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Another Morrowind Mod List - RP-oriented, dialogue, immersion and faction expansion mods

Discussion in 'Bethesda Game Studios' started by zool, Jan 5, 2020.

  1. zool Cipher

    zool
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    Eighteen years after the game's launch, the Morrowind modding community is still very active. Several quality mods released over the past two years by a handful of monocled modders have prompted me to compile this mod list focused solely on RP-oriented, dialogue, immersion and faction expansion mods. In addition, mods on this list have to be both:

    - lore-friendly (obviously)
    - vanilla-friendly (meaning that they have to integrate as seamlessly as possible into the vanilla game through the quality of their writing and/or the use of mostly vanilla assets that don't stand out from the rest of the game).

    Finally, a disclaimer: I haven't been able to test all of the mods on this list. I still decided to include some of the ones I haven't yet tested myself on the condition that they come from well-established modders whose attention to lore-friendliness and vanilla-friendliness is recognized and whose work I know through other mods of theirs I played.

    RP-oriented mods

    These are the mods that add more opportunies to roleplay in the game, mostly through offering new dialogue options and tweaks to existing vanilla quests.

    Main Quest Overhaul by Gavrilo93: this mod is actually a compilation of five mods created by the author and aiming at giving more options with regard to the main quest:

    - Refuse the Main Quest: allow the player to tell Caius Cosades he does not want to join the Blades. However, there will be consequences of turning your back on them.
    - Nationalist Nerevarine: make it possible to roleplay a Dunmer nationalist who takes no orders from the Empire by offering a second path to complete the Main Quest by taking the package in the first quest to a rival (vanilla, and lore friendly) faction, and work for them.
    - Imperialist Nerevarine: allow you to roleplay a loyal servant of the Empire who doesn't want to contaminate his/her character page by joining the factions of the savage natives. With this mod, you can avoid having to join the Ashlanders and still carry on with the Main Quest.
    - Hortator: This small mod adds the "Hortator" faction to your character sheet once all three Great Houses named you as such.
    - Ashlander Quests: Allows the player to do eleven more quests for the Ashlander tribes.

    The G93 Vanilla Quest Tweaks RP Choices Consequences Super Mega Package - Ultimate Edition by Gavrilo93: disregard the (intentionally) stupid name of the mod: this is another compilation of twelve mods by Gavrilo93 modifying vanilla quests in order to offer more opportunities for RP and more choices and consequences. Includes, among others, the Morrowind - Immanuel Kant Edition mod which provides several RP choices in dialogue for an honest character who would never lie, as well as the Libertarian Magical Services mod, with which the vanilla Telvanni quest "Mages Guild Monopoly" will have consequences, if you successfully complete it: new Telvanni and independent mages will appear in Redoran territory, and the people will talk about the changes that occurred.

    Quest Tweaks and Alternatives by Stuporstar: this mod adds more options to Morrowind's original quests, fleshes out some quest related dialogue, and makes minor tweaks to a few quest rewards. This mod does not add whole new quests, and does not remove original content. It focuses mostly on Mages' Guild quests but also touches some Tribunal Temple, Telvanni, Fighters' Guild and Imperial Cult quests as well as misc quests.

    Roleplay Options for Great House Hlaalu by Caeris and Luj1: This mod adds several new ways to complete vanilla quests for Great House Hlaalu. Persuade, bargain, and extort Hlaalu rivals to soar your way through their ranks as you learn to walk, talk, and act like a proper Imperial-boot-licking bureaucrat. Features new dialogue, expanded quests and lore-friendliness.


    Dialogue mods

    Soulless NPCs and repetitive, non-reactive dialogue hurt immersion and any sense of RP. These mods seek to remedy that by adding a huge amount of reasonably well-written new dialogue (and occasionally quests).

    Less Generic-type mods

    LGNPC by LGNPC team: this mod needs no introduction. While the quality of writing is sometimes uneven, there is no question that some of its content is top-notch: the PAX Redoran module, and more generally the Redoran-themed modules, are universally regarded as high-quality. However, don't install the LGNPC Pelagiad module, notorious for it bad writing, modder humor and numerous fourth-wall breaking references.

    In addition, don't forget to install Ostar's unofficial Less Generic Tribunal (links to a fixed version), Less Generic Bloodmoon and Less Generic Nerevarine mods.

