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The Great Sea

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The Great Sea Empty The Great Sea

Post by Durn Sun Dec 02, 2012 7:04 pm

Journal

Setting Off

Encounter 01: Wolves, Wood, and the Flag

---~---

Enemies

TBA

---~---

Achievements

Achievement Points: 000

Acquired Achievements:

-

Achievements In Progress:

-

Failed Achievements:

-


Last edited by Durn on Thu Dec 20, 2012 2:01 pm; edited 4 times in total
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The Great Sea Empty Re: The Great Sea

Post by Durn Sun Dec 02, 2012 7:06 pm

Inventory


Consumables

Potion x3 - Restores 20 HP upon use.

Fresh Wolf Meat x3 - It hasn't been cooked yet. Restores 5 HP upon use. 25% chance of inflicting Poison.

Mana Potion x1 - Restores 10 MP upon use.

Brass Key x5 - Unlocks 1 adjacent Locked Chest upon use.

Materials

Rugged Fur x3 - A tuft of fur which could be used to make armor of medium weight.

Sharp Fang x2 - Perhaps it could be used to channel some sort of magical energy?

Weapons

N/A

Armor

N/A

Accessories

N/A

Key Items

Brooke's Map - Though it's very difficult to read, Brooke claims that it'll help them immensely when it comes to charting other islands on their adventure.

Junk

N/A

Current Gold: 225


Last edited by Durn on Thu Dec 20, 2012 2:00 pm; edited 2 times in total
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The Great Sea Empty Re: The Great Sea

Post by Durn Sun Dec 02, 2012 7:07 pm

Bestiary

Humanoid

N/A

Beast

Forest Wolf (Location: Northern Path, Alune Island/Number Defeated: 5/Gold: 25)

Undead

N/A

Reptilian

N/A

Demon

N/A

Insect

N/A

Plant

N/A

Aquatic

N/A

Elemental

N/A

Machine

N/A


Last edited by Durn on Thu Dec 20, 2012 1:59 pm; edited 1 time in total
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The Great Sea Empty Re: The Great Sea

Post by Durn Sun Dec 02, 2012 7:08 pm

Afflictionary


Positive:

Bravery - ATK is increased by x1.5 for 3 turns.

Bubble - HP doubles for 3 turns. When the effect ends, HP is halved.

Covered - Damage is taken by a Covering ally. Instantly fades when the Covering ally reaches Critical status.

Covering - Afflicted takes damage for a Covered ally. Instantly fades when the afflicted reaches Critical status.

Faith - INT is increased by x1.5 for 3 turns.

Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns. Afflicted can also travel over impassable cells.

Haste - Afflicted can take 2 move actions and 2 act actions per turn for 3 turns.

Health Regeneration - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns.

Immune - Afflicted becomes immune to negative status effects for 3 turns.

Intangible - Afflicted is immune to physical damage.

Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.

Invisible - Afflicted cannot be targeted for 3 turns.

Mana Regeneration - MP increases by 5% Max MP at the beginning of the recipient's turn for 5 turns.

Protect - Reduces all physical damage taken by 50% for 3 turns.

Shell - Reduces all magical damage taken by 50% for 3 turns.

Spirit Bond - Damage taken is split equally among all units affected by Spirit Bond.

Veil - Increases evasion by 50% for 3 turns.

Negative

Addled - Afflicted cannot use any skills for 3 turns.

Apathy - Afflicted is unable to recover MP for 3 turns.

Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed.

Bleeding - Afflicted loses 12% Max HP per turn for 3 turns.

Blind - Attacks and skills have a 50% chance of missing for 3 turns.

Blood Loss - Afflicted loses 25% Max HP in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.

Burn - Afflicted takes 12% Max HP damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.

Charm - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies.

Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy. Is cured upon physical attack.

Critical - An automatic status placed on a character when HP reaches 25% or less and remains on the character until the HP of the afflicted is higher than 25% of its Max HP.

Curse - Afflicted becomes the victim of a curse and takes damage equal to have of the damage the afflicted deals with any attack for 3 turns.

Daze - Afflicted cannot act for 1 turn.

Deprotect - Doubles all physical damage taken for 3 turns.

Deshell - Doubles all magical damage taken for 3 turns.

Disable - Afflicted can no longer take action for 3 turns.

Doom - Afflicted experiences Instant Death after 5 turns.

