Jump to content

The King Of The Moon

Diamond VIP
  • Posts

    1035
  • Joined

Everything posted by The King Of The Moon

  1. gKIWIwclGH36c1PmGZSlAQ3EHb4ul-38Qojiqnt2x1g0YZELTGsopMX9ykLHSROpjUZF9HR_boUPFbxHK349a9tP-gHfE61W1sznIVXuLRPGU-ZPd8iEPjYYYw73NJpUf90VHRrZBv46u17dogpql_hlklqw5YMmo93cBN6gYPpA3kP-K1f71JPNROz1yg
    Go ahead make the app bro

    1. exogens

      exogens

      76r039.jpg

      Thank you, legendary Lore writer.

  2. "Rise now, my child..." Kain withdrew from the murderer he'd created, gesturing to the corpse that was once Netzhal. "Seize the key. Let the human that was die with her; replaced by something more. Nemuritor. Goddess."
  3. There is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’ there is only one N in ‘Inferi’
  4. A dyslexic vampire made preparations for grass skirts, sandy beaches and an eternal lūʻau upon hearing of the spreading faith, only to be gravely disappointed after rereading its title.
  5. I'm not trying to hurt you OOCly, I'm trying to defend myself in a discussion that has thus far been almost entirely one-sided due to my own aforementioned reservations about taking RP into OOC, and you're failing to see the root of the problem here. My issue with this situation isn't by a long shot related to how I would've preferred you played your character or how you would've preferred I played mine. It isn't about the discrepancies in lore behaviour, as I feel I made clear already. It isn't that you in the original post on this thread bemoaned not being taught blood magic. Nor is the problem in any way related to who took what side IC. It's the fact that eight months after the fact you seem hellbent on over and again trying to make what should have been and can still be salvaged as IC conflict - which without question was rooted in IC grievances - into an OOC dispute. It's the fact that you went out of your way trying to OOCly convince people your roleplay was 'right' and mine was 'wrong' as if it that was at all relevant to roleplay to begin with. It's the fact that more than half of this 'roleplay post' is you to this day OOCly complaining about the decisions made by my character and other people's characters as though they were an attack on you as a person. You keep glossing over this but to me it is the entirety of the issue. No-one is or has been out to get Unbaed. Several characters however were out to get Molia. This never needed to be dragged through discord arguments or publicised on the forums. Your character 'won'. She escaped. She survived, as did her husband. The narrative can and should continue in a logical fashion, or if you no longer enjoy playing that character then you can just stop. That's also okay. What isn't okay is the week that I and another involved in this RP decided to bring our characters back from being shelved you then took to the forums to revive what shouldn't have been an OOC argument to begin with. Behaviour that from my perspective just looks like you implying us playing our characters is in some way a slight on you as a person. It's not. We're here to enjoy our roleplay just the same as you. If you want to enjoy playing Molia again I have a single piece of advice for you and it's that you need to stop making it OOC. Stop overthinking it. Stop talking about it. Just play your character and find roleplay you think you can enjoy and if you don't think that's possible then do something else. If IC conflict arises again as you seem concerned about then that's fine. That's natural and makes sense in roleplay. It's not worth getting OOCly upset over. It's not something to take anywhere but your character's emotes. The moment anyone tabs out from minecraft and finds themselves anxious/ angry/ upset about the IC problems their character is facing is the moment it's gone too far and that person needs to take a step back and reassess. We're all guilty of being irked by roleplay, but in this case it's clearly spiralled out of control. All I'm asking of you here is to try and be more self aware about letting your roleplay bleed into OOC mediums as it has done in this post and past instances. You're smarter than that and have been around on LoTC long enough to know better.
  6. The roleplay portion of this post is appropriate and well written, though I really wish you could've been mature enough to keep it as just that. This entire section is sad and unnecessary and I genuinely cannot understand your commitment to OOCly undermining valid roleplay. I'm sorry you didn't end up enjoying your character, but that was ultimately a self-inflicted consequence of narratives you made a conscious decision to pursue. Not only is what you've written a grossly misleading cry for victimhood directed at those that have no means of knowing better but your choice to keep it unspoilered and to have it pinged in several RP discords to me shines through as a testament to your lack of IC and OOC separation which is essential for playing any sort of dark mage or creature in LoTC. Eight months after the fact this is but the latest of countless OOC complaints I've seen you make about the outcome of your roleplay as your silit, others typically in the form of discord messages trying to win other silit players or ST over for sympathy in the hopes of getting their characters to intervene. This has even escalated in you threatening to break off several year spanning friendships with people who refused to let your OOC wants supersede what made sense for their characters to do. I'd like to preface this rant by saying I wholeheartedly loathe the notion of complaining about roleplay that didn't go your way through OOC mediums. In LoTC we should be striving to understand out of character grievances are distinct from in character conflicts. It is the only way in which enjoyable conflict roleplay (something which is surprisingly core to many peoples' experiences) can work on such a large scale. Any deviation inevitably leads into needless out of character drama that sours the experiences of everyone involved and causes people to question the point behind the roleplay they're doing in the first place, if not reduced to a spiteful vehicle for text-based PVP. I hate hate hate that I've been put in a situation these past few months where I've held my tongue for the sake of not fanning the flames based on that principle whilst I've been approached countless times by our mutual friends and people in our shared roleplay circles under the impression I am some sort of evil mastermind filled with OOC malice based on your wailings about the consequences of your roleplay actions. I despise the fact that now after a decent period of silence on the non-issue where I'd assumed you'd matured past such I'm now waking to see you attempt to show what you want others to see as the dirty laundry of the 'silit community' (a misnomer, the siliti have been split into three differing factions since their inception). It infuriates me that I'm finally having to break my OOC silence because you are hellbent on ripping what was IC drama out of our shared roleplay medium and into out of character discussions. I feel I have no choice but to elaborate here but I genuinely feel backed into a corner where I either need to highlight the reality of these events or continue to be rallied against as if the roleplay I did was in any way relevant to my out of character sensibilities. You keep neglecting to mention the reasons your character was put through the same PK clause - not a 'MArt' custom made for you as you say here, but one of four objects written directly into silit lore, the Mictlanti's Fetters - being triggered: Your character was perceived to have broken our tenets by pushing for forbidden romance RP with a paladin and spilling our secrets and those of others to the Lectorate. For those that care to learn the other side of this situation past those points, my shorthand understanding of events is contained in the spoiler below. This then brings us to the three allegations you chose to highlight here for the world to see. Which once more, I have no choice but to defend myself against. If you felt these were at all valid complaints then I don't see why you voiced them here besides to