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Hidden 10 yrs ago Post by Thought Manifest
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Firewombat, Ajani is accepted! I like how you added a bit to the Calva lore. I left some stuff with just a foundation so that players would feel okay building on it, and I'm glad you felt comfortable building. I like it! Your "Others" made me laugh. I suppose someone could create something similar to a laser pointer using magic, but the tech doesn't really exist in this world. Even so, I like her! Excited to have her!

Beckett, I agree that a wide range of characters would be the most interesting, so I hope to continue seeing variety in the characters and classes as we get more people. Also, I would love your assistance. I'm terrible at map making.

Rosalind, looking forward to seeing the finished product!

Nemaisare, I feel like I didn't answer quickly at all, but I had to work late last night and early this morning, so I answered as soon as I was able!

I actually really love the idea of there being different languages. I imagine the Calva have as many as they have tribes in much the same way that Native Americans in our world do. The Edhil probably have two or three closely related/slightly interchangeable ones though they'll likely have a common-Edhil tongue that is used on the main island. I see the Nogyth having three though there are similarities in the same way that Mexico-Spanish and Spain-Spanish have some subtle differences but they're the same language. The Uialien only have one language, and I envisioned it as being a sort of sing-song sort of sound, but the pronunciation between the Seelie and Unseelie on some words probably varies a little. I think the common tongue would have come out of Eriston back when things were pretty peaceful. There's probably like... one main language there with several offshoots the way that English, French, and Spanish all stemmed from Latin and how there are even more languages stemming from those.

I realize I forgot to answer one of your questions as thoroughly as I intended. I imagined that the Edhil Resistance would make it known that they want to seek the Bracelet of Lim, and people can apply to become members of the party. The Edhil Council would then choose people to be members. This includes mercenaries. There's the promise of pay because the group needs to be rewarded in the event that their quest is successful, so that's definite incentive for a lot of people. The people within the party need to be skilled at what they know/do, and they need to be at least a little expendable. Nieri can't bear children because of her mixed-Uialie heritage, and she's already spent the last few decades giving information about the Uialien culture to Edhil scholars in order to preserve the information and to make sure that should she be lost, it won't be. Any other Uialien within the party will be protected with her life, but anyone choosing a Uialie character needs to decide why they're either expendable or a way to convince the council to let them join the party anyway. That could be by choosing not to have children at all (Not everyone wants kids, and not everyone will want to interbreed to get them, and not all of them will be willing to even mate with their own kind), by having knowledge about the quest that they need to be there to deliver, or through any other means you can think of. Having Nieri as a guaranteed protector will help sway them slightly, but having something more will be helpful. It's up to you what you want to come up with; the option I provided are just a few that I thought of off hand.
Hidden 10 yrs ago Post by Nemaisare
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Eeee! All of the explanations! And cool. I enjoy it when separate nations have separate languages. Both because it can be fun to play with miscommunications and idioms as well as because it just seems more realistic. Of course, the trade off is it can then be difficult to have people that fully understand each other. Trader's tongue ftw! :P I really like the thought you put into that. Also, oooh, allright, that makes sense now. I was a little confused with how they were all getting together, and what the extremely recent backstory for that would wind up being. making up a party makes sense. I can work with this. Yissyissyiss. :D

I've still got three ideas I've got to choose between. I'm terrible about making a decision right at the start. Soooo... Which d'you think'd be a better notion?

I've got an older Uialie fellow, a Sairuvar, rescued from the Fatanen, but whose time spent there diminished him enough that he's wasting away. The age would give him wisdom and ability, possibly some extra knowledge that might be helpful, and the dying would make him more expendable, though also possibly a liability, unless he only used it as leverage to go along and no one in the party knows about it. I could also, potentially make him a Nogoth instead of an Uialie. The sentiment would be similar.

