed to get it working well enough to not have it explode in the wielder's hand. The stranger, claiming to be a protector of the lands, suggested she come with him back to his group, where someone of her talents could be put to good use. While initally hesitant, Mari decided to take the offer. How bad could it possibly be?
The two made their way to a different settlement. They joined up with a group looking worse for wear on the outskirts of the settlement, in an old building. Something about it rubbed the gnome the wrong way, but chalked it up to being scared of new things. The group stayed for a few days, and Mari did what she could to make the place less hazardous (though anything suggestions on substantial improvements fell on deaf ears). Eventually, she was told they were heading out, and to come with them. After boarding the Rails, Mari found out the group were highway robbers, working under a mysterious figure in the Wastes. She was to help them take control of the Rail, but refused. Their cause to strike against the Rail Baron might have been appealing, but she realized they were in it for money. She wasn't dying for coin.
By all accounts she should have died when she refused. She can't really tell you how she survived after being shot and thrown off the Rail. The memories were all hazy, and she couldn't tell you how long she was out there, but she remembers large, terrible creatures. But she managed to make her way back to a settlement: starving, dehydrated, heavily injured, but alive and now magically imbued. An elderly midwife found her, and nursed Mari back to health. Mari came to believe her survival was based on her new magical abilities, but if it was something she always had, or came from something lurking in the sands eludes her.
After being brought back to health, she spent some time helping the midwife as thanks. Nothing was free after all In her free time, she tested her new magic. With some basics under her belt, she had to decide what to do with her life next. Mari decided to start tracking down the robbers, but if it was to stop criminals or for revenge she cannot say. Maybe during her quest she would learn what happened to her in the Wastes, but the idea fills her with a sense of dread.
Description: Mari only comes up to three and a half feet tall, though by gnome standards isn't all that small. She has light tanned skin, and a large scar from her jaw to shoulder area. Her dark brick colored hair is cut short, coming short of her pointed ears. She has dark grey eyes that look almost like stormy clouds. She wears a plain, dull colored shirt and patterned vest over a pair of pants and boots.
Greetings and salutations, ladies, gentlemen, boys, girls, neithers, boths, and in-betweens! So, some of you may remember a while ago, when I started a play by post game for Curse of Strahd set in my own Wild West setting. Well, a couple members of that group have dropped out, so I'm looking for some fresh meat!
Here's the link to the earlier thread: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/118945-burying-the-baron-curse-of-strahd-with-a-wild-west
If you're interested, read through the lore in that thread and fill out the application in this one here. I'll leave this open for a few days and then choose one or two people to join the crew.
If you have any questions about the setting, don't hesitate to ask me, I've got a lot of lore I can throw at you!
"Ignorance is bliss, and you look absolutely miserable."
Stats: Ability scores: 6 14 13 15 10 12
Name: Dalton Myers
Race: Reborn
Class: Warlock
Backstory: A young preacher prays for his flock and lightning flashes. The doors of his chapel burst open and a group of orcs file in. "Are ya here ta hear about the Lord?" he asked. The response was what he feared. The beast men attacked him and he awoke naked and strapped to the tree in front of his chapel. His body was found 4 days later and he was laid to rest in a shallow grave outside the chapel.
He awoke and panicked as he dug himself out of the grave. As he made it to the surface there was a flash of lightning. The rain from the rare rainstorm pelting and stinging his skin. He remembered the voice that called out of the darkness to him, telling him he could return to life if he but agree to a pact. He readily agreed but he has come to find out it as not "The Lord" he had read all his life about. Dalton is not sure who or what brought him back and so far hasn't been asked to do anything but he gets the feeling the "Piper must be paid".
Physical Appearance: Dalton stands 6'1" with a thin build and his weathered skin hides his youth. His hair is brown with more than a few white hairs and his eyes have a purple hue now and then. He dresses as his profession, Short black priest cassock with a white patch in the collar and wears pants and traveling boots.
