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Fantasy The Saints Quest- Lore

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WeaselThor

The Thundering Mustelid
The World History

The northern continent of the planet of Thune possesses three mighty kingdoms who while not nessicarily in good terms, are not actively at war and towns, cities, and forts on the borders will trade with one another. They all share the same currency system with different symbols on their coins. Each of the nations is famous for their own reasons however none are free of a particularly bloody history.
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The Age of Strife

Four thousand Years ago the first mortals rose from the caves having sheltered themselves there from the great cataclysm known as the fall of heaven. The gods once proud rulers of all the world had fallen into a civil war and their great sky palace came crashing down from space with enough force to blanket the world in fire and devastation. Those who fled to the caves survived the destruction and upon exiting their sanctuary they would find the gods who survived the crash and gather around them for their power sustained the mortals in a world recently made barren. However the ideology of the gods did not change, The surviving gods remained divided between the Holy Gods who aimed to elevate the mortals to Godhood by leading them down a path of magical, technological, and spiritual development that would one day make mortals the equal of the gods. The other faction were the Chaos Gods who believed mortals belonged under their heel waging bloody sacrifice in the form of war, violence, and self destruction all which would empower these Chaos Gods.

It took only three generations for the war to break out and for conflict to consume and threaten to destroy the world once again. The Holy gods empowered the mortals who served them and they each grew their own special strengths and weaknesses, yet were no more a homogeneous species as each god had a different idea of what would be needed, this birthed the mortal species. The Chaos gods on the other hand took the Mortal followers foolish enough to follow them and morphed them into monstrosities that still plague the world to this day. However as the war grew to its greatest crescendo four legendary mortals rose. A Honorable warrior, A Gifted Sorcerer, a Brutish Pugilist, And a Beast tamer. as two gods clashed in the field the four heroes descended upon them with a plan. Taking up the weapons of fallen demigods they smote both the Holy and Chaos god, Took their souls, and used them as fuel for a spell powerful enough to effect an entire Realm. With the casting of Godbane all gods of Holy and Chaos lineage along with all their angels and demigod children were banished from the realm. This occurred on the 1000th anniversary of the mortals emerging from the caves and is now referred to as the Start of the Age of Mortals
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The Age or Mortals

Immediately following the banishment of the gods the four heroes feared they had not been completely successful and that the gods would return in a fury, they then agreed that each of them would take a number of the remaining mortals and split up to forge a city. The Brutish Pugilist forged a City called Karrakhan in the center of the northern continent, The Honorable Warrior forged a city called Lacriosma, the Gifted Sorcerer forged the city of Theta, While the beast master took to the wilderness with tribes and clans for the purpose of taming the wilds, thus they were so far divided by distance that it would be several hundred years before their descendants were reunited.

Unfortunately the violent nature of the birth of these cities would show as they developed. Many new cities would rise and kingdoms would grow from them while the Kingdoms of Lacriosma and Theta were relatively unharmed as their superior magic and Remote locations kept them safe, Karrakhan was both blessed and cursed with an over abundance of resources and thus the struggling nations that grew around her would poke and prod at the nation, raiding small villages, looting farms. This inspired Karrakhan to start the Journeyman’s initiative, rather than beef up their military they would maintain their mighty army and outsource to civilian mercenaries for other missions. The buisness of Being a journeyman was so lucrative that it spread wildly across the nation and the might, suddenly barbarians and raiders were being met by powerful Mages, Warriors, Hunters, and any number of heroes. It became so risky to invade Karrakhan territories that the raiders would make the longer trek to the territories of other nations, and slowly but surely both resentment for Karrakhan and the amount of Journeymen throughout the world increased until 1300 years ago when the Sifting wars began.