Or a Calva based off the hoatzin who traded with outsiders for his tribe and then got turned into a slave when he overstepped his boundaries by being a little too curious. He'd probably be a Nestad. Thus, useful for keeping people alive, and good at being impartial and defusing situations, and at knowing different areas.
Hidden 10 yrs ago Post by Beckett
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I do not believe we yet have a sairuvar class, and I know we have no Nogoth. That idea is my favorite, regardless of if you go Nogoth or Uialie for race.
Hidden 10 yrs ago Post by Thought Manifest
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I like the idea of both characters, honestly. I never really considered the idea that Uialien could have some sort of stress response that causes them to age and waste away. I actually... think that's incredibly awesome and makes a lot of sense. It's sort of like how a lot of stress can drastically age regular people except in this case it turns an immortal mortal.

I can't make this decision for you, unfortunately. I think both are logical choices. You could try getting a coin and assigning the Uialie to one side and the Calva to the other. Then you flip it, and when it's in the air, you should pretty much realize which one you're hoping for the most. It's a pretty solid trick to figure out which way you're leaning toward the most. You could also do it again for which race you'd rather play.

Also, you're not limited to one character. If you want to make two, that's fine. Just post them in two different posts so I can link them separately in the first post.
Hidden 10 yrs ago Post by Nemaisare
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That's a good little trick. I should use it more often. Thanks! And thanks for the input, both of you. I always appreciate it.

And yeah, that's roughly where I was going with that whole wasting away bit. Glad it works. :) I think I'll start writing out that character and see what the race winds up being. Most probably, it'll be Uialie, but one never knows, with my brain. :P

Thanks again. Hopefully there'll be soemthing up for you to look at soon. And, as much as being able to play two characters would solve my problem, I should probably avoid it.;) But thanks for making sure I know it's an option. :D
Hidden 10 yrs ago Post by Firewombat
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Glad to be on board, can't wait for us to get started!
Hidden 10 yrs ago Post by Beckett
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Firewombat, I just finished reading your character sheet, well done. Since my character has Calvan heritage, do you mind me putting the Kou fight style into his history as well (in my mind, I imagine his father would have taught him a few things about it, but he would in no way be a master at the style)? I love seeing reoccurring themes within a role play.
Hidden 10 yrs ago Post by Nemaisare
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And yet another question, but just to make sure I'm on the same page, is there any possibility of a bit of elaboration as far as the magic sections for the Sairuvar class go? Or are you absolutely fine with me coming up with whatever fits with the terms given? I ask only because there seems a fair bit of leeway there, which is awesome, but also means more potential for going the wrong route with what I'm thinking.

I'm looking mostly at the Divination, Bodily and Mental Manipulation, Banishment and Blocking, and Conjuring. And mainly wondering if you have any definite direction you've considered or any definite limits you don't want to see happening.
Hidden 10 yrs ago Post by Thought Manifest
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First, EVERYONE, the map has been added to the first post. Beckett did a fantastic job helping me with it, and they had some amazing ideas about placement and the scope of things. It was also their idea that there be a series of choppy, broken islands that are uninhabitable due to year-around hurricanes that plague that area. It's part of why Eriston has not been able to touch Inen (because the fastest way to travel to Inen would be to sail west if those islands weren't there). It's beautiful, and I'm sad I had to resize it to fit the forum because it took away some of the crispness of the original quality, but if you click on the image, it will bring you to the full-size version! If you don't like the map, you can't sit with us! Just kidding. But seriously. How could you not like that beautiful map?

Nemaisare, I wanted to mostly leave the magic open to player-interpretation because in the past, I have realized that there are a lot of really inspired ideas that others have that I may not have thought of at all (like the idea that intense stress could turn an immortal Uialien into a mortal). The only thing I want to make clear is that while magic can be powerful and can be a part of a person's daily way of life, it is not the end-all be-all. I don't want any one character to be over-powered or god-like or it would sort of defeat the purpose of the bracelets. Magic takes energy to use just like any weapon or physical fighting style might, so it's important to keep that in mind, especially since your character is set to be aging unnaturally.

