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Kazimir Seiryu Sheet

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#1Kazimir Seiryu 

Kazimir Seiryu Sheet Empty Sun Nov 25, 2018 12:16 pm

Kazimir Seiryu




KAZIMIR SEIRYU




Guild Master

Empyreal Storm Mage






Name: Kazimir Seiryu

Age: Twenty-four

Birthdate: Feb 18th, X764

Gender: Male

Race: Werewolf

Sexuality: Straight

Love Interest: Karisa

Class: Sorcerer

Rank: [X-Rank]

Guild: Fairy Tail

Face: Hajime Saito

Height: 5'11' | 180 cms

Weight: 77 kg | 170 lbs

Hair: Indigo

Eyes: Indigo

Appearance:
Kazimir wears traditional attire as is fitting from the Seiryu tribe that he comes from. The outfit is primarily a black gi uniform. He always has on a white scarf and frequently wears a matching headband and an obi to hold the gi together that is more like a thin white sash. He wears white and black as symbols of the constant beginning and endings of journeys.  

He has young slender features and a body that is lean for quick movements. His hair comes down to his shoulders. He prefers attire that isn’t flashy and when not in his GI he wears a formal buttoned up military-style uniform with no insignia.

Extra: He has two slash like wounds on his chest and one on his back. They could be seen as from a sword but are actually from blades of air.



Introverted.Sensing.Feeling.Perceiving.

Kazimir tends to remain calm in most situations. This is partly due to his training and that in order to protect people it is necessary to remain calm and observant. He is always interested in meeting new people and learning about their abilities and customs. He has a genuine interest and also the more he learns about the abilities of others the stronger he can grow as well. He is always observant of his surroundings and willing to give almost anything a try.

As he befriends people, he feels strongly about protecting them especially those that have earned his trust either in combat or assisting him in a task. He can be overly cautious at times but would never think of protecting someone by preventing them from doing something no matter how reckless it is.

Being close to the wind element he can be airy at times, and aloof. He is prone to travel and getting lost in thought. But just like the wind can be focused and strong like a tornado he can give something his undivided attention.

Despite his more contemplative and calm demeanor, he has a weakness for food in the form of only eating breakfast food. He also will almost always stop to enjoy music or dance, and occasionally join in.

Under his calm exterior though is a storm raging beneath. He only expresses real anger when he is failing and people's lives are in danger.


Learning:  He likes to learn about people and new cultures/places as he hasn't had much of a chance to do so.

Music: He enjoys all forms of music and often carries a flute with him to play, but can play others as well.


Greed: He doesn't like people who have an insatiable thirst for power that causes them to misuse their gifts or power.

Mess: Doesn't like it when people don't pick up after themselves.


Protect and Master: Improve himself so that he can protect those he cares for and others. Master the wind magic passed down to him. He also wants to feel he is doing the Seiryu name justice.


Failure: His biggets fear is not being able to right the wrong in his past.

Weakness: He doesn't want to be so weak he can't protect anyone he wants to.



Werewolf




Predator Smell: Werewolves can smell anyone within a 25-meter range around them and sense their location.

Night Vision: Werewolves are able to see in the dark as though it is day. This also allows them to see through magical darkness.

Enhanced Physique: Werewolves receive a 20% increase to their Strength, Speed, Endurance, and Constitution. This does not stack with the Transformations.

Magically Inept: Werewolves have difficulty casting magic having a 20% increase in mana cost and a 1 post cooldown increase for magic spells.

Wild Potential: The Werewolf has a potential to become wildly powerful compared to their peers. The Werewolf may purchase one extra attribute potion per month.

Werewolf:
Vampire: 50
  • Harmony in Taste[13]

  • Cleaning Duties[1]

  • A Fated Meeting[14]

  • Training Day[6]

  • Underground Associates-Jolyne[FT][6]

  • Fangs and Fairies[FT][4]

  • Associates of the underground-Jolyne 2[FT][3]

  • Beauty of Hosenka[FT][3]





  • Empyreal Storm



    Magic Element: Wind

    Magic Description: Empyreal Storm is a strong Wind Magic granted to those who have a strong connection to the White Tiger. When using this magic the avatar of a White Tiger will often appear behind them roaring loudly that it shakes the world as large gusts of wind are summoned.

