Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Redclaw's Protectors
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zurai" data-source="post: 4290466" data-attributes="member: 52324"><p><strong>Immeral nar Rayya, Eladrin Ranger</strong></p><p></p><p><strong>Immeral nar Rayya</strong></p><p><strong>Male Eladrin Ranger 1</strong> </p><p><strong>Alignment:</strong> Unaligned</p><p><strong>Deity:</strong> Sehanine</p><p><strong>Region:</strong> Evenfall</p><p><strong>Height:</strong> 6'0"</p><p><strong>Weight:</strong> 165 lbs</p><p><strong>Hair:</strong> Silver, worn in an intricate braid interwoven with colorful scraps of fabric, strips of fur, and beads</p><p><strong>Eyes:</strong> Pale jade green</p><p><strong>Skin:</strong> Fair</p><p><strong>Age:</strong> ~60</p><p><strong>XP:</strong> 0</p><p></p><p><strong>Str:</strong> 11 (+0)</p><p><strong>Dex:</strong> 18 (+4)</p><p><strong>Con:</strong> 13 (+1)</p><p><strong>Int:</strong> 12 (+1)</p><p><strong>Wis:</strong> 14 (+2)</p><p><strong>Cha:</strong> 12 (+1)</p><p></p><p><strong>Hit Points:</strong> 25 <strong>Bloodied:</strong> 12</p><p><strong>Healing Surge:</strong> 6 <strong>Surges per day:</strong> 7</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 6</p><p><strong>Perception:</strong> 19 <strong>Insight:</strong> 12</p><p><strong>Action Points:</strong> 1</p><p></p><p><strong>AC</strong> 16 <strong>Fortitude</strong> 12 <strong>Reflex</strong> 15 <strong>Will</strong> 13</p><p></p><p><strong>Basic Melee Attack:</strong> +3 (Longsword) <strong>Damage:</strong> 1d8 or 1d8+1</p><p><strong>Basic Ranged Attack:</strong> +6 (Longbow) <strong>Damage:</strong> 1d10+4</p><p></p><p><strong>Skills:</strong></p><p>[code]</p><p>Arcana +8 (+5 Trained, +1 Int, +2 Racial)</p><p>Athletics +5 (+5 Trained, +0 Str)</p><p>Endurance +6 (+5 Trained, +1 Con)</p><p>Nature +7 (+5 Trained, +2 Wis)</p><p>Perception +7 (+5 Trained, +2 Wis)</p><p>Religion +6 (+5 Trained, +1 Int)</p><p>Stealth +9 (+5 Trained, +4 Dex)</p><p>[/code]</p><p></p><p><strong>Feats:</strong></p><p>Defensive Mobility</p><p>Initiate of the Faith</p><p></p><p><strong>Languages:</strong></p><p>Common</p><p>Elven</p><p></p><p><strong>Class and Racial abilities:</strong> </p><p>+5 Racial bonus to saving throws vs Charm effects</p><p>Considered a Fey creature</p><p>Trance</p><p>Hunter's Quarry</p><p>Prime Shot</p><p></p><p><strong>Powers:</strong></p><p>Nimble Strike (At-Will Attack, Standard, Ranged attack + shift)</p><p>Twin Strike (At-Will Attack, Standard, Two weaker ranged attacks)</p><p></p><p>Evasive Strike (Encounter Attack, Standard, Shift + strong ranged attack)</p><p>Fey Step (Encounter Racial, Move, 5 square teleport)</p><p></p><p>Hunter's Bear Trap (Daily Attack, Standard, Strong ranged attack + ongoing damage and slow)</p><p>Healing Word (Daily Class Feature, Standard, Self or ally uses a healing surge and gains surge + 1d6 hp)</p><p></p><p><strong>Equipment:</strong></p><p>Leather Armor, 25g, 15 lbs</p><p>Longbow, 30g, 3 lbs</p><p>60 arrows, 2g, 6 lbs</p><p>Longsword, 15g, 4 lbs</p><p>Standard adventuring kit, 15g, 33 lbs</p><p>Climber's kit, 2g, 11 lbs</p><p>Silver Holy Symbol of Sehanine, 10g, 1 lb</p><p></p><p><strong>Money:</strong></p><p>1 g</p><p>[sblock=Appearance]Immeral is a tall, thin, but athleticly muscled Eladrin. His long silver hair is arranged in an intricate braid and reaches halfway down his back; intertwined in the braids are a series of leather strips, colored gemstone chips, fur and cloth ribbons, and other assorted colorful decorations. His eyes are a pale jade green shade, almost pastel in hue, and his skin is fair even after weeks in the wilds. He wears clothes of rich green, dark brown, and brilliant blue, often with silver emroidery. His "working clothes" consist of a suit of plain and battered hardened leather armor over dappled brown and green clothing. He carries a simple but functional longsword as well as a beautiful longbow made of a pale silvery wood.[/sblock][sblock=Personality]Immeral is slow to anger, but also slow to befriend. In point of fact, he does not consider himself to have <em>any</em> friends, although he's on a first name basis with many of the townspeople. He isn't standoffish or rude, however; he simply chooses to stay out of the spotlight, stopping by in peoples' lives only long enough to assure himself that nothing is terribly wrong. Still, he has become attached to the community in the decades he's lived near Evenfall, and regularly patrols the wilderness around the town in an attempt to root out and destroy any evil creatures that roost nearby. He gives respect to those who show him respect, but witholds no scorn from those who are overtly rude or disrespectful towards him. People who are indirectly rude or disrespectful are simply ignored and avoided.