The Old Player Development and Wishlist

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For storing OOC things. Please note that information here may be inaccurate / out of date. Previous calendars may be used for referencing historical events, etc, but otherwise, proceed with caution!
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Dula
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Re: Player Development and Wishlist

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Name: Dog’s Hair Juice

Overview: This delicious sounding potion is affectionately called “Dog’s Hair Juice” as it is made from the flowers of the cani’sliwa plant found in Desnind. This potion has the ability to make one numb to damage for a moment in time and can even stop bruises or fatigue. This is often used by explorers, mercenaries, or those with highly physically stressful jobs such as deckhands or laborers.

Availability: Easy to find but expensive in Desnind, rare elsewhere in Idalos

Location: Wealth of the Land in Desnind, port cities elsewhere in Idalos

Price: For those at tier 5 and above this potion costs 5 WP per 8 oz bottle

Details: The flowers of the cani’sliwa must be picked while they are young and freshly bloomed, then dried for 60 trials exactly in a warm, sunny place. Once completely dry the flowers must be crushed, usually my mortar and pestle, into a fine, pink powder. The powder is then heated slowly, for 3 breaks, in a ratio of 1:5 powder to water never reaching a boil. It must be constantly stirred the entire time as any lumps or imperfections will render it useless. If done correctly it will change from a pink liquid to a dark red liquid and smell like candy. Once the liquid’s color stops deepening you add the red liquid to a strong proof alcohol to dilute it at 1:3 red liquid to alcohol. This is the final step. The red liquid must be added to the alcohol as if taken without dilution it causes a heart attack or stoke. Each 8 oz potion has three uses.

The effects of the juice last for 45 bits up to one break. You aren’t immune to cuts, breaking of bones, gashes, or severing of limbs but will not feel any pain at all for while the potion lasts. If you incur any breaks or bleeding damage during this time you will feel it once the potion wears off of course. It’s not possible for you to bruise or tire while under the effects of this potion. This potion is easy to abuse and can become addictive if used too much. An addict will feel constant, debilitating pain everywhere that is only subsided by taking the juice. Addicts will be prone to anger and be irrational on or off of the juice.

Credit: Dula
Approved - I made some changes to the pricing. It's on the wiki here
Last edited by Dula on Wed Jul 03, 2019 5:45 pm, edited 1 time in total. word count: 420

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Rakvald
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Re: Player Development and Wishlist

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Name: Yarofko (Painted Wilderhog)
Type of Mount: Ground
Mount Speed: Standard Ground Mount travel
Rarity: Uncommon
Typical Size: Large.
Diet: Omnivorous, they prefer foraging vegetation, but they can eat meat and recently fallen carrion as well.
Trainable: Yes at Expert Animal Training
Pack Mount: They can carry immense loads of baggage, as well as their rider over a moderate distance before needing rest.
Native to: Desnind
Locations: Southern Idalos

Appearance: It’s long, shaggy coat of thick fibrous hairs both insulate and regulate body temperature. Every Yarofko has it’s own signature markings, that differentiate itself from every other specimen. They have a set of four, foot-long tusks protruding from their large mouth. Their feet are cloven hooves. Their fur colors range from milky white to charcoal black. Their special markings are always a bright color such as green, red, blue, or yellow.

Habitat: It can thrive in all forms of climate, barring perhaps a dry desert. It will have difficulty surviving travel without a ready supply of water.

Lifespan and Development: 0-140 trials for piglet stage, 140 trials - 2 arc for the juvenile stage, achieving maturation at the age of 2 arcs, roughly. It grows the first small tusks at juvenile stage, and has a fully grown coat with an elaborate pattern of blue or red fur somewhere on its hide. It reaches old age at about 15 arcs.

Uses: It’s good for carrying extremely heavy loads and riders. It has a proclivity for bursts of speed, for cavalry charges and the like, but doesn’t sustain that speed over distances longer than about a mile.

Temperament: It’s friendly toward its bonded trainer or rider. Highly intelligent, it will retain its disposition toward individuals, recalling them by scent.

Abilities/Tricks: Super fast charging speed, with a great deal of momentum on their side. Their tusks are deadly.

Information: Very tidy animals, all things considered. It will rarely defecate where it eats, and requires lots of fresh air and exercise to keep it happy.

