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
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Seeking Help/Critique on a Setting
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="QuietBrowser" data-source="post: 7291920" data-attributes="member: 6855057"><p>Just so they're altogether, let me share with you what I have for the Sun and Moon Elves. This is very rough stuff, and there's a lot of refinement I want to do for this race, but let's not get overwhelmed here. Picking one and building it up is the plan.</p><p></p><p><u>History of the Concepts:</u></p><p>I won't deny the obvious influences upon each faction - the fanmade Amazons codex for Warhammer Fantasy and the Necromunda relaunch's depiction of House Escher for the Sun Elves, the Forsaken Elves of the Scarred Lands and the Eldar of Craftworld Iyanden for the Moon Elves - but the meta-origin of these elves lay in the common trope of portraying elves as a Race In Decline. This is an old and well-rooted racial trope, but it's not without its subtropes. The typical elf portrayal is of the Dying Race trope, which I used for the Moon Elves - a species whose civilization has fallen, whose umbers are dwindling, and who is plagued by ennui and/or despair. But there's a flipside to this, a portrayal I've never seen used for elves; the Falling Race.</p><p></p><p>This is a racial trope you see a lot of if you look back into Pulp Fantasy; the race that didn't decline through dying out, but through devolution - technology fell away, culture regressed, until you had only barbarians living amongst the ruins of their former glory.</p><p></p><p>I will admit that this can be a racially charged trope, but it doesn't have to be a negative thing - Conan's own Cimmerian peoples were Fallen Atlanteans, and the Hyborea setting was based on the idea of races evolving, devolving and re-evolving in an endless cycle. Besides, what tropes aren't racially charged, these days?</p><p></p><p>Moon Elves, then, represent the standard Dying Race; their culture has fallen from glory, their works crumble, their numbers dwindle as deaths outnumber births, and ennui and despair haunt them constantly.</p><p></p><p>Sun Elves, in contrast, are the Falling Race; they are healthy, vibrant, passionate, full of hope for the future and their numbers are plentiful. But the heights their ancestors reached are beyond them. They can't replicate the arcanotech devices they wield, just preserve them through increasingly ritualized methods. Reason and logic are giving way to superstition and mysticism. Control gives way to violent passions and bloodlust. Order falls to chaos.</p><p></p><p>So, I've got the basic concept of who I want the Sun & Moon Elves to be to each other - bound by having both fallen from grace, yet having done so in opposite directions, mirroring each other like night and day. But that leaves the question of "how did this happen"?</p><p></p><p></p><p><u>The Rise & Fall of the Elves:</u></p><p>Long story short, elves as they exist in (Setting) today - I really need a better world-name for it - are all descendants of a colonizing/conquering empire that originally emerged from the Feywild eons ago. These "ur-elves" conquered huge swathes of the world, until a native empire finally managed to throw them back. To do this, they created a powerful arcane artifact, something aimed at stymieing the main advantage of the elves; that the bulk of their people were still in the Feywild and they could bring terrible magical beasts and more readily-enchanted items to bear from the Feywild, to say nothing of using it for extra manueverability.</p><p></p><p>Thus they created the Netherstorm, the planar phenomena that shrouds the world and makes travel between it and the other planes... difficult. In a single move, they cut off the elves from the Feywild. But they were surprised at just how mighty a blow they struck.</p><p></p><p>As extraplanar beings, the elves need a connection to their home plane - all fey do, in fact; the reason why fey creatures have their propensity to be "personifications" is actually a response to this. Cut off from the sustaining energies of the Feywild, a fey creature's only hope for survival is to form a spiritual bond with a certain aspect of the mortal world, essentially "plugging into" the world. Think of it like swapping extension leads. The gnomes have done this, and this is actually the foundation for the split between the "cog gnomes" and the "wild gnomes".</p><p></p><p>The elves were devastated. Even beyond those killed by the rival empire, they were struck by the slow, spiritual wasting that came from being cut off by the Feywild. The Moon Elves represent this fate; low fertility, overwhelming despair and ennui, and the other spiritual malaise they suffer from are all because they have been cut off from the Feywild and have not deduced how to form a new connection to this plane of existence. The Sun Elves attempted to treat this malady with their alchemy, utilizing special ingredients harvested from their jungle homes and pairing them with medical magitek left behind after the Feywild was cut off - it worked, and it granted them increased physical vitality beyond that enjoyed even by the Ur-Elves, but it has taken its toll on their minds, not to mention killing off all of their menfolk and leaving them dependent on the Rite of Generation. Or whatever I end up calling it.