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Zeroth
Overview/Guidelines




This page is meant to contain an explanation of the guidelines and mechanics for the RP. It includes helpful information and knowledge that should be taken into consideration by your character wherever they travel. The idea is to add some depth and structure to the RP while also leaving open as much opportunity as possible for creativity.












Hidden 7 yrs ago 7 yrs ago Post by Grnmachine
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Grnmachine That guy who takes things a bit too seriously

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Te-klak


Height: 5'8" (About 1.7 Meters)

Weight: 180 LBS. (About 81 KG)

Age: 35

Race/Species: Thri-Kreen (A humanoid race with insect features, such as a tough exoskeleton, antennae, extra limbs and the like.)

Group(s): N/A

Appearance: imgur.com/a/6S5Jx

Personality: Te-klak is a "go with the flow" person, who does whatever seems right at the time. It isn't in his nature to plan out more then a few days ahead, and even then, he often doesn't even have a plan.

When in battle, Te-klak usually likes to find high ground and use his bow to attack. However, he doesn't have any problem going in for melee attacks if there isn't any high ground.

Stats:

-Strength: 5
-Perception: 5
-Endurance: 6
-Charisma: 2
-Intelligence: 5
-Agility: 8
-Luck: 4

Traits:
Four Arms: He's able to wield 3 weapons, as the extra two arms are smaller and slightly weaker, they must hold the same weapon.
Exoskeleton: Improved defense, even without armor.
Antennae: He isn't impaired in Perception in dark places or during fog.

Talents:
Weapons: He's proficient with Bows, Daggers and Short Swords.
Wall climbing: He's also able to climb walls, albeit slowly.
Fleet-Footed: Extremely quick on the battlefield, and can maneuver around enemies quickly.

Abilities/Powers:
N/A - Te-klak relies on his martial prowess

Items: A longbow, quiver and arrows, 2 short swords, and 2 daggers.

History: Te-klak hails from the Gi'thai desert to the west. Far beyond where anyone has travelled is a small cave system that houses a village of Thri-kreen. Te-klak lived there for a time, but grew bored of life there. When he reached adulthood, he simply left and began wandering. He meandered around the desert without any particular direction.

Until one day, he spied an odd sight- a patch of green that didn't seem to end on the edge of the horizon. Surely this was a trick of some sort? The ocean, perhaps, or just another body of water, looking green because of the sun's reflections. But this was not an illusion. Tiny blades of green sprouted from the ground, ticking Te-klak's feet as he traversed the terrain.

He continued to wander in this new land until he made contact with someone new, and he was shown to the city of Zespah. In this new area he found many wonders, from the food, the clothes, the crafts, the people, the society, to many other things. Te-klak has been living here for a few years now, taking on mercenary work in order to get by.

Today, Te-klak has found a small building at the base of a hill, with a sign in front, saying they were looking for worthy champions.
Hidden 7 yrs ago Post by Diexsmiling
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Diexsmiling

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Seems like a character I would play myself, haha. I've always been a fan of the insectoid races. Looks good so far.
Hidden 7 yrs ago Post by Fairyfloss
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Fairyfloss Warning: Friendly

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I changed the order in which things appear on this sheet just so it makes a bit more sense when reading, hope you don't mind.
Also, I worked together with a friend of mine, who'll be playing Ateya's familiar. He should post here shortly.

Name: Ateya, the Travelling Witch

Height: Roughly 5'6" (or 1.67m)

Weight:

Age: 18

Race/Species: Human

Group: ?

Appearance:
Ateya has short, silver hair and blue eyes. She stands at roughly 5'6" (or 1.67m) tall and wears a simple, almost stereotypical black-white dress, mostly to scare off would-be bandits who would rather not deal with Witches that could curse them (even though Ateya doesn't know curses, bandits tend to assume she does so they mostly leave her alone).

