Characters The Cilsie Folk - RPG Crossing
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  #1  
Old Feb 26th, 2024, 05:11 PM
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The Cilsie Folk


The Cilsie FolkHello again! Please store your characters in here for everyone to enjoy, and for me to refer back to


Key Stats
Player Name Race Class Village Job PP AC HP Conditions
Cheshire Kirra Human Monk Barmaid 12 14 20 Happy
Snicker Rana Human Fighter Hunter & Dog Tender 14 15 30 Happy
Amarga Martim Human Paladin Security 12 18 28 Happy
DrewW Gideon Warforged Warlock Maintenance man? ? ? ? Happy
Azure Nokori Bug Dwarf *cough* Paladin Doctor 10 18 28 Happy
Yoshimi Keg Grimwhal Artificer Forrager? ? ? ? Happy

Relationship
Name Kirra Rana Martim Gideon Bug Keg
Kirra relationship to... Hey, this is me. Kirra's family had always had a close relationship with Rana's. They would trade for food, and on occasion buy one of their dogs. Kirra enjoys being around the dogs and is always happy when ever they come to visit the tavern. Rana has supplied the tavern with food for many years and the two have become friends, even if it is only as business partners. WIP WIP WIP WIP
Rana relationship to... Working friendship? This is myself, yeah? WIP WIP WIP WIP
Martim relationship to... WIP WIP This is myself, yeah? WIP WIP WIP
Gideon relationship to... WIP WIP WIP This is myself, yeah? WIP WIP
Bug relationship to... WIP WIP WIP WIP This is myself, yeah? WIP
Keg relationship to... WIP WIP WIP WIP WIP This is myself, yeah?

Starting GoodiesCharacters start the story with:
  • Everything granted by class and background.
  • A humble timber home (a little place for yourself, or a shared premises) in Cilsie.
  • A free fur coat, gloves and long boots (basically traveller's clothes that are weather-appropriate).
If you wish to trade out starting equipment for more customised goodies, we can take care of that IC, as you'll need to see what Lorgen's Protective Gear has available at any given time, and do a bit of haggling.
Update: This does not apply to spending starting gold on goodies. You are welcome to do that at book rates
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Last edited by 97mg; Nov 22nd, 2024 at 05:57 AM.
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Old Feb 26th, 2024, 05:39 PM
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Last edited by 97mg; Jun 5th, 2024 at 10:27 PM.
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Old Feb 26th, 2024, 08:57 PM
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Last edited by 97mg; Nov 22nd, 2024 at 12:30 AM.
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  #4  
Old Feb 26th, 2024, 10:10 PM
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Last edited by 97mg; Jun 5th, 2024 at 10:27 PM.
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  #5  
Old Feb 26th, 2024, 11:25 PM
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Cheshire Cheshire is offline
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Name: Kirra Bray
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Race: Human

Class: Monk

Background: Entertainer (Barmaid)

Concept: Kirra works at the only tavern in town. She spends most of the time working behind the bar pouring drinks and severing the patron of the small town. She was born here and found that she fell in love with the tavern and the people who frequented it. As she grew up and took a job as a barmaid, she befriended many of the towns people. She learned to play the violin, and even learned how to fight. Although she found that she favored fighting with her fists more than with a blade. Plus it helped that roughens would not expect someone of her size to be able to handle herself. During her time off she would step out into the nearby forest and practice her fighting techniques. While working she would entertain the few guests by dancing and playing the violin.

Why this game? First things first, I am already playing a game with you DMing and I enjoy your style. Also I like Slice of life games and it might be a nice change from the games I am playing now. I really enjoy RPing.

Writing Style: See Zatt haha.
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Playing- Amari the Elven Bard, Jarik the Human Rogue, Harmony the Tiefling Warlock
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Old Feb 27th, 2024, 11:36 AM
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Rana Dulik, Human Folk Hero Fighter
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Sheet: https://www.rpgcrossing.com/profiler/view.php?id=92625

Name: Rana Dulik

Race: Human

Background: Folk Hero

Class: Fighter (Battle Master)

Appearance: Rana is a young woman with dark eyes and dusky skin with black hair reaching to the small of her back. She's a bit taller than average and, though not especially strong, is fit and healthy. Many of these details are hidden, however, by her cold weather gear, which combines warm furs and protective leathers. Her movements are not especially fast, but are confident and precise.