Credit: Rakvald (Pig Boy)
Approved and on the wiki! here
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Thank you all so much for your contributions to Desnind! They are all approved and on the wiki!! You all rock!!
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~~Red in hoof and claw... ~~


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Dula
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Name of Location: Ha’ska Maw
Description: They say Ha’ska was a Sev’ryn man who stumbled on this cave out in the Makubwa Lori near The Ruins and the cave made him rich. Within its confines he found blood iron, a rare, maroon tinted metal that can be smelted, forged, and is used for its alchemical purposes as a stronger ingredient than regular iron. He solely mined through the rock to get the precious ore but through his mining broke into a larger, already formed tunnel behind the mine. He discovered a vast cave system and this is where the exact history of Ha’ska Maw gets fuzzy. Some stories report him going into the cave and never coming back out, making a home there and becoming a hermit. Others say he went mad inside of the cave after finding an ancient chamber. Still, more say he was eaten by one of the cave beasts that live inside of it. What we do know for a fact is that he created the sculpture surrounding the entrance, giving the cave systems its name, by the artist’s signature carved near the entrance of the Maw.

A few more of the myths surrounding the place involve the man Ha’ska himself. They say with his immense riches he had accumulated from the blood iron in his madness he buried a treasure chest in a deep chamber in the cave. This is a favorite tale children in Desnind tell each other. Another is that on some chilly, Cylus nights those unlucky travelers who have sought refuge in the cave mouth have seen the ghost of Ha’ska meandering the mines doing all sorts of groaning and moaning. Among most of the rumors are tales of “so-and-so’s half brother being eaten alive the moment he set foot in” and other delightful tales of people being killed or entering the cave and never returning. It is said that a few old, ruined chambers with pillars and other decorations litter the dank caverns, being carved out of the stone surroundings, done who knows when. The speculation of those area’s purpose being it was a holy place where cultists would sacrifice people, animals, and even beasts to Sintra twisting the cultists into giant spiders in her honor. Those spiders being found there even to this day, if the explorer would so unhappily stumble upon those fabled hidden chambers. As the other tales go beasts lurk in every corner and most of those who go in… don’t come back out unless they are cowards, popular in bardic tales among Desnind. The last and most prevalent of rumors that draws the most people to the cave despite its dangers is the promise of a hidden chamber filled with riches placed there by Cassion himself, the chamber being one of the only exits to the cave besides the waterway that runs through part of it and a few holes in the ceiling.
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The beginning of Ha’ska Maw is a mine. Its tunnels are winding and maze like. Those who tread be wary, monsters lurk around corners even here ready to devour those who get lost. While most of the blood iron has been chiseled out there are still gems or other ores to be found within its walls for those with the mining skills, and mind, to find it. There is only one way out of the mines bar going back out of the Maw and that is through the entrance to the once hidden cave. The ceilings here at the entrance are moderately high, about seven feet, and covered in stalactites and stalagmites of various sizes. It’s not quiet, there is the faint rush of water to be heard from the cave entrance to those with keen ears and the occasional groan of something foul lurking in depths. Traversing the cave is not overly difficult, someone ,or something, has hollowed out most of the paths leaving high ceilings; though there will be areas you must climb through rock to go up or down through the tunnels. Inclines and declines can be steep and it’s easy to slip and fall as the whole cave is very wet and grimy. Luckily for those with no light parts of the cave may be lit up by glowing fungi or even glowbugs themselves; these areas can be the most dangerous in fact as those who can see can then also be seen... It is easy to get lost in here but the old timers in Desnind say if you follow the sound of water you will find a way out. By following the water you will be greeted by an underground river, following it down stream may lead you to some waterfalls and other… strange formations in the cave before eventually being spat outside of the cave.

Found within the cave are occasionally handmade carvings, such as pillars, archways, murals, and some abandoned, dusty living quarters within lower hanging caverns adding to the mysterious nature of this cave. It is plainly obvious to those who make it this far that a deranged cult had once resided in Ha’ska’s Maw. Old, crumbling bones litter the floor of these areas, the occasional sparkle of a left over ring or gold tooth to be seen for those with keen eyes, and the sheer amount of skeletons would be enough to turn over a hardened stomach. Murals dedicated to Sintra can be found in these areas as well, the only clue left of the cult that once resided here.

Traversing Ha’ska’s cave will not be easy but for those with the gall and wit to do it, it could be lucrative. This is a good place for any level of adventurer as any manner of creatures could be found in the cave to fight and kill. The dungeon is also filled with treasure and all types of goodies left behind from dead adventurers and the bodies in the cult rooms just ready to be picked up. Test your sword and your mettle! Good luck!