try and win sympathy with rather than expressing said concerns to administration to handle the alleged rulebreaking. Your entire perspective on this situation has been centred around yourself and the delusion that you and your character are one and the same. You need to take a step back and appreciate that the RP that happened played out as it did because that's what made sense to the characters surrounding yours. I don't mean to be cruel here but the cold hard truth of the situation is that no-one actually cares OOCly about you enough to be 'out to get you' as you seem to be reinforcing to yourself and anyone else that'll listen. Another gross oversight I think you are also remaining blind to us that there have been consequences for others here just as much as yourself. The level of unnecessary out of character reaction you've had to this situation genuinely drove myself and several other players from the server for a few months, as we could no longer find enjoyment in it knowing the experience had been poisoned by your bitterness and constant attempts to tear down our reputations. Said backlash has also been felt on an in-character level, where my own character is now irreparably cursed and hated by most if not all other siliti for cannibalising HurferDurfer's character after he freed yours and handed over the relic she was imprisoned in to our enemies. A betrayal which I'm proud to say I've allowed to progress into my character's ultimate downfall and ruination where he too is now suicidal and has been brought to blows with other characters. This is FINE. This is roleplay conflict that people have enjoyed. This did not become an OOC issue because it didn't need to. This is a reality of my own character being ejected from the 'siliti community' for similarly IC reasons, the core difference being I've opted to keep to myself about it and let roleplay alone guide the outcome whilst finding enjoyment in the intensity of the situation. I have not taken to discord and the forums to OOCly seek sympathy for the IC consequences of my roleplay actions. I have not let it shatter my OOC friendships with those that're now on the opposing side to my character. Were it not for this post I'd have let sleeping dogs lie and moved on because valid roleplay issues should be handled in roleplay; the bare minimum that I feel is expected of a player is recognising that their character's problems are not their own out of character, nor should they be made anyone else's. Why can't you do the same?
  7. FOREWORD This piece is explicitly intended to serve as an objective, infallible and exhaustive record of the nine root power sources for magic in Lord of the Craft: the Canon Energies. An OOC resource. Primarily it is a spoiler heavy, pseudo-scientific and ultimately demystifying resource intended to inform players (not, by any stretch of the imagination, characters) of the building blocks of magic in our universe without esoteric fluff, that must be consistently referenced and drawn from in the submission of new magics, and when rewriting of old pieces. I would advise players with no interest in submitting magic lore of their own to avoid this piece. Especially those whose sense immersion hinges on a blur between their characters' and their personal, mystified understandings of the world. The last thing I want is to deprive anyone of their sense of whimsy, curiosity and - above all else fun - when it comes to roleplay involving the weird and wonderful magics of LoTC. In the same vein, I cannot stress enough that no character should hold a comprehensive understanding of what is written below. Whilst there are certainly aspects of the unerring explanations given below that many characters can and in some cases should have deep understands of (e.g. a necromancer understanding the nature of lifeforce), to artificially inject anything close to a complete explanation of this catalogue into roleplay would be tasteless, unrealistic and above all else metagaming. Secondarily this piece is also meant as a reference guide for Story Team members themselves, intended to supersede any conflicting opinions/ headcanon of individual team members to form a cohesive, infallible shared understanding of how magic works in our shared narrative. I highlight this so that it is understood for future submissions to our wealth of magic and world lore we might strive to curate and maintain a consistent logic to this ever expanding roleplay universe. Anima Otherwise known as ‘soul essence’, anima is the raw, unfiltered energy of the soul when separated from its host consciousness. Whilst on its own an unthinking and unfeeling form of energy, anima can be enchanted in abundant quantities to be given a new mind (or one composed of its former hosts’ memories). This never occurs without a magical prompt. Maleus Magic spawned from Daemon of Ruin’s runaway realm - Moz Strimoza - is capable of irreparably corrupting anima into maleus. These feral powers run wild beyond even Iblees’ direct control, serving to warp greater mortal souls into an odd lesser mimicry of deific souls: Inferi, or 'demons'. These are detached from the soulstream to instead cycle through an apparatus known as ‘the Infernal Climb’. Mana The root source of all magic, deific or mortal, mana is the fuel that underpins all forms of spellcasting. All living beings with sufficient anima or maleus possess mana, though the amounts vary depending on the nature of said being as well as how honed their mana pool is. That is to say, living beings are capable of exercising their mana akin to a muscle, allowing it to expand. Deific Mana As a gaudy, emboldened variant of the same core force, the applications of mortal mana typically pale in comparison to that of the Veil’s gods. Due to their vastly superior reserves of anima, the mana of deities is far more potent and capable of enacting great feats without the aid of another resource. Such is why many lend their power to mortals, who in turn need only spend their own mana in anchoring their deity’s magic and channelling such through themselves in the form of spells. Arcana Otherwise known as voidal energy, arcana is a potent and malleable form of energy, and the only resource found beyond the boundaries of the Veil. Whilst it is an incredibly common misnomer for arcana to be mislabelled as “mana” by characters, factually speaking it is a distinct and separate force in the universe. Genus A volatile, formidable form of mana. Genus is the bloodborne energy found in the veins of beings with greater mortal and deific souls as well as fleshy beings of supernatural power (such as Voidal Horrors). Its red nature is that of volatility, wrath and above all else power. Like mana and many other energies it is sympathetic and can join with others to augment and/or warp them. Predominantly this is done with divine energies to create unique spells, usually shifting the emotional intent of a patron’s power to create enraged mimicries in the hands of crimson sorcerers. Lifeforce Made manifest in organic material or unfurled as dense black smoke, lifeforce is the raw power underpinning the cycles of life and death amongst all fauna and flora within the Veil. Constantly rotating unseen through food chains and reproductive processes, lifeforce is typically locked inside of biomass. Its black nature is that of entropy, stagnation and depression when forced out of its host matter and made a vulnerable, festering vapour. Ectoplasm Lifeforce and mana in equal parts which have been enchanted to linger outside of a host body, forming a sludgy plasma that is typically ethereal though through magic can be made tangible. Ectoplasm is contingent on death, oftentimes spawned by wild magic where anima is unfurled at the end of a mortal life. Its pale nature is that of grief, sorrow, defeat and inevitable numbness commonly affiliated with water, and conducted by mundane rock into which it usually settles. Resonance Not inherently an ‘energy’ in its own right, resonance is a name given to unseen oscillations caused by the use of other energies in the material plane. Like ripples on a pond where a stone has been cast, resonance is the byproduct of magical and mundane forces.