Not sure why its has the red warning but the stats have changed so, if chosen, I will be using standard array
Ability scores: 16 11 14 13 12 12
Name: Ardyn Enric
Race: Human
Class: Sorcerer, Draconic bloodline
Backstory: Ardyn spent much of his youth growing up poor, much of his time was spent trying to provide for himself and his sister after both of their parents had been killed when two men attempted to rob the family for what little money they had. For years he would take whatever work he could find unfortunately the jobs he could get didn’t’ pay well, so we few options open to him, Ardyn decided to take a few risks by becoming a bounty hunter.
Physical Description: Aryden is a handsome young man who stands several inches over five feet, with a slender physique, short black hair, gray eyes. He has a long scar on the back of his right hand, He often wears a plain black shirt and pants.
Ability scores: 14 14 16 13 15 12
Name: Thardoran Stargazer
Race: Reborn (Dwarf)
Class: Wizard
Backstory: Dying was not part of the plan, Thardoran feels certain of that. Of course, that happened so long ago that it's hard to remember what exactly the plan was, but dying wasn't part of it. From what bits and pieces have come to him over the years, he thinks that he had traveled here when the wastes were 'young', seeking out knowledge and magic... or was it riches? Either way, the cave in put an end to whatever plans he once had. He's grateful he doesn't remember dying, remember waking up dead for the first time is more than enough to deal with.
He came to in the collapsed cavern, white coal dust coating him, his mouth dry and caked with sand. He fumbled around and found his waterskin, flushing his mouth and taking a gulp, though it sat heavy in his gut. Going through his pack, he found a torch and tinder, striking the torch, a wan flame guttering and going out. He tried again and again, only to find there wasn't enough air to keep a flame going. But then how was he still breath--- huh. Alright... not breathing. That's not normal. He lapsed into a catatonic state, rousing himself every so often, pacing the interior of his oubliette. Memories of who he was before are hazy and fractured when they do come, but they are infrequent.
He's accepted that he's no longer alive, accepting that is maddening, but to continue to deny it would be worse. After years? Decades? he began developing abilities he didn't recall having before. The first time he was able to bring forth light to illuminate his prison, it brought him to tears, or would have, had he still been capable of producing tears. It was only at this point that he started thinking of himself as Thardoran, as a book in his pack had "Property of Thardoran Stargazer" on the inside cover. He knew there was a possibility that he'd borrowed it from a Thardoran, but better to be wrong than to continue without a name.
What followed was a long time of experimentation, testing and pushing the limits of what he might be able to bring forth, and he kept notes in the margins of the book in his pack, until he ran out of ink. He had other ideas, and sometimes they worked, but without a good record to be able to test and retest the variables... He read and reread the book untold times, until he had to put it aside for fear of wearing the pages to the point he lost his notes.
He's unsure how long he was down there, but recently a shift in the ground cracked the stone around him and he was able to expand it and wriggle free. Surrounded by sand, he picked a direction and started walking, eventually finding his way to a wastebone community.
Physical Description: He looks like the most ancient of dwarves, were he fully living, he'd look well beyond the average life expectancy of 350 years, perhaps pushing 450 or more. For himself, he's uncertain of how old he actually is, dying and persisting while buried in the Wastes could have prematurely aged his appearance dramatically. Or he might have been down there for the millennia that it felt like. A craggy, lined face, wispy hair sprouting from his scalp and face, and old, faded tattoos, the significance of which he can no longer recall.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Ability scores: 16 11 14 14 12 12
Name: Tonnol
Race: Harengon
Class: Rogue
Backstory:
Tonnol is a drifter, moving to a new place whenever things get too-hot for her in her current location. When she gets to a new place she takes a couple months of laying low, learning the movers and shakers, and then figuring out how to fit her own skills into the whole. Then she set sup shop, from guide services - in large cities, pawn shops - if there is a need for such, or just about anything else that would bring in a bit of coin. She makes her primary, starting, business as legal as possible, using it as her main source of income while she then works on building up her less-than-legal side of business. She always keeps the two sides of her business apart, never double-dipping. Even with all of her care and caution though, eventually things tend to get too-hot and she has to move on again.