    Carelessly Crazy Caldera Community by Team Suran Suran (incl. Gavrilo93): gives the equivalent of the LGNPC treatment to Caldera (which doesn't have its own LGNPC module): adds a new shop, 2 new NPCs, 17 new quests, and adds unique background, personality and dialogue to most of the NPCs of the town.


    Additional Dialogue mods

    Django's Dialogue by VonDjango: the king of dialogue mods, recently updated after a long hiatus by VonDjango. Adds hundreds of new lines of text dialogue for all NPCs, which helps to remedy the repetition and dialogue fatigue that came with the original game.

    Nastier Camonna Tong
    by VonDjango: another classic mod by VonDjango, though with a much more limited scope. Adds more offensive greetings to members of the Camonna Tong. Responses range from surly and difficult to outright racist slurs if your character is Khajiit or Argonian.

    Balmora Rumour Fix by Lucevar: adds an option to refuse Larrius Varro's Bloodbath quest, and edits the filtering on vanilla Balmora rumours so that they don't get overwritten by the Varro rumours. 16+ rumours now appear in Balmora.

    Note: Balmora Rumour Fix might find its way into Patch for Purists soon.

    Greetings for No Lore by Caeris: replaces the three standard No Lore greetings with over sixty new ones. The new greetings take into account disposition, race (Khajiit vs non-Khajiit) and how many times you have spoken to the NPC. It is reported to work without any problem alongside Django's Dialogue and there is a patch for it to work alongside the LGNPC No Lore module.

    The Publicans by Half11: this mod, made by the author of the Patch for Purists, fixes several places in the vanilla game that are set up like inns, but in which Bethesda for some reason has forgotten to add the option to rent a room to. Each new publican is also given some (limited) custom dialogue, which reflects their surroundings and the (lack of) services they are offering. Use the LGNPC-compatible version that resolve a compatibility issue with LGNPC Ald'Ruhn.

    Solstheim Rumor Fix - Fixed - Fixed by Gavrilo93: this mod restricts the constant, immersion-breaking references to Solstheim in the vanilla game dialogue options and rumors. Now only Jonus Maximus, NPCs who are Agents, and the people of Solstheim and Khuul will talk about Solstheim. It also adds unique dialogue for Nords on the Solstheim topic.


    Immersion mods


    Consistency fixes


    Disconnect between narrative and mechanics is bad and immersion-breaking: modder Melchior Dahrk compiled a list of all the inconsistencies between the information provided in books or through dialogue and what actually appears in gameplay. The following mods seek to fix the most egregious of these inconsistencies.

    Ald Redaynia by WHReaper: in in-game dialogue, Ald Redaynia is said to be a a fishing village with a ruined wizard tower but when you go there, there is only the tower and no village. This mod adds a little fishing village next to the tower. It has only a few NPCs who live there and just a few new lines of dialogue. It aims mainly to just add the village and blend in as much as possible. This mod does not alter landscape in any way. There are several other mods that restore the Ald Redaynia village but this one seems to be the most low-key, thereby matching our vanilla-friendliness criteria.


    Dwemer and Ebony Service Refusal by KiraMarshiku: In vanilla Morrowind dialogue, it is mentioned that Dwemer artifacts and raw ebony are illegal to sell and trade. This mod makes it so that various Dwemer items and raw ebony cannot be sold or traded, with the exception of weapons, armor, and keys.

    Note: This service refusal-type of mod can be irritating, with merchants refusing to barter with you as long as you have said items in your inventory (like with skooma and moon sugar in vanilla), so use at your own discretion.

    Hospitality Papers Extended by PoodleSandwich: In the vanilla game, you were supposed to have to purchase "Hospitality Papers" before being able to get services in Sadrith Mora. Dialogue suggested this, and the papers were available to buy, but the mechanic of service refusal was never actually implemented. This mod, building on quorn's original mod, fixes this and adds some more stuff: new audio and text dialogue for guards, harassing you about having papers, including newly recorded lines from original Morrowind voice actor Jeff Baker,

    TriangleTooth's Missing Characters by TriangleTooth: adds nine new NPCs who were mentioned in dialogues but did not appear in-game. Also gives them new uniques dialogue lines that fit seamlessly into the vanilla game
    Quarantined Vvardenfell by Gavrilo93: the vanilla dialogue of Asciene Rane suggests that travel from Vvardenfell to the Mainland is restricted, due to the Blight disease. However, in the vanilla game nothing happens if you request teleport to Mournhold when you are diseased. This mod fixes that. In case you have a blight disease, Asciene Rane is going to reject your request, and won’t teleport you to Mournhold until you are cured.


