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> Кроме "Drow elf" есть подкласы.?
 Crazy Alex
post 18:54, 6 January 2004
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Простолюдин

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Раса: Человек



Neuzgeli tolks Drow,i vseo raznoobrazie..?


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Смерть лехче пера ,но долг тяжелее чем гора
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 Fatum
post 19:03, 6 January 2004
Post #2


Enclave General

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Какой еще дроу? В Сиале нет дроу.

Алекс, чтобы играть на Сиале тебе придётся соблюдать следующие два пункта:
1) Пиши по-русски, а не транслитом.
2) Прочитай информацию по Сиале


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 Ветрогон
post 20:22, 6 January 2004
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Один из Танцующих

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добавлю:
1) транслит-переводчиков в Сети пруд пруди, ставишь резидента, он тебе сам все переводит
2) есть у нас на сайте. Ищите.


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На стене висели эльф в разрезе (макет) и орк в разрезе (бедняга)
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 Crazy Alex
post 21:52, 6 January 2004
Post #4


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Все устранил неполадку..Болше не буду.smile.gif))


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Смерть лехче пера ,но долг тяжелее чем гора
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 Androth Naamah
post 22:45, 6 January 2004
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Админ всея форума

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Цитата(Crazy Alex @ Jan 6 2004, 21:52 )
Все устранил неполадку

переключил язык ? tongue.gif


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"People are strange,when you're a stranger" ©
"У тебя меч, у меня меч. Будем вежливы друг с другом."©
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 Bes Inc.
post 22:52, 8 January 2004
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Голодная бездна

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дроу это не клас, это раса.
если ты про нордок то там есть дварфы и еще другие виды эльфов и соответственно возможность ими играть.
если интересно могу выложить какие и что дают.


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Мнение автора этого сообщения, может не совпадать с вашим, Многоуважаемый читатель, но это не значит, что кто то из нас не прав... Истина где-то там...
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 Zxx
post 23:21, 8 January 2004
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давай huh.gif


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Моя жизнь – мой вечный бой
Мой меч – моя подруга
Моя жизнь – моя дорога
И кровавый след за мной
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 Crazy Alex
post 13:18, 9 January 2004
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К стати очень даже интерестно...А то два месяца играю на Nordoke и не в курсе...smile.gif)


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Смерть лехче пера ,но долг тяжелее чем гора
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 Bes Inc.
post 18:51, 9 January 2004
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Голодная бездна

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игра за Drow, создать Elf character и написать Drow в полесубрасы.
игра за Duergar, создать dwarf character и написать Duergar в полесубрасы.

· HCR Subraces:

Here are the HCR 2.0 Subraces, and their innate abilities if you choose to make one:
Standard Subraces: These have the same abilities as their parent Race. No special abilities are added. Basically for Role Playing purposes only.

Shield Dwarf:
Acceptable SubRace names: shield
Favored Class: Fighter

Moon Elf:
Acceptable SubRace names: moon, silver, gray, grey, teu-tel ((Teu-Tel 'Quassir))
Favored Class: Wizard

Rock Gnome:
Acceptable SubRace names: rock
Favored Class: Illusionist (Wizard in NWN)

Lightfoot Halfling:
Acceptable SubRace names: light
Favored Class: Rogue

Additional Sub Races:

Gold Dwarf:
Acceptable SubRace names: gold
Traits:
+2 Charisma
-2 Dexterity
Attack Bonuses:
-1 vs. Orcs
-1 vs. Goblinoids
+1 vs. Aberrations

Gray Dwarf (Duergar):
Acceptable SubRace names: gray, grey, duergar, deep
Traits:
-4 Charisma
+2 Constitution
Immune to poisons
Immune to paralysis
+4 to Move Silently
+1 to Spot
+1 to Listen
Light Sensitivity rating of 2
Spell-Like Ability: Invisibility
Effective Character Level: +2

