The Great NorthBoard

Search

Search

[+] Advanced...

Author:

Region:

Sort:

«12. . .135136137138139»
LodgedFromMessages
The Emirate of Upper Northern

Miraheze wrote:I want a large area

I get you a large nation on the map when I update it this weekend.

Crows land

Cheese is just a loaf of Milk!

The United Socialist States of Miraheze

Crows land wrote:Cheese is just a loaf of Milk!

OK?

Belgiumani

I need land ( Alot or not a lot )

The Emirate of Upper Northern

Belgiumani wrote:I need land ( Alot or not a lot )

Check out the map in the RP rules to claim a spot.

Belgiumani

Im new where are the rules?

The Emirate of Upper Northern

Belgiumani wrote:Im new where are the rules?

Roleplay Title: "The Rising Kingdoms"
Setting and Premise
Following the collapse of the Southern Kingdom, the Great North stands united under King Ellenburg. Now, noble houses compete for influence, manage their fiefdoms, negotiate alliances, and guard against threats both within and outside the kingdom. In this dynamic landscape, each house has its ambitions, rivalries, and secrets, striving to shape the future of the Great North.

Players will assume the roles of noble Lords, Lesser Lords, and Council members, each with their own territories, resources, and goals. The RP is governed by events, quests, and council decisions, with new threats and opportunities emerging regularly.

Roleplay Structure
Primary Roles

King Ellenburg: The absolute monarch, able to decree major changes, summon moots, and assign tasks.
Council Members: Each Council member oversees a specific aspect of the kingdom (e.g., military, diplomacy, trade). Council members can assign quests, oversee events, and make decisions that impact all houses.
Lords and Lesser Lords: Each Lord manages a fiefdom, competing or cooperating with others to advance their house’s interests, expand territory, and accumulate influence. Lesser Lords may petition for full Lordship through demonstrations of loyalty, service, or influence.
Roleplay Activities

Territorial Management: Lords control resources, gather armies, and govern people. Their choices can affect their house’s prosperity, influence, and military strength.
Council Moots: The Council meets regularly to address threats, pass laws, and resolve disputes. Moots are roleplayed and moderated by the Council members.
Quests and Events: Randomized and structured quests will be issued (by the Council or King) to keep the narrative engaging, such as military skirmishes, diplomatic missions, festivals, and tournaments.
Alliances and Rivalries: Houses are encouraged to form alliances or feud, creating a rich, dynamic environment for storytelling.
Roleplay Rules
1. General Roleplay Etiquette
Respectful Interaction: OOC (Out-of-Character) respect is expected. Personal attacks are not tolerated, though in-character rivalries and banter are encouraged.
Turn-Based Actions: Give others time to respond before moving a plot point forward.
Quality Over Quantity: Quality posts, with clear narrative and purpose, are preferred over long-winded responses.
2. Combat Rules
Simple Combat Mechanic: Combat follows a turn-based system using a simple dice-roll mechanic (such as a 1-20 outcome) where each number represents a potential action outcome. Higher rolls mean more favorable results.
Tactical Superiority: In battles involving multiple houses, the outcome can be influenced by the tactics or resources chosen (e.g., a well-equipped army may have a bonus to their dice roll).
Combat Mediation: If disagreements arise, a Council member mediates or calls for a re-roll.
3. Resource Management
Fiefdom Economy: Each Lord has resources based on the size and type of their fiefdom (e.g., coastal lords have access to fish, inland lords to timber).
Trading: Resources can be traded between houses or with foreign regions through diplomatic missions. Trading rules, if applicable, will be managed by the Chancery.
Resource Impact: Resources impact a house’s strength, influence, and prosperity. Accumulating wealth can provide advantages in building alliances, influencing council votes, or enhancing military forces.
4. Council Moots
Frequency: Moots occur once a week and are moderated by the Grand Vizier.
Voting: Only full Lords may vote in moots. A simple majority is needed for most decisions; however, critical decisions (such as passing laws or large-scale military action) require a two-thirds majority.
Proposal Rights: Any Lord may propose new laws or amendments. The Baron is responsible for holding the vote after a proposal is made.
Respect for Process: Lords must honor the decision of the moot, even if they disagree, to maintain order.
5. Questing and Events
Initiation: Events can be initiated by the King, Council members, or community moderators. Each quest has specific objectives, rules, and outcomes.
Participation: Any Lord or Lesser Lord may join a quest, and they may recruit allies if they wish.
Rewards: Completing quests may grant rewards, such as influence, resources, or military advantage, based on the outcome.
Random Events: Random events (such as weather changes or bandit attacks) may occur and affect multiple houses. These are intended to add unexpected challenges or advantages.
6. Diplomacy and Alliances
Alliances: Lords may form alliances with one another, establish protectorates, or even wage covert wars (with Council oversight).
Role of the Chancery: Oversees diplomatic relations with external regions, negotiates treaties, and presents them to the Northern Council for ratification.
Treaties: Only the King or Chancery may formally sign treaties, though all Lords can lobby and influence diplomatic choices.

