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Mature Thread Ironswift Warband
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Garnett Offline
Storyteller and Mod
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Profile | Plot | Tracker

Tribe: Canadian
Clann: Karuna
Occupation: Night Shift Worker

Posts: 37
Joined: Apr 2013
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Post: #1
Ironswift Warband
[Image: Avatar_zps4c47f4ea.jpg]

THE SOUL OF MANY
Age: 8 Years old.
Race: Aesir
Prosperity/Prestige: Young but Ambitious, has Sidhe agreements locally at it's second enclave. Has Two bases.
Tribal Origins: Jotunland
Political Status: Gullgarder Brotherhood
Occupation: Expertise in craftsmen and trade, they can be called to battle but would be defensive in nature or specific monster hunts.

Combat / Magic / Social Expertise: Combat: Moderate/Standard. Magic: Above Average, focused in crafts. Social Expertise: Standard, not politically ambitious.

Equipment

Using the material of the multi-veined mine at their disposable, the Ironswift make use of their local blacksmithing skill as well as Tin Iron and bronze to craft their armor and weapons. Usually speaking the Tin Iron and black bronze suits are kept within the headquarters of the barracks for the Aesir to avoid 'inflammation' with their Swann counterparts. Making use of their full bronze armor purchased from their Swann counterparts, their weapons are kept with black bronze and only drawn when aggression is near. The low purity however does allow for avoiding making their allies sick.

Common Weapons: Black Bronze sword, axe, polearm. Wood bows, black bronze and bronze arrows.

Armor: Black Bronze and Bronze armor suits, armed in brigandine to the knees, arm guards and high leather boots.

Odin's Hammer: A trinket with a blacksmith hammer and a Horseshoe made from tin iron or on the VIPs Sky Iron.

Transports

[Image: viking_longship_zps80bfa789.jpg]

Name: Iron's Wind
Transport Type: Knarr
General Size: 100'x18'
Tonnage: 45 Tonnage
Propulsion: Sail, oars to maneuver
Average Speed: 7-12 knots outside storm condition.
Defense: Bronze and copper reinforcement upon the ship's hull.
Weapons: Bows, rune-based items (Eric's rune mines), bronze and black bronze edged weapons.
Crew: ten Aesir, 1 Sidhe, Space for ten passengers maximum.

Description: Iron's Wind was the first vessel of the Ironswift's purchased when they needed transportation into the Cels lands. Based around the natural shape of a Knarr, it's hull was given reinforcements of copper and bronze to avoid the damage caused by beast or Sidhe magic. captained by Nina Irongrip and working alongside Adea and Addnag, it sails with the sky metal hidden under the earth.

Name: Sea Spear
Transport Type: Knarr
General Size: 100'x18'
Tonnage: 45 Tonnage
Propulsion: Sail, oars to maneuver
Average Speed: 7-12 knots outside storm condition.
Defense: Bronze and copper reinforcement upon the ship's hull.
Weapons: Bows, rune-based items (Eric's rune mines), bronze and black bronze edged weapons.
Crew: Eleven Aesir, 1 Sidhe, Space for nine passengers maximum.

Description: The second vessel was designed and purchased once the shipments of the various metals became steady and could pay for the supporting ship. Based around similar to the Iron's Wind design, the only key difference was a small design to the sails to make use of the wind charms deployed by sidhe.

Transport Type: Wagon x4
General Size:
Tonnage: 1.5x the weight of the oxen
Propulsion: Oxen pull
Average Speed: 10-12 leagues a day.
Defense: Light planks underneath the cloth covering. Not meant to be used for combat.
Weapons: Two bows and two bronze spears on average.
Crew: Wagoneer x1, x2 in strange country or bad weather per.

Description:

SOCIAL BODY

"Aesir of the north, bring your summer gear-this place is a warm one!" The dark haired masters of Jotunland come in armed with iron and leathers, a standard man or woman from their ranks will at the very least be in studded but flexible leathers in their outdoors gear. for war expect heavier. Armed with a one-handed weapon and some sort of short-ranged throwing arm or bow if on patrol or outside their half-built walls.

