Avatar of Fallenreaper

Status

Recent Statuses

7 yrs ago
Current Yes, I'm an oversize child. Deal with it. :P
2 likes
8 yrs ago
That moment you've got too many rp ideas floating in your head, but you don't want to overwhelm yourself? Yeah... I'm right there, suffering in silence.
6 likes
8 yrs ago
RP hunting is like finding the rare toy in the cereal box. Doable, but the time and effort is nearly more than I can bare!
6 likes
9 yrs ago
That amazing high when you realized how far you've come in improving your writing. It's impossible to describe, but drowns you in a positive glow.
5 likes
9 yrs ago
I love being a terrible person by making my PCs' lives miserable, it's art form that never gets old or boring.
2 likes

Bio



Personal details I've got enough room to share.


Username.....Fallenreaper
Nicknames....Fallen (preferred), Reaper, Devour of lost souls, etc.
Gender..........Female
Sign...............Libra (true to sign surprisingly)
Occupation....Wandering and exploring the caves of my insane mind
Location.........USA (Lost in the Cornfields!)

Status............Stable.



Active


Click the links (Titles) below to be taken directly to the thread.

Advance RP

Create-A-Hero
Accepting: GM/Co-GM Nitemare Shape, Hound55, & Dedonus


Formaroth Part 2: Throne of Lies
Still Accepting: GM TheDuncanMorgan


Casual RP

X-Men: The New Era - Issue II: Avalon Rising
Accepting: GM Almalthia, Co GM Pilatus


Legacy of Heroes: The New Age
Accepting: GM Jessie Targaryen, Co GMs Alfhedil and Apollosarcher


Nation RP

None

Arena RP

None yet.


Extra Stuff Featuring: Flight Rising.

Most Recent Posts

Pyromania99 said
XD. It's fine! We still love you. Do you still have the Alanian thing?


Yeah, Lucius sent it but you might want to put the race info into the CS thread in a separate post. Mainly since you created it and it would allow you to add more details, like if you want to flesh it out and what not, to the race later on. I aim on doing the same with Echo, Frettzo, Mine, and Crossark's Snow Elf offshoot.
Pyromania99 said
I've already subscribed myself.


Cool, your current GM is losing her mind. XD So forgive any mistakes, lol.


3 cities within Yarsomere-

Mesa Gaan

The largest Naga city on recorder, at least in the Desert variety, and is really nothing more than a massive, complex maze of carved out tunnels. It seems more like a hive, with areas made for commune sleeping as well as individual space for the cold desert night to an underground water supply. However they spend much of their day between the underground and surface, the latter better suited to their tastes, as they exist with the natural world around them. Adapting it only when needed as is expected of all Naga.

Territory range- Several hundred miles over seemingly vast desert, something like Death Valley, and less inhabitable for humanoids these serve as both home and birthing ground for Naga. This area takes about the top fourth of Matash, from the border to the coast and several miles from any city.

Population- About 2,600-4,500

Hassam

The second largest, Hassam is located in Baldum from the border to the river and settled between the two cities, Thead and Fiel. About half the size of Mesa Gaan, these Naga live in an oasis type environment filled with lush greenery and limited water which makes their scales green instead of the desert brown from those of Mesa Gaan. The city itself isn’t a winding series of tunnel and the only Naga City not located near a Ravine entrance within Yarsomere.

Territory range- Lust, green oasis caused by the river’s rich soil and slightly akin to a jungle. Unlike the other Naga cities, they are only a week’s journey but due to the harsh desert wildlife that seemed to cluster about the Naga, few have dared ventured there.

Population- About 950-2,800

Beenas

The smallest city, it’s more of a tribe then an actually city made from several tribes that cover the area in the middle of Ranad’Ko, Shala’pha, and Taw’si Isth. They are most focus near the river, their homes tunneling out and all connect at one large area where the Ravine entrance exists.