Examples of Events and Quests
The Border Conflict: Rumors spread of a Southern Lord encroaching on the northern border, building a fort. The King calls upon Lords to investigate and, if necessary, defend the realm.

Roleplay Moderation
Council Members as Moderators: Council members may oversee RP events, ensure fair play, and resolve disputes.
King Ellenburg’s Decrees: King Ellenburg (the Founder) has the final say on any contested issue or rule.
Event Participation Limits: To maintain pacing, each Lord may only participate in one major event at a time unless otherwise specified.

Read dispatch

The Emirate of Upper Northern

RP Question of the day part II: What do you believe the Faith’s true intentions are in coming to the North?

(So much going on in the RP currently and so many questions to ask)

The Universal empire of Nanoma

Upper Northern wrote:Once you let me know which House you are joining you will be granted Lordship.

Please refer to this dispatch that explains what each House stands for and there names:

The Great North consists of six houses. Once you become a citizen, please declare your house on the RMB board. I will make a separate dispatch with membership in each house.

1. House Ellenburg
Motto: “Steel and Snow Shall Stand Forever”
Seat: Iceford Keep, nestled along the northern mountains
Traits: Loyal, disciplined, unyielding
Description: House Ellenburg, led by King Ellenburg himself, is the ruling family and upholds the legacy of strength, unity, and resilience. Known for their prowess in warfare and their unbreakable honor, they are the primary protectors of the North. Members of House Ellenburg are highly regarded for their discipline, unwavering loyalty to the throne, and mastery over the harsh northern environment. They are considered the ancestral backbone of the Northern Kingdom.

2. House Alden
Motto: “Through Shadows, Light”
Seat: Duskmire Fortress, in the shadowed forests of the western hills
Traits: Mysterious, strategic, and wise
Description: House Alden is known for its knowledge of mystic arts, lore, and shadows. These lords have long studied the ancient arts, including diplomacy, alchemy, and magic. Though sometimes viewed with suspicion, their wisdom and knowledge are unmatched, making them valuable advisors and strategists within the Northern Council. House Alden commands great respect for their strategic prowess and their ability to see through political fog.

3. House Drakar
Motto: “Fire in the Blood”
Seat: Redspire Castle, atop a volcanic plateau
Traits: Bold, passionate, and ambitious
Description: House Drakar is known for its fierce warriors and passionate leaders, who are quick to both act and speak their mind. The Drakars are traditionally the strongest military force next to House Ellenburg, often taking the lead in battles and tournaments. House Drakar’s members are known for their fiery temperament and pride, viewing life as a battlefield on which they must earn respect and legacy.

4. House Starreach
Motto: “As High as the Stars”
Seat: Starhold Tower, nestled in the cliffs overlooking the Frosted Sea
Traits: Ambitious, vigilant, and proud
Description: House Starreach has a long-standing rivalry with House Drakar and boasts a legacy of explorers, cartographers, and guardians of the northern border. With a focus on seeking new territories and knowledge, they often lead the charge in naval ventures and defend the coastlines. Known for their connection to the Star Clan, they draw both strength and guidance from the celestial bodies, considering themselves guardians of destiny and prophecy.

5. House Greywater
Motto: “Steady as the Tides”
Seat: The Mistfall, a castle rising from the misty shores of the Greywater Bay
Traits: Diplomatic, resourceful, and adaptable
Description: House Greywater is known for its mastery over trade, diplomacy, and resource management. Positioned by the coast, they have connections with distant lands and often manage trade routes and alliances. House Greywater’s lords are pragmatic, charming, and politically adept, often serving as envoys and emissaries. Their adaptability makes them crucial in maintaining the kingdom’s wealth and securing advantageous treaties with foreign lands.