  8. The tattered soul of a doused Ember Priest warbled in the depths. Roused from their slumber, each toll prompted a new voice to scream. No drowned man, woman or child was spared that moment's shared terror. Iblees had come. Now, to it, another contender had arrived yearning to yet again bring war to their Mortal Plane. In the murk of the pond, it theorised: "They are to make of Almaris a second Abyss. We re-enact the final days of Aegis. The stage is set and we, their audience, are doomed."
  9. Barrowlord Azazel scrutinises the publication. It whispers a lone word of disdainful acknowledgement: "Kowabunga."
  10. A learned former naztherak frowns at the missive. "But the Red Prince is Iblees..." "And Iblees is the Archdaemon, second only to the Nameless Creator and rivalled solely by the Archaengul Aeriel. There is no stronger being in the Veil. These are the writings of a deceiver." The late devil seethes into the soulstream, his cries reverberating through nought but cold, deaf stone.
  11. "Blind men will celebrate, having witnessed such tragedy. A mortal beast made food for the Iblees-uruk war machine." A devil murmurs to his disciples, hoping to prepare them for the terrors ahead.
  12. The title is largely self-explanatory, but if people are curious of my motives: As a player who has lingered on LoTC for over 7 years now, I and the majority of players I have interacted with in that time have of course aged with the server. There are many who have been around just as long, and more who have been around even longer. Therefore, I naturally feel my perception of LoTC's modern demographic is warped and filtered by the social bubbles I find myself in. Whilst I feel our player base is generally closer to my own age group, I have no real quantitative basis with which to support or challenge that acumen. I'm sure many others are in the same boat. This isn't intended as a campaign thread to advocate or dissuade staff from manipulating our demographic, it is meant as nothing more than a harmless reality check. Though I find it silly for people to be embarrassed about how many years they have existed for, the results are anonymous simply... because. So, let's all vote honestly: How old are you?
  13. Unfair question. Which oren? There's only been 1.5 renati, there's been like 12 orens (a good 5 of which were better than renatus).
  14. “Men kill monsters. Paladins… write newspapers?” Abdiel scowls upon hearing of his misrepresentation in the journal.
  15. "That's messed up." comments a concerned campaigner for the rights of Phantoms, Evocations, Tawkin and Automatons (PETA).
  16. The Herald of Embers, Abdiel of the Synod, splayed his metal hand over the decayed brow of another severed head. Repeating the same rite he'd already performed nine times since his students had returned with what he sought, the mottled flesh and skull fell into the pool before him. Dark mimicries of raven feathers - his ectoplasm - fanned out through the water, forming a wreath toward oblivion. A window, through which an Ebritean soul could be called. And then he spoke the same tempting words: "Peace was sought. Reason was brought. The orcs cared naught. The rusted 'Iron Horde' has brought violence to our temple. A war that will see us defeated, perhaps, but never destroyed. It is not a conquest they can complete. They are deafened by their whispering shamans, blinded by the false miracles of their demonic Spirits. Mindless savages. Warmongers. Maleficar. They murdered you, dear child. All that you were, all that you could have been... A trophy at the gates they cower behind now. And now you are here. Condemned. This is an offer of salvation. Fight for me until this war is won. Teach your killers fear. Help me show them that even death cannot save them or their false gods. The choice is yours, Soldier of the Synod." ((The aforementioned is the result of RP evidenced below; a seance to be performed once an appropriate time can be arranged with the players behind these severed heads stolen from the gates of capital_krugmar, assuming the characters are now dead. Unfortunately, only the heads of @BobbyWafflesand @Ziggitee retained their usernames whilst the rest of the heads pictured are labelled 'player head' and I am therefore going to have to rely on your abilities to recognise the skins pictured below. If you are tagged or recognise your character above and are interested in potentially having that character resurrected, feel free to shoot me a message: Mordu#0001))
  17. EMBER LAW Foreword: The Way of Embers and the associated ‘free philosophies’ - the Way of Oaks, the Nameless Way, Shorewalking et cetera - are just that. Ideas founded on the principles of liberty for all mortalkind, against immortal threats and maleficar prejudices as well as the threats of mortals that misuse the Voidal and Mortal Arts. They are not, however, anarchistic. As shown by countless prior failed mortal states, the rule of law is an essential component for society with or without respect for free will. Order, as intended by the Creator, is what separates our precarious Veil from the chaos of the Void. Lest we forget the first disruption to this order - the First, Second and Third Sins carried out by Iblees and Ariel - which still haunts all men to this day. The same principles apply to all mortals, living or dead. The rule of Law must guide our actions, lest we be defined by the same savagery we mean to escape. It is mortalkind’s greatest achievement; the liberty in which we may all excel under the protection of an honourable legal system, wherein all are defined not by arbitrary distinction but by their actions alone. The Ember Law is an ideological expansion as well as revision of Ashen Law, in reflection of the aforementioned philosophies. DEFINITIONS The Veil All of creation, as first separated from the Void by the Nameless Creator and ordered by His hand with the primordial tools of Light and Dark. The Mortal Planes, the Soulstream, the Immortal Planes, the Sun, Moon, Stars and so on. The Void That which exists beyond the Veil. Infinite energy, from which the Maker was born, and modern magi draw power today. Mortal A being native to the Mortal Planes: Aos and Eos. Typically understood as Descendants, Hou-Zi, Kharajyr, Dragonkin and so on, as well as variants of the aforementioned whose souls have been returned to or kept in Aos and Eos in defiance of Immortal meddling. Those intended to share our world at the dawn of creation. Immortal A being native to the Immortal Planes: Moz Strimoza and other worlds demonic. The Eternal Forest and other worlds druidic. Star’gush Stroh and the other worlds shamanic. Et cetera. Typically understood as Aenguls, Daemons and beings sculpted by them either from raw power or appropriated and irreparably mutilated mortal souls. Inferi, Fae, Mani, Spirits, Shades et cetera. Those that intended to share the stars at the dawn of creation. Arcane Creature A being native to the Void or created with powers drawn from the Void and/or the mana of mortals with no concern for souls. Typically understood as Voidal Horrors as well as objects and entities animated with magic: Golems, Atronachs, Living Dolls as well as any thinking creatures borne of Enchantment and Conjuration. Mundane Creature A being native to the Mortal Planes or elsewhere, lacking souls borne of nature and mortal ingenuity (often Alchemy). First and foremost are plants and lower animals (which lack sentience and are not entitled to rights), higher animals such as Ratiki, Musin, Merfolk and Wonks followed by Automatons, Homunculi and