Territory range-Shh’ Fet

Population- About 700-1,500

Basic life of a Desert Naga (These are estimation to give an idea of when it’s supposed to happen as well as appearance.):

~ (Unless a Naga male knows a female carries offspring conceived by both, he doesn’t influence the child’s early life from any possible breeding partner and even then it’s not heavily.) After carrying her offspring within her for 4-6 months depending on number, she will move off into the desert wilderness to seek out a burrow. Usually it is the same one she herself was born from, laying soft shell eggs between 2-9 once the burrow has been cleaned or situated enough for rising young. In a few months, a Naga is born from their egg and they are more developed then most children of other races. Babies have their eyes open immediately bonding with the first thing they set sights upon as their vision comes into focus after a few hours. The pupils dilated making the eyes completely black and a thin film over. They are rather active, compatible of movements like a few month year old, but unable to make the soft cries until 2 weeks to a month after birth. The mother ends up watching her offspring emerge from the egg shells that when the child is old enough, has grown weaker due to the nutrients being absorbed from it, easily punctured by small tail spike at each newborn’s end. This ‘spike’ falls off shortly after the infant is born, still covered by the wet egg fluids and clinging bits from the burrow. In a few hours they are up and slithering around and when 20 years hit, they are slowly start wandering towards the burrow’s entrance which will at some point end up exiting to explore the world around them with the Mother lingering close by.

~60 years (appearance: 6 years old), a Naga child is about to hold a weapon. This is when the mother teaches her children to craft a weapon from animal carcasses brought back to the burrow, learning to fight and defend them, building up muscles, as well as slowly hunt food shepherded towards them. Usually small and only mildly dangerous creatures that make easy kills are chosen, slowly becoming more dangerous as their age/skill advances.

~130 years (Appearance: 13 years), the Naga independence kicks in, weakening the dependence upon the mother. Now the mother freely wanders, only so often wandering back to the burrow and reconnecting to her children though brief, small moments as well as keeping tabs on their development. Now the children are fully able to survive alone without aid or need, their link now only one made from desire to be close to another of their kin rather than a needed measure to live.

~140 years (appearance: 14 years) Now accepted as an adult, the Naga children are introduced to the place of resident for his/her race and the true challenge begins. Since Naga are both Surface and Subterranean creatures, their vast tribes are created under Tiien’s surface filled with new dangers then birth. This where the social development occurs in a Naga’s lifetime and thus, this time has the greatest determining factor to their state of mind drawn from their surroundings. On arriving, they are sorted either in the Crafter or Hunter caste depending on their skills, weapon crafted and any information discussed in private between the mother and 3 Matriarchs.

There are 3 castes where they would spend the rest of their lives in, though only the third is accessible later in life and to selective female Naga changing their role.

When a Naga child is introduced to the Matriarchs, they are placed into one of two castes: Hunter or Crafter. A third caste, the Matriarchs are the highest cast and always female, taking one or more promising Huntresses under their care to later chose one to become the new Matriarch when her last breath escapes. Though there are genders within the Hunter and Crafter caste, the females hold the leadership roles and blunt of the responsibility.

*Hunter Caste: Warriors, hunters, and law keepers, these Naga are defenders of their race and their city. Equal parts of males and females are found within this caste and both rather serious about their duties. They spend much of their time topside filling out their duties but hunker down beneath the ground for rest, food, retrieving the Matriarch Caste orders or during their inactive moments.

~They often are posted in stations, temporarily tribes about 20 or more, that exist to ensure no one accidently wanders into their home. It is there, they live and watch and taking shifts as Naga rotate from here to Mesa Gaan. This migration happens, like an inner clock, every fall equinox day (Sept. 23) and ends usually sometime in late October to mid-August when the last of the shift happens. A group never leaves until another arrives to take their place, traveling over miles of hot desert.

*Crafter Caste: Builders, architects and physical labors of the Naga race, it is their responsibly to enable the tribe is taken care of. This caste is made of mostly females and some males that show talent in their crafting skills and creative thinking, including the crippled or recovering Naga as well. Unlike their sisters and brothers within the Hunter caste, they tend to shift frequently, and by choice, from the surface to underground since their tasks are mostly made from physical labor. This caste requires consistent team work throughout the rest of their lives and thus the most sociable and diverse while retaining the calm and controlling nature.

*Matriarch Caste: Not assigned when coming of age, these Naga are the only strictly female caste. It also the smallest and most important one because this is where their decisions, orders and determined leadership comes from and filters out into the others. Built from Naga from both Hunter and Crafter castes, there are 3 matriarchs (spend all their time underground and use heated rocks to keep their temperature) that united decide the fate of their tribe while the rest are Naga ranging from a variety of ages which are learning under them. This caste consists of only 6-12 at most under the three, replacing their rank only when there’s a death among of the Matriarch’s chosen, dubbed Tyros. They learn the role of the Matriarch from the decision, tasks, and experience each caste by assisting in their tasks daily while also tending to their teachers well-being.