As far as limitations, Divination is probably the hardest one to work with within the scope of an RP. You'll have to make sure you have a lot of discussion about what kinds of things your character can predict (in terms of events, that conversation will be with me; in terms of character lives, that conversation will be with the player controlling said character). You'll also have to discuss bodily and mental manipulation with any playable character players that your character is trying to magic (NPC's don't require that conversation). Banishment, blocking, and conjuring seem okay to just be up to you. If you feel uncertain about anything specific, you can run it by me and get my opinion whenever you want reassurance. =D
Hidden 10 yrs ago Post by Nemaisare
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Ooooh, most excellent map! That looks awesome. Nice play with geography. :D I love maps, never been able to make any, but I love them still.

Allright, limited magic in general, as it'd be taxing, figured that'd be a thing. Makes sense, and easily kept to. And communication shall assuredly be a must. :D I'll fiddle about with things. And potentially turn into a little shoulder monkey constantly questioning everything in your ear. (while, as every monkey should, pulling at your lips so you can't actually answer... yepyepyepyepyep) :P *toddles off to continue creating*
Hidden 10 yrs ago Post by Thought Manifest
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Shoot me as many questions as you want. I find it really refreshing, and it's challenging me to think of things I hadn't considered before. =D
Hidden 10 yrs ago Post by Firewombat
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Inb4 I go and create Chi-magic and turn this into a Wuxia film. In all seriousness, though, years of martial arts and fencing help out in that regard. On that note, though, how much fighting and danger do you intend to throw at us during the whole venture?
Hidden 10 yrs ago Post by Thought Manifest
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Since the meat of the role-play has to be centered around the quest itself with the discovery being the climax, it would be extremely boring to just focus 90% of it on the scenery. As much as I love Tolkien's works, and as much as I'm willing to admit several elements are inspired by things within his books, I don't want the wide-shots of them just walking or boating along for an hour of the three hour movie, you know? The Fatanen are after the bracelet, too, and they won't take kindly to someone trying to get to it first.

That being said, there should be plenty of space for character development and "bonding" or whatever may or may not happen within the party itself. But yeah... Definitely going to be some fighting and danger within all of that. All of the classes have fighting capabilities, and a few have healing knowledge, and it would be such a shame to waste that.
Hidden 10 yrs ago Post by Firewombat
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That sounds great, actually. Myself I've got a special place in my heartzones for Tolkien's works, though it took me a while to go through the books, meandering as they tend to be. I'm glad to hear there's inspiration from those there.

I'm happy to hear there'll be action, and not just fighting, I hope, the meat of any experience is just being active and doing things, though down-time to see what's what is also helpful.
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If all goes well, then there should be all of the above. I also want to say that while I am the GM, and while I have some solid ideas for their journey and especially for the climax, the events of the journey aren't set in stone. I am more than open to discussions about directions this can take and events that can happen along the way. I want this story to be about all of our characters, not just mine, so if anyone has any ideas they'd like to try, I am all ears.
Hidden 10 yrs ago Post by Beckett
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Are you going to set up all of our characters meeting in the first post? I'm still feeling uncertain as to how my character gets on board with this group, other than someone high up in the fatanen world is paying him to join.
Hidden 10 yrs ago Post by Nemaisare
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Name:
Thrydlden Rutt
(th-RIDDLE-dehn rut)

Age:
4987

Gender:
agender (though comfortable being referred to as s/he, the most correct pronoun, according to them, would be it, while the more polite would be they)

Alliance:
Edhil's resistance

Race:
Uialie

Appearance:
Spindly-limbed and squat, the first thing one might notice about Thrydlden is that they are quite small, around 2’ tall, without much excess muscle or fat. The second thing would assuredly be their smell. They’ve a pungent scent of earth and rotting things surrounding them, particularly on their breath. It is not altogether unpleasant, but it isn’t exactly the nicest of odours. Most often, it can be compared to rotting trees and leaves, but does depend on their diet.

They’ve a rather large and flat head, with a wide expressive mouth, upturned pug nose and beady little eyes set far apart. Their ears are long, pointed and floppy, sticking out to either side from a mat of hair that is as much a mixture of moss, dirt and little growing things as hair. It covers their back completely, and is far less mobile or wispy than standard hair, it being both incredibly matted with twigs and plants and partially attached all down their spine. They’ve wrinkles gathered under their eyes and chin, along their throat and creased around their joints, their mottled skin becoming looser and slightly transparent as they age. Pigment in their skin gives it a naturally yellowish-green tinge with gradually changing blue, purple and brown splotches that give Thrydlden the appearance of being covered in bruises, though in truth, the more mottled they are, the healthier they are. The mottling is a natural camouflage that helps them blend into darker places.