Backstory: Rana was born in Cilsie, the second child of four (so far). Both sides of her family have lived in Cilsie for generations, and while they are known for breeding and training working dogs, they - like most in such small communities - wear many hats: hunting, gathering, and maintaining their home and tools. Whatever drew or chased Rana's ancestors to isolated Cilsie is long forgotten, and she isn't interested anyway.

Personality: Rana doesn't want glory, discovery, or adventure. Practical and pragmatic to a fault, she only wants a quiet life of honest work, small-town kinship, and predictable familiarity. She is dedicated to her community, however, and thinks everyone has a responsibility to help their neighbours; Cislie's a hard place to live, after all, and no one can do it alone. Rana has a reputation for stepping up whenever someone needs help, even at risk to her own life. Blessed with an especially cool head, she is not fond of violence, but not afraid of it either - she simply considers it an occasionally necessary chore.

Last edited by Snicker; Feb 29th, 2024 at 12:14 PM. Reason: Added sheet and more character information
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Old Jun 6th, 2024, 12:42 PM
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Martim Frosthorn
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Name: Martim FrostHorn
Race: Human
Class: Paladin (Oath of Ancients)

Appearance: Martim Frosthorn is a tall, sandy-haired youth who has spent his short life wandering and training to protect his corner of the world. He typically spends most of his time wearing plain armor with a warm cloak overtop to keep off the cold. His cloak is either a dull brown to help him blend in during warmer months, or white when winter comes.
Martim isn’t usually the first to speak, and rarely takes off his horned helmet. He has a habit of staring off into the distance, admiring the landscape around him. This can sometimes make it difficult to tell if you’re really getting through to him, as he doesn’t give a lot of feedback.
However there are certain scenarios where the young man will snap into action, moving swiftly to protect the innocent from the dangers that stalk the land.
If one catches Martim at his most distant, they can hear the young man quietly humming snippets of old songs to himself. These are mostly the same traveling songs his parents used to sing, though some are old dwarven ballads he learned from Dwain.

Character Concept: A calm young paladin with an easy smile, an air of sorrow, and a powerful desire to protect people. Martim will be built as a flexible defender who wants to keep people safe.
Martim's potentially a bit awkward with his distant attitude, but naturally earnest and serious when it comes to it. Not that he's too stoic, but he seems more like he's going through the motions than properly engaging in situations. His job would be a mix of odd jobs, blacksmithing and patrolling the wilderness around the village (not that anyone has asked, and Dwain is wondering if he should have trained Martim more in blacksmithing or something a bit more useful for the village.)
Also, expect his horns to snag on coat racks and doorways.

Backstory: Martim’s parents were a pair of traders who came from a distant land. With the paved road providing easy trade opportunities they rarely stayed at the old family house in proper. Instead, Martim and his parents spent their life on the road, traveling by wagon across the long roads to Cilsie and back on a yearly basis. During these times, his mother and father built a relationship with the dwarves of the nearby valley, trading food and necessary supplies for their fine crafts.

Growing up, Martim deeply admired those brave few who wandered the wild and worked tirelessly to keep monsters and raiders away from the main roads, gaining a childish love of valor and heroic tales.
Unfortunately for Martim, one winter was particularly bad, almost as bad as the current one. In those terrible conditions, the young family were nonetheless desperate to make at least one more trade to the dwarves to secure enough money to bunker down for a long winter. This run was their last, and they fell prey to a yeti ambush in the midst of a blizzard.

Martim was saved only by a group of dwarves who were trying to meet his family halfway to prevent their foolhardy journey. The young boy was the only survivor.
The dwarves cared for Martim over the winter, and he made a few friends among them who enjoyed his youthful curiosity about their craft. When the long winter broke, he was taken to Cilsie, where the gruff old Dwain the dwarf took him in as a favour for his clannish cousins.

