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Unfinished Project King
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Discussion Starter #1 (Edited)

A Touch of Evil​

Setting:

The year is 1578 and all of Europe is gripped and emersed in the middle of the Renaissance. It is an era where the Western world has come out of the barbarism and ignorance of the Dark Ages and has turned its sights on the enlightenment of mankind. Advancments in science, art, philosophy, and literature characterize and age were the thinkers of the human race are setting their sights on the world around them and interpreting that world in a brand new way. The invention of the printing press, the Mariner's Compass, and the discovery and more widespread use of gun powder, changed the very way that men exchanged and disseminated ideas, explored the world and waged war. The discovery of new continents and discoveries in the fields of astronomy and physics have begun to change the way mankind thought of itself in relation the the world around them. To the scholars and thinkers of the day it was primarily a time of the revival of classical learning and wisdom after a long period of cultural decline and stagnation.

The Catholic Church, though its influence had been challenged by the likes of Martin Luther,John Calvin, John Wycliffe, and Jan Hus, had a solid hold over the minds and hearts of European's. In Britain the Church of England, newly seperated from the Vatican, held sway over the people there. Each of these powerful religious entities were teaching, and had been teaching, their congregations that the old superstitions, legends, and myths of the various clans, tribes, and kingdoms were nothing but stories of the past. Though the simple peasants and lowerclass citizens had grown up being told that things like boogey men, ghosts, vampires, and ghouls did not exist. Men still made sure that the lamps were lit and that they were behind the threshold of their homes before dark. Superstition was the name of the game and with events like the Spanish Inquisition a recent and cutting memory, men learned to fear what was different. They learned that to believe in the supernatural was to ask for pain and punishment from the unbending belief of the present day Church. Despite the willful ignorance of the population, despite the people's growing disregard for the unusual and unexplained, people still died in their beds of unexplained circumstance and went missing. Under the pall of superstition, things still went bump in the night.

Amidst this chaotic time of change there were people, a select few steeped in the knowledge of the occult, legends, myths, combat, and magic. Since the beginning of human times these type of people could be found. Those with direct first hand knowledge of the supernatural. They were men and women that learned all they could about the things that existed on the fringes of human society. Things that preyed on the weak. These soldiers against the tide of evil and bestial creatures and entities that threatened man kind were simply referred to as Hunters.


Plot and Background:

In this roleplay, the players will take on the role of a Hunter. Whether it be a paladin of the Holy Church, a Sister of the Order of Damocles, a tribal mystic, or an outcast mage, you will find yourself thrust into the underground war that wages against the horrors of the night. You will run in circles of people that have participated in mystic clensings, people decended from ancient Druids and pagan priests, and people that have taken up sword, shield, and spear against the ranks of the undead, killer ghosts and poltergeists, and vampires. The battle hardened Wardens of the Night who have seen it all and through breadth of experience have experienced everything from humanities worst night mares.

Each hunter is a different from the next as snowflakes in a blizzard, ranging from well armored, well funded Paladins of the Holy Church, sponsored by secret mystic orders hidden within the heirarchy of the Vatican, to plain robe wearing backwoods parish priests armed only with the symbol of their Lord and a stout cudgel, to rough tongued roguish men of no particular faith at all, eschewing the trappings of religion for the blade and bow. Amongst the ranks of the Hunters you will also find men from bygone ages. Druids, wizards, Shamans, and Holy men, whose traditions escaped the purge by the Vatican over the course of millenia. Men whose very existence is anathema to the teachings of the predominate societies of Europe. The only thing that each of these warriors has in common is the mandate that they have either received by birth or the calling they have taken up because of personal experience, to protect mankind from the denizens of the old world, the monsters that have stalked the darkness since men huddled in caves, pressing against each other for warmth.

Most Hunters come to the business of the supernatural because they experience it first hand. A loved one slain by a vengeful spirit, a child stolen in the night by some vindictive fae, a ghastly possession that ends up claiming the life of a mother, a father, a brother, or a sister. They come to the business of the occult and Hunting to seek vengence or retribution. They learn to kill the beast that stole the life of the innocent close to them. This sprials as they fall deeper and deeper into the life, they learn more and more about what is out there, they become obsessed with the Hunt. Whether this obsession comes from the act of finding an killing the beast or spectre whose trail they have come across, the thrill and adrenaline rush that comes from taking on the supernatural, or whether it acting the protector depends on the individual Hunter.