PHILOSOPHICAL IDEALS

The Ironswift Warband is a relatively younger warband to his brethren, but because of that is fresh from some of the fueding politics of the north to expand elsewhere. While they've some dislike for the Vilagifa for their sentiments against them, they otherwise hold to it as a patient lot, provided you aren't insulting them openly. As of yet, no Sidhe hold particular ire with them or Aesir clans.


Base of Operations

[Image: 5da6b19c-c2c1-48f3-964a-2c24fb4d7ca2_zps3c65a714.jpg]

Their headquarters is based upon the mountainside up within the Jotunland, where it will be references and other smaller areas. Built upon a monastery complex design, the headquarters is home to two hundred odd Aesir, where a combination of skill of craft, hunting and warriors are to be found.

[Image: HearthHill_zps8cfd3f40.jpg]
[Image: HearthHillsouth_zps8d45b66c.jpg]

The Roleplayable area (Their second base) is a two-tier fort built into the side of a hill. With a difficult and sharp decline on the back of said hill, the iron vein to be dug out and shipped out aside the stone is the bread and butter of the operations. Nestled in the Swan county, it isn't fully constructed; but the efforts by the locals and the bandsmen inside to may small trades and conversation have been making slow efforts. Plans to move trade to the Elks or Fox is being thought on, with approval from the Swan.

THE PAST

Started by Henrin Life-Hammer, (Known then as Ironmason) the warband was formed under the brotherhood of Gulgarder to expand their trade possibilities and explore the ways of runic crafting. Because of this, the family soon all became involved one way or another along with two other larger families. When it was recognized and approved of, they began to focus on a centralized enclave and one further south to the Sidhe and the dwarven populations for further advances and trains of thoughts against the Jotunland expanse.

Headed by Adea Wander-kin they came across a Sidhe noble whose problems with an iron vein discovered within the foothills of his land had started up several disputes of why such a thing would be on his property. Taking up the opportunity, Adea convinced the noble of the Ironswift assistance as a commission to ship the iron out of the earth and into either the foreign district or up back to the North where it would be properly used against the monsters there.

The second base now established, Henrin's children now operate out of the area to stabalize the region while he and his wife run things up north.

THE PLAYER
OOC Name: Garnett
You 18 Years or Older?
Yes!
Any Characters Applied in Group: Garik Henrinson and NPC Party!
Pre-Approved for Formation of Group: Yush


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(This post was last modified: 07-27-2013 10:28 AM by Garnett.)
05-20-2013 03:59 AM
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Ironswift Warband Offline
Aesir Warband
Aesir


Profile | Plot | Tracker

Tribe: Jotunland
Clann: Heimdallingar
Occupation: Ironswift Warband Members

Posts: 114
Joined: Apr 2013
Reputation: 0
Post: #2
RE: Ironswift Warband
[Image: 4212bb04-00b3-4f1e-a57e-96f8a42fc115_zps5883ca2d.jpg]

Henrin LifeHammer




THE SOUL
Age: 55 (feels and looks in his 80s)
Gender: Male
Race: Aesir
Class: Holder
Tribe: Jotunland
Clan: The Heimdallingar
Political Status: The Gulgard League, Ironswift Warband Head.
Occupation: Leader of the Ironswift Warband

Combat / Magic: He is within his twilight years, but for the first ten minutes or so of a fight do not think him at all fragile. His stamina he prefers to keep to crafting and hard toned muscles keep him grim and standing against any danger. Wieldly with only a shortened one handed polearm and a style that seems to mix staff with polearm tactics, he keeps himself vigil of the day a monster or dark beast may attack him.

