Deeza's Plan for the Abacean Isles release |
Senten
Elder Troll
Registration Date: 22.09.2007
Posts: 968
Location: Black Marsh
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01.02.2009 01:02 |
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Senten
Elder Troll
Registration Date: 22.09.2007
Posts: 968
Location: Black Marsh
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Lol here too,1:06 am now.
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01.02.2009 01:07 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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so how far are you with the mian quest drmccoy??
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01.02.2009 11:08 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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I keep trying to upload the footage, that's why my internet is a little
more slow than usual. Right now, I'm at the point of the mainquest,
where the you have the heart. I did the whole quest at once without
testplaying, and I got some waypoint issues I'm trying to solve, I
found the pink blobb (spider cave entrance). The guards are still
following me even though I've talked to the chief (which actually
shouldn't be .. But I think I solved that one). The sharks did appear
all at the same spawn point (which shouldn't have happened. Solved
aswell. ) The Shaman is not casting the spell on me (no idea why.. I'll
have to check that). Other than that, everything is working fine. I
don't know how manny issues I have fixed now since I haven't testplayed
it again. Anyhow, that's where I am
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01.02.2009 11:14 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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that sounds damn nice!
remember that we still need some interiors, some caves and we need to
add more corals and fish. since that waters is quite empty.
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01.02.2009 11:19 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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The coral and fish thing sounds like a great job for deeza. Eeeh? Eeeeeeh?
Or at least you could give me a spider cave. A little bigger. Fill it
with spiders and a spiderqueen. I might use it for a side quest.
Mainquest: Waypoints are solved, she's perfectly taking the route now
and doesn't walk against boulders or buildings anymore. The guard thing
has been solved aswell. The sharks appeared at different positions, but
did not attack (Even though they've got the package and they evaluate
them (??)). The shaman is still not very interested in casting any
magical effect on me. I'll take a look at some similar packages, but ..
For some reason, people that should be ambushing the played (e.g.
running up to him, talking to him), only run up to him, they're not
trying to talk to him (besides the guards) .. I wonder if that's an
issue caused by me not playing the whole quest but teleporting to the
isles and setting a view quest stages. I'll playtest the whole quest
and check what I can find out.
Ok, for some reason, the Icon is not being displayed inside the editor.
Haven't checked ingame yet, but are you sure it works? I don't know I
don't really have experience in that kind of stuff.
This post has been edited 1 time(s), it was last edited by drmccoy: 01.02.2009 11:44.
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01.02.2009 11:31 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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Wow, so much progress in one night!
Sure, I'll make the coral reefs and a couple of cave interiors. About
how many do you think we could reasonably fit in (apart from the two
caves in the main quest of course)? I'm thinking 3 max.
As for the fish, I assume I should make them spawn randomly around the
islands? I take it that most don't attack the player, except for the
sharks?
@simonp92:
Yeah, the Bosmer religion forbids them from eating or using anything
that was once a plant from Valenwood. So they're only ever allowed to
eat meat, including people. They're kind of the exact opposite of
vegetarians. The odd thing is, there's a loophole that they can use
wood and eat plants that were grown outside Valenwood. |
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01.02.2009 11:47 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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yes, only the sharks should attack on sight..
the other fishes are normal tropical fish.
I think 3 caves would be max.
we need two for the main quest right?
and if we discide to do the crazy mans quest aswell, we will need a dungeon for the special bow.
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01.02.2009 12:02 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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We could try doing an underwater cave, with lots of coral inside...
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01.02.2009 12:14 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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01.02.2009 12:17 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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I've posted in the thread to see if he's interested.
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01.02.2009 12:55 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Of course. The more voice actors we can get, the better! I'm about to
kill the bugs I've encountered. Making good progress. The video footage
is up!!!! Finally!!! It's currently not availible yet, but as soon as
you can watch it, I'll post the link.
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01.02.2009 13:21 |
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Senten
Elder Troll
Registration Date: 22.09.2007
Posts: 968
Location: Black Marsh
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I think Ibsen's Ghost is one of the greatest voice actor ever.Talk with him,perhaps he can help.
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01.02.2009 13:24 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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I also think ibsen is the best voice actor in the oblivion cummunity..
but sadly, I dont think he has the time..
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01.02.2009 13:28 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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01.02.2009 13:30 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Some do, some don't. I don't see the point in having the rowboat being
a questmarker. Or the other survivors at the beginning of the island.
The island is small and the player will sure be able to find them on
his own. It gets a little more interesting that way. The coral for
example has a questmarker. Or the shaman. Things where people would be
a little too overwhelmed looking for them on their own.
