OOC Info Kenash Announcements

Catch the latest news of Kenash here.

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This lazy agricultural settlement rests on the swampy shores of the Middle Suvan at the delta of The Kenash River. The River's slow moving bayou waters have bred a different sort of people - rugged, cultured, and somewhat violent. Sprawling plantations of tobacco and cotton grow on the outskirts of the swamp in the rich Cyphrus soils, while the city itself curls around the bayou and spawns decadence and sins of all sorts. Life is slower in Kenash, but the lack of pace is made up for in the excesses of food and flesh in a city where drinking, debauchery, gambling, slavery, and overbearing plantation families dominate the landscape.

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Kenash Announcements

Postby Cocoon on January 19th, 2016, 9:13 am

Greetings business men and women! As you may have heard, I’ve very recently been given the chance to run Kenash, thus the reason of this post. Kenash is one of the main cities of Mizahar, as those of you who are conscious of the lore may imagine, and it being closed was a sin. I have never been given the chance to bring a character into this special city, as it has been closed before I managed to join Mizahar. Nevertheless, I hope that with my efforts and your interest we can rekindle it to the glory it deserves.

Kenash is a very poor state currently. It seems every moderator that once ran it had a different idea as to what Kenash is, trying to tone it down or push some ideas of the city behind for whatever reason. The lore is split, and most of the city was never even created – it is a ghost town. Even more, it seems that every alt is parked inside permanently, which is definitely a trait I don’t want to associate with Kenash. I, along with the others storytellers of Cyphrus, will be working together to bring back the true city and the true soul of Kenash. Our main goal is to both please each and every last one of you while not bending Kenash nor trying to change what it was once created for. There is a lot of work ahead, most of it in the deep dark shadows, but let’s leave that aside.


So what is my plan for Kenash? Its simple – change and update. The Kenash Codex is what I hold to be the true Kenash, and I will base my stay here directly on it while also adding a few more touch of colors. There will be changes, but most of them will be lore expansions and the politics I’ll hold present while in charge.


Kenash will be branded a +18 territory while I am in moderation due to the constant presence of mature themes.


I cannot be true to Kenash if I don’t try to bring those themes to life. I cannot be responsible for the City of Sin while trying to stay away from the actual sin. Kenash is not an easy place to step on, and that is the way it shall remain even if some players find themselves discouraged from stepping inside. I can understand that, truly I do. Knowing you and your insatiable appetite for development however, it is almost certain that one day your characters will step inside and behold the horror to either flee it, embrace it, or fall to it.

Spring is almost before us, and whether Kenash is a stop on your journey or the stop of your journey, be aware that I will be glad to have each and every last one of you.


-Coccon.
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Kenash Announcements

Postby Cocoon on January 21st, 2016, 2:11 am

These are the changes I’ll be implementing in Kenash within the PC guidelines, which explains the positions a player can opt with their characters or earn throughout roleplay. Remember that Kenash is the city of trade, and everything revolves around wealth.


Dynasty characters

Dynasty characters are businessmen or businesswomen. Period. Their main goal is to gather riches and, thus, power for their family. Anything else is secondary to them, and that is the way it should be. I’m increasing the required job threads needed for them, and somewhat forcing the players to interact with other characters and being weaving their ploys. Be smart and make your job threads with other players. You’ll find that at the end of the day it is the same requirement as usual.

  • No longer requires one skill set at mid-ranged Novice related to their family’s primary business venture.
  • Maximum loan increased from 5000GM to 6000GM for characters starting their own business. This loan must be reimbursed to their family within 2 years.
  • A separate business ledger is required, and it must be kept updated and the business well-maintained.
  • Complete a minimum of 4 job threads per season to earn their wages. One of those threads must be directly dedicated to teaching slaves the character’s family main trade. One of those threads must be with another PC or a moderator.


Freeborn:

These are the visitors and those whom aspire of making Kenash their home. The conditions for them are harsh, thus making it hard to earn a place without kissing certain rears. Characters wishing to live in Kenash will struggle greatly, especially if they do not seek to form the right connections.

Business Owners...