The sifting wars were perhaps the darkest and most blood soaked parts of the worlds history, 27 kingdoms had grown including the three first. However mystical artifacts of the Gods ancient city, Dogmatic differences in view and the budding of different religions spawned around different gods from the ages past began to grow. Eventually it reached a bloody crescendo and the violence would not stop for nearly seven hundred years. Cities were burned, entire nations populations reduced to nothing, and vast swaths of the landscape were rendered uninhabitable by powerful spells of mass destruction. In the end only the three nations Of Theta, Lacriosma, And Karrakhan would remain intact on the northern continent, and contact with the nations across the sea was cut. Even though those three nations had survived however they were themselves crippled by a massive drop in population, supply lines being cut along with communications, and the magical power networks no longer intact meant that technology and progress was pushed back nearly a thousand years. Which has marked the beginning of the Age of Darkness.
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The Age of Darkness

It started Five hundred years ago and we are still in the age of darkness today, the drop in population and trade networks made entire chunks of the landmass devoid of mortal involvement and thus nature and monsters would reclaim and the population of dangerous beasts would grow dramatically. In this era of problems and struggles many turned to the Chaos Gods starting cults to worship these evil beings and find strength in their suffering, in Response the Holy Gods Churches grew stronger and militant wings were added to most churches. The only thing that seems to be a boon is that the Buisness of Adventuring had begun to become so lucrative that the Karrakhan Journeyman organization changed itself to the Adventurers Guild and has begun to act as a central hub.

In the past 20 King Mynar of Karrakhan has begun to encourage even more development by allowing a Thetan School of Spellcrafting to start up, Along with Ample teachers from Lacriosma coming to pass their skills on to these adventurers who have taken a vow to serve all of the mortal world and have no alliances to any nation or church. Thus these adventurers act as a buffer between nations by serving as freelance agents to solve the problems of either side, and quickly gathering powerful teams if needed to deter the clashing of armies between nations. However the rise in barbarian activity and the disappearance of an entire town has begun to divide his attention spurring him to send his son from the palace in order to investigate the northern town of Tipwo’s vanishing.​
 
Economy and Coinage
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the currency of this world is represented with Four kinda of Metals and three different kinds of mold for those metals. The four Metals are Copper, Silver, Gold, And Platinum, while the Three Molds are 1oz Coins, 10oz Cubes called Biscuits, And Finally 100oz ingots called Bricks.
Coins and Biscuits are the ones commonly used for currency while bricks are used for transport and re-melting into coins and Biscuits.

(Cc=Copper Coin, SC=Silver Coin, GC=Gold Coin, PC=Platinum Coin. change the C to a B For Biscuits, And BB for bricks)

1CC= .01¢
1CB= .10¢
1CBB=1.00$
1SC=1.00$
1SB=10.00$
1SBB=100.00$
1GC=100.00$
1GB=1000.00$
1GBB=10,000.00$
1PC=10,000.00$
1PB=100,000.00$
1PBB=1,000,000.00$

As you can see until you reach platinum a Bar is just a heavier version of the next level coin so they are hardly practical for people. Usually they are found in well guarded Banking caravans where the guards and the need for a smelter can deter theft. Below you can find a short list of things and what they cost in this world.

A single Roll=12 CC
A Decent Hit Meal=1 SC
50ft of Rope=3 SC
Lantern and Oil=7 SC
Night at an inn=10 SC or 1 SB
A common Sword=25 SC
Full suit of Plate armor=1 GC
A night at a luxury Inn=2GC
A common Horse= 15 GC
Small house= 30 GC
A mastercrafted Crossbow and 20 Bolts= 55GC
Single sail 8man boat= 1PC
Large mansion= 44PC
Galleon Battleship= 50PC
Large Village= 1PBB
 
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The Mortal Races

The mortal races were created by the gods by granting boons and gifts to them. These boons and gifts are tied to their very bloodline and will be passed onto their children. Surprisingly having knowledge about the origins of all races have done very little to soften relations between them in areas outside of the main cities one often finds tribes dividing themselves among racial lines.

Humans- The most numerous of the mortals, Humans are a jack of all trades and a master of a good many. Having the widest range of sizes, weights, pigments, and cultures humanity has dominated most of the world they make up around 39% of the worlds population. Humans range in height from 4ft to 7ft, their weights average between 100lbs and 300lbs. Perhaps the most interesting trait about humans is their versatility and diversity make them the only member of the mortal species capable of breeding with and producing hybrids with the other species. Human lifespan maxes out at about 120 but the average life expectancy is about 80 years.
(Humans gain 2 Free Floating stat points to distribute amongst their stats as they see fit.)