    Less-static world mods

    Main Quest Enhancers by Trainwiz (fixes by abot): ever thought that the main quest lacked a certain atmospheric quality? Didn't like that despite the ravings of the Sixth House getting stronger, you really didn't see them DO anything? MQE attempts to change that: as the main quest progresses, the player will witness the collapse of Vvardenfell and the ever-increasing presence of the Sixth House. Outlanders and dunmer alike will begin to take notice of the strange happenings around Vvardenfell, and react accordingly. Temples will begin to be crowded by the faithful and worried, infected will gather outside Tel Fyr, hoping for a cure, and some desperate souls will be waiting on docks for boats off the island. The Corpusarium will also become more crowded as well. The Sixth House will begin to harass outlander institutions, such as the Legion, the Guilds, and the Imperial Cult. They will begin to grafitti their buildings, nail ravings to their doors, and generally try to scare the mongrel dogs of the empire. The version linked to is the fixed version by abot.

    Gnisis Docks by Gavrilo93: modify the vanilla Imperial Legion Widow Vabdas' land deed quest given to the player by general Darius, so that if the player choses the (vanilla) evil option, a new dock will be built up in three days, near the hut of Widow Vabdas, thus providing a way for the player to feel that his or her actions now really have consequences. Features include new docks at Gnisis (with a new shipmaster who offers fast travel to Ald Velothi, Khuul, and Gnaar Mok), an "in-between" stage after one day has passed (observe the construction of the docks, and talk with a new, interesting NPC, who is responsible for it), a simple delivery quest to offer a lore-friendly reason to visit the docks and unique dialogue from the people of Gnisis and Ald Velothi concerning the docks, based on their personality, current status, faction membership, and several other factors. The mod is compatible with mods such as LGNPC Pax Redoran and LGNPC Ald Velothi.


    Factions Expansion mods

    Faction quests are usually among the best quests in the game and faction climbing can be fun. Therefore, mods that expand them while remaining lore-friendly and vanilla-friendly are desirable.

    House Redoran

    Taken care of by the LGNPC mod (most notably LGNPC PAX Redoran and LGNPC Vivec Redoran).

    House Telvanni

    Taken care of by the Rise of House Telvanni - Uvirith's Legacy - Building Up Uvirith's Legacy combo which I have yet to test, as well as by LGNPC Tel Uvirith.

    House Hlaalu

    Hlaalu Business by 4L0M: a relatively small mod that adds six more Hlaallu quests to the game, three to Dram Bero and three to Nevena Ules, who
    are both members of the House Hlaalu Council. The quests don't give any Faction Reputation points so they don't affect your promotions through House Hlaalu.

    Imperial Legion

    Imperial Legion Expansion by Gavrilo93: this mod is a complete overhaul of the Imperial Legion faction with 19 new quests, bugfixes of vanilla Imperial Legion related bugs, better rewards for advancement and better personality for some of the NPCs, among other features. It also integrates the “Legion Papers” and “Knight of the Imperial Dragon Quarters” mods.

    The Fires of Orc by Gavrilo93: this mod lets you to join an Orcish clan in the Valenvaryon stronghold as part of your Imperial Legion missions, and do quests for them. Features include 9 quests, unique dialogue and personality for most of the Orcs in Valenvaryon. This mod is compatible with LGNPC Secret Masters.

    Mages' Guild

    Magical Missions by Von Django: this mod adds five new quests for members of the Mages Guild given Master Wizard Folms Mirel in Caldera. New quests include delivering a coded message, solving a murder, investigating a heist, bartering with the Telvanni and retrieving a tome of dark power for the Master Wizard of Caldera.

    Caldera Mages Guild Expanded by Lucevar: this mod is a lore-friendly and balanced expansion of the Caldera Mages Guild, with some quests and new NPCs. Features include four new NPCs with some custom dialogue, one new social-based quest suitable for low level characters, a library with books you can borrow depending on your rank in the Mages Guild and no overpowered loot.

    Note: These two mods are compatible with each other as well as with the aforementioned Carelessly Crazy Caldera Community mod.