  • Optional loan for starting a business increased from 3000GM to 4000GM. This loan needs to be reimbursed to their sponsoring Dynasty within 1 year.
  • A separate business ledger is required, and it must be kept updated and the business well-maintained.
  • Complete a minimum of 2 job threads per season to earn their wages. One of those threads must be with another PC or a moderator.

Mercenaries...
  • No longer requires a skill at competent levels.


Slaves


The heart and soul of Kenash! Slaves are what make Kenash the city of sin we all adore, yet the slave players often find themselves chained when approaching roleplay. We want the characters to be in chains, not the players, which is why the class system is now completely overridden. We want the players to have the freedom to choose what kind of master they have and how their characters are treated, and not finding them stuck in categories that limit their ability to enjoy roleplay. Instead, slave characters will have to work their way into a better lifestyle without actually obligating them to do so. It is up to their masters to decide the tasks given to the slave, so players can enjoy more freedom in threading within Kenash.

Slaves will have two worlds – the one their master gives them which is up to the players to decide, and the one they’ll live outside in the streets.

From now on, Slaves will belong to one of the following classes.



The Expendables


  • All slave characters without a trade skill at competent levels. These skills depend on the slave's responsibilities.
  • Maimed and abused in general within Kenash territory, maintaining a poor lifestyle at most, depending on their master.
  • Most times, they walk the streets naked to be recognized.
  • Ignorant about the Dynasty they belong to – they are mere disposable objects that tend to die quick unless they win favor.
  • Complete 4 job threads in a season or they will be heavily maimed or slain. As slaves own nothing, they work only to keep their life.


The Useful

  • All slave characters with at least one trade skill at competent levels. These skills depend on the slave’s responsibilities.
  • Moderately accepted within Kenash territory, yet still being abused in general. They maintain a common lifestyle at most, depending on their master.
  • They dress rather poorly, at least out in the public.
  • Moderately familiarized with the Dynasty they belong to – they hear occasional gossips.
  • Can be granted a seasonal allowance of 12GM at most, depending on their master.
  • Complete 4 job threads per season or they will be heavily maimed or slain.


The Accepted

  • All slave characters with at least three trade skill at competent levels, or alternatively one at Expert levels and another at competent levels. These skills depend on the slave’s responsibility.
  • Accepted within Kenash, and are seen as productive possessions that furthers a Dynasty’s goal. Few times they are abused by others out in the public. They may live a good lifestyle at most.
  • They dress more presentable, at least out in the public.
  • Greatly familiarized with the Dynasty they belong to – they’ve earned favor of their Dynasty and are treated fairly well. They often start forging relationships with other members of the same Dynasty.
  • Can be granted a seasonal allowance of 60GM at most, depending on their master.
  • Complete 4 job threads per season or they will be heavily maimed or slain.

The Chosen Ones.

  • All slave characters with at least three trade skills at Expert, one of those being directly linked to their Dynasty’s main trade, the others depending on the slave’s responsibilities.
  • Treated with as much respect as a fellow Dynasty individual. They have earned their position throughout hard work, and proven their loyalty to Kenash. They may life an exquisite lifestyle under very special circumstances. Contact a Storyteller for approval.
  • They dress fine clothing proper of Dynasty members.
  • Treated as one of their own within the Dynasty they belong to – they generally know all the gossips and are updated to every activity of their Dynasty as much as everyone else.
  • These slaves are usually so well respected they are often given their freedom even if their master refuses this, and in very special occasions are adopted into the Dynasty as one of their own. Contact a Storyteller if you reach this stage.



    The Rujaro have been excluded from this post, as they will be getting a major rework that simply doesn't fit in the same post. I don't want you panicking at the job threads, neither. Be patient as there will be more news on the matter.


    Questions? Doubts? Send me a PM or post in the OOC.
Last edited by Cocoon on February 25th, 2016, 4:15 pm, edited 1 time in total.
Reason: Removed the seasonal debt discounts for Dynasty members and Freeborns due to its unfair nature to Mizahar's economy. Separate business ledgers are now mandatory.
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Kenash Announcements

Postby Gossamer on March 1st, 2016, 5:36 pm

Greetings Folks!

