Monster Slayers - Dark Fantasy [Pathfinder | NC-Extreme] [Closed]

Started by Silim, February 05, 2021, 09:00:38 PM

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FoxgirlJay

Reposting my sheet/character after having fiddled around with it a while. Changed history.

Character Name: Kaz
Race: Human
Nickname: Rogue
Gender: Female
Age: 22

Class(es): Rogue(1)
Level: 1
Rank: Wood
Sheet: https://www.myth-weavers.com/sheet.html#id=2395041

Personality: Confidant, flirty and cautious. One might see preparations and giving herself the best chances as nerves or fear, but she sees it was confidence in her craft.
Alignment: NG
History: In it for the money. Her family lived in Arakiir, and she grew up helping her family's business. Heading in to her teen years, she started to act out more and more from boredom. Eventually getting mixed in with the Wrong crowd, working with a gang for a while, until a job went wrong, and Kaz skipped town. Running away to the north, she would eventually join an Adventurer's guild. A new profession to experience, new people to meet, and it leaves a better feeling in her stomach. Getting to use her talents against monsters for profit, instead of using them on good people. And also, having a gang of heavily armed and mighty adventurers to back her up, should her past come back around to try and bite her.

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God's Name: Sahrem
God's Title: Beggar's Mercy, Fate's Thief.
Alignment: CG
Favored Weapon: Khuhkuri
Domains: Trickery, Travel, Luck, Liberation, Thievery, Chaos, Community.
Divine Fighting Technique:    TBD
Description: Uplift the downtrodden, reject the hand fate deals and draw your own cards.


Waldham


(for the picture, I'm not sure that I keep it)
Character Name: Ebenneth
Race: Human
Nickname:
Gender: Male or futanari
Primary Sexual Characteristic:
Age: 20
Class(es): Wasteland Blightbreaker (optional)Chirurgeon Promethean Alchemist
Level: 1
Rank: Wood
Sheet: (coming soon)
Personality: He is not particularly bloodthirsty and sees no purpose in finishing off felled foes or battling to a lethal end. Dead targets can’t talk. Though agreeable, he is also stubborn, unwavering from his goals. He is passionate about alchemy and painting.  He interested by the mechanisms of the living body. The more he studied the complexities of anatomy, the more he came to realize there was too much to learn about the nature of life in a single life span.
Her research into prolonging life revealed something that unsettled her profoundly: after death, his soul would be “rewarded” by being turned into something else—something that wouldn’t carry her mind into the hereafter. Her powerful ego could not abide the thought of losing her individuality, and so she devoted years to find a solution about this problem.
Alignment: Chaotic Neutral
History:His mother worked for a gang of outlaw artists and bandits, an occupation dangerous Ebenneth’s mother raised her son and her daughter Lisa with an appreciation of freedom to speak and love of art. In art and literature, Ebenneth increasingly found himself identifying with strong female figures rather than their male counterparts-and for most of his life Ebenneth would carry the conviction that he had been born into the wrong body.
When Ebenneth was 12 and Lisa was 22, on one fateful trip, their family was ambushed as they left the village, slain by a warband of goblinoïd.. As the attack commenced, his mother gave him an address to memorize, and told him, " Go there and tell the person who answers the door that you're a half-wilted rose. I'll meet you there if I can, but ifl don't arrive by dawn tomorrow, she will provide for you." Ebenneth knew what his mother was saying, for growing up in town makes one a realist if nothing else.
After a parting hug too brief even for tears, Ebenneth fled the guild into the town and he never saw his mother again.
Arriving at the address, the young refugee was taken in by a orphanage for the next 6 years. While the disguise was intended to throw off pursuit, Ebenneth discovered that she felt right in this new persona. She spent her adolescence in an orphanage, where her sense of humor and knack for embarrassing practical jokes (such as smuggling pornography or other illicit materials into the possession of those who would be most scandalized at being caught with it) ensured he not only was constantly passed over for adoption, but always earned the least pleasant chores.
Ebenneth discovered his future was far more moldable than he ever realized after meeting a tutor who migrated between sexes as other people might migrate between nations. A variety of alchemical concoctions has minimized his masculine traits and allowed Ebenneth to grow into womanhood as any young woman would.
The goblinoïds have menaced the western border of the kingdom for hundreds of years, and this constant threat of attack has left many of the latter nation’s citizens with prejudices against orcs and their kin. In the orphanage, he had met Marissa was one such half-orc, defecting from her birth nation after witnessing too many atrocities perpetrated by a cruel orc warlord. Though her loyalty to her new home never wavered, her allegiance was constantly in question, and Marissa was accused some of despicable things.
Some of the orphans treated her with disdain and suspicion, she found it difficult to build friendships, except with Ebenneth and Lisa.
Lisa has constant exposure to the cycle of life eventually led her to fall in with a cult that revered Earth Mother. To Lisa, acceptance into the cult was a blessing.
As her skill grew, her influence in the cult expanded as well, but when she decided to pursue the creation of a monument in the great town to one of the cult’s great heroines, Lisa unwittingly set into motion a series of events that would haunt Ebenneth to this day. Lisa enrolled into the local Adventurer’s Guild to accumulate wealth for the future monument.The goblinoïds murdered Lisa. Overcome with resentment that Earth Mother hadn’t protected her friends, Ebenneth has decided to take its revenge on the evil monsters and the gods.
When Ebenneth came of age, he considered enrolling in the local Adventurer's Guild. He still felt a duty to his country, however, and started shadowing the many patrols that guarded small town’s borders.
Without the soldiers ever knowing, Ebenneth studied their habits to improve his knowledge of outdoor survival and combat.
He has made a few acquaintances during these times but never lingers long enough to form friendships, as years of isolation have slightly hardened his heart.