~the only caste that regularly requires and practices reading, this skill isn’t widely practiced among Naga since it serves little purpose other than distraction. Not to say the Tyro hasn’t passed on the learning and enable others from other castes to read, etc. Only those chosen to decent into Matriarch are shown the history of the Naga race written deep within Mesa Gaan itself.

~Joining age is 190-260 (19-26) but there are expectations since it’s the Matriarch’s individual choice when to select her Tyro. In time, those that are chosen spend more and more time underground. As a side effect, their scales lost coloring and become albino in appearance as well their eyes become blind because they begin to rely more on hearing and smell.

Important abilities of a Naga:
Heat sensory- ability to sense heat from surroundings as far as the eyes could see. The organ is small but powerful, plumping constant information that is stored within the Naga brain and accessible any time.

Tongue sensory- ability to scent smells within the air, from recent to a few days old unless affected by water, enable them to track prey. Strong odors can overwhelm this sensory and ruin, for a short time, this highly sensitive sense.

The Malice- this is a state when a Naga’s body is damaged, not aged, to the point it can’t contain the soul any longer. Once the soul is released, the still living body goes into a sort of berserker rage and mindless rampage that results in attack upon both enemies as well as allies. This can last anywhere from several hours to days depending on the adrenaline amount pumping through the Naga’s body. However quick and simple ways to kill them is by damaging the brain, the safest method with the fastest result, or the heart in which the body will simply die.

~Low body temperature then humans. Not low enough to allow them to freeze but Naga can’t tolerate very low temps without slowing down and drifting into a hibernate state, bit by bit shutting off their bodily functions until they warm up. To most this seems as if they are dead and a state that can only last for few hours until it starts to kill off the Naga’s tissues and brain functions, killing them instantly. Extreme heat on the other hand, doesn’t affect them, enabled to live in long spells without passing out or needed to sweat.

~Their scale areas are tough and durable like leather armor. The scales themselves unable to feel pain, yet if something managed to get past it then it would struck the nerve endings making the Naga notice.
Races

Let’s meet the races that dwell within the world of Tiien and the possible PC choices. Hybrids of these races are possible but depending on the combo,very rare occurrences. Most times frowned upon, resulting in the offspring being banished or killed. Now these are the basics for each race, details found upon the character depository for behavior, cultural habits, or other important information.



Name: Humans: Naerse and Yarsomere

Lifespan 60 years

Brief Description:
Pretty self explanatory, however humans are divided into basic groups based on origins and appearances. However they can vary between each individual. The two types are Naerse and Yarsomere. Naerse are white skinned, their hair ranging from dark raven black to sandy blond, and their eyes usually blue or green. Their height reaches up to only 5’5” in average height through some are both shorter or taller depending on the lineage. Yarsomere are darker skins ranging from tan to pure black due to their more desert like surroundings. Their hair is often black to brown with blond being rather rare, though not impossible. Their average height is up to 6 foot and higher, their built made more for running long days in the hot sun.


Biological Traits
  • Yarsomerians have a high tolerance to heat from the sun, their bodies use to wandering and traveling long hours in the hot desert. The sun burns their skin very little while being out there. This means cold can take a terrible toll on their system causing sickness and gain frostbite easier. Naerse are more resistant to cold weather though they still fall short of Snow Elves, their tolerance to prolonged exposure being around -20 degree range without the right equipment. For Naerse, hotter and humid temperatures give them higher risk of heat stroke and sickness.
  • Out of all the races, humans are the most versatile and individual when it comes to aspects. While they might not reach the extremes of the other races, no single two humans are exactly the same in their agility, speed, strength, endurance, or stamina. This enables a wide range of individualism among one single race.

Most Commonly Seen:
Most commonly seen in Eania, Djarkel and Yarosmere, humans have a wide range they can live in throughout Tiien. However, the Scorched Lands are toxic to any but the Esyire. And some areas like the Ravine are too dangerous save for the most determined soul.


Additional Information:
Humans have the highest mage population out of all the races, their aptitude for triggering their much higher than other races. This not to say they are much better at it however. Like other attributes, mastery and power often depends on experience, training and the individual themselves.






