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Races of Vesara
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Re: Races of Vesara
Humans
Basics
Humans are a naturally curious people with great ambitions and the determination to reach their goals. Due to the fact that they are a short-lived race, Humans often aspire to goals that they may not be able to achieve in their lifespan. As an emotionally driven species, Humans can also be compassionate, fearful, vengeful, loving, angry, and so much more. Their capacity for emotions is said to exceed all other intelligent species on Vesara. Humans are also one of the most adaptable races on the planet, able to evolve over short periods of time in order to survive in their surroundings. With their aspirations comes a talent for progress and industry. Humans are also the most technologically advanced race on Vesara.
Society
As the second most populous race on the planet, humans are pretty much everywhere, but they're mostly in Aurora, Cieria, Ezon, Lotheria, Rel Inerium, and Zakat. The societies humans create vary based off need. Harsher environments tend to develop more stringent cultures, and more tranquil environments are more forgiving. Human societies seem to always be changing, rarely holding strong patterns for longer than a century, while other races seem to cling to the same thing.
As Adventurers
Humans sometimes like to wander around and discover. Sometimes something else calls them to the field. Then there are those that just want the thrill of the fight. Either way, there are a myriad of reasons humans choose to become adventurers.
Male and Female Names
The names of Humans vary based on culture. See country information for Human names.
Standard Racial Traits
Ability Score Modifiers: +2 Player’s Choice, +2 Player’s Choice, -2 Player’s Choice
Size: Medium
Type: Humanoid (Human)
Base Speed: 30ft
Languages: Culture Based, see country information.
Feat and Skill Racial Traits
► Bonus Feat: Humans select one extra feat at level 1.
► Focused Study: Humans gain either the toughness, skill focus , great fortitude, lightning reflexes, iron will, or dodge feats at level 1.
► Practiced Skill: Humans gain 1 extra skill as a class skill at level 1.
► Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Re: Races of Vesara
Elves
Note: Elves have a very different culture. Unless you're willing to play that up, avoid this race.
Basics
The Elves of Vesara are a race that come from Arcadia, the world of the fey. They are a long-lived humanoid species with long, pointed ears and graceful, tall, slender bodies. Elves are herbivorous being’s incapable of eating meat. Elves are also capable of surviving in the harshest of weather conditions. These biological traits have led Elves into a culture that values life to the extreme. They do not hunt for food, and definitely not for sport. Items that other races would take from animals, such as bone and hide, to make things like straps for weapons or wrappings, Elves substitute with vines, leaves, or other natural items.
History
The Elves lived on their own planet, Arcadia, for hundreds of thousands of years before the Humans came. The Humans arrived through a planar gate in Taviel a little over four thousand years ago. Their aggressive and arrogant tendencies immediately put the Elves on alert. As the humans began slaughtering life on Arcadia, using the bodies of innocent creatures in heinous ways and chopping through Arcadia’s growth without care, the Elves retaliated by capturing and expunging the Humans from their planet with as little life taken as possible. Unfortunately, this did not stop Humans from repeatedly trying to return.
After some time, the Elves decided it was time to push through the gate to stop this incursion. They arrived on Vesara and easily pushed the humans back, hesitantly choosing to take some lives to force them to stop traveling to their world. Unfortunately, the humans were as stubborn as they were plentiful. The war lasted for three hundred years. In the end, the Elves won and almost eradicated the human presence in Taviel, either sending them off to sea or to Hell. What few humans remain in Taviel are in the North-East, while the Arcadian Gate lies somewhere far south. Unfortunately, they soon found this was not the only gate.
A little more than a century later, the humans returned through a second Gate, also located somewhere in the south. This time, the war did not last long and the Elves showed no mercy. They pushed through the gate again, choosing to claim an area in Lotheria as their own. Once the humans were pushed out of what is now called the Silverwood Forest, the Elves set up in Lotheria to prevent Humans from ever using the gate to get to their country or planet again. To this day, the Silverwood Forest is protected by the Elves. The Elves forbid leaving the Forest, so the chance of seeing an Elf outside of it is extremely low.
