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Fantasy The Dark Chronicles - Characters

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InsanEleven

King Allyn the Autistic
Before you begin to make your character, I would like to explain a few rules and a bit of context.

1 - This is a detailed Roleplay. This means that I expect high quality, both in your character sheet, and in the way you play your character.
2 - The Dark Chronicles is a gritty RP at its core, and I won't go easy on your character. But this is what makes it so much fun, you will make mistakes, you will face challenges, but these will drive the story.
3 - In line with these rules, this is not a roleplay focused on slaying monsters and being epic. Your characters are all at the beginning of their paths towards greatness; they are unique, but not necessarily powerful. And even if they are, there is much more that power cannot defeat. This is as much a game of wits and politics as it is a game of strength and power.


These rules are really the big ones I'd like you to keep in mind, but other than that you are free to choose your own character's background and abilities. All I ask is that you keep their names and origins in line with the setting. Beran the Beserker, from the Grey Mountains is acceptable, but not Sparkle the Unicorn, from Cakeberry.
Furthermore, there are more or less four ways in which your character can 'harden' themselves against the dark forces, but you are free to think of other things and your own combinations as long as they fit:

1 - Faith.
To protect your soul from darkness through the spirit isn't simply a blessing from a god or mumbling holy words. It's true devotion that lights the heart and makes it a beacon for others to follow. Willpower and perseverance are very much the themes of a faith based character. But how you fill this in through your character is yours to say. Whether you gain protection from worshipping vile ancient ones, or even just believe in the good of man, that's up for you to choose.

2 - Body.
In rare occasions, constitution and discipline lead to a body that can shrug off corruption. Again, the way in which your character has achieved this is up to you. Perhaps extreme martial arts like a monk, the fit condition of a hunter, or just sheer brute strength that wants to destroy evil. As long as the physical is right, the mind will follow.

3 - Arcane.
Fire against fire, magic against magic. It's possible to burn away darkness simply by igniting the light of evocation in the mind. You don't need to have studied tomes to gain this protection. Some people just have a feeling for magic, and weave it into their every action. Spellcrafting, song and music, or even wandering the wilds. Passion and talent are often in lack in this world, but not in those that follow the arcane paths.

4 - Wits.
You cannot be tricked into corruption, when recognise the vile whispers. Intelligence and craftiness can make grand weapons against evil. Both figuratively and literally. Think of artificers with their arcane infused objects. Deft alchemists and philosophers that try to progress the world for the better - or even the medics, armed with bandages, potions and if they so must poisons.

Of course, these are only general outlines, and they often overlap. As long as you can give a good reason in game for their sanity, they should be good. At least until they break...


Your character is a part of the world, try to incorporate them to the best of your abilities, by providing the following:

Appearance: Realistic or detailed art is preferred, but if those are in short supply, you can also give a well written description of how your character looks.
Personality: what drives your character, their vices and their virtues. Try to explain as much as you can why your character would be here, and why they would join in the fight against evil.
Abilities: what can your character do? How are they to help combat evil? This doesn't need to only be actual fighting, persuading and knowledge can also go here.
Backstory: what made your character? What events caused them to be here? How did they become the person they are today? If your character has secret backgrounds, tell the background the other characters will see instead, and discuss with me what secrets they have so we can fit them in the world.

And lastly: you are always free to ask for questions and help with fitting your character in the world, so don't be afraid to ask for it.

[.FONT=Georgia]'Name in character colour, size 7'[./FONT]

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APPEARANCE
Age:​
Birthday:​
Weight:​
Height:
Eye colour:​
Other:

PERSONALITY

Positive traits:
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Negative traits:
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Full description:
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PATH
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ORIGIN
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Aurel Loritz, of Amer-Gaunheim

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APPEARANCE
Age: 21​
Birthday: 17th of March​
Weight: 72kg​
Height: 1m 82 (~ 6' 0")​
Eye colour: Grey blue​
Other: Can't see well without glasses, so he comes prepared with a spare.​

PERSONALITY

Positive traits:
- Confident​
- Well mannered (if he wants to be)​
- Ambitious​
- Intelligent​
- Playful​
Negative traits:
Neurotic-​
Overconfident -​
Overachiever -​
Perfectionist -​
Spoiled -​




