Talinthal Uth Mondor's WOtR (Inactive)

Game Master nightdeath

This game is GMed by Shalafi. I'm just his hireling.

Combat Map
Kenabres
Terendelev's Scales
Anevia Tirabade
Horgus Gwerm
Aravashnial
NPC listing
Loot Log

Macros:

Windsworn[dice]1d20+4[/dice]
Beltin[dice]1d20+3[/dice]
Phineas [dice] 1d20+3[/dice]
Dennis[dice]1d20+2[/dice]
Vorskek[dice]1d20+2[/dice]
Nalun [dice] 1d20 +2 [/dice]


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I am interested in running a WOtR campaign with one of each tier. I would like to see your submissions with background and the trait that will give you the mythic tiers. A background is very important.

I would also like to a 25 pt buy. Races need to be justified except for CORE and tiefling and aasimar.

NO EVIL.

I should decide by Saturday or Sunday.

You need to be able to post several times a day and I do enjoy roleplaying.

Bouna Fortuna!


Are all classes open? Traits other than campaign? Starting wealth?


Well, since a gnome tinker red robe is probably not fitting in the setting, count me in for an aasimar dragon blooded sorcerer.

Riftwarden orphan going for Archmage.


I would say anything but the gunslinger.
GM can you stat him out?

150 gp


A barbarian (mad dog archetype) with a pet roc.

I can think of nothing more mythic than that.

I'd be heading for the champion archetype, taking the stolen fury archetype.


How do you get a pet roc?


Mad Dog archetype gives up most of the rage powers for an animal companion, and the roc is an animal companion (starts medium, sadly, so no riding him til 7th level. But still, mythic.

Also, doesn't get rage til 4th level.

STILL.
Mythic.


Can you post where it says you can get a roc animal companion. I don't disbelieve you, it is just that I have never seen that.


Link

and just for laughs, the text...

Quote:

Rocs taken as animal companions by druids or rangers are typically newly hatched birds—a baby roc is the size of a person and ready for flight and hunting within minutes of hatching. Unfortunately for druids seeking animal companions of legendary size, an animal companion roc is limited to Large size—still large enough for a Medium druid or ranger to use the flying beast as a mount.

Starting Statistics

Size Medium; AC +5 natural armor; Speed 20 ft., fly 80 ft.; Attack 2 talons (1d4), bite (1d6); Ability Scores Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11; Special Qualities low-light vision.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack 2 talons (1d6 plus grab), bite (1d8); Ability Scores Str +8, Dex –2, Con +4.

I'm not sure when they put the roc into the AC mix - probably that animal book from awhile back, but they're pretty good, and I'm pretty taken by the flavor of it.

In case you hadn't noticed.


Go ahead and submit.

Liberty's Edge

Ok..I moved over here...would like to keep as a ranger, I think...or maybe fighter class....will have to reconsider what I want to be able to do!! As well as look over the players guide for WotR..but mythic sounds like fun!! Do we start out as mythic, or does that come later??

Sovereign Court

Placing my Submission here first. Now a Kelid barbarian instead of a plains barbarian.
Windsworn


I have the weirdest desire to play a character like this... XD So I figured I'd at least give it a try!

Spoiler:
Appearance

Micah
Female Human Ghost Oracle 1
NG Medium undead (humanoid, human, incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 15 (+2 Dex, +5 deflection)
hp 13 (1d8+5)
Fort +5, Ref +2, Will +4; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits
Weakness oracle's curses (haunted)
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (perfect)
Special Attacks corrupting touch
Oracle Spells Known (CL 1st; concentration +6):
1st (5/day)—summon monster i, obscuring mist, cure light wounds
0 (at will)—stabilize, read magic, mage hand, ghost sound (DC 15), create water, detect magic
--------------------
Statistics
--------------------
Str —, Dex 14, Con —, Int 16, Wis 14, Cha 20
Base Atk +0; CMB +2; CMD 17
Feats Eschew Materials, Improved Initiative
Traits strike first, touched by divinity
Skills Diplomacy +9, Fly +22, Knowledge (arcana) +7, Knowledge (nature) +4, Knowledge (planes) +7, Knowledge (religion) +7, Perception +14, Spellcraft +7, Stealth +10, Use Magic Device +9; Racial Modifiers +8 Fly, +8 Perception, +8 Stealth
Languages Abyssal, Celestial, Common, Daemonic
SQ mysteries (time), revelations (temporal celerity)
Other Gear Holy symbol, silver (Mitra), Sack (1 @ 1 lbs), 147 GP, 9 SP
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Corrupting Touch 2d6 (DC 15) (Su) Touch does 2d6 damage from aging, ignoring most resistances (Fort half).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flight (30 feet, Perfect) You can fly!
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Incorporeal (Ex) You aren't quite here.
Rejuvenation (Su) Ghosts can return after a few days.
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
--------------------
Micah is a somewhat... interesting... individual. For most of her life, she's felt a strong calling towards Mitra the Shining Lord, lord of conquerers and upholder of the idea that those with power should be willing to use it for the sake of others. This seemed... quite right to her, considering her home city's location on the edge of an area where demons frequently attacked. Those who didn't pull their weight actively threatened the safety of everyone around them, and she just couldn't see how anybody would be willing to do that.