</p><p></p><p>Incidentally, this opens up the field for further elven factions, representing other survivor splinter-civilizations if I can find unique identities for them.</p><p></p><p>This is an event that happened a long time ago. So only the dusty archives of the Moon Elves would hold this information, and none live today who know that the Netherstorm is artificial.</p><p></p><p></p><p><u>Elves of the Moon:</u></p><p>Moon Elves come by their name fairly; they live on the Moon, a habitable but icy and dreary landscape - the Winterkin Eladrin and Dusk Elves of 4e were two of my inspirations for this race. It's a chill, hollow, eerie world; the sentiment of any human visitor would be that it feels like a giant tomb, and that's hugely evocative of who the Moon Elves are.</p><p></p><p>These elves are pale and ghostly. Some rare few may have deep black or blood red hair, but most have white, silver, gray or even pale blue hair, which matches their grave-like skintones, ranging from rare ash-gray through ghostly white to icy pale blue. Tall, slender and waifish in frame, even the youngest of them seems faded and lifeless in some way.</p><p></p><p>When the Netherstorm erupted, the Moon Elves were stranded on the moon; I'm currently fond of the idea that, initially, they were in pretty good shape, but its current withered, half-living state is the result of some epic battle that the Moon Elves fought against another threat in the interim between their stranding and the present - I don't know, what do you folks think?</p><p></p><p>The Moon Elves hold themselves up as the last representative of elven purity, and it's true that their culture is all but unchanged since its founding, but this means that they have not unlocked the secret of replacing the broken link they have to the Feywild. As such, they are a dying race; conception is uncommon amongst them, and stillbirths occur more frequently than live births. Whilst their situation would inflict a malaise anyway, their broken souls gnaw at their emotions, inflicting a strong sense of despair and/or ennui that all Moon Elves must battle.</p><p></p><p>This means that these elves tend to be grim, stoic, apathetic or melancholic in behavior.</p><p></p><p>It also means the Moon Elf culture is somewhat... Gormenghastian, for lack of a better term. Ritual and rote repetition has become central to their daily lives, with the broken souled elves simply going through the motions of daily life.</p><p></p><p>That said, they're not without their virtues. Honor is hugely important to Moon Elves, and they will keep their word - though, the downside of that is that if a Moon Elf vows he's going to kill you, then he's serious about that, too.</p><p></p><p>To compensate for their dwindling population, given that they still retain full access to the advanced industrialized magic of their ancestors, Moon Elves rely heavily on enchanted devices and legions of constructs.</p><p></p><p></p><p><u>Elves of the Sun:</u></p><p>The Sun Elves inhabit a deadly - possibly magically warped? - tropical jungle region, analogous to Lustria in Warhammer Fantasy.</p><p></p><p>Appearance-wise... unsure; I'm inclined towards a dark yet colorful appearance, to contrast the pallor of the Moon Elves. Coppery, tan, bronze and even black skins contrasting vibrant blonde, red or otherwise brightly colored hair - alchemical dye as a cultural product gives a certain amount of leeway there.</p><p></p><p>The Sun Elves descend from a colony established in that region before the Netherstorm, originally an order of healers and alchemists experimenting with the exotic and unfamiliar (to them at the time) plants and animals native to the region. When the malaise brought about by the spiritual sundering came about, they mistook it for some unfamiliar disease brought back to the colony. As such, they tried to treat it with new healing tonics and elixirs - they found a formula that worked, but it only worked on the women, causing the loss of all men in the colony and causing them to evolve into the amazonian elves they are today.</p><p></p><p>Sun Elves are physically in great condition, strong, healthy and vibrant. They're also in far better emotional shape than Moon Elves; passionate, driven, upbeat.</p><p></p><p>But their transformation has had its effect on their minds - the finer details I'm struggling with, but the basic idea is that this is behind their technological decline. They can't replicate or rebuild the stuff their ancestors made. They are still skilled mages, in their own unique way, and still master herbalists. They're not stupid, just... they can't re-grasp the principles of design that they've lost.</p><p></p><p>It's also had an impact on their emotions. Sun Elves are much more feral, savage if you'll forgive the term. They are hotblooded; impulsive, prone to acting on instinct, vengeful, vicious, bloodthirsty. A Moon Elf will cut you down to defend himself without a qualm if he must, but a Sun Elf will pick a fight because she likes fighting.</p><p></p><p>They're intensely loyal to those they care about and trust - Crinos was on the money when he noted they remind him of the Tamaranians. So they're definitely not all evil, and I want them to have positive interactions with the outside world - they might have a slight xenophobic tinge, but the goal here is to make them closer to the Elves of Nentir Vale, not the Grugach of Greyhawk.