[DM Hub] Subparman's Quintessential Quixotic Questarium

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Overview and Directory

Quest and Homebrew Compendium



THE QUESTARIUM


Greetings, dear guests. This place is the Quixotic Questarium.
Here you may peruse my lightweight, minimally mechanics-intrusive DM materials.


Let me introduce myself properly.
My name is Subparman, the director of my role's namesake.
You may find what you desire here; these dizzying Splintered Potentials, to be exact.

That is if you are able, of course.
Those who enter will be presented with ordeals,
and will have to overcome them to earn this power.


May you find your true potentials in this place.




REFRACTED POTENTIALITIES


Within the mirror's gleam of the world, reality is as the surface of a lake, each action of each being and each phenomenon within it a stone cast into the waters. Infinite ripples stream forth, clash, resonate.
Purpose and intentionality, if manipulated, can in theory strengthen a ripple enough to overwhelm all others in its vicinity. That is what we call potentiality. As others blindly cast stones, an inchoate is reality is all but constant...though you Starcalled are not 'others', are you?

Affix your eyes on a potentiality that you may yet change, and reality itself will still to the rhythm that you bring forth. But beware, as a ripple distorts by its very nature. Who can say as to the integrity of the one who cast the sinking stone?

  • Onsen II-nfiltration
    Some people just seem to always want to ruin everyone else's fun. With bombs.

    Foreword: this quest is a refurbished and updated rerun of a quest of a similar name. Any changes should be minimal.

    Deep in the mountain-ranges of Falderen, a cliffside resort has been established by an enterprising group of Astorean UI-Locked Travelers, mimicking the onsen of the real world that they once knew. Here, an evil plot is brewing once more, fomented by interstate separationists that reject Starcalled cultures and customs such as Wintersday, seeking to one day restore Lander control of Astorea. What's worse, they plan to begin with the destruction of this very onsen; AGAIN!

    It's been confirmed that, this is in fact a reprise operation, headed by the same group that tried to attack the establishment in the past.
    This particular group of separatists are looking to rewrite history once more, having learned from the mistakes that their contemporaries made. The operation parameters will differ somewhat this time around, but should not be majorly noticeable.

    As the resort is extremely busy at this time of year and unsuited for an all-out investigation without disturbing the populace and alerting the targets, the Adventurer's Guild has sent out covert summons to individuals they believe may be suited for an undercover sting operation.
    Should you choose to join, brave Starcalled, you will be issued a false identity and an all-expenses-paid night in at the onsen in order to furnish you for the mission objective; gather sufficient evidence of separationists' nefarious plan or, better yet, catch them red-handed!

    Thread Details:

    Participant limit?
    - 5 at most; this is a covert mission after all
    Thread length/Timespan? - Medium-shortish, this should take place over the course of one in-game night
    Mechanics? - Dice rolls for checks needed and playsheets likely to be needed if combat ensues; no grid
    Starting margin? - TBA


  • This potentiality is not ripe yet.

  • This potentiality is not ripe yet.







UNLOCKING POTENTIALITIES


A curious form of enchantment lies in these realities. Obtained when encountering events rich in the potentiality to cause schisms of volatile branching possibilities, one can think of your prizes as cast-off splinters from a grand crystalline puzzle, one that becomes more stable and easier to complete as a concrete form of its originating potentiality is clarified through purposeful actions and consequences.

Fitting gifts for the Starcalled, they whose actions determine the fates of Arcia, no?
Collect them, brave Traveler, and that puzzle may in time be yours to complete.

  • Never Looking Back
    Even as the skies fill with the light of starfall, the world turns as it has always done.

    Splintered Potential
    Potentiality Fragmentation: 100%


    Unknown Ripple
    This splinter of potentiality has yet to be unlocked.

    Unknown Ripple
    This splinter of potentiality has yet to be unlocked.

    Unknown Ripple
    This splinter of potentiality has yet to be unlocked.

    Unknown Ripple
    This splinter of potentiality has yet to be unlocked.



  • This potentiality is not ripe yet.

  • This potentiality is not ripe yet.


 
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Liber Doloris
Status and Combat Overview




YOU MUST ACCEPT THE PAIN


In your efforts and trials to crusade all manner of scattered probabilities, whatever your reasons, you will find that where victories mount, so too does resistance. Enemies along your chosen path of potentiality will hamper and hinder your journey with many different status effects; it can be hoped for, then, that you have stalwart companions by your side to sooth and sedate in equal measure.

