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fortress_fan
Disgraceful
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posted February 26, 2006 09:41 PM |
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UCBNF: The Nest
This is my UCBNF (Unoficial cerate best new fortress) proposal. Its called Nest and I hope you like it!
THE NEST:
Facts and Traits:
Aka: The Lizardmen
Alignment: Neutral
Associated colors: Cyan and turquoise
Worship: Bakrem, the spirt who protects the swamps
Core philosophy: “The toughened people are honorable, the rest are rabble skum!"
Country / kingdom: Evog-eschil, the empire of the endless swamps.
Capital city: Erckemar
Key symbols: The giant bazilisk
Friendly to: Necropolis
Hostile to: Haven
Description: In the endless swamps in the east, known as the great empire of Evog-eschil, the Lizardmen race lives. They are sons of Bakrem, the great spirit who protects the swamps frome invaders and other evil, and they sacrifice people of their own kind on the festival of pain who is two times every year by burning them alive in a temple, and then use the ashes of the sacrificed in their ovens, to ressurect the sacrificed in the erthernal celestial heaven of the great spirit Bakrem.
The ordinary live for those who lives isn't on top, they live in primitive villigaes often near rivers, and they have a despotic goverment system whitout any other law than the powerfull has always right, and the commanders of the army is the most powerful beigns.
In battlefiels, the Evogian armies are good at defending themselves. However, not mutch magic exists in the swamps (mage guild just to level 4), and the Evogian armies lacks of magic support.
The Origins:
56 YSD: The lizard myth of ceration
The lizard elders belives that this year (year 0 for the lizards) their race where created by Bakrem. The truth is far away frome that, as the Seventh dragon (dead 42 YDS) himself has wroted about their race, and described them as "uninteligent creatures" who can't do anything else than fight and feast.
253-276 YSD: Scher-mehernths wars
The lizard warlord Scher-mehernth tries to unite his people by counqering the easten swamps. This goes wery well and he succed in this quest, but falls in the battle of the Moon river in 220 ATC (276 YSD) After that, the whole race is united in the empire of Evog-eschil.
342-348 YSD: The holy crusade
Baron Heiro, a squire frome the Holy Falcon empire is trying to take control of the huge gold mines in Evog-eschil and leads a huge army against the lizards. He first earns great succes and contiues his crusade deep into the easten swamps, but are later forced to fall back because his army cannot controll the huge swamp areas of Evog-eschil. Here the stregth of the Evogians are seen, they can always retreat, and they never give up. The enslavered lizards makes an revolution in the occupided provinces when it seems that the enemy armies are on retreat, forcing Hieros armies to retreat to their own homeland. It ends when the lizards fall in to the holy Falcon empire and burns down Hieros capitol of Arthengard. This actions however, dont go unnoticed by the emperor of the Holy falcon empire.
348-351 YSD: The sequel war - Fall of Hiero
The falcon emperor, furios at the Evogian advance towards his northen provinces, gives Hiero 500 000 soliders under his command (the largest mobilization in the Falcon/Griffin history). The falcon emperor is convinced that the evogian army is near its fall after the six year long war, but does a huge mistake, as the Evogians are also planning an invasion, but against the Holy Falcon empire and have aldery done an epic mobilization near the Falcon imperial border. The Falcon army is swiftly defeated, and after that, Evogian troops fall deep into the Falcon lands, massakering the population and occupy Talonguard. When Hiero understands the war is lost, he commit suicide. The holy emperor has no other choose than negotiate whit the Evogian emperor, and he is forcing to accept a peace treaty who forces him to pay tons of gold.
504-513 YSD: The orcish raids
The orcs, who have setteled on the Barrier Islands in the great sea south of Evog-eschil, begins to raid the swamps, and first whit great succes. After several years gone whitout any greater reaction, Emperor Terrmagnon assembles an army after construccting a great fleet and invades the barrier islands. The orcs are enslaved and the island upptaken as colonies under the empire of Evog-eschil.
668 YSD: The great escape
Berogus, king of the orcs, commands his people to overtake the Evogian (lizards) ships on the Barrier Islands and sail east. They succed, and the most orcs manage to flee to unknown lands beyond the great sea. The rest of the orcs are massakerd by Evogian troops as a reprisal. This is a great hit against Evogian slave-workforce.