</p><p></p><p>That said, I do want to give them a reason to be somewhat xenophobic; not just because they enjoy fighting, but for cultural reasons. Maybe the essential ingredient in the potions they use to reproduce a/homosexually is also a longevity elixir in non-fey?</p><p></p><p>Something I've considered is to play with their lore and take it further; they're already alchemists who turned themselves into amazons and reproduce through herbal alchemy; what about adding splinter-sects, "totem guilds", who take their admiration of specific jungle beasts (or plants?) to the level of using their potions to mutate themselves into new species to better emulate their totems. Could this work, or would it be going too far, do you guys think?</p><p></p><p></p><p><u>Elves of Mixed Blood:</u></p><p>I'll be honest here; I prefer that half-elves A: be a true-breeding race in their own right, and B: not be given an overly angsty background. I don't like these "realistic" portrayals.</p><p></p><p>For Half-Moon Elves, I will admit that the Moon Elves owe inspiration to the Forsaken Elves of the Scarred Lands. However, that setting handled half-elves in a ridiculous manner: the Forsaken Elves have turned to human trafficking to bolster their numbers by seeing if breeding with humans can circumvent the curse of Chern. Long story short, it does, but the Forsaken Elves treat their half-human offspring, the only hope their species has at this point, like absolute garbarge, resulting in most of these half-elves running away to Ghelspad, where they blend in with the loved, respected and welcomed half-elves of the local Moon Elves.</p><p></p><p>As such, I'm thinking that Half-Moon Elves are likewise the result of trying to circumvent the curse of the Moon Elves - and that they are a success. This means that Moon Elves love and welcome them. Though maybe they should have some flaws - physically frail, or prone to erratic behavior ala the "La Lunatia" of the half-vistani - to represent the physical degeneration experienced by the elven side of their lineage?</p><p></p><p>Half-Sun Elves... well, I know I want them to be a thing; even if the Sun Elves are quite content with the Rite of Spring Flowering as their racial mainstay for reproduction, when you send a passionate woman out to adventure in a world where men are a thing, a little "interspecies bedroom diplomacy" is sure to happen eventually.</p><p></p><p>Beyond that... not really sure. I'm strongly inclined to think that, given their elven ancestry, Half-Sun Elves should be strongly female-inclined - something like only 1 in 10 males are born, as a result of the mystical mutations that their elven ancestors have undergone. Does that make sense?</p><p></p><p>I don't know... I really need a clearer grasp of who the Sun Elves are beyond "tropical amazon-punk elves with magical archeotec weapons" before I worry about their halfbreed spawn.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7291920, member: 6855057"] Just so they're altogether, let me share with you what I have for the Sun and Moon Elves. This is very rough stuff, and there's a lot of refinement I want to do for this race, but let's not get overwhelmed here. Picking one and building it up is the plan. [U]History of the Concepts:[/U] I won't deny the obvious influences upon each faction - the fanmade Amazons codex for Warhammer Fantasy and the Necromunda relaunch's depiction of House Escher for the Sun Elves, the Forsaken Elves of the Scarred Lands and the Eldar of Craftworld Iyanden for the Moon Elves - but the meta-origin of these elves lay in the common trope of portraying elves as a Race In Decline. This is an old and well-rooted racial trope, but it's not without its subtropes. The typical elf portrayal is of the Dying Race trope, which I used for the Moon Elves - a species whose civilization has fallen, whose umbers are dwindling, and who is plagued by ennui and/or despair. But there's a flipside to this, a portrayal I've never seen used for elves; the Falling Race. This is a racial trope you see a lot of if you look back into Pulp Fantasy; the race that didn't decline through dying out, but through devolution - technology fell away, culture regressed, until you had only barbarians living amongst the ruins of their former glory. I will admit that this can be a racially charged trope, but it doesn't have to be a negative thing - Conan's own Cimmerian peoples were Fallen Atlanteans, and the Hyborea setting was based on the idea of races evolving, devolving and re-evolving in an endless cycle. Besides, what tropes aren't racially charged, these days? Moon Elves, then, represent the standard Dying Race; their culture has fallen from glory, their works crumble, their numbers dwindle as deaths outnumber births, and ennui and despair haunt them constantly. Sun Elves, in contrast, are the Falling Race; they are healthy, vibrant, passionate, full of hope for the future and their numbers are plentiful. But the heights their ancestors reached are beyond them. They can't replicate the arcanotech devices they wield, just preserve them through increasingly ritualized methods. Reason and logic are giving way to superstition and mysticism. Control gives way to violent passions and bloodlust. Order falls to chaos. So, I've