Over the years of occupying space on Taviel, the Elves have constructed countless cities and claimed the country as their own. However, their occupation in Lotheria created the only Elven city in that entire country: Ellaswen. The city is built within an opening of the Silverwood Forest and stands as a constant reminder to what the Elven people sacrificed in order to protect their home from the Human invaders. The city is built up with the trees that once surrounded the area and has taken inspiration from what little Elves have seen from human settlements. Within the boundaries of Ellaswen, the Elves attempt to interact with the other races of this planet diplomatically, but outside of them, Vesarans have no special treatment.
Culture/Society
When the Elves were created, hundreds of millions of years ago, they were tasked with the guardianship of Arcadia’s natural life. This task meant the protection of the world’s natural order. They were given this task by Gaia, as the only higher intelligence species on Arcadia, letting her move on to another world. This responsibility created these ideals, now seen as laws on Vesara:
- The natural world is essential for all creatures to thrive. Take what you need and no more.
- A soul is as its body and its mind: in need of care. Neglect it, and lose the way to Heaven.
- Life is a sacred gift, and one who has it shall cherish it as the breath one takes.
The Elves on Vesara continue these teachings, but have become more stringent because of what they’ve observed of the other creatures of Vesara. While they rarely interact with races other than human, the Elves have come to both despise and fear them. Their disgust in Orc comes from the complete lack of empathy the species has for other creatures. Dwarves are constantly delving deeper into Vesara’s core without regard to the planet’s health. This repulsion goes double for humans, as they see the humans as an intrusive, selfish, arrogant, and impulsive race who have only begun to destroy their natural world.
As one of the early created species, Elves were not created with the ability to consume meat or be affected by weather the way later species were. In their homeland, Elves never experienced the need to casually wear clothing. In short, their nudists. This lifestyle comes from their refusal to take life leading them to never hunting, so they never made use of the bodies of animals. It further comes from their ability to deal with cold and hot weather without the need for covering up. This lifestyle has led Elves to create ways of using elements of nature more creatively. Where one would use leather for wrappings, they’ll use leaves and vines. Where one would use bone for weapon creation, Elves would use stone and wood.
As Adventurers
The idea of leaving Taviel or the Silverwood Forest for any place else is seen as blasphemous. Elves do not like being on Vesara, but it has become a test of strength. All Elves do a stint of at least two hundred years on Vesara once they become of age. There have been rare occasions that Elves leave these places in defense of themselves or Arcadia. For example, if an Elf is murdered by someone of another race, bringing that person to justice is important. Another example is if information of Elven traditions, the planar gate, or something culturally valuable is taken from the Elves, they may chase the culprit down. Otherwise, the Elves on Vesara rarely, if ever, leave these areas and freely leaving is seen as an affront to their existence.
Male Names (Polynesian)
Analu, Feleti, Kai, Kamea, Keanu, Koa, Liko, Luano, Makoa, Malo, Mano, Manolla, Mauli, Pali, Pekelo
Female Names (Polynesian)
Ailani, Alaula, Aulani, Halia, Iwalani, Kailani, Lanai, Leilani, Luana, Mekalina, Miliani, Moanna, Pali, Telei, Ulani
Standard Racial Traits
► Ability Score Modifiers: +2 Dex, +2 Wis
► Size: Medium
► Type: Humanoid (Elf)
► Base Speed: 30ft
► Languages: Elven and Sylvan
Defensive Racial Traits
► No Armor Proficiencies: Elves are not proficient in any armor, no matter what class they take. This trait overrides any class. This trait does not override any feats taken to counter this.
► Elven Instincts: Elves gain a +1 Dodge bonus to AC at levels, 1, 3, 6, 9, 12, and 15. Half this bonus if wearing armor that the Elf is proficient in.
Feat and Skill Racial Traits
► Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
► Constant, Endure Elements: Elves are constantly under the effects of the Endure Elements spell.
