Leena

Description:

Leena: The Gray Lady


For a list of Common Aliases with images please click HERE
Description: It can be difficult for a Changeling to describe their appearance when they wear roles like hats. Often you will see one settle into a chosen few roles they begin building lives around and experiencing the world through multiple sets of eyes. Leena’s true form is just under 7ft tall and weighs around 195 lbs. The skin color is a smooth light grey and its eys are black. It is not uncommon for Changelings to begin to identify with a particular sex especially if they were treated more favorably in that form when they first assumed a gender.
Current Form: Leena – Female Elf
Rank & O.C.C.: 10th Level Astral Mage
Race: Changeling
Land of Origin: The Kingdom of Greenwater
Citizenship: The Kingdom of Greenwater


VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
HT 3-10 ft IQ 19 Save vs Magic 0 Strike +3
WT 180-210 lbs ME 29 Save vs Psionics +7 Parry +6
PPE 148
available
MA 22 Save vs Coma/Death 0 Dodge +6
HP 70 PS 15 Save vs poison/disease 0 Roll +5
SDC 36 PP 16 Save vs H.F. +2 Pull +4
Level 10 PE 13 Perception Roll +2 Initiative 0
Exp. XP Page PB 12
26*
Save vs Telepathic Probe +2 Damage +3
Sex Asexual SPD 24 Save vs Insanity +12 Critical 18-20
Birthday 15th of Tear AR-Nat N/A Disarm 0
HTH: Expert HF 10 Attacks 7
Alignment Scrupulous Trust/Intimidate 70% K.O./Stun N/A
Charm/Impress 80% Death Blow N/A
Marques: 780
Non-Monetary Items of value: 3-Brothers Letters of Note-3: 1 @ 10,000; 4 @ 2,500
Gems: 0
Gems <>
3-Brothers Letters of Note-3: 1 @ 10,000; 4 @ 2,500


Weapons: Damage Notes
Savina the Repentant 4D6 See Notes; Runestaff.
- Total Bonuses 4D6 Strike: +4 / Parry +4 / Thrown +2
Walking stick - Hides a Shirn made dagger +3 Damage
- Stick Total Bonuses 1D10+3 (stick) Strike: +4 / Parry +4 / Thrown +2
- Dagger Total Bonus 1D6+3 (dagger) Strike: +4 / Parry +4 / Thrown +4
Daggers (2) 1D6+1 Shirn made +2 to Strike & +1 to Damage
- Total Bonuses - Strike: +6 / Parry +4 / Thrown +4



Armor RF-C RF-T RF-I RF-S SDC Notes
Total Bonus 4 1 1 5 32 Does not account for spell enchantments.
Mediun Cloth 1 0 0 1 6 Sussurian Silk
Soft Leather 3 1 1 4 26 Reinforced


Kick Attacks: Damage Notes
Kick 2D6 Add Damage Bonus; from Gymnastic Skill
Snap-Kick 2D4 Add Damage Bonus; Great close range; from Hand to Hand
Leg-Hook None Success knocks them down and they loose their next attack; from Hand to Hand
Roundhouse-Kick 3D6 Add Damage Bonus; from Hand to Hand
Body Flip / Throw 1D6 Plus P.S. damage bonus (if any), and the victim also loses initiative (if he had it) and one melee attack. A body flip counts as one melee attack. A victim of a throw can try to roll with impact/fall to diminish the damage (half if successful), but other penalties are unchanged.


Racial Abilities: Notes
Shape-changing ability:
PB “*”
A changeling can alter his shape and size to assume the appearance of any humanoid creature. They cannot shape change into animals, insects, or objects. Nor can they grow additional limbs or other appendages, like a tail or wings. This means the creature cannot temporarily eliminate one limb if the person being imitating has lost a limb. Likewise, a changeling who loses an arm or leg in battle cannot regenerate the missing limb for the purpose of disguise. They can instantly grow hair or fur of any type and color and other wise change their appearance completely. The changeling does have size and mass restrictions. The absolute smallest size is three feet (0.9m) and the tallest is ten feet(3m). Mass/weight varies only thirty pounds or so, consequently, when small they are fat, and when tall they are thin. One full melee (15 seconds) is required to complete a transformation.
When assuming the guise of a particular living person, the changeling can adjust its diet accordingly, gaining or losing weight to make the impersonation perfect. Note that only the physical appearance, size and shape of the body changes. The changeling’s attributes are always the same, regardless of size and appearance. Nor do clothes magically change to fit the new body; new clothes will have to be acquired. Also note that changelings are asexual—have no one gender. They can physically change to be either male or female, or both.
Bonuses: +2 to save vs telepathic probes, mind control and horror factor, in addition to bonuses gained from attributes, O.C.C., and skill bonuses. + 5% to disguise skill.


