Era of the Woven

Free to Use NPCs

Not played characters available to use in any thread.
The Shattered

Profile

Race:Variant
Played by:The Shattered
Loyalty:Blink

Vitals

Age:Infinite
Weight:Theoretical
Height:Sky

Bio

Gender:Other
Job:Overlord
Companion(s):Everything

Abilities

Magic:Primordial
Subclass:Celestial
Tier:3.14
STR100
DEX100
CON100
INT100
WIS100
CHA100
 Quote
Not Played Characters
A directory of free-to-use NPCs
NPC Directory
I. Table of Contents
META
TOCI
PEOPLE
Maris ValeII
Kaori SerenneIII
Rano FoundlingIV
Garrett FishermanV
Gemma HighspireVI
Shiloh GrimshawVII
Ione ThaneVIII
Althea KleoneIX
Sophia KleoneX
Adrian ErezXI
IMPORTANT NOTE Be reasonable with the use of NPCs. Staff will reach out if you are using them unreasonably. If you are ever unsure, reach out in your Discord admin chat.
Can I adopt an NPC? As a general rule, they are not up for adoption, but exceptions are sometimes made.
Can I submit an NPC idea? You can! There is no promise they will be accepted however.
II. Maris Vale
Maris Vale
she/her • human • disintegration • loom
Quick Info
Job: Owner and head baker of the Prism & Crescent Cafe
Typical Locations: Prism & Crescent Cafe or walking (Brighthollow Terrace), local markets sourcing ingredients (Commerce District), gathering fresh ingredients (Farmlands)
Appearance
Maris is in her early thirties with warm brown skin and dark wavy hair she keeps pinned back with colorful clips or patterned scarves. She has deep brown eyes that light up when she smiles, which is often. She typically wears practical but vibrant clothes—aprons over comfortable dresses or tunics, usually dusted with flour by midday.
Personality
Maris treats everyone like a new friend waiting to happen, greeting customers with genuine warmth and easy humor. She's naturally optimistic and kind, always taking the high road even with difficult patrons. She has a knack for remembering regulars' orders and tends to leave little extras on tables when she thinks someone needs cheering up.
III. Kaori Serenne
Kaori Serenne
they/them • human • malice • unwound
Quick Info
Job: Street performer (koto player) and quiet safehouse keeper for detoxing mages.
Typical Locations: Everywhere—city streets, market squares, quiet corners, parks, even the wilderness. They have no fixed spot and follow wherever they feel called to play.
Appearance
Kaori has warm olive skin, soft gray eyes, and shoulder-length dark hair that frames their round, gentle face. They're heavyset with an androgynous build, usually dressed in loose, flowing layers that shift with their movements. In winter, they bundle in thick, soft fabrics. They're almost always found sitting cross-legged on the ground with their koto resting across their lap, fingers poised over the strings.
Personality
Kaori is soft-spoken and deeply gentle, treating everyone they meet with careful kindness. Their Malice magic allows them to help people process grief and trauma, and this intimate understanding of human pain has made them handle others like they might be carrying something unbearable. They don't ask for donations when they perform, but people often leave them anyway. They run a quiet safehouse for detoxing mages but don't actively participate in Unwound operations beyond offering sanctuary.
IV. Rano Foundling
Rano Foundling
he/him • variant • n/a • loom
Quick Info
Job: Threadtender
Typical Locations: Central Embrathis, Temples
Appearance
Rano is a slight man in his fifties, standing notably short at 5'5" with a thin, almost ascetic build. His hair has gone silver-gray, and his face is lined with the kind of gentle creases that come from years of compassionate smiling through grief. He wears simple threadtender robes and has remarkably deft, thin fingers from decades of tending temple tapestries.
Personality
Rano has deep caretaker energy—earnest, patient, and naturally comforting to those in pain. He's genuinely devoted to the Loom, believing wholeheartedly in its divine plan despite his variant magic never manifesting. Years of conducting funerals and sitting with grieving families have made him wise about people and loss, though he remains blind to the system causing so much suffering. He's deeply sympathetic to organic mages, wishing their path didn't require such sacrifice, even as he doesn't understand the Loom's role in their early deaths.
V. Garrett Fisherman
Garrett Fisherman
he/him • bonded • deviant • unwound
Quick Info
Job: Hermit and occasional guide in the Marrows
Typical Locations: Deep in the Marrows, his isolated cabin, occasionally on mountain paths helping lost travelers
Appearance
Garrett is a lean, weathered man in his sixties with a short gray beard and mint green eyes that shift between wary watchfulness and hollow defeat. He typically keeps his draconic features visible—pale blue scales scattered across his skin, frost-tipped talons, silver eyes when transformed, and twisting white horns. Years of mountain survival have left him rough and practical, dressed in worn furs and layers. He moves with the cautious efficiency of someone who's spent two decades alone.
