Quest for Gloriana

Game Master JGray

A Pathfinder adventure taking place in the world of Quest for Glory, the Sierra Online RPG/adventure game hybrid.

The Gloriana Setting Document

Current Map (Cavern near Raseir)


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Have been crunching numbers and I think I'm going to avoid Liontaur and go with a Human Daring Champion, who is a son/daughter of Athena and has benefitted from the reigning queen of Silmaria's veneration for Athena in the form of an excellent education.

My problem now is finding a suitable cavalier order to follow. At the moment I'm thinking Order of the Blue Rose but none of them really fit how I imagine it. JGray would you be open to homebrewing an 'Order of the Owl' for more Athena flavoured fun?


@Nikolaus de'Shade: I've not problem with an existing cavalier order being renamed the Order of the Owl. I'll be curious how your character came to be the child of a virgin goddess.

Silver Crusade

Adoption is totally a thing.


JGray wrote:
@Nikolaus de'Shade: I've not problem with an existing cavalier order being renamed the Order of the Owl. I'll be curious how your character came to be the child of a virgin goddess.

Mary was totally a virgin


Name: Ulemys the Swift
Race: Centaur
Class: Invulnerable Barbarian (3)
Alignment: Chaotic Good
Deity: The Green Lady

Stats
Str (18) Dex (12) Con (16) Int (12) Wis (12) Cha (13) Fort (+6/8) Ref (+2) Will (+1/3) Initiative (+2) Movement (50)

Armor Class
AC: 16 (14...12 after charging)
Touch: 10 (8...6 after charging)
Flat Footed: 15

Race
* Large: -1 hit, -1 AC, reach, +1 CMD, -4 Stealth
* Fast Movement (10)

Traits
* Armor Expert (-1 ACP)
* Ease of Faith (+1 diplomacy and class skill)

Feats
* Natural Jouster (lvl 1 feat, counts as mounted when using a lance)
* Power Attack (lvl 3 feat, -1 hit, +3 damage)

Skills
* Diplomacy: 3 skill points (+7)
* Intimidate: 3 skill points (+7)
* Survival: 3 skill points (+7)
* Perception: 3 skill points (+7)
* Acrobatics: 3 skill points (+7)

Equipment
* Oversized Masterwork Lance (-1 hit, 2d6 damage, x3 crit)
* Mithril Breastplate (+7 AC)
* Embedded Cracked Dusty Rose Ioun Stone (+1 initiative, implanted in him by his former master to make him a better bodyguard)

Class
* Lessor Beast Totem (1d6 claw attacks when raging)
* Rage: 10 rounds per day, fatigued for 2x rounds raged. +4 Str, -2 Dex, +4 Con, +2 Will.
* Damage Resistance: DR/1 (DR/2 for nonlethal damage)
* Trap Sense (At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.)

Combat-Charging and Raging
To Hit: +7 (+9 on charge)
Damage: 2d6 + 12 (x2 damage on charge)

Background
Ulemys is a centaur from the nation of Silmaria. Growing up on one of the outlying islands, he earned his way as a sheep herder. Living with his flock, he kept them safe by strength of arm (or lance, as the case may be). This came to an end, when one fateful day he made a trip to Marete to sell wool and buy supplies. While there, he saw a breastplate. But not just any breastplate. It shined like the sun itself and weighed next to nothing. He fell in love it with, and when he heard the price his heart fell, but it had been taken. He offered everything he had, including his entire herd. When that was far from the total needed, he offered himself. To the merchant, he sold himself into indentured servitude to the merchant, in addition to all he owned. For the man, this meant that he had bought himself a bodyguard. For Ulemys, it meant several years of hard labor for the price of a single mithril breastplate.

When his time of servitude ended, Ulemys found himself penniless, far from home, and owning naught but what he could carry. As such, he began his life as a mercenary for the adventurer's guild.

Tactics
Ulemys is all about using his natural speed to his advantage. To him, the charge is everything. With his oversized lance (even for a centaur), he holds it with 2 hands and charges forward into his foes. He works best as part of a team so that he can cycle charge. With an ally to hold the enemy in place, he charges forward to impale an enemy. He then disengages and comes again for another charge. This continues until the enemy is broken or it is time to disengage.