How Cycles Work (according to Subparman)

Cycle Structure:
1 - Cycle Start

Effects specifying Cycle Start are resolved
Players Save/Check for any Cycle Start damage/effects - do not account for buffs/heals/effects/etc. received in this cycle's Player Phase (below) for now, only any persisting through last Cycle.
End Phase.

2 - Player Phase
Players act; buffs/heals/effects/etc. received this Player Phase can be accounted for starting now, if applicable
Players simultaneously account for consequences of their current actions, such as moving into damaging terrain, Corruption damage, Bleeding while attacking, etc.
This can kill players who hit 0HP with no intervention and/or proc certain damage-triggered effects, i.e. terrain damage forcing Immortal to be used.
Players post responses. Actions finalised.
End Phase.

3 - Enemy Phase
If Immortal was activated in any phase from last cycle, it now expires.
Enemies act, following Player Phase conventions for buffs/heals/effects/etc.
Damage/effects/etc. against Players calculated - effects/conditions (Vulnerable, Protected, etc.) gained during the immediately preceding Player Phase are active and accounted for now
End Phase

4 - Cycle End
Effects specifying Cycle End are resolved.
Enemies' actions finalised.
All damage/effects are resolved and inflicted, related Saves/Checks are made.
Triggered effects like Sundered/Immortal/etc. are applied.
Players who would hit 0HP with no intervention die.
Effects/conditions (Vulnerable, Protected, etc.) gained during this cycle's Player Phase expire.
End Phase and Cycle.

At Any Time:
- DM Interjections may appear, announced or not
- Intermissions may split the cycle, allowing for retroactive/nonstandard action structure
- Special cycle/NPC mechanics may also alter cycle structure
- Also includes general DM ruling shenanigans

Glossary/Mechanics:

All values round down; most conditions trigger at the end of cycles unless specified otherwise.

Stacks - the effect intensifies for each applied instance of it, tracked numerically
Convertible - see above, but becomes another effect under certain conditions
Instance - only one count of the effect can be present at any time; resolved under specific conditions, usually by the current cycle's end or until cured
Indelible - cannot be dispelled, cured or resolved in any way
Severe - imposes disadvantage against any attempt to cure that is not the Cure Bonus Action
Terminal - can only be cured with the Cure Bonus Action; sets HP of the afflicted to 0 after a specific cycle count; CAN be survived with Heavy Armour's ability, Immortal
Cure - to remove an effect in any way, most commonly through using the Cure Bonus Action; one effect stack can be cured at a time with a sufficiently high Mastery/Expertise check otherwise, also as a Bonus Action, which may target anyone within your range including yourself
Physical/Mental - refers to Checks and Saves; Knack/Reflex and Fitness/Fortitude are Physical, while all others (Knowledge, Presence, Will) are Mental
Combo - a special effect-granting combination of actions between an initiator and a supporter; each character may only initiate or support one combo per cycle



  • Burning
    Widely reputed to be the most painful sensation known to creatures with dermal nervous systems. Left unchecked, open flames will spread to and consume any fuel within reach.

    Format: Stacks - Convertible
    Inflicted by: burning objects/terrain, Pyromancy; stacks persist, increasing by 1 per cycle end
    Effects: loss of 5% max HP per stack at cycle end; if >5 stacks at cycle start, instantly convert 5 stacks to Immolation


    Immolation
    When a burn wound stops hurting, that's when the real problems start.

    Format: Instance (Cycle End) - Severe
    Inflicted by: when Burning stacks reach 5 at cycle start; also from sources of extreme heat (i.e. touching lava)
    Effects: if not cured, loss of 30% max HP on cycle end when the effect is gained; reverts to 2 Burning stacks at next cycle start


    Chill
    The temperature around you is dropping. Just bad weather, or manipulated by foes? Either way, it would be a good time to bundle up warm now, or the numbness will spread.

    Format: Stacks - Convertible
    Inflicted by: frost-based Hydromancy, sustained cold; stacks persist if character has Frost
    Effects: uncured stacks convert into Frost at cycle end; reduce Movement by 1 per stack (cannot reduce below 1); also reduce Saves/Checks by 5 per stack

    Frost
    Hypothermia sets in. The body's heat regulatory systems fail. Shivering ceases, and the world becomes frozen still.

