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Titanium430

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Posts posted by Titanium430

  1.  


     

    Dealing with The Mountain

     

    onQFV6D2BcSTrMO0le_pBRBd3HcZrPHxcZxACdM_cmkbc3Scfv7eL8W-qnW1aRyz6S8SV7yA9AlL-fYxJjHgmEYefsJsGLW-SG87pvoMqzZQNQUCGLaIjU6O0SUr-7jGrmM3wCagk8IqjvJfPKZ48G4

     

    [!] The Mountainous Peaks of Kromdar

     


     

     

    The isolated cave stood nestled amongst the desolate valley as three uruks approached it, looking deep into the dark depths as they stood ready to embark on a once in a lifetime journey. They entered the cave with reverence, menacing spikes of stone hung from the craggy ceiling as the faint sound of dripping water echoed throughout the chamber, ceremonial drugs were prepared, and soon hazy smoke began to fill the stagnant air of the cave – it numbed the senses as shaman amongst them spoke out in the elder tongue, calling out to begin a walk amongst the stars!

     

    Darkness, all was darkness as the three uruks were sent hurdling throughout the cosmic void, before they found themselves falling onto the plateaued peak of a great mountain. They looked around in confusion, searching for any signs of life or activity, but all they saw was endless mountains, stretching to the edge of the world. The shaman once more spoke in the elder langage – the earth rumbled and quaked as something did answer, and it was deeply understood by the spiritual guide, who brokered a transaction or deal between the two other uruks and the mighty Ilzgul, and as it was agreed the very earth split open, swallowing the two orcs into the depths of the mountain itself.


    Pain, it was painful, yet soon they were spit out by the great mountain. An eternal deal had been signed by the wandering souls, and it was time to start on their part of the bargain… with the sacred words did the world begin to shift, back into darkness as the group began to fall, fall back to the prime reality. They awoke with no wounds or physical trauma, but with a newfound reverence and purpose in life, to serve the spirits, to serve Kromdar in all things…

     

    Spoiler

    Bjarg’Duhr’s Pact with Kromdar, lesser of  Bregthar - ⅕ magic slots.

     


  2.  

    Edict of

    Regency

    ixshtZMV-eAxmPum2d0ghgqfp8e_8AgAag96KtAmzr563GwmgHDieOBZiRdocsPERq0ZbGAeAHNP4Svxqcm-5pOi9QnKvBl3xwj_bCQ1Nq7uY0J9uhe0btY4lBv5IQ0F6mnm5fF8dthVZzCP63VNI1g

     

    Lawfully Issued on The 10th of Horen’s Calling, 1910.

     


     

    With the unfortunate and untimely passing of Ser Robert Lynde, former Baron of Rulund - the burden of leadership falls to his one and only heir, Wymond Lynde. Being a child of insufficient age, it has been decided that a regent will rule in his name and in assistance to him until he is of age to take full command of the Barony of Rulund. The late Robert’s good friend - Rogwal takes upon this mantle, as both guardian of the child-baron, and as regent of Rulund. The regency shall last till the child-baron is of the Canonist age of majority, that being sixteen years of age. 

     

    So it is declared, Deus magnus est.

     

     


    SIGNED,

     - Rogwal, Regent of Rulund.

     - Wymond Lynde, Baron of Rulund.

  3. MC Name:

             Titanium430

     

    Character's Name:

             Rogwal

     

    Character's Age:

             20

     

    What feat(s) will you be learning?

             Alchemy

     

    Teacher's MC Name:

             Norgeth_

     

    Teacher's RP Name:

             Xob Wobson

     

    Do you agree to keep Story updated on the status of your feat app?:

             Yes

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             No

     

    Are you aware that if this feat is shelved, it will be unavailable to use?

             Yes

     

  4. MC Name:

             Titanium430

     

    Character's Name:

             Dunbold Greatbeard

     

    Character's Age:

             Old Enough

     

    Character's Race:

             Dwarf

     

    What magic(s) will you be learning?

