Roll |
EFFECT |
DESCRIPTION |
Rules and Bonuses |
1 |
Albino |
Hair and skin lack pigmentation. |
None |
2 |
Allergy |
PC has an allergy. |
Roll D3: 1) A Common Substance 2) An Uncommon Substance 3) Magic 4) Alchemy Speak to a ref re how serious the reaction is |
3 |
Army Character |
PC is a member of the Army. See the Military rules |
None |
4 |
Bad Reputation |
PC is known for a specific thing to a group of individuals or to society at large for their actions, and people react badly when they recognize the PC or find out who they are. This can range from cheating at games, to womanizing, to betraying your nation, to killing people. Some of the people the PC is known to may even react well to their actions. |
None |
5 |
Birthmark |
Obvious blemish. |
Roll D3: 1)On Hands 2) On Neck 3) On Face |
6 |
Blood Guilt |
Extreme guilt upon slaying any of PC's race. |
PC will feel terrible (almost suicidal). |
7 |
Criminal Brand |
PC has a criminal brand on face. |
The PC will be a social outcast. |
8 |
Curious |
PC is very curious, and can't help but investigate and touch everything. |
None |
9 |
Dark Secret |
PC has a terrible Dark secret |
Roll D4: 1) member of a dark guild 2) commits serious crimes (murder/rape) 3) PC decision 4) Ref decision |
10 |
Delusion |
PC is completely convinced of something that has no bearing in real life. Possibilities are endless, including: carts are devices of great evil, your grandmother knew everyone named Roderick, the next door neighbours are aliens from another plane, you can build a cannon out of logs and nails, or you're only a character in a role- |
Speak to ref |
11 |
Employee |
PC works for an employer. If they do not get leave they will loose job. |
Every month may roll 1d100 and earn that amount of money. |
12 |
Favour |
PC can only once call in a favour to get out of jail/custody free |
None |
13 |
Fisherman |
PC likes to fish for a hobby. |
PC gains Fishing Skill rank 1 |
14 |
Good Alignment |
PC has a set of standards that are higher than average for their society that they abide by whenever possible, even if it is inconvenient to do so. This code may be one they have initiated on their own or it may be one that has been honoured by certain people for generations. The specifics of the code will vary radically from one code to another; examples include codes of honour for knights, gentlemen, pirates, thieves, samurai, and so forth. A code of honour does not necessarily mean they won't commit crimes, it just dictates there actions regarding which crimes they are willing to commit, under what circumstances, and what they will do with the proceeds (if any) once they're done. Mostly it's "doing the right thing" when it would be easier not to. |
Nefarious' Skills cost plus 1 exp |
15 |
Good Smell/Odour |
PC smells good. |
Plus 1 seduction rank. Can be followed by persons with the Acute Smell skill very easily |
16 |
Identical Twin |
PC has an identical twin. Can play the same character as your twin when you die. |
None |
17 |
Infamous Family |
PC comes from an infamous family. |
None. But PC is Known to anyone with City lore. |
18 |
Infused with the Power of Light and darkness |
PC is connected to the plains of Lightness and Darkness, and is able to use items for both plains, for good or bad (whichever they choose) |
None |
19 |
Look Alike |
There is someone out there that looks the same as you. |
None |
20 |
Lycanthrope |
PC is a Were. |
See LYCANTHROPE rules. |
21 |
Member of the Navy |
PC is a member of the Navy See the Military rules |
None |
22 |
Member of the Watch |
PC is a member of the Watch. PC choses city. See the Military rules |
None |
23 |
Murdered Family |
PCs family was murdered |
Roll d4: 1) Knows who murderer was, but they have not been arrested. 2) Does not know who murderer was. 3) Murderer was arrested and convicted. 4) Murderer was arrested and released. |
24 |
Offensive to Animals |
