Scorpiox

Eurobricks Dukes
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Everything posted by Scorpiox

  1. Scorpiox

    Heroica RPG General Discussion

    You saw nothing, I am a ghost...
  2. Scorpiox

    Heroica RPG General Discussion

    I'd be down for that if anyone had a quest running through Baltarok, although I'd be just as happy for people to use and write for Haldor themselves if he were relevant. What I like most about this game is the communal structure of things and I'd have no qualms with people using my character if they wanted too - whether I'm involved or not.
  3. Scorpiox

    Heroica RPG General Discussion

    If I get the time in the future I definitely will because this is a seriously impressive game with a great community which I miss being part of - time is still the problem though and something I don't have enough of to properly play this game. :( If I did come back, I'm not really sure if I would revive Haldor or just start with a fresh character because for me it kinda feels like his story has been told and closed. I'm really happy with how he was left and I don't know if I would want to tamper with that by taking him out of Baltarok.
  4. Scorpiox

    Heroica RPG General Discussion

    Haha I didn't think I'd been spotted. I like to check back here every once in a while to see how things have changed.
  5. ~The Embassy~ Standing tall in the bustle of Eubric's centre, is the majestic stone construction of learning renowned and respected by all; the Embassy. Pushing aside heavy gilded doors, you find yourself in the grand entrance hall of a vast network of rooms and passages, all dedicated to the documentation and preservation of the many races of Olegaia's vast surface. In each of these many rooms, lies as much information and as many souvenirs to each living thing as possible, so that all manner of old and new walking-beasts can never be truly forgotten. ~The Embassy of Eubric~ But before you have any time to truly appreciate the grandeur and spectacle behind this great establishment, you begin to notice the the vast array of creatures moving around amongst the pillars and great statues. Men, Elves, Dwarves, Orcs, and creature so wild and diverse that you could have imagined. But standing guffly in the centre of the stone plaza, as though immune to the beauty of it all, stands a stocky and well-built figure. He is clad in a thick leather plating, wrapped around with an elegant and embroidered robe. Noticing your awestruck and lost expression, the man takes a heavy and direct path towards you, purposeful in his stride. When he draws near, the voice he speaks, coarse and violent in a gutteral roar, a tone in stark contrast to the words that he speaks of truth. "Ah, Master, or is it Mis'ress? My eyes are not what they once were. But otherwise, welcome here. They call me Largh-múnd, 'The learned one', of the Lurgh-án kin; I am the beating heart of this house. What is it that brings you to this place, my palace of the past things? You, you want to see my archives, read what I have spent my days to bring? Fine, I will show you to these things, so that you may better the knowledge of others of your clan." Turning his back on your still-amazed form, Largh-múnd leads the way into alley after corridor-way, pointing and gesturing at the many exhibits that lay out the history of every creature to have ever crossed the face of Olegaia. And what a great many things there are to see... ~The Great Archive~ Humans Appearance: Most of the humans are of average height and weight. Their skin tone ranges from pale to dark brown depending on their natural habitat, with the most common tone being yellow. Humans can breed with most of the minority races, so individuals with mixed heritage are quite common. History: Humans are the most populous race in Olegaia, comprising a little less than half of the planet's population. They rule nearly all the realms around the Crystalline Sea. The minority races often see them as oppressors and conquerors, for the curiosity and ambition of the humankind knows no boundaries. Because the race is so widely spread, it has attained a multitude of diverse cultures: for example, humans in Dastan live a very different life from the humans in Carthago, even though there is only a narrow sea in between the nations. Humans live approximately 60 years, although some individuals are known to have lived for over 100 years. Elves Appearance: Elves are lither and slightly taller than the average humans, but their most notable feature are the pointed ears. Elves usually lack facial hair, so any individuals with beards and moustaches are likely to have ancestors from other races in their bloodline. Most elves have a yellow or fair skin tone, although there are tribes with dark skin as well. History: Most elves live in very secluded communities in far-off locations, which has prevented their numbers from growing despite their nearly infinite life expectancy. This has also resulted in diverse elven cultures that shun each other. The three most influential cultures are usually referred to as the "Star Elves" of Spesialia, the "Moon Elves" of Mercution and the "Sun Elves" of the Eversummer Islands. Other distinct cultures include the woodland elves and the nomad elves. However, in