             Housemagery

     

    Teacher's MC Name:

             Self-Teach Book

     

    Teacher's RP Name:

             Self-Teach Book

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             Nope

     

    Do you agree to keep Story updated on the status of your magic app?:

             I do

     

    Are you aware that if this magic is shelved, it will be unavailable to use?

             I am aware

  5. Full Name of Man - Helwig Von Bardenwig
    Date of Birth of Man - 1849

     

    Name of Woman - Mathilda Christina Von Alstreim
    Date of Birth of Woman - 1854

     

    Location of Ceremony - Basilica of Saint Alexander of Furnstock - Joannesport, Sedan
    Date of Ceremony (Year) - 1888
    Name of Clergyman who performed ceremony - Lector/Father Mathurin

  6. MC Name:

             Titanium430

     

    Character's Name:

             Lector Mathurin

     

    Character's Age:

             69

     

    What feat(s) will you be learning?

             Sintel’s Smoggers/Tinkering

     

    Teacher's MC Name:

             Prophet_Owyn

     

    Teacher's RP Name:

             Lector Oijin

     

    Do you agree to keep Story updated on the status of your feat app?:

             Yes

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             No

     

    Are you aware that if this feat is undergoing an activity trial and fails said trial, that you will lose the feat? And that if it is apart of the Lore Games, it might drastically change soon?:

             Yes

     

  7. a player character who has a mutation like enhanced strength, regeneration, ect is not grotesque or distinctly visible, and typically they go even a bit further then what I have here for a horse [I might be mistaken but I'm fairly sure the only major mutation with ever-present physical tells is natural weapons/armour]. If extreme things like that affect appearance very little or not at all, I don't see why its needed on the horse.

    The animal is is not really a sub-species, because if they had a foal it would not have the mutation and just be a normal horse.

  8. Name of the Artifact:

             Saint Edmond’s Bravery

     

    Is this a combat related Artifact? If marked as “no”, it will not be usable in combat situations:

             Yes

     

    MC Name of the person(s) currently in possession of the Artifact:

          This is a Tawkin Mutation, anyone who knows the recipe may recreate it and administer it to a subject.

     

     RP Name of the person(s) currently in possession of the Artifact:

             This is a Tawkin Mutation, anyone who knows the recipe may recreate it and administer it to a subject.

     

    MC Name of the creator(s) of the Artifact (N/A if not applicable, e.g. for event items):

             Titanium430

     

    RP Name of the creator(s) of the Artifact (N/A if not applicable):

             Lector Mathurin

     

    Screenshots showcasing the attempted creation of the artifact (use an imgur album or a spoiler please | if an event item just screenshot the item itself | If you're resubmitting an old MArt put N/A:

             

    N/A, This is a Tawkin Mutation and thus the creation of such follows the standard Transmutation Elixir Base, along with the addition of the symbols : Courage + Strength + Vigor + Death. The mutation was created with the aim of removing the skittishness and pain from a horse or other equine, along with making the animal able to subsist on far less food and water should the need arise.

     

    MC Item description (the exact description that will be used for the MC item if this MArt is accepted):

             

    N/A, This is a Tawkin Mutation.

     

     

    Effect(s) of the Artifact:

             

    This is a combat-MArt, and as such may be used in combative rp/crp situations. The horse may not act on its own if dismounted, and it will not bite or attack without command, acting as a dependent combat-mount under standard combat-pet rules. [For instance, you can not swing your sword at someone while the horse kicks, it is either one or the other taking up your action.]         

    When the mutation is injected into a horse or other equine that is not yet fully grown, a series of mutations would begin to take place over a period of an IRP day [1 OOC hour]. The primary effect of such being the complete and utter removal of fear, pain and skittishness from the animal, allowing them to charge lines of polearms or other threats that a normal creature would flee from, this includes supernatural fear effects/magicks. The removal of pain functions as a dulling effect, wherein the horse does not feel anything should it be injured, it will still bleed and be hurt as a normal horse. As well, a series of other changes would take place, the horse or other equine would begin to require a much lower amount of food and water then normal, around half that of what needed by a regular horse. The animal would also grow slightly more aggressive towards strangers, an unintended side effect of the mutation. There are a few visual tells of the mutation, wherein the face of the horse would be brightened and flushed, similar to the tell of Saint Felder's Vitality. if the animal would experience fear or pain - its face would also tense, and grow distorted as if intensely angry, it snarling and biting towards available enemy targets as such feelings are converted into adrenaline and anger.     

