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[✗] [World Lore / Magic] Crystal Imbuement


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Crystal Imbuement

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[source]

The Prime Imbuement

Deep within stone catacombs, where the bodies of countless dead lay to rest, cloaked and hunched over figures gathered hoards to honour the common deceased and the great hero alike. So that those spirits can gaze upon the treasures their loved ones left them, and take them into the next stage.

 

Weeks turned into months, turned into years, and unwittingly, the presence of those souls began to accumulate within those hallowed jewels, like single droplets of water slowly filling a lake. Over time, a vessel was full. The caretakers of those forlorn husks felt a chilling pull in their being. Something resonated inside them with one of those filled vessels, a single gem that lay hidden in a pile of thousands.

 

The energy in those caretakers' bodies throbbed as they approached the gem, wanting or hoping to connect with the power inside of it.

 

Thus they melded. The crystal sat upon the prime caretaker’s hand, embedded in his flesh. Sharp crystalline tendrils wrapped around the veins, leading the way to magic unseen.

 

“It’s the ancestors! The ancestors have blessed our diligence, their power and will flow through us. We shall avenge them!”

 

Explanation

Crystal Imbuement is the magic of passive harvesting naturally generating ectoplasm and storing it within gemstones, which are commonly called Concentrates. These are then later fused in a ritual to the future magic user. The magic works by forming a resonance of the lifeforce & mana properties of the ectoplasm along with the natural mana found within one’s soul. 

 

The usefulness of Crystal Imbuement lies within its utility. Most spells are combative, but unlike in regular magic, their strength does not increase as one progresses in this art, instead the amount of spells one can use is increased. Different gemstones have different effects and spells, meaning an Imbuer can have a unique approach in their style of casting, depending on which gems they choose.

 

-Due to this magical reaction, users of Crystal Imbuement cannot learn or practice any other magics, for it will disrupt the balance between the Crystal Ectoplasm and one’s own mana. House Magery is an exception to this rule. 

-Ectoplasm cannot be forced into a gemstone through any means. Ectoplasm gathers inside a gemstone passively over time.

-Concentrates can only vary in size from a minimum diameter of 10mm to 25mm.  However they can come in any shape desired, as long as it can be achieved through normal gem cutting. (No intricate gemstones in the shape of butterflies or teapots. They must be oval, square rectangular or whatever else is achievable through conventional means.)

-This is a 1-slot magic.

 

Melding

To even be able to tap into the power stored within a Concentrate, the gem must be embedded into the body of the magic user-to-be through a special ritual performed by master Imbuers.

 

This ritual is to be held in a dark area, that also is the site of many souls or spiritual energy, such as tombs, cemeteries, and sites of ancient battles. The future Imbuer must stand within a drawn ritual circle featuring different gemstones circling around it, as well as runes pertaining to the ritual.

An aurum knife is used to carve a small hole for the gemstone to be placed into, then the master performs a spell to fully meld the Concentrate with the future spell caster. The knife must be made of aurum due to its special properties against 

 

-Rituals must be done in the conditions described above, otherwise Melding will simply not work.

-Circle can be drawn out of any material.

-The ritual circle must feature at the minimum 8 different gemstones, placed along the perimeter of the ritual circle. Precious gemstones such as rubies, sapphires, amethysts, emeralds etc are applicable.

-Runes can be written in any language, they merely need to be words relating to the ritual such as: “Spirit,” “Gem,” “Magic,” “Power” and so on. Personal runes relating to the involved character’s personalities motivations or goals can also be inscribed for narrative effect such as “Revenge” or “Forgiveness” and so on. A minimum of 8 different runes must be present.

-The individual conducting the ritual must emote placing the gems and runes.

-Only T5 or T4 individuals may conduct a ritual, but they may not conduct the ritual upon themselves.

-Only descendants can meld

-Melding cannot take place upon animii, atronoch, golem limbs or any other form of prosthetic limb.

Placement

The placement of the Concentrate is of great importance since in some parts of the body it will simply not work. An empowered gemstone may only be placed upon the palm or top of one’s hands, anywhere along one’s forearms, one’s forehead and in the centre of one’s chest. To meld the Concentrate in any other spot will simply result in a bloody hole with a gem in it. The Concentrates may not be obstructed either, they must be exposed to open air if one wishes to activate them. One may cover the Concentrate, at the cost of unable being able to evoke the gem’s power.

 

-Concentrates can only be placed in areas described above.

-They won’t work if they are obscured by any material, from cloth to metal, they must be exposed to air in order for the magic to work.

-More than one concentrate cannot be placed on the same body part. (Ex: no 2  gems on one hand.)