Full description:
Despite presenting himself as a somewhat arrogant know-it-all, Aurel definitely has his good sides. For starters he is good fun if you manage to stand him long enough, and he may yet offer some good insights when presented with the right debate topic. Aurel enjoys high society when it suits him, and he knows the benefits it brings even if at heart he couldn't care any less for the social obligations; he sees it as a game, more than his duty. Being the fourth in line to the title of Count - and that is if you don't count the nephews, he knows he never stands a chance at being in any place of power. So he tends to... overcompensate - a lot.
When your family's attention is divided between ruling, eight children, and four grandchildren already, it's easy to get lost as just another noble locked in some manor or other. He doesn't necessarily vie for attention, but moreso for approval. Whether through studying magic, excelling in fencing and dueling, or just general knowledgability, it makes him rather competitive. Even worse, it can cause him to get unstable when things don't go as he foresees, and his neuroses takes over. Since there has never been anyone that dared tell him no, he can be quite insufferable when that happens.


ABILITIES
Aurel has trained under a local mage, but didn't take over his field of cold magic, instead more interested in a curious and under-developed field of spatial magic. Aurel is a teleporter, a space-warper; unlike most fields of magic, spatial magic isn't a linear progression in terms of cost, but rather exponential. The more mass an item possesses the more difficult it is to warp and shift: teleporting a coin may be as second nature as breathing, a book the energy equivalent of walking over and grabbing it, a person like running half a marathon, and the horse whom he sat upon as difficult as lifting a mountain - that is when not taking into account other factors such as how fast something is going, and what other forces are exerted upon it.
This ability has taken up a large portion of his studies, focusing on improving by mathematics of the natural world, and not just the magical one. The art of space-warping is a field that needs subtlety, as spells quickly become to costly for the mortal body and soul to sustain. Aurel has taken his childhood hobby of fencing to supplement his magic, and he is quite a skilled dueler with a pinpoint blade.

ORIGIN
As mentioned before, Aurel is the fourth and youngest son of the Count of Amershire, with only one of his sisters being even younger than he is. Although born into a life of nobility, this has made him quite insignificant, or so he feels: just another bargaining chip to be used for his family to acquire some more land down the line. He doesn't hate or despise his family, quite the opposite in fact, but has often wondered what the point of it is. His nobility provides him with a certain freedom to pursue whatever field he wants, at the grave cost of being responsible for whatever he does. There is always a society keenly interested in the fuck-ups of those held to a higher birthright, a great-aunt willing to gossip, the staff that whispers to the town.
Part of him enjoys playing with that, keen on throwing people off and showing them the mirage that they want to see, but some part of him can't help but wonder where in all that the faking ends, and the real him begins. If anything, the constant scrutiny and expectations have begun to tire him and wear him down - but without achievements, his fate appears to be headed for public obscurity.
 
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Hello I am interested in doing! I have a small question though, am I allowed to make a thief/rouge character? If not I can always make a mage.
 
Kain Hainsworth

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APPEARANCE
Age: 21
Birthday: 20th of June
Weight: 70kg
Height: 5'11
Eye colour: Amber
Other: The scar on his chin was caused by an accident when he was a child
PERSONALITY

Positive traits:
- Fun-loving
- Kind
- Loyal
- Respectful
- Caring

Negative traits:
- Easily Embarrassed
- Self conscious
- Timid
- Hesitant
- Gullible

Full description:
Since Kain didn't come from a well off family financially he grew up looking at the bright side of life, having fun with those he is friends with and even those he only meets once a year during work. Kain is the sweetest, kindest and the most caring person in the world despite being the most gullible. Being the child of merchants you would think Kain would have learnt every trick in the book... nope, he is extremely gullible if you try to trick him. Although with him being so gullible he is hesitant when it comes to trusting a persons word or not, he is also quite hesitant to hurt a person with his magic. He dislikes the thought of hurting those he cares about and even dislikes hurting someone who is trying him but hurt someone he cares about and that hesitation disappears, Kain is loyal to a fault it can be his literal downfall. Another thing that can bring Kain down is his on self, he is very self conscious about his past. He was slightly teased as a kid and now he rarely mentions where he came from or what his family does for a living in fear that he will be teased a ridiculed for it.