Others come to it because their family has Hunted. Generations of fathers, sons, mothers, and daughters taking up the mantel of their predecessors to continue a tradition as old as mankind itself. These types are rare, reclusive, untrusting (not that the other variety isn't), leary of those not of the family. They tend to live life on the road, travelling from town to town, searching out those in need of their skills. Never staying in one place long, they work from the shadows, Hunting, protecting the lives of hundreds of people over a lifetime of plying their trades. These hunting families are almost as elusive as the forces they fight against.

The final type are the Hunters that are trust into the trade due to their religion. Paladins of the Order of Judea, Sisters of the Order of Damascus, Hindu shaman, Native American Medicine Men, Tribal Priests, soothsayers, all fight against the supernatural evils that lurk in shadowy corners because the oaths they have sworn compel them to do so. Often radical in their approach, other Hunters fear them almost as much as the evils they Hunt. Often these religious zealots have been known to put Hunters of the first two kinds to the sword for the knowledge they hold. Though some are able to think outside the restrictions of their orders or creeds, a majority of them are unbendable, unbreakable in conviction, that they barely think for themselves.

Though all around these Hunters lurks the evils that think as man as nothing but a source of food or passing amusements, there are supernatrual entities that rest on the side of good. The Seelie Court of the Fae, the Mage's Council, The Order of St. Bartholemew, a refuge for people with talents that fall outside the normal relms of humanity, and a whole host of other creatures, most of which have passed into the annals of myth and legend. Though the world as a whole has chosen to ignore the presense of the supernatural, any good hunter knows that just because something has passed into the bedtime stories and old wives tales that cirulate during meals and over camp fires, doesn't mean that the creature or being described in the tale does not exist. Most legends are based in fact and the Hunters know that most of the legends are very much alive, passing through the ages reveling in their immortality, or proliferating their race right under the noses of the humans to frightened to acknowlegde their existence.

The plot of this RP will follow you, the Hunters. You have all heard, through various channels and whispers, the the legendary Hunter, Vladamir Prokofski, has been seeking out Hunters. Men and women of exceptional ability for a Hunt. The quarry he seeks is not mentioned, but most of you will have heard legends of Vladamir, knowing that close to 20 years ago he dropped off the grid, most assuming he was dead. That he is back and that he seeks help, speaks to the seriousness of his cause. So from where ever you happen to be in the world, you travel to Rome, the seat of the Church to seek out this legend amongst your kind.

The final note that I have in terms of the plot, is that for a good chunk of the RP you will not be working as a huge group. You will be split into teams, 2-3 people, and sent out on assignments. There are times where you may venture out on your own, just yourself and your skills pit against a world that seems to be falling apart at the seams.

The Rules:

I am looking for 8-12 players.

1) ABSOLUTELY NO GOD MODDING, do it even once and i remove you from the roleplay.
2) Respect your fellow roleplayers.
3) I want a minimum of 2 paragraphs(7 sentences per paragraph) for each post. I am really going to be watching post quality on this one folks. There are time where your character may be on their own for weeks at a time, working on their own, or with an NPC and I want the descriptive quality to reflect what your character is thinking, feeling, and doing. If you get a PM from me asking for you to expand on something, I am not trying to be a dick, I just want this thing to be an enjoyable read for everyone involved and for those that might be following in the shadows.
4) Roleplay battles will last a minimum of 2 updates as you will be fighting powerful monsters and enemies.
5) Follow the Character sheet exactly.
6) Post atleast once per update.
7) Have Fun and warn me if you cant post.
8) Updates will typically be on Friday

Character sheet:

One thing about character sheets before I get started. In my other RP's I have gone on a first come, first serve basis for special slots or ranks. This RP is going to work a bit different. For something that has a limited number, I am going to consider all of the character sheets submitted that may want a particular slot and choose, based upon quality and creativity, the sheet that seems best for the spot. Again, do not get bent out of shape if yours isn't selected, I will remain as objective as possible, but just throw in a sheet for something else. The spots that are limited, in my opinion, require a lot of writing skill and ability to process ideas onto paper, and I just want the best sheet for the spot.