Kenash is about to open and I would like to clear a few things up about its opening.

First and foremost, Kenash is a 18+ years or older city. Why? Because the staff of Cyphrus and most notably Cocoon plan to make Kenash incredibly violent. We do not want children writing these kinds of threads. There will be drugs, alcohol, and sex as well. That being said pornography is still not allowed on Mizahar nor will it ever be. Romance and scenes of a sexual nature are fine so long as they are not overly graphic. We understand this is a subjective judgement but its one we will always make in favor of what we consider good taste, not your consideration of good taste. These rules go for images too. Please no overly sexual images. Blood and gore we are more lenient about, but we too have a limit there.

Secondly, if your PC is in Kenash, you are agreeing to let the cards fall where they will. This means anything can happen to your PC and possibly will. There are no safe words. There are no 'understandings' that one cannot maim, kill, or otherwise violate your PC. You take your chances coming here and threading. That also means you don't need to ask another players permission in order to do something to their character. And they have no right to scream and yell if you do something that they don't like. What happens in Kenash happens. Don't park a PC here if you want them to live in a bubble where they never get hurt, never get scared or wounded, and never have anything happen to them they don't like. Go play somewhere else if that's your mindset.

You are not a Freeborn in Kenash as a resident unless you have the brand and are registered via theoffice set up for that purpose. All unbranded folks are susceptible to be enslaved (considered visitors) unless they have their protective brands denoting them as Free on their right palm. You cannot assume freeborn status until you get this procedure done. Sorry, but it does hurt. It leaves a mark on your PC's palm that cannot be erased or altered unless by magical means.

If you have any slave brands, freeborn brands, etc you need to note them on your character description on your CS as well.

And finally, if you are a Dynasty PC, you MUST have a business plan and have that business plan approved before you can roleplay here in the domain of Kenash. This is non-negotiable. Your threads will be LOCKED if you don't have your business plan approval in the business plan forum and your business here established with permissions from Cocoon or myself and a location for it posted. Sorry we've been burned before with all the hype of a new city opening and people promising to do things and never following through. With a Dynasty status comes certain privileges. Those privileges are earned by jumping through these hoops.

If you have an old business, it must be up to date with all loan payments made as scheduled.

Any questions, please contact Cocoon or myself.

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Kenash Announcements

Postby Cocoon on March 8th, 2016, 4:24 am

It is finally here, the most important update to date and something that has taken a lot of effort for me and all the other moderators to concoct. Kenash is a place of diversity, and we finally have our freedom fighters ready to be unveiled. Hold on to the chair, because it is a long read.


The Rujaro

When the first collar was placed around a man’s neck within Kenash, the first Rujaro was born. As old as Kenash itself, the Rujaro are those whom oppose the Dynasties and have the courage to speak what most people think: it is not fair. At first mere savages who managed to escape their masters into the swamps and returned shortly after for a shallow revenge, this mysterious and constantly evolving faction has left those days far behind. Their numbers are unknown, as anyone who opposes a Dynasty could very well be the most valuable member of the faction. Some of those Rujaro don’t even know they are.


What are the Rujaro?

The word Rujaro originally denoted everything that is completely against the Kenash Dynasties. It meant freedom in opposition to slavery, justice in opposition to abuse, and equality in opposition of hierarchy. Most of its members were escaped slaves whom witnessed the brutality and unfair treat firsthand, and bear the marks and scars their masters gave them, while a minority of them were simple vigilantes who disagreed with the Dynasties mindset. They took the warfare to the Dynasties doorstep, and eventually they understood that the Dynasties and their gold could never be defeated.

The Rujaro never stopped learning, and have finally understood a very valuable lesson: a Dynasty’s worst enemy is another Dynasty. Warfare and attacks only brought the Dynasties together and made them stronger, while peace made them lazy and even greedier. That would be their current weapon: where honed blades failed, cunning words and manipulation made deep wounds in the Dynasties.

The Rujaro are now more cunning than ever – their direct presence within Kenash is minimal as far as the eyes can tell. However, their webs and schemes run deeper than any Dynasty’s pocket, and they could very well be considered the 13th Dynasty.