6. House Windmere
Motto: “Enduring as the Mountains”
Seat: Highstone Keep, located on the highest peak in the North
Traits: Stalwart, honorable, and just
Description: House Windmere, located high in the mountainous ranges, is known for its unwavering sense of justice and duty. They serve as arbiters and keepers of the peace among the other noble houses. Highly spiritual and deeply connected to the northern elements, they are known for their wisdom and impartiality. Lords of House Windmere are often called upon to mediate disputes, and they hold a prominent voice in council decisions.

Read dispatch

House Windmere



The Universal empire of Nanoma

Belgiumani wrote:I need land ( Alot or not a lot )

honestly, I whant a a medium space island with other small islands gatherd around my capital island, with lots of artificial islands wich is also small like the size of rome



The Theocracy of Balan Bar II

Black Spears wrote:...

The guard took the letter a bit taken back at what just approached him and the smell it gave off. Command Aiden rode
over to the guard and reached out his hand and took the letter from the guard. Command Aiden, after read the
letter over quickly give the command to turn the caravan around in and to make their way back to the Temple in
hopes of making it before the High Septon could leave with a lone Knight being out in front of the group with the news of what has happened.
 

After a day and a half ride, the Knight, arriving the day His Holiness caravan was to leave, rushes to the Temple
to find that the High Septon has not woken yet, but to his luck, the Head Septon of the Goddess Nyxara was lighting
candles and in morning prayer when knight spoke of everything her saw and handed the letter over. The Head Septon griped the paper tightly.

"Security must be increased, go to barracks and tell the Lord Command to gather more
knights and soldiers for the journey north. I will inform his Holiness of this" The Head Septon said before rushing
off as the knight did the same.

As the day passed the number of knights doubled from a host of fifty knights to one hundred knights, many of whom are
knights of Goddess Nyxara herself and from one hundred soldiers to three hundred and twenty seven.

The High Septon now awake and getting ready looks over the caravan.

"This will delay us by a week or so, is this truly necessary Lord-Commander"

"It is your Holiness and not just for the road, but what is these abominations attack the city before we can leave"

The High Septon sighs "I suppose you are right commander, so shall we be off then"

Upper Northern wrote:...

The Caravan leaves the Temple grounds and begins its way North to the capital, stopping in each village to speak
with the head of the village and, if given permission, speaking with the people. Septon and Septa's depart the caravan and preach the message of the particular God or Goddess as well as helping villagers where they could. With each village that was passed a copy of the holy text, The Sacred Compendium of the Seven.
 

(OOC: I'm thinking it will take about 4 and half weeks to get to the capital)

Raf dralmar

Nanoma wrote:okay, there is no way that you just joined randomly.

Alright well imma admit i went into the world tab and selected a random map update and i came here, so its kinda random kinda selected, either way i am new here and i would like to get to know this place

The Emirate of Upper Northern

Raf dralmar wrote:Alright well imma admit i went into the world tab and selected a random map update and i came here, so its kinda random kinda selected, either way i am new here and i would like to get to know this place

Feel free to pick a spot on the map and apply for lordship. Once you get a map spot feel free to join in Rping we have an intriguing story going now.

The Emirate of Upper Northern

Nanoma wrote:House Windmere

I will contact you soon but you are officially a Lord of the North now! Congrats!

The Emirate of Upper Northern

The Great Hall of Castle Ellenburg was a flurry of activity, though a tense undercurrent coursed through its stone walls. King Ellenburg sat upon his throne, flanked by advisors, his crown tilted slightly forward as he rested his chin on a clenched fist. The Black Spears’ declaration still echoed in his mind, a mixture of insolence and treachery wrapped in dark mysticism. The letter's implications lingered like a shadow across his court.

"Reports from the southern border, Your Grace," said Lord Orca of Westvale, stepping forward with a leather-bound ledger. "The Black Spears’ forces are gathering near Flosagrorum. Scouts confirm sightings of more of their... abominations. They move without sound, even under heavy fog."

King Ellenburg exhaled sharply, his other hand gripping the armrest of his throne. "Their defiance grows bolder by the day. And the High Septon?"

"His caravan is still some weeks away," replied Lady Thalara, the royal steward. "Word reaches us that he is stopping at every village to spread the Seven’s teachings. It seems his Holiness seeks to bolster faith in these uncertain times."