For some reason, either mystical or mundane, animals just don't like you, and will generally make their reaction known in a variety of ways (refusing to obey your orders, growling at you, avoiding you, or attacking you). |
Animal Empathy and Animal Handling skills costs plus 4 exp |
25 |
Prejudice |
PC has a deep irrational hatred for a race. |
None |
26 |
Secret |
Something about you, either in your nature or in your past, that you don't want anyone else to find out. Revelation of this secret may cause anything from embarrassment to ostracism to imprisonment to death. |
None |
27 |
Sheltered Upbringing |
PC was raised apart from the rest of society in a place where they were without worries, free to do as they liked. The "real world" is a strange place to them, the motivations of the people around you a mystery. How you react to the strange goings- |
None |
28 |
Slow learner |
PC takes a long time to learn new languages |
PC takes double the time to learn languages |
29 |
Surviving Friend |
Someone you know (a friend, relative, employer, etc.) was working on something ... possibly a secret experiment or a big news story or the location of a hidden treasure ... when they disappeared. Now there are people interested in whatever your friend was working on, and they think you know something about it. Depending on the particular situation, you may have been questioned or your home searched. Things may even be escalating. Alternately, you were the last known contact of such a person - |
None |
30 |
Tinker |
PC dislikes plants, and anything associated with them |
Herbalist' skills cost plus 1 exp |
31 |
Tongue Tied |
PC has difficulty learning languages |
Plus 1 exp cost to learn each rank of the Language skill |
32 |
Wanted Criminal |
PC is (D6: 1- |
Roll D6: 1) Murder 2) Banditry 3) Rape 4) Theft 5) Assault 6) PC decides Discuss with Ref which land the crime was committed/accused in |
33 |
Wart |
A large growth dominates part of the face. |
None |
34 |
Wrath |
PC has disfavour of a God, demi- |
None |
35 |
Barren |
PC can never father/bear children |
None |
36 |
Black Sheep |
PC is a member of a prominent family, but has turned their back on their relatives or they have turned their backs on PC. PC has none of the advantages associated with being part of a prominent family, and enemies of the family may take out their problems on PC ... or assume PC will take their part against there family. |
None |
37 |
Compulsive Behaviour- |
PC feels compelled to leave their mark at the site of certain events, such as foiling a crime or committing one. This can range from leaving a card behind to shaving your victims head. |
None |
38 |
Diabolic Upbringing |
PC was raised by devil worshipers, and while they may have renounced their evil ways, they still have vivid memories of there past. The forces of evil may be keeping an eye on you. |
None |
39 |
Enemies |
Someone is out to get you - |
None |
40 |
Eunuch |
PC has been deprived of that part of them which gives them their sex drive. |
None |
41 |
Extremely Competitive |
The entire world's a contest, and all the people merely contestants. No matter what you do, or how good you are at it, you make a contest of everything - |
None |
42 |
Faithful Vassal |
Player is a vassal to a Lord or Lady. |
None |
43 |
Knighted |
PC has been knighted by Lord and serves as loyal vassal. |
None |
44 |
Large Family |
PC is one of 1d8+2 brothers and/or sisters |
None |
45 |
Large Family Home |
PC has access to family home. |
Roll D3: 1) In a city 2) In a Town 3) In a Village. Roll D4: 1) Destroyed/in ruins 2) Repossessed by someone else 3) In bad disrepair 4) OK |
46 |
Mentor |
PC is an Apprentice of a high level alchemist or Mage. |
None |
47 |
No Sense of Humour |
PC doesn't understand jokes and certainly can't tell them. Penalties in some social situations. |
None |
48 |
Panzaism |
PC sees extraordinary things as normal and mundane. Perceive most humanoid monsters as ordinary people, perhaps wearing odd clothes, and truly fantastic things you may not notice at all. |
