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Spellbreakers are a rarity even among mages, individuals able to alter the fabric of the Material Plane through force of will alone. Their innate abilities allow them to play havoc upon the extra-planar essences that power spells and magical artifacts. A well-trained Spellbreaker can counter powerful weaves, weakening them to irrelevance or misdirecting the spell for their own purpose. While most interest has centered on their ability to directly counter magic, the fracturing of the Aethergem has allowed Spellbreakers to explore an entirely new application for their gifts: their ability to alter the properties of material objects and, in doing so, safely harness arcane contamination and unpredictable spells. Alone they create artifacts of persistent ability unthinkable even to Master mages. Together with a willing mage, they can create magical items that rival the mastery of the Ancients.
Further Reading: A Guide to Spellbreaking, A Primer to Magic



Only a handful of Spellbreakers practice the craft of reification in Aelyria. Historically their relationship with mages has been fraught with suspicion and antagonism with their very existence reckoned by the magical community a natural aberration at best and a threat at worst. However, many institutions of arcana (and the towns around them) have come to consider Spellbreakers indispensible for creating magical items and managing arcanic contamination. Practicing Spellbreakers are almost always associated with a university of some sort.
Major Hubs of Note: Vers, Nexus Prime, and Vortex


Throughout written history mages have recorded many instances of individuals with such strong ties to the Material Plane as to render them able to interfere with spells. These aberrations had little in common. Ancient stories from long-perished human empires record legends of demon-ridden souls able to shrug off the most powerful spells. Other cases in more enlightened times were the result of Unbindings gone terribly wrong. Promising gemblooded students were ruined by some accident of arcane power and biology, their minds shattered and their gift ruined except for their singular ability to destabilize the weaves of other students—and sometimes even the masters who studied them. The most reprehensible (according to some, anyways) examples of Spellbreakers are the result of experimentation by a sect of mages based in the city of Nexus Prime. Called the Khazer-Druei after an obscure creature from Arium legends, they were created by superimposing a human body upon a Soulstone.

The breaking of the Aethergem heralded a new world for the Spellbreakers. In the resulting chaos, the old system and structures of magic fell into ruins as mages struggled to learn what many had once exercised through instinct alone. Into the void stepped a new generation of natural philosophers questioning the long-established mechanisms of the universe. They pursued alchemy and other sciences with vigor equal to their magical colleagues, debating and discussing the structure of their new world.

Others began their own investigations driven by motives darker than the thirst for knowledge. The first pioneers of reification used elaborate alchemical concoctions and rituals to harvest energy released from the passing of souls into the afterlife. Their accidental discoveries made them the first to truly realize the potential for harnessing arcanic contamination. However, their reputation would ultimately prove their undoing. Mages and inquisitors drew little distinction between a necromancer and the first reificators. Lynch mobs saw an even smaller difference. The first Spellbreakers to piece together the process of reification conspired to drive the first pioneers of their craft into extinction, harrying the few unlucky souls across the Empire.

Today, Spellbreakers form an important, if rare, part of the magical community. As a broken enchantment risks serious arcane contamination at best, their ability to stabilize enchantments and imbuements makes their skills highly sought by Masters and Archmagi of all spheres. Many academies and universities will discourage or outright ban the creation of enchantments without a mediating Spellbreaker. Their study into harnessing arcane contamination allows them to produce magical artifacts that transcend the boundaries of the eight spheres.

[top]Crafting Process

While Spellbreakers are renowned (or despised) for their ability to disrupt arcanic weaves, their connection to the Material Plane allows them to harness arcane contamination to impart upon objects certain magical effects. The process is split into three stages:


Spellbreakers need sufficient amounts and correct types of arcane contamination to power their creations. A crystal orb that will light up upon a spoken command, for example, will require a Spellbreaker to gather Essence of Force and Essence of the Mind.

A Spellbreaker must first find a source of arcane contamination. The most common destination for would-be reificators is magical academies infused with centuries upon centuries of arcane contamination. Alternatively they can seek out sites of magical activity such as the plains of Candaceburg or the ruins of Narim. Once in close proximity, Spellbreakers can sense the presence of arcane contamination though it may take some searching to find the highest concentration.