774 YSD: Discovery of necromancy in Evog-eschil
Nimbus, an adventurous necromancer, travels to Evog-eschil. He teaches the lizard population about necromancy and establish good relations bettween the kingdoms of Evog-eschil and Heresh. The emperor fully trusts him, and let the necromancers settle in the empire.
822 YSD: The necromancers alysum
Survivors frome the kingdom of Heresh are granted an alysum in Evog-eschil by the emperor. Nimbus (wo still lives, even if he isn't a undead!) is promoted to permanent viceemperor (the emperor has probaly been manipulated!).
Hero: Lizardmaster
Lizardmaster: Korstan
Description: Korstan has always been brutal. He often tortures ants when he has nothing to do, and he realy enjoy it. In battlefield, he does the same, by giving his enemies fear frome being tortured.
Starts whit: Basic Leadership, Basic Luck
Special ability: Enemy units may somethimes flee 2-5 routes back (depending on heroes level)
Lizardmaster: Honoreth
Description: Horoneth is old, but very vise. His family where the first ones to tame the glorious beasts known as wyverns, and he often uses this knowlege in battle.
Starts whit: Basic luck, Resistance
Speciality: +4 speed for all wyverns under Honoreths command
Lizardmaster: Adrienne
Description: Born in the deep swamps in the easten part of Evog-eschil, Adrienne has always been fashinated by killing other beigns whit magic. She has exprimentated and studied whitout any help from any warlock or anyone else. Now, she is the leading expert in destructive magic in the whole empire of Evog-eschil.
Starts whit: Expert destructive magic
Special ability: Starts whit expert destructive magic
Lizardmaster: Keche
Description: Keche is a Price (not royal) who owns mutch of the Barrier islands. He is more of an adventurer than a ruler, and often commands huge fleets under emperor Darsmech. He is considered as one of the best admirals ever in Evog-eschil, and he is the first one who is granted command in a amphibious operations.
Starts whit: Basic Logistics, Navigation
Special ability: 5% bonus to navigation skill
Lizardmaster: Tazar
Description: Tazar is the hier of Emperor Darsmech. That may sound strange, since Tazar is a human, and the emperor is a lizardman, but the emperor appointed him to imperial crown prince when he saw what an toughened man he was.
Starts whit: Advanced Defense
Special ability: 5% bonus to defence skill
Lizardmaster: Nimbus
Description: As permanent viceemperor of Evog-eschil, Nimbus has given up the necromancy he leraned in Heresh. He is one of the most powerful and charismatic being in the whole empire, even the emperor is quiet when he talks.
Starts whit: Basic Dark magic, Master of Sickness
Special ability: All allied units revive +2 defence
Lizardmaster: Gromkoss
Description: One time ago, Gromkoss where a pirate captain who effectively raided the coasts of the Holy Griffin empire whit stolen catapults. He was one day captured on a raid against the barrier islands by Evogian soliders, but prince Keche who owned the lands Gromkoss and the other pirates had tried to raid, spared his lives in exchange for an proffesional instruction of this new weapenon who the Evogians never had seen. The prince where impressed, and allowed Gromkoss to command his armies, and since then, Gromkoss command has been the one of the most covet in siege battles.
Starts whit: War Machines, Cannoneer
Special ability: Gives the catapult an third shoot and +10 extra damage
Lizardmaster: Hartzzor
Description: Hartzzor is the only gnoll who has been allowed to command Evogian forces. He is very respected and somethimes worshiped among the gnolls of Evog-eschil, even if the other commanders hate him for being frome a "lesser race".
Starts whit: Basic offence, Basic Defence
Special ability: Gnolls under Hartzzors command is granted +2 defence and +1 speed
Lizardmaster: Darsmech
Description: As Emperor of Evog-eschil, Darsmech is generaly inteligenter than his ancestors. He is of the few lizardmens who realy can both read and weite, and he is often forcing his commanders and officials to learn writing to, so they coud share letters whit orders and commands. However, the most other Evogian nobels is very offended to get forced to waste time at a table than doing muscular activites as hunting or other fighting.
Starts whit: Basic Learning, Basic Leadership
Speciality: All lizardmens and lizardmen hunters recive +2 attack and +1 defence
Lizardmaster: Hakezzn
Description: Hakezzn is one of the few dark elves who lives in Evog-eschil, and definitely the only dark elfish commander. He traveled to Evog-eschil when he was just a youth, and he has since then tried to teach the lizards about warlockish magic. He is the leading expert in Evog-eschil of how to use the magic arrow spell.