Magic (Started at the age of eight.)
  • Ability 1 - Rune Craft (Inscribe): Sorcerer. Having crafted Kairn as his greatest creation and in all aspects a walking Wyrd weapon, the midst of this creation has caused the words of the Wyrd to pass through him in his journey of siphoning his own life energy into Kairn to create the construct. His knowledge of runes is both subtle and complex, able to form combinations Garik cannot hope to achieve as of yet.
  • Ability 2 - Runes: (Incant). Weaving comes second nature to the idea board for a craftsman of the Ironswift, but he held it to last as it was not needed. Now working upon it, he works diligently alongside one of his friends in learning it.
  • Ability 3 - Runes (Ward): Sorcerer. In his later year he now began focusing upon these magics before the making of Kairn, and with it refined the process of that construction through this skill. Now mastered he now develops ways of using the summons to ward and hunt those of the darkness, unaware perhaps of their other uses.

Combat
  • Combat Skill 1 - Polearm (shortened): Master Rank, Military and Monster Slaying Trained. Started at the age of sixteen.

Equipment
  • Item 1 - Customized polearm with slots to attach Eric's rune disks on each side. There is sky iron mined from his son's mine from the south and reinforcements on the but and grips with leather wrappings. The weave about and underneath the wrapping brings strength to the weapon to resist shattering of it as well as his hands while wielding it.
  • Item 2 - Heavy leather studded and iron (76%) chain, providing a full body protection. He does not use it often but for expeditions when he's a mind for it.
  • Item 3 - Leather jerkin and "weaved" outfit (Underarmor.): Using the weaving magic of a friend, his body is given assistance to his efforts and other mundane tasks. He does not use it in crafting runes however, not wishing a "taint" of his work. Looks like highly decorated forest green clothing. Chest: Strength. Legs and Arms: Reflexes. Hood: Senses.

THE BODY

Like a sagely old Aesir of the north, he is grim looking but wise to those who do not know him. He softens some in known company, but as much as the life was taken from him his body still bears the form of a man just entering past his prime well built and muscled, with a barrel chest and thick arms. With silvered white hair and pale eyes holding an observant depth of clarity, his skin was rugged but pale; wrinkles mar his skin here and there, but like the rest of him feign the vibrancy of his lifespan.

Generally speaking he is wearing his 'underarmor' to assist him and keep his use of energy to a minimum. The forest green garb lay hidden under a grey cloak about his shoulders, with his polearm on his back or used as a walking stick. A hammer usually can be found on his person at all times on his belt along with his chiseling tools.

THE MIND

The mind had been a sharp and ever strong before and after Kairn, alongside his wife Dominika they have raised a family, a warband and finally a repute with two Jarls to work under them specifically. With a calm and simple speaking soul, he speaks as his age appears along with the observance and nature of a well traveled man. With Sidhe he has no opinion having barely met a few for where he lives, but in reasoning with other Aesir he holds no qualms. The focus he holds is to the darkness, and those who try to make light of that earns his ire. He is a diligent father however, and is not without some humor in his life.

"I stand and smile at the world. I have to, because if I don't I will cry."

THE PAST

Henrin started out as many of the Jotunland region begun. a grim entrance into life and a bizarre place of the wilderness. In the passing of the Great War, Henrin's father had no interest in the conquests in the south. The lands while ripe for harvest to the lands of the Sidhe his father seeked the taming of Jotunland; less in the way of their hunter brethren and more openly in the face of those odds to be evened in their fight. Henrin from this learned the ways of monster hunting from both his father, part of their tribe and the rest from rangers upon the forests of the Jotunland. His encounters with monsters started as young an age of ten, placing the rune-based traps in capturing beasts of the darkness to study and cut down.

As his life went on he returned his own focuses to the rune magic he was being taught, expanding the mysteries and creating his own combinations. His expeditions with fellow companions were in testing of these in the field, ending with true experience for both his polearm and for his runes. Because of this he found in the nature of things the best use for his weapons and while not creating a Wyrd weapon to at least enhance the abilities defensive and offensive of his men and himself.

