Insight's "Against the Blackstag Cult" [RG]


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Insight

Adventurer
CHARACTERS
Arjhan Khurdrat: Dragonborn Rogue [Erekose13]
Erevan Somarta: Eladrin Warlord [EvolutionKB]
Iados: Tiefling Warlock [Friadoc]
Regdar Quinn: Human Fighter [lochness]
Ulrik: Human Wizard [Steve Gorak]
 

EvolutionKB

First Post
Erevan Somarta

"I am no longer who I once was, but I begin to find myself again in the magic of love and in my love of magic and blades."

Male Eladrin Warlord/Wizard
Initiative +4; Senses Passive Insight 9, Passive Perception 9
HP 24; Bloodied 12; Healing Surge 6; Surges Per Day 8
AC 18; Fort 14, Ref 15, Will 12
Speed 6
Action Points 1
Exp: 225
-----------------------------------------------------------------
Longsword (standard; at-will) ✦ Weapon
:bmelee: +6 vs AC; 1d8+3 damage.
Javelin (standard; at-will) ✦ Weapon
:ranged: Range 10/20; +5 vs AC; 1d6+3 damage.

Wolf Pack Tactics(standard; at-will) ✦ Weapon
:melee: +6 vs. AC Hit: 1d8+3 Before the attack one ally adjacient to me or the target can shift one square as a free action

Commander's Strike (standard; at-will) ✦ Weapon
:melee: An ally of my choice makes a basic melee attack against the target and gains a +4 to the damage roll

Warlord's Favor (standard; encounter) ✦ Weapon
:melee: +6 vs. AC. Hit: 2d8+3 damage and one ally within 5 squares gains a +5 power bonus to attack rolls until the end of my next turn.

Lead the Attack(standard; daily) ✦ Weapon
:melee: +6 vs. AC. Hit: 3d8+3 and until the end of the encounter myself and each ally within 5 squares gains a +5 power bonus on attack rolls against the target. Miss: Myself and all allies within 5 squares gain a +1 power bonus to attack rolls against the target

Fey Step(move; encounter) ✦ Teleport
Teleport up to 5 squares

Scorching burst (Standard; encounter) ✦ Arcane, Fire, Implement
:close: Burst 1 within 10 squares; Target: Each creature in burst; +4 vs Reflex. Hit: 1d6+4 fire damage

Inspiring Word (Minor; twice per encounter) ✦ Martial, Healing
:close:Close Burst 5, myself or ally in burst. Effect: The target can spend a healing surge and gain an additional 1d6 hp

Skill bonuses: +2 to Arcana and History
Eladrin Education: Nature as extra trained skill
Eladrin Will: +1 bonus to Will Defense
Fey Origin: Treated as fey for effects
Trance: 4 hours extended rest
Combat Leader: Myself and each ally within 10 squares that can see and hear me gains a +2 to initiative
Commanding Prescence: When an ally that I can see spends an AP to make an attack, they gains a +2 bonus to the attack roll
-----------------------------------------------------------------
Alignment Good; Languages Common, Elven
Str 16 (+3) Dex 13 (+1) Wis 8 (-1)
Con 12 (+1) Int 18 (+4) Cha 11 (+0)
Skills: Arcana +11, Athletics +9, Endurance +6, History +11, Heal +4, Nature +9
Feats: Arcane Initiate
Gear: Hide armor, Longsword, 2 Javelins, Light Shield, Standard Adventurer's Kit; 25gp (72lbs)

Background: Erevan had it made. He was the son of a noble Eladrin family, close to the Tiandra the Summer Queen. He graduated with honors from the Academy of War and Magic. He commanded a small number of men in the tactics of war.He was engaged to a beautiful and influential Eladrin woman. All that gone now. One day, his betrothed became deathly ill, her skin white as crystal, and cold as the first snow. She was strong, but couldn't hold out, dieing on the eve of the day of their wedding.

Erevan was stricken with grief, and he left everything behind, his rich family, his prestigous position, all memories of his betrothed, and of course the Feywild. He wandered, finally finding peace in the small town of Haylen's ford. He bought a vacant farmhouse and a piece of land. Using only his own muscles and keen knowledge of nature, Erevan tended the plot, until it blossomed with flowers and a number of vegetables. These he ate or sold to make his living. In Haylen's Ford things are beginning to change in the eladrin. He has recently met another eladrin, a young woman. Whether it is the way she dances in his garden, the way she looks at him, or just the sound of her voice, it brings joy to his heart. Someone to love once again, making him more complete, someone who brings out who he used to be. Erevan practices his bladework more and more. Just in case, she is also a person in need of protection. He wouldn't want to lose her.

