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Wolfe Whitehorn
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PostPosted: Wed Aug 17, 2016 12:30 am


Oftentimes in the world, adventurers seek out many things, be it fame, power, glory, gold, knowledge, sometimes things as simple as seeking justice or travelling on pilgrimage. Each job is a different path through the world designed to attain those goals and aspirations. Though in different methods to reach them, be it through political placement, brutal combat powers, mighty magic, or the subtleties of subterfuge.

Your job serves as your profession and vocation, setting the initial basis of your of what they are able to do. Be it in terms of combat prowess, mystical abilities, subtle skills, and many factors beyond.


The Selection of Jobs:

The Selection of jobs, and a brief descriptions to follow.
PostPosted: Wed Aug 17, 2016 12:37 am


XI: Justice:

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The venturing swordsman, the renown sellsword, the mercenary captain, the fledgling squire, seeking to become a knight, all share one thing in common, all will face the Sword of Justice. All will bare their blade and spill blood in the name of their goal, in seeking fame, fortune, gold, glory, or power, a name, a title, a land, or love, some do so for no reason other than the love of the fight and the thrill of spilling blood itself. There is no doubt, that these men and women, however, are not among the most talented in the trade of the blade. And for their wanton regard, none shall ever escape their turn under the Sword of Damocles.


JUSTICE:.—Equity, rightness, probity, executive; triumph of the deserving side in law.
REVERSED: —Law in all its departments, legal complications, bigotry, bias, excessive severity.


The paths of Justice takes those of every walk of life, holy or damned, chaotic or lawful, youthful or aged, who seek to turn their blade as a method to turn the world to their whims, or at least to reclaim some little piece of it all. Others don't view it all so broadly. Some see it as simply a job, using their bodies and weaponry as tools to make a paycheck at the end of the day, completing difficult jobs, raids, and protection details as a method of feeding their families or keeping their house from falling into disfavor. Others still turn their blades to fighting for the people, the downtrodden, or simply those who cannot fight for themselves.

While some go so far as to take up their cause for the gods, not all share this fervor, and many call those who fight solely in the name of the Gods, zealots.



The Benefits of Justice


As a holder of a Justice class gains a level they gain the following bonuses, as well as any class- or race-specific bonuses.

Health: +4
Stamina: +8
Spirit: +2
Guile: +2


The Hand of Justice
[ :: XII: The Hanged Man [ The Mercenary ] :: XIII: Death [ The Knight ] :: XIV: Temperance [ The Swordsage ] :: ]


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XII: The Hanged Man
The Mercenary:

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Job Information:
Represented by The Hanged Man. Wealth, fame, and patronage are the operative focus of The Mercenary. The Mercenary is a host unto themselves and seeks only their own means. They fly through the battlefield and tavern both, seeking new ventures and opportunities to enrich themselves, and while they may hold little loyalty to a singular flag. Their home nation often bears the brunt of their actions.


Job Features:
Mercenaries begin with the following skills:

Adventure Capital :: Mercenaries can find work, no matter the Kingdom and their reputation. Mercenaries are adept at turning a profit on quests where others would lose capital on initial investments. As such Mercenaries are paid 50% more Marque for each quest they undertake [ 1.5x initial Marque value ].

A Name for Myself:
Mercenaries' reputations are built on their skill, loyalty, effectiveness, and their appearance. Their knowledge and skill with a weapon is tantamount to their survival in the field and continued use of the same type of equipment begins to garner a strong reputation. To this end, A Mercenary may choose a piece of equipment, Weapon or Armor, and gain the following benefit from it.
:: Weapon: Chosen Weapon ignores weapon clash bonuses and detriments and deals damage at-rank plus conditional modifiers.
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:: Armor: Chosen Armor gains a +1 rank bonus and ignores Piercing Special Rule when attacks are below combined Armor Rank.