How do the Rujaro operate?

Just like the Dynasties rule the day, the Rujaro rule the night. It is by far their greatest ally, as most of the Dynasties return to their estates. Kenash roars with activity both in the day and in the night, and most faces spotted in the night belong to the Rujaro and their disguises. Without no organization between them, each Rujaro is free to act and perform whatever they see fit. Assassinations and murders become rarer, while manipulation and espionage become the preferred weapons.


Two types of Rujaro

The Rujaro themselves have no hierarchy, and thus their organization is pretty abstract. However, two big distinctions can be made between the individuals of this faction. Their interests often conflict with each other, and thus internal fights are nothing new within the ranks.


1 – Omunn Rujaro

This group is characterized by their premature anger, and their idealistic nature. They live in the swamps as they cannot handle prolonged contact with any of the Dynasties and their acts. Often wearing elaborate tattoos on their features to cover their Dynasty’s brand, they survive in the swamp and approach the city only during the night. The Omunn are violent, vicious and would gladly die if they could take a Dynasty member with them. They are the fighters, the eyes that watch from the darkness. The Ommun’s preferred tasks often involve direct sabotage to the Dynasties, be it robbery, kidnapping, or plain murder, most of which occur in the treacherous roads that communicate a Dynasty’s plantation and the actual city of Kenash. Omunn are also the ones that conduct most of the sieges on the Dynasties, and they free the biggest amounts of slaves. The Omunn constitute the great majority of individuals within the Rujaro Faction.

The Omunn make the Midnight Market their favorite location within Kenash. This faction requires wealth to survive too, for weapons and equipment useful in their desired tasks as well as supplies. Omunn Rujaro sell their wares and products there, in clandestine transactions with fencers and those who fear not the Dynasty’s reach, and often deal with shady individuals that are there to simply make a profit.


2 – Umann Rujaro

The Umann subgroup is characterized by their faded hatred and newfound comfort. By either disguises or morphing, these escaped slaves have regained a place within Kenash by either taking the identity of a visitor or a businessman. This reinsertion into Kenash’ society and the new comforts of freedom has somewhat waned their spirit of fight, and would rather remain within society with a new identity than return to the cold swamps and the burning anger of their past lives. The Umann’s return to a proper life has made them see the true beauty of Kenash: a right word and an appropriate coin could buy anything. They’ve adapted to the lifestyle of Kenash, and throughout wealth they purchase slaves to grant them their freedom in a more pacific and gentle way. Despite their Rujaro origin, they don’t usually hold any severe emotions against the Dynasties as they understand most of the privileged are quite civilized.

In some cases, these individuals have managed to join a Dynasty (very rarely joining the one they escaped from) and do their tasks within. They do their chores, run their businesses, but their attitudes with slaves are often softer than the other Dynasty members – they have gained a place in the highest position of Kenash’ society, but they still remember their time in chains.

While some of these individuals still lean towards the Rujaro, Umann are likely to defend their Dynasty’s interest as well. Keeping their original identity a secret, they rarely do anything that involves direct conflict, and mostly focus on sabotaging either the Dynasties or even the Rujaro if they do not agree to the Omann’s methods. They spread false rumors, misleading information or casually warn the Dynasties of Rujaro plans. These altruistic individuals are perhaps the ones that offer the most valuable information for the Rujaro, yet also individuals that crave a cease of violence and a peaceful transition into a more fair society. Umann are double agents and aspiring politicians that tend to lean towards their own causes and ideals, and their true identity must remain secret from both Dynasties and Rujaro alike.



How does one join the Rujaro?

By definition, the Rujaro are escaped slaves that took refuge within the Swamps. It is this notion what convinces most escaped slaves belong in the faction when this is far from the truth. The choice is often made by the operatives that come across those slaves, as the lack of any hierarchy does not really provide for any rules or regulations in the recruitment. Usually, the Rujaro operatives that come across slaves offer them a choice: send them outside the Kenash border and to freedom in the dangerous wilderness, or offer them a chance of revenge against the masters. The second option is clearly enforced with arguments, and if the escaped slave chooses it they’d get accepted into the group, if any, of the Rujaro operative.