Unfortunately for her, she never got a chance to put her feelings into practice, because she came down with a very serious case of dead. Her body (well, what was left of it, anyway) had been carried off, so no resurrections could be performed, but that didn't stop her soul from crying out. She wanted to be able to help people, but the opportunity had been stolen from her. She begged all of the gods of good, pleading for them to do something, anything - and Mitra ultimately answered. Micah returned to the land as a ghost, filled with divine power - and she was ready to put every bit of it to use in helping protect the city.

Just in time, too, considering what was about to happen...

Personality-wise, she's actually fairly bright and friendly when dealing with good people. She has a bad habit of haunting people she likes, but mostly because she wants to help them... whether they like it or not.

Incidentally, Micah refuses to rest in peace until she's accomplished some sort of great good in the world and is able to satisfy her desire to help others.

-----------------

In order to help her better succeed with the plans for the future, Mitra added in one more gift for Micah when she was brought back from the dead - all equipment and gear she is touching is treated as having the Ghost Touch property, though this effect vanishes immediately if she loses contact with the item. Due to being Incorporeal, Micah uses her Dexterity score instead of her Strength score for determining Carrying Capacity.


Karva - Sound Striker Dawnflower Dervish Bard.

Karva:

Karva
Male Half-Orc Dawnflower Dervish Sound Striker Bard 1
Neutral Good Medium Humanoid (Orc, Human)
Initiative; +4 Perception
--------------------
Defense
--------------------

AC 17, touch 14 flat-footed 13
hp 9
Fort +3, Ref +9, Will +3
--------------------
Offence
--------------------

Speed 30 ft.
Melee Scimitar +4 (18-20x2)
Magic
Level 1 Spells (2 per day) - Cure Light Wounds, Comprehend Languages
Level 0 (at will) - Message, Read Magic, Detect Magic, Light.

--------------------
Statistics
--------------------

Str 10 Dex 18, Con 12, Int 10 Wis 8, Cha 18
Base Atk +0; CMB +0; CMD 14
Feats Dervish Dance (Dawnflower Dervish Bonus Feat), Endurance (Shaman’s Apprentice Alternate Orc Racial Ability), Arcane Strike
Traits Stolen Fury, Fate’s Favoured, Killer,
DrawbacksShadow Scarred
Racial Traits Sacred Tattoos, Shaman’s Apprentice, Orc Weapon Familiarity, Darkvision
Skills Diplomacy +8, Perform (Dance) +8, Stealth +8, Bluff +8, Perception +4, Sense Motive +4
Languages Orc, Common
Combat Gear Scimitar
Other Gear Parade Armour, 3x Entertainers outfits, 45 gp
--------------------
Special Abilities
--------------------

Bardic Performance (8 rounds), Battle Dance,
Counter Song, Distraction, Fascinate,Inspire Courage.

Appearance:
Karva is dark-skinned for a Half-Orc, showing his Khatpesh heritage on his father’s side. He usually keeps his long, dark hair tied back tightly, often going so far as to braid it to keep it out of the way during a fight. Lithe when compared many of his half-blooded kindred, and shorter, many consider Karva to be relatively non-threatening compared to more hulking, heavily armed warriors.

One thing that most people spot quickly are the intricate tattoos that cover much of Karva’s body, flowing, intricate lines that oddly enhance his feature rather than spoiling them for many. His eyes are a light blue, almost the colour of fast-frozen ice, which sometimes throws people off but they aren’t in any way cold or uncaring. He speaks with an odd accent, his father’s rolling accent combining oddly with orc-ish tusks. Karva usually smells fresh washed and perfumed, if given the chance.

Personality:
Karva is a charismatic man, adept in talking his way out of trouble. Against most mortals, he prefers to talk them around to fighting, and will try not to fight so long as another path might work. He believes in Sarenrae’s redemption. However, this does not hide the hard core within him - he is a potent fighter, especially for a bard, and believes that some may find redemption in the next life if they can’t in this one.