Physical Description:
Tonnol is of the rabit-folk, a harengon. She has long floppy ears and soft brown fur. her eyes are a soft brown. She wears studded lather, and wields a rapier if things go into combat.
Character Sheet: https://ddb.ac/characters/65385412/8U1F85
Name: Dorian Gray
Race: Drow Half-Elf
Class: Ranger “Gloom Stalker” (potential multi-class)
Background: Bounty Hunter/Vampire Hunter
Backstory: Dorian grew up the unfortunate ward of a cruel aunt and uncle, knowing very little of his birth parents. He escaped the Underdark after his aunt and uncle attempted to sacrifice him to their deity for ghoulish favor. Since then he has been wandering and looking for purpose. Quite good at both tracking and fighting, Dorian took on the mantle of Bounty Hunter. Through a series of fortuitous contracts, he parlayed bounty hunting into hunting vampires and, eventually, all things that go bump in the night.
Physical Description: Dorian stands 6’3” tall and weighs 230. Though a Drow half-elf, his appearance is decidedly more human. He has short white hair, a warm gray skin tone far lighter than his full blood Drow brethren, ears that are only slightly pointed, and eyes silver-gray eyes.
Party composition: Half-Elf Bard, Dragonborn Paladin, Warforged (Reckoner) Rogue, Human Gunslinger
"Ignorance is bliss, and you look absolutely miserable."
Eu quero participar, posso?
Ability scores: 12 9 13 4 10 17 (Reroll ones: Never)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Thx for getting back to me on party composition!
Based on what I’m seeing the character concept i would like to be considered is a hard workin countryside satyr.
name: ‘Clay’ (Fey cowboy)
race: satyr (mountain ram style horns)
class: ranger (fey wanderer) (swarmkeeper)
Backstory:
an eternal lover of life; Clay knows the costs of survival in the dark corners of the fey wildc where time sometimes rollls backwards, or doesn’t move at all… how death and life are like vines that grow upon each other’s corpse, and the tears of the world support the laughter.
when the ever dusk of burden falls upon a land? Heroes who know when to hold on and when to let go rise from the common folk and bring hope to the masses through their actions and deeds. cclay necer wanted to Become other’s savior, but the mark of a good man is often humility.
wanting to one day go home to the fey, but knowing that perhaps his fate is to stay among other realms protecting those most in need, Clay Carrie’s a heavy burden, like a sheriff that just wants to get home to the love of his life, but knows there is still work to be done chasin’ bandits along the byways of the multi-plane.
(note*: I noted two types of ranger subclass depending on if you think forced movement (swarmkeeper) or fear/charm (fey wanderer) are more annoying for you as the DM, I would love to try either; so whichever you think fits the campaign best I will tweak the backstory to go with that vibe more!)
Ability scores: 13 16 13 13 17 14
Withdrawn
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
If you don't like your stats, you can take standard array.
"Ignorance is bliss, and you look absolutely miserable."
Ability scores: 13 13 14 13 10 11
Hi, re-skinning my original application a bit, but still very much interested in exploring the wastes.
Name: Larissa
Race: Tiefling
Class: Monk, Way of Shadow Criminal background
Backstory: Larissa was born in the wastes, the daughter of a human mother and a fiend with whom she had unwittingly entered into a pact. She watched in despair as her mother wasted away due to her pact, and grew a robust distaste, even hatred, of fiends as a result.
Orphaned after her mother’s death, but spared the servitude the original pact required, Larissa turned to petty crime and burglary to support herself before coming to the attention of a guild of thieves and assassins, studying and learning the ways of specialized combat and infiltration.