Those operatives become guardians to the slaves and teach them survival techniques and the harsh lifestyle of the Rujaro, instruct them with a weapon and pretty much initiate them into the world of the guerrilla. Once the operative is certain of the recruit’s worth and dedication to the faction, a Freedom Whistle is issued to the individual and the basic combinations of the Swamp Code are instructed to them. Once that is completed, the ‘newborn’ Rujaro is left alone in the swamp to survive for a couple of days. It is up to the new recruit to choose with whom to band, be it alone, with their mentor, or with another group. Once a Rujaro has reached enough accomplishments, they are encouraged to search and domesticate one of the very rare Ixams that make their home in the swamp.

For Freeborns looking to join the ranks, or even Dynasty members that wish to spy for the Rujaro, the conditions are far harsher, and it is almost impossible to find a place within the Rujaro ranks as they have not known the suffering in chains. This lack of suffering disqualifies them, although throughout constant effort they may prove to be useful. While Freeborns have a bigger chance, Dynasty members are usually executed or kidnapped whenever their use runs out.


PC Guidelines

- Rujaro


  • Starting package now include a Freedom Whistle, no matter the branch chosen.
  • No longer required to engage in threads regarding their escape, initial confrontation by Rujaro and trial.


    Omunn ….

    • Required to have at least 26 points in Wilderness Survival: Swamp (plus another of the player’s choice) and another 10 points in a weapon skill.
    • Required to start with Lore: Basic Swamp Code that allows them to communicate with the Freedom Whistle.
    • Start at a Poor style of life, which means a Living Expense of 45 GM a season.
    • Can enter Kenash past midnight if they possess some sort of disguise or attire that hides their features.
    • Starting package no longer includes a Horse, and now includes a Jungle Ixam. Full value remains at 500GM if they choose to cash-in this package.
    • Must remain in the swamp during day-time hours.
    • Must still take a profession that must be practiced near, in or around the Midnight Market. Any wares or services must be sold there in clandestine transactions.
    • Required to complete two job threads per season to qualify for wages.



    Umann….

    • Required at least 26 points in Intelligence and another 10 points in Disguise/Morphing.
    • Can only cash-in home at character start, starting with 600 GM total.
    • Will most often assume the identity of Freeborns or Dynasty members, and carry out the task proper of their chosen identity.
    • Must maintain their identity hidden from Dynasties and Rujaro alike. If they are discovered, they must change their identity at season change and find a place of hiding meanwhile.
    • Required to spread at least five rumors, true or false, per season regarding the Dynasties or the Rujaro.
    • Required to start with Lore: Basic Swamp Code that allows them to communicate with the Freedom Whistle.
    • Required to contact a moderator if they wish to assume the identity of a Dynasty member, and create a plot for assuming such identity that will usually involve kidnapping and/or murder.
    • Required to fulfill their respective job threads depending on the social class they infiltrate.



The Freedom Whistle

Image :
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These small instruments play a big role in the Rujaro, both for their meaning and their sound. Described as the sound of thousands men and women crying in agony, their terrifying sound often cause great fear whenever they are heard. Not only do they serve to discourage even the biggest brute, but they are also the main way of communication between the all the Rujaro individuals. Throughout countless seasons this whistle has been evolving with its use, and has now developed a language on its own depending on the way it’s blown and the pattern of the whistles. The code is based on short and long sound signals, which arranged in a certain manner serve to transmit certain messages amongst those who have the knowledge of their meaning.

The swamps are a perfect landscape for the sound to travel without any problems, thus making it the top choice of communication for Rujaro operatives. Every whistle has a different sound and appearance, and more experienced Rujaro are able to tell who is behind the message.


Here are some of the basic combinations. Note that this list is only a brief part of the complex Swamp Code that takes tremendous effort to be memorized. Every Rujaro that owns a Freedom Whistle knows at least these basic combination, and must regularly train these combinations.