Player is immune to fear effect spells. |
49 |
Parent |
PC has 1d6 Children. If male can be from different mothers. |
None |
50 |
Poor |
PC is almost broke. |
Half Starting money |
51 |
Prestigious Family |
PC comes from a well- |
None. But PC is Known to anyone with City lore. |
52 |
Quest |
Player is on a quest |
Roll D4: 1) Personal 2) Religious 3) Political 4) Magical. When completed PC gains + 3 exp. |
53 |
Quixotism |
PC sees normal and mundane things as extraordinary. See passers- |
None |
54 |
Squeamish |
PC is bothered by bugs, blood, slime, and icky things in general. You don't have a full- |
None |
55 |
Age |
PC is noticeably older than the norm for there society. |
None |
56 |
Architect |
PC understands the principles of good architecture. |
Able to utilise the History Skill on any building or architectural style. |
57 |
Bastard |
PC is a Fatherless Bastard |
None |
58 |
Blackmail |
PC has some very dirty information about someone who doesn't want that information to get out. You are in a position to blackmail them, making them pay you or perform services for you. |
None |
59 |
Code of Honour |
PC has a set of standards that are higher than average for their society that they abide by whenever possible, even if it is inconvenient to do so. This code may be one they have initiated on their own or it may be one that has been honoured by certain people for generations. The specifics of the code will vary radically from one code to another; examples include codes of honour for knights, gentlemen, pirates, thieves, samurai, and so forth. A code of honour does not necessarily mean they won't commit crimes, it just dictates there actions regarding which crimes they are willing to commit, under what circumstances, and what they will do with the proceeds (if any) once they're done. Mostly it's "doing the right thing" when it would be easier not to. Player must agree with ref and dictate code prior to playing |
None |
60 |
Conscripted |
PC has been conscripted into the Army |
None |
61 |
Debt |
PC owes someone money, |
1d100x10 gelt. |
62 |
Fairie Experience |
PC has crossed to the faerie realm as a child. They still have good relations and while asleep can talk to any faeries within 20'. |
None |
63 |
Favourite Colour |
PC likes a colour to excessiveness. PC always tries to dress in that colour, and will go out of there way to own an item in that colour. |
None |
64 |
Forbidden Love |
PC is in love out of station or against racial acceptances. |
None |
65 |
Free Passage |
PC has earned a free passage on a ship/boat/wagon etc. One use only but can take up to 10 friends free of charge. |
None |
66 |
Hidden Past |
For some reason known only to the PC, they have changed there identity to that of another person or someone they have made up, or they have just made there background (or parts of it) very difficult to uncover. They will generally avoid situations that require any investigation into there background. |
None |
67 |
Impossible Dream |
PC has a dream to achieve an impossible goal. Discuss with ref. If achieved PC gains 10exp. |
None |
68 |
Intolerant |
PC looks down on people of a different race, religion, age group, sex, sexual preference, profession, social class, etc. than your own. Can be intolerant of a specific group, or just anyone who's not like you. In some circumstances, may believe what you've been told and you are intolerant of a group that you DO belong to. |
None |
69 |
Longevity |
PC comes from a line of long- |
None |
70 |
Lost Love |
PC was once truly in love with someone, and then they lost that love. Don't enjoy yourself very often, because life's just not the same without your love. When you do enjoy yourself, you later regret it because you were not with your love. |
Roll D4: 1) They are far away 2) in the arms of another 3) drastically changed due to misadventure 4) dead. |
71 |
Obsession |
PC has an obsession |
Roll D6: 1) A person 2) Hobby 3) Violence 4) Belief 5) Magicks 6) PC Choose. |