    The mutation is only able to be applied to horses or other equine creatures such as donkeys, with any other type of living creature completely rejecting the mutation, this includes descendants and equivalents.

     

     

    Red Lines of the Artifact:

             

    - Natural Fear, supernatural fear-effects, and sensible caution are rendered null upon the horse's mutation.

    - The horse is not stronger in any way, simply being devoid of fear and pain, along with requiring a smaller amount of food and water than normal.

    - The horse is not incapable of being wounded, its sense of pain is simply dulled - it will die from the same amount of damage as a normal horse.

    - The Mutation is considered a rare recipe, and can not be made by those without a Tawkin FA and knowledge of mutations.

    - Considered a Private MArt Mutation, and may only be made by someone who has been taught by a legitimate source.

    - Only applicable to horses and other equines, other creatures would utterly reject the mutation.

    - Considered a ‘Major’ Mutation.

    - Obeys the typical rules of Major Mutations.

     

     

    Explanation of the effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

             

    A strange mutation, that of a mostly mental rather than physical nature. Saint Edmond’s Bravery functions by deactivating the part of the horse's brain that processes fear and pain, completely removing the concepts from the animal. - as well, it refines the metabolism of the steed, causing them to require far less food or water then a normal horse/equine.

     

    Number of duplicates of this Artifact:

     

    N/A, This is a Tawkin Mutation, as such - anyone who has the recipe and knowledge of tawkin mutations may replicate the mutation if taught by a legitimate source. [considered a private MArt mutation.]

     

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?:

             Yes

     

     Have you applied for this Artifact before, and had it denied? If so, link the app:

             No

  9. MC Name:

             Titanium430

     

    Character's Name:

             Lothgar Grandaxe

     

    Character's Age:

             Old Enough

     

    Character's Race:

             Dwarf

     

    What magic(s) will you be learning?

             Earth Evocation

     

    Teacher's MC Name:

             Zachosnacko

     

    Teacher's RP Name:

             Dael'Ran

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             Nope

     

    Do you agree to keep Story updated on the status of your magic app?:

             I do

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             I am aware

  10. MC Name:

             Titanium430

     

    Character's Name:

             Lothgar Grandaxe

     

    Character's Age:

             Old enough

     

    What feat(s) will you be learning?

             Alchemy

     

    Teacher's MC Name:

             2PXY

     

    Teacher's RP Name:

             Aurelius De Wees - OOC Oversight

     

    Do you agree to keep Story updated on the status of your feat app?:

             Yes

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             No

     

    Are you aware that if this feat is undergoing an activity trial and fails said trial, that you will lose the feat? And that if it is apart of the Lore Games, it might drastically change soon?:

             Yes

     

  11. MC Name:

             Titanium430

     

    Character's Name:

             Lothgar Grandaxe

     

    Character's Age:

             Old Enough

     

    Character's Race:

             Dwarf

     

    What magic(s) will you be learning?

             Transfiguration

     

    Teacher's MC Name:

             Norgeth_

     

    Teacher's RP Name:

             Morul Irongrinder - OOC Oversight

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             Nope

     

    Do you agree to keep Story updated on the status of your magic app?:

             I do

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             I am aware

  12. MC Name:

             Titanium430

     

    Character's Name:

             Lothgar Grandaxe

     

    Character's Age:

             Old Enough

     

    Character's Race:

             Dwarf

     

    What magic(s) will you be learning?

