Island Main Quest. |
windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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Ok sorry that frustated me abit
. The whaling bit sounds a bit to lamefor a MQ but for a side quest it would be good.
OK I just thought if it was imperial then that is rather fitting
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16.04.2008 21:54 |
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JAAdventurer
First Knight
Registration Date: 16.03.2008
Posts: 130
Location: Not here, but not really over there either.
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I think a big problem here is that quite a few of us are relatively new
here. FC4 has only been amongst us for the past week (or so), and
chris07 and I showed up around the same time (what's it been, a
month?). We weren't here when the old idea was discussed, so we have no
clue what it's about. May we have a recap? |
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16.04.2008 23:56 |
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chris 07
First Knight
Registration Date: 02.07.2007
Posts: 154
Location: Valenwood
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quote: |
Originally posted by chris 07
Well how about oblivion gates...wont there be evidence of them?
And the fact that there is no emperor, dont you think that politics will be trying to gain that spot? |
HELLO! YOU GUYS TOTALLY SKIPPED THIS!!! IT IS REALLY IMPORTANT!!!
@JAA: I agree with you on that, what WAS the orginal idea?
@everyone else: chill...we're just giving out ideas here...i like some of these ideas though.
__________________ Proud Valenwood Modder!
3 claimed
2 finished!
(Soon to be changed!)
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17.04.2008 01:44 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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17.04.2008 09:58 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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I mentioned them as parts of the MQ for the Island, thus relevant.
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17.04.2008 14:50 |
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JAAdventurer
First Knight
Registration Date: 16.03.2008
Posts: 130
Location: Not here, but not really over there either.
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If I can turn you guys to focus on the six elementys that FC4 mentioned eariler
quote: |
Originally posted by FC4
Earth, Wind, Water, Fire, Beast, Plant. Those are the elements of nature I imagine the Bosmer acknowledging. |
So we have three islands, and three basic class types. What if the
islands are known by some traditionally as "The Warrior", "The Mage",
and "The Thief"? On each of these islands we place two pure elemental
objects, each object being best suited for the class it's island is
named after.
Now, FC4 also mentioned seeing something in the forum about a maze with
five monoliths of stone at its center. Now, if we have the five
monoliths and an altar in their center, we could have the player
collect the six objects, in their cursed form, and bring the objects to
this 'special place'. We could also tie in FC4's Shaman and Necromancer
as two different people who can perform the ritual to restore the link
with the Earth Bones (maybe have to change the Necromancer to a witch
doctor or some sort). The ritual would destroy the five objects in the
monoliths, but would clear the object on/in the altar of it's curse. If
you choose the necro/witch doctor, the weapon/object changes to a
darker form and has a more offense-based spell/bonus. If you choose the
shaman, the weapon/object changes to a lighter form and has a more
defense/healing-based spell/bonus.
Just an idea, feel free to completely throw it out.
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17.04.2008 15:41 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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Not to belittle the islands but all these ideas seem a little 'big' for the islands.
Oblivion gates and monoliths would perhaps be better suited to the main quest inland.
Pirates, for me are just too cliqued to be viable on the southern coast
of VW. I had the notion that there were no smugglers or pirates on the
islands.
Perhaps, if we can get enough concepts and models together something
could happen with Green pact fanatic *pirates* or rather seafarers, i.e
greenpacters who sail.
We still have not created enough of a 'community' on the island as far
as I'm aware to have any kind of structure to being captured there or
anything. The islands are tribal right? the big two floored hall hasn't
gotten an interior yet but I see that as the centre of the people
there. I think that should be where any kind of main quest should
start. The player arrives at the islands - will have to be by boat from
anvil or something because we dont have a VW for the PC to walk through
- finds himself on the main island and is greeted by the new content.
the player will no doubt explore, NPCs and other things guiding him/her
to the main hut (cheiften's hut?) where there is some upset. Be it
Greenpact pirates or no.
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17.04.2008 16:22 |
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JAAdventurer
First Knight
Registration Date: 16.03.2008
Posts: 130
Location: Not here, but not really over there either.
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I, for one, was thinking GP pirates attack the ship that the player is
aboard (Maybe searching for the Narmatee started with a rumor from some
fisherman in the warfside tavern outside of Anvil). And after whatever
upset we decide to have on their boat/ship, the player wakes up at
sunrise on some god-forsaken beach and sees something in the distance
that will attract them to the village, and once in the village we will
lead them to the cheif's hut. (Add a bunch of running around the
islands for this that and the other in here) In the end, maybe we could
have the whole ritual whatnot in my last post?
That's just what I was thinking. No doubt it is very different from what everybody else was.