Personality
Despite his ferocity in combat, Ulemys is good natured. A devout follower of the Green Lady, he is loathe to cause harm to people who live off the land or non-monstrous creatures. But at the end of the day, he understands that the difference between eating or going hungry comes down to whether or not he fulfills his contract. This has meant that he has done things in his life that he is less than proud of.


@Grumbaki: Interesting choices. Devotees of the Green Lady would have been rare in Silmaria. How did Ulemys fall onto that path?


I've updated the setting document with two new organizations (the Academy of Science and the Eternal Order of Fighters) as well as a handful of important NPCs.


Ok, what I wanted to do with Rakshina was to have a Scientist/Wizard.

Her personality would be that of a very naive/forgetful young liontress , who wants to see the world and come up with new experiments. She wants to master the element of pizza or to prove it is an element.

Storywise, would it be best to start off as an Alchemist or a Wizard. I am happy for either.


So in research for this character I bought the Quest for Glory series from GOG. Since my character comes from Mordavia I have started and am playing the 4th game as well as done some research on different things that I thought would affect my character.

Was wondering about the time that your game is set in vs. the video game. I'm hoping your setting is much later because I wanted to make my character a descendant of Erana and the hero. However because of her otherworldly entanglement with Avoozl there's a rare entanglement in her bloodline that pops up from time to time. Avoozl is still reaching out and trying to free himself and hopes that one of these descendants of hers will eventually be weak enough to be mislead by his entreaties. As such Trathing would have dreams of the battle between Erana and Avoozl and the sense that he could choose either path and that his source of power may very well come from the Dark one... Obviously because your game is meant for heroes, Trathing will choose to use his abilities for good and Avoozl will just have to bide his time and wait for another descendant of Erana with less character.

For this I would be ditching the shadow mystery for the black tapestry mystery.


I was already told, or something was already mentioned it takes place 5 years after QFG3 which directly precedes QFG4. QFG/HQ1 and QFG2 take place like the day after each other. 6 months go by between QFG2 and 3. I don't remember how long between 4 and 5.


JGray wrote:
@Grumbaki: Interesting choices. Devotees of the Green Lady would have been rare in Silmaria. How did Ulemys fall onto that path?

Well, playing up the 'barbarian' theme, I see him as growing up on an isolated island in a small close-knit community. The Green Lady just seemed like a good deity to have for a group of people living off the land. Where Ulemys would have herded sheep, I see the other members of his family and/or community fishing, farming, hunting, etc. And given that the main island, from the background document, seemed to be the place that was safest from monster attacks, the 'barbarian' element comes from everyone having to be able to protect themselves should there be trouble.

If the Green Lady is an issue, I could change the deity to something more regionally appropriate.

Also, does a centaur require the feat 'mounted combat'? Because if he is chosen, and if that feat isn't needed...I'd probably drop his lance and replace it with a great sword. Then take 'ride by attack' instead. Because charging, hitting, and continuing to the other side for another pass just looks cooler than hitting someone and stopping in place.


@Trathing Nightcloak and Insnare: This campaign takes place 5 years after the end of Quest for Glory 5, which means roughly 5 years after the ending of QfG 4 as well. Erana was not returned to life until the middle of QfG 5 so the chances of her having any children old enough to adventure are remote.

@Grumbaki: Its no problem, just an oddity in a region which worships the Greek gods. It could be the Green Lady has been mixed up with Demeter there. And no, centaurs do not require mounted combat to attack since they can't use Ride to dodge attacks. They do it the old fashioned way, with AC.


Awesome. So if chosen, will be a slight rebuild. Greatsword, power attack, ride-by-attack. A bit less damage per hit than with the lance, but thematically alot cooler.

RPG Superstar 2009 Top 16

Okay settled on centaur druid. Underway.

RPG Superstar 2009 Top 16

Are any of the islands of Silmaria mostly wilderness?


@Mark Thomas 66: Many of them are uninhabited. Some have forest on them. One of them is nothing but a large dryad grove.

RPG Superstar 2009 Top 16

D'oh forgot Druids are out, make that Nature Shaman or do you recommend Cleric with nature and similar domains?