ABILITIES
From a young age Kain has always been skilled in the ways of the arcane, learning from his mentor he too ended up going down the path of cold magic becoming quite skilled at it through years and years of training. Kain has control over frost so depending on where he is and what time of year it is, he can be quite powerful and do what ever the hell he so chooses to freeze with exceptions. Although this is purely situational for him during hotter seasons or being in a genuinely hot area it becomes a lot more difficult to use his magic so placing him into a desert he will become useless and can't use his magic at all, during winter and in colder areas it becomes a lot easier to use magic which means he can become quite powerful if the two are combined although his powers highly depend on the environment around him. Even if he is in a cold area, if its summer around that time it will still be considerably more difficult to use his magic. He also does have restrictions on what he can actually freeze, water to him is as easy as tying your shoelaces but trying to freeze a warm blooded human is a lot more difficult and he tends not to use his abilities on humans.

ORIGIN
Kain was born off the coast of Port Simar, his family were a bunch of merchants who weren't doing very well within the profession. Kain is an only child since his parents could barely afford to keep him alive let alone another hungry mouth. But despite this he live a good life on the streets, his parents were kind and caring and he loves them dearly despite the choice they made. When Kain was roughly 7 years old he was given away to a travelling ice mage, who had come to town on business not realising that he would return home with a child with a knack for the arcane. The mage hadn't even asked the family for the child he had only to notice that Kain was talented and his family made the choice that it was better he go with someone that could nurture his gift and give him a chance at life rather than doom him to live in poverty with them. Of course Kain was hurt by their choice but now as he has grown older he understand why they did it and he sends what ever money he earns to his family and even sees them from time to time when ever he travels to Port Simar.
 
Christor Estren The Bear

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APPEARANCE
Age: 29
Birthday: 10th of December
Weight: 95kg
Height: 6'-3"
Eye colour: Green

PERSONALITY

Positive traits:
-Focused
-Hard working
-Understanding
-Kind
-Forgiving
Negative traits:
-Honorless
-Disobey Orders
-Unapologetic
-Stubborn
-Often ignores

Full description:
The Bear is a man who is respectable and passionate about the city he serves, always wearing the armor and emblem proudly. He is usually stationed in the markets of the city during the day and mans the wall during the night, whenever he's stationed during those times. The Bear spends his time outside of his work normally at the bar or tending to his home in the outskirts of the city. He normally keeps to himself and works mostly autonomously. Still, he finds time to help those in need when he's in his guardsman regalia, although he's rather dismissive of such issues when he's off duty. Christor is a lone wolf but doesn't mind company whenever he receives it. He also enjoys talking about his time in the army and clearly wishes to go back if he were in fit condition to. Due to an injury sustained during combat, he has trouble running and climbing thanks to a failing right knee. He doesn't let this get the best of him though and tries to ignore the pain of standing too long or moving too much.

Abilities:
Christor is skilled with axes and polearms thanks to his time in the army, preferring mostly to use axes as his weapon of choice. He has no practical magic skills, although he had gotten a mage to help bind his weapon to him to keep him from misplacing it or getting it stolen. He fights mostly with the use of pure force over tactful skills and deflects. To him, it's better to try and go through a shield than work your way around it. Blunt and to the point, Christor fights in much the same way. Although this has proven to be a great boon in large scale combat, he has a hard time fighting anyone able to dodge his broad, heavy attacks. He is particularly vulnerable against anything assassin or rogue-like, but he is adept and handling larger foes or fortified enemies.