[/sblock][sblock=Background]Immeral nar Rayya was born in the court of a Ghaele of Spring. It was a marvelous place to grow up; jewel-like flowers bloomed eternally, the trees and grass were shimmering emerald green year round, the brooks and streams that criss-crossed the realm ran clear and clean. The people of the court were a joyous people, spending much time with parties, galas, dances, and balls. Every night candles and <em>light</em> spells would festoon some noble's tree-mansion, and the sound of laughter and merriment could be heard for a league outside its walls. His parents and, indeed, all the Eladrin in the court, were happy people who instilled in Immeral an immense love of life, of laughter, and of knowledge. </p><p></p><p>The Spring Court was a marvelous place to grow up in. It was not, however, a marvelous place to mature in. As Immeral reached his mid-teens, he began to grow more and more restless. There was very little change in the court; the same people did the same things every day and every night, the landscape was eternally fixed in a beautiful but static springtime state, and even the animals were idyllic, living in harmony with each other as much as possible thanks to the Ghaele's magic. Immeral yearned, above all, for <em>change</em>. So, when he reached his maturity, he said goodbye to his parents and left the Feywild completely, charting his own course in the wilderness of the natural world. His parents, while sad to let him go, acknowledge his need to see new sights and gifted him with an ornate holy symbol of Sehanine and a book of her teachings. It was their hope that faith in a wanderer's God would strengthen him and aid him in his journey.</p><p></p><p>In the first few years, Immeral wandered through the vast wilds of the natural world without aim. He sought only to experience new things. At dusk when he climbed into the boughs of a tree or sat inside the entrance of a cave or made a tent of thorny bushes, he would pull out the book his parents gave him and read. All through his trance he would read Sehanine's teachings by the light of the stars and moon - as befits a God of the night. What he read therein spoke to the deepest core of his being. Sehanine's message of making your own destiny, following your own path, and avoiding extremes of thought or action were exactly what Immeral himself felt should be his own path through life. When he finished reading the book, he started over again, searching for deeper and more subtle meaning within; he was not disappointed. As he read and re-read the book endlessly in those years, Immeral's faith in Sehanine grew into a devotion fit enough for any priest, cleric, or paladin. He decided that his wanderlust was a divine spark within him, a message from the Goddess Sehanine Moonbow. It was his religious duty to wander the world.</p><p></p><p>After his epiphany, Immeral set out with a renewed vigor for his aimless wandering. Quickly he realized, however, that perhaps his aimless wandering wasn't so aimless, after all. He found that no matter which direction he set out in at sunrise, his trail always gravitated towards the northeast by the end of the day. Giving in to the inevitible, Immeral followed his calling right up to the town gates of Evenfall - the first town of any significant size he'd encountered since leaving the Spring Court. He didn't stay there long, assuming that whatever he was being guided to was beyond Evenfall. He shortly found out, however, that he was similarly drawn back to the town after leaving its environs for more than a week's travel. Immeral, being trained in the theories of magic if not the practical applications thereof, carefully studied the town, himself, and his surroundings; he could find no magical effect that would cause such a lodestone effect. He was forced to conclude that, for some reason, his path at this time ended in Evenfall.</p><p></p><p>Once he made the decision to stay, at least for a time, in the area of the human town, Immeral set to work making himself more comfortable. He slipped back into the Feywild and hunted fey animals for their tasty meat and beautiful furs; these he traded in Evenfall for supplies and labor to build himself a small tree-cabin out in the woods. His goods caused quite a stir in town due to their high quality and unnatural beauty; everyone who saw them tried to find out where Immeral had gotten them. Immeral was no fool, however, and realized a good thing when he saw one. Being an exclusive supplier of rare and extraordinary luxuries in a small isolated town would bring with it status and outward, if not necessarily inward, respect. Immeral refused to give anything but extremely cryptic answers to any questions about his goods - "Yes, they're quite un-naturally beautiful, aren't they?" and "I found that one sleeping under the moonlight; I took it as a gift from my Goddess." being two of his common, vague, responses.