Spellbreakers rely on their connection with the Material Plane to concentrate arcane contamination into a form stable enough for transport. While the specific mechanisms and approach vary from person to person, the process generally involves a trap and seed. The trap is an enclosure designed to channel and focus arcane contamination into a seed. These contraptions are often specially constructed for a given site and the type of arcanic contamination that a Spellbreaker wishes to process. A Spellbreaker interested in harvesting Air Essence from a persistent lightning storm may construct a trap of lightning rods and copper wires connected to a seed. The seed is any object already carrying the taint of arcanic contamination such as the skull of a zombie or a still-warm chip of igneous rock. Only constant exercise of a Spellbreaker’s warping to strengthen and shape the seed stabilizes the increasingly powerful arcane contamination.

The harvesting process generally takes several brightenings to complete at which time the Spellbreaker must transport the charged seed to a more stable environment. While significantly less dangerous, the seed still must be treated with care. A broken seed will release the accumulated arcanic contamination in an uncontrolled and potentially dangerous manner. More experienced Spellbreakers can further refine the process in their laboratories using more intricate arrangements of traps in parallel or in series.


Once sufficient quantities of arcanic contamination are gathered and purified, the Spellbreaker must turn the raw energy towards a useful purpose. The infusion of the Material Plane by a given essence allows Spellbreakers a measure of slow control over arcanic contamination. However, infusing the essence with a purpose and a direction is a long and slow process, as Spellbreakers shape and sculpt the distilled arcane essence over many candlemarks and even brightenings.

To stabilize the arcanic energy during the infusion process, Spellbreakers must employ a medium to stabilize the arcanic essence during the infusion process. These mediums are liquid in nature and stored in sealed glass containers. A Spellbreaker must extract the arcanic contamination from the seed in a controlled manner and feed the contamination into the medium.

Shaping the medium generally relies on the concept of resonance. As the Spellbreaker has no actual control over extra-planar essences, they must shape the contamination through indirect means. This process varies wildly and can include spoken rituals, complex geometric patterns, or directly poking and prodding the ghostly shapes inside the medium using physical tools. The medium will take on a more gel-like consistency as the infusion process draws to a close.


Once the Spellbreaker is satisfied with their infusion, they must stabilize and preserve the final construct. The final container must be prepared and strengthened using the Spellbreaker’s ability to alter the properties of material objects. Skilled Spellbreakers will learn to protect the fragile essence from the corrosive nature of the Material Plane, preserving the power and intentions of the original infusion. Items created by young and inexperienced Spellbreakers frequently must be shored up lest the energy within leak away.

Spellbreakers must first prepare a physical object referred to as the focus by strengthening and stabilizing its material composition. After they are satisfied, they must place the object in the medium and begin the process of reification. Their control over the Material Plan allows them to transfer the infused and re-purposed arcane contamination into the very structure of the focus. It can take many candlemarks for a Spellbreaker to complete the process of reification.

Sometimes focuses must be altered or repaired due to mistakes in the crafting process or damage incurred by the artifact. Spellbreakers can place the focuses inside a new medium infused with small amounts of applicable arcanic contamination. Alteration of an existing artifact is a slow and dangerous process and must be done with care.

[top]Collaboration: How To Work With Mages

When working with mages, Spellbreakers effectively truncate the first two steps (Harvesting and Infusion) as the arcane weave supplies both the arcane energy and the core structure.
  • Harvesting – Working with spells allows Spellbreakers to skip the long and laborious process of collecting and refining arcane essence. While the use of a trap is still employed, its purpose is to assist in stabilizing the disparate essences generated by the imbuement or enchantment processes and channeling the cast-off energy into the medium.
  • Infusion – A spell effectively allows Spellbreakers to skip the infusion step. However, a focus is often still steeped in a medium. More experienced craftsman can expound upon the structure of the spell at this point creating effects that neither the Spellbreaker nor the mage could create alone.
  • Reification – Reification remains largely the same for a Spellbreaker. While the mage is directly imbuing or enchanting an object, the Spellbreaker is constantly manipulating and reinforcing the material properties of the focus.

[top]Living Enchantments: Belles, Malevols, and Grimms

Some Spellbreakers are known to specialize in living enchantments using the process of reification to affect changes on a willing (or perhaps unwilling) subject. As with their other creations, living enchantments created by Spellbreakers are less overt than those crafted by a mages. However, their enchantments often experience fewer unexpected side effects.