The King’s lips curled in a faint grimace. "I admire his devotion, but these are not times for leisurely sermons. I had hoped for an ally in faith to match the urgency of this war."

The chamber grew silent. The council members exchanged glances, knowing the weight of the decisions yet to come.

The Emirate of Upper Northern

RP question of the day: What advice would you give King Ellenburg as he prepares for potential conflict with the Black Spears and awaits the High Septon's arrival?



The Emirate of Upper Northern

The Map of The Great North has been updated:

Roleplay Title: "The Rising Kingdoms"
Setting and Premise
Following the collapse of the Southern Kingdom, the Great North stands united under King Ellenburg. Now, noble houses compete for influence, manage their fiefdoms, negotiate alliances, and guard against threats both within and outside the kingdom. In this dynamic landscape, each house has its ambitions, rivalries, and secrets, striving to shape the future of the Great North.

Players will assume the roles of noble Lords, Lesser Lords, and Council members, each with their own territories, resources, and goals. The RP is governed by events, quests, and council decisions, with new threats and opportunities emerging regularly.

Roleplay Structure
Primary Roles

King Ellenburg: The absolute monarch, able to decree major changes, summon moots, and assign tasks.
Council Members: Each Council member oversees a specific aspect of the kingdom (e.g., military, diplomacy, trade). Council members can assign quests, oversee events, and make decisions that impact all houses.
Lords and Lesser Lords: Each Lord manages a fiefdom, competing or cooperating with others to advance their house’s interests, expand territory, and accumulate influence. Lesser Lords may petition for full Lordship through demonstrations of loyalty, service, or influence.
Roleplay Activities

Territorial Management: Lords control resources, gather armies, and govern people. Their choices can affect their house’s prosperity, influence, and military strength.
Council Moots: The Council meets regularly to address threats, pass laws, and resolve disputes. Moots are roleplayed and moderated by the Council members.
Quests and Events: Randomized and structured quests will be issued (by the Council or King) to keep the narrative engaging, such as military skirmishes, diplomatic missions, festivals, and tournaments.
Alliances and Rivalries: Houses are encouraged to form alliances or feud, creating a rich, dynamic environment for storytelling.
Roleplay Rules
1. General Roleplay Etiquette
Respectful Interaction: OOC (Out-of-Character) respect is expected. Personal attacks are not tolerated, though in-character rivalries and banter are encouraged.
Turn-Based Actions: Give others time to respond before moving a plot point forward.
Quality Over Quantity: Quality posts, with clear narrative and purpose, are preferred over long-winded responses.
2. Combat Rules
Simple Combat Mechanic: Combat follows a turn-based system using a simple dice-roll mechanic (such as a 1-20 outcome) where each number represents a potential action outcome. Higher rolls mean more favorable results.
Tactical Superiority: In battles involving multiple houses, the outcome can be influenced by the tactics or resources chosen (e.g., a well-equipped army may have a bonus to their dice roll).
Combat Mediation: If disagreements arise, a Council member mediates or calls for a re-roll.
3. Resource Management
Fiefdom Economy: Each Lord has resources based on the size and type of their fiefdom (e.g., coastal lords have access to fish, inland lords to timber).
Trading: Resources can be traded between houses or with foreign regions through diplomatic missions. Trading rules, if applicable, will be managed by the Chancery.
Resource Impact: Resources impact a house’s strength, influence, and prosperity. Accumulating wealth can provide advantages in building alliances, influencing council votes, or enhancing military forces.
4. Council Moots
Frequency: Moots occur once a week and are moderated by the Grand Vizier.
Voting: Only full Lords may vote in moots. A simple majority is needed for most decisions; however, critical decisions (such as passing laws or large-scale military action) require a two-thirds majority.
Proposal Rights: Any Lord may propose new laws or amendments. The Baron is responsible for holding the vote after a proposal is made.
Respect for Process: Lords must honor the decision of the moot, even if they disagree, to maintain order.
5. Questing and Events
Initiation: Events can be initiated by the King, Council members, or community moderators. Each quest has specific objectives, rules, and outcomes.
Participation: Any Lord or Lesser Lord may join a quest, and they may recruit allies if they wish.
Rewards: Completing quests may grant rewards, such as influence, resources, or military advantage, based on the outcome.
Random Events: Random events (such as weather changes or bandit attacks) may occur and affect multiple houses. These are intended to add unexpected challenges or advantages.
6. Diplomacy and Alliances
Alliances: Lords may form alliances with one another, establish protectorates, or even wage covert wars (with Council oversight).
Role of the Chancery: Oversees diplomatic relations with external regions, negotiates treaties, and presents them to the Northern Council for ratification.
Treaties: Only the King or Chancery may formally sign treaties, though all Lords can lobby and influence diplomatic choices.