Name: Orcs/Orks

Lifespan Natural lifespan of 50 years, though half-orcs can last as long as humans

Brief Description:
Large humanoids with colored skin, tusks, and naturally tough bodies. They average around 5-to-6 feet, however orcs beyond 7 feet is not unheard of. Commonly depicted as green-skinned, orcs can actually have a variety of pigments from brown, red, purple, yellow, even more human skin-tones.


Biological Traits
  • Large bodies with greater-than-average muscle mass. However, while they are thicker and able to resist more physical damage, their strength is still considered within human limits.
  • Tusks of varying sizes, typically suitable for tearing through flesh and even inorganic matter. Orcs only get one set of tusks, so if they are damaged this can hinder their ability to chew through hides, bones, and more on a carcass.
  • Dense bones with more resistance towards impact and trauma, particularly in the skull. This also adds weight, resulting in them
  • Thick leathery skin which allows them to shrug off minor cuts and bruises. Even includes the inside of their mouth, allowing them to consume more dangerous food. While it can protect them from outside elements for a limited time, it both numbs their sense of touch and traps excess heat requiring them to use other means to cool themselves.
  • Greater metabolism which allows them to process foods and nutrients faster, this even allows them to eat almost anything edible or inedible with little issue. However, while their metabolism is high in strength and speed there’s one big flaw that comes with it. The metabolism shortens their lifespan compared to the other races.
  • Certain orcs have been known to have keen noses like that of a dog or boar. This also means intense and new scents can be distraction, even crippling if too powerful.

Most Commonly Seen:
Torrin and Oelik Hold Any other places by chance or merely those two? Also, might want to put a link in the names so players can click to get to that section easily for cultural info.


Additional Information:
Orcs are capable of creating hybrid offspring with most other races, humans being one of the more common half (When one calls themselves half-orc, it’s generally assumed the other half is human). While most would recognize an orc by his strength(It would likely be by their tusks and appearance), the true value of an orc is by their endurance; next to dwarves orcs can take quite a beating and sustain some life even after taking mortal injuries. Magic is known to orcs, however for some reason or another orc mages are quite few. Due to their relatively short life spans, an orc who doesn’t reveal their magical ability early into childhood may not have the opportunity to master their magic if they discover it in their adulthood.






Name: Dwarves

Lifespan 75-90 years

Brief Description:
Dwarves are compact and short, reaching only to the heights of 3-4 feet tall. They are built tough and suited to remain long time underground without suffering lasting side effects. Many male dwarves have adopted facial hair where they can braid and tie in various ways, each culture of dwarves having their ways to style their beards. Females tend to braid their hairs instead through they ensure it still battle fitting.

Biological Traits
  • Dwarves are strong for their size and able to lift about double their whole weight, putting small strain on their compact figures. However their stamina and speed suffers, falling below normal humans when it comes to lengthy tasks.
  • Dwarves have limited reach due to their small stature, their legs need to take double to triple strives in order to keep up with people. Their bones are much sturdier as well enabling them to take as almost as much damage as orcs.
  • They can see in utter darkness thanks to an additional sensory, but 2-3 feet beyond them at a time. It means they require no light at all to get a black and white image of what's in front of them.
  • An innate sense of direction, Dwarves are difficult to get lost due to their connection to the ground, earth and rocks. Drop them almost anywhere and they are able to instinctive find their way to the nearest familiar landmarker. Despite their great navigational skills, magical means can still cripple their ability leaving them just as lost as everyone else.

Most Commonly Seen:
Ironstead, a settlement with both above and underground spect to the city. It’s mainly a dwarven made city through it welcomes surface dwellers.


Additional Information:
Most Dwarves, mentally, have a high tolerance to pain. However this is less of a biological feature and more dependent on the individual, upbring, and outside factors. Many believe this comes from their stubborn streak and how they refuse to give in.
Also, Geomancy and Herbamancy seem the most common blood among Dwarves possibly due to their environment.






Name: Snow Elf

Lifespan 87-90

Brief Description:
Living in the Glacier Lands has taken the most changes upon the Snow Elves, altering from their height to body structures and even coloring. Their height now reaches up to around 2-3 foot, being the shortest of the races within Tiien, and lowering their food needs in order to survive. Most Snow elves appear to look as they have been lightly frosted, giving their skin a bluish hue and their hair ranging in pure white to lighter colors of white. Like their woodland cousins, they have various pointed ear lengths that can range from being as big as their heads to human size with a tiny point.