Drain - Afflicted loses 15% Max HP per turn for 3 turns. HP damage is absorbed by the one who inflicted the status as HP.

Fear - Afflicted is unable to move or act for 3 turns. Is cured upon being attacked by any means.

Frail - Afflicted is unable to recover HP for 3 turns.

Freeze - Afflicted can no longer move or take action and also takes twice as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.

Immobilize - Afflicted can no longer move for 3 turns.

Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.

Mana Drain - Afflicted loses 15% Max MP per turn for 3 turns. MP damage is absorbed by the one who inflicted the status as MP.

Misfortune - Afflicted has a 60% chance of skill failure for 3 turns.

Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.

Paralyze - Afflicted can no longer move or take action for 3 turns.

Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit.

Plague - Afflicted takes 8% Max HP damage per turn for 3 turns and cannot be healed by spells or skills of any sort. Items will still recover HP properly.

Poison - Afflicted takes 8% Max HP damage per turn for 3 turns.

Repulsion - Afflicted cannot be within 3 cells of any unit. All units within 3 cells of the afflicted are pushed away.

Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns.

Sap - HP is reduced by 15% Max HP per turn for 5 turns.

Seal - Afflicted can no longer move or take action for 3 turns.

Severe Poison - Afflicted takes 17% Max HP damage per turn for 2 turns.

Shrink - All physical attacks deal 1 damage and all physical damage taken is doubled for 3 turns.

Silence - Afflicted cannot execute any INT-based skills or INT-based basic attacks.

Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon physical attack.

Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns.

Stasis - Afflicted is unable to move or act for a short period of time, and cannot be damaged, healed, or afflicted with status during this time.

Stop - All Player Phases are skipped for the afflicted character for 3 turns.

Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.

Weak - Max HP of the afflicted is reduced by 15% for 3 turns.

Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns.

Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.


Last edited by Durn on Sun Dec 02, 2012 8:26 pm; edited 1 time in total
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The Great Sea Empty Re: The Great Sea

Post by Durn Sun Dec 02, 2012 7:35 pm

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The Great Sea Empty Re: The Great Sea

Post by Durn Sun Dec 02, 2012 7:35 pm

Name: Brooke Bronwyn
Gender: Female
Age: 17
Appearance:
Spoiler:
Profession: Feral Druid - Garnering a respectable affinity with the creatures of the wood, a Feral Druid harnesses their relationship with nature in order to manifest brutal attacks in the forms of various animals.

Weapon: Axe of Wood and Stone - A rather barbaric axe crafted of commonplace wood and rough stone.
Armor: Red Leather Cloak - Able to protect the wearer from unfortunate weather, the wearer may still enjoy the outdoors on the worst of days.
Accessory: Squirrel Charm - An old wooden carving carried around in Brooke's pouch.

---------~---------

A-Ability: Bestial Combat 

+ The Gracious Talon: Throwing her axe as if it were a boomerang, Brooke tosses her blade with the gracefulness of a hawk. Due to fashion by which it was thrown, the axe effectively rotates around the entirety of the target's body, cutting each side of the torso from the waist up.

--- Call of the Wild: Grants Brooke one additional basic attack per turn.

(D: 110% ATK x2 / A: -- / R: 3 / MP: 9 / E: Wind)

+ The Courageous Claw: Charging at her foe with the ferocity and vigor of a great bear, Brooke leaps upward and smashes her axe onto her target' skull. The force involved in the attack causes waves of massive energy to emit from the target's current location and damage all foes within 2 cells of the target.

--- Call of the Wild: Grants Brooke 30% additional Max HP and Current HP.

(D: 50% ATK / A: 50% Daze / R: 1 + 2 Surrounding Cells of Target / MP: 8 / E: Earth)

---------~---------

S-Ability:

+ Call of the Wild: Brooke gains a passive effect based off of her most recently used Bestial Combat A-Ability. When a different A-Ability is used, the current passive effect is removed and a new one is gained. These passive effects cannot stack upon themselves.

---------~---------

Awakening:

+ Cleft of Destruction: Brooke splits her foe down the center with the combined strength of ten-thousand lions. Upon cleaving her target in two, a flurry of ruffled hawks emerge from the target's flesh, which proceed to tear at the skin and bone of nearby foes.