Starts whit: Basic destructive magic, Magic chusion
Speciality: Increases damange dealt by the magic arrow spell by 10%
Racial ability: Enslaving
Description: Lizardmasters get a number of units in the towns unit-slots after capturing a town. (native to that town) Can only be used one time in two weeks.
Basic enslaving: Gives 20-30 level 1 units (depending on heroes level), 10-20 level 2 units and 7-10 level 3 units.
Advanced enslaving: Gives 30-40 level 1 units, 20-30 level 2 units, 15-20 level 3 units and 5-10 level 4 units
Expert enslaving: Gives 40-60 level 1 units, 30-40 level 2 units, 25-35 level 3 units, 10-25 level 4 units, 10-15 level 5 units and 5-7 level 6 units
Ultimate enslaving: Gives 60-80 upgraded level 1 units, 50-75 upgraded level 2 units, 45-60 upgraded level 3 units, 25-40 upgraded level 4 units, 18-25 upgraded level 5 units, 10-15 upgraded level 6 units and 3-10 upgraded level 7 units
Enslaving abilities:
Plunder: Allows the hero to plunder the city. This will desroy the cityhall, but the hero will gain
a number of resoucers depending on the cityhall level. It can only be used one time in three weeks.
Fill the ranks: Allows the hero to use their enslaving ability after a battle, but still only one time in two weeks.
Serfdom: The hero will generate 350-1000 extra gold per day, but gives units under heroes command - 1 morale.
Nests Units:
Level 1: Gnoll - Gnoll Maradeur
Gnoll statistics:
Hit Points: 5 Attack: 1 Defence: 1 Initiative: 8 Mana: N/A
Cost: 45 gold Square: 1x1 Shots: N/A Damage: 1-1 Speed: 4 Growth: 14
Special ability: Unlimited retaliation
Gnoll Maradeur statistics:
Hit Points: 7 Attack: 1 Defence: 3 Initiative: 8 Mana: N/A
Cost: 60 gold Square: 1x1 Shots: N/A Damage: 1-2 Speed: 5 Growth: 14
Special ability: Unlimited retaliation, No retaliation
Decription: Gnolls are seen as a lesser race by the lizardmens. They are often working as slaves, and even if they arent, they have very few rights in the Evogian society and are forced to obey comands of lizardmens. (unless they don't want to have their heads left) They are, however exelent defenders, who can retaliatite an unlimited number of times. On top, whoever the Gnoll Maradeur attacks, the enmies cannot retaliatite.
Level 2: Lizardman - Lizardman hunter
Lizardman statistics:
Hit Points: 10 Attack: 4 Defence: 4 Initative: 12 Mana: N/A
Cost: 75 gold Square: 1x1 Shots: 8 Damage: 3-4 Speed: 4 Growth: 8
Special ability: Ranged, Ranged retaliation
Lizardman hunter statistics:
Hit Points: 12 Attack: 6 Defence: 5 Initative: 12 Mana: N/A
Cost: 100 gold Square: 1x1 Shots: 20 Damage: 3-7 Speed: 5 Growth: 8
Special ability: Ranged, Doubble shoots, Unlimited ranged retaliation
Description: The lizardmens are masters of bow and arrow. Their codex is that most honourable job in battlefield are to use a bow and arrow to support the meele troops, and they have learned to retalite against ranged attacks. On top, Lizard warriors can shoot doubble times and they can retalite an unlimited numer of times whit their bow and arrow.
Level 3: Medusa - Medusa queen
Medusa statistics:
Hit Points: 13 Attack: 5 Defence: 3 Initative: 10 Mana: N/A
Cost: 100 gold Square: 1x1 Shots: Unlimited | Damage: 5-7 Speed: 4 Growth: 8
Special ability: Ranged, Stone gaze attack
Medusa queen statistics:
Hit Points: 17 Attack: 7 Defence: 4 Initative: 13 Mana: N/A
Cost: 110 gold Square: 1x1 Shots: Unlimited | Damage: 6-10 Speed: 6 Growth: 8
Special ability: Ranged, Stone gaze attack, Immune to lightning based spells
Description: Medusas are vicious female warriors frome the deep easten swamps. They shoot whit their own phlegm and are dangerous to enemies, because the one who the phlegm hit may bee stooned. on the top, medusae queens are immune to all lightning based spells.
