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Thread: Arena Battlegrounds

  1. #31
    Name: Waterlyn, Equitasia, Confederate States of America.

    Picture/Description of Battleground: Image of Main Street. A relatively large city that used to hold roughly 75,000 persons (a significant portion being slaves), Waterlyn was a bread-basket city within the expansive Confederate States of America. It is now a dilapidated shell of its former self, abandoned and broken down after a decade's passing. This city was one of the many that hosted a "Uninfected Haven Zone" during the Great Plague of 2001, but most of the useful items left over since the city was overrun with zombies have been scavenged.

    Most of the city is dangerous, as the forces of nature have begun to reclaim it. Streets are cracked, and the majority of buildings still standing have some form of vegetation growing in or on them. Barricades built over the past decade are still visible, but a significant percentage of them have broken down and become useless. Small packs of infected prowl the streets during the day and night, while many scavengers and survivors alike battle the undead and each other during their search for supplies or shelter.

    General Size: Approximately 8.6 by 8.6 miles (or 13.9 by 13.9 km).

    Participant Limit: Unlimited.

    Magical Properties: None.

    Restrictions: None.

    Suggested Character Level: Any. Low Tier characters will find difficulty in fighting against the packs of zombies and groups of survivors prowling the city, making this appropriate for "horror themed" battles. Middle Tier characters will be able to hold their own much more easily, and focus on their more intelligent/powerful opponents, making this appropriate for "difficult environment" battles. High Tier characters will most likely not even care about the zombies, as they will not even be a mild threat to them, making this battlefield just like any other.



  2. #32
    Dei Automatos Meus Est Infinitus's Avatar
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    Name: Angelic Spire

    Picture of Battleground or Description of battleground: Angelic spire commemorates an ancient but short-lived victory of the forces of light against the forces of darkness. What was once a massive volcano, sprouting out of a flat field of ash it had created, housed one of the greatest strongholds of a demonic legion. However, in time long forgotten, the forces of light, for perhaps the last time in history, successfully vanquished their demonic foes.

    Now, the shattered volcano stands a relic to time. The mountain’s obsidian base contains a colossal crater, half-filled with ice. The ice is mystically clear and incredibly resistant to melting and other forms of destruction, allowing easy view of what lies below, the contorted, frozen bones of ancient demons that fell in the great battle, forever enshrined in the annals of time. The plain of ice is perfectly flat and level, while around it the uneven veins of obsidian wall the frozen plain at odd angles, reaching hundreds of meters farther up before the crater ends.

    Around the volcano, light coatings of snow lay perpetually over the ashen plains, glowing brightly in the eternal sunlight.

    General Size: The diameter of the ice plain in the crater is a massive four hundred yards, and the crater itself is a nearly perfect circle. Hypothetically, it extends slightly farther out onto the obsidian, as the walls are not totally perpendicular to the ice.

    Participant Limit: Hypothetically, its size permits the crater to maintain very large battles indeed. Likely more than will actually be used.

    Magical Properties: The ice of the arena is incredibly resistant to melting, and reasonably resistant to everything else, although it is not invulnerable. It also repairs itself over time, meaning damage taken will often be reverted for the next fight, unless it occurs on the obsidian, which does not have this property The sun always shines over the sanctified ground of this mountain. Other than that, there is little magic to provide a gimmick to the arena.

    Restrictions: None.

    Suggested Character Level: All levels can hypothetically fight here efficiently, but its size makes it recommended for mid to high tiers
    GIVE IN TO DESPAIR
    ~Hic philosophia editio non est ~
    YOU WILL DIE
    I feel everyone needs to understand this concept and its implications.
    THERE IS NO HOPE
    Currently a member of: Dawn of Worlds
    YOU HAVE NO CHOICE BUT TO ACCEPT YOUR FATE

  3. #33
    Dei Automatos Meus Est Infinitus's Avatar
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    Name: Ethereal Marshes

    Description of Battlefield: The Ethereal Marshes were once known to be one of the most verdant paradises on the continent, and hence acquired its name. The pools of crystalline water and the drenched, fertile soil that only occasionally rose up above it were dominated by vibrant, magnificent life. Exotic flora and fauna that grew nowhere else flourished within the majesty of the Ethereal Marshes, and bizarre and wondrous animals inhabited it. The druidic sects mostly considered it to be the pinnacle of nature.