(D: 150% P ATK / A: 50% Blood Loss [Initial Target] / R: 1 + 2 Surrounding Cells of Target / MP: 0 / E: Neutral)

---------~---------

LVL: 2
EXP: 2 / 10
SP: 1

HP: 25 / 25 [+5 from Squirrel Charm] [30]
MP: 20 / 20
ATK: 6 [+1 from Axe of Wood and Stone] [7]
DEF: 3 [+1 from Red Leather Cloak] [4]
INT: 0
SPR: 3
MOVE: 2 [+1 from Feral Druid Profession] [3]

---------~---------
Affinity:

Spoiler:


Last edited by Durn on Thu Dec 20, 2012 2:33 pm; edited 13 times in total
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The Great Sea Empty Re: The Great Sea

Post by Zerifachias Sun Dec 02, 2012 7:46 pm

Zachary Windsman
(Male; 20, April 23)
Spoiler:

Mirror Mage - A mage that casts illusion-type magics by bending light through many different mirrors. Because mirrors can be made and controlled very easily with psychic powers, they are able to cast magic over long distances. (Twin Scopes)(Int-Based Basic Attack; 3 cells)

Twin Scopes - All A-Abilities and Basic Attacks have their range improved by 2 cells.

Weapon: Cracked Mirrors - Two mirrors connected by a dark thread of magic.
Armor: Mage's Cape - A travel cloak, but more for covering than protecting.
Accessory: Gold Earring - An earring made of gold. (+5 MP)

A-Ability: Light Bending

Mirror Shot - Using the light particles in the air, the user focuses a beam of light directly at the enemy, using it to pierce their body.
(120% Int DMG---4 Cell Range---50% Chance to Burn---Light Elemental---9 Mana)

Glaring Light - Directing the light particles in the air, the user focuses a certain brightness into the target's eyes, blinding them.
(No DMG---3 Cell Range---75% Chance to Blind---Light Elemental---6 Mana)

Sun Lens - Zachary summons a mirror into place above the head of his target, allowing the light from the heavens to focus down upon the target and cleanse the target's body and soul of illness and disease.
(No DMG---3 Cell Range---Removes 1 Negative Effect---Light Elemental---8 Mana)

Spoiler:

A-Ability: Item

R-Ability: Illumination - Consecutive attacks or abilities used on an enemy increases the critical hit ratio against that enemy. Critical Hit ratio increases in intervals of 5% and stacks up to 5 times. The enemy must be the target of the attacks and abilities in order for the stack to count, not be the byproduct of Zachary's S-Ability.

S-Ability: Cracked Lens - When using a basic attack or A-Ability that manipulates light, all enemies other than the target take 50% of the damage percentage output and have a reduced chance at whatever status ailment the attack gives the target. (Passive)

Awakening: Maze of Mirrors: Light Fracture - The user calls forth a giant maze of mirrors, in which enemies and allies are captured in. Attacks performed by allies that go through the mirrors to hit the enemy have an increased 50% damage percentage output, while enemy attacks that go through mirrors have their damage percentage output decreased by 50%. The maze lasts for 4 turns. At the end of the final turn, all enemies take 50% Piercing Int DMG.

LVL: 2
Progress: 2/10
Skill Points: 0

Stats:
HP: 15 / 15
MP: 30 / 30 (+5 from Gold Earring)
Atk: 0 (+0 from Cracked Mirrors)
Def: 2 (+0 from Mage's Cape)
Int: 7 (+1 from Cracked Mirrors)
Spr: 3 (+1 from Mage's Cape)
Move: 2 (+0 from Mirror Mage Profession)

Spoiler:

Affinity:
Spoiler:


Last edited by Zerifachias on Fri Dec 21, 2012 6:38 pm; edited 8 times in total
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The Great Sea Empty Re: The Great Sea

Post by Silver Sun Dec 02, 2012 7:47 pm

Name: Cornelia the Terrene
Age: 19
Gender: Female
Appearance:
Spoiler:
-------------------
Profession: Terre- One with nature in many ways, the one who claims this profession draws power from the earth and utilizes it in the form of powerful earthen magicks. (Null Earth) (Equip: Parasols)
Level: 2
Exp: 2/10
-------------------
Weapon: Fruits of thy Labor- Elegant parasol whose earth-tone fabrics feature embroidered depictions of summer fruit. (Damage: Int) (Range: 4 Cells)
Armor: Autumn's Warmth- Frilly dress whose emphasis on nature is fondly reminiscent of Autumn.
Accessory: Frilly Headband- Headgear to compliment one's overall earthy look.
-------------------
A-Ability: Earthen Connections

+ Grounding- The user closes her eyes and lets her surroundings fall to pieces so that she may focus deeply on her connection to the earth and strengthen it so she can draw more power from it. No Damage. +20% Int. Usable Once per Battle. Range: Self. (80% Scaling) Mp. Earth Elemental.