recent times many elves have felt drawn to the growing cities, so the race is finally starting to mingle with the rest of the world. Dwarves Appearance: Short and stout, the dwarves are physically accustomed to their lives under the ground. Both males and females have long, bushy beards, making them nigh indistinguishable from one another, although some surface-dwelling individuals have chosen to shave theirs to better fit the surrounding culture. There are clans living much deeper than common dwarves with soot-black skins and a weakness to sunlight. History: Dwarves are natural masons, smiths and craftsmen, and they are said to be the most arduous workers in the world. Their underground cities are a marvel to behold, for the dwarves have an eye for detail and architecture. But they also have eye for precious metals and jewels, labelling the whole race greedy and selfish. For this reason they usually don't like to mingle with other races, and most clans have shut themselves inside their mountains. Dwarves usually live for half a millennium. Halflings Appearance: Halflings are even shorter than dwarves, and are also lighter and less hairy. Their ears are also somewhat pointed, with their hair always growing in thick curls. Some say they are just short-born humans or elves, but the halflings deny that fervently. History: Halflings lead happy and carefree lives in their own little communities. They are drawn to the simple things in life, such as agriculture and brewery, but some also work as travelling entertainers or peddlers. In some lands, halflings bear the mark of thieves and cheaters. Halflings tend to live somewhat longer than humans, usually around 80 years. Gnomes Appearance: The shortest of the diminutive races, gnomes are also known for their rotund bodies and high-pitched voices. Male gnomes begin to grow their bushy beards from a very early age, as they believe it brings them good luck. It is said that cutting off a gnome's beard transfers all that good luck to the cutter. History: Gnomes are masterful tinkerers, gathering the junk thrown away by the "Tall Ones" and building their homes and tools out of them. Gnomes tend to dwell under major cities in tunnels and sewers, where they feel safe from the outside world. Some have founded their own villages under hills or in caves. Gnomes only live for about 50 years. Orcs Appearance: The most populous of the "greenskinned" races, orcs have a pale green skin, red eyes and sharp fangs. They are somewhat taller and more muscular than humans. History: For a long time, Baltarok, the land of the orc-kin, was a harsh wasteland where only the toughest could survive. Orcs lived in savage tribes locked in a constant war, until their gazes were turned to the fertile kingdoms in the east.They began to raid and pillage the lands, and gained an ill reputation. After a failed attempt to claim the human kingdoms as their own, many orcs were enslaved and used for hard labour. However, some orcs escaped and brought their knowledge of craftsmanship to Baltarok. Now new cities are rising on the edges of the barren desert, and orcs are moving away from their days as brutal barbarians. Goblins Appearance: The goblins are shorter and skinnier than orcs, and they have pointy ears and yellow eyes. Aside from the greenskinned kind, there are also brown and fairskinned goblins. The offspring of a goblin and an orc are known as hobgoblins, while the much rarer crossing of a goblin and an ogre is called an ogroblin. History: Goblins have always lived alongside orcs, although less numerous. The orcish tribes previously used goblins for mundane chores as well as espionage, but nowadays the goblins live as equals to the orcs. Hobgoblins Appearance: Far taller and more imposing than their goblin parentage, but leaner than orcs, the hobgoblins share many traits of their fellow green-skins. Their skin ranges in tones from earthy brown to bright green, and most notable of their features are large, cloudy eyes, typical of cave-dwelling goblins; and also profoundly long ears. These and many other features make hobgoblins adept at both underground and open living. History: Hobgoblins are stronger than goblins and faster than orcs, making them well-rounded combatants. They do not stand high in the hierarchy of the greenskins, so the orcish tribes usually treat them as cannonfodder in their wars. Gremlins Appearance: Even smaller than goblins, gremlins are comparable to gnomes. They have long ears and a flat face. History: Gremlins usually live in throngs in underground nests. They are dumb, almost bestial, and in their scavenge for nourishment they tend to break everything in their sight. That's why they are rarely seen (or wanted) inside cities. Their lifespan is as short as their stature. Metasimians Appearance: Despite their bestial appearance resembling gorillas, Metasimians are not "weregorillas" like some think. In fact, referring to them as apes is a great insult. Metasimians usually have black fur, but grey and brown variations are known to exist. Those few born with white fur are considered to be blessed by the Metasimian god Orang Pendek. History: Metasimians originate from the humid jungles of the Mistlands in the continent of Mistaria. Most of them live in primitive tribes, but