got the basic concept of who I want the Sun & Moon Elves to be to each other - bound by having both fallen from grace, yet having done so in opposite directions, mirroring each other like night and day. But that leaves the question of "how did this happen"? [U]The Rise & Fall of the Elves:[/U] Long story short, elves as they exist in (Setting) today - I really need a better world-name for it - are all descendants of a colonizing/conquering empire that originally emerged from the Feywild eons ago. These "ur-elves" conquered huge swathes of the world, until a native empire finally managed to throw them back. To do this, they created a powerful arcane artifact, something aimed at stymieing the main advantage of the elves; that the bulk of their people were still in the Feywild and they could bring terrible magical beasts and more readily-enchanted items to bear from the Feywild, to say nothing of using it for extra manueverability. Thus they created the Netherstorm, the planar phenomena that shrouds the world and makes travel between it and the other planes... difficult. In a single move, they cut off the elves from the Feywild. But they were surprised at just how mighty a blow they struck. As extraplanar beings, the elves need a connection to their home plane - all fey do, in fact; the reason why fey creatures have their propensity to be "personifications" is actually a response to this. Cut off from the sustaining energies of the Feywild, a fey creature's only hope for survival is to form a spiritual bond with a certain aspect of the mortal world, essentially "plugging into" the world. Think of it like swapping extension leads. The gnomes have done this, and this is actually the foundation for the split between the "cog gnomes" and the "wild gnomes". The elves were devastated. Even beyond those killed by the rival empire, they were struck by the slow, spiritual wasting that came from being cut off by the Feywild. The Moon Elves represent this fate; low fertility, overwhelming despair and ennui, and the other spiritual malaise they suffer from are all because they have been cut off from the Feywild and have not deduced how to form a new connection to this plane of existence. The Sun Elves attempted to treat this malady with their alchemy, utilizing special ingredients harvested from their jungle homes and pairing them with medical magitek left behind after the Feywild was cut off - it worked, and it granted them increased physical vitality beyond that enjoyed even by the Ur-Elves, but it has taken its toll on their minds, not to mention killing off all of their menfolk and leaving them dependent on the Rite of Generation. Or whatever I end up calling it. Incidentally, this opens up the field for further elven factions, representing other survivor splinter-civilizations if I can find unique identities for them. This is an event that happened a long time ago. So only the dusty archives of the Moon Elves would hold this information, and none live today who know that the Netherstorm is artificial. [U]Elves of the Moon:[/U] Moon Elves come by their name fairly; they live on the Moon, a habitable but icy and dreary landscape - the Winterkin Eladrin and Dusk Elves of 4e were two of my inspirations for this race. It's a chill, hollow, eerie world; the sentiment of any human visitor would be that it feels like a giant tomb, and that's hugely evocative of who the Moon Elves are. These elves are pale and ghostly. Some rare few may have deep black or blood red hair, but most have white, silver, gray or even pale blue hair, which matches their grave-like skintones, ranging from rare ash-gray through ghostly white to icy pale blue. Tall, slender and waifish in frame, even the youngest of them seems faded and lifeless in some way. When the Netherstorm erupted, the Moon Elves were stranded on the moon; I'm currently fond of the idea that, initially, they were in pretty good shape, but its current withered, half-living state is the result of some epic battle that the Moon Elves fought against another threat in the interim between their stranding and the present - I don't know, what do you folks think? The Moon Elves hold themselves up as the last representative of elven purity, and it's true that their culture is all but unchanged since its founding, but this means that they have not unlocked the secret of replacing the broken link they have to the Feywild. As such, they are a dying race; conception is uncommon amongst them, and stillbirths occur more frequently than live births. Whilst their situation would inflict a malaise anyway, their broken souls gnaw at their emotions, inflicting a strong sense of despair and/or ennui that all Moon Elves must battle. This means that these elves tend to be grim, stoic, apathetic or melancholic in behavior. It also means the Moon Elf culture is somewhat... Gormenghastian, for lack of a better term. Ritual and rote repetition has become central to their daily lives, with the broken souled elves simply going through the motions of daily life. That said, they're not without their virtues. Honor is hugely important to Moon Elves, and they will keep their word - though, the downside of that is that if a Moon Elf vows he's going to kill you, then he's serious about that, too. To compensate for their dwindling population, given that they still retain full access to the advanced