Dark Elf (Drow):
Acceptable SubRace names: drow, dark, black, ilythiiri, dhaeraow, mori, ssri-tel, gothrim
Traits:
+2 Intelligence
+2 Charisma
-2 Constitution
+2 on Will Saves against Spells
Light Sensitivity rating of 1
Darkvision
Blinded for 6 seconds when coming into bright light
Spell Resistance
Spell-Like Ability: Darkness
Effective Character Level: +2
Favored Class: Cleric

Sun Elf:
Acceptable SubRace names: sun, gold, ar-tel
Traits:
+2 Intelligence
-2 Dexterity

Wild Elf:
Acceptable SubRace names: wild, savage, sy-tel
Traits:
-2 Intelligence
+2 Constitution
Favored Class: Sorceror

Wood Elf:
Acceptable SubRace names: wood, green, forest
Traits:
+2 Strength
-2 Intelligence
-2 Charisma
Favored Class: Ranger

Deep Gnome:
Acceptable SubRace names: deep, svirfneblin
Traits:
+2 Dexterity
+2 Wisdon
-2 Strength
-4 Charisma
-4 AC vs. Giants (cancels out standard Gnome ability)
+4 AC (Dodge) vs. all
+2 to All Savings Throws
+2 to Hide
Darkvision
Spell Resistance
Stonecunning
Spell-Like Ability: Blindness/Deafness
Effective Character Level: +3

Ghostwise Halfling:
Acceptable SubRace names: ghost
Traits:
Ghostwise halflings do not receive the standard Halfling +1 racial bonus on all saving throws.

Strongheart Halfling:
Acceptable SubRace names: strong
Traits:
Strongheart halflings do not receive the standard Halfling +1 racial bonus on all saving throws.

Half-Drow:
Acceptable SubRace names: drow, dark
Traits:
Darkvision


а это расы официального нордока
L’aelus:

The L’aelus are the most changed of all the races who fled to the new continent from the old. The changes derive from their abandonment by their previous patron goddess, Lolth. With the removal of the requirement of near constant blood sacrifices the L’aelus have had a resurgence of culture and order after such a long period of chaos. The primary result of the removal of the sacrifices has been a lengthening of the average lifespan of those who now live in the new lands. Previously, few of this race lived longer than two hundred fifty years because if they were not killed by a rival or enemy Lolth would get impatient and claim their souls to feed her eternal hunger. Those who escaped such a fate found their lives extending much longer, reaching nearer four or five hundred years of age before old age claims them. Increased longevity allowed the L’aelus to develop their own culture and art under the forgiving influence of their new patron Ssrigg’nala. L’aelus society fought amongst themselves for a thousand years after their settlement in the new land. The power structur juggled as the priestesses lost their traditional power over life and death and were completely cut off from their divine power. Males managed to regain some measure of status and power during this time, gaining stature and managing to throw off the traditional reigns that Lolth had placed o­n them. The females retained much of their power; the authority of the priestesses became relegated to the heads of the houses that survived the war and subsequent battles for position that followed. With great surprise the L’aelus found that their traditional resistance to the arcane arts had faded along with their support from Lolth, making the battles for position and superiority particularly bloody as magical might was unleashed from any house that had the resources to command it. Eventually the battles of position ended, leaving five main houses in control of the rest of the L’aelus. These five houses formed a council to govern their new home in the Underdark, each o­ne sending a single representative to control their interests in this new council. Most commonly these representatives are the Matrons of their respective houses, though o­n rare occasions others are chosen to represent their house’s interests and o­n very rare occasions the representative sent is a male. The council of five houses makes all laws for the parts of the Underdark they rule over, and often take petitions from others to settle disputes between the more minor houses and businesses. Currently the five houses that control the council are:

The House Renor Velve, a warrior house that prides itself o­n the skill of its fighters. This house provides many of the guards for the other houses, as well as whomever else can afford their services. It is said that anyone with a Renor Velve bodyguard could walk into the hells themselves and walk away unscathed. They currently hold the first spot o­n the council, as their strength of arms replaced the power of the divine for much of the time during the building of their cities in the new lands.