Personality:
Ateya is a friendly and curious person once you get to know her, but she's a bit shy, worried that her inability to remember names makes people angry

Statistics:

-Strength: 2
-Perception: 5
-Endurance: 6
-Charisma: 6
-Intelligence: 8
-Agility: 4
-Luck: 4

History:
Ateya is a travelling Witch/Magician, specialising in Animal-Related Magic and (Mainly Animal) Summoning magic.
Ateya grew up in a small forest town, her father was a hunter while her mother died while Ateya was young. Ateya spent most of her youth in the forest, helping her father with hunting while also befriending/playing with forest animals while she wasn't. One day, while on a hunting trip, Ateya and her father were attacked by a wild animal, which killed her father. Ateya managed to save herself however, using magic she didn't yet know she had to subdue the wild animal, which then left her alone. Since then, Ateya has spent most of her life travelling from town to town, working on learning to master her abilities. Somewhere along the line, she got a familiar; a cat named Keo, who has accompanied her ever since.

Ateya suffers from a type of Nominal Aphasia (at least I think that's the correct term, please don't stab me if I'm wrong), and has a hard time remembering people's names. She often forgets Keo's name, for example.

Ateya decided to join the mission together with Keo partially because she likes exploring, but mainly because she's a bit low on cash right now.

Abilities, Talents, Traits, Powers:
Ateya is good with animals and has several spells both memorised and written in her book (see the Items/History sections for more info on that). She's also a skilled hunter, and is proficient with a bow.

Items:
Ateya carries a book with her in which she writes her spells, but she hasn't memorised them all; the weaker spells she can cast from memory, but the more powerful ones she needs to look up in her book. The book also functions as a notebook and a diary however, so sometimes she has trouble finding the spell she's looking for.
As a traveller, Ateya carries with her a large backpack in which she keeps her items. Her most valuable items however she keeps in a messenger bag that is sealed with a lock, in it she keeps her purse, book and other important items. Having hunted wild animals for a large part of her life, she also carries a bow and some arrows with her, as she is quite proficient in using it, she also knows how to set simple traps and skin animals for eating.

Spells:
All spells drain some of Ateya's energy when cast, meaning that casting too many spells will cause her to fall asleep or lose consciousness. If this happens while she's casting a spell, it can be dangerous.
(Note: When I say 'Wild Animal', I generally mean unintelligent creatures like wolves or bears. Stuff like dragons and other 'intelligent' creatures aren't affected by such spells.)
(Some info is left open for the GM to decide)

Memorised:
- Calm Animal: Temporarily calms a single wild animal per cast (How long a creature is calmed depends on the creature, the more aggressive the creature normally is, the shorter it'll last. Angering the creature is certain to break the spell).
- Subdue Animal: Render a wild animal motionless as long as Ateya keeps eye contact with the creature and both Ateya and the creature can see eachother (so if it's dark or either is blind, it won't work).
- Pacify Animal: Temporarily causes a single wild animal to not fear Ateya. Great for hunting, terrible for keeping off predators since they'll not see Ateya as a threat then.
- Bramble Barrier: One of Ateya's few non-animal spells, this creates a small obstacles of prickly Brambles at a location of Ateya's choosing, as long as she can see the location and it's within 10 meters of her. The obstacle can take on several shapes, like a bush or a small wall. It's not a permanent barrier though, but it can buy her a little bit of time.