Name:

Sex: Maximum of two female characters

Age: you have a pretty wide range here. I don't want anything under 18 and nothing over say 55. Remember this is the 1500's so the life span of the average human wasn't incredibly long in most cases. If you want to go older, you better have a compelling reason that really fits your character. The only exception to this is the characters who end up being mages, your life span is much longer so make your characters anywhere between 35 and 200.

Appearance: Paint a picture with words telling us what your character looks like. This is again going to range to all corners of the western world and perhaps even Asia and perhaps the America's. Travel to and from the Americas and the orient was fairly common, if not dangerous, during this time. Nothing outlandish. Remember that you are trying for the most part to go unnoticed by normals and of course, you are all human.

Personality: I will flat out refuse a character sheet that does not have a fairly descriptive personality. I use this section more than any other section of the character sheet when writing your updates. Be thourough. If you are the silent brooding type, say why. If you are eccentric, explain how. This section needs to be a good sized paragraph because this, after the first few opening posts, will be what most players refer to when the write their characters interaction with you.

Background: Be descriptive. Where are you from, what happened throughout your life. What got you involved in Hunting. Be descriptive and be detailed. This section will heavily play into your choosen character type and should throuroughly describe what brought you to the present.

For the background, only 3 characters can come from a Hunting family. If those who are interested want to work together, I don't mind if they are from the same family or not.

Character class: These are listed below. Choose only one, no multi-classing.
Class Restrictions:

No limit on normal fighters
2 Paladins
1 Knight of the Cross
2 Priests
3 Tribal Shamans
2 Warrior Priests
1 Sister of the Order of Damascus
1 Elementalist
1 Illusionist
1 Alchemist


Powers/abilities: These are also listed below. They will be contingent on the character class you choose.

Equipment: Seeing as I will be allowing a very large variety of backgrounds, this section is going to be a bit dependent on your own research of your choosen class. For example: Someone who chose the Tribal Shaman character class has a variety of cultures and nationalities to choose from. If you chose to take your character from the North American Native Americans you would most likely have a variety of bone, obsidian, or iron knives, a bow and arrow, a herb pouch, Etc. If you choose to take your character from the Celtic traditions you may carry a scythe, sickle, or Twisted Iron-wood staff. I am leaving this fairly up to personal choice, like with the background, but I want you to try and remain traditional. Do some research, pick something that interests you.

The Character classes:
Warrior:
This one is pretty self-explanatory. The warrior can be a back-alley strong arm, a skilled swordsman, a noble knight, or a Martial artist from some far off country. You can choose your area of expertise, but be sure to describe in your background how you developed your skills.

This character class can be broken down into three sub-classes, you must choose one.

The fighter:


The Paladin:


The Knight of the Cross:



Cleric:
This category of character encompasses all of the religious personas from all around the world. From Native American Medicine Men, to Catholic priests. The abilities for each one will be outlined below, but there are three abilities that encompass All Four subclasses.

  • Faith Healing: Whether through the use of herbal remedies or the Laying on of Hands, clerics, through prayer and communion with their gods, are able to bring relief from pain and minor healing to those injured in the course of a Hunt. Though there have been miracles known to happen, it is rare that a Cleric can bring someone back from the brink of death, but Faith Healing has been known to knit bones, close lacerations, and stem internal bleeding.
  • Repel Evil: By brandishing the symbol of their faith, the cleric can cause entities from beyond the grave to turn away. The holy light that emits from the Clerics symbol is anathema to Ghosts, Spirits, certain forms of the Undead, and minions of the evil gods. They turn away from the glow as if it pains them to look upon it.
  • Spite: By kneeling humbly in the face of their god, prayers of praise and beseechment on their lips, at during times most dire, a Cleric can call upon their deity for intervention. The form that this intervention takes is different for every faith and creed, but inevitably the deity will show mercy upon their faithful servant, striking down the enemy in question.

Sub-classes: You must choose one.