"Druids exist in Gloriana but are not common in the parts of the world we will be visiting. Players looking for a divine, nature oriented caster should look to a cleric serving the Green Lady instead."

Nature and travel domains could be fun. We'd both be at Movement 50 (on par with a horse). Could outmove most enemies, which is great for a caster.

RPG Superstar 2009 Top 16

Yeah but shaman could fill the Druid role as well, especially with Nature and Life, which would allow limited channeling


Personally, I'd go with witch but shaman or cleric would work just as well.

For reference, you can find the dryad of Spielburg Valley here.

Julinar, a healer who was turned into a tree to save her from bandits. By the end of the series she is human again and running an apothecary in Silmaria with her husband.

And the dryad grove being fed magic water in Silmaria.


I'll withdraw my candidacy. I'm planning to propose a few characters in PbP in the coming weeks, maybe even start GMing, so I prefer to not be greedy and select more adventures that I can handle. Moreover there are some true fans of the settings who seems really eager to play your stories so it would be criminal for me to try to get a spot when more passionate people should have it! Have fun everyone!


Insare: We're starting at level 3. You can multiclass if you so desire.
---

Everyone, here's what we have suggested thus far:

Psionchamber: Nova Roma (human) fighter

The Waskally: Silmarian (human) mighty godling

Thelizardwizard: Shapeirian (katta) swashbuckler

Drogeny: Mordavian dhampir

Trathing Nightcloak: Mordavian (Half Fae (fetchling)) shadow Oracle

Gwahir777: Mordavian (human) fighter

Nikolaus de’Shade: Silmarian (human) cavalier (daring champion)

Insnare: Tarnan (liontaur) wizard (arcane bomber)

Grumbaki: Silmarian (centaur) barbarian (invulnerable barbarian)

MarkThomas66: Silmarian (centaur) nature spellcaster of some sort


So, I have an idea for something that's pretty cool, I think; a Spielbergian (spelling?) thief who knows just a little about how to tap into the Universal Music and use dance to throw himself into a trance or song to cast a couple weak, but handy, spells; Dervish Dancer Bard 2 into Unchained Rogue. Just a couple questions.

What's the view on people without a strong religious view? Are people allowed to just pay lip service to the presence of deities in general, or do we have a "Gods on the Disc deal harshly with atheists" situation here?

Are we using Fractional Progression for multiclasses?

Socioeconomic state of Spielberg; On a scale of 1 to Les Mis, how hard is it for people to eat? Do we have room for a CG Robin Hood type?


OK, I will have Rakshina up this afternoon.


I hereby submit my godling character, Jenrick Ioannou, simarian son of Zeus. I hope you seriously consider his application. The godling class is not well liked here on the forums, and I appreciate your willingness to allow me to submit one.


@Josh.Ingle: Welcome to the thread.

1. While the gods are obviously real, they aren't generally walking around. In urban areas, especially, its possible to go your entire life without noticing any of the miracles of the gods. That being said, there is a difference between "not believing in them" and "not caring they exist". Not believing in them is a lot like not believing in gravity - sure, you can come up with other explanations but its there.

2. No, standard multiclassing. I'm not a killer GM so the slight advantage fractional multiclassing MIGHT give is tiny at best.

3. Roughly seven to eight years ago, Spielburg was released from a curse placed on it by Baba Yaga in which both the baron's children went missing for about a decade and the baron, in depression, ignored his people. Snows kept traders from visiting often and brigands roamed the land. The curse was broken when the counter-curse prophecy was fulfilled ("Come hero from the east, free man from the beast, bring child out of the band, and rid evil from the land". The Hero of Five Lands (who was not yet even a hero yet!) transformed the baron's son back into a human (he had been polypmorphed into a bear by a kobold wizard), helped the leader of the brigands remember she was the baron's daughter, and drove away Baba Yaga. Since then things have improved. The passes have opened and trade has resumed. That being said, the new Baron (the one who used to be a bear) is rubbish and more interested in improving things for the haves than the have nots. There's plenty of room for giving to the poor, so long as the Guild gets its cut.

@TheWaskally: Jenrick received. I try not to be a snob when it comes to third party stuff. Having written quite a bit of it myself, I know sometimes it can play fine but people just don't like it.