Religion: Atheist

Goals :
Immediate goal : To ensure its survival and paint a picture of his sister, Lisa.

Long term goal :
To create a "coven" and use rituals and alchemy to transform evil monsters into humanoïds (body and mind).
To create and improve an Idol

Goal at the end of the campaign : To become immortal and more powerful to kill the God of Chance.

Traits :
- Highlander
- Spiritual Forester

Lisa, a Vellemancer Witch (deceased)

****
Kathyan, I am talking about your character in my background, can you tell me if you are OK with this ?

William Blake

Here's this finally! Pictures incoming later:




Character Name: Jareal
Race: Half-Elf
Nickname: Grudge Caster (appropriate; used more readily), Orc Eyes (pejorative; behind her back if at all)
Gender: Female
Primary Sexual Characteristic: Female
Age: 23

Class: Sorcerer (Orc Bloodline)
Level: 1
Rank: Wood
Sheet: Jareal's character sheet.

Personality: Jareal is a creature of dualities and conflicts. Some of these are simply part of who she is - Jareal is at once coldly determined to personally be the death of as many monsters as possible, pragmatic and focused to an almost worrying degree, and also terrified to her core of those same monsters, uncertain, nervous, and untested. In other ways, this is simply a function of what she is: a sorcerer. Those sorcerers who carry the orcish taint, especially, find themselves not only host to great power but alien, bestial urges and  terrible insight. For Jareal, this is a chaotic mental swirl, as her own comfort and certainty is attacked from within and the taint itself seemingly fights and conflicts with its own nature. At times, violence appeals as a go-to solution, not simply in pragmatic ways but to ruthless gratuitousness. At times, she finds herself desiring others in ways that feel hungry and inappropriate, or even fierce. Still at other times, she finds herself beset by the knowledge of just how small she is, how appealing and delicate her elven features are to creatures like orcs. It makes her feel helpless and overcome, encouraging her to coy meekness. But, whether directed outward or inward, these are the thoughts of a monster, scratching at her mind. Jareal tries her best to fight them, and, at her core, underneath her taint and her own cold hatred, she is an empathetic creature who believes in protecting and caring for others. While motivation is a factor in her career choices, so too is altruism… a fact Jareal hopes to never forget.
Alignment: Neutral
History: Jareal was unwanted, but not necessarily unloved. This, she reminded herself of every day as she navigated life without a father, a mother who was scared by a past Jareal herself reminded her of, and a power which wanted to tear her apart.