The small house Menvis D’faer holds the second position o­n the council. Unlike many of the other houses almost every single member of this house has the talent to wield magic. This gives them a great amount of power in proportion to their size, and has solidified their position o­n the council. Legend holds that some of this house joined Galdor in the final ritual that took the refugees to their new home, and in payment they were given many books from Benzor’s mystical library. They have also established many schools of magic, which are considered some of the best training facilities available.

The house of Ral’teleth takes the third position o­n the council. The matron of this house has the honor of being the first full priestess of the goddess Ssrigg’nala. This elderly matron nears the end of her days, but still manages to hold parties that are said to make the gods themselves blush with embarrassment. Most of the temples to Ssrigg’nala fall under the control of this house, a duty and task they relish; they use this authority to maintain their position o­n the council.

Fourth o­n the council is a single individual. This mysterious figure appeared out of nowhere and challenged the previous holder of the council seat to a duel of position. A small but rich house named Ma’reth held this seat. The challenge terms specified blades and magic. Surrender was the o­nly way to end the challenge. During the challenge this figure showed a dazzling display of magical and physical skill, laying his opponent low in a matter of minutes, taking the position o­n the council shortly thereafter. Going by the name of Na’dalir, he has since proven to be a formidable force o­n the council and all who have challenged him have failed to dislodge him from the position. House Ma’reth has funded many assassination attempts o­n this individual; all such attempts have failed spectacularly. Most times these attempts have backfired, driving house Ma’reth further from have any chance at regaining their position o­n the council.

The last council seat is reserved for whichever merchant house shows the most profit for a five-year period. This rotating council seat changed quite often in early years as artisan houses and smithing houses jockeyed for position in offering their products to the other races. It has slowly settled, and now the seat changes house as infrequently as every twenty or thirty years now.

As an alternative to bringing conflicts and petty issues to the council the L’aelus have developed a system of challenges and duels to replace the system of assassinations and plots so common in their previous home. These duels settle disputes of all kinds, and are occasionally even used to settle disagreements between council members. In these duels the challenger sets the style of the duel, and the o­ne challenged determines its conditions of satisfaction. These duels can take many forms; duels of swords, sorcery, art, and intellect all can be used as terms of the duel. Just as varied are the lengths that participants will go to settle them. Though first blood or surrender are the most common goals of most, duels to the death still occur. Such duels are infrequent as they are frowned upon in current times. These duels are held in either private or public arenas, and duels between well-known participants often become festival days in themselves. Many spectators from above and below the earth flock to these arenas to watch the duels and participate in such spectacles. Unfortunately these duels have not completely eliminated the plotting and back-hall manipulations of the various houses. Spies and assassins still ply their trade among the L’aelus though their actions have been forced to become more discreet.

Otherwise the L’aelus have become a society of craftsmen and artisans. They perform very little hard labor, choosing instead to import raw materials from other sources, particularly the dwarf clans for their metals and crystals and the gnomes for the more exotic components. The artwork produced by the best L’aelus craftsmen is considered exemplary. Kings and lords alike have spent exorbitant amounts of gold and effort to acquire these premier pieces. L’aelus blacksmiths are often considered as much artisans as craftsmen. Their weapons and armor show intricate and delicate elegance. Despite their delicate construction these pieces are remarkably sturdy, though many of their mystical properties weaken significantly in the light above ground. The L’aelus have taken their patron goddess’s teachings to heart; they savor their life of leisure, using the income gained from their craftsmanship and artwork in order to buy more extravagant lifestyles. Therefore, the L’aelus are the race that consumes the most; they import anything that will make their lives more pleasurable.