other alchemic creatures. Mage An umbrella term for beings which practise Voidal or Mortal Arts. The terms Sorcerer and Magician as well as Wizard or Witch (male and female respectively) may be used interchangeably with Mage. Anathema A being whose existence relies upon inflicting physical or spiritual harm on others, regardless of magical origin. They are thus far understood as Vampires, Frost Witches, Feral Ghouls, Feral Apparitions, Shades and Inferi. Maleficar A being which practises an Immortal Art, acting knowingly or not, in accordance with the will of the immortal being their art is sourced from. A Maleficar will always be considered such, regardless of if Voidal or Mortal arts are used in conjunction. Iconoclast A being which practises an Immortal Art, acting knowingly and provably against the will of the immortal being their art is sourced from. First Age Naztherak (extinct warlocks that once stole power from conquered Inferi and Iblees), Dark Shamans (which steal power from the Spirits), Weirhents (which steal power from the Aspects) as well as beings akin to the one called ‘Qard’ (Daeva which have conquered their Shade parasites) are some examples of such. An Iconoclast will always be considered such, regardless of if Voidal or Mortal arts are used in conjunction. Mortal Arts Magical powers that are sourced from the physical and metaphysical energies of mortal bodies, souls and minds. They are thus far understood as Alchemy, Tinkering, Blood Magic, Golemancy, Housemagery, Bardmancy, Rune Smithing, Energy Manipulation, Mysticism, Chi-Manipulation and Necromancy, Invokers of Azdromoth and his Nephilim. Immortal Arts Magical powers that are sourced from Immortals and their planes. They are thus far understood as Aeriel’s Ascended, Xannic Paladins, Clerics of Tahariae, Aspectist Druids, Shamans and Spiritual invokers, Yeu Rthulhu’s Augurs and spellcasters, Templars of Malchediael, Wilven Monks, Shades, Second Age Naztherak (which pact with higher Inferi under Iblees) and the associated Hell-Alchemists and Inferi. Voidal Arts Magical powers that are derived from the infinite energy of the Void. They are thus far understood as Earth, Fire, Air and Water Evocations, Conjuration, Transfiguration (or ‘Enchanting’), Translocation (or ‘Teleporting’), Cognatism, Illusion and the looser defined spells of Voidal Horrors. THE MORTAL BLESSINGS; The Rights of Men Bestowed at the dawn of time by the Creator himself, these rights are infallible principles of existence. To defy them, by hands Immortal or otherwise, is the greatest sacrilege. They are afforded solely to Mortals and sentient Mundane Creatures. The Aurum Rede, as most know it, is the code observed by all who keep Ember Law. An archaic heirloom of the proto-common in which Primeval Man spake, the mantra is thus: 'An it harm none, do as thou wilt.' In modern words the phrase loosely means 'do what you will, so long as it harms none'. In legal terms, the Rede is best defined as three immaculate rights, afforded to all mortals from birth, to death, to undeath. None have the power to revoke these rights but the self, as determined by their own actions and these actions alone. EXISTENCE All mortal and sentient mundane beings are entitled to continued, peaceful existence without unprovoked aggression. To simply exist is not a provocation; this right can only be forfeit by present, past or threats of future actions that would deprive others of their Mortal Blessings. FREE WILL All mortals and sentient mundane beings are entitled to behave, think and debate to their heart's content without permanent magical, physical or divine interference. This right can only be forfeit where one has willingly sacrificed their own agency to become a vessel for immortal or mortal slavery, which would deprive itself and others of their Mortal Blessings. CONTINUITY All mortal and sentient mundane beings are entitled to spread, replicate and prolong their own Existence and Free Will by any means at their disposal. This right can only be forfeit when the means to achieve such are knowingly done at the expense of others’ Mortal Blessings. PROCEDURE AND PUNISHMENT Ember Law is a common policy meant to guide all mortal beings. As such, it is bound to no specific jurisdiction and can be enforced by any observing individual in a lawless setting such as the wilderness or warzones. Where the setting already maintains laws of its own, jurisdiction over and observance of Ember Law falls to the presiding state in a manner it deems fit. State trial procedures may be observed to prove guilt in violation of Ember Law. In the absence of such, adjudicators must review evidence presented by the accused and accuser before passing judgement. FIRST AMMENDMENT Crimes Maleficar and Crimes Anathema can be judged from any jurisdiction, as they are universal. SECOND AMMENDMENT Proven Maleficar and Anathema are afforded no protections under Ember Law. THIRD AMMENDMENT Proven Mortal Artisans of the Necromancer, Mystic and Blood Mage varieties are protected universally by Ember Law and can accuse as victims of crime in any jurisdiction. Only before aforementioned procedures have begun may an individual instead opt for a trial by combat in a formal setting. Victory in such can only absolve individuals of Offences of the Third, Second and First Degree. On Offences The Third Degree, the least severe, an infraction The Second Degree, of moderate severity, a misdemeanour The First Degree, of great severity, a felony The Heinous, of unforgivable severity, a crime against mortality Punishment for each degree of severity is listed and defined for easy reference and quick distribution with no question on what is fair and proper for any specific case and crime. Of the Third Degree, a fine of up to One Thousand Mina, the removal of an entire finger, the removal of two rear teeth, removal of two toes on the same foot, ten years service to the state, four years in prison, branding upon the buttock or chest, a hex or curse lasting no more than one year and a half. Of the Second Degree, a fine up to Two Thousand and Five Hundred Mina, the removal of three fingers of one hand, the removal of the top front teeth and two rear teeth, the blinding of one eye, removal of five assorted toes (three on one, two on the other), branding upon the forehead, a hex or curse to last no more than two years. Of the First Degree, a fine up to Five Thousand Mina, removal of the right arm halfway up the forearm, blinding of both eyes, deafening, removal of the tongue, removal of both feet, a hex or curse lasting no more than fifteen years. Of the punishment concerning Heinous Crimes, the most severe, execution is to be carried out by any means appropriate to the situation and nature of the crime committed. The only alternative to death is the option of indentured servitude, where should the criminal be given the option by the adjudicator, an executed individual may consent to being raised in undeath and stripped of their Free Will for no less than twelve years, after which their Mortal Blessings will be restored should the adjudicator consider the criminal reformed. CRIMES PERSONAL Assault When an individual attacks or injures another which brings about no lasting injury, this is assault of the third degree. When an individual attacks or injures another with lasting injury, or with a weapon, or magicks, this is assault of the second degree. When an individual attacks or injures another with permanent damage, assault of the first degree. When an individual attacks or injures another with the intent of causing fatal harm, this