They have long limbs with relatively flexible joints, though their bones are becoming brittle. Their hands are the same, being long and slender, with only three spindly fingers and a thumb each. But they’ve no feet, as they were never meant for much travelling they didn’t need them, and tend to look a little silly tottering about on the ends of their peg-like legs. To round out their differences, they usually have a few fungi growing from their skin. Sometimes capped mushrooms from their scalp and other times fanned mushrooms spreading along their arms or sheet fungus down their torso, which is, itself, the most unremarkable part of them, being flat-chested, short, and somewhat potbellied. They wear only a string belt around their waist with small stones and various items strung on it.

Class:
Sairuvar

Abilities/Skills:
Bodily Manipulation – they hold a very mind over matter way of life, and can manipulate said matter with a relatively precise skill. The bodily aspect focuses mostly on the health and reaction of the body, from slowing down or speeding up the metabolism or the heart, to strengthening muscle and bone. They never really went beyond their own body in these studies, however, and there is only so much they can do to slow their aging before the effort becomes detrimental in and of itself.

Mental Manipulation – their mind is their most powerful weapon. They can manipulate their own and those of others with almost the same instinct, though a great deal more effort, as they can breathe. Within their own mind, they can block out what they do not like, or recall with unerring clarity every aspect of one memory, and they can keep others from entering and rearranging their thoughts. They can do the same with others, but prefer a more passive approach than forcefully rummaging about in the brains of others. Instead, they more usually observe and come to understand the other’s way of thinking, and then offer hints and nudges using more conventional techniques, like talking… They can, however, enter into direct contact in which both are aware of the other, rather like simple telepathy.

Divination – Thrydlden rarely uses the direct techniques of throwing runes or bones or using other physical aspects of the world to gain insight into it. And the knowledge they gain is not always about the future. Instead, they prefer to rely on instinct and intuition to give them the upper hand. Sometimes it is nothing more than a worrisome feeling about spoiled food, and other times it might be clear enough to make them decide to try dreaming further. But they do not usually get direct, specific insight(like look in the third room on the second floor of the Prancing Pony Inn, more like a preference for one place over another), and while each method is passive and uses power automatically, it does require that they be paying attention to notice. And the dreaming takes more magic than one would expect.

Armor and Weapons:
Thrydlden has no armour, but they do have a little knife they use to scrape up bark and moss that might be used to cut someone as a last resort. It’s not really shaped right for any sort of offensive, but it is sharp. They also have two little bags of powdered hot spices that they rather like the taste of, but that can become an irritant when blown into the face of an attacker. Beyond that, they can try running away?

Personality:
A kindly, patient creature, Thrydlden does not consider itself capable of rancour or anger, nor are they particularly aggressive. Having immortality on their side means they never really learned the value of moving quickly or making fast decisions. They can, if sorely pressed, do both, but they don’t particularly enjoy it, or go out of their way to encounter situations that call for it. They are, however, eager to be helpful and do enjoy quiet interactions, though they aren’t easily drawn into lengthy conversations. Their approach to life is quite simple: take each day as it comes, remember well, and never be afraid to offer counsel or to ask questions. They are quite practically minded and down to earth, but not above giving in to strong emotion when caught up in the moment.

They have a strong, if subtle, sense of right and wrong, believing in the balance of natural scales that usually require no interference to even things out again. Their moral compass, therefore, is geared more towards forgiveness than retribution, and they make the utmost effort to allow insults or wrongdoings to roll past without making too many ripples or passing too harsh a judgement of those responsible. The genocide of their people is a far more serious offense than anything they’ve encountered before, and they’ve decided it cannot be righted by nature alone, so they want to help.