► Spell-Like Ability, Speak with Animals: Elves can cast Speak with Animals as a spell-like ability once per day. An Elf can cast the spell +1 more times per day at levels 4, 8, 12, and 16.
Offensive Racial Traits
► Weapon Familiarity: Elves are proficient with longbows (not including composite longbows), longswords, rapiers, and shortbows (not including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Trait
► Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Other Racial Traits
► Nature’s Bond: At first level, an Elf gains the druid’s Nature Bond as the class feature. However, the Elf can only take one of four creatures. If an Elf gains this class feature through taking a class, it replaces this racial trait and the animal limitations.
- The four animals that can be taken by an Elf are:
- Deinonychus
- Parasaurolophus
- Styracosaurus
- Velociraptor
- These creatures come from Arcadia and therefore have these traits if they don’t already:
- +1 natural armor
- Darkvision 60ft and Low-light vision.
- +10 movement speed
- DR5/cold iron
- SR: 11+Half Class Level of Elf it is bonded with.
Re: Races of Vesara
Dwarves
Basics
Unlike all other races, Dwarves are not born, they’re made, carved with a few specifics and given life through mystical methods only known to their holy figures. Dwarves are also master craftsman, who have the ability to work with any metal or stone in the world. They’re known for making their items with special materials. Dwarves live in mountains, caves, and deep underground. Their cities are made mostly of stone and they make their livings with mining metals, stones, and gems. Dwarves are jovial people that enjoy parties, drinking, food, and fun!
History
Many centuries ago, the Dwarven people dug too deep and came across an opening into a buried land. Within this very deep area of Vesara, they found an unforgiving enemy that they fear to this day. When thousands of their kind were killed, the Dwarven people collapsed the entrance to the Old Abyss. Only within the World Archive are accurate accounts of what occurred, but the story goes that the enemy did not speak. It did not show mercy. It walked the walls and ceiling. They had skin that clashed against the darkness, eyes that glowed pale and ghostly, and moved like the monsters out your worst nightmares. They are called the Forgotten and are often used as metaphor for fear.
After closing off the Old Abyss, the Dwarves switched the direction they chose to dig. They went up instead and found a much more forgiving and beautiful world on the surface of Vesara. They've come to creating cities on the surface, learning to use the resources they find to better their lives. The rare resource of wood suddenly became much easier to acquire. After discovering forests, they discovered ocean and created boats. They learned to sail, and they began traveling the world very quickly. It did not take them long to interact with new species: humans and halfling. They created positive relationships with most of them, but there were some that they just could not get along with: Lotherians.
Upon discovering the Elves, through Zakatian stories and then finding them, the Dwarven people quickly became wary. The Elves were merciless, hostile, and rarely communicated. Their nature reminds the Dwarves of the Forgotten too much, so they are keeping an eye on them. Seeing them spread their territory from the entirety of Taviel and into parts of Lotheria only worry the Dwarves more. At the moment, they keep quiet due to not knowing the entire story. Dwarves deal in facts, so broken pieces of legend being heard from a short lived race like the humans do help them hesitate from outright calling the Elves evil. For now, there is merely a cold-hearted relationship between the two races.
Culture
Dwarven culture emphasizes the importance of history, ancestors, tradition, family, community, and their beards. Dwarves care strongly for these things and prove it in different ways. Many Dwarves actively record history, creating detailed bulletpoint-like records to submit to the World Archive, a colossal library in Osynius. Other Dwarves keep long records of their family tree that includes the accomplishments of those on it. A very common tradition among the Dwarven people is to carve their ancestor's names onto stone or metal rings that they then weave into their beards as decoration. When a Dwarf dies, their family story is with them and passed on to kin or sent to the World Archive.
From an outward perspective, the most notable things about Dwarven culture are their advanced technologies, industrious nature, and their love of parties and revelry. Their knowledge of molding metal has allowed their civilization to surpass all others in technology. The only other place that comes close in Zakat, and that is because of the positive relationship that the Zakatians and Dwarves of Osynius have built. Dwarves have invented hand drills, fireworks, dynamite, elevators, the splitting maul, and steam engines. Dwarves have also mastered the ability to use adamantine and cold iron when creating their weapons, tools, and armor. Dwarves love new ideas and advancements in technology.