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01.02.2009 13:42 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Grrr : I posted the death of the captain. Nobody complained. Now he's
dead. He doesn't play big role in the rest of the quest anyway. If you
do want him alive though, I'll make him unconcious. So he's not dead,
and the crew people can find him.
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01.02.2009 13:48 |
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Senten
Elder Troll
Registration Date: 22.09.2007
Posts: 968
Location: Black Marsh
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Damn a second video!I'll going to watch it.
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01.02.2009 13:48 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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Fantastic video! Simon's right, the fanboys are going to go crazy when
they see that! You've done it all just as I imagined it! (Plus I love
the way your character just levitates away into the sunset at the end
)
Just one thing though - I think that the journal should update when the
player reaches the river on the middle island, say something along the
lines of:
"I have found a small river. Now fresh water is no longer a problem,
but there's not enough food here to sustain us for long. I should keep
looking."
Otherwise, some people will be like, "I found the water so what do I do now?"
@simonp92:
I suggest we make the LOD at the end, once we're sure that nothing else
needs changing (otherwise we would need to overwrite it and it could be
difficult.
My original plan was to have the Captain survive, but then again he
didn't really do anything once he came back, so I guess there's no
point.
Edit:
Sure, I'll claim that house. Can't promise I'll do it today because I'm
pretty busy with some work that's in for tomorrow, but I'll see what I
can do.
By the way I'm assuming that the former inn now needs to be converted
into a house? Perhaps the player can still sleep there, except instead
of money, the player has to go out and hunt some meat for the owner to
pay with (either crabs or the big cats) This post has been edited 2 time(s), it was last edited by Deeza: 01.02.2009 14:00.
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01.02.2009 13:57 |
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Senten
Elder Troll
Registration Date: 22.09.2007
Posts: 968
Location: Black Marsh
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Wow I saw the video...Fantastic!
You guys are awesome!
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01.02.2009 14:09 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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Sure, I'll take the hut. I think I said so before (that was kind of a
long, rambling post, so I'm not surprised you missed it) |
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01.02.2009 14:11 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Thank you. Can you tell me about that "Clearing of Bones", what it is, where it's supposed to be, etc? I'll do that then.
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01.02.2009 14:14 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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Deeza and drmccoy, you guys think we should contect deathless afrodite??
- you know, the auhtor of daggerfall memories?
he has an amesing voice. and I dont think he has any projects at this moment..
I also have a potential female voice actor,, I am waiting for her lines now.
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01.02.2009 14:18 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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I told you before, yes, any voice actor we can get would be great!
About your female actor. Here are some lines for her:
FEMALE BOSMER HUNTER:
- Halt! Who are you? How have you come here! Explain yourself!
- Strangers mean trouble! You'll have to follow me to Arannir! Now!
- You better show your good behaviour!
- Indeed you will go nowhere, Stranger! You will die!
ARDHIL, THE SHAMAN (Alright now, she's really old and ugly. Give her a raspy voice. She hates the player, let him feel it)
- The heart coral? Chief Arannir really sent you out there?
- Then let's get going, herbivore!
- This is as far as I'll go out with you. From here on you're on your own.
- I will mark the corals position on your map, even though you shouldn't have problems finding it.
- Swim out as far as you can. Then dive.
- Only because I have to, I will cast a spell on you so diving won't be a problem. Now hurry!
- You... survived. This was.... unexpected.
- By spilling your own blood and that of the heart coral, the Pact is restored.
- You and your friends may roam freely across the Isles. But remember not to harm plants of any kind.
- It's far out on the sand bank. I've marked the location on your map. Go get it!
Don't send those voice files to me, for I'm not going to put this all
together into one .bsa or anything. Too I have no experience with
including voice files.
But I hope she is happy with those lines.
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01.02.2009 14:25 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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but I want her to do them as test first,
so both you and deeza can hear it..
but I have just posted those lines for the gaurd,
and the old lines for the shaman.. but those are just tests.
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01.02.2009 14:31 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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@simon: dito!
@deeza: Alright, we're going to make it a cave of bones then, I'll put
it a little outside of the village. Only randomly, does anyone of you
know the door state when the door is not locked, but the door symbol is
read? Not white as it normally would be. And the house owner is hunting
you out? EG. when a merchant wants to close. How does that state appear
and how do I get it to disappear? It's messing up my Mainquest
partially, even though the shaman doesn't have any lock AI and the door
doesn't have an owner. I've asked the official CS forum, but maybe one
of you knows the answer?