    Format: Stacks - Convertible, Severe
    Inflicted by: converted from uncured Chill stacks at cycle start; also from sources of extreme cold (i.e. buried under an avalanche)
    Effects: identical to Chill; takes cure priority before Chill; if >5 stacks at cycle start, instantly converts to Frozen


    Frozen
    The frost has taken this one. If aid does not find them in time, the flame of life shall gutter to nothing in the bitter cold.

    Format: Instance (Until Cured) - Terminal
    Inflicted by: when Frost stacks reach >5 at cycle start
    Effects: Actions any kind are disabled; character is Immobilised; become Sundered if hit while Frozen; HP set to 0 if not cured for 3 cycles; Frozen players cannot gain Frosted/Chilled; all Frost/Chill stacks are removed when becoming Frozen


    Sundered
    When reams of crystal ice or fine platemail shatter, what is contained within breaks apart with equal ease.

    Format: Instance (Until Dispelled)
    Inflicted by: certain strong enemy attacks, being hit while Frozen, etc.
    Effects: while Sundered, take 50% more direct attack damage (stacks with Vulnerable, i.e. 2.5x damage when Vulnerable and Sundered)


    Poisoned
    Poisoning by magical or biochemical means that can lead to various defects emerging in normal organ function. Symptoms include weakness, fever, muscle pain, shuddering limbs, hot/cold flushes, etc.

    Format: Stacks - Convertible
    Inflicted by: poison-based Nature Magic, diseases, beasts, untreated open wounds; stacks persist
    Effects: loss of 5% current HP per stack at cycle end; reduce all Xd20/Xd100 rolls by 5 or 5% per stack, whichever is greater; if >5 stacks at cycle start, instantly converts 5 Poisoning stacks to one stack of Deep Poisoning


    Deep Poisoning
    Vile humours widen their span, coursing under the skin, searing like broken glass in the veins. You understand the consequences if this is left untreated.

    Format: Instance (Cycle End) - Severe
    Inflicted by: when Poisoned stacks reach >5 at cycle start
    Effects: if not cured, loss of 25% current HP on cycle end when the effect is gained; also reduce all Xd20/Xd100 rolls by 25 or 25%, whichever is greater; takes dispel priority before Poisoned; if not cured by cycle end, instantly converts to Toxic Shock


    Toxic Shock
    Lethal excess of toxins in the body. Total circulatory failure and broad cessation of normal organ function.

    Format: Instance (Until Cured) - Terminal
    Inflicted by: when Deep Poisoning is uncured at cycle start
    Effects: all Xd20/Xd100 rolls reduced by 50 or 50%, whichever is greater; HP set to 0 if not cured by next cycle end; players in Toxic Shock cannot gain Poisoned/Deep Poisoning; all Poisoned/Deep Poisoning stacks are removed when entering Toxic Shock


    Immobilised
    Whether by way of succumbing to dark magic, restrained by pure force or simply overextending one's ambition, stagnancy can be a deadly burden in the flow of combat.
    This effect is slightly different to the default Sphera version.

    Format: Instance (Cycle) - Indelible
    Inflicted by: various; also from certain player self-immobilising actions (i.e. Overload)
    Effects: unable to move and Movement is locked to 0; all Reflex/Knack rolls autofail, and all other Physical Saves/Checks are disadvantaged


    Slow
    Tottering steps, hampered by enemy impediment or uncooperative terrain. While being slowed alone does not make for a deadly ailment, that missing mobility could well make or break the right (or wrong) scenario.

    Format: Stacks - Convertible
    Inflicted by: wading through deep mud, being caught in a rip current, etc.; stacks sometimes persist
    Effects: if not cured, reduce Movement by 1 per stack (cannot reduce below 0); instantly converted into Restrained if Movement reaches 0


    Restrained
    Sinking deeper into the mire, you have lost the ability to move ahead. Extricate yourself, or you shall be left behind.

