Triangle Islands Locations

Dort, Aveas and Sierra form the most important triangle of the Seven Isles. Magick and trade are their core business.

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Tristam
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Triangle Islands Locations

Post by Tristam »

Realt

The Imperial Guild Warehouse
Surrounded by the decaying hulks of warehouses built but never used, the Imperial Guild Warehouse was the only source of activity in the harbor. Aside from fish and Sierran fruit, the colony survived only on the dried and salted foodstuffs brought in on the monthly supply ships. It was also the only source for tools and what few luxury items the colonists managed to earn. As such there was a steady flow of workers in and out of a small side door to collect their daily rations. A large set of double doors was at the back which led to the pier where the supply ship docked.

The door into the requisition office was flanked by a pair of guards in Dortese livery. A second pair of guards flanked a bored clerk at a table piled neatly with forms. “Requisition card, please.” He said reflexively as he held out his hand for it.

Town Hall
The Town Hall was perched on a small hill so that it was clearly visible from Realt proper below. It consisted of a central rotunda with long wings to either side. The rotunda contained the governmental offices, including the Governor’s office on the second floor. Aside for the guard barracks, the west wing was disused. The east wing housed the Governor, his staff and a ballroom used annually for a celebration of the town’s founding. It was built originally of dark oak but years of repairs have left it a patchwork the light wood of Sierra than the dark of Dort.

The public entrance led into an open circular chamber with faded murals of the busy harbor of Dort on the walls topped by the official crest of Sierra. A young woman looked surprised to see someone enter and straightened up in her chair. “Welcome to the Central Governmental Authority for the Grand Nation of Sierra.” She greeted. “What is the nature of your business?” She smiled sweetly, looking pleased that she had remembered it all.

The Only Inn
The smells of fermenting fruit and pungent cigar smoke clung to all that entered this simple one room tavern. The center was taken up by a large square bar surrounded by tall bar stools. A few roughly carved wooden tables were scattered about for those that wanted a game of cards or dice. A trapdoor in the floor behind the bar led to the cellar and the famous still that produced Sierra’s only local alcohol, a whisky fermented from wild jungle grains. The flame haired highlander behind the bar looked up from the mug he was drying and smiled. “Welcome to The Only Tavern. The usual?” He asked.

The Sierran Explorers Guild
Only the sign hanging out over the door distinguished this building from the row of shoddily built workman’s shacks. The sign showed a rough outline of Sierra’s coastline with Sierra’s crest in the center. Within, the single room was an odd mixture of library, workshop and den. To the left was a large desk with a slanted top. On it was a large parchment map of Sierra. Only the coastlines and the town were drafted with any details. The vast center of the map remained blank with a few scattered symbols near the town to denote discoveries. To the right was a workbench covered with tools and a preserved animal skin of some type drying over a rack. The back of the room contained a circle of chairs around a round table made from a thick slice of a giant tree trunk. The walls were decorated with the trophies from Sierran hunts, heads and skins of animals unknown on the other isles.

When the guild was open, a young man in a brown robe sat at the desk scribbling away at a parchment scroll.
Last edited by Tristam on Thu Jul 03, 2008 1:33 am, edited 1 time in total.
[size=100]
Donald heard a mermaid sing, Susy spied an elf,
But all the magic I have known, I've had to make myself.

Shel Silverstein[/size]
Brytan
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Post by Brytan »

The University of Magick

When looking at the University of Magics, one sees a large complex, dominated by the 22 towers that rise over the jungle canopy. The initial view as the entrance is approached is of a palace, then as one gets nearer a feeling of a church descends upon the viewer, yet one does realise that in fact it is neither.

The entrance, a grand arch, carries twenty Signs, each a show of elaborate craftwork and denoting one of the twenty faculties that teach in the university.

Hall of Ages
Once through the grand gate, visitors often stare at the hall in mute wonder. This place is nothing short of impressive, large and aesthetically pleasing. Ahead, stairs lead to the base levels of each of the twenty three spires, and the rest of this place is like a museum.