He met his wife to be at the age of twenty six, a fellow hunter who had seen the horrors and glory of the dark wilderness before them, and after several hunts met him at his village in eastern Jotunland. Things went from one thing to the next, and within two years were married with their first child Nina Irongrip. Here he began to have his band of trusted men and women make a base of operations under the support of the Gulgard league by one of the holy mountains, charged with guarding it as well as their own expeditions of expanding upon the favor and variety of monster hunting.

The Ironswift Warband came into being shortly after the formation of Kairn, a two and a half year project and the presentation of his skills. Most did not recognize him at first from his sudden aging, but as he introduced himself and showed his creation, his mind drew in the aspirations of his now comrades as the gulgard officially declared the Ironswift a warband under their regard. He now works these days at his workshop complex, even after all this ever toying to make sure his heir to the Warband is settle dand ready to smoothly take over from him.
THE PLAYER
OOC Name: Garnett
Other Characters:
You 18 Years or Older?Yush

Adea Wander-kin

[Image: halberd_for_breakfast_by_grb76-d34vf7s_zpsec4330ed.jpg]

NPC SOUL
Age: 26
Gender: Female
Race: Aesir
Class: Free-woman
Tribe: Jotunland
Clan:Heimdallingar
Political Status: Ironswift Warband, Foreign District Associate.
Occupation: Explorer, Merchant, Innovator.

Combat / Magic: Besides using a multi-headed polearm, she has a single shot device (closer to a slingshot/blow gun) attached to her forearm disguised as an armguard; loaded with an iron headed dart. Armor is a combination of crossweaved silks and leathers, keeping her flexible, light and silent.

Weapons and Armor: When in sidhe lands they are armed on person with bronze armor and iron weapons clad in lead-leather sheaths. Iron armor is kept in storage near their persons.

Magic Usage: Zero.

Magic Item: Runed Bodice: Eihwaz x 3. The effect of the item is for magics applied directly to her in a malicious or altering intention have a heightened threshold to defeat. (Will cause Novice humors to rebound, and there will be a noticeable shimmer in the air for anything higher level.)

THE BODY

Similar to the picture as shown, she was different for the sense of her family for the sense of the wilds and the monsters from their parents experiments caught her and sent her off. Flexible, fit, charming and daring at times, her pale eyes keep on hand to that of the coin, prize or intrigue afoot. This is to say however she does allure herself to trouble more then once.

Physical statistics have her standing at 7', shorter then her eldest brother but still taller then her youngest. Firm muscles and curves adorn her body, and rich but kept short hair upon her hair, a auburn with a hint of scarlet.

If she has a preference, she inspects things with her left hand. While her right hand works fine and seems fine, close inspection revealed that for more nimble and fine actions, it is a bit clumsy to be doing so.


THE MIND

As written above, otherwise her mind works constantly upon the workings and wiles of the market, the parties, the skills and the ideas of the foreign lands. More then once embarking on minor eccentric caravans or inventions, she brings them back when she feels they are merit for the warband to make use of, such as a new system for moving and masoning stone. Her mind wanders when it's off-duty however, seeming almost absent minded.

THE PAST


[As an NPC if someone wishes to lay claim to her this may be filled in more or changed to their discretion.]

As the time had passed in the mountains, and the Ironswift band had been forming, Adea had already been at play with the other children as an independent youth, and wander-lustful from the start. This occurred more then once when her parents went out to test a device or rune, and because of this, had been more accustomed to the monstrosities in the darker edges of their frontiers then even their eldest sister Nina.

With her upbringing she left home at an early age, coming back as she could with both stories and objects of strange power or worth, being careful to document and not bring something dangerous back home to her beloved family and clan.

THE PLAYER
OOC Name: Garnett
Other Characters: Garik Henrinson and Company
You 18 Years or Older?
Yush!