they are surprisingly intelligent, adapting to life outside their forest fairly quickly. They live somewhat longer than humans on average. Aoi Appearance: As a contrast to the greenskinned races living to the west of the Crystalline Sea, the blue-skinned aoi originate from the far east. The tone of their skin varies from dark blue to light turquoise. All of them have dark hair. History: There are precious few of the Aoi left, most of them remaining in Xu, the cradle of their ancient culture. The aoi are said to be the oldest race on Olegaia, with their history records reaching over a ten thousand years into the past. Despite their highly-developed culture, the aoi have always been prone to war, most likely due to their pride. This and the fact that they cannot breed with any other race has decreased their numbers dramatically. Nowadays there are only less than a thousand of them left. The members of the aoi can live for several hundred years. Nôrns Appearance: An all-female race, nôrns are discernible for their skin and hair, which are both monochromatically the color of hay. Most of them have blue eyes. History: Nôrns hail from the land of Nôrnia in the far north, close to the Norse continent of Vártland. Their myths tell that they are daughters of Helvetia, the goddess of afterlife, placed on Olegaia to guard her treasures. The nôrns are exceptionally talented in magic and spiritualism. Lately many of them were killed or driven from their homeland by vikings. This only added to their natural disdain towards men of other races. The nôrns have an endless lifespan unless they are killed, and they can only become pregnant by the will of their goddess. Merfolk Appearance: Merfolk are humanoids with features of aquatic creatures, including the tails or heads of a fish, claws of a crab or tentacles of an octopus. Each variation has their own tribal name, such as Sharkling, Teuthisal, Sargassan, Nautican, Sphyrnan and Octopial. History: The merfolk share a similar origin to the werefolk, with their ancestors being shapeshifters who grew accustomed to changing into fish and aquatic animals. Most of the merfolk live in their own cities at the bottom of the seas, where they can dwell undisturbed. Some of them can breath out of water, but even then they usually prefer to linger near the oceans, working as sailors or fishermen. Giants Appearance: Giants come in various sizes, but they are all at least twice as tall as humans. The tallest giants were said to grow as tall as the trees. Besides their magnified features, they look like humans. History: Long ago the giants ruled the High Kingdoms, with the city of Duplovia as the center of their culture. But then the humans from the Low Kingdoms came and vanquished nearly all of them, building a new city on top of the ruins of Duplovia. The remnants fled to the mountains, where they keep to themselves, for humans still regard them as a threat due to their size. It is unknown how long a giant can live. Ogres Appearance: Twice as tall as their orcish cousins, the ogres come in two different breeds: green and brown. Ogres often have horns and spikes growing out of their skin. They are strong and sturdy, yet surprisingly calm and wise. History: Ogres have a peculiar origin: they were once orcs who were transformed by a sorcerer as his private army. However, the ogres turned on the wicked mage and killed him instead. The army split into two, others travelling south and others staying in the north of Baltarok. The southern ogres developed a brown skintone. Because of their magically enhanced nature, ogres have a much longer lifespan than orcs. Trolls Appearance: Trolls are unintelligent, crude, hulking creatures with deformed features. They have pale blue or green skin, and are distantly related to orcs. History: Because of their violent, bestial nature, trolls live either alone or in small packs in secluded places such as caves, hills or deep forests. A few rare individuals have been sighted living under large cities as well. Werefolk Appearance: The prefix of "were" is attached to two types of creatures: humanoids born with bestial features and humanoids turned into beasts later in their lives. There are a multitude of werefolk in Olegaia, ranging from werewolves to werepanthers, werehyenas to werehounds, wererats to werebats. An infected person who becomes a wereperson may gain additional strength and copious hair in their normal shape, but can only reveal their true form when under the light of the full moon. However, the mentally strongest infected werepeople may learn to enact the transformation at will. History: The origins of all werefolk lies in ancient shapeshifting magic. Originally all shapeshifters could change their form at will, but over the ages the magic changed, and most of the shifters got accustomed to a certain form. Some could only change their appearance partially, while others could turn into an animal completely. Thus were born the various tribes of werefolk. The magic can be transferred by blood, so all children of werefolk were born with the same talent as their parents. Blood infusion or biting can also change a normal non-wereperson into one, but it is a risky process that often leads to death. Vampires Appearance: Vampires are a special breed of