Although usually outgoing, there is a notable exception - Karva dislikes being in heavily shadowed areas, and will often complain heavily if not allowed to keep something lite despite his Darkvision. In total darkness he is obviously deeply afraid, regardless of other factors.

Background:
Karva has always known what he was - a child born of a brief fling between an Orcish Shaman and a member of the Cult of the Dawnflower from Khatapesh hunting for redemption. Despite that, neither of his parents were negligent - they remained friends, even, and raised the child together as much as they could in the forsaken battle to take back the World Wound.

Despite his odd homelife, Karva was a fairly happy child. Well back from the fighting he often stayed with friends of his parents, as one or both were deployed to the battle lines. This suited the charismatic child well enough - he was adept at manipulating the guardians who were to care for him, and often got out of trouble with a teary eye and a soft ,’But my mother/father wouldn’t make me do that. I miss them.’

Instead, he spent much of his time with a band of children, many orphans of the fight either literally or more figuratively, as he was. Perhaps it was this that led to the cult that took him for some dark ritual, or perhaps it was the tattoos his mother had already started inscribing as she taught him the ways of her Shamanism. Whichever it was, Karva was easy to capture, and his capture went relatively unnoticed.

Karva has never been sure exactly what happened, and tries hard to this day to avoid remembering. He remembers being locked away with the other children. He remembers the terrible smell of so many small children, terrified and alone, left without food, water or the basics of hygiene. He remembers a brief moment of defiance, a sharp chunk of wood swinging in a perfect arc into the throat of a jailer as he reached out for a small girl and the satisfaction the blow gave him. But mostly, he remember flickers of the ritual. He remembers when the shadows moved...and touched him.

His next memory is recovering in the temple of Sarenrae, taken there by his father to recover from the ordeal. Karva seemed fine, but for weeks he would scream if the shadows grew too large. And even after he ‘recovered’ and was released, people who knew him spotted the small differences, the way he tended to watch any shadows and prefered to always carry a light or, later, an object touched with a [i]light[/light] spell.

Never forgetting the trauma of the ritual, he visited the temple constantly, even electing to remain there when his parents were away. Between the priests there and his father he learned the way of the Dawnflower, and the ways of the Dervish, adapting the heavy scimitar to his lithe, fluid strikes. Karva came to worship Sarenrae, but always wished to banish the memories of his youth. He wished to remove the shadow’s touch...

Sovereign Court

My Char is still a WiP pending some asnwers from GM. lol but it's there.


Might just go with good old tanky fighter. Can get the build up soon.


Rednal wrote:

I have the weirdest desire to play a character like this... XD So I figured I'd at least give it a try!

** spoiler omitted **...

Races need to be justified except for CORE and tiefling and aasimar.


Would you mind elaborating a bit on what sort of justification you'd like to see? That way I can be sure of whether or not I'll be able to manage it for you. ^^

(I do have the background idea done, plus the basic race of Human, so I'm not entirely certain what you're looking for yet. Sorry for the trouble!)


I am not sure how a ghost would fit in especially at first level with all of their extras.


Daniel Stewart wrote:
Ok..I moved over here...would like to keep as a ranger, I think...or maybe fighter class....will have to reconsider what I want to be able to do!! As well as look over the players guide for WotR..but mythic sounds like fun!! Do we start out as mythic, or does that come later??

Mythic comes later.


Now that is something I can understand needing to justify. ^^ It's a fair point, after all, even in a campaign with high point buy and mythic characters (in which perfect game balance is sliiiightly less likely). Since the main concern is the extras, hmm...

Would you accept a weakened form of the template for earlier levels, allowing normal damage (instead of half) and the removal of some of the immunities? Let's call it, oh, the relatively recent demise of the character means they haven't fully developed as a ghost, so they don't have quite all of the benefits. Those could be returned at a reasonable rate (your choice) with higher levels, where it would be a little less unbalanced since everyone else would have had the opportunity to develop more and enemies would be much more likely to have ways of hurting the character. ^^ I don't want to completely unbalance the campaign, after all.

(If it helps, I'm planning to build the character with a lot of 'Curse' skills to help weaken enemies before others fight them, ultimately functioning as an Enabler-type with some Control tossed in. Very much a support build overall.)


Why does she have to be a ghost? You do realize that demons are smart and will go after her first?

Sovereign Court

Bait. Pseudo meatshield. If Gm gives it. Could you be my spirit aka Shaman King? :P


Well, I've had the strangest urge to play a ghost character... that's the only reason, really. XD And dealing with those making her a target would just be part of the fun.

