A J s Dad |
i read something about fire arms how does that work... or is it even allowed??
To quote the BOOK...
The most dramatic application of science is probably the use of firearms. Although firearms are actually fairly simple to use, doing so requires the Exotic Weapon Proficiency (firearms) feat. This feat covers not only firing the weapon, but loading it and caring for it.
In the Empire it is also necessary to carry a firearms permit, which costs 10 gp to obtain and an annual fee of 1 gp to renew. Permits are granted only to citizens. They are required so the Empire can control these powerful weapons, at least to a point. Failure to present a permit when found with a firearm is a crime punishable by a 500 gp fine.
The cheapest firearm is a small handgun called a Sting and costs 120gp.
lastknightleft |
lastknightleft wrote:Your original character as posted is fine with me.DarkOne the Drow wrote:Thanx for the valuable information.
Let see what the die of fortune have for my fate.
4d6=11
4d6=12
4d6=14
4d6=12
4d6=12
4d6=13Wow! A very average character. No real high score to use for primary ability. Point buy score = 15.
Hey, we're built on the same point buy
and to poor wandering one in response to
Quote:assuming AJD lets the non random stats slide,When I applied to the thread I said I'd play if I could play this character and he accepted, I can't imagine he'd take it back, I was rolling more out of curiosity to see what I'd get. Especially since I'm taking an intentional hit to power since my stats would stay practically the same only better (my 18 came from a 16 +2 human bonus and I got a 16)
Awesome, the question is who do I worship, I looked at the list of death dieties and didn't see a non-evil one, I was looking for a neutral "ferries the departed to their appropriate afterlife/passes judgement diety like pharasma, I don't see anything like that in Ptolus.
oh also, there is an error, I'm one skill rank short, I forgot my human bonus skill rank.
Saint Caleth |
4d6 ⇒ (4, 5, 2, 2) = 13--11
4d6 ⇒ (4, 4, 3, 6) = 17--14
4d6 ⇒ (4, 4, 1, 3) = 12--11
4d6 ⇒ (5, 3, 4, 5) = 17--15
4d6 ⇒ (1, 5, 5, 3) = 14--13
4d6 ⇒ (1, 2, 5, 5) = 13--12
Interesting and also not too shabby; my dice karma is strong. I'll cook up an interesting Paladin to go with it.
EDIT: I am currently trying to make a dex based Paladin for possible later dip into Duelist. Character coming tomorrow.
Hissarion Azor |
And here he is. Hissarion Azor the Paladin. Descriptions coming soon when it isn't 2:30AM.
Everything is Pathfinder Player's Guide, except I used the APG Alternate favored class bonus of energy resist, and my traits are from the Adventurer's Armory I beleive. The energy resist is just for kicks, but I would very much like to keep at least the Armor Expert trait.
Also I intend to take the Vow Against Savagery from UM if that is acceptable.
DarkOne the Drow |
Some ideas so far for the background.
My character is a female human wizard who originates from the mysterious land of Kem.
I am open to being a friend of one of the other characters, or distant family member if anyone likes the idea. If not she would be in Ptolus to seek for lost rare magical treasures.
Edit: I be using PCGen to manage my character.
Saint Caleth |
I could see her knowing Hissarion. I was thinkning of making him a veteran of what is left of the imperial army. He could have been present at the sacking of Tarsis as a young recruit. After the battle, his unit fought its way south towards Kem before escaping the peninsula by boat to continue fighting the barbarians. He would have returned to his boyhood home of Ptolus several years ago and turned down employment by the Comissar and the Watch living instead on his army pension, however, now he yearns for excitement again.
I think that this is plausible, if I make him about 30, since Tarsis was sacked 10 years ago according to the timeline.
DarkOne the Drow |
Valoria Grundmire is a 17 year old female human from the land of Kem, she is tanned skinned, with long black hair and near black eyes.
I see what parentage I would need to help her in obtaining an apprentice position of an old wizard.
Let say this wizard was perhaps in the war himself and helped Hissarion escape the peninsula. Maybe the old mage is calling in a favour, by sending Valoria to be under your watchful eye for her eagerness to adventure is too much for the old wizard to handle any more.
A J s Dad |
Am I allowed to be a keeper of the viel or do i have to seek to join the organization?