industrialized magic of their ancestors, Moon Elves rely heavily on enchanted devices and legions of constructs. [U]Elves of the Sun:[/U] The Sun Elves inhabit a deadly - possibly magically warped? - tropical jungle region, analogous to Lustria in Warhammer Fantasy. Appearance-wise... unsure; I'm inclined towards a dark yet colorful appearance, to contrast the pallor of the Moon Elves. Coppery, tan, bronze and even black skins contrasting vibrant blonde, red or otherwise brightly colored hair - alchemical dye as a cultural product gives a certain amount of leeway there. The Sun Elves descend from a colony established in that region before the Netherstorm, originally an order of healers and alchemists experimenting with the exotic and unfamiliar (to them at the time) plants and animals native to the region. When the malaise brought about by the spiritual sundering came about, they mistook it for some unfamiliar disease brought back to the colony. As such, they tried to treat it with new healing tonics and elixirs - they found a formula that worked, but it only worked on the women, causing the loss of all men in the colony and causing them to evolve into the amazonian elves they are today. Sun Elves are physically in great condition, strong, healthy and vibrant. They're also in far better emotional shape than Moon Elves; passionate, driven, upbeat. But their transformation has had its effect on their minds - the finer details I'm struggling with, but the basic idea is that this is behind their technological decline. They can't replicate or rebuild the stuff their ancestors made. They are still skilled mages, in their own unique way, and still master herbalists. They're not stupid, just... they can't re-grasp the principles of design that they've lost. It's also had an impact on their emotions. Sun Elves are much more feral, savage if you'll forgive the term. They are hotblooded; impulsive, prone to acting on instinct, vengeful, vicious, bloodthirsty. A Moon Elf will cut you down to defend himself without a qualm if he must, but a Sun Elf will pick a fight because she likes fighting. They're intensely loyal to those they care about and trust - Crinos was on the money when he noted they remind him of the Tamaranians. So they're definitely not all evil, and I want them to have positive interactions with the outside world - they might have a slight xenophobic tinge, but the goal here is to make them closer to the Elves of Nentir Vale, not the Grugach of Greyhawk. That said, I do want to give them a reason to be somewhat xenophobic; not just because they enjoy fighting, but for cultural reasons. Maybe the essential ingredient in the potions they use to reproduce a/homosexually is also a longevity elixir in non-fey? Something I've considered is to play with their lore and take it further; they're already alchemists who turned themselves into amazons and reproduce through herbal alchemy; what about adding splinter-sects, "totem guilds", who take their admiration of specific jungle beasts (or plants?) to the level of using their potions to mutate themselves into new species to better emulate their totems. Could this work, or would it be going too far, do you guys think? [U]Elves of Mixed Blood:[/U] I'll be honest here; I prefer that half-elves A: be a true-breeding race in their own right, and B: not be given an overly angsty background. I don't like these "realistic" portrayals. For Half-Moon Elves, I will admit that the Moon Elves owe inspiration to the Forsaken Elves of the Scarred Lands. However, that setting handled half-elves in a ridiculous manner: the Forsaken Elves have turned to human trafficking to bolster their numbers by seeing if breeding with humans can circumvent the curse of Chern. Long story short, it does, but the Forsaken Elves treat their half-human offspring, the only hope their species has at this point, like absolute garbarge, resulting in most of these half-elves running away to Ghelspad, where they blend in with the loved, respected and welcomed half-elves of the local Moon Elves. As such, I'm thinking that Half-Moon Elves are likewise the result of trying to circumvent the curse of the Moon Elves - and that they are a success. This means that Moon Elves love and welcome them. Though maybe they should have some flaws - physically frail, or prone to erratic behavior ala the "La Lunatia" of the half-vistani - to represent the physical degeneration experienced by the elven side of their lineage? Half-Sun Elves... well, I know I want them to be a thing; even if the Sun Elves are quite content with the Rite of Spring Flowering as their racial mainstay for reproduction, when you send a passionate woman out to adventure in a world where men are a thing, a little "interspecies bedroom diplomacy" is sure to happen eventually. Beyond that... not really sure. I'm strongly inclined to think that, given their elven ancestry, Half-Sun Elves should be strongly female-inclined - something like only 1 in 10 males are born, as a result of the mystical mutations that their elven ancestors have undergone. Does that make sense? I don't know... I really need a clearer grasp of who the Sun Elves are beyond "tropical amazon-punk elves with magical archeotec weapons" before I worry about their halfbreed spawn. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Seeking Help/Critique on a Setting
Top