Child of an elven woman taken captive by orcs and a human adventurer who failed to rescue her, there was no courtship or desire to underlie Jareal's origins, though there was, perhaps, some love in the end. That would certainly explain why Jareal's mother kept possession of the blood-soaked iron adventurer's tag that had once belonged to Jareal's father, why she clutched it like a talisman when worried or rubbed it thoughtfully when regarding Jareal. The elven woman spoke little of her daughter's conception or the circumstances around it, and all Jareal grew up knowing was that her mother regarded him as a hero. That he had protected her, in some nebulous way, though it caused him great pain and, eventually, his life. The truth of the matter, that Jareal eventually pieced together or came to suspect, was that her father had fallen prey to the same camp of orcs that he had originally been contracted to destroy - the one that had kidnapped her mother, and likely others. She surmised, from hushed stories and rumors of orc pastimes, that he had been made to rape the captives  he had came to rescue, and that this orcish technique for breaking foolish adventurers had created the spark which had eventually grown into her very own being. Whether the affection, the attempts at protecting her mother, and the fatal efforts to deflect the worst of their attentions away from her had come before or after that first violation, Jareal would never know, but she liked to believe that her father was a valiant adventurer who, to his last, tried to ease the suffering of those around him. Perhaps it was that intervention which allowed his mother to be one of the few to survive to see rescue. Perhaps that strength, that grit which had protected her in the womb, was why she had not succumbed to early and unfortunate fate that befalls most sorcerers.

This, the origin of the terrifying something in her soul and the power that seemed to go hand in hand with it, was much easier to learn about. Whatever her mother had experienced at the orc camp, whatever brutality and ritual and even magics she had been exposed to, had infected her unborn child with the taint of the Bastard God, in the specific form of orcish natures and an affinity for carnage. This simply happened sometimes, either as an accident or an occasional delight of the great enemy, the Hidden Evil. What was more difficult was managing it. Through its influence, Jareal gained terrible understanding of the torments her mother must have experienced through maddening insight into the urges and appetites of the orcs. Some days, she wanted to fold into a ball, give up, and abandon herself to a world in which she was only a helpless and appealing plaything. Some days, she lashed out at her peers, angry at words spoken just a touch too loudly about her mother or the girl she had allowed to live. Some days, it seemed so simple to succumb, to slip into the fate of prey or predator as her blood demanded, but Jareal refused. Anchored by the idea of her father and girded by the fragile presence of her mother, for whom she needed to be strong and good and appropriate, Jareal clawed and clung to sanity.

Sanity, but perhaps not a normal and simple life. From an early age, Jareal was enamored with adventurers. Her mother's sterilized accounts of her father certainly did not help things, and she snuck off regularly to watch the guild. Conceptually, she loved them: heroes, in her mind, who protected common folk from death and pillage and, more importantly, the kinds of hurt she had not, at the time, been able to name in her mother. As she grew, it seemed a safe outlet for her mounting anger, as her views on adventuring evolved from pure altruism to more complex notions of justice and necessity. Her mother was adamant, though, time and again: no adventuring. It was a prison, but one Jareal accepted in order to protect her mother's weak heart… and one which became easier still to accept as her observations of the guild and inquiries about her parents' past elucidated the dangers of adventuring.

But sorcerers do not live normal lives for long, one way or the other. At the age of 20, Jareal was granted her wish in the worst of ways: with her mother's passing. Rumor began to spread that Jareal had caused her death - without the pity of survived trauma to soften public opinion of Jareal's family, with only her and her taint to blight the village, the girl found she had few friends she could trust. With clouds of suspicion gathering around her, Jareal found herself sucked into a heated spat - one in which she lost control. Not only did her own temper flare, but she spread a measure of her taint to her only friend, who had swooped in to take her side when things looked especially dire. Uncontrolled and unexpected by both parties, this terrifying experience only seemed to prove her detractors right: Jareal was a monster in the making.

Fleeing along habitual routes, Jareal ended up at the Adventurer's Guild. With nothing to stop her, she simply lingered, openly admiring a lifestyle that had been forever out of reach, when she caught the eye of a passing adventurer. Accustomed with the bizarre and the dangerous, he did not look at Jareal with fear as she recounted her woes. Instead, he guided her to a Guildhall in another village, where a sorcerer going by the nickname Rage Caster, bearing the same taint as her, had found success and acclaim as a reliable adventurer.

Mentored for nearly three years, Jareal is still unsure of her power. She was taught to control and mediate her taint, to pull arcane power from it, and even to synergize with its influence in battle… but these are dangerous and often uncomfortable skills. However, Rage Caster has not returned from his last quest to continue her training. Left between languishing away in an uncertain future or stepping up into shoes she's not sure she's ready to fill, Jareal has put in her application to be a Wood Rank adventurer.