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XIII: Death
The Knight:

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Job Information:
Represented by Death and bound to Honour and Duty, the Knight is a warden of the sword and bringer of death. They serve a crown, a family, or an order in the direst of days, and seek to spread their influence and their own renown. They are as unflinching in the face of danger as the mountains are against the breeze. The fury is theirs to command on the battlefield, with their every strike a reminder of their dominance.


Job Features:
Knights begin with the following skills:

Armoured Titan :: Knights are trained in the use of Heavy armor, and while they may face certain disadvantages for wearing them, they never lose action economy. [ Knights never fall below 2 Actions per Turn from Armor detriment, this does not prevent other sources such as Stamina loss, or technique use from affecting their action economy ]

Weapon Proficiency:
Knights get refunded 4 Stamina from each Physical Ability they perform at B-Rank and above [ But they must pay a minimum of 4 Stamina for this ] thanks to their weapon proficiencies.



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XIV: Temperance
The Swordsage:

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Job Information:
Represented by Temperance. Martial prowess can be indistinguishable from the most profound magick in the hands of a skilled swordsman; this is the principle the Swordsage puts to the test with a more direct method. Where many magickal combatants avoid direct physical combat, the Swordsage revels in it, using their arcane arts to store and call upon a multitude of arms as both aegis and spear against their foes.


Job Features:
Swordsages begin with the following skills:

Sound Mind, Sound Body :: Every [ Even ] Level, the Swordsage gains 5 Spirit instead of Stamina, furthering their progression between the mystical arts and the physical.

Ars Arcanum; Infinitum:
Key to the Swordsage is their ability to store their myriad of weaponry in a specialized plane, with the ability to call upon them as needed in times most dire. This is the birth of the Ars Arcanum:
:: Storing a weapon in the Infinitum costs 2 Spirit.
:: Recalling a weapon from the Infinitum costs 4 Spirit.
:: Ars Arcanum can be wielded as Magic, with its maximum rank determined by the number of stored weapons. [ 2-E, 4-D, 6-C, etc. ]
:: A Swordsage may store Two Times [ 2x ] their Level amount of weapons inside of the Infinitum.

 

Wolfe Whitehorn
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Wolfe Whitehorn
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PostPosted: Wed Aug 17, 2016 12:52 am


I: The Magician:

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The roving Priest peddling miracles, the Wizard ere locked within his tower withering 'way o'er musty old tomes, and the one who calls on beings Eldricht with no restraint, damning the rest of the world in his wanton seek for power. These are the vagueries of the Magician, purveyors of Spirit, and masters of Arcana. Each bears a reason unto himself for why he is enured in the mystical arts, but a singular truth courses through all of them. Addiction. There is no more powerful, nor damning a thing in this world than the desire to chase knowledge and truth in all of its forms, and to peek beyond the veil even as the most Holy of Men, has damned these accursed souls to a thirst they will never satisfy. Fate watches over the Magician, but what pulls the strings of their fate is yet to be seen, if it can be fathomed.


MAGICIAN:.—Skill, diplomacy, address, subtlety, pain, loss, disaster, snares of enemies; self-confidence, will
REVERSED: —Physician, mental disease, disgrace, disquiet.


The roads of the Magician are long and arduous, often filled with only the most devout, or the insane. The thrillseeker and those who search for lost knowledge at all costs quite often fill the streets of the Magician's Row as well, with a focus on adapting the world to their whim and bending it back to find the very things the world once said was lost. Magicians are oft more physically frail than the Holders of Justice, as they develop Spirit over Stamina, but their willpower grants them a depth of mind unlike any other in this world. They are to libraries as a fish is to water and many can work together to decipher the oldest mysteries in the world, as no small few may hold small parts of grander puzzles from their own individual studies, not yet worked together.

Unlike Justice and her Ken, the Magicians have no honest tie to work alongside one another beside the call to share knowledge, and that itself is as simple a task as exchanging books. What drives those who hold the Tarot of the Magician to adventure is a truly unique thing, especially when they band together in a long-term party.