In book:
- Summon Familiar: This small ritual allows Ateya to either teleport Keo to Ateya's location if Keo is alive, or revives him at Ateya's location if he isn't.
- Call Creature: Causes the nearest wild animal (it has a limited range, however. So no summoning rare dragons fromt he other side of the country) of the chosen type (Ateya must know what the creature is called and what it looks like) to try and get to Ateya as quickly as it can unless there's no 'direct' way to get to her (as in, doesn't require the creature to break through walls to get to her). The affected creature will treat Ateya like a dog treats it's master, but not permanently. At most, it'll keep it's effect for 24 hours before the creature reverts back to it's original, 'untamed' state, potentially attacking Ateya if she's close by if it's a hostile creature.
- Wall of Thorns: An 'upgraded' version of Bramble Barrier, it has increased range (25 meters), along with other benefits. The thorns are tougher and spikier, making them harder to get through, and the barrier can be bigger.
- Summon Creature: Ateya's most complex spell, it allows her to summon a creature of choice to her location, though it has it's limits.
- The creature cannot be 'intelligent'. Ateya can summon wild animals with it, but nothing too intelligent. (Theoretically, she could summon things like undead too, but she doesn't know how).
- The creature won't stay forever, after at most 24 hours it'll turn to ash.
- Summoning a creature costs a lot of energy, how much generally varies per creature. Summoning a bunny costs far less energy than summoning a bear, for example.
- Ateya has to have killed one of the creature's species and know it's name in order to be able to summon it.
- The summoning process takes time, leaving Ateya vulnerable. How much time varies per creature.
- Ateya feels a small portion of the pain the summoned creature takes, not much, but something like the creature losing a limb would be quite painful to Ateya.
- Summoned creatures are not immune to things like mind control, meaning that they could be used against Ateya. De-Summoning creatures before they 'naturally' vanish takes time too.
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Hidden 7 yrs ago 7 yrs ago Post by Zyngard
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Zyngard The Red Mage

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I'm Fairies said friend. Unlike him I didn't change the order though

Name: Keo

Height: 16 inches or so

Weight: 8 pounds

Age: around 9 physically

Race/Species: Cat, Familiar.

Group(s): Familiar? Not sure what to put here

Appearance: http://images.meredith.com/content/dam/bhg/Images/2013/2/4/CTH633863.jpg.rendition.largest.ss.jpg

Personality: Keo can tend to be rather lazy at times, but also is very loyal and protective to Ateya due to her contract with him. He tends to enjoy long stretches of walking since it gives him time to bask in the sun, and absolutely abhors rain since it ruins his marvelous coat. He’s also a wee bit vain about how he looks, as you can probably tell from that previous sentence.

Statistics:
-Strength: 2
-Perception: 6
-Endurance: 8
-Charisma: 1
-Intelligence: 5
-Agility: 9
-Luck: 3

Abilities, Talents, Traits, Powers:

Familiar: Enhanced physical attributes. All of them. Can also speak Common, and be revived from the dead by his contract-holder with a ritual. Current contract-holder is Ateya. Aging process is halted as long as the contract is active.

To Round It Out: Knows basic healing spells, and can give up some of his own magical energy to his contract-holder. As a side effect of failed attempts to be taught magic by Ateya, he will occasionally cough out flaming hair balls that may or may not explode

Bound by Magic: He and his contract-holder can mutually feel a muted form of extreme emotions such as love, hate, pain, etc. They can also commune with telepathy from within 100 M.

Items:
-Absolutely nothing. He’s a cat, what did you expect

History: Keo was originally just a wild cat from some small town, and generally scavenged outside a house where a hunter and a girl lived. While he knew neither one, the hunter did sometimes leave the food scraps from hunting outside for Keo to eat, which he’s not sure if the girl knew or not, but the girl did spend time with him and tried to befriend him, being kind and whatnot. Eventually, one time, after the hunter went out hunting with the girl, only the girl came back, looking rather distraught. Seeing something was wrong, Keo began following her around, unfortunately not able to help due to the language barrier, until the girl sharpened her skills and took him as her familiar. Since then, Keo has rarely left her side, acting as protection, an ally, a lookout, and much more to Ateya.
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Hidden 7 yrs ago Post by Diexsmiling
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Diexsmiling

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@Fairyfloss Overall, Ateya is an interesting character. Seems quirky to me haha, I like it. She reminds me a bit of Lulu from league, I'm not sure if you're familiar. Anyway, I don't see anything too OP in her character sheet, so consider her officially approved!

@Zyngard I like the idea of another person playing as a familiar, it should add some great depth to the story. I would like for you to elaborate on his abilities a bit more, though. What do you mean by "enhanced physical attributes"? Seems a bit vague to me.