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17.04.2008 17:14 |
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FC4
First Knight
Registration Date: 09.04.2008
Posts: 104
Location: La Florida!
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quote: |
Originally posted by JAAdventurer
If I can turn you guys to focus on the six elementys that FC4 mentioned eariler
quote: |
Originally posted by FC4
Earth, Wind, Water, Fire, Beast, Plant. Those are the elements of nature I imagine the Bosmer acknowledging. |
So we have three islands, and three basic class types. What if the
islands are known by some traditionally as "The Warrior", "The Mage",
and "The Thief"? On each of these islands we place two pure elemental
objects, each object being best suited for the class it's island is
named after.
Now, FC4 also mentioned seeing something in the forum about a maze with
five monoliths of stone at its center. Now, if we have the five
monoliths and an altar in their center, we could have the player
collect the six objects, in their cursed form, and bring the objects to
this 'special place'. We could also tie in FC4's Shaman and Necromancer
as two different people who can perform the ritual to restore the link
with the Earth Bones (maybe have to change the Necromancer to a witch
doctor or some sort). The ritual would destroy the five objects in the
monoliths, but would clear the object on/in the altar of it's curse. If
you choose the necro/witch doctor, the weapon/object changes to a
darker form and has a more offense-based spell/bonus. If you choose the
shaman, the weapon/object changes to a lighter form and has a more
defense/healing-based spell/bonus.
Just an idea, feel free to completely throw it out. |
I throw it out. The necromancer and Shaman are involved in the bow
quest alone, and the monoliths aren't really monoliths, just large
stones, set by the crazy man to hide the bow.
The earth bones idea is a good one for the whole of Valenwood,
actually, not just the islands. It is way to large for the islands
themselves. And Insanity's Soul, being a cursed bow, wouldn't really be
appeasing to Y'ffre in that respect. I could always fashion a different
object to represent Beast.
If we can put a small Empire Trading outpost on the large island, we could manage the Green Pact extremist Idea.
__________________ Ze one and only...
FC4
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17.04.2008 17:16 |
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JAAdventurer
First Knight
Registration Date: 16.03.2008
Posts: 130
Location: Not here, but not really over there either.
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quote: |
Originally posted by FC4
quote: |
Originally posted by JAAdventurer
If I can turn you guys to focus on the six elementys that FC4 mentioned eariler
quote: |
Originally posted by FC4
Earth, Wind, Water, Fire, Beast, Plant. Those are the elements of nature I imagine the Bosmer acknowledging. |
So we have three islands, and three basic class types. What if the
islands are known by some traditionally as "The Warrior", "The Mage",
and "The Thief"? On each of these islands we place two pure elemental
objects, each object being best suited for the class it's island is
named after.
Now, FC4 also mentioned seeing something in the forum about a maze with
five monoliths of stone at its center. Now, if we have the five
monoliths and an altar in their center, we could have the player
collect the six objects, in their cursed form, and bring the objects to
this 'special place'. We could also tie in FC4's Shaman and Necromancer
as two different people who can perform the ritual to restore the link
with the Earth Bones (maybe have to change the Necromancer to a witch
doctor or some sort). The ritual would destroy the five objects in the
monoliths, but would clear the object on/in the altar of it's curse. If
you choose the necro/witch doctor, the weapon/object changes to a
darker form and has a more offense-based spell/bonus. If you choose the
shaman, the weapon/object changes to a lighter form and has a more
defense/healing-based spell/bonus.
Just an idea, feel free to completely throw it out. |
I throw it out. The necromancer and Shaman are involved in the bow
quest alone, and the monoliths aren't really monoliths, just large
stones, set by the crazy man to hide the bow.
The earth bones idea is a good one for the whole of Valenwood,
actually, not just the islands. It is way to large for the islands
themselves. And Insanity's Soul, being a cursed bow, wouldn't really be
appeasing to Y'ffre in that respect. I could always fashion a different
object to represent Beast.
If we can put a small Empire Trading outpost on the large island, we could manage the Green Pact extremist Idea. |
Alright, somebody can either move this or archive it until we are ready to talk about the Valenwood mainland quests.
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17.04.2008 17:36 |
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FC4
First Knight
Registration Date: 09.04.2008
Posts: 104
Location: La Florida!
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No need, if you mean the whole thread. Just archive the post itself.
Anyways, I am currently working on the Insanity's Soul quest, so this isn't really my current focus.
However, Raggidman, I would like you to explain the Narmantee to me. Please. PM or otherwise.