    Format: Instance (Until Cured) - Severe
    Inflicted by: allowing Slow to reduce Movement to 0
    Effects: unable to move and Movement is locked to 0; Restrained players are Vulnerable until the condition is cured; also imposes disadvantage on Physical Saves/Checks as well as damaging Xd20/Xd100 rolls


    Paralysed
    Either foul poison or electrifying sorcery has seized control of your nerves, causing muscular locking and spasming at random. Extremely rude and inconvenient.

    Format: Stacks
    Inflicted by: being struck by lightning, being stung by a Giant Parasitoid Wasp, etc.; stacks expire naturally, 1 per cycle end
    Effects: each stack adds a DC5 chance of nullifying Actions (up to DC25), represented by a flat 1d100 roll when attempting any Action; rolling under/equal to the DC causes the Action to fail


    Stunned
    Dazed, reeling, thrown off balance by overwhelming force! Best make a quick recovery, or else...

    Format: Instance (Cycle End/Until Cured)
    Inflicted by: various strong enemy attacks, being flashbanged, etc.
    Effects: unable to move and Movement is locked to 0; Actions of any kind are disabled; all Save/Check roll results are halved


    Bleeding
    Vital ichor, rent from the vein! Plug the wound and quickly so, or it will be more than the crimson flow that flees your fading body.

    Format: Stacks - Convertible
    Inflicted by: slashing attacks, stepping on lacerating traps, Hemomancy attacks, etc.; stacks persist
    Effects: loss of 5% current HP per stack at cycle end; loss of 10% current HP per stack if any damaging Action is taken; uncured stacks convert into Exsanguination after 1 cycle end


    Exsanguination
    The average humanoid body can survive a loss of up to 40% of its total blood volume. You are about to lose more than that.

    Format: Stacks - Severe, Terminal
    Inflicted by: converted from Bleeding stacks that have persisted for 2 cycles
    Effects: loss of 15% current HP per stack at cycle end; loss of 30% current HP per stack if any damaging action is taken; HP set to 0 if at least 2 Exsanguination stacks remain for 2 cycles


    Guardbreak
    Exposed from one's hiding place! Scurry and scamper, or soon there will be nothing left to hide.

    Format: Instance (Cycle End)
    Inflicted by: certain enemy attacks and abilities, terrain effects, having one's shield broken, etc.
    Effects: removes and prevents gaining of Protected or Barrier conditions


    Poisebreak
    Being knocked prone, parried with terrific force, successfully feinted against; the means of becoming lethally unbalanced are as varied as its dangers.

    Format: Instance (Cycle End)
    Inflicted by: certain enemy actions, critically failing attacks, etc.
    Effects: Movement is locked to 1, cannot execute Special or Bonus Actions and cannot critically hit


    Equipment Disruption
    Left without tools of iron, temporarily or otherwise, you must rely on flesh and indefatigable purpose.

    Format: Instance (Until Cured)
    Inflicted by: certain enemy actions, harmful terrain effects, etc.
    Effects: cannot add WR and/or AR bonuses to any relevant Saves/Checks/Actions


    Weakness
    Fatigue, foul magic or wounds of the flesh have begun to take their toll. But the brutal arithmetic of combat brooks no weakness, Traveler...

    Format: Stacks
    Inflicted by: cursing attacks, general fatigue, etc.; also at <25% HP, 1 stack applied every cycle start; stacks expire if HP >25%, 1 per cycle end
    Effects: all Xd20/Xd100 results reduced by 25% (before modifiers) per existing stack of Weakness at time of action


    Marked
    While not immediately dangerous, the perils of becoming a marked target will make themselves evident in time...


    Format: Instance (Until Cured/Upon Hit)
    Inflicted by: using the combo action Directed Taunt, certain enemy actions, etc.
    Effects: enemies less likely to directly target Marked players; can cause certain enemy actions to have extra effects on hit


    Panicked
    Festering fear consumes the mind...the horror is too much to bear for this one, it seems.

    Format: Instance (Until Cured)
    Inflicted by: certain enemy actions, Dark/Illusion Magic, witnessing a horrific sight, etc.
    Effects: Will Save to move closer to visible source(s) of fear; Saves/Checks against and Actions damaging the source(s) disadvantaged


    Disoriented
    The world spins on the wrong axis, visions appear only to twist and turn before your eyes! What is real, what is not, and where is the enemy!?