    But then, as was perhaps inevitable, calamity struck. In an ironic twist of the land's name, the Ethereal Marshes became the epicenter of one of the greatest encroachments of arcane power the world had ever seen. The sprawling marshes that had once been the apex of paradise, quickly found themselves consumed by death and the sterility of arcane power.

    The thick vegetation that had dominated the landscape evaporated in days, bringing thousands of species into extinction and leaving a decidedly empty plain where once it was difficult to see for more than a few feet. The animal life lasted slightly longer than its counterparts, wondering the destroyed abode for as much as a month as the arcane power achieved dominance. Eventually, they too died out, leaving their skeletons to lie in the dead pools of the marshes.

    Now, the arcane curse has taken nearly total dominance of the marshes. The once fertile soil grew dead, the arcane force tinging it with a deep, rich blue. The water, no longer capable of supporting life, became saturated with arcane power, and its once clear waters took a midnight blue shade that borders on black. The water releases a constant vapor of technicolor mist, which upon rising converges into narrow streams, twisting in on itself and other streams, resulting in a sky dominated by tendrils of fluctuating arcane energies.

    As the energies of the arcane abode grow more complex, they begin to create new forces, and now massive, lustrous crystals floating gracefully in the sky or embedded in the earth, the tendrils of arcane power often circling around them.

    The skeletons of the many dead animals now lie occasionally scattered throughout the terrain, slumbering in the arcane pools. Eventually, the arcane force will animate the corpses, condemning them to wander until the enchantment wears off, causing them to fall asleep once more in the pools, only to reinitialize the process.

    Spirits of druids and others who died trying to overcome the change now haunt the plains, their souls tormented and corrupted by the arcane forces that imprison them. Their intangible, spectral forms find their only solace in breaking down those around them, and so any who stay to long will be assaulted by them.

    General Size: The size of the playable map could be anywhere from about fifty meters by fifty meters to as much as several hundred.

    Participant limit: As more gather, the spirits come faster. Therefore, a lower number is optimal.

    Magical Properties: The arcane power that resonates from the land allows charging to occur at double the normal rate. However, if this is utilized, the mage in question will continually face mental deterioration which will harm them increasingly. The water is also best not waded or swum through, as it will deteriorate flesh and the like. The crystals when touched do tremendous damage to whoever does so.

    Restrictions: none

    Suggested Character Level: Low tiered characters are likely unable to endure the area for very long at all, so higher tiered characters are almost required.
    GIVE IN TO DESPAIR
    ~Hic philosophia editio non est ~
    YOU WILL DIE
    I feel everyone needs to understand this concept and its implications.
    THERE IS NO HOPE
    Currently a member of: Dawn of Worlds
    YOU HAVE NO CHOICE BUT TO ACCEPT YOUR FATE

  4. #34
    ϟϟ Draigh's Avatar
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    Name: The Bridge of Despair.

    Picture of Battleground or Description of battleground; A simple rope bridge that connects two cliffs. There is a 540 foot drop in the middle, and rushing waters below ridden with sharp rocks and such. If you fall, you're as good as dead.

    General Size: 50 yards long, about four feed wide.

    Participant Limit: Two.

    Magical Properties: There is an increase in gravity on the bridge. Players, unless expressly trained in martial combat, are unable to jump much higher than the average human.

    Restrictions: Magic and energy use is expressly prohibited. The ropes and planks that make up the bridge are also indestructable, but not unmovable.

    Suggested Character Level: 3+ , no higher than 7.




  5. #35
    Rum Raisin? yellowreaver's Avatar
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    If you guys still need new areas to beat the shit out of each other in...
    Name:
    Golden Beach



    General Size: The beach expands from the southern most part of the west coast of the Continuum, to where the forest that surrounds the Mao Temple begins.

    Participant Limit: 8

    Magical Properties: The salty sea air grants characters who use electric based powers, a small charge, and the shallow calm waters compliment water element users.