Also, I have no problem with your characters communicating telepathically, but over ANY distance is definitely pushing it. To communicate over continents is an ability that would require very powerful magic or an artifact. They might not have to be in the same room, but if you lower the radius to say, 100M, that's fine with me.

One other thing I'll warn you about, is having very low stats in certain areas. Each Stat needs to have at least 1 point, to begin with. Having 1 point, however, is going to have some serious consequences for your character. For example, a luck of 1 would essentially mean your character is cursed, and everything that could go wrong probably will. I'm not saying you can't do it, but it's something to think about.
Hidden 7 yrs ago Post by Zyngard
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Zyngard The Red Mage

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Well basically the enhanced physical attributes means that the things like Perception, Agility, and those things are better than a normal member of his species due to being a Familiar, so basically he's better than a normal cat. Also lowered the distance of telepathy, as requested, and edited stats to not be 0
Hidden 7 yrs ago Post by Diexsmiling
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Alright then, makes sense to me. I don't have any other problems with the character. Officially approved!
Hidden 7 yrs ago 7 yrs ago Post by Valravn
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Valravn

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Isabel

Height: 5'7" (1.7m)

Weight: 125 lbs (56.7 kg)

Age: 21

Race/Species: Human

Group(s): None officially. Mercenary, sellsword.

Appearance: orig00.deviantart.net/5b76/f/2017/293…

Personality: She's a tad too serious at times, but that comes with how she views her work. In situations where she can relax more Isabel is quite friendly and very open. She's unfailingly honest, even in situations where it might not be convenient for her or her allies, but believes strongly in the necessity of telling the truth. Isabel is hardworking, dutiful, generous, and reasonable, striving to be knightly in all things. Sometimes lacking in confidence but never in the bravery needed to overcome it. She's especially hard on herself in her failures, but never to the point where she won't pick up her sword and try again.

Statistics:

-Strength: 4 (reasonably strong, but more reliant on precision and sword skill)
-Perception: 6 (fairly sharp senses, difficult to catch off guard)
-Endurance: 3 (heavily dependent on her armor, very vulnerable to damage that bypasses it)
-Charisma: 7 (well-spoken and reasonable, as long as she doesn't have to lie)
-Intelligence: 4 (no real magical talent, nor is she versed in cunning or trickery)
-Agility: 7 (fleet of foot and deft with a sword, surprisingly quick even in armor)
-Luck: 4 (has her ups and downs, like anyone)

Abilities, Talents, Traits, Powers: Nothing especially out of the ordinary at all. Isabel is trained and skilled with a sword and the use of armor. She knows how to maintain weapons and armor or forge new equipment if she has access to a smithy. She's self-sufficient in the field, able to look after herself and others if needed for an extended period of time, even with a small amount of supplies.

Items: Her weapon is a steel longsword, usually wielded in both hands for better control and to get the necessary strength behind her swings. For a sidearm she carries a small knife on her belt. It's mostly for utility purposes, but can save her life in a pinch. Her armor is three layers, consisting of padded gambeson, chainmail, and plate on top of that. It's sturdy steel, well made, and fitted for her, allowing Isabel to move and fight easily in it.

She carries traveling supplies when venturing out of the city, items such as a bedroll, food rations, a small supply of healing potions if she can afford them, bandages, and a bag with a hammer, whetstone, utensils, modest cooking supplies, and a spare change of clothes.

History: Isabel hails from one of the poorer residential districts of Gadabastia, the middle of three children. Her parents spent much of her childhood working, leaving Isabel to be raised by her older brother, or if he was unavailable, the streets themselves. She had a strong sense of adventure even as a child, and made a habit of following mercenaries or more commonly knights around the city, eventually coming to spy on the barracks and armory outside of the Opal Keep. There she grew enamored with the idea of being a knight.

Several times she was forcefully removed from the grounds, but she always returned, until at last one of the knights asked her instead what she was doing there. To that, she answered that she was learning, learning how to be a knight. Her blood was not noble at any point in her lineage, meaning she could never be a knight, but that didn't stop her from wanting to learn. The knight she spoke to, Dedric, agreed to take her on as his squire.