These days, they have become withdrawn and increasingly absentminded. Still capable of remembering much of their earlier years, their mind purposely shies away from the past 50 years and sinks further into melancholy at each reminder. They do not ask much of anyone, though they have a particular dislike of being alone, but their age and ageless life means they’re a strange combination of childlike and ancient; smiling at the simplest of wonders while being perfectly capable of explaining the phenomenon in more detail than anyone would likely want to know. They have a far more powerful mental presence than their small body would imply and are aware of it, in a haphazard manner, not afraid to reach out when they feel they should, or when they are frightened or seeking to calm someone else, and they don’t have quite the same notion of mental separation as those who cannot encompass more than their own thoughts. A fact not always welcome.

History:
Thrydlden was born amongst many like them. The first few years of their life was spent in and around the trunk of a single huge tree, growing slowly and learning about this land that was their home. The tree was, in truth, the physical representation of their mother, though she was more an entity of magic than a corporeal being. Their siblings were each similar in appearance to them, though some were gendered, and they all changed as they grew, adopting their own personality and preferences, making themselves individuals using the plants and animals they encountered during their explorations. It was Thrydlden’s encounter with a mushroom that set them on the course to what they’ve become today.

And it was their mother that gave them their first lesson in magic: in escaping the bounds of the physical. Thrydlden learned more about their world without leaving the roots of that tree than most could manage. The single, greatest lesson their mother shared was that being small did not have to mean being limited. They took it to heart, but though they were occasionally curious about the world beyond the forest, the farthest they ever moved away from their tree was to a nearby city built within the boughs of still growing giants. To Thrydlden, it was a world apart from living in the roots of their mother’s tree. A good experience to realise there were others out there, and that they could adapt to something different.

Still, they remained where they felt safe and familiar, preferring explorations of magic and the mind rather than the world beyond Aliudea. They made friends and acquaintances from all walks of life, and gained some small familiarity with a few members of the Seelie Court, their magic having the same propensity to wax and wane as the moon did. They never joined in any of the politics though, merely enjoyed the chance to observe the activities of those with greater responsibility than them. There were few struggles or ambitions to be thwarted during that time, however, and both Seelie and Unseelie courts abided well within their rights and rules and kept to the balance that nature had dictated for them.

It was only when they met the Edhil allied with the Uialien some thousand years after Thrydlden first ventured into the city that they truly understood the passage of time. Of course, they’d seen it, in the days and nights and seasons, but that seemed more like a cycle than a straight line. It was only when they came to know the mortal Edhil that they saw the effects of aging. It was a sudden death, the loss of an elder Edhel, surprising, but even that gradually turned into a cycle that was larger than any one creature. Of course, it helped that those things Thrydlden had come to love and study happened to live off the death and decay of others. Generally, they found most discoveries could eventually be fit into such a world view without being too troubling, and though they did miss those that passed on, there were always others to meet. And nothing of the sort had ever happened to an Uialie, even their mother, whose tree could not last forever, suffered only the loss of a home rather than any permanent death.

That was how their life passed for some time. Occasionally, they would spend their days wandering the forest, and moving with others to different cities. But they preferred the familiar, and learning magic did not always allow for a lax schedule. They learned from their mother more about the mind and body, and from a Seelie woman hoping to pass on the art, and thus, the responsibilities, they learned divination. It did not always come easily, but they enjoyed every success, and were encouraged by the faith the other Uialie had in them. And then that life ended.

It began with unsettling fear, and continued to invade their dreams when they tried to pinpoint the problem. But even when the Uialien were left dying or dead, it did not end. Thrydlden was pulled away from the body of their tutor and dragged past the empty shell of their mother’s tree by the Fatanen that came after the decimating magic. They were taken beyond the shores of their home across rough, uncomfortable seas with the broken remnants of their people and hidden away in the dark. It was that darkness, empty of everything but pain and sorrow and anger that tipped the scales and rather than working to accept and deal with their grief, Thrydlden worked to escape it, bending their magic in upon themself and instinctively forcing their body into a dormant state. They could endure, but with so much loss, they did not immediately want to, and it was their method of waiting until the grief was manageable before letting it in.