Priest:

Tribal Shaman:


Warrior priest:


Sister of the Order of Damascus:

Mage:

The art of the Magi is one that is slowly disappearing from the world. For centuries the Chuch has hunted down, tortured, and killed those that practice the magical arts, and as such many of the skills, spells, and formulae that used to exist have passed beyond human knowledge. Still, there are still those that wield the forces of life and creation, powerful spellcasters that can burn their foes to ash where they stand, or drive the mind mad from illusions and enchantments. All of these men, though there are a few women admitted, are apart of the Mage's Council. They are the governing body responsible for all humans that practice the art of the arcane, there are no exceptions. They follow laws, laid down by the first council, seven in all, and the only punishment for breaking them is death. The practice of necromancy, killing another human with magic, mind control, time travel, are a few of the commandments that are not broken by respected members of the council and any human found practicing these arts, or committing one of these crimes is dealt with in the harshest manner. There are three different sub-classes to the mage class, you must choose one. However there is an ability that is common to the Mage class as a whole:

  • Cantrips: All wizards have spells and abilities that are not flashy or showy, but help them in everyday life and research. Things such as lighting a candle with a snap of the fingers, levitating small objects, and other small spells are common to all three forms of Mage. (In terms of what this does for you in a roleplaying sense is that it provides you with character developing thing and desciptive opportunities. A rule of thumb here is that if it is going to effect another person, it is not a cantrip. If you have questions during your posting about this, get with me.)

Elementalist:


Illusionist:


Alchemist:


I realize I am opening myself up to being taken advantage of when it comes to the power of the mage abilities. Recognize though that your close combat ability as a mage is virtually non-existent, save for the Alchemist, but still you are not going to want to go into combat with a whole nest of vampires. YOU WILL LOSE. The mage is a ranged and thinking character, treat it as such. If you want to avoid any problems, PM me the list of spells or potions your are interested in and we can talk about them, tweaking them until they are near the level of power I am looking for.

Current Characters:
1) Robin Blake- Warrior/Fighter/Male- Played by Bane_of_Kings
2) Freja Asmund- Cleric/Norse Tribal Shaman/Female- Played by Karak the Unfaithful
3) Dragomir "Cel Soim" Vânătoaru- Warrior/Fighter/Male- Played by Yoyoyo12365
4) Sebastian Rodar- Warrior/Paladin/Male- Played by Tyranno the Destroyer
5) Eria Graef- Warrior/Fighter/Female- Played by Lord Ramo
6) Bishop Anders Sunesen- Cleric/Warrior Priest/Male- Played by Anilar
7) Edward Dacre- Warrior/Fighter/Male- Played by Santaire
8) Henry Edward Cross- Warrior/Fighter/Male- Played by HOGGLORD
9) Livoc Turnblad- Mage/Illusionist/Male- Played by Romero's Own
10) Alexander Valkium- Mage/Alchemist/Male- Played by Lord of the Night
11)Pieter Duvet- Warrior/Knight of the Cross/Male- Played by deathbringer
12)Johan Wetter- Mage/Alchemist/Male- Played by Rems


I think that is about everything. I look forward to seeing your sheets.
 

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Reaper of Souls
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Yay, the long awaited rp from the interest check you posted up. Expect a character from me soon. Well, hopefully soon
 

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wow, looks amazing.

I'll be back later to give it a proper read and might post a character up.
 

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I'll have a character up soon, just waiting for Midge to get back to me about a PM I sent him ... About a Native American shaman ...

EDIT: Right, Native American Shaman coming up, just trying to make a decent character that meets specifications
 

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OK, having thought about it I thinking some kind of Norse Shaman. Which would take up the spot of a tribal shaman.

However, I believe by this point most of the Vikings had turned christian, so how about a tribe of traditionalist Vikings that have seperated themselves form the christian vikings and stuck to their pagan ways. Would this be acceptable Midge?
 

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Unfinished Project King
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Discussion Starter #9 (Edited)
I'll have a character up soon, just waiting for Midge to get back to me about a PM I sent him ... About a Northern American shaman ...
PM response sent.

OK, having thought about it I thinking some kind of Norse Shaman. Which would take up the spot of a tribal shaman.

However, I believe by this point most of the Vikings had turned christian, so how about a tribe of traditionalist Vikings that have seperated themselves form the christian vikings and stuck to their pagan ways. Would this be acceptable Midge?
I am fine with this mate. It has always been my contention that there have been, and will always be traditionalists that endure centuries of time and change. I look forward to seeing what you come up with.

Just so you all know, I have made some edits to the Elementalist and Illusionist class. I have restricted the amount of spells that you can make permanent Foci to cast them to two. The other spells in your compliment must have consumable spell components.
 