Conversely, some truly experienced Spellbreakers can create living enchantments that evolve and change at an accelerated pace. These enchantments can develop to be quite powerful, but can also subject the vessel to serious side effects.

[top]Tools of the Trade

Trap – A trap is a contraption used to focus and concentrate arcane essence into a seed. In most cases, a trap will interact with the type of arcane contamination in some tangible manner. There is no single form for these tools due to the multiple types and manifestations of arcane essence. A site where multiple essences were unleashed and mixed together may require specifically constructed traps tailored to the unique manifestations and properties of that specific site. Often Spellbreakers will engage other craftsmen like gadgeteers or blacksmiths in creating their traps. More advanced Spellbreakers can string together multiple traps for a greater effect. Traps in series allow the concentration of arcanic contamination while traps in parallel allow the separation of arcanic contamination.

Sample traps:
  • A fiendishly complex clockwork mechanism of interlocking wheels, gears, pulleys and pistons. Arcane contamination caused by sorcery causes the mechanism to grind in an impressive, but ultimately pointless display of mechanical energy. The seed is placed in a small chamber in the center of the trap and subjected to all manner of mechanical stress.
  • A large multi-sided box with a single note-shaped opening carved in one side. Any sound entering into the trap becomes amplified by the box’s unique acoustical properties. The seed is hung from the ceiling of the box using a length of twine.
  • A clay planting box filled with vine cuttings. When exposed to arcane contamination generated through the use of druidism, the plants grow at an astonishing rate and entangle the seed placed gently in the center of the box.

Medium – A medium is a liquid that serves as a stabilizing agent during the infusion process. The basic components of a medium are a liquid base and slurry to which the Spellbreaker can add additional ingredients to influence the infusion process. Most crafters use water as the liquid base, but it’s not uncommon to hear of more esoteric bases like wine or honey. The Spellbreaker must then use their warping powers to enhance the medium’s harmonizing effects.

Most craftsmen are constantly experimenting with their medium to increase its effectiveness. More experienced Spellbreakers will often infuse their medium with objects containing minute amounts of arcane contamination. This allows the crafter to handle more powerful amounts of arcane contamination, but ultimately harms the stability of a reified artifact.

[top]Arcanic Contamination

Sites of arcanic contamination are of particular interest to Spellbreakers. Using a wide variety of techniques, these craftsmen can harness arcanic contamination to drive the process of reification. Handling arcanic contamination is a dangerous task even for experienced practitioners and more than one foolhardy apprentice has lost their life tapping into wellsprings of arcanic contamination far too powerful for their abilities.

For the sake of convenience, arcanic contamination is often classified into five levels.
  1. Incidental – Pockets of arcanic contamination accumulate during the course of normal, every-day life. These small pockets of essence are weak and transitory in nature, quickly absorbed into the fabric of the Material Plane. Spellbreakers of a darker persuasion will often harness necromantic energy generated by the hundreds of deaths in a city to power their artifacts. A craftsman interested in a lightning-based enchantment, on the other hand, may set up lightning rods on top of a mountain during a thunderstorm to harvest incidental arcanic contamination.
  2. Persistent – Continued, consistent incidences of low-level arcanic contamination will eventually accumulate and stabilize until a location becomes permanently tainted by a given essence or a mixture of essences. Mystic essence may become persistent in a busy university library where students and faculty are constantly reading and learning.
  3. Infused – This location has developed a persistent connection to an Essence Plane. Infused locations can come about as the result of human action or from the inherent nature of a location. Many magical academies are infused with arcanic contamination though the Rainbow Towers of Nexus Prime and the town of Vers are the most well known. Enchanted groves are examples of naturally occurring infused locations.
  4. Breached – The very fabric of the Material Plane is affected by the severity of arcanic contamination. These sites can be either persistent or temporary though the natural forces of the Material Plane make persistent breaches very rare. Aslan's Forge is a persistent breach between the Material Plane and the Demi-Plane of Fire. The Battle of Zerdagria resulted in breach-level arcanic contamination when both the attacking forces of Avanthar and the defending church magi unleashed their arcanic might.
  5. Catastrophic – Catastrophic levels of arcanic contamination are almost always the result of catastrophic events (or simply divine intervention). The fabric of the Material Plane has grown weak and frayed to the point where essence can flow freely through. Many mages suspect that the Temple of Aetheria in the Great Mountains is so thoroughly infused with divine/infernal essence that, for all intents and purposes, it is a site of catastrophic arcanic essence. The recent fighting near Narim has rendered the entirety of northern Sheria a site of catastrophic arcane contamination.