Elves- masters of the mystic arts and lords of the trees, the elves are the second most numerous of the mortal races, however hey expect to fall behind in future generations as their population ages and reproduces slowly. Elves range is height from about 4ft to just under 6ft, their weight fluctuates much less as their lithe frames will not store much body fat or allow for much muscular growth, resulting in no elf ever having been found weighing more than 150lbs. Perhaps their greatest benefit is their lifespans which cap put at a whopping 500 years, with the average elf actually meeting that limit. When one elf dies another elf is born, not always but that’s the general idea. They make up about 19% of the worlds population. (Elves receive a Natural +2 to their Dexterity, And a natural +1 to both Wisdom and intelligence. However they suffer from a -1 to strength and a -1 to Constitution. )

Orcs- perhaps the most terrifying mortals to see on a battlefield charging at you, Orcs are a slightly more aggressive species who thrive in harsh environments, and excel at warfare. They are the third most populous species in the world making up 14% of the population. On average an orc will go beyond 7ft with the range being 6ft to 8ft for height and a scary 250lbs to 450lbs in weight. Despite reproducing remarkably fast Orcs suffer from one of the highest child mortality rates in the entirety of the world as their aggressive nature starts at a very young age and makes them bold and slow to back down. The maximum lifespan of an orc is 85 years, but most perish in their thirties as “the call.” Drives them to adventure and seek challenges like a midlife crisis drives a human to spend a lot of money. However it has been noted that the Orcs of Today would Rofl stomp the Orcs of old and their child survival rate has nearly doubled suggesting that Orcs are growing more resilient as time passes. (Orcs gain a +2 to Strength and a +2 to constitution. But suffer from a -2 to intelligence.)

Dwarves- The deep dwellers, master artisans, Best of defenders. The dwarves despite having the lowest population of the mortal races due to the dreaded Redcap fever which decimated their population recently, are among the most advanced technologically and primarily dwell in the northern mountains of Theta. They range in height from 2 1/2ft to 4 1/2ft. Their weight is surprisingly high for their size at between 150 and 350lbs. They possess the second highest lifespan living up to 250 years and due to their natural toughness they usually make it that far. They are known for being scary effective heavy knights as their armor and weapons are usually of high quality, and their sharing a territory with giants and dragons has made them a hardy and effective warrior race. (Dwarves gain a +2 to constitution and suffer no penalties to other stats.)
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Gnomes- A hybrid species created by Elven and human parents. The Gnome will posses many of the traits from the elven parent but not all of them. They have lengthened lifespans reaching up to around 200 years, are naturally gifted at magic, and possess unique magical detection senses. Their height ranges from about 3ft to 5ft and their weight has never been documented over 100lbs, gnomes are generally well received among both parent communities. (Gnomes receive the elven +1 to wisdom and +1 to intelligence, with no minuses to other stats.)

Halflings- The Hybrid children of Humans and dwarves often called Long Dwarves by their dwarven parents. They possess a lengthened lifespan compared to their human parents at about 150yrs. Their height ranges from 3ft to 5ft and they are notoriously good rogues and fighters. Their weight seems to range from between 75lbs and 160lbs. They seem to look like children to most humans but dwarves are notoriously good at spotting their age. Halflings are well received in their dwarven lineages but often times are less well received in Human cultures. (Halflings Gain a +2 to their luck and no penalties to other stats.)