You would have to seek a way to join this prestigeous organisation, based at the Necropolis. However, one way would be to take the Knight of the Pale prestige class, who occasionally work alongside the Keepers. But you are looking at at least a level 7 there.
Moulini Tankard |
Moulini Tankard wrote:i read something about fire arms how does that work... or is it even allowed??To quote the BOOK...
The most dramatic application of science is probably the use of firearms. Although firearms are actually fairly simple to use, doing so requires the Exotic Weapon Proficiency (firearms) feat. This feat covers not only firing the weapon, but loading it and caring for it.
In the Empire it is also necessary to carry a firearms permit, which costs 10 gp to obtain and an annual fee of 1 gp to renew. Permits are granted only to citizens. They are required so the Empire can control these powerful weapons, at least to a point. Failure to present a permit when found with a firearm is a crime punishable by a 500 gp fine.The cheapest firearm is a small handgun called a Sting and costs 120gp.
wouldn't mind seeing what i could do to get one... as a sorta backup weapon i would have recive as a gift a long time about from my grandfather who much to the dismay of my mom was an adventure... he's been missing for some time so it would be more of a keep sake...
A J s Dad |
A J s Dad wrote:wouldn't mind seeing what i could do to get one... as a sorta backup weapon i would have recive as a gift a long time about from my grandfather who much to the dismay of my mom was an adventure... he's been missing for some time so it would be more of a keep sake...Moulini Tankard wrote:i read something about fire arms how does that work... or is it even allowed??To quote the BOOK...
The most dramatic application of science is probably the use of firearms. Although firearms are actually fairly simple to use, doing so requires the Exotic Weapon Proficiency (firearms) feat. This feat covers not only firing the weapon, but loading it and caring for it.
In the Empire it is also necessary to carry a firearms permit, which costs 10 gp to obtain and an annual fee of 1 gp to renew. Permits are granted only to citizens. They are required so the Empire can control these powerful weapons, at least to a point. Failure to present a permit when found with a firearm is a crime punishable by a 500 gp fine.The cheapest firearm is a small handgun called a Sting and costs 120gp.
Ok. I will allow that. Stats are
damage - 1d6 (s) 1d8 (m) Critical - ×3 Range 30 Weight 1 lb.
DarkOne the Drow |
Here is my character so far. Available for comment.
=============================================================
Name: Valoria Grundmire
Race: Human
Player: DarkOne the Drow
Classes: Wizard1
Hit Points: 7
Experience: 0 / 2000
Alignment: Neutral
Vision:
Speed: Walk 30 ft.
Languages: Abyssal, Common, Draconic, Sylvan, Undercommon
Stat Score Mod
STR 12 (+1)
DEX 12 (+1)
CON 12 (+1)
INT 16 (+3)
WIS 13 (+1)
CHA 11 (+0)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 1 0.0 1 0
Appraise 3 0.0 3 0
Bluff 0 0.0 0 0
Climb 1 0.0 1 0
Craft (Jewelry) 7 1.0 3 3
Craft (Untrained) 3 0.0 3 0
Diplomacy 0 0.0 0 0
Disguise 0 0.0 0 0
Escape Artist 1 0.0 1 0
Fly 1 0.0 1 0
Heal 1 0.0 1 0
Intimidate 0 0.0 0 0
Knowledge (Arcana) 7 1.0 3 3
Knowledge (Dungeoneering) 7 1.0 3 3
Linguistics(Draconic) 7 1.0 3 3
Perception 2 1.0 1 0
Perform (Untrained) 0 0.0 0 0
Profession (Scribe) 5 1.0 1 3
Ride 1 0.0 1 0
Sense Motive 1 0.0 1 0
Spellcraft 7 1.0 3 3
Stealth 1 0.0 1 0
Survival 1 0.0 1 0
Swim 1 0.0 1 0
-------------------------- Feats ---------------------------
Combat Casting
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Spell Penetration
Scribe Scroll
-------------------- Special Abilities ---------------------
------------------------ Templates -------------------------
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 11 / 11 / 10
Initiative: +3
BAB: +0
Melee tohit: +1
Ranged tohit: +1
Fortitude: +1
Reflex: +1
Will: +3
Unarmed attack:
to hit: +1
damage: 1d3+1
critical: 20/x2
Crossbow, Light:
to hit: +1
damage: 1d8
critical: 19-20/x2
range: 80 ft.