[top]Skill Tree

[top]Becoming a Spellbreaker

Unbinding – Most active Spellbreakers subject themselves to a modified Unbinding ritual designed to awaken their connection to the Material Plane. Candidates seem to come equally from gemblooded and mundane families compounding the rarity of Spellbreakers.

Naturally Occurring – For reasons little understood, some individuals are born with the natural anathema to extra-planar energy. However, to fully utilize their abilities, they will need to study with a more experienced Spellbreaker.

Soulstone Rituals – While the origins of the Soulstone Rituals are shrouded in mystery and rumor, most historians agree that the Soulstone Rituals were first attempted by a coven of mages from the Rainbow Towers in Nexus Prime. The original ritual was both extreme and wasteful requiring the repeated acquisition of a Soulstone from the volcanic depths of Aslan’s Forge and the assistance of two mages of at least Adept level. A volunteer (usually unwilling) had their bodies superimposed on the Soulstone by the sorcerer while a healing mage nursed the subject through the inevitable physical trauma that followed. Survival rates were small (an estimated nine in ten perish) and inevitably leave the subject physically scarred and mentally traumatized.
In an attempt to refine the ritual, the mages of the Rainbow Tower explored a multitude of less intrusive rituals. These can vary from the mundane (a sliver of Soulstone implanted in the palm) to extreme (implanting a Soulstone directly in the chest). Once imprinted, the crystalline structure of the Soulstone must be encouraged to grow and ingrate itself into the body of the carrier. Several alchemical potions are known to induce this effect as well as prolonged exposure to arcane contamination. While these procedures are far less risky than the original Soulstone ritual, Khazer-Druei must often seek out medical treatment as their Soulstones grow and infuse their bodies.

While the original ritual is still doable, most mages are leery about risking their reputation on such a foolhardy and fatal procedure. Less extreme Soulstone Rituals are more widely available but willing volunteers are considered to have questionable sanity.

Soulstone rituals generally enhance the Spellbreaker’s ability to affect arcane essence in situ such as Spell Dissolution and Spell Bounce. It may also imbue their bodies with additional resistance to arcana, but the precise effect varies greatly depending on the type and aftermath of the ritual. Conversely, survivors of Soulstone rituals often exhibit poor health and questionable sanity though the precise results once again depend on the nature of the ritual performed.


Novices study the theory and practice of Spellbreaking with a more experienced practitioner. The hybrid nature of the craft requires not only a deep understanding of both arcanomechanics but also specialized knowledge of the reification process. Due to the specialized and expensive equipment required for the crafting process, many novices practice in their master’s lab using materials procured by their mentor. Many novices study in arcanic academies where the spells of students in more traditional spheres provide arcane contamination for their craft and exercise for their inherent abilities.
  • Learn to identify pockets of arcane contamination.
  • Learn construction and use of basic traps to harvest arcane essence from weak sources of arcane contamination.
  • Learn to create medium and basics of infusion.
  • Learn to Meditate and stabilize focuses using their Warping powers over the Material Plane.
  • Learn basics of stabilization of imbuements.
  • Complete focuses often display only minor effects of novelty interest but little direct use.

Sample creations:
Aester’s Glowing Orb – This simple artifact emits a dull light when shaken vigorously. Aester created this orb as a project to save on candles during his apprenticeship.
Diana’s Chain – Created for a crusading priest, Diana’s Chain is a small silver chain just long enough to circle an unarmored human. Weak undead will be befuddled by Diana’s Chain and ignore anyone standing within.
Freebird’s Lure – This small stuffed mouse will mysteriously attract alicats if left out in the open for half a candlemark.
In addition, novices learn the following skills:

Warp – Spellbreakers can alter the material properties of objects native to the Material Plane. Give time, they can shape wood as strong as steel or as soft and pliable as clay. These modifications, however, will never cross into the outright magical as the warping ability works by manipulating the basic structure of an object. Initially this is a slow and delicate process requiring great concentration, but at high-level Spellbreakers can warp material more dynamically.

Sense Magic – The Spellbreaker’s connection to the Material Plane allows them to sense the presence of arcanic contamination and extra-planar energy. This will generally manifest subconsciously though an experienced Spellbreaker may use their senses to determine direction and intensity.