</p><p></p><p>Once he settled into life near Evenfall, Immeral began to explore the area, looking for whatever it was that drew him to the area. The first thing he stumbled across, much to his horror, was a den full of slinking goblins. Over two dozen goblins lived in a small cave complex only a day's travel outside of Evenfall. They weren't a direct threat to the town itself, but they could easily overwhelm any of the isolated farms, cabins, or shrines nearby - including his own. He only had to watch as they tortured a rabbit to death to decide that he had no choice: he <em>had</em> to eliminate this blight on the land. He kept careful watch on the den for a week, noting their haphazard patrols, familiarizing himself with each individual goblin's personality, and determining who their leader was. Once he felt he could wait no longer, he ambushed a hunting group of four goblins, burned the corpses, then picked off each, increasingly more frightened, patrol as they were sent after the missing hunting party. By the time the goblins stopped sending their patrols, Immeral had killed half of them.</p><p></p><p>With a dozen fighting goblins left alive huddling in the cave, Immeral knew that he had to be extremely careful. He couldn't possibly fight all of them at once. He crept up to camp unnoticed and waited for one of the inevitable arguments to spring up inside. Once most of the goblins had joined in the ensuing scuffle, Immeral began his attack. His first two arrows caught the two goblin sentries - who were paying far more attention to the fight inside the cave than threats outside it - through their throats, and the faint gurgles they made as they died went unheard by the squabbling mass inside the cave. Watchers disposed of, Immeral aimed his shots carefully, thinning the ranks from the outside in. By the time the arguing goblins realized they were under attack, there were only 8 left. They grabbed their weapons and howled out of the cave, chasing every imagined attacker. The goblins scattered to the wind in their frenzy to kill their unseen attacker, and Immeral was able to pick each off, one by one.</p><p></p><p>In the years and decades since, Immeral has never found what draws him to Evenfall. He continues to patrol the wilds nearby, keeping the area relatively clear of danger - though, as young Valamir's family found out, one Eladrin cannot keep out all the evil. Immeral has kept himself separate from most of the townsfolk, although he has accepted occasional invitations to dine with Phillian and discuss history, religion, arcana, and other subjects with him and, later, his "daughter" Mirna. He is also friendly with several of the herbalists and apothecaries in town, although he still confides in no one but himself. With the patience only one of the Elder Races can have, Immeral continues to wait and to search...[/sblock]</p></blockquote><p></p>
[QUOTE="Zurai, post: 4290466, member: 52324"] [b]Immeral nar Rayya, Eladrin Ranger[/b] [b]Immeral nar Rayya[/b] [b]Male Eladrin Ranger 1[/b] [b]Alignment:[/b] Unaligned [b]Deity:[/b] Sehanine [b]Region:[/b] Evenfall [b]Height:[/b] 6'0" [b]Weight:[/b] 165 lbs [b]Hair:[/b] Silver, worn in an intricate braid interwoven with colorful scraps of fabric, strips of fur, and beads [b]Eyes:[/b] Pale jade green [b]Skin:[/b] Fair [b]Age:[/b] ~60 [b]XP:[/b] 0 [b]Str:[/b] 11 (+0) [b]Dex:[/b] 18 (+4) [b]Con:[/b] 13 (+1) [b]Int:[/b] 12 (+1) [b]Wis:[/b] 14 (+2) [b]Cha:[/b] 12 (+1) [b]Hit Points:[/b] 25 [b]Bloodied:[/b] 12 [b]Healing Surge:[/b] 6 [b]Surges per day:[/b] 7 [b]Initiative:[/b] +4 [b]Speed:[/b] 6 [b]Perception:[/b] 19 [b]Insight:[/b] 12 [b]Action Points:[/b] 1 [b]AC[/b] 16 [b]Fortitude[/b] 12 [b]Reflex[/b] 15 [b]Will[/b] 13 [b]Basic Melee Attack:[/b] +3 (Longsword) [b]Damage:[/b] 1d8 or 1d8+1 [b]Basic Ranged Attack:[/b] +6 (Longbow) [b]Damage:[/b] 1d10+4 [b]Skills:[/b] [code] Arcana +8 (+5 Trained, +1 Int, +2 Racial) Athletics +5 (+5 Trained, +0 Str) Endurance +6 (+5 Trained, +1 Con) Nature +7 (+5 Trained, +2 Wis) Perception +7 (+5 Trained, +2 Wis) Religion +6 (+5 Trained, +1 Int) Stealth +9 (+5 Trained, +4 Dex) [/code] [b]Feats:[/b] Defensive Mobility Initiate of the Faith [b]Languages:[/b] Common Elven [b]Class and Racial abilities:[/b] +5 Racial bonus to saving throws vs Charm effects Considered a Fey creature Trance Hunter's Quarry Prime Shot [b]Powers:[/b] Nimble Strike (At-Will Attack, Standard, Ranged attack + shift) Twin Strike (At-Will Attack, Standard, Two weaker ranged attacks) Evasive Strike (Encounter Attack, Standard, Shift + strong ranged attack) Fey Step (Encounter Racial, Move, 5 square teleport) Hunter's Bear Trap (Daily Attack, Standard, Strong ranged attack + ongoing damage and slow) Healing Word (Daily Class