O.C.C. Abilities: Notes
Astral Transference The character can enter the Astral Plane at will. This is an innate ability that costs no I.S.P. but takes one minute (four melee rounds) of meditative concentration. At the end of the meditation period, the character’s body(but not any clothing or equipment that has not been specially reconfigured; see below) is transformed into an astral equivalent.
This astral form has all the abilities listed under the Astral Transference psionic power(see the New Psionic Powers section).
The character can remain in coexistence with the real world or enter the astral plane completely. Changing back also requires one minute of concentration.
Traveling in the astral plane costs no I.S.P. and can be done indefinitely, but staying in the physical world in astral form (be it Regum or the a connected dimension) will drain the character of one I.S.P. per every five minutes; this I.S.P. can not be regained until the character either becomes solid again or moves completely into the astral plane.
Astral Senses Both in physical and astral form, the character can sense energy entities and other travelers in astral form. Additionally, astral mages can sense the presence of ley lines and nexus points (range: 1 mile / 1.6 km), and may be able to recognize / sense supernatural creatures by making a perception roll: typical level of difficulty is Moderate; raise to Challenging if the being in question is dampening its nature with a mind block or similar ability. In the Astral Plane, the character can find his way as if the power astral navigation was active (no I.S.P. cost).
Astral Travel The character can enter the Astral Plane by concentrating for one minute, as per the astral projection power. The Astral Mage has much greater control over his destination, however. Instead of being shunted to a random area of the Outer Layer, the character can determine where to arrive in either the Outer Layer or Inner Plane (see the previous Astral Landscape section for more information), or directly to his astral domain. The location of the character’s desired destination must be known to him, and it must not be magically warded against intrusion. Using this ability costs two I.S.P. per use, regardless of the destination. The character can bring others along at the additional cost of two I.S.P. per “passenger.” The group must cross the astral entrance simultaneously. People brought in to the Astral Plane are temporarily transformed into “astral forms,” with S.D.C. equal to two times their combined S.D.C. and hit points.
The passengers do not have to be psychics, but staying in the Plane for more than an hour will drain each of them (or their host) at the rate of one I.S.P. per hour. Rest will restore this lost I.S.P., but the drain will be continuous unless the “astral passenger” is taken to the character’s domain or back to the physical world.
Astral Domain The greatest power of the astral mages is the ability to reshape the ectoplasm of the Inner Plane or the Outer Layer to build a separate, self-contained “pocket universe.” This ability uses up the character’s permanent P.P.E. base (see P.P.E.,below). Depending on how much P.P.E. the mystic (or mystics/mages; two or more characters can collaborate in building a Domain) spends, the domain can have a variety of appearances, qualities, defenses and inherent powers.See Building an Astral Domain for more information. As the character becomes more powerful (i.e., reaches new experience levels and gains more P.P.E.), he can improve his domain by permanently channeling more P.P.E. in to it. The main limiting factor for astral mages is that they depend on P.P.E. to cast spells, so using a great deal of their reservoirs to build domains will weaken their magic abilities.
Magic Powers At first level, astral mages know four spells from levels 1-3. At each level of experience after the first, the character can learn two more spells of the same or lower level of experience.
P.P.E.
&
I.S.P.
3D6 x 10 plus P.E. attribute. At least one-third of the P.P.E. rolled (rounded up) must be used to build the character’s astral domain. Add 2D6 P.P.E. per level of experience.
&
Astral mages gain the following psionic abilities: Empathy, Mind Block, See the Invisible, and Telepathy. I.S.P.: 4D6 plus M.E. attribute, plus 1D6 I.S.P. per additional level of experience.