-Only a maximum of 3 Concentrates may be melded with the body.

Physical/Mental Effects

The rituals of Melding are not without their drawbacks. The insertion of foreign magics and materials into one’s body naturally results in changes to both one’s constitution and mind.

As the Concentrate becomes melded to the body, crystal roots will embed themselves sharply into the surrounding flesh and veins. The effects of the crystalline ectoplasm causes changes in both morphology and health. The manipulation of internal mana and the ectoplasm also causes issues in one’s cognitive abilities

Physical Effects

1) Sharp pain when casting or under stress.

2) Colourisation of the skin around the Concentrate, to match its colour

3) Slight crystallisation of the skin around the Concentrate

4) When wounds are being healed, small crystals form inside, causing great pain when the wound closes.


-This pain cannot be treated through conventional means such as potions or medicines.

-Colourisation only slightly changes the hue of the skin

-Crystallisation is purely an aesthetic change, it cannot provide any form of protection.

-The rate of wound healing is not affected, magical healing may close the wounds faster but won't affect the pain.

-All of these physical effects are to be experienced.

 

Mental Effects

1) Auditory Hallucinations, such as whispers or a crystal ringing when casting or under stress.

2) Vertigo

3) Nightmares.

4) The desire to ingest crystalline items.

5) Paranoia

 

-Auditory Hallucinations can only be heard by the caster. The whispers are gibberish, but they may be recognised as coming from familiar/ancestral voices. They only appear however in the conditions described above.

-Vertigo means that one sometimes suffers bouts of dizziness or a sensation of spinning. This is not a constant sensation, it comes and goes. If one is experiencing a bout of vertigo in combat, one cannot roleplay it passing immediately, one must fight at an intense disadvantage.

-One must roleplay +one mental effect per amount of Concentrates melded. (total 3)

 

General red lines for Effects

-The degree of these effects increase with the number of imbued Concentrates.

 

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[source]

Crystallines

When one is imbued with the Concentrate, they can activate its magical spell. The spell is dependent on the crystal utilised. Each crystal provides 2 different effects, however only one must be chosen prior to melding, and that choice is irreversible.

 

Corundums

Rubies and Sapphires. These gemstones provide the following spells:

 

Crystalline Club (Combative) - The gem embedded in your body will emit a wave of ectoplasm causing the hard surface of the Corundum to spread around the flesh and become reinforced. Upon one’s hands or other body parts, this spell can be used to deal a bludgeoning blow. If used on the chest or head it will form a prospective layer.

 

-The gem will not be activated if the gem is directly covered, however, the crystal will spread over clothes, but not armour. The crystal barrier will not provide more protection than iron.

-If the corundum is on the chest or head, it covers the entire upper chest and forms a full helmet over the head.

-If the corundum is on the hand, it will not be activated if the hand with the Concentrate is holding a weapon. 

 

Crystalline Claw (Combative) - The gem embedded in your body will emit a wave of ectoplasm causing the hard surface of the Corundum to spread around the flesh and become reinforced. Upon one’s hands or arms, this spell will form a crystal blade that can be used to deliver a slash. If used upon the chest it will form a crystalline spike, while on the head it will form goat-like horns for goring.

 

-The strength of the crystal is that of iron, so it will deliver a slash equivalent to that of an iron dagger.

-The chest spike has the radius of the user’s fist and the length of their finger.

-The horns can be of any animal, as long as they do not extend more than 10 cm away from the head.

-After these spells are formed, they last for 2 emotes, the 3rd must be how the conjured crystalline structures disintegrate.

 

Beryls 

Emeralds and Topazes. These gemstones provide the following spells:

 

Shard Shot (Combative) - From the face of the Concentrate, a crystal bolt the size of that of a crossbow will form and shoot forward. An effective spell for armoured targets.

 

-The bolt has the exact same properties as that of a normal crossbow bolt fired from a crossbow. Same penetrative power, the same trajectory, etc.

-The bolt will form in front of the Concentrate and will shoot in the direction it is facing.

-The bolt will shoot on its own up after its formation, the spell cannot “be held” / delayed.

 

Shard Stream (Combative) - From the face of the Concentrate, a crystal bolt the size of that of a a fist will form, and then explode, sending many tiny shards firing in a bloom forward. An effective spell for unarmoured targets.

 

-At ranges of 1-3 metres (blocks), most of the shards, if not all, will hit. 3-5 half will miss. 5 onwards nearly all will miss.

- Each shard has the penetrative power of a dart from a blowdart.

-The ball will explode and shoot on its own up after its formation, the spell cannot “be held.” / delayed.

-After these spells are formed, they last for 2 emotes. One to aim, and the second to shoot. By the 3rd the projectiles will fade away.