In the years that followed Martim spent his youth overcoming his grief while wandering the countryside, his reckless spirit driving him to wander the wilder places of Cilsie more and more.
Eventually Dwain saw little option but to train Martim in combat, and Martim learned the way of the axe from the hands of a veteran fighter. Eventually Dwain deemed Martim a decent enough fighter, even though he was unsure about the youth's age (being little more than a boy in dwarf years) and Martim was free to follow his own.
But there was a problem, out in Cilsie, what is there for a trained fighter to do?!

Why I would like to play this game: Games with you are a blast! I'm absolutley down for another round!

Writing sample: Kurnus in our other game


MartimMartim FrostHorn
HP: 28/28 | AC:18 | Init: -1 |
Stats STR: 16(+3) DEX: 8(-1) CON: 14(+2) INT: 8(-1) WIS: 10(+0) CHA: 16(+3)
Saves STR: +3 DEX: -1 CON: +2 INT: -1 WIS: +2 CHA: +5
Weapons: Variable, 1d10Battle Axe +5, 1d8+3

Class Abilities: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine Smite, The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.Divine Sense, Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Lay on Hands 15/15, When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + 2 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Fighting Style, Interception, By 3rd level, the divine magic flowing through you makes you immune to disease.Divine Health, The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Tenets of the Ancients, Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Channel Divinity
Background Feature: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Rustic Hospitality
Feats: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
>If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Shield Master
Main Skills: Athletics +5, Intimidation +5, Performance (sing) +5, Persuasion +5, Animal Handling +2, Insight +2, Medicine +2, Survival +2, Religion +1
Proficiencies: Common, Dwarven,Languages | light, medium, heavy, shieldsArmour | Simple Weapons, Martial WeaponsWeapons
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Last edited by Amarga; Jun 21st, 2024 at 07:14 PM.
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Old Nov 21st, 2024, 02:27 PM
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Gideon
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Character Sheet

Name: Gideon

Race: Warforged

Class: Warlock (Hexblade) 3

Alignment: Lawful / Good

Background: Far Traveler

Personality Traits: I have a strong code of honor or sense of propriety that others don't comprehend.

Ideals: Open. I have much to learn from the kindly folk I meet along my way. (Good)

Bonds: I hold no greater cause than my service to my people.

Flaws: I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.

Concept: In Eberron, the Thronehold Treaty allowed all warforged to become emancipated and treated with the same rights as courtesies that all the other races are afforded. Creation Forges, where the warforged were made, were dismantled and forbidden. However, a special individual named Merrix d’Cannith, operating out of an illegal creation forge buried deep within Cannith South’s holdings in Sharn, continues to produce warforged for the sake of various experiments.

When d'Cannith learned about a connection between Eberron and Faerûn, he just had to send multiple warforged through, partly out of scientific curiosity and also simply for the chaotic fun of it. The various warforged appeared randomly all over Toril at random heights and depths.

One unfortunate warforged, a class Guardian-1 model Dynamic-30 Neuraloid, designation G1D30N, appeared high in the sky over Cilsie and fell like a meteor, piercing deep into the frigid earth on impact and becoming frozen there.

After almost three years, the otherworldly patron The Hexblade reached out to G1D30N and promised to give him the power to free himself in exchange for a lifetime of servitude. G13D0N readily agreed to the deal. As soon as he was granted the pact magic, he began the task of casting the cantrips Eldritch Blast and Create Bonfire over and over again, each time breaking or melting away some of the icy earth around him.

Once he had freed himself, he wandered into Cilsie, where he was welcomed, tentatively at first, but soon he was accepted and loved by everyone. They nicknamed him "Gideon", and he became an integral part of the community, his abilities as a machine doing wonders to ease the day-to-day lives of the citizens of Cilsie.

Now two more years have passed, and his patron has remained curiously silent...
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Old Nov 21st, 2024, 07:10 PM
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Bug
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Name: Bug

Race: A Yuan Ti trapped in a Mountain Dwarf’s body

Class: Redemption Paladin

Alignment: Neutral Evil (kinda)

Background: Charlatan

Personality Traits: I'd go to the end of the world to proove I'm the best!...No, I mean....Uh.....something nice...and clean... Like... I'll do anything to help someone in need.
Ideals: If I become strong, I can take wh...If I become strong I can... bring out the best in others!
Bonds: I got to do everything I can to win back the love of my life
Flaws: Shashii has no flaws!!! Shashii is the greatest!! Sometimes I think to much of others and take little time for myself.