Special Powers: MAGIC P.P.E.: 148/260 Ast-Dom: 80 Spell Book = Y   Spell Strength:15
Spell Casting Lev Acq /
(Spell Book)
Lev Spell PPE Range Duration Save Notes
Cloud of Slumber 1 N 1 4 90’ 2 melee/lev Std. 20′×20′×20′ cloud Anyone in cloud falls into magic sleep. If dragged out of cloud wakes in 1D4 melees
Sense Magic 1 Y 1 4 120’ 2min. /Lev. None Diameter, near (w/in 20’) or far. Tell Person/object enchanted, in process of invoking magic, or magic used in area.
Decipher Magic 1 Y 1 4 Self 2min. /Lev. None Read runes, magic symbols, inscriptions at 94%. Not wards or circles.
Globe of Daylight 1 Y 1 2 30’ 3min. /Lev. None Illuminates 12’/lev Max speed 12
Tongues 1 Y 6 12 Self or touch 5min. /Lev. None 2-Actions; Speak any languages at 96%.
Magic Pigeon 1 N 6 20 n/a 2 months/lev None Spoken less than 30 words or written message to specific person. Must know general location. 720 miles/day or 30 mph.
Call Lightning 1 N 6 15 Self Instant Dodge: Nat. 20
Mod. 24+
2-Actions; 1D6 per level for damage:
CURRENTLY: 8D6
See the Invisible 1 Y 1 4 Self 1 min. / Lev. None Same as the Psionic Ability below.
Cloud of Smoke 1 Y 1 2 90 feet (27.4 m) away 1 min. / Lev. None Cloud of dense black smoke up to 30×30×30 ft. max size. Vision is 3ft for blurry and 1ft for clear, – 5 to strike, – 9 to parry dodge.
Ventriloquism 1 Y 1 3 10’ radius Instant Std. Enables the use of ventriloquism on any inanimate object, tree, vegetation or animal. Basically the same as the skill at a 90% proficiency
Armor of Ithan 1 N 3 10 Self or Other by touch 1min. /Lev. None S.D.C. is 10 per level of experience. Furthermore magic, fire, lightning and cold do half damage.
Ley Line Transmission 1 Y 4 30 Length of Ley Line Instant Mind Block will stop and kill the message Can send a verbal message directly along a ley line to another person so long as that person is located somewhere on the line.
Climb 2 Y 2 3 Self or others at 40’ 5min. /Lev. None 98% normal climb; 60% rough climbs; Spd. 80% of normal.
Mystic Alarm 2 Y 2 5 One Object up to 12’ away 1 year / lev. None If this object is touched or disturbed by anyone other than the caster, a silent alarm will buzz in their head, alerting them to the intrusion. No distance limitation.
Breathe w/o Air 3 Y 3 5 Self or Other by touch 3 min. / Lev. None Breathes w/o air and protect against non-magical man made gases and odors.
Sense Traps 3 Y 3 7 6’ 1 minute/lev None Detects & locates only
Carpet of Adhesion 4 N 4 10 30+10’/lev 10 melee/lev Special 200 sq ft If save 2D6 melees
Charismatic Aura 4 Y 4 10 60’ 6 melee/lev Std. + 8 P.B.;
Friendship/Trust:The first few words spoken will setup the response.Thus, a statement of friendship, peace, or trust will inspire those sentiments in everyone affected.
Power/Fear:A statement of power, anger, strength, or vile intent will strike awe and fear into everyone affected. (Example:“Lay down your weapons and let us pass, lest you suffer my wrath!”). Effectively causes a horror factor of 13.
Successful Deception: This enables the person with charismatic aura to convincingly lie like a master con-man. There is a 1-80% chance that those affected will believe anything they are told. This response is triggered by a phrase like: "Trust me completely… “or” I would never lie to you."
Trance 4 Y 4 10 Touch, within 12’; L.O.S. 5 min. / Lev. Standard Enchantment places a person into a zombie-like state or hypnotic haze, unaware of his environment or happenings around him.
Charm 5 Y 5 12 15ft (4.6m); touch. 1 min. / Lev. Standard Provided you don’t ask something against their alignment they will do what you ask of them.
Eyes of Vohu Manah 5 Y 5 8 Self; touch 10 min. / Lev. None (i.e. Eyes of Thoth) This invocation enables the character to read and understand ALL written languages, modern and ancient, including runes and magic symbols.
Words of Truth 6 Y 6 15 5ft (1.5m) 1 min. / Lev. Standard; save per each question 2-Actions; A person affected by this enchantment is compelled to answer all questions truthfully. The spell caster must be within 5ft (1.5m) and they can ask two brief questions per melee.
Time Slip 6 N 6 20 Self only Half a melee None 2-Actions; You may use up to half of your melee actions during this spell’s effect before any else may continue theirs.
Astral Portal 6 N 7 60 20ft (6.1m); 1 min. / Lev. Special 2-Actions; This spell creates a 10 foot (3m) wide and tall dimensional doorway/opening between the Astral Plane and the physical world (either originating from or leading to Regnum). The exact location to which the portal leads (whether it is on the astral or physical world) must be known and familiar to the spell caster. There is normally no saving throw, but if the spell is used to try to flee an astral domain, the creator(s) of the domain, if aware of the attempt, may try to prevent it. This works like a normal save versus magic.
Heal Self 7 Y 7 20 Self Permanent None 2-Actions; Restores 1D6 hit points or S.D.C. points (player’s choice) to the spell caster per every two levels of exp., so a 3rd level mage sees 2D6 hit points restored, 5th level 3D6, 7th level 4D6, 9th Level 5D6 and so on.
Second Sight 7 Y 7 25 Self; 5mi. / lev. 2 melee rnd. Mind Block temp stops the spell 2-Actions; The mage just has to think about that person and they will get a clairvoyant-like vision showing what that person is doing and saying, and who he/she is with. The vision length is the spell duration. To use the spell the caster must have previously encountered the person for more than a few (ie: five minutes – GM call) minutes. The caster can also send their present activity to another person. A mind block can temporarily block the sending or seeing of a person.
Luck Curse 8 Y 8 40 Touch; 10 ft. 24 hrs per lvl. std.
12/16
2-Actions; Can be done as a ritual for increased effect. The victim’s normal combat bonuses are all reduced to zero. The character’s critical strikes do normal damage (except a natural 20 which always does double damage); a death or knockout/stun punch does only 1D4 damage. Kick attack shave a 60% chance of causing the character to trip and fall down (lose initiative and one melee attack). The prowl skill turns into a clumsy roll, making noise every time it is tried, and all other skills are – 40%, but only during critical situations.
Note:Only a “remove curse” invocation can negate the effects of this enchantment.
Negate Magic 8 Y 8 30 Touch, 60ft. Instant Special 2-Actions; This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not, roll a saving throw. If the roll is a successful save the magic is not negated. If the roll fails to save, then the magic is immediately broken/dispelled/destroyed/negated/canceled. A 13, 14, or 15 is typically needed to negate spell magic depending on the experience level of the mage, but 17 or higher is needed to negate ritual magic. A failed save means the negation attempt did not work. Try again if sufficient P.P.E. is available.
Negation will not work against possession, exorcism, constrain being, banishment, talisman, amulet, enchanted objects, symbols, wards, circles, summoning magic, zombies, golems, restoration, resurrection, healing, or faerie food. Negation can be attempted to cancel a curse, but only has a 1 – 25% possibility of succeeding. Of course, it has no effect against psionic abilities.
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Special Powers: PSIONICS I.S.P.: 65 Considered a major psionic
Psi – Power Lev Acq H/P/S/Su ISP Range Duration Save Notes
Empathy 1 S 4 Self 2 min. / Lev. Standard; if persisted roll once per round A psi-ability that makes the psychic aware of, or feel, the emotions of other people, animals and supernatural creatures. Mind block will prevent any empathic emanations from the blocked person.
Mind Block 1 S 4 Self 10 min. / Lev. None This is the ability to completely close or block oneself from most psychic/mental emanations. When intentionally closed to supernatural or psychic forces, the character cannot sense anything, cannot use his psionic abilities, nor be psionically influenced by others.
See the Invisible 1 S 4 140ft
36m
1 min. / Lev. None The character can see forces, objects and creatures which can turn, have been turned, or are naturally invisible. Even if the creature has no physical form, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, entities and the astral form.
Telepathy 1 S 4 60ft /
140ft
2 min. / Lev. Conditional Read surface thoughts up to 60 feet (18.3m) away or two-way telepathic communication up to a distance of 140 feet (32.7m). Mind block will prevent any telepathic contact from the blocked person.