A Note About Encounters At This Location: This place has cave dwelling monsters of all levels and therefore you can play to your skill here. However, you may not use the location to fight monsters out of your skill range and anything harvested or taken from here must meet the risk vs rewards standard for the game.
Encounters may include but are not limited to:
-Giant spiders
-Glow bugs
-Spulmokawarta
-Kudi'eltu
-Rogue mages
-Bandits
-Crazed Sintra occultists
-And much more, talk to your mod about what you can and cannot use here.

NPCs at this location

Goods / services available here? n/a
Credits to: Dula
Submitted for Development: October 1, 2019
Last edited by Dula on Mon Dec 23, 2019 1:54 am, edited 2 times in total. word count: 1133

As Above; So Below


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Dula
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Name of Location: Toi’luna Ocooseenee (Roughly translates to “Isle of Faces” but more literally means, “island surrounded with senses of humor like a mirror”)
Description:
Among The Ruins is a stone path leading to a small waterfall, about 5 feet high. From the precipice of the steps you can see a large, towering building with a rounded roof in the distance. As all else in The Ruins is being reclaimed by the Makubwa Lori so is the Isle of Faces, but at a rate decidedly less than most. From farther back huge, stone faces can be seen carved around the diameter of the roof. This is where the Isle got its name. When finally confronted with the behemoth of a building it’s easily five stories tall. The slightest, most faint hum can be heard resonating off of the building to those with keen ears or senses. There is a massive moat around the perimeter of the building, a pond or mini lake of sorts, and in fact this is where the waterfall is created. The waterfall flows and flows, as does the stream below it, though the moat is completely still. It’s not known where the water in the moat originates from and is speculated to be magically sourced. The stone is white and porus, in some places covered in moss, vines, or lichen.

The entrance to Isle of Faces is a bridge spanning the radius of the moat. The bridge is stone and not suspended but instead a thick slab of that same white stone, the bulk of it being submerged in the water. The actual walk way skims the surface of the water, just some few inches above it. It’s wide enough for two people to walk comfortably side by side and there is no railing. Lily pads, a few ancient, dire koi, and peep frogs live among the waters. A large spiral staircase follows the building all the way up to the top landing. High pillars create a high ceiling, at least half of the whole building’s height, and the inside is a marvel of craftsmanship. With beautiful florettes carved into the stone pillars and a strange, beautiful calligraphy of code lining some of the floor they say that within the belly of the Isle lie secrets to baffle scholars and adventurers alike.

The artisan of the building still inhabits it from time to time. The legends surrounding the qi’ora that guards and created this place are many. A man marked by Cassion, believed to have been exalted, was bound to roam even after his untimely death and so they say he is not always found here. The man is a ghost named Ku Sak’ni’lo Otunqirana, having earned all three names once he created this building. As the legend goes in his death he is not a friendly ghost. The spirit of Otunqirana haunts his masterpiece terrifying anyone he finds trying to delve into his secrets. They say this place was created as a vault, going deep into the earth, where he would hide his transmutation experiments and things he created out of alchemy.

The legend of the building is thusly;
Long ago when The Ruin was still a bustling place the man named Ku Sak’ni’lo began construction of a massive building. He had a manner of respect among the lost people and the creation of this masterpiece was celebrated. Due to being marked as Sojourn construction was slow, but it only allowed the man to dwell and truly perfect this work of art. While he told no one the true purpose and called it merely a “massive gazebo” it was rumored to have been a secret vault to an underground system of tunnels where many labs were held for his various experiments. As an expert cryptographer they say he left the secret to opening this vault on the floor, written in his handmade script of elegant code. The people of The Ruins, despite their misgivings of the true purpose, loved this structure and would often use it as a forum area in his honor. A place for ideas and knowledge to be harbored and spread. It was said there they cultivated many ideas, about magic and otherwise.

There are rumors of masterpieces of craftsmanship being guarded by terrifying automatons or golems deep within the vault. What they are guarding no one can agree on. Some say he found the secret to life, but was poisoned before he was able to consume it. Others say that massive weapons of destruction are hidden in there, locked away as failed experiments too dangerous to use. Some say he created gems with immense power, able to shoot fire or ice from their maw. After his death many tried to pry open the vault to no avail, his spirit would fight anyone off and even if the robbers or those curious that had a moment to themselves on the Isle the secrets find they are too tough to break. They say that some of the florets move as well, part of the puzzle of the vault. The puzzle itself has surrounding mythos, saying that the code on the floor describes a riddle that is a specific time of day you are supposed to be there in order to complete the puzzle. Along with a warning about the vault itself.