             Housemagic - Domestic + Culimancy

     

    Teacher's MC Name:

             Self Teach Book

     

    Teacher's RP Name:

             Self Teach Book

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             Nope

     

    Do you agree to keep Story updated on the status of your magic app?:

             I do

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             I am aware

  13. QRjhuUrYFoPbG6m1tCCVrAd0s7kD3ka1aRG_Hq1D594xXY66HWeT6ROVRImC0CZnFgXJe4QTkIbxdb2eXQj_3ONbpIb77UGsnV2IJoXJvz3GTS0hqW1HhKXWbIz550v7llKr1ckOLSi5u5M_sg-=[𝅘𝅥𝅰  ]=-

    4sBoTSoSqBWp1T6YQbebmCbhA6ndEWAe9YDphzW7K1xqlRbS9K4j1gW2He0jfAS82hLC0eC5wGjrKcz-ebJEQHC9dC9yZxyN8T7dS-vf30jju658Q7EaiTgXMhzuo4iSK6ZhUkZXYR1Ag-jVrg

     

    “Great fortune awaits those who brave the wastes”


     

    PREFACE

     

    Out across the vast oceans of the mortal plane lies a strange place of conflicting ideas and goods being traded from across the world and far beyond. Taking the form of an island continent of smaller size, one might assume it to be just another barren rock peeking up from the salty brine, yet this is farthest from the truth. Christened Kaldor by its earliest inhabitants, this land serves as a hub of fabulous wealth and knowledge, being visited by a multitude of cultures and peoples from the farthest stretches of reality. It also serves as a hub of wayfinding sailors, aiding those travellers in navigating the lands of Aos and Eos.

     

    LANDSCAPE

     

    The surface of Kaldor has almost entirely been settled and exploited, stacked shacks and high rising towers placed at every available place, all the while vast merchant bazaars bustle below. What was originally a barren and desolate rock has been transformed into a venerable cityscape, what land reserved for farming or cultivation of Kaldori Flowers, Saltcorn, and Stone-Faced Ram is used most efficiently, with these small plots exploited for the large profits they make. In fact, land and space are considered the most expensive thing on Kaldor, with fabulously rich merchants giving elaborate dowries of but a ten-metre square plot. The cityscape of Kaldor is divided into 3 segments, that being the north and south, with a central meeting area & bazaar positioned in the middle of the island. The more rocky north is primarily home to the dwarven populations, and the flatter southern portion is mainly home to humanity. At least, that is what was historical, the war having dramatically changed demographics and large portions of the city.

     

    A multitude of smaller islands surrounds the main island of Kaldor, serving as receiving and exporting ports as well as residential for the more rural populations. Though still heavily exploited, this is where one might find the personal estate of a wealthy merchant-lord, or a saltcorn and kaldori flower plantation.

     

    Due to its strange origins and the remaining energy from its creation, Kaldor itself bears a few strange properties of the metaphysical and mystical variety. Interplanar travellers of all sorts are attracted to it and seemingly bound to it, unable to easily leave until they escape the island by whatever means. This most often occurs on return trips to the material realm by planewalking entities. This is what has allowed the native residents to so thoroughly exploit the travellers, them restricting access off the island in exchange for goods and knowledge.

     

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    Spoiler

    The secondary isle of Kaldor are mainly meant to serve for players or ET to make up locations within Kaldor that may not fit within the main city - like a forgotten golden age weapons bunker or something like that for an ET event.

    INHABITANTS

     

    Kaldor is inhabited by a large variety of peoples and cultures in search of trade and knowledge, but the most permanent inhabitants consist of a smattering of Dwarven and Human families, vying for power and control of the landmass. These families and their resident peoples hold a certain understanding with each other, but conflict still occasionally flares in the form of brutal street warfare waged in the name of coin and glory.

     

    Dwarven Peoples

    The first people to settle Kaldor. The dwarven population traces its origins to an early golden-age exploration ship, which crash-landed on the island and whose hull was salvaged to form the first rudimentary dwellings upon the rock. Bolstered throughout the centuries by lost sailors and merchants, the dwarven population has grown large and wealthy, conducting trade and commerce in the name of Armakak and Grimdugan. Petty feuds have been formed between competing families and guilds, yet they are united by their intense rivalry with the human population of the island.