    Thieves' Guild

    Thieves' Guild in Gnaar Mok by Gavrilo93: adds ten new Thieves' Guild quests to Gnaar Mok, including the possibility to eliminate the Camonna Tong in Gnaar Mok, to set up a new smuggling operation for the Thieves' Guild in the town or to break into Vvardenfell's toughest prison to free fellow guild members. Compatible with LGNPC.

    Morag Tong

    Morag Tong Polished by Caeris: from the author's description: "The Morag Tong Guild is the most poorly written faction in Morrowind. This mod fixes that by giving the guild a much needed touch up. Overall, you should now find role-playing as a badass temple-endorsed agent of chaos a lot more satisfying". Features includes bugfixes for vanilla Morag Tong quests, two restored quests and a number of minor modifications.

    Morag Tong Expanded by Shuuda: adds more depth to the Morag Tong faction with the addition of extra quests which are slightly more varied than the usual writs, as well as a reason to visit the guildhalls outside of Vivec. The mod adds a number of quests for the guild masters in Balmora, Ald-ruhn, and Sadrith Mora, with at least three for each of them: these quests form three small story arcs in which the player deals with the Dark Brotherhood, Sixth House plots, and some questionable writs. The latest version also adds four new quests where the player can do work for the Night Mother of Vvardenfell (this does not make the Dark Brotherhood a joinable faction however).

    Note: These two mods *should* be compatible according to Caeris (author of Morag Tong Polished) but it remains unconfirmed.

    The other joinable factions (Tribunal Temple, Imperial Cult, Fighters' Guild) don't have any faction expansions mods worthy of note matching our criterias. However, Caeris (author of Morag Tong Polished) is working on two other mods overhauling the Tribunal Temple and the Imperial Cult questlines while a new modder, zelazko, has started work on a Fighters' Guild Questline Overhaul that looks promising.


    That's it for now, I may update this list in the future with other mods, including mods allowing to join factions which are not joinable in Vanilla or recommandations for good quest mods.
     
    Last edited: Jan 12, 2020
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  2. DraQ Prestigious Gentleman Arcane

    DraQ
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    I have but one problem with lore friendly mods for Morrowind. Allow me to illustrate:

    You see, I have no trust in assurance of lore friendliness coming from people who wouldn't recognize the lore if it stuck its milk-finger in their mouths then pierced their second aperture.
    :obviously:

    Morrowind has a lot of subtlety and hidden layers to its worldbuilding that are easily disrupted by clueless modding.
    If you don't know what the fuck you are doing, then maybe stick to modding Oblivion, so that no one who cares actually needs to see your creations, or at least Skyrim which is a great deal less subtle.

    We've been there before (open)



    tl;dr
    Give me lore friendly that is actually lore friendly and not shit, you n'wah.
    :obviously:
     
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  3. octavius Prestigious Gentleman Arcane

    octavius
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    IIRC merchants are hard coded to wear the "best" apparal they have in stock.
    Anyway, what do you know about the merchant's fashion sense?
     
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  4. zool Cipher

    zool
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    I remember that discussion about Starfire NPCs - believe me or not, I had actually planned to write a special DraQ disclaimer about the whole concept of lore-friendliness but forgot to include it in my post. :lol:

    These mods are lore-friendly, just not DraQ-level lore-friendly.
     
    Last edited: Jan 6, 2020
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  5. HarveyBirdman Savant

    HarveyBirdman
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    My high school English teacher insisted on wearing traditional Ghanan garb every day. He is 100% Irish and had never been to Ghana. His name is Dexter.
    Dude taught class looking this every day:
    [​IMG]
    Only, you know, with skin whiter than freshly driven snow.

    He taught me many wonderful things, not the least of which was how to dress like a real man, but also including the beauty of cultural relativism and that Things Fall Apart is the greatest book ever written.
    The knowledge he imparted to me took root, and so several years later I wrote about how Things Fall Apart teaches the lesson that white people are evil for my AP Literature exam. Got a 5. Thanks Dexter.

    Perhaps this shopkeeper is a lore friendly progressive. Show some goddamn respect.
     
    Last edited: Jan 6, 2020
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  6. DraQ Prestigious Gentleman Arcane

    DraQ
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    Traditionally:
    Pics or it didn't happen.
     
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  7. HarveyBirdman Savant

    HarveyBirdman
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    Stupid 15 year old me me never took any pictures, and it looks like everything that used to be on the school website has since been taken down. I bet he got all self-loathing for appropriating Ghanan dress.
     