heinous attempted murder. Slavery When an individual strips another of their mortal or mundane right to Free Will through physical means this is slavery of the first degree. When an individual strips another of their mortal right to Free Will through magical means mortal or immortal this is heinous slavery, a crime against mortality. Murder When an individual knowingly takes the life of another with no premeditation and as any reason a person might be coerced or incited to commit a fatal crime, this is murder of the third degree. When an individual knowingly takes the life of another with no premeditation, this is murder of the second degree. When an individual knowingly takes the life of another with clear premeditation and without just cause, this is heinous murder. Manslaughter When an individual takes the life of another without intent or as the result of negligence, this is manslaughter. Mutilation When an individual intentionally or negligently commits the disfigurement or removal of a single toe or finger of another, this is mutilation of the third degree. When an individual intentionally or negligently commits the crippling or lasting disfigurement or removal of a multiple toes and/or fingers of another, this is mutilation of the second degree. When an individual intentionally or negligently commits the dismemberment or permanent removal of a limb, organ, or appendage of another, this is mutilation of the first degree. Torture When an individual, whom is not a sanctioned state official, willingly and knowingly commits acts of permanent or lasting damage to an individual for information or otherwise, this is torture of the second degree. When an individual, whom is not a sanctioned state official, willingly and knowingly commits acts of permanent or incapacitating damage to an individual, including acts described in the crime of first, and second degree mutilation for information or otherwise, this is torture of the first degree. Kidnapping When an individual intentionally abducts, restrains, or confines another individual against their will without physical harm, or endangerment of the victim, this is kidnapping in the second degree. When an individual intentionally abducts, restrains, or confines another individual against their will with unintentional physical harm, or endangerment of the victim, this is kidnapping in the first degree. CRIMES MATERIAL Theft When an individual intentionally removes property without the consent of its owner, and this property totals up to five hundred minas in value, this is theft in the third degree. When an individual intentionally removes property without the consent of its owner, and this property totals greater than five hundred mina, up to two thousand mina in value, this is theft in the second degree. When an individual intentionally removes property without the consent of its owner, and this property totals greater than two thousand mina, up to any amount of mina in value, this is theft in the first degree. Burglary When an individual unlawfully, and without consent of the owner, enters a property with the intent to commit a nonviolent crime, this is burglary of the second degree. When an individual unlawfully, and without consent of the owner, enters a property with the intent to commit a violent crime, this is burglary of the first degree. Banditry When an individual intentionally deprives an owner of his moveable property through violent means or with promise of such, and this property totals up to one hundred fifty minas in value, this is banditry in the third degree. When an individual intentionally deprives an owner of his moveable property through violent means or with promise of such, and this property totals at least one hundred fifty minas, up to one thousand mina in value, this is banditry in the second degree. When an individual intentionally deprives an owner of his moveable property through violent means or with promise of such, and this property totals at least one thousand minas, up to any amount of mina in value, this is banditry in the first degree. Vandalism When an individual unintentionally or through negligence defaces public or private property of a sum equaling one hundred and fifty mina, this is vandalism of the third degree. When an individual intentionally, unintentionally or through negligence defaces public or private property of a sum equaling at least one hundred and fifty mina, up to one thousand mina, this is vandalism of the second degree. When an individual intentionally, unintentionally or through negligence defaces public or private property of a sum equaling at least one thousand mina, up to a sum of any amount of mina, this is vandalism of the first degree. Fraud When an individual unintentionally or negligently fails to abide by the terms of a written or verbal contract, misleads regarding its terms, or fails to meet a deadline of said contract, this is Fraud of the second degree. When an individual intentionally or negligently fails to abide by the terms of a written or verbal contract, misleads regarding its terms, or fails to meet a deadline of said contract, this is Fraud of the first degree. Trespassing When an individual unlawfully and without consent of the owner enters a property considered private, this is trespassing, a misdemeanour. CRIMES MALEFICAR Aiding a Maleficar When an individual unintentionally or through negligence gives aid and succour within the border of the State, it is Aiding a Maleficar in the second degree. When an individual intentionally or through negligence gives aid and succour within the border of the State, it is heinously Aiding a Maleficar. Harbouring a Maleficar When an individual unintentionally or through negligence brings a Maleficar into the borders of a state that observes Ember Law, without intent to turn them over to authorities, is Harbouring a Maleficar in the second degree. When an individual intentionally brings a Maleficar into the borders of a state that observes Ember Law, without intent to turn them over to authorities, is heinously Harbouring a Maleficar. Acting as Maleficar When an individual intentionally seeks to practise magic granted by an Immortal in exchange for their Mortal Blessings or those of others, this is Acting as Maleficar in the second degree. When an individual practices magic granted by an Immortal in exchange for their Mortal Blessings or those of others, this is heinously Acting as Maleficar. CRIMES ANATHEMA Aiding an Anathema When an individual unintentionally or through negligence gives aid and succour within the border of the State, it is Aiding an Anathema in the second degree. When an individual intentionally or through negligence gives aid and succour within the border of the State, it is heinously Aiding an Anathema Harbouring an Anathema When an individual unintentionally or through negligence brings an Anathema into the borders of a state that observes Ember Law, without intent to turn them over to authorities, is Harbouring an Anathema in the second degree. When an individual intentionally brings an Anathema into the borders of a state that observes Ember Law, without intent to turn them over to authorities, is heinously Harbouring an Anathema. Acting as an Anathema When an individual intentionally seeks to practise magic granted by an Immortal in exchange for their Mortal Blessings or those of others, this is Acting as an Anathema in the second degree. When an individual practices magic granted by an Immortal in exchange for their Mortal Blessings or those of others, this is heinously Acting as an Anathema.