Mineral Quartzs

Amethysts and Quartzs. These gemstones provide the following spells:

 

Gem Regeneration (Non-Combative) - When dealt a heavy blow, one can call upon this gem to seal the wound in a layer of crystal to temporarily prevent blood loss. However, the effectiveness of this depends on how close the injury is to the wound.

 

-If the injury is on the same body part, the wound will close in 1 emote. If on an adjacent part then 2 emotes, else 3.

-The crystal does not provide any defensive ability, it merely seals the wound.

-The seal is not permanent, it will fade after a total of 5 emotes after the Concentrate’s activation, after which the wound will reopen.

 

Gem Clarity (Non-Combative) - During combat, if one’s senses or mind are obscured through magical means, this spell can be called upon to provide temporary clarity, such as being able to see if magically blinded, or being able to think clearly if magically confused. However, this will also cleanse any positive effects as well such as magical courage.

 

-This can only be used in combat, and cannot be used to avoid the negative effects of this magic.

-The effect of this spell will only last for 1 emote after completion of activation.

 

General red lines for Crystallines

-It takes one emote to activate them, by pushing one’s internal mana to the gem

-While emoting to activate the gems, one cannot move.

-To activate it, one requires concentration, however afterwards the process of the spell formation and completion happen automatically. Even if unconscious the spell will continue to form once activated.

-It takes a second emote for the gem to begin to activate, while it is activating one may move around as per regular combat rules.

-After this, one must emote the activation/completion of the spell and achieve the effect. One may also move during this.

-After the specified duration, the fading/disintegration of the magic should be emoted. One can move during this.

-A single gem cannot perform both its spells, one must be chosen prior and then that spell will be the only one that can be used from that spell.

-One cannot activate more than one gem at once, and the cooldown in between Concentrate activation is global.

-From when the spell is activated until its complete, the Imbuer will have a faint crystalline aura around them, in their preferred colour (only a maximum of 3 colours can be mixed.) This applies to non-Crystalline spells too.

 

 

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[DnD / Pathfinder]

Drawing

One triggers the ectoplasmic magic within the Concentrate by sending a small wave of one’s own mana to harmonise with the ectoplasmic energy. After this is done, the energy in the concentrate will be drawn out to mix with one’s internal mana to produce the desired spell.

After drawing out power from the Concentrate, it will take time to stabilise once more and to refill its energy. If one completely draws out the gem’s magic, then it will become temporarily inert, rendering it completely unusable.

 

If one tries to draw power from an inert Concentrate, it will result in a violent backlash. The gem will crumble into dust, causing great pain. The physical effects of the gem will remain, thus one will still experience lifelong chronic pain, and partial paralysis in the relevant body part.  However, the mental effects would subside over time.

 

If the gem is damaged at any point, either while is it being activated or while it is inert, nothing will happen. The gem will turn inert and remain such overtime until it magically restores itself, given that the gem remains melded with the Imbuer.

 

-Drawing upon an inert gem will cause it to shatter. Physical effects will persist, but mental effects will subside after 3 OOC weeks. All that will remain in the area where the was is a crystalline scar. New gems cannot be melded in that location.

-A damaged gem, one that has not been drawn, will restore itself in 2 OOC weeks.

-Each Concentrate has a maximum of two charges.

-There is a cooldown period of 2 emotes in between charges.

-If both charges are used, the gem becomes inert and will take an OOC week to recover.

-A single charge will recharge itself after a combat encounter.

 

Removal

If one has the desire to remove their imbuement, they may do such through precise surgery. However, due to the way the gem has merged itself with the body’s flesh, it is impossible to remove everything completely. As such the individual will still suffer from the physical effects of the Concentrate, albeit to a lesser degree, and the mental effects will subside as well. However, the area in which the Concentrate will be removed will never be able to be used for other Concentrates.

 

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[source]

Imbuement

To step on the path of imbuement, one must need a mentor to guide them through this esoteric art. One does not simply start the process of melding either, one must learn basic non-Concentrate to prepare oneself for the imbuement.

 

Tier  1

At this point, the Imbuer knows no spells. Much like in the art of house magery, one must meditate in order to be able to sense and tap into their own mana.

 

-This tier lasts 2 OOC weeks.


Tier  2

Once one has learnt to sense their soul, one can start to finally learn basic spells in order to prepare oneself for their eventual attunement.

 

1-Attunement (Non-Combative)

One holds a Concentrate and sends weak pulses of their own mana to it, in order to “prime” the concentrate. With each pulse sent the Concentrate visibly reacts, it is ready for use when there is no longer any reaction to one’s mana.