God's Name: Unspoken and forgotten by most, but known inherently to those who speak Orcish as Drakvor
God's Title: The Bastard God, Taintfather, The God of Brutality, The Hidden Evil
Alignment: Chaotic Evil
Favored Weapon: Light Pick
Domains: Chaos, Lust, Murder, Torture, Evil, Arcane, Blood.
Divine Fighting Technique: (Please assign this; I don't think PCs want to follow him anyway)
Description: When the God of Chance made an arbitrarily cruel playground in which to entertain other deities, the Bastard God was the first to flock to this delightful new experiment. Relishing in the potential of this new world, he had only one design note: "what if, instead, it was specifically cruel?"

Although the God of Chance laid the groundwork for a harsh reality, a black and white world of grim monsters and bitter heroes, it was Drakvor who was ultimately responsible for the truly bleak cavalcade of affronts and horrors which beset the civilized lands, more than earning him many of the titles that he is more commonly named with. The Bastard God, the God of Brutality, the Hidden Evil - all of these refer to the inescapable influence of his malice. While monsters were crafted on this plane to be unambiguously evil, to be villains and antagonists in the stories meant to play out for the gods' entertainment, the Bastard God rendered them a truly loathsome blight, to be things of vicious horror and debasement. His hand is credited with the goblin's atrocious reproductive needs and with the orc's perverse obsession with elves. He is the influence behind the most egregious habits and thorough violations perpetrated by the monsters of the world. Where there is any hint of excess in what might otherwise have been a simple, innate conflict, it is the Bastard God who is most likely at fault.

He is also, inadvertently (though some suggest otherwise), the primogen of most sorcerers and bloodragers. The phenomenon of acquiring arcane power through exposure, trauma, and taint is most commonly caused by the Bastard God's meddling influence in the monsters that spread it - particularly orcs, favored of the Taintfather. Where his influence is strong, pulled into the world by acts of brutality and magic and ritual, mortals normally spared his touch can find themselves infected with a drop of his depravity. These mortals can ascend to great heights of power if they master this taint, some leveraging it into arcane might or ferocious prowess, though they are invariable scarred and haunted by both the ordeals of their origins and the corrosive psychological factors that accompany the taint. Most pass into insanity or stupor, die, or become menaces in and of themselves. Those of considerable grit might survive to become adventurers, but few, if any, lead normal lives.

The theory that Drakvor left his influence an unpredictable force of chaos on purpose is further bolstered by the other interpretation of his favored title: the Bastard God considers himself the distant patron of all his accidental creations, rooting for their success and taking great interest in their lives. If he can be compared to a father of any kind, though, it is an abusive one and, indeed, Drakvor approves of turnabout only in that the brutality of vengence is appealing and acts in service to the horrid cycles of pain and suffering he has set in motion.

For this, few of his "children" pay him fealty in kind. Sorcerers and bloodragers are more likely to consider him an enemy, the root cause of their suffering. Half-orcs - the curse which created them arguably of his making - have similarly found the patronage of a deity that actually cares about them beyond their potential in the games of high drama and suffering the Bastard God prefers to play. A handful of foolish or desperate adventurers turn to him for the strength to accomplish those great feats of carnage he does not mind unleashing on his more loyal and reliable followers. Otherwise, intelligent monsters are the only creatures despicable enough to worship Drakvor - the orcs in particular, who dedicate rituals, tortures, and displays of power in his name.

Most civilized folk have such distaste for Drakvor that they have erased his name from their collective memories, referring to him only by one of his many, often pejorative titles. Knowing Orcish gives one a higher chance of actually knowing a name for this god, and those afflicted by his taint know his Orcish name instinctively.





Silim


PrincessBuggy

As I said on the Discord, changing my character!

Character
Character Name: Nekkh
Race: Kobold
Nickname: ‘Hospitable One’. Commonly also known as ‘Grumpy Asshole’.
Gender: Nonbinary. Seems to respond to any pronouns if they are used.
Primary Sexual Characteristic: Male
Age: 35. By Kobold standards they very much need a senior citizen discount.