MAGIC JEWELRY STATS NOTES
Homing Torc AR: 18
200 SDC
See Notes
Broach of Doom See Notes Will mystically shrink and hold a single weapon which will pop out upon command word; up to and including a giant sized weapon.
Leena wears this bronzed broach to remind her of her friend and hide the staff when traveling.
Cloak of Guises See Notes This amazing full-length cloak can magically turn into several complete sets of clothing at will! This includes a shirt, pants, socks and vest, or coat, or a full-length dress. The clothing is limited to various shades of the cloak’s original color; i.e. red can change into deep crimson, light red, pink and shades in-between.
Leena’s owns four different color cloaks:
# Gray with blue and silver brocade trim. Light Wool
# Red with black and silver brocade trim. Sussurian Silk
# Brown with gold and green brocade trim. Wool with fleece.
# Green with gold and silver brocade trim. Sussurian Silk
The pieces of the mystic clothing cannot be separated and must be worn as one complete set. If a piece is removed the whole costume will revert in to its cloak form. Another limitation is that the clothes cannot appear to be any fabric other than what the cloak itself is made of. The Cloak of Guises is often used by spies, thieves, assassins and others in need of instant disguise.
Duration: Until taken off.
R.F.: 2 / 1 / 1 / 6 very tough; S.D.C.:40. However, this S.D.C. and R.F. does not afford its wearer any protection, because it is NOT armor; the wearer takes full damage. The S.D.C. applies mainly when an enemy is deliberately trying to destroy it. The Cloak of Guises, in its many forms, can take damage, but it will show no signs of cuts or tears until all of its S.D.C. is destroyed and then it suddenly appears as a useless, battered rag.