EDIT: alright, I've solved the problem the simple way by checking
"public place".. Actually, there are none bugs left I encounter,
besides that oblivion loves to crash on me recently. Plus, when you're
teleported to Arannirs Hutt, he just sits there. The sob is supposed to
talk to you. *sigh* Guess I'll have to use a script again.
This post has been edited 1 time(s), it was last edited by drmccoy: 01.02.2009 14:56.
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01.02.2009 14:36 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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good thing you solved it..
I am still hunting the forums for voice actor.
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01.02.2009 15:11 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Umm, is the spider cave set working?Doesn't seem like it to me?
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01.02.2009 15:22 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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01.02.2009 15:31 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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Here's the final part of the main quest:
Quest Five: Unravelling the Past
Journal update: “If Volus is telling the truth, all the survivors are
in danger. But what if he isn't? Attacking the village could be even
more risky. Better make certain of the facts before deciding what to
do. You must try to find out what really happened.”
Sammanul says:
“There's something not quite right about Volus. Call it my Ashlander
instincts. I think there is more to this than he has told us. You seem
to have some connection with the Bosmer, so try to find out what you
can from them. I will see what I can get out of Volus' men.”
And with that he wanders off, leaving the player to his own devices.
The player now can go and talk to anyone they want, in any order, in an
attempt to find out the truth. However, once they've talked to the
Shaman, Marius, the Chieftain, Uldib (a Bosmer hunter), and Sammanul,
journal entry comes up: “You've found out all you can, and time is
running short. You should get back to Boldur and discuss your plans.”
The two topics now available for all these characters are “Volus” and “Wrecking-Stone”.
Chieftain: “So, you've heard the name? I refuse to discuss the actions
of that piece of human scum. You will have to ask elsewhere.”
Wrecking-Stone: “How did you learn of that? If I find out who told you,
I swear I'll cut out his tongue! Forget you ever heard that name, or
I'll make you wish you never had.”
Shaman: “I knew you would find out sooner or later. He came here months
ago with his men, making all sorts of threats. And he followed through
on them.”
Player: What kind of threats?”
“Death threats. His men killed several of our people before we drove
them into the sea. The Chief saw Volus drown. He deserved it.”
“Why would he do all that?”
“I do not wish to talk about this any more. It brings back too many painful memories.”
Wrecking-Stone: “It is nothing more than an old legend. Storms around
these islands are very frequent, and so over time a... myth developed
to explain them. No magic is powerful enough to bend the weather to its
will, for storms are controlled at the whim of the Earthbones.”
Marius (he is one of Volus' men in the cave):
“I'm Marius, spellsword. Formerly the magical expert of the good ship
Prosperity. Volus said that another ship had been wrecked. How may I
help you?”
Player: “Why did you come to these islands?”
“By accident. Our ship was chartered by a group of mages, sailing to
southern Valenwood, where I was to assist them with conducting
archaeological research.”
Player: “Research into what?”
“The ancient Aldmer. They were the oldest and most powerful of all the
Elves, and yet they left almost no traces. They were searching for
artefacts in the remote forests of Valenwood. Ironic, isn't it, that
they were all killed by an Aldmeri artefact?”
Player: You mean the Wrecking-Stone?
“Yes. Falaithrun Laidrul is its Aldmeris name. Supposedly, forty of
them were manufactured by the Aldmer to keep their shipping lanes free
from storms. I always thought they were a legend or at least an
exaggeration. But there's no doubt the storms that wrecked us were
created by magic.”
Uldib (a Bosmer hunter in the village):
“That man was a pirate and a murderer. My only regret about his death
is that I wasn't able to kill him myself. His thugs killed four of us,
my sister among them.”
Player: Why would he do that?
[Uldib becomes furious] “The Wrecking-Stone! The only reason he came
here was because he wanted to take it! He had three ships full of his
pirate scum, but luckily the stone killed most of them before they
could land.”
Player: Why would he want the stone?
Uldib: “Even when the stone is inactive, it was powerful enough to
wreck your ship. Can you imagine what would happen if its full energies
were turned on a fleet, or on a port city?”
Player: I'm not sure I want to.
Uldib: “With the Wrecking-Stone he would have been king of the seas. No
navy in the world could have stopped him. But he is dead, and you will
never leave these islands. The secret is safe.”
WHEN YOU FINALLY GET TO BOLDUR:
Boldur is furious at the Bosmer:
“Those monsters! It was lucky you met this Volus. I fear we may have to
kill or be killed. You say he has a safe hiding place? We should go
there immediately.”