ORIGIN
The Bear was a pikeman in an army that was stationed far away from the tame city he lives in now. He had fought on the field of a few battles during this time, and learned his fighting skills during his service. The Bear had felt himself lucky to be able to survive what he had gone into, and at one point found himself the last living member of his original group. He had started to serve with new, fresh faces, and although he wasn't anywhere near veteran status, he had learned more than those he had started to fight with. Christor had become somewhat of an enigma to these newcomers he had started to fight with, and soon started to be called The Bear by his peers due to his ability to pummel his enemies in combat. His name soon drifted away, and before long he had become known solely as The Bear. Even after he left the army due to an injury he had practically ceased to be Christor. After recovering from his injury, he had signed up to join the city watch, and is known by locals as a just guard and a good man to hold a conversation with.
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Cassius Deigheist
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Appearance
Age:
29
Birthday: 11th of October
Weight: 100 kg
Height: 6'1
Eye color: Gray
Other: Multiple whip/blade scars on body

Positive traits
-Stoic
-Strong-willed
-Crafty
-Meticulous
-Insightful

Negative traits
-Haunted
-Self-assured
-Easy to anger
-Disrespectful
-Stubborn

Full description:
Cassius' looks often betray the man hidden underneath. A frightened, yet wise man often buried underneath his scrapped together plate armor and explosive temper. While often on the streets he inadvertently gathers attention, much to his displeasure. He often quickly tells curious people to piss off, leaving him to another odd job; Kill this person here, scare this person in to leaving town. It's been hundreds of times for him in so many different, yet similar scenarios. On the field of battle, he becomes a quiet, calculative fighter, knowing that any strike can be fatal, Cassius makes sure that every blow is meaningful, and helps him to survive. He often deceives his opponents in to believing he's just another big brute before laying them flat, having read everything before the fight even starts. What the armor doesn't show is a crafty man with a sufficient level of street-smarts. He likes to claim that what is his wearing of his own design, whether he means that he fully crafted it, or put together the individual pieces, no one knows. And he would like to keep it that way.

Abilities:
While strength comes naturally to the muscular man, his wits and cunning is what often wins the day for him. He often studies opponents as they enter the battlefield, thinking as far ahead as the information allows. He fights with a variety of weapons, seeming to make fine use of most common close combat military weapons. His favored, and current, weapon of choice is a battle axe that he switches from use with one hand to two-hands, often leaving his off hand free to deliver fatal blows with an assortment of daggers on his belt. His plate armor covers his vitals, leaving padded leathers on his arms and legs to move quicker than someone in full-plate, but covering what's immediately important to survival. During combat, he often strikes in precise, decisive blows. Using his uncanny ability to read others stance and way of fighting in mere moments, he defends at first, but when he attacks, it is with confidence and accuracy.
Surprises are his bane, unpredictable combatants such as spell-casters and rogue-style fighters often possess the advantage. The longer he can stall the fight, focusing defensively until he has prepared his plan of attack, the better. This means that quick or unblockable attacks such as magic or hidden strikes often leave him reconsidering the fight he is in.

Origin:
At the age of 18, Cassius joined the military. He fought his way through a series of battles until 22, sticking with his company like they were blood brothers. And in a bitter twist, he would be covered in their blood. An ambush from a practitioner of dark magic left him reeling, and traumatized. After watching many of his brothers fall around him, he fled, running into the woods and not looking back. A few days after, things took a turn for the worse as he was captured by slavers, thrown in to fighting pits, enduring glory fighting for the amusement of others for six long years. That time had hardened him, leaving him with his keen insight and intelligence and shredding much of the kindness and kinship in his heart. At 28, he saw an opportunity to escape, intentionally suffering multiple flesh wounds and going down easy in a pit fight. While on the way to the apothecary, he slew his escorts, taking their valuables and fleeing, having repeated the shame of running without an afterthought.

 
Brisk of the Clan Gryphon

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  • Age: 24
    Birthday: Spring Solstice (March 20)
    Weight: ~100 lbs
    Height: 5’ 2”
    Eye colour: Brown and Green
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Elith McCoy

575683
575684





APPEARANCE
Age: 26
Birthday: September 4th
Weight: 145 lb
Height: 5'8"
Eye colour: Pale Green
Other: Elith wears a padded leather gambeson that gives her some protection without restricting her movement. Typically, she wears this over dark-colored long sleeve shirts, so blood stains aren't too visible initially. Over these, she wears a charcoal grey full-circle cloak for warmth. She always wears her elbow-length leather gloves.