Concept: It had been several months. Several long, cold, scale-freezing months. Bug cursed his wife for sending him to this frosted-over cesspit.
No, no, no. Thisss isss not her fault... He hissed to himself in his native voice. Thisss isss your own undoing, larverbrain...

Any person wandering by would see a dwarf, a particularly odd looking dwarf, warming himself by the fire. Yet, unbeknown to the townsfolk of Cilsie, their new dwarvern handman was actual born a Yuan Ti, and to those who believed in the soul, he very much still was. He had not been a dwarf for long, but Bug was still finding difficult with the height, or there lack of, the shortened gait, and the stubby fingers. Indeed, it made him seem more like an anthropomorphic potato more than a dwarf.
Redempttttttion is all you have. Clean handssssss, clean heart....

Several months prior, when his skin was still scaled, Bug ,or Sashii as he was known then, was a successful hunter. He won glory and the eyes of many admirers, not to mention the heart of the shaman's daughter. Wooooweeee, now wasn't she a beaut! Scales smooth and glistening like wet onyx. Fangs that could pierce a bullette. She could skin a human in 3 blinks and then make the most incredible stew. She was his greatest achievement and the two wedded a year or so back.

Oh things were good, but Bug was still the champ. He was still attracting a lot of attention. And sometimes cold-blood creatures just need to feel the warmth...of other cold-blood creatures. Oh fine, it was an excuse! He just couldn't stop himself. So many scales, so little leather. The way they look covered in blood. What was a Yuan Ti to do?

Well, what is the Yuan Ti daughter of a shaman meant to do when she finds her cheating husband wrapped in the tail of another woman? One might, and in this case very much did, curse him to a village in the coldest reaches of the world.

But at least there was something for him still in her heart, in that she granted him a form that would endure the elements in this ice-hole. Perhaps, it was a test. If he could endure, if he could survive in this squat body and make his way back to her, show her he would trapse the very bottom of hell to get back to her. Maybe she would forgive him.

Maybe..

?

Appearance: Bug looked like a dwarf, if someone had just skimmed the encyclopdia entry and just grabbed a few keywords. One would be short, another would be broad, aaaand that would be about it. It was his wife who cursed him with this form and she indeed was not one for reading about those horrible little fleshy races. It seemed that she missed the part about beards, for Bug was pretty hairless, save a tuft on his head that mimic a mushroom. She had got the general two eyes, two ears, one nose, one month thing right, but proportions were not her thing. flat ears, flat nose and big wide eyes. Hence the name, Bug. Geez, Non-Yuan TiNYTs could be mean.

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Last edited by Azure Nokori; Nov 21st, 2024 at 07:27 PM.
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Old Nov 21st, 2024, 09:50 PM
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Keg Chiliad
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Keg Chiliad


Name: Keg Chiliad

Race: Grimwhal (custom lineage)

Class: Artificer

Alignment: Neutral Good

Background: Far Traveler
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Keg's homunculus

Personality Traits:
-I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
-I honor my deities through practices that are foreign to this land.

Ideals Inquisitive: Everything is new, but I have a thirst to learn. (Neutral)

Bonds: Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.

Flaws: I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.

Concept: The grimwhal are an indigenous cold-adapted people bearing a common lineage with cetaceans. They boast spiritually and magically adept crafters. Some live in caves near the sea and live off its bounty, others are nomadic and follow the seasonal movements of large herbivores. No grimwhal tribe had ever made contact with humans or other simian-type peoples until recently. The healer Keg comes from a coastal tribe whose skin and clothing are all shades of violet due to the pigments in a kelp that provides both a food staple and fibers. Keg's tribe has recently begun suffering from a mysterious, debilitating malady and he was sent on a sojourn to find either a remedy or help, whether mundane or divine. His travels brought him to the town of Cilsie and its mysterious inhabitants.
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Last edited by Yoshimi; Nov 21st, 2024 at 10:53 PM.
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