She learned everything she could from him, though in reality she was more being trained as an adventurer than a knight. Isabel was not the most naturally gifted of warriors, and still has much to improve on, but Dedric forged her into someone capable, competent, and able to look after herself, as well as teaching her everything about how a knight should behave, the art of chivalry. All aspects of the craft Isabel took to eagerly, and by the time she neared the age of twenty, she had begun taking on contacts as a sellsword, using the coin to support herself and her family as best she could.

After one contract beyond the city, she returned to find Dedric disappeared, along with three other knights of the Opal Keep. It was a devastating blow to Isabel to lose her mentor, but there was no record of where they'd gone, what they'd been doing, no trail for her to follow. This left Isabel with nothing to do but carry on her work, until a lead appeared. For now, that meant accepting jobs for the good of her people and city.
Hidden 7 yrs ago 7 yrs ago Post by Diexsmiling
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@Valravn I like it so far, she seems very practical. A knightly character who's from Gadabastia will make a nice addition to the RP. I'll wait until the history section is finished before the official approval
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Hidden 7 yrs ago 7 yrs ago Post by Arcarius
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Arcarius A Ghost among the Stars

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Arthos


Height: 6'8" (1.82m)

Weight: 223Lbs (101kg)

Age: 41

Race/Species: Wolfkind

Group(s): The Platinum Enclave.

Appearance: imgur.com/XSe3NIw

Personality: Arthos has a high sense of justice, he wishes that there could be right in everything, but deep down he knows that not to be true. However, that will not stop him from trying to get through to someone if he has the chance to. He is loyal to the ones he calls his family, but that does not mean he won't rush to the aid of someone in need. Around large groups, he prefers to keep quiet, but once trusted he opens up quite quickly, however, when challenged he prefers to let his skill and actions speak for him.

Statistics:

-Strength: 8
-Perception: 6
-Endurance: 5
-Charisma: 3
-Intelligence: 6
-Agility: 4
-Luck: 3

Traits:
Darkvision - Can see in dim light within 60 feet as if it were regular lighting, and in darkness as if it were dim lighting. He can't discern color in darkness, only shades of gray.
Natural Stealth - Even for his size Arthos can move about almost undetected.
Acute Senses - Has a great sense of Hearing and Smell.
Stone Fortitude - With enough focus, he can occasionally shrug off injury for a small period.

Talents:
Weapons - He is proficient in two-handed weapons and one-handed blade.
Martial Arts - He is proficient in hand to hand combat.
Multilingual - Knows Common, Druidic and Wild (Wolfkind)

Spells & Abilities:
Cure Wounds - A concentration spell that can only work he his is touched the individual, the spell gives off a glow that feels warm to the touch and heals the individual's wounds at a fair rate. This spell does not work on decapitated limbs.
Druidcraft - Whispering to the spirits of nature, Arthos can instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Arthos can create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal. He can instantly light or snuff out a candle, torch, or a small campfire.

Items: Heavy two-handed claymore, a hand axe that can double as a throwing axe, two long-bladed daggers, partial Heavy plate armor. The Platinum Enclave's badge, (imgur.com/qgPIW9o) large travelers backpack that contains a bedroll, spare clothes, blacksmiths hammer, whetstone, Druid spellbook (which he is still deciphering), eight white ritual candles, mortar and pestle, a small pack of incense.

History: Born and raised in a port-town to the far east known as Emberbay, Arthos was like most young Wolfkind, playful and full of life, curious about everything around him. While most of the town consisted of Wolfkind but it was not strange to see other races living there.

Arthos father was in charge of Emberbay and was one of the high druids that lived within the town, and while he expected Arthos to one day take his place, he didn't keep him from his childish adventures. Some years later Arthos found himself following in his father's footsteps as he studied and worked hard to learn everything he could from his father but that is as far as the happy story goes, at the age of eleven Arthos father passed away in what seemed to be an accident. After the funeral, Arthos had just walked into what used to be his father's office upon the second when he confronted by his uncle who told him what happened to his father and how he was to arrogant and foolish to be in a position like he was.