Paintings, sculptures and such make up the more artful of memoirs, but all sorts of items reminding the wizards of their pasts have been put on display here. More toward the back, space has been reserved for those who wish to study.

Off to one side is a medium sized reception desk with a small counter. A thin man with gray hair sits behind it, and smiles at you as you walk in.

The Bestiary

The University's beastiary was a thing of marvel. Stretching for more than a sixth of the univerity grounds (and that was a lot) and including a number of subterranean levels, it had begun as a pet project of several animalist-sorcerers and a handful or shamans (who later left over academic differences). The idea was to collect all animals that were somehow either touched by magick or influenced magick. Later this was expanded to all creatures, with special emphasis on those that were magickally significant. The complex also contained a library facility, where sorcerers experimented with magick on animals, and attempted to create new breeds of beasts that were permanently enhanced through the sorcerous arts. It was, in short an exciting and busy place.

The main entrance was protected by a thick double door of ironwood bound in brass. A young man in hunting leathers sat a desk before the doors busily writing in a leather bound book.

The Library
The library smelled heavily of musty books and stale dust, but a very subtle feeling of excited academia danced in the shadows of the corners, and between every book. There were two or three students in sight of the entrance, though there had to be many more may be scattered throughout the massive archives. Entering through the doors, one would walk by a reception desk and a hearty, gruff voice came from below the counter, soon followed the by a dwarf himself, standing on a stepping stool.

"Ay, ye be new here. What can I be helpin' ya ta find?"

The Dormitories
The complex where the students stayed in was made up of long hallways, with up to 20 rooms down each one. The entrance to each hall was in the middle with 10 rooms to either side. At one end of the hallway was a communal kitchen area and at the other was set of bathing rooms and privies.

The hallway was plainly painted in white, and the doors were varying colors with a number in brass on them. Over time, students tend to add their own symbols and trappings to the doors so usually one can tell at a glance if an upperclassman or a freshman resides within. On the walls at varying places were basic maps of the University showing the swiftest and safest paths to the various towers.

Although the individual rooms were small, there always seemed to be plenty of space. Many students considered the rooms magical in this way. Much of the room was taken up by a bed, a large desk or workbench, and a bookcase. A small cabinet was supplied to keep clothes and other less important items inside.
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Brytan
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Post by Brytan »

Sierran Jungle
The vibrant life of the jungle enveloped you with your first steps. The air was filled with the shrill calls of birds, the deep croaks of toads and the ever present buzz of insect things. Very few trails are blazed into the jungle and fewer still survive more than a week before the jungle reclaims it. The main exceptions are the two trails that lead to the main supply of fresh water for Realt, deep freshwater pools that never seem to empty.

-----

As they are discovered by the players, jungle locations will be described here.
[size=84][i]I'm sorry, but I don't know who you're talking about. You must be confusing me with that other guy...[/i][/size]

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Brytan
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Post by Brytan »

Aveas

Entrance by Sea: Harbour
What once had been a bustling harbour thanks to the openess of Pan, was now a nearly impossible navigation task for anyone who was not familiar with the waterway. Without a guide, making the trek via boat was more than difficult, it was deadly. Floating along the surface, next to sharp and abrupt rocks were many things, including: long planks of wood from ship's hulls, crates of cargo, and bodies, some partially decomposed in the sea water. It was not a sight that inspired even a courageous man to brave the isle's rocky exterior, dubbed: Pan's Teeth.

If one could pass the treacherous terrain, then they would find a wide harbour which had been full of merchant's ships, but was now ominously empty. There is the occasional trader, one looking to gain the most profit from the newly ravished coastal adhiel town. They set up their shops, prepared for the crowns to pour in. The ships that had already been in harbour, ones that belonged to the adhiel who once inhabitted the city, were now flying emblems of the One, a large eye on white background. However, even these newly comandeered ships did not seem to make sense mathmatically for the number of warriors who wandered through Aveas.