Feature, Standard, Self or ally uses a healing surge and gains surge + 1d6 hp) [B]Equipment:[/B] Leather Armor, 25g, 15 lbs Longbow, 30g, 3 lbs 60 arrows, 2g, 6 lbs Longsword, 15g, 4 lbs Standard adventuring kit, 15g, 33 lbs Climber's kit, 2g, 11 lbs Silver Holy Symbol of Sehanine, 10g, 1 lb [b]Money:[/b] 1 g [sblock=Appearance]Immeral is a tall, thin, but athleticly muscled Eladrin. His long silver hair is arranged in an intricate braid and reaches halfway down his back; intertwined in the braids are a series of leather strips, colored gemstone chips, fur and cloth ribbons, and other assorted colorful decorations. His eyes are a pale jade green shade, almost pastel in hue, and his skin is fair even after weeks in the wilds. He wears clothes of rich green, dark brown, and brilliant blue, often with silver emroidery. His "working clothes" consist of a suit of plain and battered hardened leather armor over dappled brown and green clothing. He carries a simple but functional longsword as well as a beautiful longbow made of a pale silvery wood.[/sblock][sblock=Personality]Immeral is slow to anger, but also slow to befriend. In point of fact, he does not consider himself to have [i]any[/i] friends, although he's on a first name basis with many of the townspeople. He isn't standoffish or rude, however; he simply chooses to stay out of the spotlight, stopping by in peoples' lives only long enough to assure himself that nothing is terribly wrong. Still, he has become attached to the community in the decades he's lived near Evenfall, and regularly patrols the wilderness around the town in an attempt to root out and destroy any evil creatures that roost nearby. He gives respect to those who show him respect, but witholds no scorn from those who are overtly rude or disrespectful towards him. People who are indirectly rude or disrespectful are simply ignored and avoided.[/sblock][sblock=Background]Immeral nar Rayya was born in the court of a Ghaele of Spring. It was a marvelous place to grow up; jewel-like flowers bloomed eternally, the trees and grass were shimmering emerald green year round, the brooks and streams that criss-crossed the realm ran clear and clean. The people of the court were a joyous people, spending much time with parties, galas, dances, and balls. Every night candles and [i]light[/i] spells would festoon some noble's tree-mansion, and the sound of laughter and merriment could be heard for a league outside its walls. His parents and, indeed, all the Eladrin in the court, were happy people who instilled in Immeral an immense love of life, of laughter, and of knowledge. The Spring Court was a marvelous place to grow up in. It was not, however, a marvelous place to mature in. As Immeral reached his mid-teens, he began to grow more and more restless. There was very little change in the court; the same people did the same things every day and every night, the landscape was eternally fixed in a beautiful but static springtime state, and even the animals were idyllic, living in harmony with each other as much as possible thanks to the Ghaele's magic. Immeral yearned, above all, for [i]change[/i]. So, when he reached his maturity, he said goodbye to his parents and left the Feywild completely, charting his own course in the wilderness of the natural world. His parents, while sad to let him go, acknowledge his need to see new sights and gifted him with an ornate holy symbol of Sehanine and a book of her teachings. It was their hope that faith in a wanderer's God would strengthen him and aid him in his journey. In the first few years, Immeral wandered through the vast wilds of the natural world without aim. He sought only to experience new things. At dusk when he climbed into the boughs of a tree or sat inside the entrance of a cave or made a tent of thorny bushes, he would pull out the book his parents gave him and read. All through his trance he would read Sehanine's teachings by the light of the stars and moon - as befits a God of the night. What he read therein spoke to the deepest core of his being. Sehanine's message of making your own destiny, following your own path, and avoiding extremes of thought or action were exactly what Immeral himself felt should be his own path through life. When he finished reading the book, he started over again, searching for deeper and more subtle meaning within; he was not disappointed. As he read and re-read the book endlessly in those years, Immeral's faith in Sehanine grew into a devotion fit enough for any priest, cleric, or paladin. He decided that his wanderlust was a divine spark within him, a message from the Goddess Sehanine Moonbow. It was his religious duty to wander the world. After his epiphany, Immeral set out with a renewed vigor for his aimless wandering. Quickly he realized, however, that perhaps his