Class(es): Druid
Level: 1
Rank: Wood
Sheet: here

Personality: Nekkh is not a traditionalist, but they are a creature of habit. That habit being a weary ambivalence towards most other civilized peoples. They’re well-used to not being taken seriously and to being judged for the legacy of their draconic lineage, and they expect belittlement and disrespect and thus offer it in kind by default. Their interactions with others are curt and dry, typically even if they’ve actually come to like the person in question. Nekkh does have both a sense of humor and a natural generosity. They simply do not express either of these tendencies with tact or patience, leading them to be rightfully labeled by most who meet them as cantankerous, mercurial and quick to shift from a good to bad mood whenever they have to put up with others. In a more charitable mood, they enjoy messing with strangers and those who consider them peers alike.

Nekkh is by nature humble, and they have little sense of ambition or even general purpose beyond surviving day-to-day and making themselves useful to travellers. They’ve lived long enough that they feel they have little to fear, even death by now would be a cordially greeted stranger to be invited into the home. They’ve no illusions about their impact and theirs is a natural cynicism about the world about them. Whatever happens happens, and while they will help, they will never expect anything to come of it. They’re simply too old and they imagine the world already passed them by a long time ago. They care little for comfort or possessions, not particularly out of a sense of piousness to their druidic faith, but simply because such things are too pretentious and complicated.
Alignment: Neutral
History: Thirty-some years ago a little Kobold child was ecstatic and had many friends, and was confident that they’d grow up to be a mushroom farmer like the parents of their clutch. Little Nekkh was the most curious and intelligent of their clutch, the elder sibling who assisted the younger ones with learning the fundamentals: trap crafting, stealthiness, and so on. They were the one among their teeming community within the Undermountain- a dragon’s hoard abandoned generations ago- who had the bravado of spirit to wander the caverns and explore, and to even breach the surface, where they befriended a local coven of druids who taught them simple druidic rituals and craft over the years of their familiarity. Their natural spirituality meant they were always well respected within their cave. When they came of age they were considered a trustworthy leader, and had their pick of mates, with Nekkh siring dozens of children over the years they were expected to be productive.

In their twenty-fifth year that dragon who had abandoned them returned to her roost. She had built a new roost deeper into the Undermountains and had conquered a city of Drow, and while returning to claim her original hoard she also demanded the renewed fealty of her former slaves. The Kobolds, fearful and unwilling to risk fight or flight, as a tribe intended to acquiesce. Nekkh alone questioned if they would ever survive the journey, and if they would not suffer so immensely under the yoke of their old master that death was preferable, but they knew their reluctance was theirs alone and that they would only put his people at risk. Theirs was a difficult choice, and one they often revisit in hindsight as cowardly. They elected to flee, abandoning their mates and children.

They returned to the druids, who supported them and helped them convene with nature, as had always been their potential. Nekkh found peace and comfort in their new life, purpose in becoming a protector and protectorate of nature. They over time became one of the so-called day riders, among the rare Kobolds who acclimated to surface living. In becoming an acolyte of the Wilds Nekkh found they were called to lands distant from their humble, barren homeland. In their travels they learned that they were typically welcome only reluctantly in the lands of the sun-dwelling races. Distrusted for their appearance, often uncomfortable with the nuances of other cultures even where they could understand them, their ramblings became increasingly distant from following roads.

Nekkh settled in the Borderweald, following their increasingly hermit-like tendencies, but also their smoldering longing for a tribe to belong to once more. They had heard of the expanding logging activities of the humans and knew their presence might help the lost and troubled in the areas that remained untamed. In such an active region of wilderness meeting the borders of civilization they had increasing run-ins with the Adventurer Guild’s activities. Nekkh did technically join their ranks over three years ago, but never formally participated in any activities, and only keeps the tag to assure the occasional reckless monster fighter that they are not one of the monsters that must be fought.
God
God's Name: In almost any language she has her own particular form of address, but she is most frequently referred to in lore by her Dwarvish name of Diurna.
God's Title: Many, as above. Most frequently: The Goddess of Might, Conqueror’s Patron, The Civilizer.
Alignment: Lawful Neutral
Favored Weapon: Gladius
Domains: Community, Industry (Artifice), Legend (Glory), Law, Nobility, Strength, War
Divine Fighting Technique: DM’s discretion.