  18. All ginger wood elves are descended from my druid through proxy of his only son @Lhindir_ being a fuckboy back in Axios
  19. And whilst I appreciate that and these issues, I feel like this particular piece is so minorly involved in the wider-universe canon concerns that you have that I think you might be venting these frustrations in the wrong place. As the main writer behind Ixris, who did so in consistent contact with management and administration as part of the wider pantheon project, and as co-writer of the Moz Strimoza and the Inferi worldlore piece, I am confident that the interactions with said pieces listed here are consistent with canon. Something that I have ratified with by consulting two loremasters on the topic, one of whom is currently behind Ixris' presence in-game since my departure from the ST. I wholeheartedly feel that this piece is of such minor 'background' or OOC impact that no harm can come of it, whilst the IC ramifications only serve to offer more avenues of RP for the characters involved in a manner leagues better than the current lore which will remain so if this rewrite is nitpicked to death. The same is true for many other misconceptions you seem to have relating to underuse of the language, 'cliques' and so on; whilst it may not be a revolutionary piece (nor does it intend to be) it is a net improvement on all of the aforementioned fronts. Ultimately from my perspective a lot of your critiques boil down to wanting a worldlore piece addressing things only loosely related by what this piece intends based off of precedent (genus, soul lore, Ixris and so on)... And whilst those concerns have a place, they aren't really all too relevant to what this piece was written to achieve, nor could the issues you envision be in any way worsened by this piece's implementation. The crux of my argument here is that this piece is meant for the present and future players of this type of character. It is not by any means meant as a re-imagining of back-facing wordlore, whilst still staying consistent with it. I will say regarding these I think you're missing the point of why mysticism, naztherak and seer are explicitly mentioned in the piece at present. Their purpose is to allow players to discover the fate of 'devils' so as to ICly spread the incentives intended by said fate, through spells already written into their magics which let them directly interact with living souls. I am more than happy to expand the list at present so long as it makes sense in terms of what can currently be achieved by player magics. I'm sure there's a subtype or two of Shamanism with a relevant ability, for instance. If you could point me to which would be most appropriate, I'd gladly edit them in. Though to my knowledge Blood Mages, Alchemists and Necromancers all lack the necessary tools to do so - chiefly spells that actively permit tampering with and clairvoyant study of living souls, similar but not synonymous with some of the same practices that allow player characters to see prophecies - and therefore shouldn't be included in this piece.
  20. You might've missed it, but I intended for this line to cover it. The children of a devil with a regular descendant would be totally ordinary. The lore reason for this is either they are marked or they're not. The 'ooc' reason is simply tracking, and fear of things getting overly convoluted; people pulling a St Patrick's day and claiming they're one eighth demon so should be able to know Ilzakarn. A big motivator for this rewrite was making the creature as it stands much more traceable. Sorry to disappoint!
  21. I don't understand what's led you to this conclusion. You've iterated several times that the mark is somehow invisible, yet the lore clearly states it can be both detected and suppressed by any deity that connects with the character in question, as well as mystics, naztherak and seer - all of whom have their own IC reasons to be able to discover it. If you feel like there should be more magics that permit such I'm open to suggestions? Genus levels are altered based on a creature's exposure to magic. This is a precedent that already exists and has existed in blood magic since its origin on the server. The four brothers being cursed centuries ago is in no way equivocal to the likes of High Elves whose lore explicitly details them inheriting an inclination toward the arcane. In this piece it is used - to no tangible advantage - express that these beings have been directly cursed in their lifetimes and are inherently more 'magical' than the common descendant, even if such is made manifest in such a minor way. Ixris craves power first and foremost, which they gain from the consumption of maleus - mortal souls broken down to what is effectively raw energy when harnessed by infernal creatures. It is for that purpose alone that these creatures are 'marked', signifying through the same apparatus that condemns others to their respective afterlives via the soulstream that they're addressed to him in death. It operates in an identical fashion to how humans are usually destined to the Seven Skies due to how Aeriel has marked them; not something that is consciously maintained and also not perpetually observed. Ixris is not omnipotent. Should a 'devil' make a bond with a divine entity in life then that mark becomes inconsequential, and if they die without being disconnected from that deity then the mark will be erased as the 'claim' of said divine will always take precedent for the same reasons that human paladins end up in Xan's realm instead of the Seven Skies, and dark elven shamans end up in Star'gush Stroh instead of the Eternal Forest. This lore isn't being written for the Naz community. I am not a member of it, nor are any of the currently played 'cursed children' to my knowledge. This lore is for the pre-existing 'cursed child' characters, of which there are mystics, a shaman, animii crafters, a druid and a number of other unaffiliated niches which will only continue to grow because 'cursed children' - whilst originating from the curses of naztherak - are not inherently constrained to demonology RP, nor have they ever been since their addition in 2018, whilst efforts have been made by naztherak players to curse people somewhat at random to give their magic more presence in the world. In fact, this rewrite by design will only further that gap away from whatever 'clique' you think exists, as for the first time it is canonised that two 'devils' can naturally produce more without any involvement from that magic. To reiterate, there is no 'clique' behind this creature. I have yet to RP with @PrinceJose270's character who has existed for almost as long as mine. @tadabug2000 began playing one only weeks ago and has had no prerequisite contact with myself or any other 'devil' player that I am aware of. It isn't some closeknit magic group stroking each other off and, again, all that this lore changes in in-game terms are making it so that more people are capable of playing this creature themselves, without any interaction with a naztherak (OOCly or ICly) necessary. I do not know what you intend with the latter part of this comment, but it looks too esoteric to