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Not that im going to be one, but guess its on purpose there is no rogue class characters, thieves guild operatives, assasins and the like.

Guess a good old Norse War Cleric might be interesting, if not everybody has chosen priest classes.
 

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Unfinished Project King
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Discussion Starter #13
Not that im going to be one, but guess its on purpose there is no rogue class characters, thieves guild operatives, assasins and the like.

Guess a good old Norse War Cleric might be interesting, if not everybody has chosen priest classes.
There is not a thief class per se. All the skills though are available to the fighter class if that style of quick and silent knife fighting is what you are looking for. No one has mentioned a Warrior priest as of yet and and there are two available slots for that.
 

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Unfinished Project King
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Discussion Starter #16
Ramo- Your character is tentatively approved. Since you are vying for both a female character and one with a Family background I need to see any other character sheets that are also interested in those characteristics.

For everyone, along the lines of what I just said to Ramo, if you are interested in having a character that falls under the restrictions, I will be reviewing character sheets and making selections on THURSDAY JUNE 28th. If you want to have your sheet considered for one of those spots it needs to be in before 9am EST(GMT -4). After that point, positions will be first come first serve. It is my intention to have the action thread go live, MONDAY JULY 2nd. I will keep recruitment open until all spots have been filled.
 

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Reaper of Souls
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Ahh!!!!!!!!!!!!!!!!!

I only have a week and 2 days :cray:
 

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Name: Robin Blake

Sex: Male

Age: 19

Apperance: Standing 5"8 in height, Robin Blake is an averagely built man who is neither overweight nor anorexic. He has short brown hair, with a hint of blonde. Wearing a costume that gives him a hint of a military look, Robin wears a linen, green coloured shirt when the weather is warm, which he uses for stealth when out hunting in forests. Over the shirt, he makes use of sleeveless light armour, which is designed for light skirmishes. Occasionally, he wears a hooded outfit when going undercover to mask his identity from anybody who is tailing him.

Personality: Robin is a loner, who doesn't often work with others and is often mocked by his elders because of his young age. He doesn't open up much because of his dark past, and he is a natural lone wolf, never one that trusts easily. He carries no possessions aside from his weapons and the gold and equipment needed to survive, as he gifts everything else that he owns to the poor so that they would not suffer the same fate as his village. Friendless, Robin doesn't talk much but when he does his voice belongs to someone with much more experience than one his age should have, and he is always careful to speak wisely and rarely makes witty or sarcastic comments. His eyes are brown, and he has tanned skin.

Background: Born in a small English village, Robin first witnessed a supernatural attack at 15 years old when the corrupt Lord of the nearby town grew angry with the populace after they couldn't afford to pay monthly taxes to the Lord, so in order to make sure that they did not continue their 'rebellion', the Lord forged an alliance with a pack of Werewolves, and unleashed them on the unsuspecting village one night at full moon. Robin only survived because he was hunting at midnight in the forest to feed his family, and was distraught when he returned to the village to find it torched to the ground. Knowing that it was the Lord of the nearby town that committed this deed, Robin trained with every weapon that he had in his arsenal (a longbow, an array of daggers and a Broadsword), until he mastered his weapons. Travelling England seeking out those who could teach him new ways with the weapon, he gradually learned his trade at fighting the supernatural threat when he pledged himself to the cause of the hunters aged 18, one of their youngest recruits, being taught under another lone warrior, who was also an expert warrior but non religious. Training for another year, Robin finally returned to the town ruled by the Lord that was was responsible for the death of his village and, honing his weapons, infiltrated the well defended town and managing to kill the Lord and quickly escaped, leaving the town in a crisis following his departure. Returning to the ranks of the hunters, Robin vowed to see that wherever a supernatural threat threatened innocent lives, they would be hunted down and destroyed.

Character Class: Warrior, Fighter.

Weapons/Equipment: Longbow, quiver which can hold 25 arrows, an array of daggers and a broadsword.

Hopefully this is okay, midge, let me know if there is anything that needs changing and I'll do so.
 

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I did my homework on this one!