Craelius refuses to go with you. Boldur and the orc follow the player to Volus' cave.
Volus: “You're back, and you've brought friends. Now we can take them on. But something needs to be taken care of first.”
Player: What?
Volus: “I don't know how far they can control the Wrecking-Stone, but I
don't want to take the chance they could use it against us in battle.
We must make sure that doesn't happen.”
Player: What's your plan?
Volus: “Boldur and the others will stay here to arm themselves and
discuss strategy. You and me must get to the cave and take the stone.
Go and prepare, take what you need. Come back to me when you're ready.”
OPTION 1:
Player goes with Volus:
“Good. I knew I could rely on you. We'll have to move fast. Here, I've
marked the cave on your map. You go on ahead, I'll watch your back.”
OPTION 2:
Player decides not to trust Volus and goes to talk to the Chieftain:
“What do you want this time? You are fast becoming an annoyance.”
Player: Volus is still alive.
“What? But I saw him drown myself! What is he still doing here?”
Player: He knows where the Wrecking-Stone is.
“No! Have you any idea what that stone can do if it's handled by an
incompetent? We cannot let it get into that pirate's hands!”
Player: He will make his move soon.
“I have no choice but to believe you. But I still suspect this may be a
trap. Only one thing will convince me you are sincere. You must
intercept Volus and kill him.”
Player: Is there no other way?
“We have no time! Go with Uldib, my people's best warrior. I don't want
you wandering off on your own. I have marked the stone's resting place
on your map.”
Uldib will now follow the player:
“You go first. Any funny business and I'll gladly stab you in the back.”
Quest Six: The Wrecking-Stone
There are two paths to this quest, depending on whether the player
decided to side with the Bosmer or with Volus. The player must go with
either Uldib or Volus to the Wrecking Caverns, a cave that's underwater
just off the main island. Once the player enters, only the first
section of tunnel is flooded, after that it slopes upwards and the
player enters a cave with two Bosmer guards in it. If the player is
with Uldib, they allow you to pass, but if you're with Volus, you must
fight them.
The player is now in the islands' largest, most epic dungeon. It's a
maze of traps, wild creatures and flooded sections. If necessary, we
could make this out of several different interior cells to get around
issues over water levels. Also the place is filled with strange green
and blue lights and lots of plants, ferns etc. sprouting up through the
floor and walls. As the player gets deeper and deeper (and closer to
the middle), they start to see more and more traces of ancient
buildings (Ayleid arches in the middle of corridors, and so on.
Eventually there is an Ayleid door (renamed “Ancient Aldmer Door”) that
leads into a badly overgrown Aldmer ruin, full of plants. In the centre
is the Chamber of the Wrecking-Stone. It's important that there are two
entrances at opposite sides, otherwise the next part doesn't make any
sense, because:
Either Uldib or Volus is waiting for you! The player can't move (like
in the beginning when the Emperor dies), as the following scene plays
out:
Volus: So it's you again, bastard cannibal! Why am I not surprised?
Uldib: Don't think I've forgotten my sister, Imperial. Thank Yffre for
delivering you to me! I promise that I'll make sure you die slowly for
what you've done.”
Volus: What I'VE done? More than half my crew are dead because of you!
Uldib: You have only your own greed to blame for what is about to befall you.
Volus: We'll see about that!
Then they fight. No matter who the player tries to help, Uldib will soon get killed by Volus, who then screams:
“That...sword... poisoned! Sneaky son of an... Aaargh!”
Then he drops dead. The player takes the Wrecking-Stone and teleports
back to the entry cavern, where the guards are now dead whichever path
you took (Volus killed them if you went with Uldib). Sammanul is
waiting there:
“What have you been doing? I only just found this place. I've been
searching everywhere for you. Boldur and the others are getting ready
to attack the village!”
Player: Volus and Uldib are both dead.
“Then I'm too late. With those two missing, both sides will blame the
other. We cannot stop it now. What of the Wrecking-Stone?”
Player: I have it.
“That explains why the weather has gone mad. A few moments ago a storm
came out of nowhere. It's like on the ship all over again.”
Player: “It must be because the stone was moved.”
“Then we should take it to someone who knows more about it than us.
There's no telling what it could do if we let it run out of control.
The question is, who?”
Player: EITHER: Only the Bosmer can control this thing. OR: We can't trust the Bosmer.
“You are right. We cannot allow the stone to get into the hands of
pirates like Volus' men. Let us get back to the village while we still
can.”
OR:
“You are right. The Bosmer used the stone against us before. They could
do so again. We must put our faith in Volus' spellsword, and hope he
can control the stone.”