Personality
Grouchy and lacking social skills after twenty years of isolation, Garrett helps lost travelers survive the Marrows but keeps them at arm's length—hiding his draconic features and rushing non-detoxed or Loom-loyal people out as quickly as possible. With detoxed organics, he's slightly more forthcoming. With detoxed Bonded pairs, he's complicated—helpful but visibly pained by what they still have. He lives to honor his dragon Eryllia's sacrifice; she died helping him escape Sergekeepers twenty years ago. He keeps a wooden carving she made of her true dragon form—the only reminder of what she really was. The silence where their telepathic bond used to be nearly destroyed him, and he only survives because that's what she died to give him.
VI. Gemma Highspire
Gemma Highspire
she/her • human • veneration • loom
Quick Info
Job: Aristocrat, socialite, charity gala organizer.
Typical Locations: Central Embrathis. High-society events, aristocratic districts, charity galas, her estate.
Appearance
Gemma is a stunning woman in her late twenties with natural white hair, porcelain skin, and striking heterochromia—one brown eye, one blue. She dresses impeccably in elegant clothes that whisper wealth rather than shout it, wearing just enough jewelry to let her station speak for itself. Every detail of her appearance is carefully curated perfection.
Personality
Recently widowed (two months) after her husband died in the clinic explosion while sponsoring an orphaned variant, Gemma performs normalcy with unsettling skill. She throws charity galas, climbs social ladders, and does everything possible to stand out—all while using Veneration magic on herself at night just to sleep in a bed that's too empty. In public she's performatively charitable toward organics, cooing about "those poor unfortunates" while privately blaming them for her husband's death even though she knows it's irrational. Her elitism has shifted from haughty to coldly dismissive; she goes through the motions of caring without actually feeling much of anything. People are confused by how functional she appears, not realizing the grief she's numbing with magic and performance.
VII. Shiloh Grimshaw
Shiloh Grimshaw
they/them • deviant • shifter - suppressed to beast affinity • unwound
Quick Info
Job: Traveling street merchant selling anything and everything.
Typical Locations: Commerce District (Central Embrathis), occasionally Outer Embrathis markets
Appearance
Shiloh is very tall and willowy with very dark skin, long dark curly hair, and nearly black eyes. They wear lots of gold jewelry that catches light as they move. In their main Beast Affinity form, they shift into a large black shepherd dog, but they have many forms. The Treatment suppresses their true shifter magic.
Personality
Shiloh speaks in a melodic, sing-song manner that makes even mundane transactions memorable. They sell at fair prices but refuse to haggle with anyone except children, who always get the best deals. Unwound-loyal, they tried multiple times to detox but nearly died each time—now they're trapped on Treatment with an estimated five to ten years left. They've made peace with their fate and help the Unwound however they can in the time remaining.
VIII. Ione Thane
Ione Thane
she/her • human • illusion • loom
Quick Info
Job: Vigilant of a Central Ward garrison; commanding officer responsible for the recruitment, discipline, and daily operations of the Keepers under her purview.
Typical Locations: Her garrison headquarters, the Governance District, Outer Embrathis, Central Embrathis, the streets of her ward during inspections.
Appearance
Ione Thane is a woman of forty with tan skin, pin-straight dark hair worn in a precise style, and a jaw sharp enough to cut glass. Her eyes are a deep, warm brown — hooded and slightly upturned at the corners, catching amber in the right light, with a natural elegance that makes her resting expression difficult to read. She wears her serge coat and pin like she earned every stitch of it, and she has — her illusion magic keeps the light falling on her just so, giving her the faint, unsettling quality of someone who exists slightly outside the ordinary world.
Personality
Ione is coolly courteous to everyone and warm to almost no one, operating with the patient certainty of someone who has never failed to get her mark eventually. She doesn't rattle, doesn't bluster, and has no interest in pretending she likes children — too sticky, she'll tell you plainly, without apology. Her danger is quiet and her kindness is icy, and people who know her well enough understand that both mean exactly the same thing.
IX. Althea Kleone
Althea Kleone
she/her • human • telekinesis • loom
Quick Info
Job: Owner of Bluebriar Hearth
Typical Locations: Commerce district, residential district
Appearance