Personality: Once charming and charismatic, the eladrin named Erevan, was stricken with depression following the death of his betrothed. He was never the same again. More grim now than he ever was, the new love of his life is beginning to change him, back to his previous self. Some semblance of who he was still clings to him, for if you would walk through his garden under the light of the full moon, you would see him practicing his bladework, in a beautiful dance. When speaking, he speaks plainly and blunt, to some it comes off as rude and arrogant, others marvel at his knowledge.

Appearance: Erevan is a little over six feet tall, slim, but muscular. His skin is tanned from working on his plot of land. His hair is long and tied back in a simple ponytail, the color of molten silver. His pupilless eyes are sea-foam green. The eladrin's long-fingered hands are calloused from work with a blade or hoe. An eladrin made sword hangs on one hip, and a buckler is strapped to his forearm. A suit of hide armor, made from the skin a fey panther, protects him from harm.
 
Last edited:

Erekose13

Explorer
Arjhan Khudrat

"The strands of your fate are held in the palm of my hand. You face judgment here."

Male Dragonborn Rogue/Paladin of the Raven Queen
Initiative +3; Senses Passive Insight 9, Passive Perception 9
HP 25; Bloodied 12; Healing Surge 7; Surges Per Day 7
AC 15; Fort 13, Ref 15, Will 13
Speed 6
Action Points 1
-----------------------------------------------------------------
Dagger (standard; at-will) ✦ Weapon
:bmelee: +7 vs AC; 1d4+3 damage.
Shuriken (standard; at-will) ✦ Weapon
:ranged: Range 6/12; +6 vs AC; 1d6+3 damage.

Piercing Strike (standard; at-will) ✦ Weapon
:melee: +7 vs. Refl. Hit: 1d4+3

Riposte Strike (standard; at-will) ✦ Weapon
:melee: +7 vs. AC. Hit: 1d4+3. If target attacks me before start of my next turn, make an immediate interrupt: +7 vs AC Hit 1d4+3.

Dazing Strike (standard; encounter) ✦ Weapon
:melee: +7 vs. AC. Hit: 1d4+3 and dazed until the end of my next turn.

Easy Target (standard; daily) ✦ Weapon
:melee: or :ranged: +7 vs. AC. Hit: 2d4+3 and target is slowed and grants combat advantage (save ends both). Miss: half dmg and target grants combat advantage until end of my next turn.

Dragon Breath (minor; encounter) ✦ Acid
:close: Blast 3; Targets all; Attack +5 vs. Refl. Hit: 1d6+1 acid damage.

Divine Challenge (minor; encounter) ✦ Divine, Radiant
:close: Blast 5; Target 1; Effect: Mark target. Target takes -2 attack when not attacking me. Takes 6 damage the first time that attack doesnt include me. Must engage target each round for it to remain marked.

Dragonborn Fury: +1 attacks when bloodied
Draconic Heritage: Add Con Mod. to surve value
Brutal Scoundrel: +3 sneak damage
Rogue Weapon Talent: shuriken dmg is higher, +1 attacks with daggers
Sneak Attack: +2d6+3 damage 1/rd when attacking an enemy that I have combat advantage against
-----------------------------------------------------------------
Alignment Unaligned; Languages Common, Draconic
Str 16 (+3) Dex 16 (+3) Wis 8 (-1)
Con 13 (+1) Int 10 (+0) Cha 16 (+3)
XP: 325
Skills: Acrobatics +8, Athletics +8, Diplomacy +8, History +2, Intimidate +10, Stealth +8, Streetwise +8, Trickery +8
Feats: Soldier of Faith
Gear: Leather Armor, 5 Daggers, 10 Shuriken, Standard Adventurer's Kit, Climber's Kit, Holy Symbol, Silk Rope (50'), Thieves's tools; 13gp (72lbs)

Description and Personality: Arjhan is short for a dragonborn which isn't saying much as he towers over the dwarves from his homeland, Storm Peak. His dark black scales and the forward facing horns on his head point rather obvious to his heritage. Arjhan speaks with a low, gruff voice that draws attention, attracting people to listen. Often quite charismatic, the black dragonborn is also capable at stealth. Often a little too quick to judge, Arjhan makes snap decisions feeling that he has his Goddess' back. Fate requires her due.