     

    IpvYkaHDuHhXj-X_XnksMy7mgif82-tbdmAlpKJE3mgvsfXPUCaJJDGHLN8cOpy31ctiykWgqtnu3jJiwoMy4H41JQEDB_vZYQlrcFNwMPUXqHWixRudxYSdfAIPODp5QcXMNtbAJmIVpXMcog


     

    Human Peoples

    The second population to settle Kaldor, Humanity stumbled across the island some 100 years after the dwarves. Yet with ingenuity and the strong ability to adapt, they grew to quickly rival the dwarves for control of the strange island. This angered the dwarven population, who attempted a cull on the settling humanity, this failed horrendously, and further balanced the scales between the two races. Humanity has not forgotten this slight, and tensions are still dangerously high with the dwarves and their client populations. 

    ZMexsrSg2cHPGXlXNRLD80t3eQPkQuMcWsbp0fvouDbCqoGZQ4NO_jGCvygR7zhWaMUyhg2i3DmAgU1fJxHB8xzBQNGOxyaLCg9gchVUDWWqs13-Iq95617j_5VY0bW_Fw3_2q7wuj8EVILigQ

    Spoiler

    Since this is intended to function as a starting location lore, one may play a character that hails from Kaldor, though they must have left within the modern era due to embargoes and quarantine within the age of war.

     

    FLORA AND FAUNA

     

    Kaldori Flower

    An odd climbing flower which bears bright cyan petals, it was originally being grown in a far-off realm, but was imported to Kaldor at an early date. Kaldori Flower petals bear a strange property when dried and ground, acting as a stimulant akin to strong coffee or tea. Often mixed into hot water to make a drink or just consumed outright to give the user a wake-me-up.

     

    Saltcorn

    A native of Kaldor’s rocky northern shores, the saltcorn plant takes the form of a small low-lying bush. It produces a dark green berry, which when dried and ground has a taste similar to black pepper. In addition to this, it contains an unusual amount of salt, absorbing it from the salty air and brine of the nearby sea. A popular spice and seasoning upon the island, it being traded long distances to far-away lands.

     

    Emerald Flyers

    A form of unusually large hummingbird native to Kaldor, Emerald Flyers sport bright green feathers and black beaks. These hummingbirds fly about the gardens and arboretums of Kaldor, feasting upon nectar and bugs while delighting the rich residents. A popular icon upon the island, with several families incorporating them into their symbols and heraldry.

     

    Stone-Faced Ram

    A small and feisty mammal, related closely to the sheep or ram of other lands. Stone-Faced Rams have angular and rock-like faces, giving them their name. Originally considered a pest by the early settlers, it was soon found that their tough wool gave way to a fine and soft fabric when pounded and carded, taking dye and other additives very well. This wool and its fabric soon became one of the principal exports of the early history of Kaldor.

     

     

    Spoiler

    An ET or even player may run an event where a Kaldori merchant comes over, to sell either Saltcorn, Kaldori Flower or Stone-Faced Ram products. They may also sell other mundane goods, or within an ET event, more exotic goods.

     

    HISTORY

     

    The Beginning

    The history of Kaldor begins when the island itself was raised from the sea by a powerful entity of unknown origin, whatever it was soon left for other lands, but its latent energy remained and acts as a form of comic beacon, beckoning travellers from other realms of reality. The island however remained barren for centuries, before a dwarvish exploration ship crash-landed upon its shores - with no way of escape, the dwarves used the remainders of their ship to build the first buildings on the island, them unknowing of the future that awaited them, or the distant past that lay behind.

     

    The Golden Age - The Age of War

     

    Some one hundred years passed as the dwarves built their civilization upon the rock named Kaldor, growing from humble origins to be a centre of local trade and commerce. Human traders took note of this and began to settle the remaining area of the island, this angered the dwarven population, who attempted to cull and drive humanity from the island - this ended horribly, the dwarven attack being driven back. When the dwarves returned home however, they found a group of strange-robed men wandering about the local market, picking up and examining objects, this marked the beginning of interplanar trade on Kaldor, with travellers trickling in to exchange goods and knowledge with each other and the resident population.

     

    Both peoples prospered, Human and Dwarf growing fabulously wealthy from the exotic goods and knowledge landing upon their shores. It was a golden age of prosperity as the coffers grew, and grew, with gold comes power, and with power comes conflict… A conflict broke out between human and dwarf, with such small fire growing to an enormous bonfire of war, each side using the powerful weapons and knowledge gathered from the interplanar trade. The war dragged on, as the population of the island was depleted and the vast knowledge and technology lost to the sands of time, no end was in sight.