Nina Irongrip

[Image: tumblr_m2jk2smRIv1rty7tao1_1280_zpsa54a7070.jpg]

NPC SOUL
Age: 33
Gender: Female
Race: Aesir
Class: Huscarl
Tribe: Jotunland
Clan:Heimdallingar
Political Status: Ironswift Warband (Arms Master)
Occupation: Warrior, Captain, Frontline Support
Combat / Magic: If it's got an edge, it's more then likely she's proficient in the usage of such things, enjoying the strength of her blood and weaved strength and dexterity within a tunic she is always wearing-even within certain more unusual moments. While she can wield a great war axe in one hand and a bastard sword in the other, the auguries spoke of her a bloodied great warrior, one to not know true peace unless in combat. This has proven true, and more complacent ways of dealing with things can leave her on edge if the situation may call for violence. Her ability to use a longbow as well, customized to her immense size and strength, is capable of piercing two armored men with the correct arrowhead at a good three-hundred yards. Otherwise does not use magic beyond the Weaved tunic.

Weapons and Armor: When in Sidhe lands they are armed on person with bronze armor and iron weapons clad in lead-leather sheaths. Iron armor is kept in storage near their persons.

THE BODY

With black hair smooth and well kept, her expression was much the same way as she fought her way to recognition in the grim snowfall of the Jotunland region. More then once, she was called into a personal duel as a person's champion for one reason or another, or called upon it herself if given a honourable reason. Truest to the Jotunland stereotype of the family, her height was one of the largest to be found in the local region for a woman at 9'4", with a body mass much to atone for that ferocity in which she is in fighting.


THE MIND

Her mental workings are somewhat limited off the battlefield. Socially awkward, there are more then a dozen topics in which one may gain her silence or a listening nod but a bit blank in the expression trying to understand. Adea and Eric have tried to tutor her, but with limited success. Her wishings to assist fellow warriors or those of martial prowess does come up from time to time, but for her-the silence within herself is serenity given unto her own being.

THE PAST


[As an NPC if someone wishes to lay claim to her this may be filled in more or changed to their discretion.]

As the eldest in the family she was also one of the first to go along with Henrin and her mother on the expeditions-at six, she by accident made her first kill against a coyote trying to fester and scavenge through the family's stored goods for one particular trip in winter. From there she found that small exhilaration of the fight, and soon her father when not studying was teaching her the way of the blade-fashioned by one of their friends. When Garik was born a year later, her mind had deterred away from the dreams of a warrior full in the thick of the battle against the beasts about to the eventual shift of the family and clan, adoring her younger brother's eagerness to copy her own movements and actions.

Now working with Garik and the family, she trains those wishing to join the warband and test their mettle; personally challenging each to gain a feel for their style and their determination. Often when Kairn might be seen as a bad proposal to a meeting she is along-armed and shield exposed if the situation desires it.

THE PLAYER
OOC Name: Garnett
Other Characters: Garik Henrinson and Company
You 18 Years or Older?
Yush!

Kairn

[Image: StoneKnight_zps47922904.jpg]

NPC SOUL
Age: 8
Gender: Male?
Race: Construct
Class: Construct
Political Status: Guardian, None.
Occupation: Guard, Translator.

Combat / Magic:

Weapon Set A: Most of the time, Kairn is settled with using his own hardened stone as a natural armor, a bastard sword used one handed and a Huscarl shield made of similar material as him. When not using these, a siege maul is used in the outset; largely meant for structures and gates, and much less so for soft targets but can be used for such fatally.

Weapon Set B (Juggernaut): Clad fully in cold iron armor, Kairn wields two bastard swords of the same material and his shield upon his back for further defense from the rear.

Magic:

Visions (Flaw): In a rare moment, usually so far bad, Kairn's words turn riddled and strange, speaking of a future event about someone.

Rune Control (Social): Allows for minor fuzzy logic, otherwise does not have full defences up nor offensive abilities. Will rely on weapon if need be.

Rune Control (Offense): Takes up resistence to redirect or deflect "against magical or energy based troubles." (Eihwaz) Otherwise uses the Raidho in each arm to strengthen his attacks and movements.