    Restrictions: The area seems to prohibit super natural flight, so all that is in the air, is the sea breeze, and the sea gulls.

    Suggested Character Level:Any low-mid level characters can fight here, but higher tiers might be able to as well, considering the beaches were cleared.

  6. #36
    LOL I GOT OWNED Banned
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    Battleground Template: Mountain.

    Name: Trulisht, the mountain of the ice dragon.



    General Size: The mountain is gigantic, very high alttitudes bigger then Mt, everest, by about two. The arena at the top of the mountain is the size of two football feilds in both length and width.

    Participant Limit: 2 to 4 people( due to the large battle field above.)

    Magical Properties: Magical mountain, meaning it forces alot of breathing on humans, but also grants them abit extra strength for however long they can manege to survive up their. When the person loses depending on the set match, that person will be killed or transported through magic to the ground, below the mountain.

    Restrictions: High magical planes, makeing breathing hard for humans and other creatures that rely on breath. It is high altitude so things will be rough, people won't be able to move that fast. Heavy equipment will be your own downfall.

    Suggested Character Level: Tier 4 to 7.
    Last edited by Killerclover; 09-06-2011 at 11:59 AM.

  7. #37
    TeddyBareMouse Joshy's Avatar
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    Celestial Beach



    General Size: At low tide the beach is very large. When tide shifts, it shifts quickly. Water can surge up the beach in waves of up to 5 feet high.
    Participant Limit: 4

    Magical Properties: The salt from the ocean breeze is magically imbued to slowly tax your stamina. The close proximity to water is benefitial to water magic. Likewise the hard packed sand can be utilized by ground magic.


    Restrictions: Flight is limited by a strong current of air that will slam your character to the ground at 50 feet above sea level.

    Suggested Character Level: All Tiers. This Area is meant for a streightforward fight.



  8. #38
    I had posted this a long time ago on AnimeLeague's Roleplayer Realms. It is an entire planet and is built for the higher tier (8-10) though I do not see why lower tiers could not use it. It is, I guess, for the purpose of a battleground several places or arenas. I may expand the description of the world a bit more later, but here is a placeholder for anyone interested in a place for high powered fights.
    __________________________________________________ __

    World: Beyla the Mysterious Miasma

    Planet: Beyla

    Statistics:
    Beyla is a planet 12,757kms in diameter with 49,500km atmosphere. It is located in the center of a nebula that spans 39.5 AU (5,913,520,000 km) from its atmosphere. Besides space-faring vegetation there are no extraterrestrial bodies within reasonable proximity of the planet. The surface of Beyla is has an average temperature of -200°C and a gravitational force five times that of planet earth. The nebula surrounding the planet has three defined regions the Outer Zone (3,392,000,000km to 5,913,520,000km), the Calm Belt (3,300,000km to 3,392,000km), and the Inner Zone (approximately 100,000km to 3,300,000km).

    Populace:
    Cygral: Cygral’s are microbes that live on the inhospitable conditions of Beyla’s surface. Living in large communities they form crystalline structures called Coralis and are chemosynthetic, taking in nutrients from the frozen pillars of gas that crash onto the earth. Coralis are hardy structures due to their continuous exposure to the harsh climate and have a beautiful reflective outer coat.

    Hortis Worms: Hortis worms are mammoth creatures that live in the depths of the earth, reaching sizes comparable to sixty-foot skyscrapers. They are cylindrical creatures with no significant appendages, equipped with an array of crystalline teeth. Normally they live near the topsoil of the planet’s four ice sheets, occasionally venturing deeper into the Phalera tunnels in search of food. Their diet consists of varies nutrients found in the soil and they are territorial creatures.

    Youjil: Youjil are space-faring plants that thrive on the Inner Zone of the nebula surrounding the planet. They have a tough outer exterior and grow large circular sacs that contain a mixture of gases which produce light. Though Youjil are not sentient they react to motion and will actively attempt to crush anything that ventures within one-hundred kilometers of their massive vines. Most notably, though Youjil move at a speed considered slow by most interstellar ships they have the ability to manipulate gravity to attract or repel extraterrestrial bodies.