undead, recognizable for their pallid skin, bloodied eyes and sharp fangs. They possess great strength, and have be known to shapeshift into bats and other dark creatures. History: According to the legends, the first vampires were created when a group of Zootists yearning to live forever made a pact with a certain demon. The demon turned the cultists into blood-craving servants of the night, who could turn others into vampires as well by feeding them their own blood. Vampires can only be killed by either exposing them to direct sunlight or chopping them to small-enough pieces. Zombies Appearance: Zombies are living dead resurrected from their grave in a varied state of decay. Most zombies are braindead, but some have maintained a sliver of sanity. History: Created by necromancers as mindless slaves, zombies are magically bound to whoever raised them. They yearn to feel alive again, and they are constantly tormented by an insatiable hunger. That's why they sometimes feed on living humans. Killing a zombie is as easy as destroying its brain. Bugbears Appearance: Bugbears is the mocking name given to the hairy bipedal creatures that inhabit densely forested areas. The name they call themselves is often transliterated asbagbaw. They dress in animal pelts, bones, feathers and stolen clothes. History: The bugbears live in hierarchical communities build inside large trees, and it is rare to see them in an urban environment. They are widely considered to be mere monsters, since their culture and language is very primitive. Some individuals that have ventured out of their treetowns have learned common speech, though. Cyclops Appearance: Cyclops is the common name given to mutated individuals born with just one eye. They can originate from any tribe, and thus have the features of that tribe aside from the eye. History: It is unknown what causes the cyclopean syndrome, but usually a local witch is suspected of cursing the yet-unborn child. Cyclops are most commonly found on Babeleth Darklands and the surrounding areas. Fairies Appearance: Though they look like humans for the most parts, fairies are usually born with insectoid wings. Different families have different kinds of wings, some having those of a butterfly while others having dragonfly wings, for example. Fairies born without wings are considered outcasts, as they are usually the result of an interracial relationship. Another distinct feature of fairies is that they can change their size from human-sized to as small as a bee. As beings closely related to nature, fairies prefer to cover themselves with plants, although fairies dwelling among other races are known to don clothes as well. History: Fairies originate from another plane of existence, commonly referred to as The Faerie. It is intertwined with the mortal realm, which rifts between the planes appearing in special places known as "fairy rings". Many legends are told of people venturing into The Faerie, never to be seen again. Other tales tell that time runs differently in The Faerie, and a day spend there might equal decades or mere seconds in the mortal realm. The goddess Sylvania herself is said to be the queen of all fairies, although no fairy has ever admitted to it. They call their queen Ylwannah. It is unknown how long a fairy can live. Fenarians Appearance: Fenarians are much taller than average humans, pallid skinned and red eyed. Sometimes they are mistaken for vampires, but they lack the fangs and are very much alive. Fenarians prefer elaborate robes as clothing. History: The homeland of the Fenarians is the underground realm of Fenario, also known as the Land of Eternal Darkness, that is located below the southern parts of the continent of Spesialia. Some scholars theorize that Fenarians used to be elves that moved underground due to some dispute in ancient times, since they share equal lifespans to elves, but Fenarians themselves fervently deny it. Most of them never leave their subterranean cities. Grumpkins Appearance: The heads of grumpkins resemble pumpkins and their bodies are short and stout. They have leaves and flowers as hair. History: Grumpkins are another example of monstrous creatures that have evolved into a civilized race. However, they are shunned by the other races due to their lack of intelligence and habit of eating dirt and insects. That is why they prefer living in the wilderness. Eubric Freeport has a colony of grumpkins living on the garbage heap at the Hovels District. Kobolds Appearance: Kobolds are small and bony critters that move on all fours. They have light brown skin, pointy ears and sharp teeth, hinting of close relation with goblins. History: Creatures of the subterranean, kobolds have only recently started to emerge into the surface world. They have a long history of being adversaries to the dwarves, gnomes and Fenarians, raiding and pillaging the cities of the more developed underground societies. They are rather malicious and unsociable, making them unwanted visitors to almost any community. Leprechauns Appearance: Leprechauns are cousins to halflings, with the main difference being their flaming-red hair and a nose for treasure. For some reason, leprechauns have taken a habit of dressing in green, probably to further separate themselves from the halflings