Dagger:
to hit: +1
damage: 1d4+1
critical: 19-20/x2
Dagger (Thrown):
to hit: +1
damage: 1d4
critical: 19-20/x2
range: 10 ft.
Quarterstaff:
to hit: +1
damage: 1d6+1
critical: 20/x2
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Outfit (Explorer's) 1 8lbs
Backpack (29 lbs.)
Bolts (Crossbow/10) 2 2lbs
Mirror (Small/Steel) 1 0lbs
Sack 1 0lbs
Blanket (Winter) 1 3lbs
Ink (1 oz Vial) 1 0lbs
Inkpen 1 0lbs
Paper (Sheet) 5 0lbs
Rations (Trail/Per Day) 5 5lbs
Spellbook (Wizard's/Blank) 1 3lbs
Bedroll 1 5lbs
Waterskin (Filled) 2 8lbs
Crossbow (Light) (4 lbs.)
Pouch (Belt) (0.5 lbs.)
Flint and Steel 1 0lbs
Sack (0.5 lbs.)
Spell Component Pouch (2 lbs.)
Total weight carried:
Current load: Light
Encumbrance
Light: 43
Medium: 86
Heavy: 130
--------------------------- Magic --------------------------
Wizard Spells
SPELLBOOK
Level 0
Acid Splash (Conjuration)
Arcane Mark (Universal)
Bleed (Necromancy)
Dancing Lights (Evocation)
Daze (Enchantment)
Detect Magic (Divination)
Detect Poison (Divination)
Disrupt Undead (Necromancy)
Flare (Evocation)
Ghost Sound (Illusion)
Light (Evocation)
Mage Hand (Transmutation)
Mending (Transmutation)
Message (Transmutation)
Open/Close (Transmutation)
Prestidigitation (Universal)
Ray of Frost (Evocation)
Read Magic (Divination)
Resistance (Abjuration)
Touch of Fatigue (Necromancy)
Level 1
Burning Hands (Evocation)
Enlarge Person (Transmutation)
Floating Disk (Evocation)
Mage Armor (Conjuration)
Magic Missile (Evocation)
True Strike (Divination)
SPELLBOOKNAME3
Level 0
Daze (Enchantment) - unlimited per day
Light (Evocation) - unlimited per day
Open/Close (Transmutation) - unlimited per day
Level 1
Mage Armor (Conjuration) - 1 per day
Magic Missile (Evocation) - 1 per day
------------------------ Description -----------------------
Height: 5' 9" Weight: 175 lbs. Gender: Female
Eyes: Black Hair: Black,Long Skin: Tan
Dominant Hand: Right Quirks: ,
Speech style: Quotable:
Background
Still to be completed
Saint Caleth |
On the map in the campain setting, the only cities marked in Kem are Erish-aga and possibly Vidor.
Antique and shadowy Kem, located south of
Prustan lands along the Southern Sea, used to be a place of great magic and sorcery. Now it lies in ruins, brought low by the same spells that made it great almost five thousand years ago.
Blighted by magical conflicts called the Wars of Fire millennia ago, Kem has become a haven for Harrow elves who fled east after their release
from Goth Gulgamel. Only the toughest, coarsest of plant life grows in Kem’s magically tainted soil, and few natural animals stalk its wastelands. Kem is a land of ghosts and shadows, lost to time.
The few cities that remain in Kem stand upon ruined metropolises of fallen tors. The mixed population includes humans, lizardfolk, gnomes, Shoal
elves, Harrow elves, and the occasional dwarf.
There is some more information about history in the DM guide, but its probably the DM's prerogative to post that if it's ok to know.
Saint Caleth |
Here are some of the mentions of Kem in the setting, this is about all the info there is. I just copied all the intersting sentences about Kem out of the setting book.
Just about everyone looks upon people of Kem with some manner of distrust, as if there’s something not quite right about them.
The Harrow elves have no lands of their own. Most live in Kem, in isolated communities.
Within a vault this minor goddess remains trapped inside a magic candle. Apparently, a group of powerful wizards in Kem captured her just before their own murder.
Na’haras was a deadly assassin in Kem over two thousand years ago.