Half-Orcs- a hybridization of Human and orc. Half Orcs are surprisingly well off from the blend as they have average human lifespans giving them a boost over their full Orcish parents, their size and strength is just slightly below their orcish parents but well above their human parents. Their height is between 6ft and 7ft on average and their weight is between 200lbs to 400lbs. They are typically poorly received in both parent cultures. Orcs find them to be tainted and weaker, while humans find them monstrous and gross. However Half orcs like their orcish parents seem to grow progressively stronger with each generation suggesting the future may well be green. (Half Orcs gain +1 to strength and +1 to constitution with no minuses to any stats.)
~~~
Tiefling,Archaeon,Dragonborn,& Demigod- While these races used to exist on the world and were ample steps above the normal mortal races in terms of power, they were banished alongside their parents when the Godbane spell was cast. Since no parents capable of spawning these beings exists in the realm currently…that may not remain true forever.



 
The Classes

Barbarian- Berserker warriors capable of dealing incredible damage quickly using heavy weapons and light armor. Most important stats=Strength, Dexterity, Constitution.
(Hp=Constitution stat+3, x4. Mana=Intelligence stat -2 x1)

Bard- The jack of all trades and master of none, bards tell the tales of legends and keep the heroes morale up. No party is complete without them. Most important stat=Charisma, Dexterity, Wisdom. (Hp=Constitution stat +1,x2. Mp=Charisma +1,x3)

Cleric- Holy mages who draw power from their god in another realm. Their spells are mighty and their armor is not far behind. Most important stats=Wisdom, Cha, Constitution. (Hp= Constitution stat +2 x3. Mana=Intelligence stat or Wisdom stat +3, X3)

Druid- Mages who specialize in all things nature. Their speed and spells together make them a deadly foe. Most important stats=Wisdom, Intelligence, Dexterity.
(Hp=Constitution stat +1 x3, Mana=Intelligence Or wisdom stat +4, x3)

Fighter- The swordsman in armor, the man with a shield. The fighter is the balance between martial defense and damage and is a clinch pin in any team. Most important stats=Strength, Constitution, Dexterity.) (Hp=Constitution stat +2, x4, Mana=Intelligence stat -1, x1)

Monk=Balanced of body mind and soul, dedicated to the path to self progression and enlightenment. The monk is a formidable foe with formidable chi techniques. most important stats Wisdom, Constitution, Dexterity. (Hp=constitution stat +3, x3 . Mana= wisdom stat +2, x3)

Paladin=Holy Knights and warriors of their god, unlike clerics who focus on helping those to the faith, paladins exist to crush the foes of their faith, beware their divine wrath. Most important stat=Strength, Wisdom, Constitution. (Hp=Constitution Stat +0, x4. Mp= wisdom+3, x1)

Ranger= If a Druid is one with nature a Ranger is one who tames nature and masters it. Known for their mounts and Famailiars A Ranger will usually fell you before you see them. Most important Stats=Dexterity,Wisdom,Strength (Hp=Constitution +2,x2 , Mp=Wisdom+2, x2)

Rogue= The thief in the night, the knife in the dark, rogues are bandits, thieves, and in some cases ninjas. You never know what your gonna get with a rogue. Most important stats, Dexterity, Charisma, Intelligence. (HP=Constitution +0, x2, Mp=Charisma stat +0,x2

Sorcerer=Born with magic in their blood sorcerers often turn towards evil as power corrupts, however those who stick with their gifts and stay in the light have been some of the greatest heroes in history. Most important stats= Intelligence, Wisdom, Dexterity. (Hp, Constitution +0, x1. Mp=Intelligence & Wisdom stat +2,x4)

Wizard= The sorcerer is a born mage, the wizard is a a made mage. Years of dedicated training taught them to manipulate the magic in the world rather than in themselves. Great things have come from great wizards and few fall to darkness as they know the struggle to get to where they are. Most important stat=Wisdom,Intelligence, & Constitution (Hp, constitution stat +1,x1, Mp=Intelligence and Wisdom stat, +1,x4)​
 
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Magic and making Spells

in the realms of Thune, and especially in the kingdoms of Karrakhan and Theta, there exists ample magic. Be it ancient ruins, artifacts, times, scrolls, and of course creatures. There is nearly no limit to the applications of magic with many schools of magic existing out there mages can have nearly any focus. The existing kinds of magic users are divided into three categories.

mageborn- a person born with magical talent, most commonly elves, they seem to have a natural knack for the practice of magic and tend to have savant like qualities when dealing with magic, sorcerers is the only true mageborn class

practitioner- these are those who learn their magic through rigorous study and preparation. Rather than using the magic within themselves they rely on the natural magic around them to weave the world into a shape they see fit. Wizards, Druids, Monks, Bards, and Rangers tend to be the classes for practitioners.

Extraplanar- magic that comes from Otherworldly sources such as Gods, Demons, Angels, dragons, and summoners. These beings gain power through devotion or contracts with beings from other worlds that allow them to utilize the powers of these beings or even call them to their side. The more powerful the ability the more one must give to their power source. Clerics, paladins, Bards Druids and rangers can all be in this category depending on their power source.
~~~
Crafting Magic items.