that they much despise. History: It is said that a leprechaun can smell a fortune a mile away, and that is why it is usually considered lucky to befriend one. However, their special talent has lead to persecution and even slavery in some countries, and that is why their number is very small and life expectancy is on the short side. Lucustoids Appearance: Lucustoids are an insect-like race that are commonly found in the desert region of Abra. Lucustoids move and speak in a very twitchy and abrupt manner. While their exoskeletons are particularly resistent to blows and the elements, they are not natural fighters. History: Lucustoids exist is subterranean dwellings carved out beneath the sand dunes of their homeland. Lucustoids are particularly renowned scientists and specifically astonomers since there is rarely a cloud in the sky to interrupt their contemplation of the stars. While they do speak the human tongue, their communication is often stuttered and jerky, filled with clicks and guttural sounds. Two notable members of this race include the Doctors Fahad and Falish Jiivni, foreign experts on the science of transmogrify. Nagas Appearance: Nagas are people with serpentine tails for feet, not to be confused with Snakemen that are actually werefolk and walk on two feet. Nagas come in all colors, and the clothes they wear are colorful and elaborate as well. History: The Nagas inhabit the secluded country of Nagashan that is closed from people of other races, with the exception of traders. Nagas are a proud race with a rich, unique culture, but they have been locked in constant warfare with the neighboring Xu Kingdom. The war has eaten their resources, and that is why a growing number of nagas have fled abroad. Ogroblins Appearance: Ogroblins are offspring of goblins and ogres, and as such are very few in number. They have the hulking bodies and horns of ogres, and the pointy ears and snouts of goblins. History: Like other halfbloods, ogroblins are outcasts in Baltarok. They don't tend to do much better in other countries either because of their hideous appearance. One notable expection is Yasmar, the most notable chef in the High and Low Kingdoms. His dishes are divine, but they come served with a foul language. Phlegmen Appearance: Phlegmen are living blobs of slime shaped like a man. Most of them don clothes to better fit the society. History: All phlegmen originate from a single creature of slime born in a sewer in Eubric that had a few magical potions too many poured into them. Despite their monicker, they have no gender, and they multiply by splitting themselves in half, then continuing to grow. While most of them still live in Eubric Freeport, some have moved elsewhere. Rocklings Appearance: Not to be confused with golems or stone elementals, Rocklings are a diminutive race whose history is not tied to any ethereal source. Their hard exterior prevents them from feeling nearly any pain from physical blows, however their sense of hearing is by far their most sensitive ability and Rocklings are easily startled by loud noises. History: Rocklings can be found in most regions though they naturally favor mountainous country. While one would assume Rocklings would tend toward mining or tunnel digging, this Race has a peculiar fascination with hats and the making of garments, even though they themselves rarely wear any, thus they are often found to be owners of small tailor shops or haberdasheries. Taurians Appearance: Taurians is the common monicker for minotaurs, satyrs and centaurs, also known as the Children of Centurus. They are werefolk with features from bulls, goats and horses, respectively. Minotaurs have heads, fur and hooves of a bull, satyrs have horns, beards and legs of a goat, and centaurs have the upper body of a human attached to a body of a horse. History: Taurians are the ruling race on the island nation of Pyr, along with humans. Their myths tell of three human families blessed by the god Kentauros and turned into Taurians to rule in his name. To this day, the royal palace in Alexandria has four thrones; one for the Human King, one for the Minotaur King, one for the Satyr King and one for the Centaur King. U'kin Appearance: U'kin look eccentric with their long muzzles, wide flappy ears and protruding eyes. Their skin is light brown and can have darker patches. History: U'kin originate from the Dragon Continent, and their lore tells that they were there long before humans came, tamed the dragons and founded the Dastan Empire. U'kin have a peculiar, repetitive speech pattern, of which some of them have learned away from. Yetis Appearance: Yetis are barbaric creatures living on snowy mountaintops and freezing glaciers. They are covered in thick white fur, and the skin underneath is blue. They also have large fangs. The northern yeti are gigantic, while their cousins in the south are the size of humans. History: In some parts of the world, yeti fur is much coveted for its protective qualities, and that is why yetis have learned to shun other races. Lately some have descended from the glaciers, and upon finding that they were not flayed alive in the instant they met other people, they settled into the society. Very few dare to pick a fight with a yeti, due to their immense strength.
  6. Scorpiox