Level 4: Boar rider - Boar raider
Boar rider statistics:
Hit Points: 27 Attack: 5 Defence: 5 Initiative: 8 Mana: N/A
Cost: 290 gold Square: 1x1 Shots: N/A Damage: 5-6 Speed: 5 Growth: 6
Special ability: N/A
Boar raider statistics:
Hit Points: 31 Attack: 7 Defence: 7 Initiative: 8 Mana: N/A
Cost: 390 gold Square: 1x1 Shots: N/A Damage: 5-8 Speed: 6 Growth: 6
Special ability: 25% magic resistance
Description: Lizardmens has over the centuries tamed boars frome the Barrier islands and trained them in battle. Lizarmen mounted on broars and armed whit a short spear ride out in battle and is dangerous to its enemies. On top, the Boar raiders has a 25% chanse to resist an enemy spell, whit helps them when figthing against powerfull socerers and other mages.
Level 5: Bazilisk - Greater Bazilisk
Bazilisk statistics:
Hit Points: 52 Attack: 10 Defence: 14 Initiative: 13 Mana: 30
Cost: 630 gold Square: 2x2 Shots: N/A Damage: 10-20 Speed: 4 Growth: 4
Special ability: Cast Stoneskin, Attack may poison enemy units
Greater Bazilisk statistics:
Hit Points: 65 Attack: 13 Defence: 17 Initiative: 15 Mana: 40
Cost: 840 gold Square: 2x2 Shots: N/A Damage: 15-22 Speed: 6 Growth: 4
Special ability: Cast Stoneskin, Attack may poison enemy units
Description: Bazilisks are poisonus beasts who lives on the coasts of Evog-eschil. They are hard to tame, but once they are tamed, they are a good adition to the Nest army. They can poison enemies, and they have also some magic abilities, as they can suddently boost a friendly units defence whit their stoneskin spell.
Level 6: Gorgon - Gorgon king
Gorgon statistics:
Hit Points: 90 Attack: 18 Defence: 25 Initiative: 10 Mana: N/A
Cost: 1200 gold Square: 2x2 Shots: N/A Damage: 15-25 Speed: 5 Growth: 3
Special ability: N/A
Gorgon king statistics:
Hit Points: 95 Attack: 21 Defence: 27 Initiative: 10 Mana: N/A
Cost: 1600 gold Square: 2x2 Shots: N/A Damage: 20-27 Speed: 5 Growth: 3
Special ability: Death stare (10>2)
Description: Gorgons are thought creatures found in the deep swamps. They are good at defending themselves, and they are a very important part of the forces of the Nests. On top, a Gorgon king can kill a number of creatures (10>2) no matter of how powerful it is.
Level 7: Wyvern - Wyernor Beast
Wyvern statistics:
Hit Points: 110 Attack: 25 Defence: 27 Initiative: 12 Mana: N/A
Cost: 2200 gold Square: 2x2 Shots: N/A Damage: 15-25 Speed: 7 Growth: 2
Special ability: Flying
Wyernor Beast statistics:
Hit Points: 130 Attack: 27 Defence: 29 Initiative: 12 Mana: N/A
Cost: 2600 gold Square: 2x2 Shots: N/A Damage: 18-26 Speed: 7 Growth: 2
Special ability: Flying, Immune to spells 1-3
Description: The Wyverns are large flying beasts who flies in the skys of Evog-eschil. They are not among the most powerful beings in the world, but they are many and comes in huge numbers. On top, the migthy Wyverns known as Wyernor Beasts is imune to all level 1-3 spells.
Neutral units who don't get any morale pentaly when combined whit Nest units:
Level 3: Coral elf
Hit Points: 12 Attack: 6 Defence: 4 Initiative: 12 Mana: N/A
Cost: 200 Square: 1x1 Shots: 20 Damage: 6-9 Speed: 4 Growth: 7
Special ability: Ranged, Imune to ice based spells
Description: The coral elves are half-lizardmen, half-elves who has been driven into the lands of the endless cold beyond the icepeaks who seperates the swamps frome the arctic coldness in the north. They are not naturaly suited for cold conditions, and they all long for their warm homeland. However, they know they are not welcome there, and therefore forced to stay.