Althea Kleone has a striking, timeless beauty, with deep brown eyes that feel thoughtful and secretive, and dark shoulder-length hair framing a pale, finely sculpted face with high cheekbones and a strong jaw. At 38, her slender build and graceful presence make her quietly captivating, while her sharp intelligence and guarded demeanor are softened by rare warmth around those she trusts, giving her an air of mystery and hard-earned restraint.
Personality
Althea Kleone is a calm, resilient woman shaped by hardship and loss, with a quiet but steady strength that comforts and supports those around her. She built the Bluebriar Hearth to give her daughter a soft landing when she was finally able to steal her away from her father. Deeply compassionate and fiercely devoted to her daughter, Sophia, she is driven to protect the people she loves and build a better life for them. Though she carries the weight of old regrets, her loyalty, wisdom, and determination make her an unyielding survivor. At the Bluebriar, she is warm and tenacious, making people feel welcomed and respected.
X. Sophia Kleone
Sophia Kleone
she/her • human • siphon • loom
Quick Info
Job: Waitress at the Bluebriar Hearth
Typical Locations: Commerce District, Residential District
Appearance
Sophia Kleone has an ethereal but striking presence, with porcelain-pale skin from years spent indoors and deep blue eyes that are sharp, guarded, and quietly intense. Her long, unruly black hair falls past her shoulders, broken by a distinctive white streak at the front that marks her heritage. Though she stands only 5’4”, she carries herself with a subtle fire and defiant strength that makes her feel larger than her frame.
Personality
Sophia Kleone is a sharp, perceptive human girl whose intelligence and life experience make her seem older than eighteen. She is deeply caring but also impulsive and quick-tempered, and years of control and confinement have left her guarded, especially around men after years of being with her despicable father that kept her in isolation for most of her life. Though trust does not come easily, she has found comfort in her mother, Althea, who rescued her from her father, and the family she has built at the Bluebriar Hearth. Even as she continues to yearn for more connection, and a place in a world she was never meant to know. As a waitress, she has begun to learn confidence and how to connect better to the world.
XI. Adrian Erez
Adrian Erez
he/him • human • beast affinity • unwound
Quick Info
Job: Outrider Guildmaster
Typical Locations: Outrider HQ, farmlands, wilderness
Appearance
Adrian is a lithe man of average height in his early forties but he wears his age and evidence of a life filled with dangerous escapades extremely well. He has warm olive toned skin with a smooth, timeless complexion that seems to directly contradict the grit involved with being an Outrider by both contrary principle and great care. His expressive brown eyes often hold the weight of wisdom and easily betray his years when first glances do not. His jet colored hair is kept short, styled in that haphazard way that conveys he's a man of business and pleasure. His style is plain and understated, but not militant in its utilitarian origin. Valuing freedom of movement and practical fashion, you'll never catch him in restrictive pieces and most of his clothing seems to purposefully hang off his lean frame with a bit of give.
Personality
Adrian is not what many picture when they think of the Guildmaster of the Outriders and he takes great pride in circumventing that expectation. The lot of a weathered, painfully grim cowboy who grunts his orders rather than annunciates words is not for him. Laughs and comradery come easily and there is an underlying confidence to everything he does, knowing full well that he's earned his place at the top, but it doesn't bleed into conceit. In the field he is a direct and adaptable leader more than willing to hear out all courses of action before making the final decision. It isn't uncommon to see him helping around guild headquarters, fixing things with his own hands or catching drinks with other guild members in celebrating successful hunts or commemorating the fallen. He is a notably skilled beast affinity mage and while he has a plethora of forms, he doesn't use them for combat, preferring his bow. His most commonly used form however, is that of a donkey. His dire horse is a chestnut gelding named Higgins. He has been Guildmaster since 1188 EoW. Regarding the Loom and the Unwound, Adrian has taken a stance of neutrality with secret Unwound sympathies. He knows little about the movement itself, as as a loom mage he has been kept on the fridges of knowledge and not fully trusted, but he does know that many who disagree with the Loom’s doctrine find sanctuary in the wilderness and he is in no hurry to notate and report the patterns he's found with rising numbers of campfires being spotted in previously desolate locations in the weeks before determination day to the “proper” authorities. For the law of the wild is the only one Adrian truly respects.
The Shattered
04-28-2026, 04:40 PM