RPG Superstar 2009 Top 16

Question. Does a quarterstaff count as the 1 weapon even though it has no wealth value or could one have a bow and a quarterstaff for example.

Also, the chosen version of Centaurs lacks a natural armor bonus. Could we tae the Improved Natural armor feat and treat the current state as a Natural Armor bonus of 0 or is that feat unavailable?


@Mark Thomas66: I'll allow an inexpensive melee and a ranged weapon. And centaurs are just as squishy as anyone else, so no to the feat.


More squishy, because they are large and thus get -1 AC. That's why I recommend using them as divine casters, reach weapon users (15ft reach) or chargers (mine is designed to hit and run). The best defense is not getting hit in the first place.

Funnily enough, they'd also make great monks or brawlers. Large unarmed strikes are rare and tasty. (2d6 fist damage at Lvl 4!) And their CMB will be better than usual with being large and having high strength.

RPG Superstar 2009 Top 16

The wield weapons as medium so their unarmed strikes should theoretically be medium as well.

@ JGray. Thanks!


Are two-weapon fighters allowed? Would we need to snag the second weapon in play or could we have a pair of identical weapons, like kukris for my dancing thief guy?


@Josh.ingle: If you are specifically a two-weapon fighter, you may have matching weapons.


Dotting in with the bare bones.


I've decided to extend recruiting to the 30th because its unfair to ask people to chargen over the holiday weekend.


Work in progress


1 person marked this as a favorite.

@Rhiastra: Welcome aboard!


Pathfinder Adventure Path, Rulebook Subscriber

Close to being finished, had one question though, what languages are there? I assume the ones from the core rule book but I wanted to make sure.


Skip languages for now. I'll be compiling a list, which will be regional and not race based, a little later.


Pathfinder Adventure Path, Rulebook Subscriber

Alrighty then, I present Felitcia, the dhampir sword devil ranger. If there are errors let me know and I will fix them, I didn't find any when I went through. She may be tweaked a little still but she's basically done otherwise. I'm modeling her off of Ivy Tamwood from the Hallows series.

Build:

Felitcia
female dhampir ranger (sword devil) 3
CN medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft, low-light vision; Perception +8
--------------------
Defense
--------------------

AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
hp 28 (3d10+6)
Fort +5, Ref +8, Will +2
--------------------
Offense
--------------------

Speed 30 ft.
Melee bite +3 (1d4) and
. . scimitar +8 (1d6 18-20/x2) and
. . scimitar +8 (1d6 18-20/x2), bite -4 (1d4)
Ranged none
Special Attacks Death Vow (1/day)
Spell-Like Abilities
CL 3, Concentration +7
1/day: command (dc 15), charm person (dc 15)
--------------------
Statistics
--------------------

Str 10, Dex 18, Con 12, Int 10, Wis 10, Cha 18
Base Atk +3; CMB +3;CMD 17
Feats WP: S, M; AP: all; SP: all except tower: unnatural origin (1st), dodge (sf), weapon focus (scimitar), endurance (bf)
Traits truth’s agent, unidentifiable appeal
Skills
Acrobatics +10=+4+3+3
Diplomacy +7=+4+3
Knowledge (local) +5=+0+1+3+1
Knowledge (nature) +5=+0+2+3
Perception +8=+0+3+3+2
Stealth +10=+4+3+3
Survival +6=+0+3+3
Background Skills
Profession (investigator) +6=+0+3+3
Lore (undead) +6=+0+3+3
Languages lang 1
Combat Gear scimitar; Other Gear sleeves of many garments
Misc Gear backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, trail rations (5 days), and a waterskin, traveler’s outfit x2; ? gp
--------------------
Special Abilities
--------------------