72 |
Orphan |
PC is an Orphan. Has no family, either blood or adopted or anything similar. PC was raised either in an institution or on the streets, and has no family- |
None |
73 |
Outcast |
PC has been outcast and Brought up by another race |
PC will have the initial skills of the chosen race. |
74 |
Outlawed |
PC is a known and wanted outlaw. |
1d100x10 bounty on head See Ref to create a 'Wanted' poster |
75 |
Plague Bearer |
PC is carrying a social disease (PC is immune and shows no sign of infection) |
None |
76 |
Pledged |
PC is pledged in marriage |
None |
77 |
Press- |
PC has been forcibly conscripted into the Navy |
None |
78 |
Secret Hiding Place |
PC knows of a secret place where they can hide things (including themself) and no one will find them. Your location is protected form the elements as well as from intrusion from nosy people, and may be set up to protect you for a long time. |
None |
79 |
Servant |
PC is/was a servant to a dignitary. |
Gain etiquette skill |
80 |
Slave |
PC is a run away slave. |
PC starts with no items or money. May choose any one extra skill free of exp. Cost |
81 |
Strange Mark |
PC was born/branded with an unusual mark |
None |
82 |
Unknown History |
PC has no memory of his past. Earliest memory was 1 hour before starting their first adventure. |
None |
83 |
Dancer |
PC enjoys dancing |
PC has the Dance skill rank 1 |
84 |
Entomology |
PC is fascinated by bugs |
PC gains insect lore� |
85 |
Farm Upbringing |
PC was brought up on a farm. |
PC gains Farming Skill rank 1 |
86 |
Sea Dog |
PC was brought up on the docks or at sea |
PC gains Ship Lore |
87 |
Direction Sense |
PC always knows where he is. |
PC gains Orientation skill |
88 |
Quick Learner |
PC picks up languages very quickly |
PC can learn languages in half the usual time |
89 |
Versatile Sleeper |
PC can fall asleep in almost any position, under almost any circumstances. This negates the need for a solid block of sleep at night you can get your eight hours in snatches here and there throughout the day. |
Gain the 'Sleep' Skill |
90 |
Sea Dog |
PC was brought up on the docks or at sea |
PC gains Ship Lore |
91 |
Law |
PC has had various experiences with the law |
PC gains Law skill |
92 |
Good Balance |
Player can walk along thin poles and ropes. |
Get the tight rope walking skill. |
93 |
Cult Object |
PC has stolen/found/inherited a Cult Object |
See a ref re what the Cult object is |
94 |
Night Vision |
PC can see in an natural darkness (can not see in complete darkness, or magical darkness) |
None |
95 |
Direction Sense |
PC always knows where he is. |
PC gains Orientation skill |
96 |
Discovery |
PC has discovered something Unique or Special |
Roll D4: 1) Place 2) Building/Ruins 3) natural phenomenon (i.e. Gravity) 4) secret tunnel/passage |
97 |
Natural Swimmer |
Can swim naturally. |
PC gains Swim Skill rank 1 & 2 |
98 |
Poor Magic item |
PC has acquired a poor magic item |
Begins with almost useless magical item. |
99 |
Analytical mind |
PC can work puzzles really well; call time freeze and ask ref for clue. |
Gain rank 1 Accountancy |
100 |
Noble Background |
PC has been in and around society and face is known at court in a minor way. |
PC gains Heraldry and Etiquette skill |
Steps to creating a Character |
Racial Templates - Human |
Racial Templates - Other |
Freak Rolls |
Military Characters |
Oriental Characters |
Table One |
Table Two |
Table Three |
Military Scout |
Military Mage |
Military Soldier |
Militia |
Navy |
Samurai or Ronin |
Sohei |
Ashigaru |
Ninja |
Kuge |
The Races |
Distances |
Laws |
The Lords |
World History |
Cities |
Maps |
Guilds |
Currency |
The Planes |
Hell |
Human Races - Eastern Continent |
Human Races - Western Continent |
'Animal' Races |
Non-Human Races |
Half-Breeds |
Elves |
Faerie and other Realm |
NPC Races |
Andian |
Arges |
Zambeshians |
Adram |
Ape-man |
Bearman |
Kaboi - Cat Folk |
Karnakks (Lizard-men) |
Kelpie |
Ratling |
Serpentine |
Wolfen |