The Benefits of The Magician



As a holder of The Magician class gains a level they gain the following bonuses, as well as any class- or race-specific bonuses.

Health: +4
Stamina: +2
Spirit: +8
Guile: +2


The Classes of The Magician

[ :: II: The High Priestess [ The Priest ] :: III: The Empress [ The Sorcerer ] :: IV: The Emperor [ The Warlock ] :: ]





II: The High Priestess
The Priest:

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Job Information:
Represented by The High Priestess. The nurturing mother, the caring father, the hospitaller, any who would give succor often feel the call of The Priesthood. With Magic turned towards the side of Light, they have a distinction that allows them to cast from the unique Sacred Domain, and to heal those in their vicinity, while rebuking those who would bring darkness to their shores.


Job Features:
Priests begin with the following skills:

Sacred Heart :: Priests, unlike other Magicians, have the ability to cast [ Sacred Magic ]. A magick that acts as a power ward in the night, and a beacon of hope.

Healing Ward:
Any Sacred Spell cast by a Priest Defensively restores a corresponding amount of HP to affected targets. When cast upon oneself or a singular target, they assume the full benefit. When used as an Area of Effect casting everyone in the range of the spell assumes One-Quarter [ 1/4 ], rounding up, of the benefit, foes included.



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III: The Empress
The Sorcerer:

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Job Information:
Represented by The Empress. The duality of arcana can be found in sorcery, either by bloodborne spectre or studious nature these men and women have awoken a primal spark and harnessed it to call forth ruinous natures. Many sorcerers seek out a patron, a wealthy host to support their endeavours monetarily, or to shield them from the prying eyes of Church and Monarch.


Job Features:
Sorcerers begin with the following skills:

Sound Body, Sound Mind :: Every [ Even ] Level, the Sorcerer gains 5 Stamina instead of Spirit, furthering their progression between the mystical arts and the physical.

Allied Elementalist
Experts at elemental manipulation and enchantment, the Sorcerer may imbue a weapon or armor with an elemental property of their choice for Five [ 5 ] Turns, at the cost of a C-Ranked [ 8pt ] Spirit Expenditure. This element allows the equipment, for better or worse, to clash against opposing magic. And treats it as a being One [ +1 ] Rank higher in standard melee combat.



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IV: The Emperor
The Warlock:

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Job Information:
Represented by The Emperor. The dark allure and conviction in magic are apparent in the Warlock, driven by dark compacts, the Warlock calls upon otherworldly forces to compel Magick to their bidding. Armed with Cursed Spells as well as their Elemental counterparts, Warlocks dark drive can bring many to ruin.


Job Features:
Warlocks begin with the following skills:

Dark Soul :: Warlocks Alone have the ability to call upon [ Cursed Magick ]. While all Magicians can call upon the elemental wheel and Priests upon the Sacred Light, only the unique allure of the Warlock's Soul can contain the manifestation of darkness bound in Curses.

The Curse:
When Warlocks use Cursed Magick offensively, instead of dealing HP damage, it deals damage to the Stamina of their opponents. Physically wearing them down at a greater rate than their soul can handle.
:: When cast as an Area of Effect spell, this drains Stamina from everyone engaged, including the caster at One-Quarter [ 1/4 ] the Cast Cost.
:: If a body is reduced to 0 Stamina as an effect of Curse Magick, they suffer a heart attack and are immediately incapacitated.
:: Someone incapacitated this way may make no actions and may require outside healing to survive the encounter.



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PostPosted: Wed Aug 17, 2016 12:54 am


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O: The Wandering Fool:


Not all who wander are lost, and none exemplify this better than the Arcana of the Wandering Fool: The Brazen Thief, the Mercurial Ranger, and the Prescient Chemist. Oftentimes these are the men and women who travel, with nothing more than their own ideals, convictions, or the theory of fortune at their backs. The Wandering Fool is often the Wildcard, one whom is met on the road and whose purpose is unknown, whose trick is unclear. No two Fools are the same, and no two play the same hand.