Magic items are made with a combination of a skilled spell caster and an equally skilled craftsman. They have many shared passive traits such as the fact that all magic items become impervious to the passage of time by default, all magic items are unnaturally durable with enhanced toughness directly proportionate to the magic invested in them. Magic items are divided into four catagories.

Common- An average spell effect like Recharging oil reserves in a lantern, single use grenade type items, Swords whose edge remains sharp, hammers that weigh half as much without losing any damage. These items can typically be found for around twice the price of the standard item and are very prevalent among the upper income brackets of the lowest class and middle class.

Rare- More powerful spells most often found in military service. These include but are not limited to Bottomless quivers, flame swords, spell blocking shields, keys that open any mundane lock, multi-use grenade items, and cursed projectiles. They are most often around four to five times as expensive as the mundane object making them prohibitively expensive for the lowest class and hard to find in middle class homes, however military families almost always have one of these lying around especially if they are officers.

Epic-These items tend to be older and far less prevelant. Most were crafted during the war between the 27 kingdoms nearly a thousand years ago. Back when the population was high enough that entire teams of craftsmen and mages could work on weapons. These powerful items are usually found in the hands of the extremely wealthy. They include hammers that can create building leveling shockwaves, city block destroying grenade items, armor that is impervious to mundane damage, shields that can withstand dragon and Hell fire, And the feared Bane arrows which have killing curses on them.

Legendary- Currently only one such item exists in all of Karrakhan, the Gauntlets of the King Seto Khan. Such items are crafted by the gods and usually date back to at least 4000 years old or much older. These items contain tremendous power that can shape history. Effects include Increasing the force of an impact to the point where a single punch can Fell Giants and Dragons, shields that are able to reflect even level nine spells, amulets containing immortality charms, and even Items blessed with the fabled Wish spell.

Likewise the item enchanted must be of an equal craft level. The craft levels for items are listed below.

Shoddy-the typical fast forged weapon or armor also known as “throwaway” items. These weapons can only withstand common enchantments and are as bare bones and poorly crafted as is allowed. Unenchanted Shoddy gear is found on basically all citizens of the lower class.

Fine- items crafted with a bit more time and effort. These tend to be far more effective than their shoddy counterparts and many of the poorest folks will save up for these instead of getting shoddy gear. The middle class and military is chalk full of these.

Grand- Items usually crafted to the customers specifications and in possession of incredibly intricate parts and embroidery. They tend to be of good enough quality to cleave through Shoddy and Even fine gear often being made of superior metals.

Masterworked- When the gods walked with mortals they taught the art of their crafts to a select few who became the forge masters. All other forms of forging and metalcraft came from these original Forge masters. Sadly the true art has become exceedingly rare as the time has passed. Only four forge masters remain and their crafts can be sold for prices that can even rival homes with the best of them only being able to be paid for in platinum.
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Spells

magic in this world is diverse and all encompassing. Mages have come up with several terms and categories of magic. However the mage has the liberty to create their own spells as magic is like clay and can be molded into almost any form. that said magic is divided into ten levels which are as follows…

lv0- Mana range between 1-3, Low power spells often considered parlor tricks. These include but are not limited to throwing ones voice with magic, creating a light orb that illuminates an area for a minute or so, and moving things less than 5lbs with your mind. As a general rule of thumb remember no person has ever been killed by a level zero spell.

lv1- Mana range between 3-6 This is where the real magic begins, spells include A shower of sparks capable of dealing damage, a chilled touch than can freeze the skin, spells to muffle ones footfalls or voice. Spells that increase the likelihood of scoring a vital strike. A general rule of thumb is that it usually takes about two or three level one spells to fell a normal person.

lv2- mana range between 6-12. These are where combat magic really gets into its swing. Spells like a lightning bolt, a poisoned arrow curse, summoning a dog sized creature like a goblin, firing a spike of ice capable of piercing common armor. Even pelting a foe with raw magic arrows that deal the damage of normal arrows. As a general rule of thumb you can assume a 2nd level spell will down a foe in one good hit.

lv3- Mana range between 12-20. When the time comes for magic artillery that’s when the level three mages come out. This is the limit of magical potential for classes that don’t have a magical focus such as Fighters, Barbarians, and Rogues. These spells include unlocking any mundane lock, casting a force field on an area of 5ft, sealing a door with magic, casting a lightning bolt that chains between targets, hurling an explosive fireball that can clear a small room. A good rule of thumb is that 3rd level spells are the catapults of the magic levels and are capable of downing up to three foes in a single casting.