She takes bounties and contracts across the small towns dotting the waste based on the guild’s desires and her own, building a small connection of criminal contacts. Devoted to the guild family that rescued her, she seeks to grow strong enough to perhaps, just perhaps, one day seeking revenge against the fiend that enslaved and destroyed her mother.
Physical Description: Larissa is a female Tiefling of average height and a slight build. She is pale red, with black, soul-draining eyes, and a long, slender tail. She has slender, flattened but straight five inch horns with a small forward tine (think pronghorn antlers) and long flowing black hair. She wears nondescript clothing in dark, muted colors with pouches and secret pockets to stash away hidden treasures.
The players are still level 3, there's not yet been a level up.
"Ignorance is bliss, and you look absolutely miserable."
Ability scores: 14 14 10 14 16 16
Name: Marikell Larksong
Race: Rock Gnome
Class: Shadow Sorcerer
Backstory:
Marikell, or simply Mari to most, has spent her whole life in the Wastes. Mari liked tinkering, and was pretty good with her hands, so she took up jobs as a small time repairman. Every place needed a few of them anyways. And that's what she did, fixing the side of someone's house here, fixing a pully system there. No great ambition, just sticking to her own lane. Ask her to repair something, and she did it with no questions audibly asked. One day she was asked to repair a stranger's firearm, so she did. Despite having never seen one very close, or even in person, before, with enough poking around and luck she managed to get it working well enough to not have it explode in the wielder's hand. The stranger, claiming to be a protector of the lands, suggested she come with him back to his group, where someone of her talents could be put to good use. While initally hesitant, Mari decided to take the offer. How bad could it possibly be?
The two made their way to a different settlement. They joined up with a group looking worse for wear on the outskirts of the settlement, in an old building. Something about it rubbed the gnome the wrong way, but chalked it up to being scared of new things. The group stayed for a few days, and Mari did what she could to make the place less hazardous (though anything suggestions on substantial improvements fell on deaf ears). Eventually, she was told they were heading out, and to come with them. After boarding the Rails, Mari found out the group were highway robbers, working under a mysterious figure in the Wastes. She was to help them take control of the Rail, but refused. Their cause to strike against the Rail Baron might have been appealing, but she realized they were in it for money. She wasn't dying for coin.
By all accounts she should have died when she refused. She can't really tell you how she survived after being shot and thrown off the Rail. The memories were all hazy, and she couldn't tell you how long she was out there, but she remembers large, terrible creatures. But she managed to make her way back to a settlement: starving, dehydrated, heavily injured, but alive and now magically imbued. An elderly midwife found her, and nursed Mari back to health. Mari came to believe her survival was based on her new magical abilities, but if it was something she always had, or came from something lurking in the sands eludes her.
After being brought back to health, she spent some time helping the midwife as thanks. Nothing was free after all In her free time, she tested her new magic. With some basics under her belt, she had to decide what to do with her life next. Mari decided to start tracking down the robbers, but if it was to stop criminals or for revenge she cannot say. Maybe during her quest she would learn what happened to her in the Wastes, but the idea fills her with a sense of dread.
Description: Mari only comes up to three and a half feet tall, though by gnome standards isn't all that small. She has light tanned skin, and a large scar from her jaw to shoulder area. Her dark brick colored hair is cut short, coming short of her pointed ears. She has dark grey eyes that look almost like stormy clouds. She wears a plain, dull colored shirt and patterned vest over a pair of pants and boots.
The ever growing document of character concepts can never be too long, can it?
Yes, probably. We'll see.
"Ignorance is bliss, and you look absolutely miserable."
I'll leave this open for maybe one more day, then pick one or two characters.
"Ignorance is bliss, and you look absolutely miserable."
Recruiting is closed, if you haven’t yet received a PM I’m afraid that you didn’t make it this time, good luck to everyone in future endeavors!
"Ignorance is bliss, and you look absolutely miserable."