  • Long and continuous whistling, approximately three ticks of duration: Makes the presence of the wielder known to any other Rujaro operatives in the area. An identical message by nearby operatives is returned to make the original sender aware of how many other Rujaro are within hearing range.
  • Three long whistles, approximately three ticks long per whistle: Warns of an immediate danger, be it a wild animal or a dangerous individual. Those within hearing range are encouraged to take caution.
  • Two short whistles, approximately one tick long per whistle: States the sender is about to begin retreating progressively. The Rujaro within hearing range should not count on his presence unless an emergency strikes.
  • Frenetic whistling in short bursts: Emergency retreat due to immediate danger. The receivers of this message should either flee or attempt to find the sender to help.
  • Continuous whistling, long and prolonged: Used during attacks, it is a statement of a direct attack. Rujaro within hearing range are encouraged to provide assistance unless totally incapable of doing so.
  • Ten brief whistles, approximately half a tick per whistle: Used to call the attention of a ghost, usually being enough incentive to cause it to either hover (or in some cases, blink) to the sender of the message.



Rumors

Ghosts

Kenash is a place of suffering, and that often means a soul is damaged enough to choose to remain within Mizahar instead of reincarnating. The number of ghosts that spawn within Kenash is way higher than believed, yet not because of that they last. After the initial tantrum and attempt of revenge against the masters, these souls usually let go of their miserable existence and proceed to the reincarnation. There are a few exceptions, of course, as some still cling to the world, and the city, with enough intensity to be able to remain for many years. These souls have something other than hatred for their Dynasty that tortured them, an objective much more complex than bringing death upon someone else. Ghosts are whimsical, and both the Rujaro (and even some Dynasties) have found a use for these tortured souls.

Their most appreciated use is the ability to spread rumors, true or false, to pretty much anyone that can afford them. Nothing is free in Kenash, and even the ghosts demand a price to be met before granting information. The Rujaro are by far the faction that uses their services the most, having based their entire network by their presence. Since ghosts care not for gold or property, they instead demand other types of services that brings pleasure to their hollow existence. This often includes bribes of soulmist, possession sessions that make them feel alive again, or any other whimsical price they demand. They are unpredictable in their prices, yet they rarely disappoint.

Rumor System

The rumor system will not be very enforced by the moderators themselves, but it will be based around the player base as a way to enhance their roleplaying experience. Any player will be free to add rumors for the current season. These rumors can be about people, places or plots and will be added to the seasonal thread along with the calendar. Initially, there will be no rules about their contents salve they are abusive in their nature (for example, spoiling a moderated event or giving information that was obtained through metagaming) and anyone can add a rumor. The moderator in charge will add a few basic rumors per season to add more roleplaying chances for Rujaro, and the rest will be let to the players to fill with whatever they wish. Rumors last until the end of the season, and they will be reset at season change.

An example of a rumor:

‘Rumor has it that the Rujaro are following Dynastario Bratario and he’s refusing to leave his home.’

‘Rumor has it that BusinessExample is selling drugs to young children.’


'Rumor has it that Slaverino eats bugs before kissing his master.'

Kenash is based around gossiping, and this system will not only allow the Rujaro to be able to move around and interfere with the city’s plots, but will also serve as a fun and new way of placing characters into a different situation that is beyond our control. If a character is called a madman in a gossip, those who know about that rumor may choose to avoid him and thus affect the roleplaying experience in a new and possibly fun way. It is also a good incentive for players to dwell more in the Intelligence skill, thus becoming more active in the city's politics.


To add a rumor, you must have first interacted in a thread with another character or at least be aware of their existence in some way ICly. Then, you can choose to contact your local moderator and send a rumor regarding another (or your own!) character. These can be true or false, and they will be published in the seasonal calendar when time permits. They will be completely anonymous.



Other changes

  • The PC Guidelines have been updated.

  • The Dynasty Caretakes have been permanently removed due to their unfair nature compared to other Dynasty characters.

  • The 250 GM discount for updated business ledgers has been removed due to it's unfair nature on Mizahar's economic system. The business ledger is now mandatory for every business in Kenash.

  • Fixed a mistake that stated Freeborn's loans must be returned within 1 year. This is not the case. Freeborn loans must be returned within 2 years since character start.
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