Class Skills Sword Devil gains acrobatics as a class skill in place of spellcraft.
Combat Style Underhanded
Death Vow (Ex) Once per day at 1st level, and an additional time per day at 4th and every three levels thereafter, ain a bonus equal to ½ your level on weapon atk and dmg, rolls. Remains in effect until target is dead orr the next time you rest and regain your vows.
Heir to Undying Nobility Descended from undead nobility some dhampirs inherit a bit of their ancestors' ability to control living beings. They can use command and charm person each once per day. This racial trait replaces the spell-like ability racial trait.
Light Sensitivity Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks.
Negative Energy Affinity Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Resist Level Drain (Ex) A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Slashing Fury (Es) Use charisma in place on int as a pre-req for combat feats. Assitionally select one light or one-handed slashing melee weapon, you may use your dex instead of str for melee atk rolls with this weapon. At 8th level and every 5 thereafter you may choose an additional weapon. This ability counts as having weapon finesse for the purpose of meeting feat requirements.
Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Truth’s Agent You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.
Undead Resistance Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Unidentifiable Appeal You gain a +1 trait bonus on Disguise checks and a +1 trait bonus on Diplomacy checks made to influence those who would be attracted to you.
Wild Empathy A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Description:

Felitzia is a pale woman with long black hair, dark lavender eyes, pale complexion, and a generously curved figure. She stands around five and a half feet tall and around one hundred and thirty five pounds in weight. Her clothing is usually on the flamboyant and revealing side, a weapon to use against her enemies, and she often wears a voluminous and deeply hooded cloak when around those she doesn’t know. It is rare to see her without a scimitar by her side, a beautiful piece of craftsmanship, and carrying a longbow with a quiver of arrows.

Personality:

Felitzia is a troubled soul, her appearance and accent is that of Mordavia but there is something about her that gives off a hard to finger appeal in the eyes of many people. She’s closed about her past, reticent to share her feelings, but none the less leaves a trail of broken hearts and one night stands behind her. These people often attribute their listlessness to her absence as broken heartedness when really it is a lack of blood. Despite all of this she is fiercely loyal to the few she calls friend and has a true hatred of the undead, a hatred no one quite understands but doesn’t question. Although she can seem cavalier and uncaring about the plight of others Felitcia desires, more than anything, to be a good person, a task made infinitely complicated due to her heritage and need for blood.

Back Story:

Felitcia was born roughly one hundred forty years ago in Mordavia. Her mother was a gypsy woman, taken by a master vampire as his bride, and gave birth to several children for him before he tired of her. Felitcia was the youngest child to survive her birth and was mostly forgotten by her father. The only reason the young dhampir girl lived so long was because of who her father was and the other denizens fear of him. Because of the lack of attention from her father and his court Felitcia was left mostly uncorrupted by life in his court and lived long enough to learn how to survive. Through a combination of her feminine whiles, intimidation, and guile she learned to defend herself and then to kill.

When she was approaching adulthood, and coming to the attention of her father’s most loyal supporters eye’s or other sensory organs, she realized she needed to get out of there. She wasn’t the first child to be gifted to one of his adherents and she vowed she wouldn’t become the plaything of another. She found a chance to get away when her father was killed by a traveling hero four years ago and this inspired her to try and thank the man, whom she never met, by trying to lead a good life and help those who needed it.

As the began to travel the outside world with only a scimitar and kit she stole from the armory on her way out, Felitcia began looking for people to save. Unfortunately she quickly found out just how much people hated her due to what they thought she was. There were no small amount of villages she had to flee for her life when someone figured out what she was, and Felitcia knew she had to go somewhere that was free of people who could easily recognize her for what she was while she started plying her abilities as an investigator trying to improve things one person at a time.


Everyone, I've added a section on languages in the master document.


Jenrick's languages have been updated.


I think I've completed all the Submission Requirements. With Gm's permission I've made Erana Trathings Aunt whom he has never met or knows anything about.

For his Mystery I went with Dark Tapestry, to create a pseudo-connection with Avoozl. Trathing really doesn't know that he's half fairy and believes that most of the odd things about him are a curse from the Dark one as opposed to his natural abilities as a fae.


Okay, Rhiastra's complete with backstory and description.

I went with Nature Shaman over Cleric or Oracle. One of the things I've always thought about working with a pantheon like the Greek one which is much more intermingled that say a traditional D&D one that's centered on diametric opposition, is that while you might primarily worship one god, depending on circumstance you pay homage to others when needed.

The Wandering Spirit/Wandering Hex class feature seems like a perfect representation of that, and gives a ton of flexibility with the Shaman.