THE FOOL: —Folly, mania, extravagance, intoxication, delirium, frenzy, bewrayment.
REVERSED: —Negligence, absence, distribution, carelessness, apathy, nullity, vanity.

The path of the Fool is unclear, one beset by their insatiable desires and their widely diverging paths. Ever hunting, ever searching, ever unfulfilled. The Fool often has the hardest time finding a spot in life where they belong, but when they find it their wide repertoire of abilities gives them an unprecedented ability to hold fast and never let go.

The Benefits of The Fool


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As a holder of The Wandering Fool levels gains a level, they gain the following bonuses.

Health: +4
Stamina: +4
Spirit: +4
Guile: +4


The Classes of The Fool

[ :: XVII: The Star [ The Ranger ], XVIII: The Moon [ The Thief ], XIX: The Sun [ The Chemist ] :: ]


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XVII: The Star
The Ranger:

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Job Information:
Represented by The Star. The Ranger is often a world-weary wanderer with a connection to the wild beings that often escape the thoughts of more mundane folk. The world itself is their home and they can find solace in most environments with their trusty companions.


Job Features:
Rangers begin with the following skills:

A Friend in Trying Times :: Rangers form a strong connection with a singular animal companion, when they purchase or tame an animal it becomes a Familiar.

Familiars have the following bonuses:
▰HP:: One-Half [ 1/2 ] of Owner Maximum
▰Stamina:: One-Half [ 1/2 ] of Owner Maximum
▰Spirit:: One-Half [ 1/2 ] of Owner Maximum
▰Actions:: 1/turn ; Familiars can only use physical unarmed attacks unless explicitly stated otherwise.

Return Fire:
When an opponent misses a Physical Ranged attack versus a Ranger or their Animal Companion, the Ranger may return fire while only expending a single Action to do so.



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XVIII: The Moon
The Thief:

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Job Information:
Represented by The Moon. The Thief is a master of turning the tide of battle and avoiding the eyes of their pursuers. To enter unseen is their specialty and to escape unscathed is their proof. Quick hands, swift feet, and an unshakable will are the trademark tools of this class.


Job Features:
Thieves begin with the following skills:

Quicksilver :: Any time a Thief is wearing Light Armor they gain One [ 1 ] Rank bonus to defensive actions, as well, once per encounter a Thief while wearing Light Armor may avoid a single enemy attack for free.

Twist the Knife
When Thieves deal HP damage in combat, they recoup One-Quarter [ 1/4 ] the amount of HP damage dealt as Stamina.
:: This only applies to damage confirmed after an opponent's turn and must be claimed in the Thief's next post.



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XIX: The Sun
The Chemist:

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Job Information:
Represented by The Sun. The Chemist is an Amplifyer, their tinctures able to restore, rebuff, or reduce the world around them to ashes. While many understand the skill of alchemy and decoction, few have a deep enough practical understanding to put it to use on the battlefield.


Job Features:
Chemists begin with the following skills:

Battle Brew :: The Chemist's careful preparation of materials and knowledge of their craft allows them to quickly prepare any Simple Potion for a Single Activation during Combat, or Two Activations for a Complex Potion. Compound Potions cannot be crafted during combat.

Bomb's Away:
Instead of spending an action to apply a potion in melee range, Chemists may utilize potions as Ranged Physical attacks. This includes the [ Armor Penetration ] rule of Ranged combat.



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Wolfe Whitehorn
Captain

Eloquent Elocutionist

10,100 Points
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Wolfe Whitehorn
Captain

Eloquent Elocutionist

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PostPosted: Thu May 04, 2017 2:30 pm


V: The Hierophant:
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The structure by which the world is built, the laws by which men are governed, the house under which men rest, and trade by which he prospers. These societal goods are bound to the Pillars of Order and Liberty betwixt which The Hierophant rests. Those who draw the card of the Hierophant exert the whims and will of their exarch upon the world, whether as an agent of rule, of trade, or of labor, every man has his due course, and every one of them will leave some lasting legacy.