Level 3: Serpent fly
Hit Points: 15 Attack: 3 Defence: 3 Initiative: 14 Mana: N/A
Cost: 100 Square: 1x1 Shots: N/A Damage: 4 Speed: 8 Growth: 6
Description: Serpent flies are mutant serpents frome the swamps. They are somethimes used by commanders, because of their extremely fastness.
Level 6: Naga
Hit Points: 120 Attack: 23 Defence: 23 Initiative: 10 Mana: N/A
Cost: 2000 Square: 2x2 Shots: N/A Damage: 23-30 Speed: 6 Growth: 2
Special ability: No Retaliation
Description: The many-armed naga is a very powerfull being. Their kind where summoned by the wizards of the Seven-cities long ago, but they didn't want to do be thier serverants. They wandered around in Ashan in about fivehundred years untill they meeted some medusae who invited them to Evog-eschil. Even if they didn't want to live in cities, they are serverants of the Evogian emperor and has always served them in battle.
About Magic: Mage guild is just to level 4. Other spell restrictions is: Raise Dead, Bloodlust, Anti-Magic, Firewall and Meteor Shower.
Nest uniqe buildings:
Gnoll hut
Gnoll dwelling
Cost: 1200 gold, 3 wood
Recuiments: Fort
Upg. costs: 1000 gold, 5 wood
Den of lizards
Lizardman dwelling
Cost: 2000 gold, 2 ore
Recuiments: Fort
Upg. costs: 1600 gold, 2 wood
Statuary garden
Medusae dwelling
Cost: 2400 gold, 5 ore
Recuiments: Den of lizards
Upg. costs: 1000 gold, 5 wood, 3 ore
Boar pen
Boar rider dwelling
Cost: 3500 gold, 3 wood
Recuiments: Gnoll hut
Upg. costs: 3000 gold, 6 ore
Poisonus tunnels
Bazilisk dwelling
Cost: 5500 gold, 10 ore
Recuiments: Boar pen
Upg. costs: 4500 gold, 5 wood
Dungeon of gaze
Gorgon dwelling
Cost: 6000 gold, 5 ore
Recuiments: Statuary garden, Mage guild level 1
Upg. Costs: 4000 gold, 5 wood, 2 sulfur
Wyvern nest
Wyvern dwelling
Cost: 7000 gold, 10 wood
Recuiments: Den of lizards, Golden Statue
Upg. costs: 9000, 7 sulfur
Golden Statue
Increases all allied heroes luck by +1
Cost: 900 gold
Green obelisk
Description: Increases visiting heroes defence by +2
Cost: 1200 gold, 5 ore
Scool of warfare
Description: Allows allied heroes to pay 2500 gold for either Attack skill or Defence skill.
Cost: 4000 gold, 5 wood and 5 ore
Freelancer's Guild
Description: Units can be sold here for a half of their cost.
Cost: 2500 gold, 5 wood, 5 ore and 3 sulfur
Underground rails
Description: Those rails can transport heroes and units other towns whit rails in 1-3 days.
Cost: 4000 gold, 10 ore and 5 crystal
Grail building: Tower of Monuments
Special abilities: Increases the defence of all allied units by +3
Campaign: Rainstorm of blood
Campaign story: Tazar, the hier of the throne of Evog-eschil has grown tired of wating on the emperors death. He wants to take power now! Fourtenaly, the emperor is visiting the Barries islands, giving Tazar an exelent oppertunity to do a coup d'état. Whit a little help from the warlockish (if not necromantic) viceemperor Nimbus and Prince Keche, lord of the Barrier Islands, he will soon rule all off Evog-eschil!
Scenario 1: Survival of the fittest
Descriprion: To take the throne, Tazar needs mutch gold to rally mercenary and other troops. Tazar has curently no gold, but has a plan to gain it. He will raid the borderlands of The holy Griffin empire, and take the gold mines there. After that, he can begin to think about how he shall owerthrow the emperor and take his throne.
Victory condtitions: Flag all gold mines.