=================================================================

Description:

Rhiastra

Height: 8ft 11’ (head to ground) 5ft 5’’ (at withers)
1150lbs

Rhiastra radiates a wild primal bond with the natural world immediately striking people as being somehow....."more natural" than everyone else around her.

A young centauress in excellent physical condition, her skin on her upper body, clearly touched by the sun, carries a healthy glow, her raven black hair wild and untamed, often woven with flowers or feathers, carrying the occasional tinge of deep green among its silky locks, amber eyes glimmer with understanding, holding a wisdom that belies her age. Her lower body, the sleekly powerful muscle, shining roan coat and flowing silvery tail of a champion warhorse. The scent of fresh grass and wildflowers wafts around her constantly, her entire presence carrying the serenity of a forest glade.

Personality:

With a normally serene nature and a ready smile, Rhiastra possesses a naturally agreeable, if somewhat reserved personality. Her love of the natural world is evident in just about avery aspect of her, preferring wild open spaces to towns or more civilized regions. This is often reflected in her moods, becoming increasingly more at ease, the further into the wilds she is.

Though usually even tempered, her wrath when invoked can be as relentless as the very forces of nature she wields.

Background:

Growing up on one of the more secluded islands of Silmaria, Rhiastra has carried a deep love for the natural world all of her life, coupled with a desire to travel and explore. Feeling drawn to not only Gaia herself, but the calling of the multitudes of nature spirits and some of the other deities of her homeland, the young centauress became an unconventional disciple of the gods of nature, devoted in her own way, and sharing a deep connection with the natural world as a whole.

One day while roaming one of the lesser known forests, the came across a trio of humans who’s attempted to take advantage of a dryad they’d managed to surprise. When she rebuffed their rather lecherous advances, they decided to cut down her tree out of spite. Accosting them and demanding they leave and never return, they decided to take their frustrations and desires out on Rhiastra, much to their detriment when she proved far more dangerous than they anticipated.

This began a deep friendship between herself and the dryad Evvie, and further awakened Rhiastra’s desire to protect those who would be taken advantage of. After a little over a year, her wanderlust got the best of her and she set off for the adventurer’s guild, taking with her a token gifted by Evvie, infused with a touch of her power.


What has been produced thus far. Stars indicated the character seems to be submitted.

*Psionchamber: Hektor Sextus, human (Nova Roman) fighter

*The Waskally: Jenrick Ioannou, human (Silmarian) mighty godling

Thelizardwizard: Amiid Razir, katta (Shaperian) swashbuckler. STILL NEEDS FLUFF.

*Drogeny: Felitcia, dhampir (Mordavian) ranger

*Trathing Nightcloak: Trathing Nightcloak, half-fae (Mordavian) shadow Oracle

Gwahir777: Ivan Baranoff, human (Mordavian) fighter. STILL NEEDS DESCRIPTION AND PERSONALITY.

Nikolaus de’Shade: Silmarian (human) cavalier (daring champion). STILL NEEDS EVERYTHING.

Insnare: Rakshina, liontaur (Tarnan) wizard (arcane bomber). STILL NEEDS DESCRIPTION AND PERSONALITY.

Grumbaki: Ulemys the Swift, centaur (Silmarian) barbarian. STILL NEEDS DESCRIPTION.

*MarkThomas66: Rhiastra, centaur (Silmarian) nature shaman.

Josh.Ingle: human (Spielbergan) bard/thief. STILL NEEDS EVERYTHING.

Rysky: human vampire hunter. STILL NEEDS EVERYTHING.

If I missed anyone, please let me know. It looks like we have 5 completed characters thus far.


Here is Nikolaus' submission - still missig fluff but crunch is all there.

Grand Lodge

Ivan Baranoff is about 5'3" and weighs 220lb. He has reddish brown hair, brown eyes, and multiple scars.

His personality; he can quite talkative and friendly, but it is rare that he will actually open up and talk to others about himself. He tends to be distrusting unless someone proves they are trustworthy. His hatred of the undead runs deep.


Eleanor Grey-eyes wrote:
Here is Nikolaus' submission - still missig fluff but crunch is all there.

Is your character Eleanor or Drake?


48 hour notice. Closing the polls in 48 hours...


Trying to nail down a backstory.

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