It was here that one could find directions around the 'civilized' part of Pan's Isle. The zealots had overrun the city, and it was now entirely populated by outsiders. They had made themselves quite comfortable in houses that were deserted, houses and businesses which could be seen from the harbour.

Quartermaster's Square
Once this market square would have been bustling with activity and draped in bright colors.

Now only white banners with the sign of the Eye in gold adorned the buildings. There were small stalls set up for the selling of food or repair skills to the fellow explorer. Mostly though, people were trading not for coin, but for the iron tokens that could be traded for the expedition's limited supply of goods.

Along one side of the square, tents with the symbols of various houses sought men for their ventures beyond the town. They called to those that passed by and offered great reward for hard work.

There was one main tent that bore a wooden sign that read "Quartermaster". Several sharp eyed guards stood before the surrounding smaller tents to make sure the supplies did not go wandering. Within, a skinny man in the livery of the one of the merchant houses of the Mouth sat behind a makeshift table covered in scrolls. Most entered with scrolls and token and left with tools or perhaps a different scroll clutched in their hands. Others entered with goods and left with tokens and scrolls.

It was by far the busiest place in the square.

Oneist Barracks
What had once been a bustling harbor town had since been claimed by the Oneists during their siege. They flushed the Panlings out of what, by rights, was their city, and sent them into the forest to fend for themselves. Oh, they prayed. They waited, like the followers of Dominicus, for some sign that everything would be alright and that they might succeed.

The sign hadn’t come for them, though, and so they left everything they couldn’t carry behind. Fully furnished homes lay dormant for merely flickers before Oneists claimed them. Some were claimed for personal use. Father Rathe, for example, had taken a nice merchant’s domicile. There were others, however, that were used for the battle itself.

Such was the case with Barracks. Feina and her children had lived in this home prior to the invasion, and they wanted to live there forever more, but, instread, the large building had been take over. What had once been an impressive barn housing numerous animals of many kinds had been torn apart. The animals were left to wander - or slaughtered - depending on the species. Where the stalls had been fresh wood cut from the Panlings’ forest was hung so that wickedly sharp weapons could be strored. These and other armorments held fast to their new nails and hooks waiting for a new owner. A crusader had taken over the Blacksmith’s shop and was busily creating sharp swords for the fighters’ use. The blacksmith, coincidentally, was directly next-door. It made the new Barracks in perfect position.

Straw still littered the floor, though most of the manuer had been swept away. The smell of the animals remained. It was thick, especially on these hot days tempered with heavy moist air.

Temple of Dominicus
Before the big wooden entry doors is the remains of a huge bonfire. Here and there among the ashes can be seen a piece of lustrous wood with a hint of the fine carving it was once a part of. Nearby is a large pile of crushed statuary that it would take a thousand yahren to reassemble.

Flecks of colored glass are all that remain of the large stained glass windows that once flanked the main doors. In their place the Eye carved from light wood have been wedged into the frames. The entry room is small in comparison to the rest of the building. Curving wood staircases at either side of the room lead upstairs. The broken wood flooring marks where altars once stood to false gods.

Fountains line the wall of the entry-room alongside depressions in the ground that marked where statues had stood for centuries. A large, door-less archway leads to the main worship hall. Decorated in rich reds, golds, and browns, the room is easily large enough to accommodate 1000 or more people. Banners of white trimmed with gold are spread out to cover as much of the walls as possible. It smells of acrid smoke covered by incense. Hastily constructed wooden pews fill the room which faces a small altar of white marble exquitistely inscribed with the Eye.

A large staircase sits at the back end of the room, and leads up to a series of more private worship rooms, and the chambers of the Temple workers. The private worship rooms are decorated in a similar fashion to the main room. Beneath the staircase sits a single, small alter holding a silver dagger, and a chalice of wine. It sits in the shadow of the stairs and is easily missed by anyone who isn't looking for it.

Warrior's Respite
Where a sign once proclaimed this to be the Pan's Touch Inn was now a wooden carving of the Eye and a cloth sign bore the name Warrior's Respite written in charcoal.