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  8. JarlFrank I like Thief THIS much Patron

    JarlFrank
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    If you're really into Morrowind's lore, DraQ-level lore autism is the only way to go.

    That's why the only content mod I'll be installing for Morrowind is Tamriel Rebuilt when it's done :obviously:
     
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  9. Molina Learned

    Molina
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    There is as much content in TR as in Vanilla Morrowind...
    So... why are you waiting ?
     
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  10. JarlFrank I like Thief THIS much Patron

    JarlFrank
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    Secret Lab of the Warrior-Magus of Esoteric RPGism
    Cause I'm patient.
     
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  11. Alpan Savant Patron

    Alpan
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    Grab the Codex by the pussy
    Back when I was 14, someone I met playing a web browser game attempted to recruit me into the Tamriel Rebuilt project. I'm 30.
     
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  12. Alphons Educated

    Alphons
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    It could be done already if you joined. Thank you for all those extra years waiting.
     
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  13. Open Path Educated

    Open Path
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    I have only tried minimally a few "new content" mods of the last years but many seem interesting. The new patches, mechanic improvements and challenge enhacements are notable also.

    There is indeed a true MW modding renaissance in which there were created more than 2400 mods in the last 3 years, so 15 to 18 years after the game original release. I don't know if there is some other similar example at all, not among rpgs for sure. The active player base probably grew exponentially also -according to downloads count-.

    According Nexus mods data, new Morrowind mods monthly average in the last year and a half was far superior to The Witcher 3, Oblivion or any Dragon Age. In absolute terms, MW mod production was only surpassed by the work of the hordes of modders that still create Skyrim or Fallout 4 mods -however and contrary to MW, both games mod production is in a clear decline, as any other game older than 4-5 years-.
     
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  14. Open Path Educated

    Open Path
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    Besides the lore-friendly consistency, something that I want in additional content mods is a minimal amount of common sense in worldbuilding to don't mix the fictional world with the game representation. Many additional content mods I ever tried fail in this regard by the inclussion of metadata, artificial dialogues or absurd ideas linked with scaled and only slightly simulated gameworld.

    For example some examples in a mostly good quality and ambitious mod, included by OP, Redoran sections of LGNPCs, we have examples as those:

    - Npcs talking about the total absence of fresh water in Ald R'uhn and surroundings and how all the water has to be brought from Ald Velothi or Khuul: The author imagine a weird -to not say impossible- context in which a regional capital is located in a place in the middle of the island with no access to fresh water and instead to build deposits, the rulers decide to bring the water not from a near natural well or from the next city but from "hundreds of kilometers" on the coast and the modder decided to use this surreal logistics dialogue -and some quest I think- because the game, in its limited simulationism doesn't provide cisterns, wells or aqueducts in Redoran city. Game doesn't provide examples of sanitation in any settlement, so probably Vvardenfell inhabitants don't shit at all.

    - Npcs describing how Ald R'uhn is the third most populated city in Vvardenfell -actually the second-, but not so populated as Vivec "which host more than 300 people": Author seem to ignore that Vvardenfell is a scaled game representation of a obviously bigger "real" place, with thousands of sq Kms instead of game's 15, whith hundreds of settlements instead only 20 and hundred of thousands inhabitants -and still the island would be mostly underpopulated- instead of 3000. Vivec over 330 unique npcs are a simplification, a scaled image of a bigger reality -just as tiny Tarant in Arcanum, Britain in Ultimas or The Hub in Fallout are-.
     
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  15. vortex Fabulous Optimist

    vortex
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    When is complete Tamriel Rebuilt coming out ?
     
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  16. Molina Learned

    Molina
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    november 2044.
     
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  17. Funposter Savant

    Funposter
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    this mod lets you roleplay as a big lez

    [​IMG]
     
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  18. Clockwork Knight Arcane

    Clockwork Knight
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    There was the classic issue with the blacksmith that sells the female-specific "LeFemm" DLC armor discovering some new things about himself due to that feature.

    A small consolation is that he doesn't sell the dominatrix armor set.

    Maybe he was inspired by the history teachers in the persona games.

     
    Last edited: Jan 7, 2020
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  19. Life Coach cans Patron

    Life Coach
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    Now if only somebody could just put gothic skill progression in morrowind. These games should not be apart.
     
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