PERSONALITY

Positive traits:
- Warm
- Motherly
- Smart
- Empathetic
- Disciplined
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Negative traits:
- Sassy
- A bit prideful
- Stubborn
- Can get Anxious
- Closed off
Full description:
Elith has a warm personality that tends to win people over. However, her skills at switching topics and redirecting focus can make it hard for people to realize how terribly closed off she is. She won't share personal details, but she'll happily assist anyone in any minor quest they have. Her healing skills are also something she is happy to provide to those who need it. Well-educated and witty, she has complete control over her emotions most of the time, and she has fantastic discipline, allowing her to push herself to extremes when needed. Of course, she has her flaws, and her stubborn nature can get the better of her when she's disrespected. In the end, she would rather avoid fights at all costs short of abandoning an ally.

Abilities:
Shadowmancy:
Elith can control and manipulate darkness, even crystalizing it and giving it physical form. This makes for devastating ranged attacks with shadow darts, chains, and the occasional spike emerging from the nearest source of shadow. With a gesture she can darken a small room completely, rendering candles, fires, and most magic lights useless. What she's most proud of is how she developed a way to use her shadowmancy to purify wounds and encourage the body to heal itself - essentially using healing magic through shadows. While she isn't as good as Dr. Chambers, she can heal minor wounds completely, and begin restoration on more serious wounds. She cannot cure illness, but can help to reduce and manage symptoms.

ORIGIN
Elith was the daughter of a doctor, and wanted to follow in his footsteps - her possessing healing magic only made that goal easier. Magic wasn't to be her crutch, though; she participated in medical research with her parents, and learned about non-magical medicine. That was four years ago. Now, she has been traveling with Dr. Chambers for a little over two years. There are some cities and villages she won't step foot in, and she occasionally disappears without a trace, but between her skills and her wonderful manners, nobody bothers to question it too much.
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Brynden Rivers of the shadow

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APPEARANCE
Rivers has a lined face with thin eyebrows, black "viper" eyes and a sharp nose.His hair is lustrous and black with only a few silver streaks and recedes from his brow into a widow's peak.

Age: 30​
Birthday: 24th of july​
Weight: ‎76 kg​
Height: ‎5 ft 11 in​
Eye colour: dark brown almost black​

PERSONALITY

Positive traits:
- politically savvy​
- Quick witted​
- Brave​
- Intelligent​
- Honest​
Negative traits:
somewhat rash -​
sharp tongued -​
vengeful -​
cocky -​
reckless -​





Full description:
Bryden is a forceful, lusty man with a quick wit and a barbed tongue. He studied for many years under different teacher to learn what he could until he became bored and moved on to another. He is known for being brave and honest, but somewhat rash. He has a quick wit and a sharp tongue and regards himself highly. Others sometimes see this as arrogance. He generally doesn't take himself too seriously, but he is protective of his family. he also has a vengeful streak, and this is seen most clearly when anyone crosses his family. Even when he is not engaged in acts of vengeance, he is seen as cocky and reckless as a matter of course. Bryden has a fiery, wrathful, dangerous and unpredictable man who is feared for his temper when it flares. He is not stupid, and clearly intelligent, and he often has the foresight to prepare in most situations.


ABILITIES
Rivers has trained under many of teacher to learn what he could until he grew bored with his teacher or lessons. That being said only three things really caught his attention. One of those being poison making and medicines making. He found the subject fascinating and learn from as many apothecaries as he could. The second came In the form of wielding his spear. He was swift and agile allowing for great dexterity. In battle, he often chooses to wield an ash spear eight feet long with a steel spearhead and spike. He chooses to wear lightly armored greaves, vambraces, gorget, spaulder and steel codpiece, in addition to supple leather and flowing silk. He wears a helm without a visor and scales of gleaming copper over his byrnie. The last being something he isn’t very gifted in and often is used as a supportive tool. He has a slight knowledge in the arcane distinctly his spellcasting when it comes to flora.