__________________ Ze one and only...
FC4
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17.04.2008 17:39 |
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chris 07
First Knight
Registration Date: 02.07.2007
Posts: 154
Location: Valenwood
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Well if its only for the islands then suppose we do not need an
oblivion gate, might be a good idea to mention it and have refugees on
the islands though from villages that got attacked on the mainland.
Well for the size of the islands its really too small to put any kind
of quest on, I guess we can use the smallest of the islands for a
pirate Command Center or something? Perhaps they control the islands on
the citizens want you to stop them from abusing them?
__________________ Proud Valenwood Modder!
3 claimed
2 finished!
(Soon to be changed!)
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18.04.2008 00:45 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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Why dont you have a go yourself and see what you think would fit on the islands:
You will need the .esm and this:
Islands Taster Release v0.1
I know its a bit old now but the environment its pretty much complete -minus all the nice shiny custom models.
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18.04.2008 10:16 |
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JAAdventurer
First Knight
Registration Date: 16.03.2008
Posts: 130
Location: Not here, but not really over there either.
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Do we want more? Is that really a question? Of course we do! It's wonderful!
Now, the question is: What do we blend from the old and the new, what do we ship to the mainland, and what do we throw out?
Plus, of course, adding a few more ideas.
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18.04.2008 15:33 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,317
Location: where my heart is
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Let's see what others have to say first
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18.04.2008 16:17 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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I'm impressed sounds good raggid. A nice combernation of warefare
(ships) and more natural things Narmatee (which I must say you seem
very partial to these creatures).
Have you got any reference to this Earth Bones in Lore i'm very poor at TES lore and would like to have a read at some things?
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18.04.2008 16:58 |
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FC4
First Knight
Registration Date: 09.04.2008
Posts: 104
Location: La Florida!
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Personally, I have always thought of the Earth Bones as spiritual
bodies that hold the world together, along with the Towers (Adamantine,
Ur, etc.). And they are not the body parts of Lorkhan.
In fact, unless my interpretation of this has been wrong for years, the
Earth Bones are synonymous to the Eight Divines and the Aedra that
helped form the world with Lorkhan's trick. Magnus and many others left
to become the sun and stars, but those that remained to complete the
ritual found themselves destroyed. Their shattered remains became the
Earth Bones, the skeletal support of the world they sacrificed
themselves to create. The Aedra known as the Eight Divines, and later
Nine, are members of this group of Aedra, though whether or not they
are Earth Bones themselves I can't be certain.
Also, Raggidman, I don't think the Green Warden should be the lunatic
of the Bow quest. In fact, I would prefer that the Bow quest remain
separate from the main quest except for the beginning and ends of the
bow quest. If you catch my drift.
__________________ Ze one and only...
FC4
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18.04.2008 21:03 |
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FC4
First Knight
Registration Date: 09.04.2008
Posts: 104
Location: La Florida!
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Hmm... I wonder something...
I know according to the Bosmer it was Y'ffre who set the Earth Bones in
place, setting beings into forms so that the constant shifting of life
could end, and stability ensue. I just thought of something on the off
chance...
Could Y'ffre be the Bosmeri equivalent of Lorkhan? Lorkhan created the
Mortal realm after all, and that brought a realm of stability to those
spirits that followed him, and they assumed forms within that realm.
Just a thought, could be entirely wrong though.
__________________ Ze one and only...
FC4
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18.04.2008 23:09 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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The problem with your idea is that it is unproven and un adventured
into lore, something we really don't want to get into because we don't
know anything about it. Plus Lore buffs will go crazy if we start
making our own stuff like that
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18.04.2008 23:12 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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You got any ideas FLESH. Wish I could contribute more to lore but like
I've said before its not my forte (More french FLESH). You could say
whatever and I would believe it
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18.04.2008 23:32 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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My idea is we stay as far away from lore we have nothing to back up
with (Y'ffre being bosmer equivelant of Lorkhan). Me and DA once spent
a whole night delving deep into such lore, it really went nowhere
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18.04.2008 23:35 |
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FC4
First Knight
Registration Date: 09.04.2008
Posts: 104
Location: La Florida!
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I still thinking getting the Earth Bones involved, or any serious Lore
of that magnitude, is a little over the top for three islands...
And I happen to be a Lore Buff.. member of Forum Scholars Guild
actually. There is so little Valenwood lore I think we may very well
HAVE to create things.
__________________ Ze one and only...
FC4
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18.04.2008 23:35 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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I'm all up for creating Valenwood specific type stuff, but the lore I'm
saying we shouldn't go near is e.g. Falinesti being one of the towers,
and loosing it's tower heart, hence it has stopped walking. Of course
this example would have extreme repercussions on Tamriel and thats the
type of stuff we should stay away from. Perhaps Y'ffree = Lorkhan is
not as extreme but it still seems a bit too far, in my opinion.