Not Played Characters
A directory of free-to-use NPCs
NPC Directory
I. Table of Contents
META
TOCI
PEOPLE
Maris ValeII
Kaori SerenneIII
Rano FoundlingIV
Garrett FishermanV
Gemma HighspireVI
Shiloh GrimshawVII
Ione ThaneVIII
Althea KleoneIX
Sophia KleoneX
Adrian ErezXI
IMPORTANT NOTE Be reasonable with the use of NPCs. Staff will reach out if you are using them unreasonably. If you are ever unsure, reach out in your Discord admin chat.
Can I adopt an NPC? As a general rule, they are not up for adoption, but exceptions are sometimes made.
Can I submit an NPC idea? You can! There is no promise they will be accepted however.
II. Maris Vale
Maris Vale
she/her • human • disintegration • loom
Quick Info
Job: Owner and head baker of the Prism & Crescent Cafe
Typical Locations: Prism & Crescent Cafe or walking (Brighthollow Terrace), local markets sourcing ingredients (Commerce District), gathering fresh ingredients (Farmlands)
Appearance
Maris is in her early thirties with warm brown skin and dark wavy hair she keeps pinned back with colorful clips or patterned scarves. She has deep brown eyes that light up when she smiles, which is often. She typically wears practical but vibrant clothes—aprons over comfortable dresses or tunics, usually dusted with flour by midday.
Personality
Maris treats everyone like a new friend waiting to happen, greeting customers with genuine warmth and easy humor. She's naturally optimistic and kind, always taking the high road even with difficult patrons. She has a knack for remembering regulars' orders and tends to leave little extras on tables when she thinks someone needs cheering up.
III. Kaori Serenne
Kaori Serenne
they/them • human • malice • unwound
Quick Info
Job: Street performer (koto player) and quiet safehouse keeper for detoxing mages.
Typical Locations: Everywhere—city streets, market squares, quiet corners, parks, even the wilderness. They have no fixed spot and follow wherever they feel called to play.
Appearance
Kaori has warm olive skin, soft gray eyes, and shoulder-length dark hair that frames their round, gentle face. They're heavyset with an androgynous build, usually dressed in loose, flowing layers that shift with their movements. In winter, they bundle in thick, soft fabrics. They're almost always found sitting cross-legged on the ground with their koto resting across their lap, fingers poised over the strings.
Personality
Kaori is soft-spoken and deeply gentle, treating everyone they meet with careful kindness. Their Malice magic allows them to help people process grief and trauma, and this intimate understanding of human pain has made them handle others like they might be carrying something unbearable. They don't ask for donations when they perform, but people often leave them anyway. They run a quiet safehouse for detoxing mages but don't actively participate in Unwound operations beyond offering sanctuary.
IV. Rano Foundling
Rano Foundling
he/him • variant • n/a • loom
Quick Info
Job: Threadtender
Typical Locations: Central Embrathis, Temples
Appearance
Rano is a slight man in his fifties, standing notably short at 5'5" with a thin, almost ascetic build. His hair has gone silver-gray, and his face is lined with the kind of gentle creases that come from years of compassionate smiling through grief. He wears simple threadtender robes and has remarkably deft, thin fingers from decades of tending temple tapestries.
Personality
Rano has deep caretaker energy—earnest, patient, and naturally comforting to those in pain. He's genuinely devoted to the Loom, believing wholeheartedly in its divine plan despite his variant magic never manifesting. Years of conducting funerals and sitting with grieving families have made him wise about people and loss, though he remains blind to the system causing so much suffering. He's deeply sympathetic to organic mages, wishing their path didn't require such sacrifice, even as he doesn't understand the Loom's role in their early deaths.
V. Garrett Fisherman
Garrett Fisherman
he/him • bonded • deviant • unwound
Quick Info
Job: Hermit and occasional guide in the Marrows
Typical Locations: Deep in the Marrows, his isolated cabin, occasionally on mountain paths helping lost travelers
Appearance
Garrett is a lean, weathered man in his sixties with a short gray beard and mint green eyes that shift between wary watchfulness and hollow defeat. He typically keeps his draconic features visible—pale blue scales scattered across his skin, frost-tipped talons, silver eyes when transformed, and twisting white horns. Years of mountain survival have left him rough and practical, dressed in worn furs and layers. He moves with the cautious efficiency of someone who's spent two decades alone.
Personality