    Format: Instance (Until Cured)
    Inflicted by: eating strange mushrooms. head trauma, certain enemy attacks/abilities, etc.
    Effects: when using a damaging Action, roll 1d100 where if the result is <33, choose a different target in that zone (including self); repeat until the result is >33; Action misses if no other targets in that zone


    Inhibited
    Blinded, deafened, silenced; a miscellaneous slew of sensory hampering, bundled together for your utmost (in)convenience.


    Format: Stacks
    Inflicted by: certain enemy actions, environmental effects, etc.; stacks expire naturally, 1 per cycle end
    Effects: varies; generally confers disadvantage to Saves, Checks, and/or Actions involving the type of Inhibited trait


    Suffocating
    Relent against the grip of asphyxiation and slumber deep now, let your journey come to an end.

    Format: Instance (Until Able to Breathe) - Indelible
    Inflicted by: at cycle start, after being unable to breathe for more cycles than one's Fortitude divided by 30 (round down; minimum 1 cycle)
    Effects: loss of 10% max HP; every cycle that Suffocating remains, double this damage until HP is 0 or until able to breathe






  • Elusive
    You evade notice with greater ease than others. Though not beneath concern, the direct ire of the enemy is less likely to turn your way.

    Format: Instance (Cycle End)
    Inflicted by: using the combo action Directed Taunt, being unnoticed at combat start, etc.
    Effects: enemies less likely to directly target Elusive players; Elusive players cannot gain Marked; Marked effect is removed when becoming Elusive


    Lifelink
    Your life is as that of your partner's own. Your pain is theirs to share, your suffering a burden on their shoulders.

    Format: Instance (Until Ended)
    Inflicted by: using the combo action Lifelink, certain artifacts, etc.
    Effects: half of all damage taken is absorbed by the other Lifelinked player; odd values round up for the one taking damage, down for other Lifelinker; either party can end Lifelink at end of cycle


    Radiance
    Blessed by holy power, you feel a benevolent presence at work. Its influence guards you against the evils of this world.

    Format: Stacks
    Inflicted by: using the combo action Benediction, certain NPC actions/artifacts, etc.; stacks expire naturally, 1 per cycle end
    Effects: each stack adds a DC5 chance of nullifying negative effects (up to DC25), represented by a flat 1d100 roll at cycle start; rolling under/equal to the DC causes 1 incoming negative effect to be nullified or an existing effect to be instantly cured (priority in that order)


    Barrier
    Mystical force and camaraderie shields thy advance. Make good use of this protection and push forth!

    Format: Instance (Until Depleted)
    Inflicted by: by choice from combo action Benediction, usage of cover, etc.
    Effects: grants mitigation as if the participant with the highest MR used the Shield Bonus Action; otherwise, reduces damage by its value until either Barrier or incoming damage reaches 0


    Braced
    March forth! You weather the storm with a smile, standing firm against all assault with your stalwart stead.

    Format: Instance (Cycle End/Until Removed)
    Inflicted by: by choice from combo action Phalanx, certain NPC actions, etc.
    Effects: all Saves against forced movement and related Poisebreak effects automatically succeed


    Retaliation
    Let them come! You are prepared for resistance; harm will not visit those under your protection without a fierce challenge.

    Format: Instance (Cycle End/Until Removed)
    Inflicted by: by choice from combo action Phalanx, certain NPC actions, etc.
    Effects: if direct damage is taken, remove Retaliation at cycle start; until the same cycle's end, gain the ability to immediately perform one Riposte Attack (1d50 + MR + WR) as a Free Action against the attacker







  • Oblivion
    There is nothing you can do. It will be over soon.

    Format: Instance (After Set Cycles) - Terminal, Indelible
    Inflicted by: certain enemy attacks, divine punishment, etc.
    Effects: HP set to 0 if not cured by set cycle end, indicated when the effect is inflicted


    Unknown Status
    This status effect has yet to be encountered.


    Format:
    Inflicted by:
    Effects:


    Unknown Status
    This status effect has yet to be encountered.

    Format:
    Inflicted by:
    Effects:


    Unknown Status
    This status effect has yet to be encountered.