 

2-Projection (Non-Combative)

While holding a mundane gem, one may send internal mana into it and conjure an image within the gem. This only works if the gem is no bigger than the imbuer’s fist and it is being held by them. Any image can be conjured.

 

3-Shimmer (Non-Combative)

One may use their mana to cause a portion of their body, an area the size of one’s hand, to faintly shimmer like a gemstone of their choice. However, this doesn’t provide any lighting.

 

-This tier lasts 3 OOC weeks.

 

Tier 3

Finally, one can embark on their first Imbuement by melding with a Concentrate. One can only however advance to this tier after learning all spells of the previous tier, to demonstrate the fact that their magic and body are ready for the Concentrate.

After the first Melding, an Imbuer can also manipulate the gems to perform spells unrelated to their Crystal.

 

1-Gem Light (Non-Combative)

By channelling one’s mana into the Concentrate without activating it, one may cause it to glow and light up their surroundings.

T3 - Candle Light

T4 - Torch Light

T5 - Lantern Light

-Using this spell upon a gem will deplete if of its charge.

 

2-Prism Pulse (Combative)

By channelling one’s mana into the Concentrate without activating it, one can shoot out a blast of prismatic magic.

T3 - Punch Strength

T4 - Club Strength

T5 - Mace Strength

-Using this spell upon a gem will deplete if of its charge, and it can only be used once per combat encounter.

-It generates no light.

 

-This tier lasts 3 OOC weeks.

 

Tier 4

With a growing understanding of the ancestral powers of ectoplasm and one's own magic, an Imbuer at this stage can start to imbue their own crystals and perform melding rituals. One can also meld themselves to a maximum of two Concentrates.


1-Melding (Non-Combative)

As described above.

T4 - Takes 10 narrative hours to complete

T5 - takes 5 narrative hours to complete

 

2-Imbuement (Non-Combative)

By modifying the melding ritual, to feature a suitable crystal for a Concentrate, one may imbue it with the ectoplasmic powers of the ancestors.

T4 - Ritual takes 1 narrative year to complete

T5 - Ritual takes 6 narrative months to complete

 

3-Ancestral Aid (Combative)

When in great danger, one can use their the stored power to summon a ghostly hand to aid them in combat.

-Hand moves half the distance of a player.

-Player must command hand where to move.

-Hand will fade away after a single attack

-Hand will fade away after being hit

-Hand will naturally fade away after 3  emotes

-Hand can only punch, nothing else.

-T5 may summon two hands.

-Hands are visible to all.

-Using this spell upon a gem will deplete it of its charge.

-It can only be used once per combat encounter.

 

-This tier lasts 4 OOC weeks.

 

Tier 5

The Imbuer has reached a deep and profound understanding of the art of Crystal Imbuement and may pass on their knowledge to others. They may also equip themselves with a 3rd and final Concentrate.

 

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[source]

 

Purpose (OOC)

The purpose of this magic was to provide a more unique aesthetic when it comes to magic. Gemstones in real life are often mystified, and I personally enjoy it when I see magical gemstones in fantasy.

 

This magic also features some ancestral imagery. Apart from Shamanism, there isn’t much in the way of magic related to ancestral worship. Now one does not have to roleplay this magic being received from one’s ancestors, but that is merely the aesthetic I had in mind for this.

 

On a more mechanical level, I wanted to provide a list of spells that are more cantrip-y and simple to use. One merely activates the spell and it goes off on its own, and the power of the gemstones does not scale with tier, leaving it (in my opinion) (hopefully) balanced.

 

So in conclusion, I wanted to write a new type of magic that could feasibly come about with  the current magical systems in place, one that has a cool gemstone/ancestor aesthetic, because I think it will be fun :)

Edited by VerminHunter
spelling mistake
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I like it! +1 for it, because I think that gems should be used more

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I like the concept and aesthetic, just think (as more adept lore-lords will hopefully point out) that there are a lot of conceptual parts to work on. I think this requires a thorough rework, but it can work. Perhaps not solely combative for example, with more avenues to nurture a niche and RP? 

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I think it's a very interesting concept, but the lore itself seems quite short and underwritten. With some more development, this'd be very cool!

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Seems underwhelming. The interaction which gems have with ectoplasm opens up a tone of potential routes for non-combat roleplay, but this is not explored. Since it conflicts with most magics maybe make it a 2 slot magic and add more ways of exploring the concept. I like the concept overall however; gives of some very sweet stormlight vibes!

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Could use an update with emote count requirements on each spell, but I love this! I feel like I've been waiting for years to get to use my rock knowledge irp. +1 all the way!