(I do understand if you'd rather not have a character of this type, though - it is your game, and I'm always happy to respect the GM's decision about what to allow.)


I would rather not but you are free to submit something else.


OK, here's the fighter. Fairly vanilla.

Dennis the tainted

Dennis was born to members of the Medavian Crusade. From an early ages he was drilled on the physical as well as mental skills he would need to oppose incursions from the World Wound. His parents, both Paladins, had the highest expectations of him, raising him in the church of Iomedae and preparing him for a life of sacrifice and virtue.

Then something went horribly wrong. He was kidnapped by demonic cultists who subjected him to vile rituals in an attempt to corrupt him. Eventually his parents and some fellow crusaders tracked down the cultists and put them to the sword. Luckily the rituals did not take and he was not corrupted. He was, however a bit tainted. Once on a path of moral purity, he went astray. As he entered his teen years he took up carousing, wenching, and developed quite a taste for the sauce. His parents tried to put him back on the straight and narrow, but to no avail. Eventually he gave up the church of Iomedae and took up worship of Cayden Callean. This was the final straw for his parent, and he was disowned.

Finding himself on his own, he decided to use his high level of martial training, and level of expertise in otherworldly threats, he joined a mercenary company based in Kenabres, the Rampant Gryphons. The mercenary life fighting demons has suited him well, even if he remains a relative neophyte.

build:

Dennis
Male Human (Taldan) Fighter 1
CG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+6 armor, +2 shield, +2 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +5 (1d4+4/×2) and
. . scimitar +5 (1d6+4/18-20/×2)
Ranged longbow +3 (1d8/×3)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 18
Feats Cosmopolitan, Dodge, Power Attack
Traits seeker, stolen fury
Skills Climb +2, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (planes) +6, Perception +5
Languages Abyssal, Celestial, Common, Daemonic, Infernal
Other Gear Breastplate, Heavy steel shield, Longbow, Scimitar, 190 GP
--------------------
Special Abilities
--------------------
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stolen Fury +2 trait bonus to CMB vs. Demons


Hakim:
Hakim Sharani
Human (Keleshite) Barbarian 1
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 14 (1d12+2)
Fort +4, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Melee falchion +5 (2d4+6/18-20/×2)
Special Attacks rage
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Iron Will, Power Attack
Traits indomitable faith, stolen fury
Skills Handle Animal +4, Intimidate +4, Perception +5, Ride +5, Survival +5
Languages Common, Kelish
SQ fast movement
Other Gear Studded leather armor, Falchion, 50 GP
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stolen Fury +2 trait bonus to CMB vs. Demons

Shazam:
Shazam
Roc
N Medium animal
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 Dex, +5 natural)
hp 8 (-2)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +2 (1d6+1/×2) and
. . 2 talons +2 (1d4+1/×2)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 17
Feats Flyby Attack
Skills Fly +8, Perception +5
--------------------
Special Abilities
--------------------
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Story:
Ten years ago, the bowmen of Duwwor brought down a bird of unimaginable size that had been preying on the herds of sheep and goats in the low valleys of the Barrier Wall. When laid out on the ground, the creatures wings stretched thirty paces, and during the battle, it had swooped down to carry off a horse and rider in each of its mighty talons. The townspeople thought themselves rid of a terrible curse laid on them from the Mwangi tribesmen beyond the mountains.
A young boy named Hakim, though, saw the bird for what it was, an animal, albeit one of monstrous proportions. That same day, he set off into the mountains. He had some knowledge of birds, and it was his belief that the creature had left a nest somewhere. For seven days he climbed higher and higher, surviving on wild plants and trickles of snowmelt from the peaks high above, and then he found the nest, on a ledge so high above that the town of Duwwor seemed no bigger than a tiny speck in the desert below. He even believed he could see as far as the distant ocean, though it was hundreds of miles away.

Upon reaching the nest, though, his perseverance was rewarded, for he found four eggs, each one half as tall as he was, and a great pile of rotting carcasses that had been brought to feed the roclings when they hatched. He waited, and the morning after he arrived, one of the eggs began to shake, and then to crack. With the carcass of a goat in hand, he approached as the bird broke free from the shell, stretched its wings and screamed. He screamed back, and the bird turned. He threw the goat, and the bird ate, ripping it apart furiously. As it ate, Hakim walked towards it, hiding his fear at the creature's strength. When he pet it, it rubbed against him affectionately, almost knocking him over. Hakim named the bird Shazam, and managed to carry it on his back down out of the mountains.