The Dwarven love of revelry comes from their appreciation of their fellow people. While Dwarves prefer the company of their own, they won't turn away someone wanting to have a good time. Anything that will create a positive sense of community will make a Dwarf happy. There are few things that anger a Dwarf, but one commonly known is insulting their work. Dwarves learn a craft from a young age, focusing on mastering specific methods, so insulting their work is very personal. Throwing a party won't fix a Dwarves dislike of someone who insulted what they put their hearts and souls into. Common Dwarven crafts are axes, hammers, medium/heavy armors, jewelry, and alcohol.
A final piece of Dwarven culture comes from how they are born. Since they are carved and given life through mystical means, each Dwarf is seen as a priceless work of art and their parent(s) the artist that brought them to life. Because of this, Dwarves cling closely to those who are actually their kin. Adoption is looked down upon in the Dwarven community because it is considered claiming someone else's artwork as their own. Since Dwarves reach adulthood so quickly, there is no reason to allow adoption. When an adoption does occur, it is done in secret or more akin to becoming close friends. It's fine for the lone Dwarf to find claim a new family, but no one can claim them.
As Adventurers
Sadly enough, when a Dwarf is an adventurer, it is very rarely out of the wanderlust of their heart. A Dwarf becomes an adventurer as a way to find a new family after having lost theirs in some way. When a Dwarf has no kin, it must go find its own.
Male Names (German, Old-High German)
Aimar, Bertram, Egon, Ewald, Goswin, Hasso, Heiner, Humbert, Kuno, Manfred, Reimar, Ronald, Sven, Tobias
Female Names (German, Old-High German)
Alwine, Bruna, Cressida, Eloise, Emery, Gisela, Hemma, Hermine, Hiltrud, Linda, Livina, Rodina
Standard Racial Traits
Size: Medium
Type: Humanoid (Dwarf)
Languages: Common, Dwarven
Choose Gem Cores Pick Two. They take the places of the heart and mind.
► Diamond: +2 STR
► Emerald: +2 DEX
► Ruby: +2 CON
► Garnet: +2 INT
► Amethyst: +2 WIS
► Sapphire: +2 CHA
Choose Bodily Structure
Marble
► 20ft base movement speed (Slow and Steady)
► +1 Natural Armor
Sandstone
► 30ft base movement speed
► +2 racial bonus to Initiative Checks
Basalt
► 20ft base movement speed (Slow and Steady)
► +2 racial bonus to Fortitude Saves
Choose Vision
Obsidian: Darkvision 90ft, Light Blindness
► Pearl: Low-Light Vision
► Crystal: Normal Vision, Constant Detect Magic
Defensive Racial Traits
► Energy Resistance: Dwarvess have acid resistance 5.
► Strong Immune System: Dwarves gain a +2 trait bonus to fortitude saves against disease. This increases to +4 at level 5, and immunity at level 10.
Magical Racial Traits
► Earth Affinty: Dwarven sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Dwarven clerics with the Earth domain use their domain powers and spells at +1 caster level.
Other Racial Traits
► Master Craftsman: Dwarves pick a specific type of craft and gain a +4 racial bonus on all crafting checks for it.
Re: Races of Vesara
Halfling
Basics
“Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone to violent or emotional outbursts as some of the more volatile races. Even in the jaws of catastrophe, halflings almost never lose their sense of humor. Their ability to find humor in the absurd, no matter how dire the situation, often allows halflings to distance themselves ever so slightly from the dangers that surround them. This sense of detachment can also help shield them from terrors that might immobilize their allies.”