And the earthbones are a concept we should probably save for the mainland, but we might link something to it in the islands?
And I'm like you windsurfer, I only know enough lore to get me by conversations like these
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18.04.2008 23:39 |
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JAAdventurer
First Knight
Registration Date: 16.03.2008
Posts: 130
Location: Not here, but not really over there either.
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quote: |
Originally posted by FLESH
I only know enough lore to get me by conversations like these
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Same here.
Alright, I'm going to go visit the islands and see if I'm inspired (grabs camera and Bermuda shorts).
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20.04.2008 04:28 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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Did we ever have a desion so I can start modding things for the quest.
The main quest will start with getting to the island. I like the ship
attacked getting washed up on coral idea. Could someone do a bullet
point version of the events with info why (to help with script
develepment). Also we need a main quest on the island remembering that
the islands aren't massive. |
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20.05.2008 08:55 |
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Senten
Elder Troll
Registration Date: 22.09.2007
Posts: 968
Location: Black Marsh
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Sounds interesting,keep it up.
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20.05.2008 12:46 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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Maybe the ship and getting washed up doesnt have to be an attack? Just
bad seas? For me personally the pirates seem so out of place.
Player boards ship at Anvil after hearing of adventures in the south of Valenwood jungles.
Bad seas cause diversion, shipwreck off the coast of the islands -
forcing the player to start from the islands upwards. (As we have no
Valenwood at the mo obviously!)
Most crew dead, some passengers and adventurers survive - people who will have been interacted with on board.
Introduced to truley trible people on the islands, each of the
survivers could react in different ways. An Imperial could be drawn in,
completley embrace them and start living like a savage. An Orc or a
Nord and a few others could drift off and try to find a way off the
island. (Annoyed they didn't get to where they were meant to be going,
thus missing out on jobs/work).
Player can choose to either align himself with the tribe/mercenaries and sort the situation out.
An idea with no Pirates!
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21.05.2008 20:27 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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For me, thats still a bit too grand for the islands, artefacts that end
civilisation are a bit too huge for these islands to bear in my
opinion.
Perhaps could be ported into the actual main quest if thats ever realised.
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03.06.2008 21:44 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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Hi, I'm new here. Pleased to meet you all.
Just my two pennies on this, for what its worth.
I agree with the guys who were saying that something so epic seems a
bit too big for some small islands. Plots to destroy the world seem to
happen every other week in Tamriel, so I suspect that something a bit
more understated would actually stand out more
I think the shipwreck is an excellent idea - but more than that: it could actually be the trigger
for the events that launch the quest. A large-ish group of visitors on
small, remote islands would be a big event and possibly quite
disruptive to society. Look at what happens to small island communities
all over the world when missionaries, armies arrive etc.
The main quest could be all about the interaction between the shipwreck
survivors and native inhabitants of the islands. As one of them, you'd
have no choice but to participate, other than swimming for it, because
you would have fast travel off of the islands locked until you reach a
certain point in the main quest.
Some suggestions:
1. Building the ship wreckage into beach huts castaway-style (player
sent to gather driftwood, encounters new creatures for the first time
in a scripted fight)
2. The Player is sent out to explore the island
3. Contact is made with the tribe
4. All sorts of craziness ensues...
5. Misunderstandings (fight depending on how you handle the conversation)
6. Finding an appropriate trophy or gift to smooth over tensions
7. Player becomes the leader of survivors by dealing with tribe BUT
this leads one of the other passengers to start to question your
authority...
8. An enterprising Nord (master boat-building culture) starts to make a raft...
9.... but that would mean cutting trees down, which is a giant no-no for the Bosmer
But then you find out that some other foreigners have been there for some time.... dun! dun! DUN!!!
10. There is an ancient treasure hidden deep beneath the islands, and
these ruthless survivors of another shipwreck will do anything to get
it.
11. Player must side with the villains/entrepreneurs or with the tribe
12. Player either maintains or loses control of the survivors to his rival, who wants to side with the villains/entrepreneurs
13. Final fight. Either way you gain access to a boat, which enables
fast travel back to Cyrodiil or to the mainland of Valenwood. |
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04.06.2008 02:44 |
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hamroun12
Swordsman
Registration Date: 01.06.2008
Posts: 19
Location: cant find his location!!
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ok mayb that is a bit grand, but about the last battle will there be a
choice of sides? if u side with the islanders a forest ambush maybe?
and if you side with the pirates a beach landing or naval battle. may
catapults on the boats to bombard the beach till they come or you land?
as seen in midas magic lol
__________________ We are all the dancing singing shit of the world
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04.06.2008 08:04 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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Like it a lot, sounds extremley fun and well worked out. Choices are
always great, not sure about the hidden treasure as thats a bit
convulted on top of the culture shock of arriving at the islands.