Biological Traits
  • Snow Elves have a high tolerance to below zero temperatures because they grew up with it all their lives. This means they can’t freeze and remain in frosty weather for extended periods of time compared to the other Races without risking frost bite. On the other hand, magical means like being attacked by cryomancy or runes are unaffected and will do normal damage. Heat is tough for them to work through and even the milder warmer temperatures can be uncomfortable.
  • Their small structure allows more energy from small amounts of food or water. This means they can eat one large meal and endure days before they can catch their next one. Even Snow Elves, however, have their limits for how long they can go without food and any longer than half month results in starvation.
  • In addition to not needing much food or water, they are very light compared to the other races. This makes walking on thin ice or other surfaces with high weight restrictions a breeze to get across. On the down side, they are rather easy to knock about since there’s little weight to hold them down to earth.
  • Snow Elves can’t be blinded by sudden flares, flashes or other light sources. This can range from snow blinding in storms to glare off the ice, even sudden blazes of fire. Effects that mental is another matter, like from psychomancers to runes. Another weakness is that the light source can be distracting if there’s little to no warning, keeping the Elf from completing their assigned task, even damaging their eyes when staring into the source too long.
  • Snow and Wood Elves, have one trait in common. Their higher hearing range and-as mentioned in the Wood Elves- can reach up to half a mile radius and just as sharp. Magical and soft stepping, however, can often bypass an elf’s sharp hearing through any small mistake will quickly alert them to their stalker’s presence.

Most Commonly Seen:
Glacier Lands or other wise known as the Frost Plains, this hostile land is nothing more than small part pine forests and greater part frozen waste lands.


Additional Information:
Snow elves have a deep bond with their tribe, often moving nomads, and often their choices end up being determined what is best for the tribe. Murder among tribe members, thievery among tribe members, or Snow Elves generally not doing their best to help their tribe is practically unheard of.This mentality often explains their phobia of homosexual relationships between themselves and others, often causing mental breakdowns to anxiety attacks. Mainly the reason is because since two of the same gender can’t produce children, there’s little chance this relationship type will prove to be beneficial to the tribe’s future. Usually magical means can alter their state of mind but it is rarely done willingly.






Name: Wood or Forest Elf

Lifespan 100 years

Brief Description:
Wood Elves are taller than their snowy cousins, reaching up to 6-7 foot. Overall their appearance are slender and thin, giving them an agile look over all. Additional features are their slightly pointed ears on each side of their head, the actual length ranging in numerous sizes through it doesn’t affect their hearing abilities. Their skin tones range from pure white to rich earthen colors and hair types vary much like humans.


Biological Traits
  • Slightly pointed ears give them a wider range of hearing compared to most other races, their hearing is able to reach up to half a mile radius all the way around them without strain. However, this doesn’t include keenness and a person with a quiet and careful step can still sneak up on them.
  • Natural climbers, Wood Elves are able to get their fingers and toes to find purchase on about any coarse surface they come into contact with. As long it is not smooth or easily broken by too much weight, they are able to climb up it to the top.
  • Due to their slender built and thin frame, Wood Elves are often more agile than the other races. They have greater flexibility, but this means their strength and durability are more on the human side.
  • Wood Elves have excellent vision in the daylight, allowing them see several feet further than humans. Sadly they must have a light source light in order to see otherwise they can in pitch darkness. Mainly because they lack pitch black vision and has poor night.

Most Commonly Seen:
Ghannos is where the Elves originate and most of them still remain, through their frozen cousins live within the Glacier Lands within Tiien.


Additional Information:
Wood Elf village’s are surrounded by Iron Wood Trees, which are hard as steel and often preferred for their weaponry, armor and even trinkets. This means nearly every Wood Elf born within Ghannos can easily determined the difference between real Iron Wood and passed off fakes, often wood soaked in dark dyes.