THE HIEROPHANT: —Marriage, alliance, captivity, servitude; by another account, mercy, and goodness; inspiration; the man to whom the Querent has recourse.

REVERSED: —Society, good understanding, concord, over kindness, weakness.

The Arcana of the Hierophant is unique, in that, unlike its siblings, it imparts no measure of physical power unto its wielder. Instead, those who draw on the Arcana of the Hierophant are imbued with Guile in the place of Spirit or Stamina and its power is exerted largely in social settings, or in the creation of items of import. When pressed to physical combat, a Hierophant may use Guile to substitute for the relevant trait, but their combat data will always be at a one-rank detriment. It is for this reason, Hierophants tend to hire guards, or developed mutual contracts.

The Benefits of The Hierophant


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As a wielder of the Hierophant gains a level, they gain the following bonuses.

Health: +4
Stamina: +2
Spirit: +2
Guile: +8


The Classes of The Hierophant

[ :: VI: The Lovers [ The Patrician ], VII: The Chariot [ The Merchant ], VIII: Strength [ The Laborer ] :: ]


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VI: The Lovers
The Patrician:
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Job Information:
Represented by The Lovers, The Patrician is the class of rulership: the Celebrity; the Mayor; the Keepmaster. Born into positions of power, a Patrician may be created only where there is an official office to seat them, and for them to govern. Whether below the ruling Nobles of their territory, or the Lords on High with aught else but a name and office to back them, they are those whose power comes from their name and not so much their martial ability; though there is a virtue in knowing where to wield this authority.


Job Features:
Patricians begin with the following skills:

Representative Taxation: :: Upon creation a Patrician must declare their [ Region of Patronage ]; only one Patrician can be bound to a region at [ Creation ] though [ High-Borne Nobles ] who take the Patrician Class are exempt from this stage as their regions are determined elsewhere. Being the Regional Patron gives the Patrician a key benefit in terms of Taxation Control, allowing the Patrician to set an additional Tax Rate beyond the Royal Tax Rate, of up to Ten Percent [ 10% ] of the Base Price.
:: A Patrician may only be assigned to an Official Thread;
:: High-Borne Nobles do not need to choose another region
:: Limit of One Patrician to Non-Noble Players, Two for Noble Players [ Assuming their Noble Character plays as a Patrician ].

Lineage:
As an aristocrat, the Patrician is borne into a seat of power and celebrity. The families from which they are drawn furnish them with a modest stipend to begin their lives and a retinue of guards which will act to defend their lands. Maintaining their forces and their land is of the utmost importance to a Patrician, as these are pieces of a Family Legacy.
:: A Patrician begins with 10,000 Gold Marqs
:: A Patrician Has a [ Standing Force ] 100 Units they may assign.
:: A High-Borne Patrician multiplies these bonuses by 5x [ 50k GM, and 500 Units to Assign ]



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VII: The Chariot
The Merchant:

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Job Information:
Represented by The Chariot, The Merchant is the Trader of the World. To them, everything comes with a price, and every resource is an opportunity. Contracts, investments, and cargo preparation are their specialty, and driving the goods to delivery is their promise. The best of Merchants know that some money has to be spent to make much more money, while the worst may attempt to break a bargain and beat with their short-handed gains.