An evil demon prince, one of the so-called Demon Gods, Ochremeshk was trapped in a magical prison almost five thousand years ago, bringing
the Wars of Fire in ancient Kem to an end. To this day he remains trapped within a magical rune in a hidden room of a ruined citadel far south and east of Ptolus.
Soul magic has been passed down through orcish generations since just after the Wars of Fire in ancient Kem, when the demon god Ochremeshk was imprisoned.
An ancient race devoted to the cause of darkness, the cthorn lived mostly in what is now Kem far to the southeast.
c. 6,000 BE (6,700 years before present) The wizards of Kem build the city of Erish-aga.
c. 4,600 BE The cthorn diminish, undone by their own corruption. The wizards of Kem steal many of their secrets.
c. 4,000 BE The Wars of Fire. Wizards from the west and those from Kem meet on the Plains of Panish and fight horrible magical
wars.
c. 3,000 BE Much of Kem is consumed in the Metalstorm, unleashed by wanton magic.
c. 700 BE (1400 years ago) The Metalstorm in Kem completely fades.
lastknightleft |
A J s Dad wrote:wouldn't mind seeing what i could do to get one... as a sorta backup weapon i would have recive as a gift a long time about from my grandfather who much to the dismay of my mom was an adventure... he's been missing for some time so it would be more of a keep sake...Moulini Tankard wrote:i read something about fire arms how does that work... or is it even allowed??To quote the BOOK...
The most dramatic application of science is probably the use of firearms. Although firearms are actually fairly simple to use, doing so requires the Exotic Weapon Proficiency (firearms) feat. This feat covers not only firing the weapon, but loading it and caring for it.
In the Empire it is also necessary to carry a firearms permit, which costs 10 gp to obtain and an annual fee of 1 gp to renew. Permits are granted only to citizens. They are required so the Empire can control these powerful weapons, at least to a point. Failure to present a permit when found with a firearm is a crime punishable by a 500 gp fine.The cheapest firearm is a small handgun called a Sting and costs 120gp.
There's a trait, I can't remember which book, but it gives you a free masterwork weapon, and with that one weapon you are treated as proficient, but not with others of its type. That sounds like it would be perfect for your character.
lastknightleft |
Here is my character so far. Available for comment.
MM style statblock:Valoria Grundmire
N Human Wizard 1
Senses: Perception +2
=============================================================
Defenses
=============================================================
HP: 7 (1d6+1)
AC 11 (+1 Dex) FF 10 Touch 11
Fort: +1, Ref: +1, Will: +3
CMD: +2
=============================================================
Offense
=============================================================
Speed: 30ftUnarmed attack: -3 (1d3+1) x2
Crossbow, Light: +1 (1d8) 19-20/x2 range 80ft
Dagger: +1 (1d4+1) 19-20/x2 range 10ft
Spells
Level 0
Daze (Enchantment) - unlimited per day
Light (Evocation) - unlimited per day
Open/Close (Transmutation) - unlimited per dayLevel 1
Mage Armor (Conjuration) - 1 per day
Magic Missile (Evocation) - 1 per day============================================================
Statistics
============================================================
Experience: 0 / 2000
STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 16 (+3), WIS 13 (+1),
CHA 11 (+0)BAB: +0 CMB: +1
Feats: Combat Casting, Spell Penetration, Scribe Scroll
Skills: Craft (Jewelry) +7, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Linguistics +7, Profession (Scribe) +5,
Spellcraft +7Languages: Abyssal, Common, Draconic, Sylvan, Undercommon
------------------------- Equipment ------------------------
Name QTY LBS
Outfit (Explorer's) 1 8lbs
Backpack (29 lbs.)
Bolts (Crossbow/10) 2 2lbs
Mirror (Small/Steel) 1 0lbs
Sack 1 0lbs
Blanket (Winter) 1 3lbs
Ink (1 oz Vial) 1 0lbs
Inkpen 1 0lbs
Paper (Sheet) 5 0lbs
Rations (Trail/Per Day) 5 5lbs
Spellbook (Wizard's/Blank) 1 3lbs
Bedroll 1 5lbs
Waterskin (Filled) 2 8lbs
Crossbow (Light) (4 lbs.)
Pouch (Belt) (0.5 lbs.)
Flint and Steel 1 0lbs
Sack (0.5 lbs.)