have much impact on RP. They are not 'the same thing'. Firstly, 'Blackspeech' is a vague term that has both been used to refer to Al'tahrn-Durngo and Old Blah in the past; it is not a standalone language in any capacity. Secondly, Al'tahrn-Durngo is the Ebritean language, the language of the dead. It is believed to have been originated by Iblees. Old Blah is the language of the Spirits (capital 'S'; affiliated with shamanism). Ilzakarn's 'origin' is in Al'tahrn-Durngo and Old Blah in the loosest sense of the word. Due to Ixris' affiliation with Iblees and his Undead left in the Nether until his invasion of Asulon, who were twisted into roughly half of Moz Strimoza's population during the Ixris' rise, the language shares the script and much of the grammer of Al'tarn-Durngo. Due to Ixris' past amongst the spirits, and that of the other half of Moz Strimoza's founding population - primarily orcish souls trapped in the spirit wastes - many words are to this day borrowed from Old Blah. Though, the language has existed (and continued to evolve) for centuries now to the point it is wholly distinct from both. There is no reason for groups not affiliated with demons directly to be able to inherently speak it. For the same reasons that I as an English speaker cannot understand Norse despite countless borrowed words, nor do I understand Latin despite using its alphabet. Claiming '3 of which were made by the Spirits' is not only false but it's a strawman that just doesn't hold up under scrutiny. Ilzakarn is not to be limited only to the creature this lore is about. The language already exists and is already used by naztherak (current and former) and inferi. The purpose of making the language accessible to 'devils' is to make it far more widely available than it currently is. I think you're misinterpreting this piece as adding a limit to the language where there was none before. This is actually the inverse of the reason for Ilzakarn's mention here: current Naztherak lore has the language redlined so that only inferi and naztherak can use it. This was a call made by those that wrote the current Naztherak lore, not me. Having the language become open to a whole host of other magic and CAs (which wouldn't make sense) is a choice to be made by Naztherak's loreholders, not me. As a member of the ST you can actually check the amendment chat to see me a few weeks back arguing to lift this restriction, a request that was rejected by the team. Irrespective of my opinions on such, this lore simply isn't doing what you think it's doing. The mention of Ilzakarn in this piece I've submitted is meant to get around that redline by at the very least opening the language to a loosely affiliated creature, in a traceable way that will respect the boundaries set by Naztherak lore. I have no idea how you came to conclude that these creatures are in any way 'immune to deific clauses'. As far as I can tell I have been clear throughout the piece that they are affected by and able to practice any magic or divine connection in an identical fashion to other descendants, as is already the case in the currently accepted lore.
  22. I am not privy to the progress of the Naztherak rewrite, though given the amount of time it's been being worked on I assumed it was still a way off. Regardless, this piece doesn't touch or change anything in Naztherak lore and I've kept it intentionally ambiguous as to what extent the two concepts touch at all so as to fit with whatever you intend. As with the initial piece that this is a rewrite of, standalone lore that is future-proofed against potential shelfing and rewrites of Naztherak is important, lest we have a repeat of loregames where a handful of players nearly lost their characters outright 'by association' despite seeing no real change being made to their RP when the magic was removed. This piece is far more relevant to said players and the worldlore surrounding Ixris than I can imagine it ever would be to Naztherak. I do hope it doesn't cause any unforseen knock-on issues for your rewrite though.
  23. The ‘Blessed’ Children of Ixris Ra’Liivengor Rutaka za’ra’Rokar Therak Origin Creation A devil can only be born as such. That is to say, pre-existing characters can never be turned into devils. It is not a ‘change’ but an origin, determined before the character’s birth and tracked by a feat application (FA). Creation The historically understood origin of these cursed descendants, wrought by a mark inflicted onto the parent-to-be of a devil by a false prince or greater inferis (ST event characters). The skin colour of those borne of said curse will always reflect the malflame colour of the naztherak or inferis that administered it. -In the magical creation of a devil, the naztherak or event character responsible must be listed as ‘teacher’ in the devil’s FA, ratified by a comment from the naztherak linking their MA or an ST ratifying their consent respectively. -This can only be achieved in accordance with any prerequisites specified in naztherak lore or other hypothetical pieces that add this ability. In the event that naztherak (or other) is shelved as a player magic, or rewritten without the ability to create devils specified, magical creation of new devils becomes impossible. Regardless of creation, all devils inherit the curses and blessings of their closest descendant ancestors with the sole exception of being denied an afterlife in the Seven Skies irrespective of human ancestry. In this regard a devil born to elfish parents will inherit long lives, pointed ears and limited fertility, whilst orcish devils will inherit tusks, bulky frames and short tempers. -For ease of tracking, a devil must be validated by a feat application which lists the source of their curse (cursed parents, naztherak or ST event characters under ‘teacher’) as well as their underlying race. -Devils are subject to the same boons and banes as other members of their underlying descendant race, as well as the boons and banes of mixed couplings, as detailed in racial lore. -Devils cannot be born to non-descendant ancestors such as Kharajyr, Wonks or Hou-zi. -The feat app for the character must be made before they are playable (before age 5). One cannot create an app for a character older than age five. A Blemished Body Whilst aesthetically demonic, devils remain functionally identical to their genetic race; those bearing Ixris’ curse are not truly infernal beings. They do not possess any of the boons or banes of inferi. Their internal physiology remaining unchanged, devils can and should be categorised as normal descendants, differing only in their mutated exteriors as a consequence of malefic meddling. When created through magical tampering, usually naztherak, their skin is forever marked in the colour of their maker’s malflame. Atop this, the cursed lineages of devils are also subject to a variety of unsightly mutations. All devils inherit no less than three of these visible afflictions. Devlish mutations are as follows: -forked tongues -slitted, goatlike, small, large, or entirely absent pupils -coloured or translucent eyeballs -serpentine tails -scaly, snake-like skin which sheds periodically -translucent skin -hair and