aimless wandering wasn't so aimless, after all. He found that no matter which direction he set out in at sunrise, his trail always gravitated towards the northeast by the end of the day. Giving in to the inevitible, Immeral followed his calling right up to the town gates of Evenfall - the first town of any significant size he'd encountered since leaving the Spring Court. He didn't stay there long, assuming that whatever he was being guided to was beyond Evenfall. He shortly found out, however, that he was similarly drawn back to the town after leaving its environs for more than a week's travel. Immeral, being trained in the theories of magic if not the practical applications thereof, carefully studied the town, himself, and his surroundings; he could find no magical effect that would cause such a lodestone effect. He was forced to conclude that, for some reason, his path at this time ended in Evenfall. Once he made the decision to stay, at least for a time, in the area of the human town, Immeral set to work making himself more comfortable. He slipped back into the Feywild and hunted fey animals for their tasty meat and beautiful furs; these he traded in Evenfall for supplies and labor to build himself a small tree-cabin out in the woods. His goods caused quite a stir in town due to their high quality and unnatural beauty; everyone who saw them tried to find out where Immeral had gotten them. Immeral was no fool, however, and realized a good thing when he saw one. Being an exclusive supplier of rare and extraordinary luxuries in a small isolated town would bring with it status and outward, if not necessarily inward, respect. Immeral refused to give anything but extremely cryptic answers to any questions about his goods - "Yes, they're quite un-naturally beautiful, aren't they?" and "I found that one sleeping under the moonlight; I took it as a gift from my Goddess." being two of his common, vague, responses. Once he settled into life near Evenfall, Immeral began to explore the area, looking for whatever it was that drew him to the area. The first thing he stumbled across, much to his horror, was a den full of slinking goblins. Over two dozen goblins lived in a small cave complex only a day's travel outside of Evenfall. They weren't a direct threat to the town itself, but they could easily overwhelm any of the isolated farms, cabins, or shrines nearby - including his own. He only had to watch as they tortured a rabbit to death to decide that he had no choice: he [i]had[/i] to eliminate this blight on the land. He kept careful watch on the den for a week, noting their haphazard patrols, familiarizing himself with each individual goblin's personality, and determining who their leader was. Once he felt he could wait no longer, he ambushed a hunting group of four goblins, burned the corpses, then picked off each, increasingly more frightened, patrol as they were sent after the missing hunting party. By the time the goblins stopped sending their patrols, Immeral had killed half of them. With a dozen fighting goblins left alive huddling in the cave, Immeral knew that he had to be extremely careful. He couldn't possibly fight all of them at once. He crept up to camp unnoticed and waited for one of the inevitable arguments to spring up inside. Once most of the goblins had joined in the ensuing scuffle, Immeral began his attack. His first two arrows caught the two goblin sentries - who were paying far more attention to the fight inside the cave than threats outside it - through their throats, and the faint gurgles they made as they died went unheard by the squabbling mass inside the cave. Watchers disposed of, Immeral aimed his shots carefully, thinning the ranks from the outside in. By the time the arguing goblins realized they were under attack, there were only 8 left. They grabbed their weapons and howled out of the cave, chasing every imagined attacker. The goblins scattered to the wind in their frenzy to kill their unseen attacker, and Immeral was able to pick each off, one by one. In the years and decades since, Immeral has never found what draws him to Evenfall. He continues to patrol the wilds nearby, keeping the area relatively clear of danger - though, as young Valamir's family found out, one Eladrin cannot keep out all the evil. Immeral has kept himself separate from most of the townsfolk, although he has accepted occasional invitations to dine with Phillian and discuss history, religion, arcana, and other subjects with him and, later, his "daughter" Mirna. He is also friendly with several of the herbalists and apothecaries in town, although he still confides in no one but himself. With the patience only one of the Elder Races can have, Immeral continues to wait and to search...[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Redclaw's Protectors
Top