Name: Esyires

Lifespan lives up to 200 years

Brief Description:
Esyire are large, anthropomorphic dragons standing at about 7-8 feet height, for both male and females. Their wings reach to about double their arm width when spread out, increase their size through door ways by considerable measure. They can neatly fold their wings back against their back. Tails don’t add to their heights and are often half or as long as they are tall, the bones considerably flexible allowing it to be used like a whip in times of need. Esyire’s scales tend to reflect their MageBlood:


  • Lux: Pearl or White
  • Aqua: Sapphire or Blue
  • Clima: Copper or Gold
  • Natura: Emerald or Green, sometime Brown
  • Obligatio: Ruby or Red
  • Lues: Black or Midnight Purple
  • Ancient: Grey


Biological Traits
  • Large frame with a high level of strength, though they lack in agility.
  • Wings enable flight abilities over distances, obstacles, and more using heat pockets within the air. However, they are the most fragile part of the Esyire’s skeleton with a thin webbing that can be easily damaged by arrows, crippling their ability to retain their flight.
  • Their bones are light and designed in a way which lowers their weight, despite their muscle. However, while the bones are as strong as human’s, when broken they don’t break in the same fashion. Instead of a clean break, it will shatter into larger chunks often hindering the limb’s ability to move correctly until it is properly mended.
  • Hide provides minor protection against scrapes, bruising and minor injuries not caused by sharp implications like weapons or predatory claws that can slice through flesh. The scales also protect against radiation within their homeland.
  • Hearing is weaker than that of the other primary races of Tiien, mainly due to their hearing being done through holes and no other structure to aid sound into the eardrum. Normal hearing voices are easy to pick up but sounds often ranging to a low whisper or sneaking foot step can often be missed if the Esyire isn’t on alert, easily blending in.

Most Commonly Seen:
Virtually all people who inhabit the Scorched Lands are Esyire, and in general, it is rare for them to enter the lands of other races. Their close connections with the Dwarves make it less unusual to see Esyire in Ironstead, and there are often group of Esyire who arrive at the Twilight College as students each year.

Additional Information :
Esyire can easily breath their element up to 2-3 feet effectively, though novices can only managed a shorter distance if lucky, and unable to be harmed by their own magic. However this doesn't prevent others of the same blood from causing damage.

Eysire children hatch out of eggs, developing outside their mothers and breaking free of their shells. Rarely and couples often brimming with pride, will one egg hold twins.
Leon5431 said
That just took me to our private message conversation.


Sorry, damn it. Multitasking...sucks!

This one for sure...this better be anyway!
Twilight College


Landscape: Dreary and grey, it seems like someone had just rushed through the area and drained all the from it. Everything is shades of grey, black and white that creates a bland landscape separating it from its Neighbors more contrasting s. Its location is within the triangle area closed to the Djarkel border and the castle within the area that most travel worn roads lead to. It’s always casted in a seemingly endless twilight (dusk to dawn) setting the sky in several s from early morning blood red to deep purple of night, though the hours seem to change the brightness ever so slightly. Twilight is borders by many lands and land markers. To the NE is Eania and its land, to the E is Djarkel, and to the South is an Orc Lands as well as a large, forbidding forest called DeadWood to the W.

Background: Once known as Deathold College in its older years, namely named after its original Archmage, the more commonplace name is Twilight College due it being seemingly stuck in permanent twilight.

Twilight College outlay for PC Reference


Twilight was known in its history as Deathold castle, the place in which the students and staff moved after Aerta College had fallen into ruins, in the early days of magic. Though over the years the castle itself went through some revocations to enable it to hold the vast number of students, some older remnants of its still linger in the grounds. Within in the towering walls of the college area there’s three main sections, all made from similar materials, each one has their own purpose and fills key needs: The Watch Towers, Castle and the Manor Dorms.

A note to PCs, if you got an idea or something that you think would be interesting to add to the outlay then send us a PM!





Pyromania99 said
I like the word revamp... And additions.


Indeed, it's long over due, and hopefully rather helpful. The link is where I've answered Leon. ^-^

Leon5431 said
Yea I got the message and replied, also I was wondering if there was a character page, I was trying to find someone's character a while back but I couldn't find the character page so I just ended up hunting her down in the OOC.


Edit: Mistake...it's here...I hope

Might want to save this by subscribing to it.
Pyromania99 said
Good Morn-ternoon!


Morning. Currently CS Thread is going through additions and revamping, so spread the word to the Players. :p
Leon5431 said
Indeed it is XD


Did you get my PM reply, Leon for your idea?
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