+ Burst- Calls upon the user's connection with the earth and generates many beautiful blooms whose petals become sharp as razors before flying at the target. 110% Int Damage. Range: Single Enemy. 8 Mp.

+ Flourish- Draws upon the life source of the earth and utilizes it's power to heals the wounds of another. 80% Int Healing. Range: 3 Cells. 6 Mp.

Spoiler:
-------------------
A-Ability: Item
-------------------
R-Ability:

+ Respite- The Earth's energy is omnipotent, much to the point that when drawn in it can be channeled in more than one form if the user is skilled enough. Whenever the user recovers Mp, she also recovers Hp equal to 50% of the Mp recovered and vice versa.
-------------------
S-Ability:

+ Nature's Spirit- The user shares such a deep connection with the earth that it renews her energy as she fights. The user recovers 8% Max Mp each turn.
-------------------
D-Ability: Gaia's Wrath- Vents the user's anguish through her connection with the earth, causing it to quake with such ferocity that the resulting disaster can only be regarded as the wrath of the Gods. 100% Pierce Int Damage. Destroys all unoccupiable cells. Range: All Enemies. 0 Mp. Earth Elemental.
-------------------
Stats:
Next Level: Mp, Int, Spr

Hp: 20
Mp: 30 (+5 from Frilly Headband)
Atk: 1 (+0 from Fruits of Thy Labor)
Def: 3 (+0 from Autumn's Warmth)
Int: 4 (+1 from Fruits of Thy Labor)
Spr: 3 (+1 from Autumn's Warmth)
Move: 2 Cells (+0 from Terre profession)
-------------------
Skill Points: 0
-------------------
Affinity:

Brooke: 0 [Childhood Friend]
Feelings: Happy

Zach: 1 [Childhood Friend]
Feelings: Happy

Tristana: 0 [Childhood Friend]
Feelings: Happy

Byron: 0 [Childhood Friend]
Feelings: Happy


Last edited by Silver on Tue Dec 25, 2012 11:55 am; edited 4 times in total
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The Great Sea Empty Re: The Great Sea

Post by Allindur, the Lightfoot Sun Dec 02, 2012 9:54 pm

Name: Tristana of the Coral Heart
Age: 370
Gender: Female
Soundtrack: Southern City Polpota
Appearance:
Spoiler:
-------------------
Profession: Gatekeeper - The first and mightiest line of defense of the ancient Lost Lands. The towering walls and legendary gates meant nothing without the stout warriors who devoted their lives to the mastery of the polearm and the control of the oceans. Their natural lifespan had been extended beyond eternity for an endless servitude, but that did not protect them from the anger of the waves they so adored. This exemplar is the last one of them, a living relic. [Water Resistance]
Level: 2
Exp: 2/10
-------------------
Weapon: Ornate Spear - Once a mighty legendary beacon of orichalcum. Now its power has vanished, and the holy metal is nothing but colored bronze.[+1 Atk, Range: 2]
Armor: Guardian's Garb - Light robes over a linen cuirass. Not very resistant, but does the job. Bears a very weird, ancient design.[+1 Def]
Acessory: Ornate Bracers - The beautiful adorns had the same origin and the same fate as her heirloom spear. She still keeps them as a memory, and for some residual magic power. [+5 MP]
-------------------
A-Ability: Ys

+Kêr-Is' Brandish - Tristana swings her spear at an enemy in a diagonal flourishing arc. Deals 120% Atk Physical Dmg. 40% chance of Stun. Range: Weapon. Threat: Pushes the target one cell away and raises Stun chance to 65%, in adition to the bonus damage. MP: 8

+The Javelin of Ahes - Tristana sweeps her weapon in a wide motion, materializing a spear of compressed water to fly at her enemy. The raw pressure of the waters bursting in the resultant wound causes a blinding, angering pain. Deals 100% Atk Magical Water Dmg. Any offensive action the target takes for the next 2 turns must include Tristana. Range: 4 cells. Threat: Target deals 10% and takes 20% more damage for as long as it is taunted. MP: 8
-------------------
R-Ability: Sea King's Watchful Gaze - The Gatekeeper's eyes are wary, and her revenge is fearsome. Whenever an enemy damages an ally of Tristana within a 3 cells range, he will be afflicted with Threat. Tristana's attacks and abilities on Threatened enemies pierce 20% of their Def/Spr and her abilities bear aditional effects. Only one oponent can be Threatened at a time, and the status will jump every time another enemy attacks an ally of Tristana.