Grouchy and lacking social skills after twenty years of isolation, Garrett helps lost travelers survive the Marrows but keeps them at arm's length—hiding his draconic features and rushing non-detoxed or Loom-loyal people out as quickly as possible. With detoxed organics, he's slightly more forthcoming. With detoxed Bonded pairs, he's complicated—helpful but visibly pained by what they still have. He lives to honor his dragon Eryllia's sacrifice; she died helping him escape Sergekeepers twenty years ago. He keeps a wooden carving she made of her true dragon form—the only reminder of what she really was. The silence where their telepathic bond used to be nearly destroyed him, and he only survives because that's what she died to give him.
VI. Gemma Highspire
Gemma Highspire
she/her • human • veneration • loom
Quick Info
Job: Aristocrat, socialite, charity gala organizer.
Typical Locations: Central Embrathis. High-society events, aristocratic districts, charity galas, her estate.
Appearance
Gemma is a stunning woman in her late twenties with natural white hair, porcelain skin, and striking heterochromia—one brown eye, one blue. She dresses impeccably in elegant clothes that whisper wealth rather than shout it, wearing just enough jewelry to let her station speak for itself. Every detail of her appearance is carefully curated perfection.
Personality
Recently widowed (two months) after her husband died in the clinic explosion while sponsoring an orphaned variant, Gemma performs normalcy with unsettling skill. She throws charity galas, climbs social ladders, and does everything possible to stand out—all while using Veneration magic on herself at night just to sleep in a bed that's too empty. In public she's performatively charitable toward organics, cooing about "those poor unfortunates" while privately blaming them for her husband's death even though she knows it's irrational. Her elitism has shifted from haughty to coldly dismissive; she goes through the motions of caring without actually feeling much of anything. People are confused by how functional she appears, not realizing the grief she's numbing with magic and performance.
VII. Shiloh Grimshaw
Shiloh Grimshaw
they/them • deviant • shifter - suppressed to beast affinity • unwound
Quick Info
Job: Traveling street merchant selling anything and everything.
Typical Locations: Commerce District (Central Embrathis), occasionally Outer Embrathis markets
Appearance
Shiloh is very tall and willowy with very dark skin, long dark curly hair, and nearly black eyes. They wear lots of gold jewelry that catches light as they move. In their main Beast Affinity form, they shift into a large black shepherd dog, but they have many forms. The Treatment suppresses their true shifter magic.
Personality
Shiloh speaks in a melodic, sing-song manner that makes even mundane transactions memorable. They sell at fair prices but refuse to haggle with anyone except children, who always get the best deals. Unwound-loyal, they tried multiple times to detox but nearly died each time—now they're trapped on Treatment with an estimated five to ten years left. They've made peace with their fate and help the Unwound however they can in the time remaining.
VIII. Ione Thane
Ione Thane
she/her • human • illusion • loom
Quick Info
Job: Vigilant of a Central Ward garrison; commanding officer responsible for the recruitment, discipline, and daily operations of the Keepers under her purview.
Typical Locations: Her garrison headquarters, the Governance District, Outer Embrathis, Central Embrathis, the streets of her ward during inspections.
Appearance
Ione Thane is a woman of forty with tan skin, pin-straight dark hair worn in a precise style, and a jaw sharp enough to cut glass. Her eyes are a deep, warm brown — hooded and slightly upturned at the corners, catching amber in the right light, with a natural elegance that makes her resting expression difficult to read. She wears her serge coat and pin like she earned every stitch of it, and she has — her illusion magic keeps the light falling on her just so, giving her the faint, unsettling quality of someone who exists slightly outside the ordinary world.
Personality
Ione is coolly courteous to everyone and warm to almost no one, operating with the patient certainty of someone who has never failed to get her mark eventually. She doesn't rattle, doesn't bluster, and has no interest in pretending she likes children — too sticky, she'll tell you plainly, without apology. Her danger is quiet and her kindness is icy, and people who know her well enough understand that both mean exactly the same thing.
IX. Althea Kleone
Althea Kleone
she/her • human • telekinesis • loom
Quick Info
Job: Owner of Bluebriar Hearth
Typical Locations: Commerce district, residential district
Appearance
Althea Kleone has a striking, timeless beauty, with deep brown eyes that feel thoughtful and secretive, and dark shoulder-length hair framing a pale, finely sculpted face with high cheekbones and a strong jaw. At 38, her slender build and graceful presence make her quietly captivating, while her sharp intelligence and guarded demeanor are softened by rare warmth around those she trusts, giving her an air of mystery and hard-earned restraint.