Slavery still is a part of L’aelus culture, though the days of raiding other races for slaves have long since passed. Slavery is now most often relegated to punishment for criminals. The slaves provide most of the menial labor that is necessary to keep the cities of the L’aelus functioning properly. Criminal slaves have no rights, and many are either worked to death or end up being sold to owners that give little thought to their well-being. Two other forms of indentured servitude also exist. Any free person can voluntarily enter a slave contract to either the city or a specific individual. These contracts usually are set for a specific period of time and give marginal rights to the person entering the contract. Specifically the contracts prevent abuse or death at the hands of their owners; though the guidelines for ‘abuse’ are ill defined and o­nly the death of the slave will cause an investigation. Despite this many view these contracts as a viable way of living their lives. Those that are unable to afford the expenses of living o­n their own find contracts of indentured servitude particularly attractive. The owners are obliged to provide food and lodging, and at the end of a contract the person will often walk away with enough money to start their lives over, if they choose. The third category of slaves is the gladiator. These individuals enter into slavery contracts in order to receive martial training from established schools. These contracts last for as long as necessary to pay off the costs of the training they receive. Some gladiators remain slaves for most of their lives, others pay off their contracts with few fights, depending entirely o­n how much money they make during their service.

Racial Statistics: +2 dex +1 int +1 cha –2 con, darkvision 60feet, all other abilities as elves.

Favored Class: Males favor the Sorcerer class females favor the priesthood.





Khazrund:

The subterranean dwarves were the most confused race transplanted to the new continent. This usually reclusive and aggressive race found that they were forced to cooperate with the other races in order to survive. The chaos and disorder of the new lands drove many of the Khazrund insane. They fled into the wilderness. Most who fled were ever seen again. The rest of this race retreated into the Underdark of their new home as soon as access to the subterranean lands was found. They isolated themselves from the other races as they tried to regain some of the order they had lost. Little is known of this race during the thousand years without contact with the gods. They sealed themselves within their own caverns so they could re-order their people. Within the sealed caverns the Khazrund managed to subsume their collective disorder into the business of survival. They divided; each became a builder, a farmer, a crafter, or a hunter depending o­n their respective talents. This order prevented their society from falling into the chaos so feared by all of the Khazrund, as each individual knew exactly what role they would serve. Gradually these roles became ingrained, those of each group became insular, forming castes that no individual violated. The young were assigned to a caste as a ritual of adulthood. These rituals included a series of tests to determine which role they would spend the rest of their life in. No prejudice is held from o­ne caste to the next. The Khazrund accept the caste system as a fundamental element of their existence. o­nce in a caste there is no way to change from o­ne caste to another, those that find that they are dissatisfied with where they are in society have few choices. They must leave, suffer in silence, or are forced to comform by their peers and superiors.

Karronth watched the development of Khazrund culture and was pleased at the order their society formed. When the time came for Karronth to establish contact with his chosen race he enlisted the strongest and most influential of each caste to form the core of his new priesthood. Unlike many of the other deities who sent indistinct visions, and influenced their priests subtly or indirectly, Karronth contacted his chosen directly and commanded them to follow his laws. Karronth also renamed this race, giving them the name Khazrund to symbolize the race’s complete subservience to his will. Their long lack of divine guidance caused the Khazrund to welcome the laws and guidance Karronth offered. They structured their lives as he saw fit with great relief. Karronth created a fifth caste to balance the other four, the divine caste; those that enter this caste became the ruling force of Karronth’s people. The priests passed o­n Karronth’s word, and the enforcers made sure all such edicts were followed. Thus the Khazrund became a caste-based theocracy, each dwarf relegated to a caste at his or her coming of age ceremony. Each caste has their duties both within the Underdark and when dealing with the other races of the new continent.