Name: Freja Asmund

Sex: Female, as is traditional with the Völva

Age: 38 (quite old for the time period)

Appearance: Freja looks as if she was once young and beautiful, but now she is older her youth appears be waring away. Although she is far from ugly, Freja is nothing compared to her former self. Freja stands at 5'5'' and wears her clothes like a traveller, with a brown cloak and simple clothes although a one look in her stormy grey eyes tells you she is no travelling for personal fortune, but to keep her religion alive.


Personality: Freja is a ambitious and firey person, but she is also wise, a think commonly found amoung the völva. Freja is able to keep herself cool and calm in even the most dire cirmcumstances and then act in such away that the entire situation may be turned in her favor. Freja had been alone for many years and it has been alone for a long time, and hasn't had anyone to call 'friend' for even longer and because of this sher does enjoy some good company, especially if they understand her trade.

Background: Freja is one of the few remaining völva, a shaman of the old pagan religion. Although she is not just a mere shaman, her duties include protecting her religion and making it sustainable. For those who understand what a völva can do, she is a sight to behold, but for others; a relic of a dying race.

She was born in Iceland, a remote place in the seas above Scotland where little or no ships bother to venture. Although most Vikings by this period had fallen to christianity the remotness of Iceland protected most of them from Christian influence and Freja's tribe remained traditional pagans. And one tradition of the pagans was to appoint a völva, a wise woman to watch over her tribe and when it was discovered Freja pocessed certain 'gifts' she became the prime candidate. For many years Freja lived on her island in peace, but not for long...

Eventually the influence of christianity began to creep into Iceland and despite Freja's efforts it was able to take route. But one night, while sleeping in her hut she was visted by the god Odin who told Freja she must venture out from this place a restore the Pagan flame, telling her if she did not ragnorok would fall upon them(confused about this bit, I can explain if you like because i'd be more symbolic than literal). Freja listened her god and ten years ago she started her never ending journey across Europe, where she would find Pagan people, beasts, fallen gods and anyone who would listen and spread the word of Odin.

Of course, simplely spreading the word isn't enough and eventually Freja found herself with a new role: Protector of her people. She must take on what the warriors of old could not, she must fight against the forces of darkness to ensure they survive. So now Freja must take on anything that might, has or will threaten her people. But while taking on the creatures of human nightmare the forces of 'light' also pose a threat. Christians don't understand Pagan life anymore, they were once people to be feared but now they are burnt at the stake as hereitics, as one of the few remaining Völva she cannot let that happen.

Character Class: Tribal Shaman

Powers/Abilities: As a völva, Freja practises the arts of Spá and Galdr. Spá is the art of prophecy and if somebody, anyone at all, asks her for a prophecy she will give them an answer, she cannot see the fture for herself, however.

Galdr is the art of spells and incantation, to use a spell of Gladr the völva must chant a certain 'song', Freja's current abilities are:
Stormcalling: The völva calls upon Thor, and the God of Thunder will reply by swinging Mjölnir through the heavens and releasing a storm upon the world. Thus creating thunder to shake the sky and lightning to scorch the earth.

Huginn and Muninn: The völva reaches out to Odin, the wisest of the Gods, and calls for Huginn and Muninn. Odin's ravens would usually fly around the world gathering knowledge for Odin, they see everything and miss nothing, if the völva is in good favor with Odin then she may ask for the raven's help to spy upon the world.

Madness: If the god Loki isn't too busy, the völva can ask him to reach into the minds of men and cause untold mischief. The targetted mortal is exposed to horrible hallucinations and visions for as long as the völva continues her chant.

Healing: Thanks to the teachings of Eir, a valkyrie with the power of healing, the völva is able to perform great feats of healing, one any 'normal doctor' could not do.

Repel Evil: By brandishing the symbol of their faith, the cleric can cause entities from beyond the grave to turn away. The holy light that emits from the Clerics symbol is anathema to Ghosts, Spirits, certain forms of the Undead, and minions of the evil gods. They turn away from the glow as if it pains them to look upon it.

Equipment: A branch cut from Yggdrasil (tree of life) as Freja's staff, she also carries a knife, herb pouch and collection of small religious objects.


The baove post has been approved by Midge! :biggrin:
 

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PM sent.

Also, Ramo, I think it’s only fair that I point out - There weren’t no mines in Wales back then.. So it couldn’t be a mining village. Oh, and - Damn you. Stealing my nation! :p
 
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