History: Originally from Storm Peak, Arjhan found succor in the heart of the stronghold from the oddest of sources. Where most choose to follow Moradin or other combat oriented dieties, Arjhan found the Raven Queen. His choice to follow the Goddess of Fate and Death was not popular, but his felt her calling in the back of his mind. Her voice lead him deep into the Storm Peak beyond the Black Gate at the base of the stronghold. Deep into the black he followed her to a small shrine hidden behind a tight crevice. A dreadful ghoul had settled in, defiling the ancient shrine. Arjhan waited patiently for the ghoul to leave, hunger driving it to seek flesh closer to the citadel. As it moved he set upon it with his daggers and melting it with his breath. The foul undead turned on him, its face half melted, and bit down hard on his arm. Arjhan still bears an angry scar from that encounter. He left Storm Peak not long after, traveling south again at the calling of his Queen.

[sblock=Character Builder]====== Created Using Wizards of the Coast D&DI Character Builder ======
Arjhan Khudrat, level 1
Dragonborn, Rogue
Build: Brawny Rogue
Rogue Tactics: Brutal Scoundrel

FINAL ABILITY SCORES
Str 16, Con 13, Dex 16, Int 10, Wis 8, Cha 16.

Starting Ability Scores
Str 14, Con 13, Dex 16, Int 10, Wis 8, Cha 14.


AC: 15 Fort: 13 Reflex: 15 Will: 13
HP: 25 Surges: 7 Surge Value: 7

TRAINED SKILLS
Stealth, Thievery, Bluff, Streetwise, Acrobatics, Athletics, Intimidate.

FEATS
1: Soldier of the Faith

POWERS
1, At-Will: Piercing Strike
1, At-Will: Riposte Strike
1, Encounter: Dazing Strike
1, Daily: Easy Target

ITEMS
Adventurer's Kit, Leather Armor, Dagger (5), Shuriken (10), Climber's Kit, Holy Symbol, Rope, Silk (50 ft.), Thieves' Tools
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock][sblock=XP Log]
  • 225 for Skill Challenge to convince Mayor to help.
  • 100 for encounter one vs. bandits.
[/sblock]
 

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Friadoc

Explorer
Iados, Male Tiefling, Star Pact Warlock

Name: Iados (Spoken Text Color)
Gender: Male
Class: Warlock (Star Pact)
Level: 1st

[sblock=Background]It is common for the folk of Broken Temple to be focused on the search for the rumored artifact, it was definitely true for Iados' parents, who often brought their young child with them on quests near the ruins, leaving him with camp workers while they went into the ruins. It was on the periphery of adventure that the young Tiefling suckled, but it was the stars that called Iados, something about the twinkle of a yellowish star pulled at the soul of the nascent warlock. Thus, over time, Iados began the journey of the warlock, upon the path of the Star Pact, a mysterious path, and wandered further away from Broken Temple and its ruin quest.
For sometime now, over the course of a year, maybe two, Iados has become a familiar sight around Haylen's Ford, at least as common of a sight a Tiefling can be. Although he comes across as a bit cocky, Iados is known to follow through, more often then naught, one what he says he can do. Not only has he used his warlock abilities in the defense of farmers and villagers, but he has also used his more mundane skills tinkering with various devices and finding things out that some might wish left unfound.
All in all, Iados seems to be a resourceful and skilled Warlock, who is also open to helping out, even more so when it allows him to find a few more coins to rub together. Currently, he has a room at the end, having just finished escorting some refuges into the town. His gear is well mended and that itch to seek out is starting back up.[/sblock]
[sblock=Appearance]Of an average height and weight, Iados is a male tiefling who is in excellent condition, with cunning red eyes and a dusky, tanned skin. Deep purple hair starts just behind the males powerful horns, flowing down his back until it hangs a foot above the root of his nearly five foot long tail.
Currently Iados is wearing a set of reddish brown leather armor with brass buckles and latches. Upon his back is a common adventure's pack, with a well-worn belt with pouches about his waste. A well-crafted dagger rides upon his left hip while an rod of blackened steel, with a smooth red gem atop it, is sheathed upon his right hip. Although a long, voluminous cloak is worn over it all, it is often cocked to one side or the other, lending a rakish air to the male.[/sblock]
[sblock=Personality]Iados is a smart, cunning tiefling who grew up having to live by his wits, smarts, and ability to pick up interesting skills. His confidence sometimes comes across as cocky, however it is often a trick to lure his foes into a overconfident position.[/sblock]
[sblock=Summary Sheet]====== Created Using Wizards of the Coast D&DI Character Builder ======
Iados, level 1
Tiefling, Warlock
Build: Scourge Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Star Pact

FINAL ABILITY SCORES
Str 10, Con 16, Dex 12, Int 14, Wis 14, Cha 14.