    Lore: An ancestral guardian spirit of a white tiger gifts the members of the clan with the power to control the wind. Once it was thought to be defensive but as Kazimir grew stronger, the spirit revealed the true nature of its gift, forgoing all defense for something almost entirely offensive. The spirit took over Kazimir, forcing him to embrace the rawer natural instincts of combat until he was able to find a balance between his protective nature and the destructive force of his magic.
    Advantage:

    Accelerated Movement: Supplementary-type Movement spells have double the range height limit and apply Spell speed onto the user's speed when dashing through spells.

    Enhancement: Spell overcharge Offensive, Invisible magic circles, Triple element (Darkness and Water)


    SPELLS

    Name: Gale Slash
    Rank: D
    Mana Cost: 25
    Requirements: Empyreal Storm Magic
    Type: Offensive
    Element: Wind
    Range: 10 Meters
    Cooldown: 1 Posts
    Duration: Instant
    Effect: The user swipes his arm and a blade of wind slashes outward at the angle of the mage’s arm was in and stays along that trajectory toward the target. The blade is .5 meters long and .5 meters thick.

    Name: Feel the Wind
    Rank: D
    Mana Cost: 25
    Requirements: Empyreal Storm Magic
    Type: Supplementary
    Element: Wind
    Range: 5 Meters
    Cooldown: 2 Post
    Duration: Sustain
    Effect: The user reaches out with his magic to feel the wind around him within a 5-meter radius. This connection allows the user to detect any movement that happens within that area by feeling the vibrations in the wind.

    Name: Whirlwind
    Rank: D
    Mana Cost: 25
    Requirements: Empyreal Storm Magic
    Type: Offensive
    Element: Wind
    Range: 5 meters
    Cooldown: 1 Posts
    Duration: Instant
    Effect: The user creates a wild rush of wind. The Whirlwind begins any place within 5 meters of the caster and whirls in a 1-meter diameter. The user creates a circle with his arms and thrust one hand outward where he wants the whirlwind to originate. A white seal appears under the caster and at the point that the whirlwind will appear. The whirlwind deals d-rank damage.

    Name: Step of the wind
    Rank: D
    Mana Cost: 25
    Requirements: Empyreal Storm Magic
    Type: Supplemental
    Element: Text
    Range: 10 Meters
    Cooldown: 2 Post
    Duration: Instant
    Effect: The user concentrates magic around his legs or arms and forces a strong gust outward that propels the user. The blast of wind can push the caster off the ground. It can also be used mid-air to change the course of the caster in another direction. If the blast of wind comes from his feet or hands it pushes him in the opposite direction, I.e. if his feet are on the ground it pushes him off the ground and upward. The spell is activated by a thrust of one of his feet, or his hand and the wind will push him in the opposite direction, I.E a right-handed thrust to his right will send him to the left. The speed the user moves his dash speed plus spell speed to the maximum range of the spell.

    Name: Roaring Whirlwind
    Rank: C
    Mana Cost: 50
    Requirements: Empyreal Storm Magic
    Type: Offensive
    Element: Wind
    Range: 10 meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: The user creates a wild rush of wind. The Whirlwind begins any place within 10 meters of the caster and whirls in a 2-meter diameter. The user creates a circle with his arms and thrust one hand outward where he wants the whirlwind to originate. A white seal appears under the caster and at the point that the whirlwind will appear. The whirlwind deals C-rank damage.

    Name: Twin Cyclone
    Rank: C
    Mana Cost: 50
    Requirements: Empyreal Storm Magic
    Type: Offensive
    Element: Wind
    Range: max 2 meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: The user makes a clockwise circle with each hand and thrusts each hand in a direction. A burst of slashing wind appears in front of each hand dealing d-rank dmg in a 1-meter diameter. If both hands overlap and are thrust in the same direction in the casting, it instead is 2-meter diameter burst that deals c-rank damage. the bursts happen a couple inches from the palms and are masses of whirling wind.