lv4- Mana range between 20-40. So your enemy has some fortifications like a wall or some well crafted shields? That’s when the time to get serious comes. Level four spells are powerful siege spells that will tear through foes with relative ease. These include Cones of Flame that can engulf whole buildings, force bolts that can crack a castles walls, telekinesis that can move up to a ton, summoning of large creatures such as trolls and ogres. And even mass effect spells like madness or charm that can effect large gatherings. As a general rule of thumb remember that a level four spell can tear a building apart, crack formations, and kill you along with your foe if you aren’t careful.

lv5-Mana Range Between 40-70You’ve torn down the fortifications and now your foe has brought out their battle mages and they are pelting your army with fireballs and lightning. No matter few foes can handle a fifth level spell. They include things like Deathword, A spell that can down an ogre with a single utterance, mass healing of up to a dozen targets, Summoning thunderstorms and floods that can engulf a town, or casting that trusty fireball that levels nearly a hundred meters of area. Level five spells are situational and should be used very sparingly as a reflected spell of this level can kill a caster outright, as a general rule of thumb it’s sage to consider these the highly explosive ordinance and can destroy entire encampments of foes and deal reliable damage to all but the strongest of foes.

lv6- mana range between 70-100. This is the end of the line for the non pure spell caster classes meaning Monks, Bards, Paladins, and rangers will find themselves unable to go beyond level six spell. That’s not exactly a terrible thing however as level six spells is where magic starts getting crazy. The spell list includes Teleportation, Summoning small armies to your side, telekinesis capable of uprooting small buildings, force bolts that can punch holes through a giant Shield, armor, Wards, and all. And the infamous Counterspell which can simply negate any lower level spell a spell geared by all but the best casters. As a general rule of thumb it’s sage to say that level six spells are threats to entire towns and maybe even cities. Whole armies of up to a thousand have been swatted by this level of spell.

lv7- Mana Range between 100-150. Sometimes no amount of steel and badassery can fell a foe, sometimes you need to crack the very bedrock beneath their feet and bathe them in the anger of the planets core. Most people have never even seen or heard of a level seven spell outside of Sorcerers, Wizards, and Clerics. The list of spells includes, Earthquake which is kinda self explanatory, Doomscythe A blade of dark energy capable of hitting multiple foes with a killing curse, Banishment a spell capable of whisking a weaker foe away to another realm, Reverse Death a spell that can literally revive the recently deceased, and the terrifying Reflect spell shield which casts a bubble around the user to bounce back ALL incoming spells below 6th level. 7th level spells are you city busters and can even be used to alter the landscape in ways that can persist for hundreds of years.

lv8-Mana range between 150-250. “May the nation quake and tremble as her queen prepares to scour their foes from the face of Thune.” A Quote from the Prince of theta, that sounds dramatic, before you realize his mother erased the entire island of Zardis moments later…an island half the size of Cuba. Level eight spells include things like mass teleport which can relocate an entire army in an moment, Summon Meteor which is how the queen of theta vaporized an island, Echoing Death decree which is a powered up version of Deathword that can end entire towns, and Smite a spell capable of felling all but the mightiest Dragons, angels and demons. Level 8 spells are not to be taken lightly and should be a second to last resort. A general rule of thumb is that when eighth level spells start being cast hold on…the worlds about to be turned upside down.

lv9- Mana Range 250+. Only a very select few individuals have ever been able to call on such amazing world changing power. These spells are the literal spells of the gods and can be used to save or doom the entire world. These spells include things like Quell, which stops every Weather alteration spell and natural disaster for a thousand kilometers, Planeshift which can pull an area the size of a city into another dimension, Ice age which can obviously cast the world into a harsh multi thousand year winter, Extinction which can exterminate entire continents worth of beings, And even wish which can literally fold reality to the casters whims. As a rule of thumb it is safe to assume that a level nine spell will be something than nearly everyone in the planet is going to feel, even gods have fallen to this level of magic.

An tenth level spell has only been cast once in all of history. The Godbane spell which cast out dozens of gods and hundred of their servants and children. It’s power persists to this day unchanged after 4000 years.​
 

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