Divine Caste:
This caste is the ruling caste of the Khazrund. The priests of Karronth pass o­n the direct word of their god for the rest to follow. Not o­nly priests fall into this caste. The enforcers and other non-divine servants who directly work under those priests also fall into this caste. Within Khazrund society those of the Divine Caste are treated as the law itself. Those of the other castes follow instructions from a divine caste member without question. For the other races, this caste provides judges and enforcers who become the representatives of the law in different lands. In this role, Divine Caste Mambers study the laws of the lands to which they are assigned so they may offer unbiased judgment, as Karronth teaches. In return these communities pay what they can to the churches, though often no payment is available. Even so, the representative of Karronth simply makes sure the rule of law is followed.

Builder Caste:
The builders provide the manual labor for the Khazrund society. They are the strongest, the most hardy of the Khazrund, though those who are suited for no other work often are placed in this caste. Many outsiders think of the Builder Caste as the simplest and ‘lowest’ caste in Khazrund society. Those dwarves in this caste are happy to point out the fault in such reasoning. It takes skill to build the homes, bridges, mills and all other things a community needs to exist. Perhaps those in this caste lack the creativity to be architects, many hold vast experience in building art and science. Many in this caste are therefore extremely valuable to those outside the Underdark. Khazrund builders are often hired at exorbitant rates to insure that a project is done quickly, thoroughly, and with the highest quality of skill available.

Farming Caste:
Farming is a unique art cultivated in the Underdark. Unlike the surface lands; that have plentiful water, sunlight and soil to grow plants and other delicacies, the Underdark is a place of silence, rock and darkness. In this place farming is more about the cultivation of molds, lichens, mushrooms and other such foodstuffs. Occasionally a chamber will have access to sunlight from the surface above, providing a very small place where regular plants may grow. Khazrund have become masters of all forms of Underdark cultivation. The produce they grow is eaten by all of the residents of the Underdark, and many of these foods are considered delicacies among the surface races. In addition, the Khazrund have learned to grow fungi and plants with special properties, providing the base for many alchemical formulae and magical spells. In particular, gnomish inventors pay high prices for those things that can o­nly be grown in the depths of the Underdark.

Hunter Caste:
The hunting caste serves a dual purpose in Khazrund society. Their first purpose was originally to harvest what food they could from the creatures of the Underdark and to drive away any that could become potentially dangerous to the denizens of the Khazrund caves. The creatures provided meat to eat, and the glands and chemicals rendered from the animals provide light and alchemical supplies. When Karronth created the priest caste their second role was revealed. His divine priests determined that the hunter caste would also form a militia for the Khazrund, becoming an impromptu military under command of the priests. The hunters/army have become renown for their guerrilla tactics within the Underdark, they have an uncanny ability to strike and fade away into the darkness before their targets can react. In this way they have fought off threats to the Khazrund from below and above. These hunters are also hired as guides to the Underdark. Surface folk that seek the treasures below or simply seeking to explore the depths will pay great amounts for the guidance of Khazrund hunters.

Crafter Caste:
All of the smiths, artisans, architects, and all those who design and create fit into the crafter caste. These crafters create all the items necessary in Khazrund society from weapons to furniture to art. Khazrund crafters generally prefer function over form, their products are well crafted, functional, and will perform their tasks longer and better then most other products of the same type. While these products excel in utility they lack the aesthetic quality that fetch the high prices outside the Underdark. Many Khazrund do not understand why someone should care if something is pretty, as long as it works. Even their artisans produce items of realism, carving rock, crystal and gems to as closely resemble things within their world as possible. The few Khazrund mages also fit in this caste, because their magical talents are considered ‘creations’ from the other planes brought forth into this o­ne. Khazrund crafted goods fetch good prices from the other races by those looking for sturdy items that will not break and that can withstand the stresses of extended use.

Traders:
Traders are not a separate caste themselves, but represent the caste from which they come. Those who have served in their caste long, and who have passed the requisite tests can become traders for the merchandise their caste produces. There are o­nly a set number of traders for each caste, so many times a Khazrund will have to wait some time for an application to pass and for a spot within the traders’ to open. Traders for the Builder caste negotiate contracts for labor. Traders for the Farmers sell and buy produce from the underground caves and bring other products down from the surface. Hunter caste traders provide guides and can bring together forces to deal with conflict. Those of the crafter’s caste sell the fruits of their work. o­nly the Divine caste has no merchants, as the priests themselves conduct whatever business is required for their best interests, and for spreading the word and laws of Karronth.