The long and lustrous wooden bar looked like a lady slumming among the roughly made tables and chairs that filled the rest of the room. Loud laughter over the clank of metal tankards filled the room as the soldiers and merchants washed down their meals with flagons of ale and wine.

The Gate House
Delivered by airship, the massive, bulky Portal of Aveas was moved and secured inside a tenant residence building just off the Quartermaster's Square. A low, stone building with no second level, the floor of the building was below the surface of the square...and as such, was often subject to flooding when the rains came. To combat this, a platform of iron and wood was constructed to hold the Portal well off the floor, and a sturdy landing stood just before it insuring travelers a few moments of dry feet before they entered the colony.

Like so many Portals designed and constructed in the West, the Aveas Gate was a strange collision of magic and technology that resulted in a very loud, very hyperactive thing that spouted colors, arcs of electricty, gouts of steam, and shreiks from it's many valves and whistles. A series of knobs, levers, and switchs controlled the Portal, directing its energies and choosing its destination. Despite the great complexity and confusion of the gate, the arrival warning alarm was little more than a large piece of rusted pipe that hung nearby such that the ever-present attendants could bang upon it repeatedly with a wrench or a hammer (both tools kept close at hand not only for such a warning, but also to repair the Portal in the event that it should break...a shockingly frequent occasion).
Last edited by Brytan on Tue Jan 13, 2009 10:36 am, edited 1 time in total.
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Brytan
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Post by Brytan »

Seinor and Gulanadur

Fort Dusk: Dark adhiel stronghold
Once nothing stood around the great cave mouth that led to the caverns of Gulanadur. Then the dark adhiel ascended. Stone shapers commanded the earth to rise and great ramparts thrust up to form the protective square of the fort walls. Then the mages strode forth and bent the very sky and shadow to their will. When the sun next rose, a patch of midnight refused to give way and the fort below was shrouded in blessed shade.

Then the engineers and the soldiers came forth and together with the stone shapers transformed the barren square into a fully functional fort complete with forges, barracks and a tavern. Within these walls, the hundreds called forth for the Great Ascent prepared and planned. Stalwart knights perched on the newly grown walls squinting into the light to guard this new homes against any that would threaten it.

Portal

The marble archway stood in the remnants of a great town square. The white stone of the former plaza only extended a few feet beyond the arch before giving way to rich soil, grasses and wildflowers. A thick bramble of thorns surrounded the Portal with only one gap allowing egress.

A pair of young adhiel stood in that gap with bows knocked and ready to fire. ""Aaye! Ya naa lle? Mankoi lle irma?" he calls out loudly in clear sight asking you who you are and what you want.

Temple of Pan
The temple of Pan had been given some work over the past yahren. Where it had once been housed in a simple green tent, now a majestic building made of living wood arose a perfect circle. Inside the roof turned out to be vibrant leaves, birds chirping amidst the branches. The walls were covered in colorful fabrics, waving in a gentle breeze. A statue of the Mother and Father holding their son Pan stood on a simple wooden table in the center. Around it were scattered a few cushions but mostly the worshippers made do with the rich earth and green grass for their seats. There was little Joy to found within but much warmth and compassion shared in intimate embraces and quiet conversation.

A young adhiel priestess looking old beyond her yahren smiled at each newcomer. When she saw another Panling come to the transitional temple, a bit of her brightened up. Her blue-gray eyes, much similar to the sky first thing in the morning before the sun had a chance to peak over the horizon, stared intently at the newest arrival. Her hair was long, and drifted over her shoulders in elegant blonde waves. She wore the simple adornments of a priestess -- even in Pan's Isle they were plainly garbed. Hers was a green sarong wrapping around her lithe adhiel form.

"My name is Paloma, if there is anything I can do to help you, please don't hesitate to ask." The woman gives another warm smile.

The Sea Port
Seinor was too new to truly be said to have such a thing as a sea port; however, such a thing barely existed on the shores of the newly founded town, several short timber jetties jutted stubbornly out into the surf, and a steep beach where small ships might navigate shorewards far enough to call themselves docked. Truly this was not a place designed for extensive trade - or more, the city had not yet been designed at all, in that way new cities are not. For now, it contained enough.