Examples of Events and Quests
The Border Conflict: Rumors spread of a Southern Lord encroaching on the northern border, building a fort. The King calls upon Lords to investigate and, if necessary, defend the realm.

Roleplay Moderation
Council Members as Moderators: Council members may oversee RP events, ensure fair play, and resolve disputes.
King Ellenburg’s Decrees: King Ellenburg (the Founder) has the final say on any contested issue or rule.
Event Participation Limits: To maintain pacing, each Lord may only participate in one major event at a time unless otherwise specified.

Read dispatch

The Emirate of Upper Northern

The Council of War

Later that evening, the King convened his closest military advisors in the War Room. A map of the kingdom sprawled across a polished oak table, marked with figurines representing armies, villages, and potential points of conflict.

"General Lorak," the King began, addressing his lead tactician, "how do we prepare for an enemy that defies nature itself?"

Lorak, a burly man with grizzled features, ran his fingers along the map. "Fire, Your Grace. The reports suggest their undead soldiers are resistant to blades and arrows but falter when burned. We could deploy oil reserves to key points along the borders. If they march, we’ll light their path to ash."

"To ashes, indeed," mused Ellenburg. "But what of their council? The thirteen members who signed that accursed letter? Striking them down would cripple their leadership and morale."

A younger advisor, Lord Renwald, interjected. "Easier said than done, Sire. They hide behind legions of the undead and fanatical followers. We need intelligence—perhaps a spy to infiltrate their ranks."

The King nodded, his mind racing. "Send for a courier. I will draft a missive to our allies in the Western Plains. If the Black Spears wish to play with the dead, let us summon reinforcements who are very much alive."

The Emirate of Upper Northern

RP Question of the day: What strategies would you propose for King Ellenburg to unify his council and prepare the kingdom for the challenges ahead?

The Universal empire of Nanoma

Upper Northern wrote:RP Question of the day: What strategies would you propose for King Ellenburg to unify his council and prepare the kingdom for the challenges ahead?

teach the soldiers?

The Emirate of Upper Northern

As the council dispersed, King Ellenburg walked alone to the castle's balcony. The night air was crisp, and a crescent moon hung low in the sky. Below, the capital city hummed with activity, its people blissfully unaware of the storm gathering on the horizon.

His thoughts turned to the High Septon. If the caravan reached the capital in time, its arrival could shift the kingdom’s spiritual resolve. The Seven’s blessing might rally his people, even against an unnatural foe. But doubts gnawed at him. Would faith alone be enough?

From his vantage point, he could see the flickering lights of the city and the dark forest beyond—the boundary between his realm and the Commonwealth of Black Spears. Somewhere in that darkness, enemies conspired, and the King knew he could not wait forever.

Ellenburg turned back toward the War Room. There was much to be done before the High Septon arrived, and even more to prepare should diplomacy fail and swords clash.

The waiting game continued, but the King would ensure he was ready when the first blow struck.

The Emirate of Upper Northern

RP Question of the day: With storms brewing across The Great North, how should King Ellenburg balance diplomacy and military readiness to address the rising threats?

The Emirate of Upper Northern

The Map has been updated!

Roleplay Title: "The Rising Kingdoms"
Setting and Premise
Following the collapse of the Southern Kingdom, the Great North stands united under King Ellenburg. Now, noble houses compete for influence, manage their fiefdoms, negotiate alliances, and guard against threats both within and outside the kingdom. In this dynamic landscape, each house has its ambitions, rivalries, and secrets, striving to shape the future of the Great North.

Players will assume the roles of noble Lords, Lesser Lords, and Council members, each with their own territories, resources, and goals. The RP is governed by events, quests, and council decisions, with new threats and opportunities emerging regularly.