MAGIC WEAPONRY STATS NOTES
Savina the Repentant 4D6
Spells;
Powers
See Item Page for more info.


Weapon
Proficiencies
Level
Acquired
Level
Current
Strike
W.P.
Parry
W.P.
Thrown
W.P.
P.P.   Totals  
Knife 1 10 +4 +4 +5 +1 S: +5
P: +5
Thr: +6
Blunt 1 10 +4 +4 +2 +1 S: +5
P: +5
Thr: +3
Paired Weapons 7 N/A N/A N/A N/A N/A Until a combo has been used in 6 months of training or 10 combats it is -2 to strike.
Captain Akshay has been helping her train with staff and sword.
Sword 8 3 +2 +1 +0 +1 S: +3
P: +2
Thr: +1



OCC Skills Base % Bonus Start Current Total % Notes
Language: High-Elven 98% Nat. 1 10 98% Notes
Lore: Astral 25% +25% 1 10 95% Notes
Literacy: High-Elven 30% +15% 1 10 90% Notes
Language: Trade-Elven 40% +15% 1 10 98% Notes
Astronomy & Navigation 30% +15% 1 10 90% Notes
Botany 25% +15% 1 10 85% Notes
Horsemanship: General 35%
20%
+ 15%
+ 15%
1
1
10
10
95%
80%
Notes
Cooking:
Professional.
30% +25% 1 10 100% A 99% – 100% is still a failure but a negative to the skill check comes off the 100% to determine the target number.
Fishing 30% +15% 1 10 90% Notes



OCC Related Skills Base % Bonus Start Current Total % Notes
HtH: Expert N/A N/A 1 10 N/A Notes
Math: Advance 45% +15% 1 10 98% Notes
Literacy: Trade-Elven 30% +15% 1 10 90% Notes
W.P.: Blunt N/A N/A 1 10 N/A Notes
Language: Avestan 40% +15% 1 10 98% Notes
Disguise 25% +10% 1 10 80% Notes
Lore: Magic
• Gen. Knowledge:
• Rec. wards, runes & circles:
• Rec. enchantment:
Base
• 25%
• 15%
• 10%
Bonus
+ 15%
+ 15%
+ 15%
1 10 Tot.
• 85%
• 75%
• 70%
Notes
Streetwise 20% +5% 1 10 73% Notes
First Aid 30% +10% 1 10 85% Notes
Wilderness Survival 30% +5% 1 10 80% Notes
Sacrificed to Cooking N/A N/A 3 N/A N/A Notes
Lore: Geomancy 29% +10% 6 5 58% The study of Ley Lines and Nexus Points
W.P. Sword N/A N/A 8 3 N/A Notes
?? ?? ?? 10 ?? ??% Notes
?? ?? ?? 13 ?? ??% Notes