Spell Component Pouch (2 lbs.)
Total weight carried:
Current load: Light
Encumbrance
Light: 43
Medium: 86
Heavy: 130SPELLBOOK
Level 0
Acid Splash (Conjuration)
Arcane Mark (Universal)
Bleed (Necromancy)
Dancing Lights (Evocation)
Daze (Enchantment)
Detect Magic (Divination)
Detect Poison (Divination)
Disrupt Undead (Necromancy)
Flare (Evocation)
Ghost Sound (Illusion)
Light (Evocation)
Mage Hand (Transmutation)
Mending (Transmutation)
Message (Transmutation)
Open/Close (Transmutation)
Prestidigitation (Universal)
Ray of Frost (Evocation)
Read Magic (Divination)
Resistance (Abjuration)
Touch of Fatigue (Necromancy)Level 1
Burning Hands (Evocation)
Enlarge Person (Transmutation)
Floating Disk (Evocation)
Mage Armor (Conjuration)
Magic Missile (Evocation)
True Strike (Divination)
===========================================================
Description
===========================================================
Height: 5' 9" Weight: 175 lbs. Gender: Female
Eyes: Black Hair: Black,Long Skin: Tan
Dominant Hand: Right
Can I just say that that is the worst setup for a statblock I have ever seen, I mean, yeah all the info is there, but it's just a convoluted mess to look at, was that just copy and pasted from a character generator or something, I can't even figure out your skills.
Since I don't like to complain without backing it up, I went ahead and made you an MM style entry, Also unless I'm mistaken wizards aren't proficient in unarmed strikes, so your unarmed strike bonus should only be -3 not +1, if there's a rule I don't know about please let me know.
And sorry if I seem like I'm being a dick, I don't intend to, I just liked what I saw in your character but then got confused at heck at the skill section, and didn't see any CMB/CMD
DarkOne the Drow |
Here is Valoria with updated stats and background including old mage name for Hissarion.
N Human Wizard 1
Senses: Perception +2
=============================================================
Defenses
=============================================================
HP: 7 (1d6+1)
AC 11 (+1 Dex) FF 10 Touch 11
Initiative: +3 (+2 Trait)
Fort: +1, Ref: +1, Will: +3
CMD: +2
=============================================================
Offense
=============================================================
Speed: 30ft
Unarmed attack: -3 (1d3+1) x2
Crossbow, Light: +1 (1d8) 19-20/x2 range 80ft
Dagger: +1 (1d4+1) 19-20/x2 range 10ft
Spells
Level 0
Daze (Enchantment) - unlimited per day
Light (Evocation) - unlimited per day
Open/Close (Transmutation) - unlimited per day
Level 1
Mage Armor (Conjuration) - 1 per day
Magic Missile (Evocation) - 1 per day
============================================================
Statistics
============================================================
Experience: 0 / 2000
STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 16 (+3), WIS 13 (+1),
CHA 11 (+0)
BAB: +0 CMB: +1
Feats: Combat Casting, Spell Penetration, Scribe Scroll
Skills: Craft (Jewelry) +7, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Planes) +7, Linguistics +7,
Spellcraft +7
Languages: Abyssal, Common, Draconic, Sylvan, Undercommon
------------------------- Equipment ------------------------
Name QTY LBS
1 Outfit (Explorer's) 8lbs
1 Backpack (31 lbs.)
2 Bolts (Crossbow/10) 2lbs
1 Mirror (Small/Steel) 0lbs
1 Sack 0lbs
2 Waterskin (Filled) 8lbs
1 Ink (1 oz Vial) 0lbs
1 Inkpen 0lbs
5 Paper (Sheet) 0lbs
5 Rations (Trail/Per Day) 5lbs
1 Spellbook (Wizard's/Blank) 3lbs
1 Bedroll 5lbs
1 Artisan's Tools (Jewelry) 5lbs
Crossbow (Light) (4 lbs.)
Pouch (Belt) (0.5 lbs.)
Flint and Steel 0lbs
Sack (0.5 lbs.)
Spell Component Pouch (2 lbs.)