    Name: Breeze Slash
    Rank: C
    Mana Cost: 50
    Requirements: Empyreal Storm Magic
    Type: Offensive
    Element: Wind
    Range: 10 Meters
    Cooldown: 2 Posts
    Duration: Sustained
    Effect: The user thrusts his fist anywhere within the spell's range. A white magic circle appears at the location and on the user's hand. A blade of wind slashes outward from the magic circle and its trajectory is controlled by the user's fist. The blade of wind is .5 meters in length width and depth.

    Name: Dance of the wind
    Rank: C
    Mana Cost: 50
    Requirements: Empyreal Storm Magic
    Type: Supplemental
    Element: Wind
    Range: 20 Meters
    Cooldown: 3 Posts
    Duration: Instant
    Effect: The user concentrates magic around his legs or arms and forces a strong gust outward that propels the user 20 meters at the speed at which the user can lunge. The blast of wind can push the caster off the ground. It can also be used mid-air to change the course of the caster in another direction. If the blast of wind comes from his feet it pushes him in the opposite direction, I.e. if his feet are on the ground it pushes him off the ground and upward. The spell is activated by a thrust of one of his feet, on the ground it would be a stomp. He can thrust one of his hands in a direction and the wind will push him in the opposite, I.E a right-handed thrust to his right will send him to the left. The user moves at his dash speed plus spell speed.


    Name: Rhythm of the wind
    Rank: B
    Mana Cost: 100
    Requirements: Empyreal Storm Magic
    Type: Supplemental
    Element: Wind
    Range: 15 meters
    Cooldown: 4 Posts
    Duration: Sustained
    Effect: The user reaches out with his magic to feel the wind around him within a 15-meter radius. This connection allows the user to detect any movement that happens within that area by feeling the vibrations in the wind.

    Name: Ballet on the Sky
    Rank: B
    Mana Cost: 100
    Requirements: Empyreal Storm Magic
    Type: Supplemental
    Element: Wind
    Range: 30 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user concentrates magic around his legs or arms and forces a strong gust outward that propels the user 30 meters at the speed at which the user can lunge plus spell speed. The blast of wind can push the caster off the ground. It can also be used mid-air to change the course of the caster in another direction. If the blast of wind comes from his feet it pushes him in the opposite direction, I.e. if his feet are on the ground it pushes him off the ground and upward. The spell is activated by a thrust of one of his feet, on the ground it would be a stomp. He can thrust one of his hands in a direction and the wind will push him in the opposite, I.E a right-handed thrust to his right will send him to the left.

    Name: Windstorm
    Rank: A
    Mana Cost: 400
    Requirements: Empyreal Storm Magic
    Type: Offensive
    Element: Wind
    Range: 20 meters
    Cooldown: 4 Posts
    Duration: Sustained
    Effect: The Caster brings his arm upward so his fist is almost level with his shoulder gathering swirling wind as it does. He then thrust the open hand outward to any point within the spell's range. A white magic seal appears at the caster's hand and at the destination where the spell will originate. A 2-meter diameter column of wind that is 2-meters long is conjured. The column of wind deals A-rank damage and its trajectory can be controlled by the caster by swinging his hand in the direction he wants it to go within the spell's range. The caster can perform the casting motion with two hands to create two columns of wind. Each one controlled by the hand that conjured it. The two columns are 1 meter in diameter and length and deal B-rank damage.

    Name: Tigers Roar
    Rank: B-S(B)
    Mana Cost: 100-500
    Requirements: Magic
    Type: Offensive
    Element: Wind
    Range: 15-25 Metres
    Cooldown: 3-5 Posts
    Duration: Instant
    Effect: The user takes in a deep breath before roaring loudly. The image of a large white tiger will appear that roars with them to create the sound effect of an actual tiger's roar. Wind will erupt into action blowing violently in the direction of the roar. The wind is compressed into a 1m diameter vacuum shell that when it makes contact with something or reaches the end of its range will explode violently.

    When the shell detonates it transforms into a wind storm that violently shreds apart everything inside. The size of the storm depends on the rank of the spell equal to the AOE size regulations. The explosion of wind travels forward away from the caster leaving them unharmed.