Culture
Halfing are driven by a wanderlust that sends them throughout all corners of the globe. They do not have their own country or their own cities. Instead, they are driven by the desire to find their own home, family, and/or friends somewhere else. Rarely do they find this close to home. Because of this, Halfing are known for their cartography skills, geographical knowledge, acceptance of other cultures and traditions, and being able to assimilate to any other race out there. Even the Orc accept them at times. Their short-lived lives also push them to do this quickly, often even before they become adults. There is very little they can do in the short time they're alive, so they choose to make the most of it. Their normally generous, kind, and accepting nature leads other races to accept them very easily.
As Adventurers
When out traveling the world, likely trying to find a new home for themselves, Halfling are curious, brave, and daring. They’re known to take risks, put themselves in danger over others, and have no problem doing the crazy thing. They find it fun and believe that it will bring them closer to what they want in life. A common Halfling Motto is “either jump on in, or go on home.” It’s pretty much “no risk, no reward” or “nothing ventured, nothing gained” with an assumption that if you’re not willing to jump into the fire, then you’ve probably got something more important waiting back home for you.
Male Names (Celtic)
Allen, Bowen, Cullen, Owen, Quinn, Ronan, Tarlock
Female Names (Celtic)
Arlene, Briana, Gwendolyn, Jenna, Kaleigh, Riann, Tara
Standard Racial Traits
Ability Score Modifiers: +2 Wis, +2 Cha
Size: Small
Type: Humanoid (Halfling)
Languages: Common, Halfling, One other country or racial language
Halfling Racial Traits
► Fearless: Halflings receive a +2 racial bonus on all saving throws against fear.
► Low-Light Vision: Halflings can see twice as far as humans in conditions of dim light.
► Speed: 20ft
► Sure-Footed: Halflings receive a +2 racial bonus on acrobatics and climb checks.
► Weapon Familiarity: Halflings are proficient with slings and treat “halfling” weapons as martial.
► Worldly: Halflings receive a +2 bonus on knowledge geography, perform, profession, and survival checks. These skills are always class skills. Halflings can only have one perform or profession.
Re: Races of Vesara
Orc
Basics
The Orc are a race unique in appearance due to their large size, green or grey skin, pupilless eyes, and elongated teeth that can be compared to tusks. They are the strongest race on Vesara, and they are also the most difficult to take down. They value strength and combat skill over most things. However, they are not the evil barbaric people that many often think they are. Their community is often based around being in a pack. They work very close together, relying on an alpha to lead them through hard times. They train very hard in combat from a young age in order to keep their tribe strong. Unlike other races, they do not dabble in arcane magic or the advancement of technology. They prefer to keep things simple and rely on their physical prowess to get them where they need to be.
Society
The Orc’s home country is that of Dul Ulgan, a large continent in the northern hemisphere of Vesara. They have developed societies based in strong community ties, loyalty, honor, strength, glory, and combative skill. They have no real cities, but do build up expansive towns of houses. Their homes are usually made of wood, hide, stone, or whatever they can find at the time of building. While wary of other races, they are confident enough in their fighting skill that they do not fear any other race. They value the idea of carrying your own weight, so an Orc who is lazy, selfish, or causes problems, is banished from the tribe. Their society does not value one gender over the other. However, there is a law among the Orc that when a child is born, the parents are required to take care of it. Once an Orc gives life to a child, that child is their job. An orc does not bring a child into the world and then selfishly abandon it or have someone else take care of it. If they do, the parents will be banished and the child cared for by the tribe.
As Adventurers
When an Orc wants to be an adventurer, they leave their home and their tribe behind for various reasons. It’s possible they were banished for some reason, dealt with a humiliation they didn’t want to face, lost their rank or made a mistake that endangered their people, wanted to make their own tribe, wants to learn more of the world, or just preferred to be in smaller groups. While Orc seem to need company for their sanity to stay intact, they do not need that many people.
Male Names (Viking/Norse)
Alvar, Bjorn, Dan, Erland, Gleb, Halvard, Hakon, Magni, Tollak
Female Names (Viking/Norse)
Brenda, Erika, Erna, Freya, Ingrid, Liv, Oda, Ragna, Sif
Standard Racial Traits
Ability Score Modifiers: +4 Str, +2 Con, -2 Cha, -2 Int
Size: Medium
Type: Humanoid (Orc)
Languages: Common, Orc
Orc Racial Traits
► Darkvision: 120ft
► Speed: 30ft
► Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
► Fast Healing: 5. This is turned off by fire or acid.