    Phalera: Phalera are a four foot humanoid species with insect-like features; large black oval eyes, two furry antennas which protrude from their temple, four wings composed of thousands of colorful scales and a prominent brownish hairy mane around their neck. Having lived on a planet with a gravitational force one hundred times that of Beyla they have an insane physical strength that is kept in check by incredible mental fortitude.

    Due to the Austral’s virulent Acereon Capsule all Phalera are female. In order to preserve the species the Phalera have resorted to genetically create Australs for copulation. Weaving a special layer of bodily fluids around their bodies they form what is known as a “flesh cocoon” which is an extra layer of bodily tissue that gives them the appearance of an Austral female. After successful copulation they break free – often gruesomely – from this disguise, reverting to their original form.

    Phalera are governed on a four-tiered caste system. The Matriarch of the species, Empress Sesia, holds absolute authority and is at the top of the caste, followed by the soldiers, the workers and lastly the second generation Australs. Phalera military is divided into three distinct groups the Scythrophista Brood, the Tinea Brood, and the Oinophilia Brood.

    Scythrophista Brood: The Scythrophista Brood is the Phalera military. They are equipped with exoskeleton armor resilient enough to travel in the Inner Zone. Each of these armors possesses a resonance frequency device that relies on the motion of the user’s wings, creating a barrier of sound energy around their body that can be launched as projectiles or manipulated into various shapes such as a spear.

    Tinea Brood: The Tinea Brood is the police force, dealing with petty squabbles and crimes that occur in any of the various Phalera cities. They possess a weaker – though identical in appearance – version of the exoskeleton armor donned by their more militaristic cousins.

    Oinophilia Brood: The Oinophilia Brood is the royal guard of the Empresses. They wear black and white chrome armor and their combat ability is more potent than those of the Scythrophista Brood.

    The Goddess: Unbeknownst to the Phalera Empress Sesia is in actuality a Goddess created at the end of the Origin War out of the essences of the slain Guardians and Slivers. Her powers rival the greatest of empires and it was under her guidance that the fortress world of Beyla came to exist. She lives only to consume entire galaxies so that she may defeat her six siblings and their fortress worlds.

    Australs: The original Australs were in all respects human with the exception of a sturdier skeletal frame and muscular structure to account for the increased gravitational force from the planet. The genetically created Australs, often referred to as SG (second generation), share one distinct trait that differs from their ancestors which is a lack of bodily pigment. It is through a careful series of machine operated processes that they obtain the startling contrasts of colors familiar to modern humans.

    Arkhaios: The Arkhaios are a faction of space explorers in search of treasures and ancient artifacts. Located in the Calm Belt the Arkhaios ships share one characteristic feature which is their toughness. Lead by the inquisitive Dr. Weaver Cengel and his ship the Albatross they continually gather information about the Hell’s Gate in hope of one day penetrating its scalding surface.

    Space Pirates: Taking advantage of the protective Outer Zone of Beyla’s nebula Space Pirates have made a home in the Calm Belt, venturing out into open space and returning to the safety of the Calm Belt with their booty. Their leader, Space Pirate Captain Caster V. Longustus, has a deep distaste for the Traveler’s Conglomerate whom share a portion of the Calm Belt, but reluctantly declines all out war for its unprofitability. His ship, Martyr Five, is an ancient dreadnaught of the extinct Pernici and is easily the most powerful ship in the Calm Belt.

    Traveler’s Conglomerate: A collection of ships whose worlds were destroyed by Beyla the Traveler’s Conglomerate travels along Calm Belt in search for a new life. They have a deep rivalry with the Space Pirates and have a mission statement of protecting any ship that ventures into the Outer Zone. They are lead by the charismatic Melissa Hearthsworth and her ship the Halogene.

    Description:
    One of seven mythical wandering fortress worlds, Beyla is an icy wasteland with harsh perpetual blizzards that rage across its surface. The electric-blue clouds of these blizzards sprout massive frozen pillars of gas that gradually descend to the earth, forming a wondrous winter land of arcs and ghastly natural edifices. The Beyla’s weather is largely dependent on the gravitational force from the Youjil and torrential gales systematically scour the planet surface, cycling material back into the upper atmosphere where they are heated and return back to the clouds in their gaseous phase.