    Name: Tiger Devouring Wave
    Rank: B-S(B)
    Mana Cost: 100-500
    Requirements: Magic
    Type: Offensive
    Element: Wind
    Range: 4-16 Metres
    Cooldown: 3-5 Posts
    Duration: Instant
    Effect: The caster slashes down with one of their hands. As they slash down the image of a large white tiger appears behind them. The avatar will roar loudly summoning a violent gust of wind while doing so. A blast of wind will consume everything in front of the caster violently tearing everything apart.

    Name: Sky Waltz
    Rank: A
    Mana Cost: 200
    Requirements: Empyreal Storm Magic
    Type: Supplemental
    Element: Wind
    Range: 40 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user concentrates magic around his legs or arms and forces a strong gust outward that propels the user 40 meters at the speed at which the user can lunge plus spell speed. The blast of wind can push the caster off the ground. It can also be used mid-air to change the course of the caster in another direction. If the blast of wind comes from his feet it pushes him in the opposite direction, I.e. if his feet are on the ground it pushes him off the ground and upward. The spell is activated by a thrust of one of his feet, on the ground it would be a stomp. He can thrust one of his hands in a direction and the wind will push him in the opposite, I.E a right-handed thrust to his right will send him to the left.

    Name: Tiger's Consuming Wind
    Rank: A
    Mana Cost: 400
    Requirements: Empyreal Storm  Magic
    Type: Offensive
    Element: Wind
    Range: 20 meters
    Cooldown: 4 Posts
    Duration: Sustained
    Effect: The Caster thrusts his open hand outward. A large white tiger appears behind the caster and roars. A white magic seal appears at the caster's hand. A 2-meter diameter cone of wind shoots forth from the caster's hand. The cone of wind deals A-rank damage and its trajectory can be controlled by the caster's hand, with the base of the cone, tethered to the caster's palm, within the spell's range. The caster can perform the casting motion with two hands to create two cones of wind. Each one controlled by the hand that conjured it. The two columns are 1 meter in diameter and deal B-rank damage.

    Name: Resonance of Wind
    Rank: S
    Mana Cost: 500
    Requirements: Empyreal Storm Magic
    Type: Supplemental
    Element: Text
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The user concentrates magic around his body and it lifts him into the air. By focusing the wind, the user is capable of flight. A gentle swirl of wind is constantly around the user.

    Name: Tigers Fearsome Descent
    Rank: A-S(S)
    Mana Cost: 200-500
    Requirements: Magic
    Type: Offensive
    Element: Wind
    Range: 20-25 Metres
    Cooldown: 4-5 Posts
    Duration: Instant
    Effect: The caster roars loudly in the direction they target. The appearance of a large white tiger appears hovering over them that roars with the caster. Wind picks up as the sky turns pitch black. From the sky above the target location, a dozen tornadoes will come crashing down consuming a large area.

    A Rank: 8m area
    S Rank: 16m area

    Name: Orchestra of Wind
    Rank: S
    Mana Cost: 1,000
    Requirements: Empyreal Storm Magic
    Type: Offensive
    Element: Wind
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Sustained
    Effect: The user thrusts his palm anywhere within the spell's range. A white magic circle appears at the location and on the user's hand. A blade of wind slashes outward from the magic circle and its trajectory is controlled by the user's hand. The blade of wind is 4 meters long, .5 meters wide and high, and deals S-rank damage. The spell ends when the win blade hits. The user may thrust two palms outward at different locations and conjure a blade of wind with each hand. The two blades of wind are each controlled by a different hand and deal A-rank damage. The blades are 2 meters long, .5 meters high and wide. The spell ends when both wind blades have hit.


    Name: World of Darkness
    Rank: S
    Mana Cost: 500
    Requirements: Darkness Magic
    Type: Supplementary
    Element: Darkness
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Sustain
    Effect:

    The user raises their hand to the side and then points at a location. A 16-meter diameter circle appears around them and the target location. The sky turns dark like a storm has suddenly appeared. A dark tornado crashes down at The target location and stays. The location is covered in a 16-meter diameter lingering swirl of pitch darkness that causes full blind to anyone within.