What truly lies beneath this massive haunted dwelling is unknown, though all those who know the story and have seen it for themselves are sure some conspiracy hides within the behemoth. The humming is louder on certain nights than others and occasionally light can be seen coming off of it, but none dare approach it then. Another rumor is of a lady of the lake lurking in the depths of the moat surrounding the building, quite the formidable foe. Any who dare come to Isle of Faces will be blown away by the breathtaking beauty and truly stumped at the puzzle before them. Who will make it into the vault, and who will make it out alive?

NPCs at this location (please just name them here, submit a separate development post for them)
Ku Sak’ni’lo Otunqirana (ghost)

Goods / services available here? none

Modnote: You can explore this to your hearts' content, and self mod, but finding your way into The Vault is a high risk plot which needs a moderator!
Credits to: Dula
Art By: James Wolf
Submitted for Development: Oct. 3rd 2019
Last edited by Dula on Sat Dec 21, 2019 12:56 pm, edited 7 times in total. word count: 1083

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Dula
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Approved NPC needs wiki when above dealt with
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NPC Name: Ku Sak’ni’lo Otunqirana
Race: Ghost, Qi’ora
Age: Deceased
Mark: Exalted Sojourn
Title: Artisan, scientist, traveler
Moderation Type: Mod Only
Able/Willing to Mentor?: No
Skills: Transmutation, Grandmaster(inert as a ghost)
Alchemy, Master
Hex, Master
Construction, Grandmaster
Engineering, Expert
Intimidation, Expert
Cryptography, Expert
Materialization, Expert
Resistance, Novice

Description. In his life Otunqirana was a peaceful, genius of a man. As an artisan he found his skills being matched and bested in his homeland of Nashaki. One day he took up nothing but his scrolls and a few other belongings, wrapped them in a sack, and sought his destiny in the rest of the world. His quest was one of knowledge, he knew he was destined to become one of the best artisans in all of Idalos. By visiting distant cities Otunqirana was able to decipher the architecture around him and began not only creating blueprints of amazing feats but even creating some in physicality, back during the days he walked the planet alive. Still, he never stayed anywhere for long.

He knew how to hold himself and on his many travels was able to make friends with Cassion himself. After being marked his wandering spirit was set ablaze and subsequently so was his quest for knowledge. He began studying alchemy, transmutation, and cryptography mastering them along with his architectural craft. While he did most of this in secret he was a well known man around the world and soon his secret was out. He began becoming paranoid. Diplomats and monarchs would ask him to create things for them, weapons or potions for their selfish needs. When he refused time and time again he became paranoid that someone would kill him. By this time in his life he was an exalted marked Sojourner known well for his heroic and brave deeds. This made him an easy target to find. Still, there are many legends that surround this man; his life, although short, is known still to this day.

After creating his masterpiece in the now Ruins of the Makubwa Lori he was struck dead by poison. Doomed to come back as a ghost and still walk the planet. He guards his secrets with everything he has and some who come into contact with him say he has somewhat lost his mind due to his use of of the ghost power hex. While you may be able to pull some conversation out of him the paranoia he felt late in his life marks the insanity of his current state. He is a well spoken and thoughtful man, until the gloves come off. In his life he was a good person, but in death he is quite the foe. He is seen wearing beautiful, masterwork tailored traveling clothes.

Credit: Dula
word count: 470

As Above; So Below


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Hwyn
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Name: Brinesap Rot
A mushroom that only grows in salt licks and other areas with brackish salty water, it climbs across the trunks of trees and cliffs growing vertically over surfaces it encounters. The Brinesap garners it's name from the salty yellow sap that oozes from it coding it in a veil of thick protective slime hardening it against hostile environments and making it unappealing for most creatures to snack on. It's favorite thing to grow on is rotting wood that's been permeated by salt like driftwood or mangrove trees making it relatively easy to transplant if one understands the plants needs.

Appearance: A fungus of sickly greens and yellows with occasional flecks of deep purples in older instances of the fungus. it's easy to locate by it's rotting fish like smell and easy to identify by the mucus yellow slime that coats them.
Location: Gwalos
Hazard / Toxicity: Touching the slime with your bear hands with cause mild irritation due to it's mild acidity and high salt content making it especially irritating should it inter a wound.
Uses: The Slime can be harvested and used as a strong preservative though it's acidic nature causes it to slowly destroy whatever it's preserving. However a reasonably able alchemist with knowledge of acids and bases could likely refine it.