S-Ability: Monsoon Sigil - The Gatekeepers carried sigils on their orichalcum-adorned polearms that bore the power to convert their determination and martial prowess in willpower, and give then strengh over the tides. With practice, a Gatekeeper could even summon the water from other more scarce sources. Tristana has the unique power to cast magic abilities based on her Attack stat. Also, everytime she uses a physical ability, she gains Low Tide, and everytime she uses a magical ability, she gains High Tide.

Low Tide - The first magic ability the afflicted casts will be 25% more effective in it's primary purpose, be it damage, heal or status effect. The status lasts until it is consumed.

High Tide - The first physical ability the afflicted casts will be 25% more effective in it's primary purpose, be it damage, heal or status effect. The status lasts until it is consumed.


Awakening: Yam's Outcry - When the worst comes to be, the last gatekeeper can draw on the hatred of one hundred past lives to invoke the might of the Sea God to her body. Bestows Reraise and Bravery to Tristana.
-------------------
Stats:

HP: 30/30
MP:15/15 (+5 from Ornate Bracers)[20/20]
ATK: 5(+1 from Ornate Spear)[6]
DEF: 3(+1 from Guardian's Garb)[4]
INT: 1
SPR: 3
MOV: 2(+1 from Gatekeeper Profession)[3]

Skill Points: 1
-------------------
Affinity:
Spoiler:


Last edited by Poring Slayer Allindur on Thu Dec 20, 2012 3:51 pm; edited 2 times in total
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The Great Sea Empty Re: The Great Sea

Post by Kurio Sun Dec 02, 2012 10:19 pm

Name: Byron Bronwyn
Gender: Male
Age: 19
Appearance:
Spoiler:
Profession: Phantom - Despite what the title may suggest Phantoms are not ethereal beings. Instead they get their title due to their strange powers, the most prominent ones being the ability to create illusions and shifting through existence.

Weapon: Slim Scythe - How does this thing support the weight of its blade with that thin wooden handle? [Range: 2 cells]
Armor: Gray Jacket - A rather fancy-looking gray jacket worn over Byron's shirt.
Accessory: Brass Ring - A ring from his childhood. Byron probably doesn't even remember where he got it. [+5 MP]
------------------
A-Ability: Phantom Edge

+ Mirror Image - Byron splits himself into three, creating two replicas that look exactly like him however only possess a small amount of his strength. [Range: Adjacent cells. Creates two Phantoms that possess the same MP, and MOVE as Byron, but only 33% of Byron's other stats. The Mirror Images have access to all of Byron's A-Abilities and benefits from his S-Ability. 12 MP or 120% of level MP, whichever is higher]

+ Cull - Byron swings his scythe twice, nothing really flashy about this one. A rather simple attack, but nevertheless very effective. [110% ATK Dmg per hit, 2 hits. Range: 2 cells. Chance of Bleeding. 10 MP]
------------------
S-Ability:

+ Mercy - Byron takes sympathy of his enemies, choosing to have mercy by putting them out of their misery. For each 10% HP Byron's target has missing (rounded up), Byron's damage output is increased by 10%. This modifier is calculated separate and after other damage modifiers.
------------------
Awakening:

+ Phantasm - These things aren't just illusions anymore. They're real, very real. Byron borrows power from a different plane of existence and spreads it among his illusions. Allowing them to become much more real if even only for a few moments. [Range: All Phantoms. Increases HP, ATK, DEF, INT, and SPR to 50% of Byron's stats for 3 turns]
------------------
Level: 2
Exp: 2/10
HP: 25 / 25
MP: 20 / 20 (+5 from Brass Ring)
ATK: 7 (+1 from Slim Scythe)
DEF: 3 (+0 from Gray Jacket)
INT: 0 (+0 from Slim Scythe)
SPR: 2 (+1 from Gray Jacket)
MOVE: 2 (+2 from Phantom Profession)

Skill Points: 0
------------------
Affinity:

Spoiler:
Kurio
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The Great Sea Empty Re: The Great Sea

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