    Name: Darkness Body
    Rank: S
    Mana Cost: 500
    Requirements: Darkness Element
    Type: Supplementary
    Element: Darkness
    Range: Self
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The users raises an open hand and rolls their fingers into a fist. darkness wraps around their body granting full invisibility. A purple magic circle appears around the caster's feet as the spell activates.

    Name: Negate
    Rank: D-S
    Mana Cost: -
    Requirements: Illadriel's Justicar Eye
    Type: Supplementary
    Element: Arcane
    Range: 5 Meters
    Cooldown: -
    Duration: Instant
    Effect: The user can negate a spell they observe clearly once it comes within a 5 meter range. The mana cost to negate the spell is double the amount it is used to cast. The cooldown is based on the rank of the spell, according to the cooldown regulations of the forum, and not the cooldown of the actual spell.









    Name: Kazimir Seiryu

    Str: 70(84)  

    Spd: 440(648)

    Con: 127 (152)

    End: 74

    Int:502

    Weapon: Empty

    Armor: Studded Leather Armor

    Headgear: Byakko's Armament

    Earring:Asmaan +60 Spd

    Modification:Iladrie's Justicar Eye

    Ring: Empty

    Necklace: Empty

    Companion: Mist

    Mount: Griffon

    Details:
    Str A-rank damage
    Spd lunge distance and speed 20 m/s
    Con 4XS rank damage. Lunge 1/post
    EndS rank pain tolerance
    Int 40% spell training and mana cost reduction.(WW)
    Griffon 20% word count reduction for travelling
    Byakko Armament 10% WC reduction for quests. ! post cooldown on spells. +40 spd.
    Illadriel's Justicar Eye Use Negate Spell
    Aura
    Extra:



    Origin

    For hundreds of years, there existed two clans in harmony. The tempest of the east (Byakko) and the Tsunami of the west (Seiryu). Each wielded a certain kind of magic. The east commanded the defensive power of the wind, and the west had dominion of the offensive might of rushing water.

    They fought alongside each other battling forces that threatened the region they lived in and preventing them from entering more populated places.

    The clans existed secluded from many outside sources. Their magic and teachings came from the blessings of the guardian spirits dwelling in the area. Kazimir Byakko grew up in the tempest clan being trained in the art of the wind. He was groomed to one day take up the mantle of a protector. This meant he would stand by a water mage and guard them as they battled invading forces side by side.

    During his training, he met, Orianna Seiryu, a young mage of the crushing tsunami. Together they grew close and spent day after day training and perfecting their art together. The two tribes knew they would eventually work together so it was no surprise when the water clan suggested an arranged marriage.

    The marriage was overshadowed by the announcement that the Tsunami of the west was making some sort of political move, and maybe sending some mages to join with guilds.

    Unknown to them, the eastern wind clan took this as a dangerous break from tradition and felt it would only lead to disaster. Secretly the head of the clan had been learning a perverse form of their magic, one that was used for offense.

    Before they were wed the wind clan launched a sudden attack on a still moonlit night. It was not them alone, however. They employed the help of a dark group of wizards employing various magic techniques. Kazimir and Orianna arrived to see their two clan leaders engaged in a battle atop the northern tower. Kazimir was given the choice to stand with his clan the Byakko or betray them for the Seiryu. He chose the Seiryu. As a result, the wind clan leader and the mages attacked all of them.

    The wind clan leader launched two slicing wind attacks that ripped open Kazimir’s chest. The water clan leader summoned a large wave that hurled Kazimir and Orianna seemingly out of harm’s way to the ground. Unfortunately, the wind clan leader launched one last attack that cut through Orianna from behind and dug deep into Kazimir’s back.

    That night Kazimir fled for his life leaving everything behind him. His family and his duty. The Seiryu clan was wiped out and all that remained was the Byakko wind clan. In order to carry on the name, Kazimir changed his last name from Byakko to Seiryu and now ventures to get stronger and right that wrong.


    X785-X787

    Kazimir was on his way towards a promotion until he felt he reached stagnation in his magical abilities. As if something was missing from his understanding.

    These feelings were realized in totality once his past caught up with him. A mission in the northeast took him closer to his old clan's area. He thought he was safe until a routine mission brought a changing wind.  