Starting Ability Scores
Str 10, Con 16, Dex 12, Int 12, Wis 14, Cha 12.


AC: 14 Fort: 13 Reflex: 13 Will: 13
HP: 28 Surges: 9 Surge Value: 7

TRAINED SKILLS
Thievery, Streetwise, Arcana, Insight.

FEATS
1: Improved Initiative

POWERS
1, Encounter: Diabolic Grasp
1, Daily: Flames of Phlegethos

ITEMS
Leather Armor, Arcane Implement, Rod, Adventurer's Kit, Thieves' Tools, Grappling Hook, Rope, Silk (50 ft.), Spear, Dagger
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]
[sblock=Files]View attachment Iados.pdf
View attachment Iados.dnd4e[/sblock]
 
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Lochness

First Post
Regdar Quinn, level 1
Human, Fighter
Fighter Talents: Two-handed Weapon Talent
XP:225

FINAL ABILITY SCORES
Str 15, Con 14, Dex 15, Int 10, Wis 12, Cha 12.

Starting Ability Scores
Str 15, Con 12, Dex 15, Int 10, Wis 12, Cha 12.


AC: 14 Fort: 15 Reflex: 13 Will: 12
HP: 29 Surges: 11 Surge Value: 7

TRAINED SKILLS
Athletics, Endurance, Streetwise, Intimidate.

FEATS
1: Weapon Focus (Heavy Blade)
1: Human Perseverance

POWERS
1, At-Will: Cleave
1, At-Will: Reaping Strike
1, At-Will: Sure Strike
1, Encounter: Steel Serpent Strike
1, Daily: Villain's Menace

ITEMS
Leather Armor, Scythe, Adventurer's Kit, Shortbow, Arrows (30), Lantern, Oil (1 pint)

BACKGROUND
Regdar is a former farmer turned mercenary/adventurer. This change occurred in his life when during a particularly dry summer resulted in his home (inherited from his father) burning down and the failure of his crops. Rather than curse the gods and his luck Regdar saw this as an oprotunity to raise his station from that of a mere farmer. Hearing that there was need for adventurers in the area around Haylen's Ford he packed what few possessions he still had and headed out there.

PERSONALITY
Simply put Regdar is a go with the flow guy. He doesn't dwell on things good or bad. While he doesn't believe in 100% predestined fate Regdar firmly believes that The Raven Queen has some sort of plan for him.

APPEARANCE
Regdar skin is pale and his build is quite lanky. He has hazel eyes and short but wavy brown hair. His facial hair is scruffy and short. Other notable things is a wide gap tooth in his front teeth and that he rarely stands straight rather he spends most of his time slouching.
 

Attachments

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Steve Gorak

Adventurer
"Touch me not, for I am magi"

The character
Name: Ulrik
Race: Human
Class: Wizard
Role: Controller
Level: 1


[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B] 8 (-1)[/B]     Hit points : [B]22[/B]
Constitution : [B]12 (+1)[/B]     Bloodied   : [B]11[/B] 
Dexterity    : [B]12 (+1)[/B]     Surges     : [B]5 [/B]
Intelligence : [B]18 (+4)[/B]     Surges/day : [B]7 [/B]     
Wisdom       : [B]16 (+3)[/B]     Initiative : [B]+5[/B]
Charisma     : [B]10 (+0)[/B]     

[U]Senses:[/U]
Passive Perception: [B]13 [/B][spoiler] 10 base, +3 wis[/spoiler]
Passive insight: [B]18 [/B][spoiler] 10 base, +5 trained, +3 wis[/spoiler]


[U]Defenses:[/U]
Armor class  : [B]15 [/B] [spoiler] +4 Int, +1 staff [/spoiler]
Fortitude    : [B]13 [/B] [spoiler] +1 human, +1 con, +1 feat [/spoiler]
Reflex       : [B]16 [/B] [spoiler] +1 human, + 4 int, +1 feat[/spoiler]
Will         : [B]17 [/B][spoiler] +1 human, +2 wizard, +3 wis, +1 feat[/spoiler]


[U]Skills[/U]
Arcana  (Int): [B]+ 9 [/B] (trained)
Religion (Int): [B]+ 9 [/B] (trained)
History (Int):[B]+ 9 [/B] (trained)
Insight (Wis): [B]+ 8 [/B] (trained) 
Nature (Int):[B]+ 9 [/B] (trained, human)
Languages:
Common, elven