► Ironhide: Orcs gain the Ironhide feat.
► Survivalist: Orcs receive a +2 to survival checks and survival is always a class skill.
► Weapon Familiarity: Orcs are always proficient with greatswords, greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Re: Races of Vesara
Aasimar
Basics
Aasimar are half-celestial and the parent celestial is always of some good alignment. Aasimars are also rare. Their appearance varies greatly, but typically have a normal skin tone, vibrantly colored eyes that seem to glow, hair of practically any color but as soft as silk, and are almost unnaturally alluring. They do have a tendency to be good, but can be neutral. They are never evil. They grow up with their mortal parents, sometimes never meeting their celestial parent.
Society
The birth of an Aasimar is often seen as a blessing, and the way this is dealt with differs from society to society. Some Aasimar are treated as gods, some are shunned, and some may go unnoticed due to a more mortal appearance.
As Adventurers
An Aasimar that chooses to be an adventurer has likely done so to escape the scrutiny of being a half-celestial. Their inability to easily mingle among those in their homelands can make them feel more like an outcast than truly accepted. If this is not the case, an Aasimar may choose to be an adventurer merely because it feels that wanderlust, curiosity, or a thirst for knowledge. Aasimars quite often feel an overwhelming call to wander from place to place in order to help those in need of it.
Male Names
Take from non-celestial parent race.
Female Names
Take from non-celestial parent race.
Standard Racial Traits
Ability Score Modifiers: +2 Dex, +4 Int
Size: Medium
Type: Outsider (Native)
Languages: Common, Celestial
Aasimar Racial Traits
► Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
► Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks. These skills are class skills.
► Smite Evil: Once per day, as a swift action, an Aasimar can smite evil as a paladin of the same level as its Hit Dice. The smite persists until target is dead or the half-celestial rests.
► Spell-Like Ability (Sp): Aasimars can use daylight, see invisibility, and glitterdust once per day as a spell-like ability (caster level equal to the aasimar’s class level).
► Darkvision: Aasimar have darkvision 120 ft.
Re: Races of Vesara
Tiefling
Basics
Tiefling are creatures created through nefarious means. While their births are as normal as they can get, when they were on the womb, their parent was infected (or mated with) a fiendish creature of some sort. Tieflings are not always evil, but they are never able to reach the side of “good.” A tiefling’s heritage is so obvious upon reaching adulthood that there is rarely any way for them to easily fit into societies. They often have to hide themselves through skill or magic, or find a group that accepts them. A tiefling’s skin is always an unnatural color, but usually red. They often grow horns, scales, or claws.
Society
Tiefling are seen as bad omens, curses, or some other form of “something evil is coming.” Whether this is true or not has yet to be proven, but it is widely believed. Tiefling live off the land, often keeping to themselves unless they find a select few that won’t judge them for how they were born.
As Adventurers
Tiefling become adventurers because they are rarely able to integrate into the society of those considered “normal.” They’re drawn to adventuring as more of a way of escaping the discrimination of closed-minded societies. They find it easier to not stay in one place for too long because they are often blamed for any minor accident or negative event that occurs in some place.
Male Names
Take from non-celestial parent race.
Female Names
Take from non-celestial parent race.
Standard Racial Traits
Ability Score Modifiers: +2 Con, +2 Wis, -2 Cha
Size: Medium
Type: Outsider (Native)
Languages: Common, Infernal, Abyssal
Tiefling Racial Traits
► Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
► Skilled: Tieflings gain a +2 racial bonus on Bluff and Intimidate checks. These are class skills.
► Spell-like ability: Tieflings can use bear’s endurance, darkness, and shatter once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
► Darkvision: Tieflings can see perfectly in the dark for up to 120 feet.
► Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
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