nails which bleed when cut, alopecia, a lack nails of nails or nails which grow black and pointed -webbed digits -horns of keratin protruding from the head. It is possible for them to connect in the middle, resembling a halo -keratin spikes which jut from the collarbones, shoulders, elbows or knees (or all of the above) -feathers jutting from anywhere on the body -goat, bat, snake or pig-like facial structures and nasal shapes -cloven hooves of keratin in place of feet -pointed, fang-like canines In the rarest of circumstances, some devils have been known to inherit functional wings of either angelic or bat-like shape. So scarce in number, most will go their whole life without witnessing a flying devil. This mutation is strictly reserved for ST event characters. The metaphysical aspects of devils are for the mostpart identical to other descendants. They have ordinary levels of lifeforce and mana, though as a byproduct of their magical origin devils possess marginally altered blood: running black and colourless, devil-blood is of equal genus value to high elves. -All devils have skin tones reminiscent of the malflame colour which cursed their nearest descendant ancestor. -Devilish mutations cannot be used to gain combat advantage beyond what could reasonably (and impractically) be achieved by the likes of horns, pointed nails and so on. -Devils are no more or less resistant to bodily harm, disease or alchemic mutation than other descendants. - Devils cannot use alchemy to hide their devlish mutations. -The mutations a devil is born with are a part of their soul blueprint. -Tawkin klones of devils will always regrow the same mutations as the original unless altered to do otherwise with implemented lore. A Stained Soul Contrary to popular belief, devils are not infernal creatures. They are mortal beings, with full and almost completely ordinary souls that permit them the same mental capacity, morality and magical potency as members of any other descendant race. The sole characteristic that makes devils unique amongst others is the diminutive blemish on their spirit that marks them as claimed by Ixris. Whilst easily suppressed by deific connections in life, or circumvented by undeath, the same fate awaits all devils should this stain on the soul be left unchecked. In death, where a devil has not bonded with a patron to save them, the whole - untarnished - soul of a devil is ferried directly to the High Hells where it is always offered to Ixris himself by whichever zar’rokul was responsible for the pact that caused a devil’s creation. It takes approximately four worldly years - one OOC month - for this forced pilgrimage to reach its conclusion, where the soul is devoured by Ixris and its energies added to his titanic reserves of maleus at the top of the infernal climb. Whilst details specific to Ixris himself and the zar’rokulka’s relationship to him remains obscure without ST approval it is possible for naztherak, mystics and slotted seers of Vaasek to bear witness to this mark on the soul of a devil not under another deity’s protection. Such always allows said magi to glean vague understanding of the fate that awaits them: obliteration. A fact devils who themselves practise the aforementioned arts become inherently aware of, along with the mechanics of divine protection and unholy loopholes they might be able to exploit to avoid this fate. From the moment of a devil’s death, a four year countdown begins until their complete obliteration. In this interim period they could be raised again in undeath by all the usual means of necromancy, mysticism, phantom-kind and so on. The dead character could also be communed with via seance, as detailed in the aforementioned arts and vivification. If not resurrected through valid means within a month after their death, however, the devil is irreversibly annihilated. Fodder for the infernal climb, without thought or emotion; never again capable of being returned or communed with in undeath. Ixris’ unsuppressed mark is not significant enough to affect devils in life in any meaningful ways, with one important exception. Though they possess no inherent understanding of it, marked devils are capable of learning Ilzakarn: the tongue of Moz Strimoza first contrived by Ixris himself. This would require instruction from one already fluent in such hell-speak, being themselves either an inferis, naztherak, former-naztherak or a devil who has already mastered the language. A devil’s ability to speak Ilzakarn (if not a current or former naztherak) is tied directly to the stain on their soul which renders them property of Ixris in death. That is to say, were a devil to learn Ilzakarn in their youth and later become a templar, druid, shaman and so on, they would forget how to understand, speak, read and write it in the instant a connection is formed with the respective aengul, daemon or spirit behind their magic. Such knowledge could only be recovered with the severance of said devil’s deific connection. -The one OOC month countdown to the annihilation of a devil’s soul begins at the exact date and time a devil is killed. If they are not revived within this time period, the character is irrecoverably consumed by Ixris, after which they can never be raised as undead, summoned as zar’ei, contacted via seance et cetera. -This only applies to ‘PK’ deaths, which devils are beholden to in the same capacity as any other character, also factoring in the death clauses and revival mechanics of pieces like Tawkin and Animii Crafting, which devils are not excluded from using. -If a devil dies whilst maintaining a connection with a deity whose followers are given a designated afterlife (Star’gush Stroh, the Eternal Forest, an Observer for Vaasek, Naztherak-turned-inferi et cetera) then they will be spared annihilation at the hands of Ixris. -Knowledge of Ilzakarn is not inherent and must be taught by an already valid speaker through prolonged roleplay and exposure to the language. This must be tracked by a comment on the devil’s app, itself linking to the source of their knowledge (an already confirmed fluent devil’s FA, a current or former naztherak’s MA or an inferis’ CA). -Devils are not inherently aware of Ixris' mark on their soul, and can only be made aware through roleplay with the aforementioned magics. Similarly, the exact nature of Ixris and his machinations cannot be unveiled by the aforementioned magics without ST approval. Otherwise, said practitioners are only given a vague appreciation that the devil's soul is doomed to be annihilated in the Hells without divine intervention or the assurances of undeath. -Ixris' mark cannot be permanently removed until the devil in question has died (PK) either with an active deific connection or after being raised in undeath. The likes of mysticism's unbound fates and other spells intended to heal or cleanse the soul may suppress this metaphysical stain for up to a narrative year (one OOC week) but it will always come back. - Devils are not capable of being connected to holy magics (e.g. as Paladins or Templars), though may still practice all other deific magics as normal. Purpose Art credit: ArtStation - HE XIAOSONG
×
×
  • Create New...