Professional Spellbreakers are experienced enough to leave their mentor and start their own independent practice. Their first task is to construct a laboratory with all the necessary tools for their projects. Professionals are expected to supply themselves with the feedstock and tools for their projects. Those who choose to attach themselves to a magic academy also find themselves working alongside masters to stabilize enchantments and imbuements.
  • Learn to distill and concentrate arcane contamination.
  • Learn construction of more complicated traps.
  • Learn to craft using mixed arcane contamination.
  • Begin to experiment in different medium compositions.
  • Learn basics of stabilizing enchantments.
  • Complete focuses display persistent effects of general usefulness.

Sample creations:
Soldier’s Friend – This enchanted sheath was designed to sharpen and clean any sword that will fit inside.
Maeril’s Stone – When dropped into water, Maeril’s Stone will begin emitting heat until the water is warm enough to brew tea or coffee.
Assassin’s Kiss – This dagger’s edge weeps a thick, black poison that causes any wound inflicted to burn painfully.
In addition, professionals learn the following skills:

Spell Bounce – As their connection to the Material Plane improves, Spellbreakers can deflect or redirect spells from their intended target. This may destabilize the spell and cause unexpected side-effects.

Unbind – Through necessarily dangerous trial and error, many (though not all) Spellbreakers have learned how to perform a twisted form of a standard mage’s Unbind to unlock the potential of the lucky few born with the innate potential to practice reification.


Artisan Spellbreakers are at the pinnacle of their trade, able to stabilize and preserve even the most complicated and dangerous weaves. His own reified projects have grown more complicated and powerful to the point where a given artifact is coveted by nobles and adventurers alike. Universities offer Artisans salaries easily equal to a Master in return for providing their services to the faculty.
  • Learn to employ traps in parallel and sequence.
  • Begin enhancing their mediums with additional arcane contamination.
  • Learn to create living enchantments.
  • Learn to begin altering enchantments and imbuements during the infusion process.
  • Learn to repair focuses.
  • Completed focuses display persistent effects of an undeniably supernatural nature.

Sample creations:
The White Violin – When played by an experienced musician, the White Bone Violin enthralls anyone in earshot with its beautiful song. However, when the song is finished, the audience will find themselves exhausted and drained of energy.
The Black Dog – This bastard sword’s blade is permanently cloaked in blacked clouds which make the blade difficult anticipate in the hands of a seasoned soldier.
Titan’s Shield – This small, round shield will give anyone striking the shield with a metal weapon a strong shock.
In addition, artisans learn the following skills:

Destructive Reshaping – Instead of allowing a spell to fade gently into the Material Plane, a skilled Spellbreaker can destructively deconstruct an existing spell. This gives them a measure of control over the resulting release of arcanic energy allowing them, for example, to turn a large fireball into a continuous stream of fire.

Consume – A Spellbreaker in close proximity to a mage can trigger a reaction between a portion of the target’s Vis and the arcane contamination infusing the target’s physical form. The exact results vary depending on the sphere and proficiency of the mage. Using the skill on a druidess, on the other hand, might cause all nearby plants to suddenly grow uncontrollably.


Master Spellbreakers are expected to push the limits of their craft whether through their own studies or through collaborations with other mages. They can safely tap into all but the most dangerous sites of arcane contamination. Their infusions are no longer fixed constructs but living creations; more than capable of developing and improving themselves without the direct intervention of a Spellbreaker. Universities will engage in long campaigns to enlist the service of a Master Spellbreaker or lure them away from a rival university.
  • Can create reified items that grow and develop like living creatures.
  • Develop new techniques for the distillation and harvesting of arcane contamination.
  • Explore new methods of stabilizing essence during the infusion process.
  • Completed focuses display persistent effects of a powerful supernatural nature.

Sample creations:
Nameseeker – If an archer whispers the name of his target to this black-shafted arrow, the Nameseeker will strike the target even in the middle of a crowded battlefield.
Materna’s Hearth – This heavy hearthstone will protect any inhabitant of the house where it’s regularly used from all manner of disease.
Gut Twister – The blade of this heavy orcish sword will twist and warp when thrust into the flesh of an opponent.
In addition, masters learn the following skills:

Spell Hijack – A master’s control over the Material Plane has matured to the point that they non-destructively alter spells. An elemental may suddenly pledge its allegiance to the Spellbreaker or a paladin wielding summoned swords may find their opponent in possession of their weapons.