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I will admit I got confused somewhat when you're mentioning ectoplasm followed by talking about crystals as I believed this to then be a mysticism addition which limits someone to practicing mysticsm only (exception of house magery).

 

I read further along and as others have expressed it seems lackluster as you mentioned you're essentially locking someone to this crystal magic, essentially making a five slot magic, I assume without possibility of magic feats either.

 

Having a five slotted magic in this case would mean the lore should have an account and power to represent it, which the lore of this magic does not. I recommend looking into multi-slot or locked magics such as necromancy, mysticism, druidism, paladins for some examples here. 

 

By me mentioning 'power' I am not talking about combative use, more-so talking on the abilities and what they do as it doesn't feel like it should take up anything more than a single slot of magic currently.

 

To the abilities themselves, they're not written in a way magic is usually written within listing mechanics and steps of process, rather with listed descriptions causing you to read multiple paragraphs scrolling up and down the page to understand the emotes required or mechanics of a direct spell, take the one quoted below for example:

8 hours ago, VerminHunter said:

Beryls 

Emeralds and Topazes. These gemstones provide the following spells:

 

Shard Shot (Combative) - From the face of the Concentrate, a crystal bolt the size of that of a crossbow will form and shoot forward. An effective spell for armoured targets.

 

-The bolt has the exact same properties as that of a normal crossbow bolt fired from a crossbow. Same penetrative power, the same trajectory, etc.

-The bolt will form in front of the Concentrate and will shoot in the direction it is facing.

-The bolt will shoot on its own up after its formation, the spell cannot “be held” / delayed.

 

Alright so this is what the gem does, now lets look at how to do the ability.

 

8 hours ago, VerminHunter said:

When one is imbued with the Concentrate, they can activate its magical spell. The spell is dependent on the crystal utilised. Each crystal provides 2 different effects, however only one must be chosen prior to melding, and that choice is irreversible.

 

Imbue with concentrate, lets now quote that. Its listed under 'melding'. So you already have some confusion here, as it isn't the direct word used.

8 hours ago, VerminHunter said:

Melding

To even be able to tap into the power stored within a Concentrate, the gem must be embedded into the body of the magic user-to-be through a special ritual performed by master Imbuers.

 

This ritual is to be held in a dark area, that also is the site of many souls or spiritual energy, such as tombs, cemeteries, and sites of ancient battles. The future Imbuer must stand within a drawn ritual circle featuring different gemstones circling around it, as well as runes pertaining to the ritual.

An aurum knife is used to carve a small hole for the gemstone to be placed into, then the master performs a spell to fully meld the Concentrate with the future spell caster. The knife must be made of aurum due to its special properties against 

 

-Rituals must be done in the conditions described above, otherwise Melding will simply not work.

-Circle can be drawn out of any material.

-The ritual circle must feature at the minimum 8 different gemstones, placed along the perimeter of the ritual circle. Precious gemstones such as rubies, sapphires, amethysts, emeralds etc are applicable.

-Runes can be written in any language, they merely need to be words relating to the ritual such as: “Spirit,” “Gem,” “Magic,” “Power” and so on. Personal runes relating to the involved character’s personalities motivations or goals can also be inscribed for narrative effect such as “Revenge” or “Forgiveness” and so on. A minimum of 8 different runes must be present.

-The individual conducting the ritual must emote placing the gems and runes.

-Only T5 or T4 individuals may conduct a ritual, but they may not conduct the ritual upon themselves.

-Only descendants can meld

-Melding cannot take place upon animii, atronoch, golem limbs or any other form of prosthetic limb.

 

So now you read, the gem required a ritual to be done to fuse the gemstone into the body for it to be activated. You don't detail the ritual out fully or give fluff which makes me believe to do the ritual, you, go to a graveyard, circle yourself with candl- gemstones and runes, cut a hole to insert gemstone, imbue with ectoplasm/mana.

 

---

 

I believe for this to become more clear, you should first concise down several pieces of the lore. You should explain Concentrate in its own paragraph and how it works to activate the gemstones hidden abilities, not just mentioning it in several other texts. Add flavour/detail to melding and expand upon it.

 

When descripting the gemstone abilities write it like a magic spell, detail the fluff on how it activates/works, essentially how you imagine it to happen. Below detail mechanics, such as ability cost - does it require focus? does the gemstone have limited uses?, how many emotes does it take? 

 

In the case of the gemstone(s) quoted above "Beryls" firing a crossbow bolt, in techlock it mentions this takes 3 emotes, does your gemstone do the same? or are they more limited? Is it piercing or shatter on impact? What visuals are there?

 

It also isn't mentioned if the gemstones when concentrated require ST signing. 

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