Changelings |
Cyclops |
Dwarves |
Dwagar |
Gnomes |
Hobgoblin |
Merfolk |
Oceghyll |
Part Kobolds |
Tibbits |
Half-Elf |
Half-Orcs |
Half-Ogres |
Half-Trolls |
Ajor |
Dryads |
Dragon Newts |
Oakmen |
Playing a Lord |
Royal Family |
The Five Families |
Recent History |
Creating a Lord Character |
Drummond |
Grimstone |
Maddock |
Sedrin |
Warfields |
Drummond Family |
Grimstone family |
Maddock family |
Sedrin family |
Warfields family |
Lords Meeting - 10/05/2014 |
Baeggwyn |
Gefyn Dwyr |
Tyrnuedd |
Luagg |
Peldwyn |
Baeggwyn |
Feurdii |
Adwyn |
Lyngoch |
Maedyll |
Cefyn Graenog |
Dinnas Emyrs |
Llyn Cerrig Bach |
Tal-Y-Lyn |
Gefyn Dwyr |
Tanarsa Ritual |
Skill Summary Table |
Skills A |
Skills B |
Skills C |
Skills D |
Skills E - F |
Skills G - L |
Skills M |
Skills N - R |
Skills S |
Skills T |
Skills U - Z |
Baking |
Barbering |
Battle Magic |
Beautician |
Bee Keeping |
Biography |
Bladed Weapon |
Blow Pipe |
Blunt Weapons |
Boat Building |
Body Development |
Book Lore |
Bowmanry |
Brawling |
Brewing |
Butcher |
Daemon Lore |
Dance |
Defence Mastery |
Dentistry |
Disease Lore |
Disguise |
Distillery |
Dodge Blow |
Dowsing |
Drill |
Drug Resistance |
Dual-Weapon Combo |
Dying |
Magic Development |
Magic Manipulation |
Magic Mastery |
Magic Sense |
Management |
Marksmanship |
Martial Arts |
Masonry / Stone Working |
Meditation |
Metallurgy |
Milling |
Mining |
Missile |
Mythology |
Shaman Spirits |
Shamanistic Rituals |
Spirits - Animals |
Spirits - Creature |
Spirits - Plant |
Spirits - Power |
Tanning |
Teaching |
Tear Throat |
Thatching |
Theology |
Throat Slit |
Thrown |
Tight Rope Walking |
Tinker |
Tobacconist |
Torture |
Tracking |
Trap Mastery |
Two-Handed Weapons |
Undead Lore |
Viniculture |
Weapon Mastery |
Wig Maker |
Wild Magic Mastery |
Wild's Lore |
Witch Curse |
Wound Binding |
Wrestling |
Wrestling - Sumo |
Yodelling |
Alchemy |
Armour |
Clothing |
Food and Lodgings |
Herbs |
Equipment |
Properties |
Weapons - Melee |
Weapons - Missile |
Alchemy Rules |
Broken Bones |
Business Rules |
Diseases |
Etiquette |
Herbalism Rules |
Magic Rules |
Religion Rules |
Rune Mastery Rules |
Strength Drain |
Skins and their Properties |
Willpower |
Business Earnings |
Business Set Up Costs |
Profession Earnings |
Job Earnings Table |
Magic Rules |
Cantrips |
Mage and Apprentice Rules |
Magic Manipulations |
Magical Research |
Soul Fire Stone Ritual |
Bolster |
Charging |
Delay |
Distruct |
Effect Other |
Extension |
On / Off |
Permenency |
Range |
Re-Charge |
Stipulation |
Warding |
Avatars |
Blesses and Curses |
Religious Familiar |
Guidance and Sacrifices |
Holy & UnHoly Water |
Index of Gods |
Laying the Dead to rest |
Origin of Religion |
Religious Symbols |
Strictures |
The Priesthood |
Rune Mastery Q&A |
Adventures |
World News 22/11/2010 |
World News 07/10/2010 |
World News 24/09/2010 |
Members Stories |
Tavern Wall |
Event Blog |
United Luagg Alliance |
Rob |
Vicky |
Aerie - Intro and Prologue |
Aerie - Chapter One |
Aerie - Chapter Two |
Aerie - Chapter 3 |
Aerie - Chapter 4 |
The Game - Gods at Play |
The Game - New Pieces |
Gwynneth - Intro |
Gwynneth - Chapter 1 |
Gwynneth - Chapter 2 |
Gwynneth - Chapter 2 continued |
Gwynneth - Chapter 3 |
Gwynneth - Chapter 3 continued |
Table One |
Table Two |
Table Three |
Steps to creating a Character |
Racial Templates - Human |
Racial Templates - Other |
Freak Rolls |
Military Characters |
Oriental Characters |
Table One |
Table Two |
Table Three |
Military Scout |
Military Mage |
Military Soldier |
Militia |
Navy |
Samurai or Ronin |
Sohei |
Ashigaru |
Ninja |
Kuge |
Table One |
Table Two |
Table Three |
Table One |
Table Two |
Table Three |
Steps to creating a Character |
Racial Templates - Human |
Racial Templates - Other |
Freak Rolls |
Military Characters |
Oriental Characters |
Table One |
Table Two |
Table Three |
Military Scout |
Military Mage |
Military Soldier |
Militia |
Navy |
Samurai or Ronin |
Sohei |
Ashigaru |
Ninja |
Kuge |
Table One |
Table Two |
