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Alliance vessel skyseeker
Alliance vessel skyseeker





alliance vessel skyseeker

Lisa Stevens Chief Operations Officer.Stephen Radney-MacFarland and Sean K Reynolds.Judy Bauer, Christopher Carey, and Ryan Macklin.Logan Bonner, John Compton, Adam Daigle, Rob McCreary, Mark Moreland,.Adam Daigle and Patrick Renie Development Team.Sam Burley, Firat Solhan, Alex Tooth, and Thomas Wievegg.Alyssa Faden and Tim Hitchcock Cover Artist.Skyborne Keep: A floating cloud castle ruled by a malevolent storm giant, who uses it as a vessel to plunder various merchant ships and trade caravans.Ĭastles of the Inner Sea is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.Icerift Castle: An unfinished keep, ruined by the frigid winds of the north and supposedly haunted, that plays home to monstrous arctic denizens.Highhelm: A cultural and trade capital of the dwarven empire that stands as a testament to the glorious achievements of this industrious race.Citadel Vraid: A wicked castle founded as a gift to the Hellknights’ Order of the Nail and rumored to be cursed by ancient magic.Castle Kronquist: A haunted Ustalavic fortress that is home to one of the Whispering Tyrant’s most dreaded vampire minions.Castle Everstand: A borderland stronghold standing between the pastoral lands of vigilant Lastwall and the vicious orc hordes of Belkzen.This book contains details on the following castles: Rundowns of castle denizens and stat blocks for key NPCs give players reasons to fear the dangers of these soaring fortifications, and a sample adventure location for each castle makes it easy for Game Masters to drop castle encounters into any game. Detailed descriptions of the castles examine their histories as well as their most important features and structures, breathing life into fully realized maps of the castle grounds. Perhaps no strongholds are more suited to this challenge than the mortar-and-stone castles, keeps, and fortresses that dot the world, whether they are entrenched on grassy baileys or built into the sides of sheer mountain ranges.Ĭastles of the Inner Sea provides a thorough exploration of six different castles set throughout the Inner Sea region of the Pathfinder campaign setting. That's not how the majority of the Horde population thinks, probably mostly nobody except other extremist Orcs that wanted "the good ol'Horde days back".Whether they are knights of chivalrous causes or nobles scheming nefarious designs, the movers and shakers of Golarion need strongholds to host their forces and to serve as a headquarters for launching their various plots and goals. They have a lot of patience and forgive, they look beyond what's on the outside of someone or a whole movement.Īlso Garrosh was not the Horde, he did not embody the ideas and values of the Horde, he took everything to the extreme and thought that how it's supposed to be. They think very much like stereotypical asian wise men. Secondly Pandaren think differently than most Azerothian races. They actually helped the Horde and Alliance there.Īt the end of the story on the Wondering Island the Pandaren that choose Horde did so because they find the values and honor of the Horde more appealing than that of the Alliance, personal choice and views. Firstly because the Pandaren we play are not from Pandaria they are from the Wandering Island (I don't remember the name, the giant turtle island, starting zone for all Pandaren).Īs such they did not have to deal with Garrosh or what he did in Pandaria.







Alliance vessel skyseeker