ORIGIN
Brynden was born as the bastard son of Eric Rivers a nobleman and his sixth mistress, Lady Melissa Reed. Although Melissa was eventually dismissed by Eric in favor of his seventh mistress. Brynden was able to maintain close relations of his family and partake in his father nobility. Brynden was legitimized by his father making in 2nd in line for his father inheritance. Rivers trained under many teachers in his youth, in order to become a master in politics and battle. Although he ultimately grew bored and abandoned his studies, he managed to a fair amount of useful information and became well versed in the use of poisons in the process. When he was sixteen, an older nobleman caught Rivers flirting with his mistress and wife, and challenged Brynden to a duel to first blood. Brynden won the duel, and several days later the man died from festering wounds, likely because Rivers had poisoned his blade. This led to his older brother banishing and disowning him from the family. This was in fear of the political backlash and damage he could have done to the families noble standing. Although he is still at the beck and call of his family and is often called to accomplish shady and underhanded deeds. This lead to many in his families circle calling him Brynden Rivers of the shadow
 
Herbert Chambers

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APPEARANCE

Age: 31
Birthday: August 20
Weight: 73kg (161lbs)
Height: 2.03m (6’8”)
Eye colour: Brown
Other: His body has several scars and stretch marks from his self-modifications in order to treat his musculoskeletal disorder. The treatment wasn’t miraculous, though, so there are still residual deformations giving him a slight uncanny appearance that is especially pronounced in his movement. His physique is also impaired because of it.

His mask is filled with a mixture of herbs and spices to ward off miasma in the presence of dead bodies.


PERSONALITY


Positive Traits
- Intelligent
- Focused
- Hard-working
- Attentive
- Resourceful
Negative traits
Uncanny mannerism-
Cocky-
Bad at judging danger-
Uncouth-
Obstinate-


Full description

Herbert is a man of principle and education, having a methodical view of things. Not only is he hard-working, but he holds his craft to an impossibly high standard, having no patience for those who would besmirch his abilities. This dogmatic and unyielding attitude gives him a brash and boorish temperament. Having spent the better part of his life closed off from the outside has turned his mannerisms odd and, combined with his irregular movement, sometimes eerie. Nonetheless, he is one that prefers to heal rather than harm, and spends his life doing honest work.


ABILITIES

Biomancy

Herbert has made his magic and his craft one and only. His ability to manipulate animal tissue is elevated by his knowledge as a doctor and surgeon. He can mend, dismantle, manipulate, and grow sinew and bones, and with enough time and care can work on multiple organ transplants. Diseases are a challenge, but not a stop, for cleansing the body of foreign contaminations is also part of a doctor’s job. Through the control of the body, he is able to detect, treat, and even cure illness, which with the usage of prevalent medical practices, makes him quite the effective healer.

Due to his impaired body Herbert isn’t in good shape, and physical combat is naught but a fantasy. For this reason he has procured his own manner of combat magic, utilizing his biomancy in unorthodox, and quite deadly, manners.


ORIGIN

Herbert has spent his whole life surrounded by medicine. From an early age, when his parents discovered his malformed growth, he had been in the care of his grandmother, his town’s only resident doctor. Their initial intent was to find a treatment for his condition, or if possible even a cure, but it didn’t take long for his grandmother to realize that whatever ailment was affecting him was beyond current medical knowledge. Instead, his family decided to let his spend what would be a short life with his grandmother, who he had grown to cherish. Most of his days were spent in bed, being taught about biology and medicine, letting him believe he was growing into a future doctor.

It was many years later that he discovered his gift for magic, and even though it was laborious and arduous, he found the ability to shape flesh feel like an extension of him. This was a miraculous discovery, for with the help of his grandmother he was able to better understand his condition, and after many years of learning and practicing, to treat it. It was a long and painful undertaking, but slowly he was able to shape his atrophied and overgrown bones into those that could be used. Years of this treatment and physical therapy allowed him to not only function like a normal person, but to live like one with minor setbacks. He would never be a warrior or a runner, but he wasn’t confined to his bed anymore.

When his abilities as a healer surpassed that of his grandmother, who had become too old to practice, he established himself as a travelling doctor, deciding to improve his craft from any source he could find.
 
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