As they reached the shore, narrow ships would drop anchor before they beached and send out their cargo in smaller boats or, in the case of human cargo, often under their own steam, many a new arrival swimming to the sandy shore to arrive at his new home soaking wet. Here, a voyager might stagger towards the town itself - beyond the trees, curls of camp fire smoke danced on a light breeze, and the inevitable signs of civilisation crept from around the trees.

The Nymph and Satyr
The sign proclaimed the inn to be the Nymph and Satyr. Even the unlettered would know it by the vivid picture of a buxom red haired lady being lasciviously embraced from behind by a randy satyr. The look in both their eyes promise a time of heated frolic.

Within the atmosphere was one of comfort. It was well used in the few months since its opening but it still smelled more of fresh paint and sawdust than spiced wine and pipe smoke. Tables and chairs lined the outside of the common room with plenty of cushions about the center for those that wish to be more comfortable. The long bar at the back was an homage to the bar they all remembered from the Pan's Touch: a young pretty sister to the grand old lady they left behind.

The Nymph and Satyr was never closed but this hour of morningtide was a quiet time. Several couples lay dozing in each others arms on the cushions were they lay down the night prior. The adhiel behind the bar greeted all three as they entered with a bright smile and a shushing finger across the lips with a nod of explanation towards the sleeping. Two young lasses stepped deftly and quietly about as they served drinks and light meals to people as they drifted in.
[size=84][i]I'm sorry, but I don't know who you're talking about. You must be confusing me with that other guy...[/i][/size]

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Brytan
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Post by Brytan »

Ursa

Gate Thread - Ursa's Heart
The heart of Ursa seems uninteresting at a first glance. A cave, hidden behind some shrubbery and branches of ancient trees, tranquil and serene.

Upon entering the cave however, a carefull observer might notice the markings on the floor and walls. Markings written in an ancient text, illegible for most people but maybe the wisest of scholars. They betray a deeper purpose to the rockface.

Otherwise there doesn't seem to be much of interest. The cave is shallow and ends in solid rock maybe ten meters into the entrance. There are no obvious signs of anyone or anything inhabiting it, apart maybe from the trail leading upto the center of the cave, pathed in dust and debries by unknown feet or paws.

Gate thread (for outsiders) - The Skymyst Passage
The ground on Pan's coast is littered in rocks here. The sandy beach that used to line this area perfectly is now riddled with pebbles, stones, boulders and big stone plates, covering the ground and water, forming a makeshift bridge to...to what?

Ahead, only maybe a hundred meters, now rise mountain peaks, forming a natural wall against intruders for whatever or whomever might live beyond the stone fortifications. The wall extends maybe 2 miles in either direction and then bends out of sight, possibly going full circle. Straight ahead, across the passage of stone, an opening in the wall can be seen, but due to the distance it is hard to make out what lies beyond the ragged peaks and steelgray surface of the new peninsula.

Harmony Circle
The trees around harmony circle are white, standing as pillars in an almost perfect circular symmetry around the sandy surface of the area. Barely any sunlight would be able to penetrate here during the day, as the overhanging branches cover most of the light, and filter it, so that only a twilight remains. In between the trees small lights can be seen, flickering and shifting as they dance around your vision.

In the middle of the circle there is a pile of stones, stacked neatly and purposefully. Waiting for the next ritual. There are no tables or chairs, no signs of reagent use or even the burning of a torch or a fire. Silence blankets you in this part of the forest, a comforting silence, like the kind you may find in a mother’s womb or the gentle lullaby of a spring evening.

Training Glade
On a good day, the opening in the woods where you find yourself might be filled with the sound of wood bashing against wood. Of bowstrings being released in the morning sun, and arrows hitting their targets with the greatest of skill and accuracy.