Total weight carried: 42.5 lbs
Current load: Light
Encumbrance
Light: 43
Medium: 86
Heavy: 130
===========================================================
Spells
===========================================================
SPELLBOOK
Level 0
Acid Splash (Conjuration)
Arcane Mark (Universal)
Bleed (Necromancy)
Dancing Lights (Evocation)
Daze (Enchantment)
Detect Magic (Divination)
Detect Poison (Divination)
Disrupt Undead (Necromancy)
Flare (Evocation)
Ghost Sound (Illusion)
Light (Evocation)
Mage Hand (Transmutation)
Mending (Transmutation)
Message (Transmutation)
Open/Close (Transmutation)
Prestidigitation (Universal)
Ray of Frost (Evocation)
Read Magic (Divination)
Resistance (Abjuration)
Touch of Fatigue (Necromancy)
Level 1
Burning Hands (Evocation)
Enlarge Person (Transmutation)
Floating Disk (Evocation)
Mage Armor (Conjuration)
Magic Missile (Evocation)
True Strike (Divination)
===========================================================
Description
===========================================================
Height: 5' 9" Weight: 175 lbs. Gender: Female
Eyes: Black Hair: Black,Long Skin: Tan
Dominant Hand: Right
===========================================================
Background
===========================================================
Valoria was born to Malnad and Catnila Grundmire in Shergath, a tiny village to the north east of Erish-aga. Her parents owned a small homestead with the front part being their shop, where they sold the meat, furs and jewellery. Malnad was known to the village as a very skilled hunter, who hunted in the nearby forests and plains. He was often away for a few days at a time, and on the odd occasion brought home small valuable or interesting items he found in the wilds. Catnila made jewelry as she looked after the shop and their only child Valoria.
The Grundmire family was a very well respected family in the village and known to honour their agreements. They supported their village leader and fellow villagers in times of need, usually in defending the village from monsters and raiders.
During her young child years, Valoria learnt how to make jewellery and took delight in helping her mother making jewellery when she was not out playing with her friends. She often day dreamt of magical treasure hunting adventures inspired by the interesting items her father found and gave to her.
Sadly when she was eleven years old tragedy took place, tragedy struck her family. While travelling to Erish-aga, the small supplies caravan was attack by raiders. The raiders thought the caravan was an easy target, only to discover once the battle began that a powerful mage was present in the caravan. Her father fought bravely and managed to take down three more raiders before impaled by a raider's sword. Even though the Ferren managed to killed the remaining raiders, her mother was unlucky to be struck by an arrow in the lung killing her quickly. After the battle, Ferren discovered Valoria crying behind her mother holding a small dragon figurine in her hands. The old mage took pity on Valoria after discovering she lost all the family she ever knew, by staying with Valoria in the wagon as the caravan continued the journey to Erish-aga. During the remainder days of the journey, Valoria was fascinated by the display of simple magic Ferren used to entertain her so to take away the pain of loosing her parents. She asked many questions about the magical tricks and what the seemingly impossible acts the powerful mages could do.
By the time the caravan reached Erish-aga, Ferren was intriged by Valoria's interest in the arcane magic, and under the correct guidance Valoria could be moulded in carrying on his legacy. Ferren took her to his home in Erish-aga to be his apprentice, where he began in earnest with her training, firstly improving her writing and reading skills. Years passed and Valoria's knowledge grew with ever greater thirst for knowledge, not just the arcane, but other fields. Her skill at casting spells improved with time.
She always had the lure of adventure burning inside her, ever since her father inspired her with her hunting stories. She increasing pestered Ferren to go on trips, and after a year of nagging Ferren had enough. He was no longer young with plenty energy to roam about the world, instead he decided to settle down making magical items for mages and those in need of magical items. Ferren thought for a few days on whom would be suitable to take care of Valoria and her adventurous spirit. Eventually Ferren settled on the name of Hissarion, his paladin friend he could trust, for they fought together in various battles years earlier and helped Hissarion escape from Kem. Verren gave Veloria a letter to give Hissarion upon arriving in Ptolus. In the letter Verren explained why he sent Valoria to him. He organized secure passage for Veloria from Erish-aga to Ptolus on a ship owned by one of his trusted merchants who transports rare materials he requires.
A J s Dad |
Going to have to bow out of this. Wasn't expecting to have to take a full load of summer courses when I signed up for this and a couple other PbPs. Sorry guys.
Thats OK. Thanks for the update.
Could all those players with ready charactersplease now sign in below so we can get this game rolling :)