    Kazimir was staking out a crime ring when a gust of wind struck the rooftop and sent him tumbling down. The Byakko clan had tracked him down and launched an assault. They used a form of wind magic that focused entirely on the offensive force. A style he believed the clan leader created.

    His defensive wind spells failed to block the powerful onslaught and left him ragged and beaten. He barely managed to escape and was on the run in the wild for months.

    During this time he was surprised that the blessings of the White Wolf had not left him, but instead revealed itself in a new way.

    The White Wolf revealed that the connection was in his blood as a member of the clan and that the magic was deeper than he thought. Over the next year and a half, Kazimir devoted himself to relearning his magic and understanding what it really meant to wield the power of the wind.

    He uncovered that the defense of the white wolf came from strong offensive power. The power to overwhelm like a tornado ripping through defense and offense.

    Slowly his passive defensive style changed to an offensive one. However, it was one that he focused on using it to protect others and defeat the Byakko clan. He began to fashion offensive spells used more for clashing with others to negate them. As a sign of respect, he incorporated motions and tactics he saw Orianna use from the Seiryu clan into his style. This way he could do more than just defend attacks but save people through force if need be.

    During this time he did a scattered amount of lowly missions for the knights until he was ready to fully commit to raising up the ranks again with a better grasp on his new fighting ability. He has now returned to the greater Fiore area to take on more meaningful missions with the Knights and help others, once more.



    X787-X789


    Kaz returned to the knights and was quickly promoted to Captain. He began to lead and train knights. During this time he entered into a serious relationship with Noyiah and they moved in together.

    While working as a knight the wind clan returned and attacked. He fought them off and killed most of them but not the wind clan leader is missing and could return at any time.

    He was tasked with collecting a relic of the nine heroes to finally fight off the angels and demons. Embracing his angelic nature he battled another Nephilim and left Kaz with a confliction about his existence and purpose.

    He decided to stay on the side of humanity and was soon met with deep corruption in the knights. Along with a team of trusted Knights, they fought off a corrupt captain. After that, he was promoted to Captain -Commander.

    During the next year, the Rune Knights broke apart. He spent some time traveling around Fiore, building a life with Noyiah and going on adventures. They began to raise griffons and bought a house.

    Nuala appeared at random times in his life, their friendship growing deeper during the time spent surviving and escaping from a dungeon against all odds.

    Allies of the wind mage started rallying alongside him. Together they formed a new Guild named Phoenix Feather. Kaz became the Guildmaster and is leading them to a stronger Fiore.











    ONGOING TOPICS



    COMPLETED TOPICS




    Fairy Tail Topics




    Hatsuharu

    Friend



    Met in Hargeon two years ago investigating a criminal organization. The trail went cold and the two parted ways along with Akira. Two years later, reunited to finally finish the unsolved case. He went missing after the mission with Nerva.


    Akira

    Friend




    Met in Hargeon two years ago investigating a criminal organization. The trail went cold and the two parted ways along with Hatsuharu. Two years later they have not encountered each other again.

    The angel of wrath turned them into Nephilim. Leaving a scar on both of them. When near each other they can sense what the other is feeling.She went missing after the mission with Nerva.


    Shimura

    Ally


    The young rune knight recruit that he helped train. They have gone on many adventures together and formed a guild. He is now in charge of the guild's military affairs. A position that fits his fiery disposition.




    Xandra

    Ally




    Together they took down a criminal organization in Orchidia where they met.


    Judina

    Ally




    A fellow Rune Knight. They both left to join the inquisition and reunited in Astera where they pondered their life directions. They fought against the corruption in the Knights. She became one of the founders of Phoenix Feather.



    Noyiah

    Dear Friend |




    They met in Era. She was a detective who became a Rune Knight. The started the guild together and shared a romantic history once and remain dear friends to this day. He knows that he can always count on her and vice versa.


    Nuala

    Friend




    Met in Crocus as she broke into his home. She is a criminal but they worked together to bring down a bigger threat to civilians. Since that day they have grown close and taken part in quests and adventures. After a long time of friendship, they began to share intimate feelings for each other.




    Kurisa

    Romantic Partner




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    Last edited by Kazimir Seiryu on Fri Dec 27, 2019 10:32 pm; edited 1 time in total

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