    Format:
    Inflicted by:
    Effects:










YOUR COURAGE MUST TRIUMPH FEAR


The defragmentation of reality to one's desired state must always be, in the end, accomplished with strong arms and sound minds. Besiege your foes, be it with sword and shield, bolt or bullet or blast; let nothing stand in the way of your fated potential. Be warned, of course, that a Starcalled standing alone will, as like as not, be insufficient to stopper the endless ripples.



  • Phalanx
    Form up, defenders! Let none who would do harm to your boon companions cross the threshold that is your indefatigable flesh, blood and steel!

    Intitiated by: using any defensive action to aid an ally
    Supported by: the same ally using a defensive action to aid you
    Effect: initiator gains Retaliation or Braced for this cycle


    Benediction
    To heal the hurt, soothe the sick, aid the ailing; the advantage of such charity, by conviction in success, is a lifegiving inspiration of itself.

    Intitiated by: using any curing or healing support action on an ally
    Supported by: a different ally performing any curing or healing support action on the same target
    Effect: give cured/healed target a Barrier or a stack of Radiance


    Directed Taunt
    An age-old tactical chestnut, it never fails to let someone else take the hurting instead. At least promise to avenge the blow, many a time over; it's only polite.

    Intitiated by: benefiting from a Taunting ally's defensive action
    Supported by: the Taunting ally aiding you with a defensive action
    Effect: give Elusive to initiator and Marked to supporter; Taunting ally also gains the Bonus Action benefit of Taunt


    Diversion
    A gamble for another's survival, made all the bolder with the risks involved. A good reason to throw oneself into the line of fire; for this act, have one or find one.

    Intitiated by: using any offensive action without becoming Vulnerable
    Supported by: an ally in the same or adjacent zone(s) becoming Vulnerable
    Effect: transfer Vulnerable effect from supporter to initiator


    Betrayal
    Trust, manipulated! Thy selfish gain, thy unscrupulous actus rea rationalised or no; such things are not smiled upon by those of honour and integrity.

    Intitiated by: benefiting from an ally's curing/healing/defensive actions while Vulnerable
    Supported by: an ally whose action benefits you
    Effect: transfer Vulnerable from initiator to supporter


    Martyr's Strike
    Abandoning reason, abandoning strategy, abandoning survival and one's own life! What bonds and what ideals could drive one who pursues the martyr's path?

    Intitiated by: becoming Vulnerable from any offensive action
    Supported by: an ally in the same or adjacent zone(s) becoming Vulnerable
    Effect: transfer Vulnerable from supporter to initiator (inflicts Super Vulnerable); initiator gains Marked


    Lifelink
    United in purpose, two souls now suffer as one. Your life and that of they who would stand beside you; protect both with all your heart.

    Intitiated by: healing an ally while using a Free or Bonus Action that increases HP healed
    Supported by: the consenting target of that healing action
    Effect: both initiator and supporter gain Lifelink, which either can dispel at will






  • Unknown Stratagem
    This stratagem is yet to be discovered.

    Unknown Stratagem
    This stratagem is yet to be discovered.

    Unknown Stratagem
    This stratagem is yet to be discovered.

    Unknown Stratagem
    This stratagem is yet to be discovered.






  • Unknown Stratagem
    This stratagem is yet to be discovered.

    Unknown Stratagem
    This stratagem is yet to be discovered.

    Unknown Stratagem
    This stratagem is yet to be discovered.

    Unknown Stratagem
    This stratagem is yet to be discovered.





 
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Liber Stellarum
NPC and Individual Progress Overview




ACROSS THIS LAND


Your travels will bring you into contact with others, likeminded and unlike, who are too making their way towards their inevitable fates. Whether they find what they seek is, however, truly the cruellest question; that answer is for you to decide, Traveler, you whose starlight illuminates this land. How will your ripples intersect, and what will come of the paths that cross with your own?


  • Unknown NPC
    This NPC is currently unknown.

    Unknown NPC
    This NPC is currently unknown.

    Unknown NPC
    This NPC is currently unknown.

    Unknown NPC
    This NPC is currently unknown.


  • This potentiality is not ripe yet.

  • This potentiality is not ripe yet.






AMONG THE STARS


You have done well to make it so far, dear Starcalled. But, suffice it to say that your path is far from complete. Let your most jubilant of victories and bitterest of defeats become great mountains upon which you shall climb, and may you reach ever higher in your pursuit of the heavens above.

Nobody is here right now...


 
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