Racial traits
extra feat, extra at will, extra skill.
Size: Medium
Speed: 6 squares


Class features
Class: Cantrips, Spellbook, staff focus:
once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total.
At-Will: Cantrips, Scorching Burst, cloud of daggers, thunderwave
Encounter: Icy Terrain
Daily: Sleep & flaming sphere (normally prepared)
Rituals: Tenser’s Floating Disk, Animal Messenger, Comprehend Languages


Feats
Ritual Casting, Human resilience, improved init


Weapon Proficiency:
Simple melee, simple ranged
[/sblock]


[sblock=Powers]

Basic attack
Quarterstaff
:melee: Attack: +1 vs. AC; Damage: 1d8-1


At-will:
Ghost Sound (Arcane, Illusion)
:ranged: Standard Action; ranged 10:
--- Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone.
If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.​


At-will:
Light (Arcane, Illusion)
:ranged: Minor Action; ranged 5
--- Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a
free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.​


At-will:
Mage Hand (Arcane, Conjuration)
:ranged: Minor Action; ranged 5
--- Target: One object or unoccupied square
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar containerand simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.​


At-will:
Prestidigitation (Arcane)
:ranged: Minor Action; ranged 2
---Effect: Use this cantrip to accomplish one of the effects given below.
- Move up to 1 pound of material.
- Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
- Color, clean, or soil items in 1 cubic foot for up to 1 hour.
- Instantly light (or snuff out) a candle, a torch, or a small campfire.
- Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
- Make a small mark or symbol appear on a surface for up to 1 hour.
- Produce out of nothingness a small item or image that exists until the end of your next turn.
- Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions.
This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.


At-will:
Scorching burst (Arcane, Fire, Implement)
:area: Standard Action; Ranged burst 1 within 10 squares: +4 vs. Ref Damage: 1d6+4


At-will:
Cloud of daggers (Arcane, Force, Implement)
:area: Standard Action, Ranged 10, : +4 vs. Ref Damage: 1d6 +4 force damage
----Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (3). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.


At-will:
Thunderwave (Arcane, Implement, Thunder)
:close: Standard Action, Close blast 3 : +4 vs. for Damage: 1d6 +4, push the target 3 square


Encounter:
Icy Terrain
:area: Standard Action, Area burst 1 within 10 squares: +4 vs. ref Damage: 1d6+4, the target is knocked prone
---Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.​


Daily:
Sleep (Arcane, Implement, Sleep)
:area: Standard Action; Area burst 2 within 20 squares: +4 vs. Wil Damage: tbd
--- The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).


Daily:
Flaming sphere (Arcane, Conjuration, Fire, Implement)
:ranged: Standard Action; Ranged attack 10: +4 vs. Ref Damage: 2d6 +4 fire damage
--- Target: One creature adjacent to the flaming sphere ---
--- Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + 4 (Intelligence modifier) fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere---
[/sblock]

[sblock=Equipment]
Code:
[U]Currency:[/U] 
30 gp. 

[U]Equipment           Price    Weight    Other[/U]
Spellbook               -     1 lb.    Light armor
Ritual components
 -T’s Floating Dsk  10 gp
 -A Messenger       10 gp 
 -C Languages       10 gp

Staff		     5 gp     4 lb.
Dagger               1 gp     1 lb.    light thrown


Adventurer's kit    28 gp    30 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail   2.5 gp     5 lb.    5 days
  Rope, silk        10 gp     5 lb.    50 ft.
  Sunrod (2)         4 gp     2 lb.   
  Waterskin          1 gp     4 lb.      

Gold		    13.5 gp   1 lb.	

[B]Total           100 gp   60.5 lb.[/B]

Normal load:    80 lb.
Heavy load:     160 lb.
Max. drag load: 400 lb.
[/sblock]

[sblock=Background/appearance]
Ulrick's parents were farmers on the periphery of Haylen's Ford. His parents & siblings died in a goblin attack when he was 8. His only living relative, and old wizard named Tornoran, took him in and raised him as his own. Unfortunately, Tornoran's age caught up with him, and he passed away when Ulrick was 14. Fortunately, Thornoran made arrangements prior to his death, and the day of his passing, an Eladrin came for Ulrik, and took him to Grand Valley to complete his training.
Having almost come of age, and being a competent wizard, Ulrick felt the need to come back to his native settlement, and be among humans.

Ulrick is a tall (6ft) thin human, of youthful appearance. He has dark hair with dark, intelligent eyes. He dons a simple travelling clothes, with a cloak of elven manufacture.
[/sblock]
 

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