     

    Modern Age

    Seemingly after a millennium of war, an uneasy peace was signed between the two peoples, them recognizing that only ruin and death would come from a continued conflict. People began rebuilding as trade once more picked up. Some old families exhausted from the war gave way to burgeoning new guilds and institutions, while others dusted themselves off and continued their prosperous existence. It was at this point that many trade routes were reopened with the outside world, people and ideas once more beginning to flow to and from Kaldor.

     

    This is the modern era of Kaldor, a time of rebuilding and change, deposed members of old families may leave for distant shores and merchants spread forth from the island to the world beyond. The vast wealth of knowledge and technology has been lost aside from a few relics, yet all know a new age of prosperity will come upon Kaldor in due time.


     

     


     

     

    PURPOSE

     

    I wanted to try my hand at writing a piece of world lore that I go through with, I thought that location lore would be a good place to start and it is something that I am interested in. I’m hoping other people see the merit in the over-the-top merchantry aesthetic, and the creative potential that can be built atop it. Players could of course use this as background for their character, and ET could do events incorporating it, from treasures that have fallen to the ocean far away from this origin, to caravans and traders originating from Kaldor, or even bringing players to an event site on the island itself.


     

    CREDITS

    Writer : Titanium430

    General Help and Consultation: Noobliusfourtythree

    Name: Norgeth

  14. Titanium’s Armour-Skin Auction

     

     


     

     

    Rules

     

    1:Bids will be in mina.

    2: Bids start at 200 mina

    3:Minimum bid raise is 50 mina

    4:Follow the bid format at the end of the post

    5:Bidding starts at time of post, approximately 2:10 AM EST on April 10th.

    6:Bidding ends abruptly at April 14, 10 PM EST, bids placed after this time will not be counted.


     

    1

    4A6VKTEeIHF_q8oLL8RHyj-MS8wWLwO2GxUKGs1z6sSMDCNQT-0gPX0BQde_yiK_wPQmAAtgRpG2FfiU2v5LoqQuqs4hJOHkjn6lgAd1o7kKmjqnkv2IfwyanmJtmp1kb5_DNmf6


     

    2

    4TU0Lg_DcgeyO9w4pmt91WGQIdT8GirNOG6vwtMsxAfOsM6jr4qeaujnkB9FqKa1y-QjYZ2RLCTWaDalOQ6QqhvSZVD1-7RsAlnLm63WLA94KiabGNAonupkz7pbwlKJX_BQzsCe


     

    3

    2Y1UBySKcuRf-WyAjs7PpbGESrdcMHq21cAkIwBWMuPeZmxMX1jlbv-BSksxEhHE2H4zdbonGoyhAcwHVpGm6SgNv7ws4_vh78g9PveNRcAo7Cnr0fixX3HbNStw9KrkKMwLJxLB

     

    4

    QFjDQbXUJNfPLne8i4I935qKnfoEQAgAkv6FBi8F20UJJVMwEFKFBHM13ZlkkbqMzignKQMa1lu55ZHFQpKyRcjYCCwMpQhpYKgFKidmPCYhWP0SZRLwuvCSgQo1yxLzhsSkQnzJ

     

    5

    qjMpG2Gm_XpUChe3u2JJJeUj4SJ6w8MshKmYp5RAlJN-YKao1z0JKOxf0aJL_8OXfJdY1W9ytgPozolBUJhHuNGlNBXr8RST0HVUIFnIzhus6iZLEPzzmAZpEmwK3WTXMk0DorDQ

     

    6

    QKIz-Er2K8G13B2QsygeknbpNNSsosLf9p49gHyKn9Y97hbPVC6zX20pr9_0hoPDSErzyz324ZILjEjNmpMUPIvnYj3hR3o6TTGDpHb9qCUV9UxfvfFx72r844TlZcfbvf69ptEL


     

    Format:

     

    Skin Number:

    Bidders MC name:

    Bidders Discord: 

    Bid:

     

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