    Light from the Youjil at times will grace the planet surface through the rifts in the clouds, forming grandeur of rainbows along the crystallized gases. Glaciers span across the world’s once fluid oceans, dividing the world’s four ice sheets: Balae, Thalass, Medea, and Baena.

    Balae the northern ice sheet is a jagged mountain range whose icy formations have been compacted over several thousand years. Blizzards are calmer here due to temperatures which can drop to -250°C.

    Thalass the southern ice sheet has the fiercest blizzards on the planet. It is the only ice sheet that never receives any light and is where mountains of ice are created and destroyed each day.

    Medea is the western ice sheet with valleys and hills; it one of two ice sheet that resembles the original Beyla topography. Cygral grow here in vast fields and a single ray of light here can light up the entire continent.

    Baena the eastern ice sheet is similar to Medea except for its chaotic winds. Gaseous pillars that descend here never reach the planet surface and broken up by the powerful winds which expediently expel them into space in a sixty kilometer geyser.

    Just beneath the planet’s ice sheets lay the remains of the planet’s native inhabitants, the Australs; entire cities of their spiral oriented buildings buried beneath mounds of dirt and snow. And deeper still, closer to the planet’s core, is a vast network of tunnels linking twenty five self-sufficient underground cities ruled by the dominant species of the world, the Phalera. The underground cities - with the exception of Maoa, Hepial, and Argyresthia - were designed to be the sites of copulation; resembling 20th century Austral architecture the cities are havens of lights and life where the flashing neon streets meet slick chrome edifices in a dazzling iridescent display.

    Music, broadcasted along a system of microscopic microphones embedded in every structure, is much more than a subtle symphony in these cities, its hypnotic, assailing the very minds of its listeners. Devised to control dissidents in the cities it is in reality a type of energy-based projection of the sixth dimension onto the third dimension by one of the Phalera’s greatest technological inventions the Reality Crystal, an impressive one hundred foot crystal globe composed of highly energized particles housed in the heart of Argyresthia, the capital of the Phalera.

    Just below the northern pole of Beyla lies Maoa, The Great Hatchery, a dome-city consisting of several white rectangular glass buildings; it is built like a stack of bricks with one building creating the support for another. Phalera come here to lay their eggs, weaving a slimy nest in the city’s various see-through compartments. The air, temperatures, and pressure are all moderated through a complex ventilation system from the large tower in the center of the city.

    The militaristic Phalera city Hepial lies on the opposite side of the world beneath the southern pole and is the home to the Phalera’s notorious Scythrophista Brood who patrol the underground tunnels of Beyla. The city hangs in the center of a spacious chamber and is a labyrinth of crisscrossing tunnels that lead to smaller compartments which are used as weapon caches, personal quarters, dining halls, and training rooms. The walls of the chamber are coated with an adhesive energy-absorbent slime that is powerful enough to trap even the viscous Hortis worms that dwell in the vast tunnels connecting the underground cities.

    Argyresthia the crowned citadel of the Phalera is the only city that has a semblance to the original Phalera architecture before they invaded the Austral solar system. More organic than rock Argyresthia buildings are constructed out of Youjil which feed off the heat from the planet’s core. Circular sacs hang from the Youjil branches, pulsating light and illuminating the city. In the center of the city lies a grand palace home to Empresses Sesia and the Reality Crystal.

    Beyla is surrounded by a vast nebula that extends to the tip of its original solar system. This nebula has three distinct regions the Outer Zone, Calm Belt, and Inner Zone.

    The Outer Zone as its name suggests is the outermost layer of the nebula. The Outer Zone is a motif of ever changing blue, orange, red, and green gases that swirl in leviathan storms that rage across its surface. Colossal bolts of energy are occasional launched from these storms and they can travel light years before completely dissipating. Stars, moons, asteroids, and other extraterrestrial bodies that enter the Outer Zone are gradually disintegrated into gases by aberrations in space-time such as gravity wells, created by the Outer Zone’s incredibly dense energy presence. The destructive nature of these aberrations function on a scalar fashion and smaller ships are able to, given that they aren’t vaporized or smashed by larger objects, reach the Calm Belt relatively unharmed.