Another ship wreck party which are still there sounds fun though.
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04.06.2008 11:32 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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Yeah the treasure might be a bit too much come to think of it.
But we will need some other reason then for the other shipwreck group
and the tribe to want to fight each other. Can you think of anything?
Perhaps they took hostages from the tribe so that they could demand
food and help building a boat to get off? Perhaps the tribe shot some
of them when they arrived?
IDEA!
Perhaps both of them have a different story. That would make the choice
even more important - you have to try to work out who's lying. We could
even make it so that you're never quite sure who the bad guys really
were even after everything's finished. I think its important that
neither side be too obviously evil, and both have hidden motives. Makes
it a real, actual moral choice deciding who to side with if you have to
go on your instincts rather than finding out afterwards whether you
were right or wrong.
I can work it out in more detail if you'd like, but I'm going to be
very busy for the next couple of weeks so I wouldn't be able to do it
in too much detail. I'll definitely check back here every once in a
while though if I think of anything.
hamroun 12: about the last battle will there be a choice of sides?
Definitely! So it would really be two battles depending on who you pick
(forest ambush sounds good btw for the tribe - the other guys would
probably attack the village head-on). My point was that whichever side
you pick, once its over you get hold of a boat and a way off the
island. |
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04.06.2008 18:38 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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Well theres not much of a deep forest for ambushes as far as I'm aware
on the islands so the ambush would be even more difficult to script
beliveably than if we had an actual dense forest like on the mainland.
The dispute between the shipwrecked and the tribe could go either way,
some of the survivors are amazed by it and go savage (I think there
could be some funny dialogue here) but most should refute the tribe and
go and set up an adventurers base in a cave or something. (I'm thinking
they are adventurers, typically nords and orcs that got on the ship to
find loot in the first place). The player would travel the short
distance to the main hut on the islands with the other adventurers and
after a short arguement the mercenaries march off to set up the cave
and the player can either stay in the local inn or go to the cave. In a
plan to get off the island, maybe after a day or two, the mercenaries
decide to commandeer the fishing boat on the islands (There is only one
I believe) the only way they know how and kill the fishermer who serve
on it. They then escape to the mainland. The player should have an
active part in this though and maybe as a sign or complete disrespect
for the tribe is made to steal a precious headress or something from
the cheif. (If they have a cheif I mean...).
The other way of doing things could be more patient and allows the
player to become friends with the tribe and maybe through a series of
'test's eventually earn enough respect to be ferried across peacefully.
By 'test' quests I mean go and kill a vicous panther or retrive a lost
goblet from the spider cave, something along those lines. After two or
three of these quests you can be on your way. Of course we have no
mainland yet heh...
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04.06.2008 22:01 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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quote: |
Originally posted by Durdain
Of course we have no mainland yet heh... |
Don't worry. The hardest part is always getting started. When I first
got here I was surprised that you'd got as far as the islands. If
you're able to do that the rest will follow on.
So, we have an island with only one way off - a fishing boat that
belongs to the tribe. Whatever you do, its all about getting hold of
that boat one way or another. Obviously, the tribe doesn't want to give
it up.
So, after the shipwreck, the survivors split into factions:
1. The adventurers/mercenary types, who find a cave to hang out in and decide the best way to escape is to fight the tribe.
2. The people who go crazy/survivalist, make primitive weapons and
start living off the land (you're right, could have some funny dialogue
with that one).
3. People who want to try to find a way to bargain with the tribe for
the boat (they may genuinely be friendlier or think that an attack
would be too risky).
I think a few people should join each group, so that whatever you
choose to do you'll have some backup. It's a personal preference, but I
think it makes quests more immersive if you don't always do everything
on your own. It would also give us a chance to develop the characters
more if you spend more time with them. We could play some bits of it
for comedy by having some really unlikely people like city bureaucrats
and shopkeepers trying to be adventurers or survive at all costs.
It's the player's choice who they decide has the best plan to get off
the island. Eventually, of course, there would be a fight somewhere
down the line. If you join the adventurers/mercenaries then the attack
is on the village to steal the boat. If you're trying to secure places
on the boat with the tribe then you'll have to stop the attack of your
fellow survivors.
On the other side, the tribe could have a disagreement on whether to
ferry the survivors across just to get rid of them, and the others who
just want to get at the loot that they think will be in the shipwreck. This post has been edited 1 time(s), it was last edited by Deeza: 05.06.2008 07:28.
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05.06.2008 07:20 |
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