Secondary Skills Base % Start Current Total % Notes
Running N/A 1 10 N/A
Boxing N/A 1 10 N/A
W.P.: Knife/Dagger N/A 1 10 N/A
Gymnastics
• Sense of Balance
• Parallel Bars & Rings
• Back Flip & Somersault
Base
• 35%
• 35%
• 45%
1 10 Tot.
• 80%
• 80%
• 90%
Prowl 30% 1 10 75%


Inventory
Name Count Location Description
Rascal 1 Neck Familiar; See Notes
Homing Torc 1 Neck See Notes
Leena’s Astral Realm 1 Special See Notes
Cloak of Guises 1 Worn This amazing full-length cloak can magically turn into several complete sets of clothing at will! This includes a shirt, pants, socks and vest, or coat, or a full-length dress. The clothing is limited to various shades of the cloak’s original color; i.e. red can change into deep crimson, light red, pink and shades in-between.
Leena’s owns four different color cloaks:
# Gray with blue and silver brocade trim.
# Red with black and silver brocade trim.
# Brown with gold and green brocade trim.
# Green with gold and silver brocade trim.

The pieces of the mystic clothing cannot be separated and must be worn as one complete set. If a piece is removed the whole costume will revert in to its cloak form. Another limitation is that the clothes cannot appear to be any fabric other than what the cloak itself is made of. The Cloak of Guises is often used by spies, thieves, assassins and others in need of instant disguise.
Duration: Until taken off.
R.F.: 2 / 1 / 1 / 6 very tough; S.D.C.:40. However, this S.D.C. and R.F. does not afford its wearer any protection, because it is NOT armor; the wearer takes full damage. The S.D.C. applies mainly when an enemy is deliberately trying to destroy it. The Cloak of Guises, in its many forms, can take damage, but it will show no signs of cuts or tears until all of its S.D.C. is destroyed and then it suddenly appears as a useless, battered rag.
Boots with dagger sheathes 1 set Worn These amazing boots were made from a Galvan Cobbler and have integrated dagger sheathes. They can hold up to a foot long blade.
Weapons
Savina the Repentant 1 Held or stored in Broach A staff any mage would kill to possess!
Walking Stick 1 Held Since she carries her staff in her broach most of the time this walking stick is her normal companion, it also contains a hidden dagger.
Daggers 2 Held in Boots Fabulous daggers made by the Shirn.


Leena Changeling Picture and various identities by Peachyco. Leenus elf ID by Play . Net

Bio:

She is one of three siblings from the same parent, which is unusual for the amount of children a Changeling might have. Elijah and Matthias are her siblings. While favoring female forms for itself, Leena’s siblings both favor male forms. The oldest established a merchant company for shipping goods and services but never selling anything directly other than transportation of goods. Three Brothers Trading Company’s has grown by leaps and bounds thanks to Leena’s talents as an Astral Mage. She has shared her realm with her brothers only and they make use of it and a decoy of Leenus (Leena’s male elf form) in all their transactions. She has been responsible for a 3% shipping increase from Berkay, Greenwater, and Deadala all because of using her realm as a transportation hub.

Now, Leena is an acknowledged noble in every realm on the world of Regnum and perhaps one of the most known changelings around! While other people and less scrupulous Changelings have tried to impersonate Leena’s famous persona they never get very far before someone that does know her ruins their charade. Because of her status it is actually a crime to impersonate Leena’s famous persona/form since she is a Guardian Official.

Changelings are naturally seven foot (2.1 m) tall, thin, pale yellow skinned humanoids with large sad eyes and rather homely features. They all possess the ability to shape change into any humanoid creature from as small as 3 feet (0.9 m) to as tall as 10 feet (3 m). Changelings are creatures of magic with a history as old as the Elves! Nobody knows the origin of these beings although most believe they are the creation of the Chaos Lords or a similar dark, supernatural force. Even the changelings don’t know their ancestry, but with most races on this world created by the Chaos Lords they have not suffered the persecution they are known for on the Founder Races home world.

Leena

Regnum AZ_RUNE justdrea81