Job Features:
Merchants begin with the following skills:

Writs of Trade :: Armed with a suite of unique opportunities and choice investments, The Merchant lays their cards on the table with their kit. The Tools of Investment, Markup, Trade Contract arrangement, and Crate supplies, give them the tools to move goods between markets, and to supply their vendors with the best of means.
tab :: • Investment: A Merchant can Offer an Investment Contract with the following Terms to a Shop or Resource Supplier: Investment Amount, Ownership/Weekly Payment Percentage, Maximum Trade Contract Cap, Service Discount/Percentage. Agreement can be signed simply or countered as with a standard [ Contract ] The Merchant must pay final costs.

tab :: • Markup: May increase the Supplies or Goods in a supply chain that they control by up to a maximum of 10% above or below base value. Must supply a [ Writ of Markup ] for the affected Supply Line, paying an additional Rank for each 5% beyond the current value, beginning at [ D- Rank ]

tab :: • Trade Contract: Merchants may set up contracts between shops, quarries, farms, and various other providers of services and raw goods. To do so generates a passive amount of revenue for them weekly, though they may be undercut by competitors or conditions that prevent their suppliers' operations chain.
tab tab - In locations where the Merchant is not an owning partner but contracted to making supply lines, they make a 5% profit, estimated from shop and supplier combined income.

tab :: • Crate: Condense 8 like items into one Inventory Crate, reducing the amount of Inventory Space consumed for Travel and Shipping Purposes. One Crate of Merchandise can be packed per D-Rank paid.

Open Borders:
Merchants, like priests, are seen as generally welcome visitors even in times of war as they are likely to bring profit and relief to the citizenry. Though Merchants hailing from enemy states are likely to be taxed heavier. No border remains sealed to Merchants, without a direct decree stating that trade in the land has closed to foreigners.



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VIII: Strength
The Laborer:

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Job Information:
Represented by Strength. The Laborer, the backbone of a nation. Whereas a nation may raise an army to defend it, and may harken unto the Crown for guidance, utilize the Merchant for their shrewdness is business. By what virtue do any of these men stand if there is no resources upon which the land is built? Who would house and arm the soldiers, who would supply the crown upon which the king's head rests, and what goods would the merchant trade? In earnest, the supplier and gatherer of goods is the foundation of the strongest nation.


Job Features:
Laborers begin with the following skills:

Fruits of My Labor :: While the basics of Laborer's profession is a skillset available to anyone, much as their compatriot The Merchant, the skills they utilize are wholly unreproducible outside of their ilk. And with their advanced crafting knowledge, the Laborer gains access to skills such as Mass Production, Crate goods, Imbue Magick, and Mastercraft. They can apply up to two [ 2 ] of these abilities together by paying both costs.
tab :: • Mass Production: When crafting basic items or gathering resources; paying for mass production doubles the output, per rank: D-2x, C-4x, B-8x, A-16x This bonus caps at A-Rank.

tab :: • Crate: Condense 8 like items into one Inventory Crate, reducing the amount of Inventory Space consumed for Storage or Shipping Purposes. One Crate of Supplies can be packed per D-Rank paid.

tab :: • Imbue: When crafting, may imbue a single item with an individual element for D-Rank, or a powerful enchantment for A-Rank Guile. [ Activating or Changing Imbued elements costs an E-Rank of Spirit ]

tab :: • Mastercraft: Costing C-Ranked Guile during the Craft, a Mastercraft Item is considered as One [ 1 ] Rank higher, and provides equivalent bonuses.


Farmer's Market:
When in your character's [ Origin Town ] you may sell goods at the local Farmer's Market, while ultimately selling them for less than in an organized shop, selling these goods does not rely on purchase from others as it is a wholesale purchase, and supports your local economy through the resale. The Value of Goods sold can be redeemed for a Mission turn-in up to a maximum point:

[ Values to be decided ]



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PostPosted: Thu May 04, 2017 2:31 pm


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Wolfe Whitehorn
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Wolfe Whitehorn
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PostPosted: Thu May 04, 2017 2:32 pm


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PostPosted: Thu May 04, 2017 5:32 pm


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PostPosted: Thu May 04, 2017 5:35 pm


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PostPosted: Mon Apr 29, 2019 11:44 pm


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