Quest Seven: Survival of the Fittest
The Final Battle! Player goes either to the Chietain of the village or
to Boldur and gives them the Wrecking-Stone. The island's weather is
now permanently scripted to thunderstorm.
Chieftain: “Where is Uldib?”
Player: Volus killed him.
Chieftain: “No! This is too much to bear! And what of Volus?”
Player: He is dead too.
Chieftain: “Good. You've picked a bad time to return, stranger. Your
friends are marching to attack the village as we speak, and they have
taken the Wrecking-Stone from its resting place! Give me one reason I
shouldn't kill you now!”
Player: Don't worry, I have the stone here.
Chieftain: By the gods! I don't know why you have turned against your
own kind, but I will not forget what you have done for us today. Take
it to the Shaman immediately!
Shaman: You have roused the stone's fury by moving it! But, better that
than the enemy taking it hostage. Here, I will perform the ritual to
calm its power.
Player: [You hear the sounds of thunder outside fading away]
Shaman: Now go back to the Chieftain. By doing this you have chosen to
side with us to the bitter end. Your friendship will be repaid, if we
survive. There is a battle to fight!
OR ALTERNATIVELY:
Boldur: “You're back! Where's Volus? And what the hell is happening to the sky?”
Player: Volus is dead. The stone seems to be causing another storm.
Boldur: “Those Bosmer will pay for that! But quick, take that stone to Marius the spellsword, before it does anything else!”
Marius: “I've never seen an enchantment this complex. It seems to have
been triggered in a way I don't fully understand. Tell me, was there
anything else around it?”
Player: I found it on a pedestal covered in runes.
Marius: That would explain it. The Aldmer were truly incredible mages!
Those must have been secondary enchantments to contain the stone's
power. If I can just weave something similar...
Player: [You hear the sounds of thunder outside fading away]
Marius: That should hold it for now. But I need more time to study it.
You, Boldur and the others have to buy me some time. Hurry, before the
Bosmer come looking for this thing!”
The weather is now returned to normal. The player goes to either Boldur or the Chieftain:
Chieftain: They're attacking the village! We must stop them. Go ahead,
I'll follow. Nothing personal, but I don't trust you enough to turn my
back to you.”
Boldur: It's only a matter of time before they attack us now. You've
spent more time in the village than anyone else, so you lead the way!”
There are two ways this can end. Either the player kills Boldur and
Volus' men or the player kills the Chieftain and his hunters. The other
Bosmer characters, and Craelius, will not participate and run away from
combat. There are two endings:
BOSMER WIN:
Chieftain: You have done us a great service this day. I dread to think
what those pirates would have done to the village if they had won. Even
better, they can feed us for weeks now, and finally be of some use.
Player: Forgive me if I don't join you for that victory feast.
Chieftain: Of course, this is not your home. Which amazes me even more
that you fought to protect it. You and your dark elf friend will be
long remembered on these islands. Take this as a token of our
gratitude. [Hands player a cool enchanted item]
Player: So am I to stay here?
Chieftain: You, the dark elf and your strange naked friend may stay
here as long as you wish. But when it is time for you to leave, it can
be arranged.
Player: How?
Chieftain: Take our boat. Now, looking at it only reminds me of all the
death we have seen this day. We shall make another untainted by the
past. I wish that it brings you more happiness than it has brought us.
BOLDUR WINS:
[Player finds the key to the boat and the enchanted item on the Chieftain's body)
Boldur: “The key! You have it! Quick, let's fight our way to the boat and leave before they regroup!”
The player heads to the boat, and the surviving characters get on board
and sail off back to Cyrodiil, leaving Craelius behind on the islands.
You can use the boat to return later if you want, but the surviving
islanders will refuse to talk to you.
EITHER WAY, Sammanul says:
“So much death. And for what? I just wish there could have been another way.”
Player: What will you do now?
“I think I've seen enough of Imperial civilisation. I shall head for
Valenwood, and try to put all this behind me. Will you come with me?
What say you to a new adventure?”
And Craelius says:
“It's all clear to me now. All my life I feel as though I have been
dreaming... the islands, the sea, they were always waiting for me... I
can never go back to the city now!
Player: You're serious?
“There's so much to learn here... Don't you see? I've waited my whole life for this moment! This is my home now!”
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01.02.2009 18:17 |
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Senten
Elder Troll
Registration Date: 22.09.2007
Posts: 968
Location: Black Marsh
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Damn!So nice main-quest! Well done Deeza,your plans are truly amazing.
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01.02.2009 18:49 |
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