    Heroica RPG General Discussion

    That's a real shame that you've had to leave - Sylph was a great character and truly consistent in how he was played.
  7. Scorpiox

    Atomic Lemons (a rock band)

    Not bad, not bad at all. Your songs in English remind me somewhat of late Status Quo - and that's in a very good way. You are clearly talented musicians.
  8. Scorpiox

    Heroica RPG General Discussion

    If the respective QMs can help me out on this one, that would be great.
  9. Scorpiox

    Heroica RPG General Discussion

    It started out pretty soon after I joined and before I knew what I was doing - and unfortunately it seemed to cling on and survive whenever the other player posted more than once in six months. It's certainly an aspect of my character's character that those I've quested with in the past (Quest #19 mainly, sorry folks!) got tired of rather quickly.
  10. Scorpiox

    Heroica RPG General Discussion

    Haldor's poorly-written and irritating relationship fell apart because Sisco stopped posting, but I think we're all glad of that fact.
  11. Scorpiox

    Heroica RPG General Discussion

    We get the odd Haldor lookalike now and again, perhaps his father was a bit of a goer back in the day.
  12. Scorpiox

    Which set should I buy?

    76004: Spider-Man Spider-Cycle Chase 76015: Doc Ock Truck Heist 76006: Iron Man Extremis Sea Port Battle All three are available for the same price, but which one would you folks recommend?
  13. Scorpiox

    Marvel Cinematic Universe

    I think it's easier and makes more sense if one just considers everything from First Class onwards to be a reboot, albeit with mostly the same class. Last Stand seems to have been such an embarrassment that Fox are trying to do everything they can to repair the damage - even if that unfortunately means that the first two films become non-canon. So, I'd say that you're probably right and one just has to enjoy the films individually for their own merit and not try too much to make them make sense together. And I would also agree with your last statement. The future Batman/Superman movie screams to me of DC trying to copy Marvel's success and stick a universe together before we've even had a real glimpse of Affleck's Batman.
  14. Scorpiox

    Heroica RPG General Discussion

    I doubt anyone would mind if someone were to resuscitate that thread.
  15. Scorpiox

    Heroica RPG General Discussion

    Is anyone actually still active in that quest?
  16. Scorpiox

    The Hobbit movies discussion

    Yeah, that's pretty much all that he does.
  17. Scorpiox

    The Hobbit movies discussion

    Christopher Lee kicking @rse in the next film. :moar:
  18. Scorpiox

    The Hobbit movies discussion

    I bet my house keys that Peter Jackson would never cross that line. Radagast dying, perhaps, but Thorin's death should be pretty much guaranteed.
  19. Scorpiox

    Heroica RPG Rules & FAQ

    Yeah, I'd say that ranged/melee weapon restrictions have to apply for balance's sake. Whilst it makes no difference for a rogue to wield a mace, allowing a barbarian class to use ranged weapons is pretty unbalanced.
  20. Scorpiox

    Heroica RPG General Discussion

    Reminds me of that time in Quest #19 when we had to solve the password from Wren's puzzle. At the time, 'Heho' seemed like a perfectly reasonable guess.
  21. Scorpiox

    Transformers Age Of Extinction

    The problem is not that human characters are featured - they have been since the very first cartoon. The issue is that the writers of the film series seem unaware that those they create are awful and cringe-inducing at the best of times. Mark Wahlberg is certainly more promising that Shia Lebouef, so my hopes for this movie are higher than for the previous three.
  22. Scorpiox

    What was the last movie you watched?

    Godzilla: perfect, besides Bryan Cranston's wig of course (but I'll let that go because I love Breaking Bad). Essentially this film was everything the 1998 movie should have been and more. The atmosphere built in the first act was certainly something.
  23. Scorpiox

    Heroica RPG - Quest Masters' Lounge

    When one signs up for a quest, one is expected to put some degree of effort into it and show that they deserve to have been chosen. Claiming to "Losing interest" is not excuse whatsoever and pretty disrespectful to the QMs who could actually be bothered to put the whole thing together, painstakingly. If you "lost interest" in the quest, why didn't you say so and let another character who actually would like to be there take your place?
  24. Scorpiox

    Heroica RPG - Quest Masters' Lounge

    You could have had the courtesy to mention this to someone instead of just going silent.