Lose conditions: Lose Tazar
Scenario 2: The release of the necromancer
Description: Viceemperor Nimbus has promissed to help Tazar in his way to emperorship. However, the emperors loyalists has discovered their plot and captured Nimbus. Tazar needs to free Nimbus, because Nimbus is a very powerfull person, and whit Nimbus on his side, all other lords will soon obey orders only from Tazar, and not the stinking emperor Darsmech!
Victory conditions: Free Nimbus frome his prision
Lose conditions: Lose Tazar
Scenario 3: The capitol is just MINE!
Description: Whit Nimbus released, Tazar can begin to think of capturing Erckemar, the capitol of Evog-eschil. Many lords in the region is now loyal to Tazar, but the capitol itself is still loyal to the emperor. At least untill Tazar has "persuaded" them to his own cause.
Victory conditions: Capture Erckemar
Lose conditions: Lose Tazar or Nimbus
Scenario 4: Fall of Darsmech
Description: All of Evog-eschil belongs now to Tazar, the only step who is lef is to kill the emperor himself. The emperor and his loyalists has fleen to the Barrier Islands. Fortunately, we had get some help frome Prince Keche, lord of the Barrier islands, who dont want to bee on the losers side. The fight will be thought, but we will win if we just keep up the morale.
Victory conditions: Kill emperor Darsmech
Lose conditions: Lose Tazar, Nimbus or Keche
Ending: When Tazar is drunk after has feasting over the victory, a group of his guards draggs him into a vagon whit barred windows, and drives him to the prison. Tazar is so drunk that he dosent understand anything, but later when he wokes up next morning, he understands that Nimbus has imprisoned him, and taken the throne for himself. AGRRRRRRRRRRR!!!!
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Gnoll_Mage
Responsible
Supreme Hero
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posted February 28, 2006 11:02 PM |
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Medusae is the plural of Medusa I think, hence you should have Medusa -> Medusa Queen
Also do you mean to spell boar "broar"?
May I ask how you did the stats so that they were roughly balanced?
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Lord-Kilburn
Tavern Dweller
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posted March 01, 2006 12:51 AM |
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Quote: they sacrifice people of their own kind on the festival of pain who is two times every year by burning them alive in a temple, and then use the ashes of the sacrificed in their ovens,
We have much to discuss
I think you might want to correct spelling errors. By the way, "enslavering" or "enslavening" is not a word, I think you meant enslaving. Apart from the tremendous amount of errors, this town is very original.
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Fortress_fan
Disgraceful
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posted March 01, 2006 09:46 AM |
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Are the statistic balanced! Good, I where afraid that the town should be overpowered.
The "Festval of Pain" is very bloody, whit people burned alive and used in ovens, i know. The lizardmens are a nearly stone-age people.
This is a little smilar to Fortress, but you have right, its probaly more orginal than my proplosal 'Seerhome' in the ICTC.
And thanks for all spelling conections! I'm an outlander, as you maby have understanded.
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Fortress_fan
Disgraceful
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posted March 01, 2006 10:20 PM |
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Update: 1 March 21:45 Swedish time
Whats new?:
Two more heroes: Darsmech (Lizardmen specialist) and Hakezzn (Magic arrow specialist)
Changed statistics and costs for Gnolls/Gnoll Maradeurs, Lizardmen/Lizardmen hunters and Boar riders/Boar raiders.
New text formats.
Wrong-spelled words are correct.
Campaign scenarios are maked.
Introduction are modified.
Three new neutral creatures: Coral elf, Serpent fly and Naga*
Comment: Not a major update, but it makes it looks better.
Unfortunately, my URL images seems to not work. I cant upload any pictures!
*: Added 2 March 16:19
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Zeldor
Known Hero
The Bringer of Pestilence
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posted March 02, 2006 04:11 PM |
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Fortress_fan
Disgraceful
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posted March 02, 2006 06:57 PM |
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Of some reason, they dont let me be a member there. It been some error when I try to register!
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Zeldor
Known Hero
The Bringer of Pestilence
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posted March 02, 2006 08:21 PM |
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Strange... if you don't find any solutions send pictures on my mail and I will put them on photobucke and give you links to them...
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Gnoll_Mage
Responsible
Supreme Hero
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posted March 02, 2006 10:13 PM |
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I thought Heroes Community had its own upload area (or maybe that was just ICTC)?
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Fortress_fan
Disgraceful
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posted March 03, 2006 02:33 PM |
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Now it suddetly works! Strange...
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