Description: Diurna was among the later gods to accept the God of Chance’s invitation, but wasted no time in imposing her will onto the gameboard. In almost every major event of antiquity in recorded history, no matter how antediluvian, Diurna’s influence would be found there, and rarely with any form of subtlety. Diurna was and remains an industrious god who does not shy away from being known among the mortals, and war and conquest are heralds of wherever her interests may be.

Diurna’s power is strongest where the wild and chaotic has been most thoroughly tamed, be it by benevolent rulers or by despotic tyrants, so long as there is law, order, and respected hierarchy. Fresh battlefields where organized armies came to blows will manifest the signature of her influence, the blades and armor of the fallen will remain eerily clean regardless of how brutal their deaths. Followers of Diurna find their intellect, wisdom, and ability to see the bigger picture expand as they pursue self-improvement and the imposition of their will onto others, be it by peaceful means or otherwise.

She finds worshippers among all those who seek to build cities and empires and to assert their will and morality as law. The famously strict and traditionalist tenants of Dwarven Law, for example, are a consequence of the race of beings taking guidance and boons from Diurna, who was greatly pleased with their mindfulness in carving and sculpting the Mountainhomes. Good or evil, she does not differentiate, and she takes a certain brusque pleasure in reminding the good and noble gods among her peers within the pantheon that their victory on the gameboard will inevitably see them follow the path of conquest and total destruction of the evildoers as she endorses. The absolutism of the gameboard is what inspired her to it in the first place. The sole gods she finds somewhat distasteful are those who would see the game devolve into a more basal state as their victory condition- those who likely don’t use the word ‘victory condition’ in the first place like she does so insistently. Those who would decay civilizations, and reduce the landscape to anarchy and ruin of any sort. In short, she does not like the chaotic gods, though she still treats them cordially and with respect.

Diurna does not obscure her history from her peers or from the most pious of her followers who commune with her. If anything, her humble beginnings as a mere minor goddess of craft, industry, and homemaking inspire those who follow her to seize power and glory as she did.

Diurna takes an interest in the loose hierarchy of the Adventurer’s Guild. In it she sees great potential, an organization that if whipped into shape could be the one that breaks the stalemate on the gameboard and sees to it that a singular order will shape the land by its unquestioned will. Adventurers with any combination of ego and grand vision for the future of the World tend to worship Diurna, or at least consider communion with her for advice and blessings.


MingMing

I'll be tossing my own submission into the ring, although I have to finish working on the sheet.  Here's the bare-bones submission for now...


Character Name: Qa Ming
Race: Human
Nickname: More a play on phonetics, since Tians introduce themselves with surname first, and Golarions might focus upon the hard Q-sound, they would likely giggle when the character introduces herself as "I'm cumming"...
Gender: Female (Or maybe gender fluid?)
Primary Sexual Characteristic: Female (Or maybe gender fluid?)
Age: 18 years.

Class(es): Bard
Level: 1
Rank: "Wood" rank. They get a small wooden trinket as a badge of office.
Sheet: Qa Ming's character sheet.

Personality: Qa Ming is a dreamy, artistic sort of girl.  Filled with ideals, visions of artistic legacy, and the thought of finding a worthy patron in order to serve them as a loyal retainer.
Alignment: True Neutral
History: Qa Ming is a wandering poet, who left her home in the secluded Dragon Sea Empire to seek new stories, find adventure, and serve a worthy cause to chronicle and immortalize in art.  Motivated by a desire to be objective, balanced, and supportive to 'the real heroes', she's very much an "Aw shucks" beta-style adventuer, content to be the sidekick to the hero.

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God's Name: Ao Qin, the Dragon King under the Sea
God's Title: Giver of Rains, King of the Seas, Master of Typhoons
Alignment: True Neutral
Favored Weapon: Trident
Domains: Air, Animal, Community (Family), Nobility (Aristocracy), Scalykind (Dragon), Water, Weather
Divine Fighting Technique: Desna's Star, Archon Style

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“I have not seen one who loves virtue as he loves sex”- Confucius



(If I don't know you, haven't communicated with you in PM's or through the Elliquiy Forums, don't just IM me out of the blue.  I will just close the window & ignore you.  Take the trouble to actually send me a greeting & talk with me in Elliquiy first!)

Silim

And applications are officially CLOSED! Selected players will be informed shortly. Thanks everyone for all the attention and interest, kinda floored me.