Purge Contamination – Instead of gathering and concentrating arcanic essence for storage and transport, an experienced Spellbreaker can destabilize concentrations of arcane essence causing the remaining essence to manifest in an immediate, chaotic manner. This will effectively render low level sites of arcane contamination inert (though slightly singed) but will only temporarily lessen the effects of more contaminated areas.

Spell Dissolution – A Spellbreaker’s ties to the Material Plane allows him to disassemble spells after they’ve been shaped and cast. The infinitesimal essences that comprise the Material Plane will speed the natural decay of a weave until its energy is dissolved and absorbed into the world at large. Spellbreakers are able to dissolve spells two levels below their own. Using Spell Dissolution comes at some degree of physical and mental risk to the Spellbreaker as it may cause them to start developing a soulstone infection and may even just Destructively Reshape it.


Grandmaster Spellbreakers possess an unequalled mastery of their craft. Their creations are legends in their own right, their swords and armor as well known as the heroes or villains who carry them. They are able to harness the most powerful sources of arcane contamination in the Material Plane and do so while under extreme duress.
  • Unparalleled ability to gather and refine arcanic contamination.
  • Completed focuses display persistent effects of an extremely powerful supernatural nature.
  • Creation of magic items that live and develop like sentient creatures.

Sample creations:
Dirge of the Autumnal Leaves – The blade of this exquisitely crafted katana flickers constantly between the Material and Ethereal Planes. As a consequence, the blade will easily slice its way through an armored knight or cut its way through a castle wall given the time.
Cornelia – This small statue is possessed with a keen intelligence and memory. It is able to recall spoken conversations word-for-word years and years after the original conversation. Moreover, it is able to intelligently sort through its memories to respond to a question. Cornelia, however, has recently begun coloring her reports with small but puzzling inaccuracies.
In addition, grandmasters learn the following skills:

Dissolution Aura – Spellbreakers at the pinnacle of their craft can work great changes to the Material Plane in a wide area. They can effectively dissolve or deconstruct spells in a wide area. In addition, spells directed at their physical body are often severely disrupted or effectively dispelled. Dissolution Aura carries with it a great risk of mental and physical trauma as a result of the soulstone infection that often occurs as a result of using it.

Destabilize – The most experienced Spellbreakers can greatly affect the response of ara in a moderately large area through their ability to manipulate the Material Plane. Depending on their inclination, this can either ease or hinder spellcasting in a given area. Mages assisted by Destabilization will be able to cast more powerful spells for the same amount of vis and will notice a general increase in the duration and efficacy of their weaves. Mages hindered by Destabilization will need to invest more vis to cast a spell and experience markedly increased rates of failures and miscasts.


Soulbound – Even death cannot sever the link between a highly experienced Spellbreaker and the Material Plane. Many of the craft’s venerable practitioners found themselves unable to pass into the Ethereal Plane after their death, doomed to wander the earth as unquiet spirits.

Soulstone Infection - Utilising the Anti-Arcanic abilities of Spellbreaking carries with it a risk of acquiring a Soulstone Infection, a disease that sees white crystal start growing in the Spellbreaker's body and their mind becoming unhinged. Soulstone Infection is also a symptom of the Soulstone Ritual and once contracted is near impossible to get rid of.

[top]Terms of the Trade

Arcanic Contamination: Residual traces of extraplanar essences stranded on the Material Plane as the result of arcane activity.

Trap: Mechanism for focusing arcane contamination into a seed.

Seed: Object lightly infused with arcane essence that serves as a center for Spellbreakers to compress and stabilize arcane contamination. Seeds are general sturdy objects as breaking a seed will cause the entrapped arcanic contamination to escape. This is significantly less dangerous than a broken imbuement or enchantment, but still highly undesirable. Many Spellbreakers will keep lucky seeds throughout their career.

Medium: Liquid stabilizing agent for the infusion process.

Focus: Item specifically shaped by Spellbreakers to serve as a stable, long-term container for arcane energy.


Written by Noe.

Created by Nimh, September 21, 2014 at 03:52 PM
Last edited by Nimh, May 29, 2016 at 11:17 AM
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