Personality
Althea Kleone is a calm, resilient woman shaped by hardship and loss, with a quiet but steady strength that comforts and supports those around her. She built the Bluebriar Hearth to give her daughter a soft landing when she was finally able to steal her away from her father. Deeply compassionate and fiercely devoted to her daughter, Sophia, she is driven to protect the people she loves and build a better life for them. Though she carries the weight of old regrets, her loyalty, wisdom, and determination make her an unyielding survivor. At the Bluebriar, she is warm and tenacious, making people feel welcomed and respected.
X. Sophia Kleone
Sophia Kleone
she/her • human • siphon • loom
Quick Info
Job: Waitress at the Bluebriar Hearth
Typical Locations: Commerce District, Residential District
Appearance
Sophia Kleone has an ethereal but striking presence, with porcelain-pale skin from years spent indoors and deep blue eyes that are sharp, guarded, and quietly intense. Her long, unruly black hair falls past her shoulders, broken by a distinctive white streak at the front that marks her heritage. Though she stands only 5’4”, she carries herself with a subtle fire and defiant strength that makes her feel larger than her frame.
Personality
Sophia Kleone is a sharp, perceptive human girl whose intelligence and life experience make her seem older than eighteen. She is deeply caring but also impulsive and quick-tempered, and years of control and confinement have left her guarded, especially around men after years of being with her despicable father that kept her in isolation for most of her life. Though trust does not come easily, she has found comfort in her mother, Althea, who rescued her from her father, and the family she has built at the Bluebriar Hearth. Even as she continues to yearn for more connection, and a place in a world she was never meant to know. As a waitress, she has begun to learn confidence and how to connect better to the world.
XI. Adrian Erez
Adrian Erez
he/him • human • beast affinity • unwound
Quick Info
Job: Outrider Guildmaster
Typical Locations: Outrider HQ, farmlands, wilderness
Appearance
Adrian is a lithe man of average height in his early forties but he wears his age and evidence of a life filled with dangerous escapades extremely well. He has warm olive toned skin with a smooth, timeless complexion that seems to directly contradict the grit involved with being an Outrider by both contrary principle and great care. His expressive brown eyes often hold the weight of wisdom and easily betray his years when first glances do not. His jet colored hair is kept short, styled in that haphazard way that conveys he's a man of business and pleasure. His style is plain and understated, but not militant in its utilitarian origin. Valuing freedom of movement and practical fashion, you'll never catch him in restrictive pieces and most of his clothing seems to purposefully hang off his lean frame with a bit of give.
Personality
Adrian is not what many picture when they think of the Guildmaster of the Outriders and he takes great pride in circumventing that expectation. The lot of a weathered, painfully grim cowboy who grunts his orders rather than annunciates words is not for him. Laughs and comradery come easily and there is an underlying confidence to everything he does, knowing full well that he's earned his place at the top, but it doesn't bleed into conceit. In the field he is a direct and adaptable leader more than willing to hear out all courses of action before making the final decision. It isn't uncommon to see him helping around guild headquarters, fixing things with his own hands or catching drinks with other guild members in celebrating successful hunts or commemorating the fallen. He is a notably skilled beast affinity mage and while he has a plethora of forms, he doesn't use them for combat, preferring his bow. His most commonly used form however, is that of a donkey. His dire horse is a chestnut gelding named Higgins. He has been Guildmaster since 1188 EoW. Regarding the Loom and the Unwound, Adrian has taken a stance of neutrality with secret Unwound sympathies. He knows little about the movement itself, as as a loom mage he has been kept on the fridges of knowledge and not fully trusted, but he does know that many who disagree with the Loom’s doctrine find sanctuary in the wilderness and he is in no hurry to notate and report the patterns he's found with rising numbers of campfires being spotted in previously desolate locations in the weeks before determination day to the “proper” authorities. For the law of the wild is the only one Adrian truly respects.

  
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