He thought to bring it to the local chief for his mews, but the villagers were outraged at him for bringing what they saw as a demon into their midst, and he fled downriver on a raft with the bird. A boat found him one night, and took him on board. The pilot was a cultist of the demon lord Dagon, and planned to drown Hakim when he reached the sea, but as they prepared their ritual, Shazam came and drove the man into the sea, where his cruel god accepted him as a sacrifice.

Hakim drifted across the inner sea until he was rescued by a Taldoran vessel. Hearing for the first time of the Mendevian crusade and its war against the demons, he travelled north, through a land that seemed like an endless oasis, though it grew colder and colder.


Dennis, ok.

Hakim, I see no archetype on your character.

Which path are you looking to take, Hakim?


I am looking back over the submissions and trying to see who is what from what I am able to discern. Please let me know if I am correct:

Touched by Divinity

Child of the Crusades

Stolen Fury

Chance Encounter

Rightwarden Orphan
GM Tribute - Aasimar Dragonblood Sorcerer (Need more than character concept).

Exposed to Awfulness
Dennis: Human Fighter
Jon Garrett: Half Orc Bard
Hakim: Human Barbarian


Sorry, stolen fury and the champion path

MadDog archetype, forgot to add that t stat block.


Touched by Divinity

Child of the Crusades

Stolen Fury
Hakim: Human Barbarian (Mad Dog)

Chance Encounter

Rightwarden Orphan
GM Tribute - Aasimar Dragonblood Sorcerer (Need more than character concept).

Exposed to Awfulness
Dennis: Human Fighter
Jon Garrett: Half Orc Bard


Please add it.

Liberty's Edge

I think I am going to bow out of this game...have fun all!!


I will post an alias later tonight or tomorrow and develop a background.

Gold dragon blooded sorcerer angling for dragon disciple prestige class. 25 points should make for a MAD build to support this.

Sovereign Court

I think I am going to sit this one out. Between the deployment and a lot of work up until them, I am not sure I would be able to post much, and I don't think that would be fair to everyone else. Thanks for the invite though.


Ok Janos. Ok Tribute. Ok Daniel.


Going to work up an Angelkin Aasimar Paladin.


Ok Bane. Which path?


Marshall, so child of the crusade.

Sovereign Court

Hmm I got missed.
Stolen Fury. Invulnable Barbarian.
Windsworn


I am sorry Nightdeath, let me go and add you.


Touched by Divinity

Child of the Crusades

Stolen Fury
Hakim: Human Barbarian (Mad Dog)
Windsworn, Human Barbarian

Chance Encounter

Rightwarden Orphan
GM Tribute - Aasimar Dragonblood Sorcerer (Need more than character concept).

Exposed to Awfulness
Dennis: Human Fighter
Jon Garrett: Half Orc Bard


It looks like we still need 3 of the paths, Touched by Divinity, Chance Encounter, Child of the Crusades.


OOps, missed your post Bane.

Touched by Divinity

Child of the Crusades
Bane 888: Aasimar Paladin

Stolen Fury
Hakim: Human Barbarian (Mad Dog)
Windsworn, Human Barbarian

Chance Encounter

Rightwarden Orphan
GM Tribute - Aasimar Dragonblood Sorcerer (Need more than character concept).

Exposed to Awfulness
Dennis: Human Fighter
Jon Garrett: Half Orc Bard


Max hp at 1st?

and 150 starting gold right?

This is Bane88's character


Si.


Can I get a little background, Imperious, of your character and how the trait fits him?


Can I submit still?


Yes, Rikael, it might be better if you look for a path that has not been taken. I think we are missing Chance Encounter and the Touched by Divinity.


Imperius

Background:

Conceived during the the height of the First Crusade 4626 AR by a beautiful Paladin of Iomedae and a powerful angel who were fighting together at the World Wound. When Imperius' mother became to burdened by her pregnancy, the angel, called Imperael, lifted the goodly paladin, his love, to the celestial realms to finish her term and give birth. Imperius was born there and walked with his father among the clounds and golden cities as well as upon the Prime Material plane with his righteous mother. Over the course of his life, his father would call him to heaven to learn the ways of the angels, and his mother would teach him warfare upon the earth. His mother was killed in the second crusade when Imperius was 14, his mother was 34. His immortal father continues to fight and is a veteran of all the crusades against the World wound. At 80 in the prime of his life, Imperius served in the third crusade in a clerical nature, but fought side by side with his father in the fourth crusade. Now a seasoned fighter but just truly realizing his angelic and paladonic powers, Imperius stand at the treshold of his true destiny.

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