Table Three |
Steps to creating a Character |
Racial Templates - Human |
Racial Templates - Other |
Freak Rolls |
Military Characters |
Oriental Characters |
Table One |
Table Two |
Table Three |
Military Scout |
Military Mage |
Military Soldier |
Militia |
Navy |
Samurai or Ronin |
Sohei |
Ashigaru |
Ninja |
Kuge |
The Races |
Distances |
Laws |
The Lords |
World History |
Cities |
Maps |
Guilds |
Currency |
The Planes |
Hell |
Human Races - Eastern Continent |
Human Races - Western Continent |
'Animal' Races |
Non-Human Races |
Half-Breeds |
Elves |
Faerie and other Realm |
NPC Races |
Andian |
Arges |
Zambeshians |
Adram |
Ape-man |
Bearman |
Kaboi - Cat Folk |
Karnakks (Lizard-men) |
Kelpie |
Ratling |
Serpentine |
Wolfen |
Changelings |
Cyclops |
Dwarves |
Dwagar |
Gnomes |
Hobgoblin |
Merfolk |
Oceghyll |
Part Kobolds |
Tibbits |
Half-Elf |
Half-Orcs |
Half-Ogres |
Half-Trolls |
Ajor |
Dryads |
Dragon Newts |
Oakmen |
Playing a Lord |
Royal Family |
The Five Families |
Recent History |
Creating a Lord Character |
Drummond |
Grimstone |
Maddock |
Sedrin |
Warfields |
Drummond Family |
Grimstone family |
Maddock family |
Sedrin family |
Warfields family |
Lords Meeting - 10/05/2014 |
Baeggwyn |
Gefyn Dwyr |
Tyrnuedd |
Luagg |
Peldwyn |
Baeggwyn |
Feurdii |
Adwyn |
Lyngoch |
Maedyll |
Cefyn Graenog |
Dinnas Emyrs |
Llyn Cerrig Bach |
Tal-Y-Lyn |
Gefyn Dwyr |
Tanarsa Ritual |
Skill Summary Table |
Skills A |
Skills B |
Skills C |
Skills D |
Skills E - F |
Skills G - L |
Skills M |
Skills N - R |
Skills S |
Skills T |
Skills U - Z |
Baking |
Barbering |
Battle Magic |
Beautician |
Bee Keeping |
Biography |
Bladed Weapon |
Blow Pipe |
Blunt Weapons |
Boat Building |
Body Development |
Book Lore |
Bowmanry |
Brawling |
Brewing |
Butcher |
Daemon Lore |
Dance |
Defence Mastery |
Dentistry |
Disease Lore |
Disguise |
Distillery |
Dodge Blow |
Dowsing |
Drill |
Drug Resistance |
Dual-Weapon Combo |
Dying |
Magic Development |
Magic Manipulation |
Magic Mastery |
Magic Sense |
Management |
Marksmanship |
Martial Arts |
Masonry / Stone Working |
Meditation |
Metallurgy |
Milling |
Mining |
Missile |
Mythology |
Shaman Spirits |
Shamanistic Rituals |
Spirits - Animals |
Spirits - Creature |
Spirits - Plant |
Spirits - Power |
Tanning |
Teaching |
Tear Throat |
Thatching |
Theology |
Throat Slit |
Thrown |
Tight Rope Walking |
Tinker |
Tobacconist |
Torture |
Tracking |
Trap Mastery |
Two-Handed Weapons |
Undead Lore |
Viniculture |
Weapon Mastery |
Wig Maker |
Wild Magic Mastery |
Wild's Lore |
Witch Curse |
Wound Binding |
Wrestling |
Wrestling - Sumo |
Yodelling |
Alchemy |
Armour |
Clothing |
Food and Lodgings |
Herbs |
Equipment |
Properties |
Weapons - Melee |
Weapons - Missile |
Alchemy Rules |
Broken Bones |
Business Rules |
Diseases |
Etiquette |
Herbalism Rules |
Magic Rules |
Religion Rules |
Rune Mastery Rules |
Strength Drain |
Skins and their Properties |
Willpower |
Business Earnings |
Business Set Up Costs |
Profession Earnings |
Job Earnings Table |
Magic Rules |
Cantrips |
Mage and Apprentice Rules |
Magic Manipulations |
Magical Research |
Soul Fire Stone Ritual |
Bolster |
Charging |
Delay |
Distruct |
Effect Other |
Extension |
On / Off |
Permenency |
Range |
Re-Charge |
Stipulation |
Warding |
Avatars |
Blesses and Curses |
Religious Familiar |
Guidance and Sacrifices |
Holy & UnHoly Water |
Index of Gods |
Laying the Dead to rest |
Origin of Religion |
Religious Symbols |
Strictures |
The Priesthood |
Rune Mastery Q&A |
Adventures |
World News 22/11/2010 |
World News 07/10/2010 |
World News 24/09/2010 |
Members Stories |
Tavern Wall |
Event Blog |
United Luagg Alliance |
Rob |
Vicky |
Aerie - Intro and Prologue |
Aerie - Chapter One |
Aerie - Chapter Two |
Aerie - Chapter 3 |
Aerie - Chapter 4 |
The Game - Gods at Play |
The Game - New Pieces |
Gwynneth - Intro |
Gwynneth - Chapter 1 |
Gwynneth - Chapter 2 |
Gwynneth - Chapter 2 continued |
Gwynneth - Chapter 3 |
Gwynneth - Chapter 3 continued |