Rune Control (Tower): Uses the runes built in his core of Eihwaz, Ansuz, and Mannaz, Kairn turns into a slow moving defensive wall with slow lumbering attacks.
Rune Control (Warrior): Uses a combination of Raidho, Wunjo and Thuriaz, to give him the dexterity of an heavy armored Aesir warrior and to have defenses against the elements.


THE BODY

Standing at 8'5", Kairn is a construct made from granite, runes and a grave orb embedded with three layers at it's core. Looking similar to the picture above, the stoic construct is often draped in cloth to disguise his true self and to appear more a broad shouldered Aesir; though, if the feeling is content enough, he is known to reveal himself to others. Where or how this decision comes about is unknown even to Garik for now, but has incurred several novel conversations.


THE MIND

Kairn's mind and thought process is similar to Henrin's in the sake of Garik or others of the Ironswift. He is otherwise a stoic and logical being, speaking sometimes in riddles while other times suddenly to speak ominously or prophetic out of nowhere. There is otherwise not much to speak on, for his sentience is strange within itself, and it's attachment to the Fate wields sometimes random events.

THE PAST

Built within the depths of Henrin's workshop, Kairn was the creation and bending of a man's life into his own-to what end of why it came to pass with the creator living, was to be seen. He was tasked with the goal of keeping Garik safe, and to use the life he gained from Henrin to offer advice should he have it. When he was revealed to the rest of the warband, exultation was met with apprehensiveness that came from the fact not one had been created before since the time of the gods. Garik however put his faith and trust into this being, moving to work with it and understand it so he might better work alongside it.

It's been eight years since then, and aside the small scratch on his 'armor' here or there, Kairn's life has been rather sturdy and consistent.


THE PLAYER
OOC Name: Garnett
Other Characters: Garik Henrinson and Company
You 18 Years or Older?
Yush!

Eric Sage-Touched

[Image: Eric_zps1b4f82f2.jpg]

NPC SOUL
Age: 27
Gender: Male
Race: Aesir
Class: Freeman
Tribe: Jotunland
Clan:Heimdallingar
Political Status: Ironswift Warband, Foreign District Associate.
Occupation: Researcher, Caster, Sage.

Combat / Magic: While not really handy with much aside a small knife built for defense and his staff, his skill comes from the talismans he can create for offensive and defensive purposes. While they have different effects with each production and accordance of runic chains, they are generally for an explosive or crippling effect upon the enemy's abilities. Armor wise, he wears only studded leathers and non-studded leather limbs.

The skill level is Adept in Runecraft Talisman, Potions and Runecraft Ward at present day, though this comes at the cost of an abnormal mind. Eric suffers from a atypical autistic-like state, and his ability to socialize can be awkward or not seen as necessary by himself even when wishing to speak. Started Learning at age 10.

THE BODY
[Contains Past]
While the dark hair and sometimes grim expression has reflected upon this young man, his stature however have been diminutive in comparison to his other siblings. Considered a runt by soldier standards, he tries to make more for less brawn and a lot more of hard-earned brains and wisdom. He gained his surname in the process of a discussion at the Jarl's mead hall, in where he got into a lengthy discussion with one of advisors of the Jarl at the age of sixteen. It ended with several more avenues open to discussion, and the name applied by the local huscarl of the Jarl.

Pale skinned, now without hair as he has carefully cut it off, he wears a leather jerkin, linen weave and robes. Wielding a staff with weights, he otherwise physically looks similar to a man of the scroll and ink, not a man of battle.

THE MIND

While mentally sharp in his skills and for investigating manners, his mind his designed different as to the motions of social ability and combat. He is limited in both as he cannot react well in quickly forming situations or subtly political motivations, and can be seen much younger then he is as he struggles upon the occasional conversation about this issue.

THE PAST

^ Written Above

THE PLAYER
OOC Name: Garnett
Other Characters: Garik Henrinson and company.
You 18 Years or Older?
Yeeeeeeees

Family Members and the Warband
(This post was last modified: 06-17-2013 07:55 PM by Ironswift Warband.)
06-13-2013 07:05 AM
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