Roleplay Structure
Primary Roles

King Ellenburg: The absolute monarch, able to decree major changes, summon moots, and assign tasks.
Council Members: Each Council member oversees a specific aspect of the kingdom (e.g., military, diplomacy, trade). Council members can assign quests, oversee events, and make decisions that impact all houses.
Lords and Lesser Lords: Each Lord manages a fiefdom, competing or cooperating with others to advance their house’s interests, expand territory, and accumulate influence. Lesser Lords may petition for full Lordship through demonstrations of loyalty, service, or influence.
Roleplay Activities

Territorial Management: Lords control resources, gather armies, and govern people. Their choices can affect their house’s prosperity, influence, and military strength.
Council Moots: The Council meets regularly to address threats, pass laws, and resolve disputes. Moots are roleplayed and moderated by the Council members.
Quests and Events: Randomized and structured quests will be issued (by the Council or King) to keep the narrative engaging, such as military skirmishes, diplomatic missions, festivals, and tournaments.
Alliances and Rivalries: Houses are encouraged to form alliances or feud, creating a rich, dynamic environment for storytelling.
Roleplay Rules
1. General Roleplay Etiquette
Respectful Interaction: OOC (Out-of-Character) respect is expected. Personal attacks are not tolerated, though in-character rivalries and banter are encouraged.
Turn-Based Actions: Give others time to respond before moving a plot point forward.
Quality Over Quantity: Quality posts, with clear narrative and purpose, are preferred over long-winded responses.
2. Combat Rules
Simple Combat Mechanic: Combat follows a turn-based system using a simple dice-roll mechanic (such as a 1-20 outcome) where each number represents a potential action outcome. Higher rolls mean more favorable results.
Tactical Superiority: In battles involving multiple houses, the outcome can be influenced by the tactics or resources chosen (e.g., a well-equipped army may have a bonus to their dice roll).
Combat Mediation: If disagreements arise, a Council member mediates or calls for a re-roll.
3. Resource Management
Fiefdom Economy: Each Lord has resources based on the size and type of their fiefdom (e.g., coastal lords have access to fish, inland lords to timber).
Trading: Resources can be traded between houses or with foreign regions through diplomatic missions. Trading rules, if applicable, will be managed by the Chancery.
Resource Impact: Resources impact a house’s strength, influence, and prosperity. Accumulating wealth can provide advantages in building alliances, influencing council votes, or enhancing military forces.
4. Council Moots
Frequency: Moots occur once a week and are moderated by the Grand Vizier.
Voting: Only full Lords may vote in moots. A simple majority is needed for most decisions; however, critical decisions (such as passing laws or large-scale military action) require a two-thirds majority.
Proposal Rights: Any Lord may propose new laws or amendments. The Baron is responsible for holding the vote after a proposal is made.
Respect for Process: Lords must honor the decision of the moot, even if they disagree, to maintain order.
5. Questing and Events
Initiation: Events can be initiated by the King, Council members, or community moderators. Each quest has specific objectives, rules, and outcomes.
Participation: Any Lord or Lesser Lord may join a quest, and they may recruit allies if they wish.
Rewards: Completing quests may grant rewards, such as influence, resources, or military advantage, based on the outcome.
Random Events: Random events (such as weather changes or bandit attacks) may occur and affect multiple houses. These are intended to add unexpected challenges or advantages.
6. Diplomacy and Alliances
Alliances: Lords may form alliances with one another, establish protectorates, or even wage covert wars (with Council oversight).
Role of the Chancery: Oversees diplomatic relations with external regions, negotiates treaties, and presents them to the Northern Council for ratification.
Treaties: Only the King or Chancery may formally sign treaties, though all Lords can lobby and influence diplomatic choices.

Examples of Events and Quests
The Border Conflict: Rumors spread of a Southern Lord encroaching on the northern border, building a fort. The King calls upon Lords to investigate and, if necessary, defend the realm.

Roleplay Moderation
Council Members as Moderators: Council members may oversee RP events, ensure fair play, and resolve disputes.
King Ellenburg’s Decrees: King Ellenburg (the Founder) has the final say on any contested issue or rule.
Event Participation Limits: To maintain pacing, each Lord may only participate in one major event at a time unless otherwise specified.

Read dispatch

The Universal empire of Nanoma

I am here to inform you that I have voted against Repeal "Liberate Eclipsis" and I recommend that you do so to.

The Universal empire of Nanoma

if you all are not puppets, I advise you to apply to join to be a WA member

«12. . .135136137138139»