Edibility: It's a very slimy, very salty fungus, with a flavor not unlike fermented anchovies. A large quantity would likely make anyone sick if they could stomach the snot like texture. It coule likely be dried into some srot of seasoning for the bold however....

Other things of note
One of it's strongest characteristics is it's strong rotting fish like smell that it passes onto anything it comes into contact with, it can take up to a couple trials if one got enough on them



Credit: Hwyn
 ! Message from: Peg
Approved! Needs wikifying will do in a bunch
word count: 324
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Tio Silver
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Name of Location: The Crimson Sanctum

Description: The history of the Crimson Sanctum is unknown, though it is clearly Emean in origin and so much more than an ordinary structure. It appears to be a small, semi-sentient Emean subspace capable of completely altering its appearance to the will of its master and hiding them from the detection of all but the most powerful beings on Idalos. Nothing less than an Immortal is capable of forcing their way into it, and it will only allow those making physical contact with its master to enter otherwise. As it is some kind of separate plane of existence regular magic cannot be used to detect or enter it, although this also prevents those inside of it from spying on or influencing the outside world as well. How exactly the Crimson Sanctum came to recognize Tio Silver as its master is unclear even to him, though it occurred after a strangely vivid dream. After arriving in Desnid Tio bound the entrance to the Crimson Sanctum to a cave in the Badlands not too far from the border, and reshaped the interior into the huge red castle form he named it after.

Credits to: Tio Silver
Submitted for Development: 17/11/19
 ! Message from: Peg
Approved!
Last edited by Tio Silver on Sat Dec 21, 2019 9:52 am, edited 1 time in total. word count: 211
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Noticeable quirks your character can see when threading with Tio.

Floats

Tio floats in the air, usually just a foot off the ground.

Explodeibur

Tio wears a scary looking gauntlet on his right hand that is clearly magical. It creates explosions.

Mercury

Tio has a masked alter ego who leads The Court of Miracles.

Enchanting Voice

Tio's voice has hypnotic properties.
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Tio Silver
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Name of Location: The House of Rivers

Description: The House of Rivers is one of the oldest and most respected places in Desnid. It is thought by many to be the birthplace of the Da'riya style of unarmed combat, and to this day serves as the biggest establishment in the world for teaching the traditional Desnid Standard style. It is a place of learning, welcoming any traveller who can make the journey to find it and offering them an opportunity to learn not just how to fight, but also learn discipline and . It is almost entirely self-sufficient since many students regularly hunt as a means of practicing their skills, however it is quite common for students to use their growing skills to protect Desnid whenever trouble arises in exchange for small donations to keep the house maintained. Its name is a reference to both the multitude of rivers the flow nearby and how the Desnid style redirects an opponents' own energy like water.

The majority of the students are Sev'ryn, a number of whom were raised at the house for almost their entire lives, however smaller numbers of races from all across the world can be found there. Worship of Moseke is commonplace here and quite a few of the masters possess her mark. As it is a place of spiritual contemplation many of the Sev'ryn had connected to their Ose'bori, and a large number of these spirit animals roam the house. As long as you don't go looking for trouble those who live there won't give you any, but try to mess with them and you'll quickly learn how frightening true masters of the martial arts can be.

NPCs at this location: Master Long.

Goods / services:
  • Accommodation. Free as long as you contribute to a hunting thread once a season
  • Training in the unarmed combat style Da'riya, specifically the Desnid Standard style.
  • Training in other forms of combat and skills relating to them.
  • Spiritual Guidance.
Credits to: Tio Silver
Submitted for Development: 21/12/19
 ! Message from: Peg
Approved - question - are you going to dev the NPC or would you like me to?
Last edited by Tio Silver on Sat Dec 21, 2019 4:35 pm, edited 1 time in total. word count: 363
Fast Facts
Noticeable quirks your character can see when threading with Tio.

Floats

Tio floats in the air, usually just a foot off the ground.

Explodeibur

Tio wears a scary looking gauntlet on his right hand that is clearly magical. It creates explosions.

Mercury

Tio has a masked alter ego who leads The Court of Miracles.

Enchanting Voice

Tio's voice has hypnotic properties.
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~~Red in hoof and claw... ~~


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