They might have remained that way indefinitely, caught on the verge of abandoning their sorrow, but the dungeons where they were kept were neither still nor silent, and gradually, it reached through to Thrydlden, until they had to acknowledge it. Most of those nearby felt similar anguish, but when they felt a stronger presence on the edge of their awareness, they reached out and found an anger and strength fighting a more physical pain than they wanted to feel in their state. So they reacted by diving deep into better memories, and felt a distant resonance in the stranger.

The second time Thrydlden reached out, their effort was deliberate. They were awake and aware. Tired, aching, but sympathetic and needing the chance to nurture rather than weep. They continued to reach for the stranger, to comfort and console and share memories of the land and life they’d lost, whenever they felt the mind falter. They did not truly understand what occurred in the other cell, but they knew it helped, and they knew the effort helped them. So, though it wore away what few reserves they had left, Thrydlden continued to reach for the presence instinct told them would be important someday. They nearly failed towards the end, and when the other vanished after a deal of noise and struggle beyond their door, Thrydlden smiled and let themself drift.

They were awakened again, weaker than before, when a Nogyth stepped inside their cell and lifted them from the ground. The rescue came in time to let them recover some strength, but Thrydlden was dying from the moment they broke away from dormancy too soon. They’ve spent the past several years helping their rescuers in their search for answers, hoping it would ease their own mind as well. In the end, it brought an answer, but not a nice one. And they decided that the natural balance had tipped too far to fix itself. Those who lived on the world and did not like what the Fatanen had done would have to fix it themselves.

Other:
I’m calling them Truffle in my head, yes, yes I am.
Hidden 10 yrs ago Post by Thought Manifest
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Beckett, do you imagine that Hue would have gone to Inen himself under the guise of being one of the Fatanen who feel deep unrest with the atrocities of their people? Alternatively, he could have staged being a prisoner that a group saved from the Fatanen. If you have any ideas about how he ended up with the Edhil long enough to make his desire to be in the questing party, just let me know.

As for how they all meet, I was thinking we could start with them all showing up at a meeting of sorts where the Council lets them know they've been chosen, where they're going, why they're going, how they'll get there, etc. etc.

Nemaisare, accepted! Truffle (Thrydlden) is adorable and such a great example of how diverse the Uialien can be within their own race. I definitely see the vast diversity within the Uialien making them very open to the acknowledgement of non-binary genders in a way that seems a little less common-place among other races. Fatanen and Calva would have an especially especially difficult time with it, I think. I feel like the Edhil had to take a lot of time through their alliance to accept that non-binary genders are normal. I think Nogyth would be the least perplexed by it (second only to Uialien) as, biologically, men and women don't look much different from one another.

Also, I love the use of Brian Froud's art for the depiction of your character. Very good choice.

Nieri's history has been updated to include their imprisonment encounter.

Dues Ex Artificium will only accept one more Uialie character.
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I imagine that who his grandmother was has a lot to do with why they would want him to come along. I would think that the story of his great grandparents would be one of those tales told to rally people against the fatanen...and in the eyes of edhil, fatanen protesting their own kind is a major win. I also know that this "representative of the high king" (who I imagine being a very freaky looking woman, perhaps not all fatanen blood? I almost imagine her being part Edhil...hmm...) would have helped plant him, so she must be a sort of double agent herself. Reverse to what I said before, and Edhel that is rallying for the High King would be very unusual, therefore she gets away with it easier.

I just brainstormed all over this OOC...To sum it up, A half-edhil sleeper agent helps plant him among the group. Though she was hoping it was Hue's father who took the quest, she accepts Hue's offering to go in his father's stead. She does this because he, unlike her, is expendable.
Hidden 10 yrs ago Post by Nemaisare
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Brian Froud is the best. :)

It'll be interesting to see the different reactions to Truffle amongst the characters, and I'm hoping just fun in general for interaction purposes. With the smell and rather different look. :D

EDIT: Realised I forgot to mention, but thanks for letting me run with my thoughts for Truffle, I always find it's good in a group dynamic to have at least a few charactrs with some connection, even if distant, just for those quiet moments when nothing exciting is happening. :P
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