    Surrounded by gaseous walls the Calm Belt is a gap of normal space between the Inner and Outer Zones. Ships gathered from all over the galaxy congregate here for various purposes - the Traveler's Conglomerate, Space Pirates, and the Arkhaios - who all on occasion work together to repel outward invaders. The gaseous wall dividing the Inner Zone from the Calm Belt is known as the Hell’s Gate for its extreme temperatures which make it nearly impossible to penetrate.

    The Inner Zone, pinkish by appearance, is composed of highly pressurized gases with temperatures that approach that of blue stars. At specific areas in the Inner Zone the pressure is so great that it liquefies the gases, forming a grid of rivers and lakes in space. Halfway into the Inner Zone lays a large expanse of Youjil which grow moon-sized sacs that radiate light. Possessing hundreds of fan-like appendages these Youjil are the driving force behind the world’s movement, guiding the nebula, planet and all into the nearby solar systems.


  9. #39
    Bitch Queen GrievousKhan's Avatar
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    Battleground Template: High Mountains

    Name: Adamant Citadel

    Picture of Battleground or Description of battleground:

    General Size: The size is quite great with the base in likened to traveling through a small city of temples, finding your enemy is half the battle. The higher one goes the more abundant energy can be taped into but the harder it is on the human body.

    History: High in the mountains of Badaiar, in the dwelling-place of the gods themselves, the adamant citadel city was forged by the hands of mortals. It was carved and crafted out of white limestone, through eons of manual labor in the frigid conditions of eternal winter, to defy nature itself. The thin mountain air of the pass make's it hard for mortals to breath. This place is known to having a dark and deep connection to the abyss and thus unholy cultist from all over the world have made pilgrimages into the mountains, to dedicate another temple to the site, constructed and added onto by their followers. The monumental, heavy buildings pierced the mountain, open to all the winds, defying all enemies and opposing even the harsh hands of time.

    Participant Limit: 2-6.

    Magical Properties: Wind, Ice and water magic and power's are greatly enhanced in this environment. Those who have power over the storms are also at a great advantage. Dark magic is abundant in the place and is thus also greatly empowered here as well.

    Restrictions: Fly is tricky in here as the winds, cold, and low visibility due to snow storms make it almost suicidal rather then any real advantage.

    Suggested Character Level: Mid(4-6)


    ^^Credited to Silux, the Mighty God Emperor!!^^

    “Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty.”




  10. #40
    Mauler of Necks Catto Bates's Avatar
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    Name:
    The Ballroom

    Picture of Battleground:



    Description of Battleground:
    A large, ornate hall, filled to the brim with people who are constantly dancing. No matter how much violence happens in the hall, and no matter how many of them die, the people continue to dance until they are killed, or knocked unconscious. If one of these people does awaken, they immediately go back to dancing. The hall is much like the picture, with sunlight filtering in through the windows, and gold glimmering in the light. The hall has two recesses, one on either end; these two recesses have finely crafted, 30ft tall archways, which can potentially be climbed up, jumped up to, and held onto. Statues, and intricate carvings adorn these things.

    General Size:
    Approximately the length and width of a football field. About 50ft tall, in total.

    Participant Limit:
    30 or so people actively engaged in combat. 8 or so suggested RPers at max.

    Magical Properties:
    No magical properties that can be sensed in any way are present. If no fighting begins within the first 8 posts (or 5 minutes, whichever comes first), the dancers become violent, and start to attack everyone aside from one another (all RPers). All dancers are Level 1's with no weapons, and the moment that two RPers begin to fight, they go back to their dance.

    Restrictions:
    The level cannot be escaped from. Period. The walls do not give way, and no items can be moved, or used as weapons, that the hall possesses initially. These items include the candelabra, and the chandeliers, as well as the statues, paintings, and windows. None of the above can be broken, scratched, harmed, or marred, in any way. The floor is likewise indesctructible, and immovable, even against god-like power.

    Suggested Character Level:
    Low-Mid (2-4)
    Last edited by Catto Bates; 10-22-2011 at 12:56 PM.
    Catto Bates

    ^ ^
    |Madam Noel|







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