This glade seems completely natural. Nothing about it betrays any man has altered nature in any way to make way for a good training location. Rather, nature has been utilised to facilitate training. The opening is almost circular, and somewhat indented into the ground, putting the rest of the surface slightly higher than the training area. In the middle is a stone circle made up of small rocks, forming a sort of sparring arena. Several archery targets line the far end of the glade, hanging from an ingenious rope contraption between several sturdy oak trees.

As you enter the glade, a slight breeze brushes against your face. A shadow moves between some bushes on your left, betraying the presence of a small animal nearby. A hawk cries out above your head as it shoots for the ground somewhere out in the fields. This is the training glade, and you’re ready for your lesson…

Valley Village
Valley Village is small. One can stand at one end of the town, looking over the tents and huts, and the occasional log cabin, and see the other end easily. The homes of the Kanthrop are spread out, with plenty of room around the tents for skinning, eating, playing and communing.

There are no streets or roads, merely paths trodden in the soil. Smoke rising from some of the cabins indicate a cooking fire, with delicious scents rising from the openings where one might expect doors. None of the Kanthrop homes seem to have them. Instead the openings are covered with beautifully embroidered leather skins and thatched mats.

In the center of town there is a large fire pit, with logs around it for sitting on during community gatherings you expect. On the outskirts of the town you see a large two story building, the only one in the area, and several sturdy log cabins which are decorated by ornate wood carvings and more carefully embroidered skins and cloth pieces. The people here go about their business in a very casual manner, speaking about their day and their families as they do their chores.

Threed Fox Inn
One might wonder why the Kanthrop would have need for an inn. No visitors ever came to Ursa from the outside world, needing a safe place to stay, food to eat and a listening ear. Yet, maybe out of a sense of tradition, maybe because the parents of young Kanthrop kit liked to spend time at the cozy fire in the common room, listening to stories of times long past, the Treed Fox Inn was there.

The only structure in the village comprising more than one story, slightly elevated on a small rise on the edge of town, the inn stood. An imposing visage of logs and boards, among the tents and huts of the town itself. Inside a fire always burned, be it in a large stone hearth in the middle of the common room, with seats around it and tables to eat at. The top floor was divided into two large dormitories where guests could sleep. The Kanthrop had no need for rooms for individual guests, since they trust each other with their lives. Looking at the innkeeper you estimate that befouling that trust might cost you yours…
[size=84][i]I'm sorry, but I don't know who you're talking about. You must be confusing me with that other guy...[/i][/size]

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Age=28 - SCZ=E - Attendance=daily[/size]
Brytan
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Post by Brytan »

Dort

Welcome to Dort. In this thread you will find the helpful links that shape Dort and show you what our setting is like.

Dort Category in the Wiki


Culture & Geography
Here you can read some background material that you may use in your posts.
Dort main
Abbey
Midlands
Islay
-- Hafne
Nazareen

Dort Culture
Dort Military

History
Founding of Dort
Aftermath of the Great Battle

Location Descriptions
Location descriptions can be found in the wiki. You may post the location descriptions in here directly into your posts for ease of use. Please bear in mind that Dort (main) is the only starting location on the island. Threads in other parts of the island are only started with mod approval.

Dort
Places to visit

Abbey
Redwood Gates - entrance to the Abbey estate
Ashrigg - the abbey estate village within the walls
Brewery
Winery
Hall of Ivy -a hall for teaching the use of brewing and winemaking
Hall of Rowan - a hall for teaching the use of Wyrd
Hall of Thorns a hall for achieving understanding of the Mother
Hall of Oak - the residence of the Lord Abbot
Hall of Willow - a place of healing

Islay
Hafne Harbor
Hafne Shipyard
Fishmarket
Islay Whiskey Distillery
Rat's Castle
Count Bleib-Hier's mansion
[size=84][i]I'm sorry, but I don't know who you're talking about. You must be confusing me with that other guy...[/i][/size]

[size=67]Avatar drawn and edited by me, Darkness concept (c) Topcow comics
Age=28 - SCZ=E - Attendance=daily[/size]
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