His uncle then drew a sword and turned it on Arthos, telling him that he was now the only thing in his way from getting the position that his father was. He was given a choice that he was to hand over this father's druidic book and be allowed to live or parish where he stood. Arthos was offered a little time to think about it, and not long after he retrieved the book from a locked drawer. Arthos was just about to hand the book over when his uncle lunged for him and swung, the blade cut across into his left shoulder and shortly after Arthos jumped back with the book, crashing through the window out into the streets below where his disappeared into the night.

Several years later after healing and hiding, Arthos traveled south into the Brayweave forest. Where he came across a rather large monastery that was run by a group of monks and paladins who worshiped a Draconic pantheon as a deity of good dragons who went by the name of Bahamut the platinum dragon. Arthos joined them and trained with them for years and during that time he created his unique way of combat as he was taught by both the monks, paladins and what his father had taught him.

He was able to forge his very own armor and weapons during his time at the monastery; it was not until later that he told the enclave of his uncle's doing. Arthos was then accompanied by a small handful of monks and paladins as he traveled back to Emberbay and confronted his uncle who challenged him to a one on one duel to the death. After about two hours of combat, Arthos came out victorious, shortly after the left back to the monastery and given the insignia of the platinum enclave as well as there colors which was a deep blue with a platinum silver trim, with a platinum dragons head as the crest. Staying around for a few more years, Arthos then left to go out and find his place in the world to go out and shape a place for himself. And maybe try and make a change.
Hidden 7 yrs ago Post by Diexsmiling
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@Arcarius Whoa, it's a wolf druid. That's pretty badass haha. Looking forward to seeing his history section, but so far he looks good
Hidden 7 yrs ago Post by Grnmachine
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Grnmachine That guy who takes things a bit too seriously

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Update: Finished my application!
Hidden 7 yrs ago Post by Valravn
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Valravn

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I edited in Isabel's history, so the application should be all finished now.
Hidden 7 yrs ago Post by Ebil Bunny
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Ebil Bunny

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Man, everyone's characters are so unique and interesting, I'm loving them all! I hope mine's up to standard.

Hidden 7 yrs ago Post by Diexsmiling
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Wow. Just want to say I'm absolutely amazed at the quality and diversity of the characters so far. Everyone's really done some great work, and it only makes me more excited to jump into the plot for the RP. This is going to be awesome.

@Grnmachine Officially approved!

@Valravn Officially approved!

@Buttons Officially approved!

@Ebil Bunny Officially approved!

Looking forward to seeing how this adventure unfolds!
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Hidden 7 yrs ago Post by Arcarius
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Arcarius A Ghost among the Stars

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Profile updated.
Hidden 7 yrs ago Post by 0 Azzy 0
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0 Azzy 0 (insert witty quote here)

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Hokay, been a busy weekend, but I plan to get to serious work tomorrow morning. XD
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Hidden 7 yrs ago 7 yrs ago Post by Diexsmiling
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@Arcarius Hmmm, it's definitely an interesting history you've written for your character, you have quite the imagination haha. I like the idea, but one thing I would like to point out is that the second paragraph
of your history has a few run on sentences, grammatical errors, and a general lack of punctuation. I don't want to be a grammar nazi or anything, but I do want to maintain a certain standard for the sake of making the RP more enjoyable for everyone. If you're willing to work on this and maybe look back over your history to fix some of these things, I'll have no problem approving your character.

Another thing I would like is for you to further expand on what you mean by "elemental discipline". I understand he has the ability to manipulate fire, lightning, and so on, but to what degree? Do you mean he can shoot some sparks from his hands, cast chain lightning, or conjure entire thunderstorms? How much energy would this take for him to do? I'd like to know exactly what he's capable of. As of now, it just seems like a very broad range of skills to have mastery over, for a character with an Int. of 6.
Hidden 7 yrs ago 7 yrs ago Post by Rice Porridge
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Rice Porridge wait / where am i

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