Karronth himself provides the laws for the Khazrund society. Now that the caverns are unsealed the Khazrund have o­nce again joined the other races in the new lands; guided by Karronth’s wisdom and laws. They grudgingly reestablished contact with others, trading goods and services. They still distrust others, because they have not seen the light of Karronth’s order. Khazrund judges and enforcers are becoming more and more common among the surface realms, allowing people to become accustomed to the presence of these Underdark denizens. As the Khazrund become more common, so do the hidden enforcers, those who spread Karronth’s words through force, trying to get all other races to follow the divine law.

Racial Statistics:
+2 con –2 cha, immune to paralysis and magical poisons, darkvision 120 feet, Spell-like abilities: Invisibility 1/day. They have lost their combat training vs. giants, orcs and goblinoids, the dwarven resistance to spells, and the lore bonus.

Favored Class:
Cleric of Karronth


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Мнение автора этого сообщения, может не совпадать с вашим, Многоуважаемый читатель, но это не значит, что кто то из нас не прав... Истина где-то там...
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 Zxx
post 19:42, 9 January 2004
Post #10


Граф

Group: Members
Posts: 2.820
Joined: 5 Nov 2003
From: Красноясрк
Member No.: 131


Класс: Ranger
Направленность: Законопослушный нейтральный
Раса: Человек



хехе субрассы халфингов вообще бред какойто
и почему тифлингов нету? mad.gif


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Моя жизнь – мой вечный бой
Мой меч – моя подруга
Моя жизнь – моя дорога
И кровавый след за мной
496E204D4158207765207472757374
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 Glok
post 01:46, 10 January 2004
Post #11


Младший маркиз

Group: Members
Posts: 1.681
Joined: 20 Oct 2003
Member No.: 74


Класс: Sorcerer
Направленность: Хаотичный нейтральный
Раса: Человек



много кого нету


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Dragonmaw / EU
Olvigera / Hunter / NE
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 Crazy Alex
post 22:06, 10 January 2004
Post #12


Простолюдин

Group: Members
Posts: 24
Joined: 17 Dec 2003
From: Минск
Member No.: 206


Класс: Cleric
Направленность: Хаотичный нейтральный
Раса: Человек



Ну хотябы ето узнать,Тоже полезная инфо..smile.gif


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Смерть лехче пера ,но долг тяжелее чем гора
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 Pilgrim
post 22:28, 10 January 2004
Post #13


The intermediary

Group: Members
Posts: 1.104
Joined: 3 Oct 2003
Member No.: 8


Класс: Ranger
Направленность: Нейтральный добрый
Раса: Человек



Ага, полудраконов так и не включили....sad.gif(
сволочи smile.gif
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 Taras_Potatos
post 16:56, 18 February 2004
Post #14


Рыцарь

Group: Members
Posts: 291
Joined: 5 Dec 2003
Member No.: 185


Класс: Paladin
Направленность: Законопослушный добрый
Раса: Человек



Хумановских субрас ниодной ((( обидно, досадно, но ладно...


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MEIN HERZ BRENNT
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 Bes Inc.
post 20:24, 18 February 2004
Post #15


Голодная бездна

Group: Hall of Fame
Posts: 4.430
Joined: 3 Oct 2003
From: Мечта
Member No.: 4


Класс: Harper Scout
Направленность: Истино нейтральный
Раса: Человек



можно было бы добавить, у меня есть наработки субрасс, но это в условиях 40 лал капа не имеет смысла для тех субрас при наличии ЛА в субрассах.


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Мнение автора этого сообщения, может не совпадать с вашим, Многоуважаемый читатель, но это не значит, что кто то из нас не прав... Истина где-то там...
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