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KickStarter The Iron Oath - turn-based strategy RPG with awesome pixel art

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.kickstarter.com/project...th-dark-turn-based-tactical-rpg/posts/2402759

January Update
Posted by Curious Panda (Creator)

Hey everyone! We're back with our January update and we have a number of things to share with you. Chris has recently been working on the implementation of backstories and how they shape your characters. Here's some insight into the process:

Character backstories are dynamically created by selecting a number of events that build off one another, shaping how that character came to be. These events take into account the world history and what has transpired so far in your play-through. We do this by first determining how old a character is, and then during each major milestone event in their life(their birth, childhood etc), we can look back at what was happening in the world during that time, and select events that are appropriate to build out their backstory. For example, a character born during the events of a war might have a part of their backstory detailing how their parents were killed by invaders during said war.

In order to create a character an "Origin" is selected. An "Origin" is the broad overview of where they grew up. This determines if they were born in a small village, a large city, or out in the wild, etc. Next, we select a "Family" event. This is what kind of family were they raised by. Were they raised by farmers, did their parents own a shop, were they bandits, did they even have parents? Only certain "Family" events can be selected based on the "Origin" for the character. So if the newly created character has an origin of growing up in the wild, it won't be possible for their "Family" event to be one of a noble family who lived in the capital. After the "Family" event we select a "Childhood" event and then a "Young Adult" event. These events also build off the previously selected ones. There might be a childhood event that says their parents were murdered by bandits while working on their farm. This event would obviously only be chosen if the "Family" event dictated that their family were farmers.

The goal is to build out a dynamic backstory that makes the characters feel more realized, with a sense of belonging to the game’s world. Additionally these backstories are not just fluff, and most events will play into that character's loyalty quest. If their parents were murdered by a well known group of bandits, they may approach you once you have earned their trust, and request your assistance in bringing their parent’s killers to justice. Additionally, these events will generally play into which character class they ended up becoming, and what traits they possess.

Here is an example backstory generated for a new character:

"Braeda Wheatfield was born in the heart of Langster in the year 1181. She was raised by a couple of farmers who led a mostly quiet life and kept to themselves. One day, soldiers from House Haevir attacked her home and slaughtered her parents. Braeda managed to escape but never forgot the faces of the men who crossed her. She vowed to get revenge if it was the last thing she ever did. Alone and distraught, Braeda managed to eke by an existence by stealing food and supplies. This life in the shadows helped hone her budding talents, teaching her to move and attack without being seen."

From the above example here is how the childhood event was selected.

f8f311e1ead1e15dfa8f17db318c129e_original.png

  • Id : Unique Id than can be referenced later in other events that need it as a prerequisite.
  • Category: What type of event is it. "Origin", "Family", "Childhood", "YoungAdult", "Adult"
  • StoryPrereq: This event is only possible if one of the events listed here is a part of their backstory.
  • OtherPrereq: These are other determining factors for if an event can be used. This one has "DuringWar" so it could be be selected if there was a war in their region during the years around their childhood.
  • Text: This is the written description for the player with details about the event. They are written to splice together so the different event categories flow well into each other. Everything inside of brackets are keywords we parse and replace with the appropriate text needed. So [firstName] is replaced with that character's first name where appropriate.
  • ProbabilityWeight : This can be used to determine how rare certain events are.
  • DaysUntilRepeatable: How often can this event be used as a part of a backstory. It can also be set to -1 meaning it could be unique and only come up once.
  • LoyaltyQuest: Does this event have a loyalty quest tied to it? This is where that is set.
  • Traits: Does this event add a trait to this character. If during their childhood they had a frightening encounter with the undead, a “Fear of the Undead” trait can potentially be added to that character. Personality traits are also chosen this way, for example if a family friend murdered their parents we could add a trait that makes them distrusting of others. This would affect their relationship with other characters (their Affinity), and their relationship to you and the company(their Loyalty).
As you can see there are quite a few variables that go into creating a character’s backstory. With hundreds of possible events to choose from, every character created should have a unique story and personality to add variety to your playthrough.

On the art-front, Nik has been continuing with enemy designs and we have a couple more timelapses to share with you, along with a look at the "Hoarwulf" creature variants.

Risen Scourge:

cabed4d95a92c69cb60e0adac729886c_h264_high.jpg

Warhound:

a2ef5a36480bb5b6682a27f79186e4ac_h264_high.jpg

14cb90d1dbbf420d85ef9960d7dcfa31_original.png

We've also added a new member to our team to help out with the animation workload, so please welcome Rafael Ventura (@rafaelborven). Here's a look at an enemy he recently animated for us:

a05c21f3a6aa273586e55bb3af74c6ee_original.gif

Thanks for reading and we'll see you next month!
 

Zombra

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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Why click a link when you can read it right here on the Codex? :salute:

Update #40

Feb 28 2019

February Update
Posted by Curious Panda (Creator)

Hello backers! This past month we've done a lot of work on various features surrounding guild management, and designing the UI that goes with each. We're still using placeholder graphics for the UI elements so unfortunately we can't share what these screens look like quite yet, but we'll be finalizing some of them in the upcoming months.

The functionality for managing your Guild Council is now implemented. You can hire people for these roles by visiting towns, meeting potential candidates during missions or by assigning a retired character into one of the roles if they are capable of it. The jobs of the 3 councillors have undergone some small changes from when we last talked about it during our Kickstarter campaign. Each position has some passive benefits and tasks they can perform, with success and speed depending on their skill level.

  • The Battlemaster can trains troops by teaching positive traits, or help your soldiers get rid of unwanted ones. Recruiting a Battlemaster provides increased Experience gains for your roster, a larger selection of potential recruits in hubs, and insight into which traits a potential recruit has.
  • The Emissary is your liaison between you and the different factions within Caelum. They can help you boost your reputation with a specific House, Faction, or the citizens within a city. Recruiting an Emissary provides you with more lucrative contract rewards, and gains the attention of the noble class, allowing you to accept contracts from a ruling House.
  • The Spymaster comes in handy for uncovering plots by your enemies, or for tearing down the relationship between any two Houses and potentially inciting open war. Recruiting a Spymaster allows you to discern when a quest giver or potential recruit is trying to deceive you, and unlocks the ability to follow up on various rumors that they hear of through their underground networks.
We've also been working on the report that your adviser will present to you at the end of each month. This report details your current financial situation and contains a complete breakdown of your income and expenses, which can be beneficial for future planning. The report also contains suggestions from your Guild Council if there are any pressing matters they want to bring to your attention. For example, if you are short on certain types of troops, have too many injured personnel, or if they have a suggestion on which House you should gain favor with, they will mention it to you in the report.

We've also been updating our ability tool-tips to be more informative and streamlined. Our first pass on them had extra flavor text and details that made the important information difficult to quickly discern. We'll have more details on that in next months update!

In the art department we're continuing to finish designs and animations for the various enemies, here is a recently completed animation-set for the House Commander, once again done by @rafaelborven


Animation by @rafaelborven
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/project...th-dark-turn-based-tactical-rpg/posts/2465395

March Update
Posted by Curious Panda (Creator)


Hey everyone, we hope you all had a good weekend! This month's update is basically just a collection of some of the artwork we've recently completed for the game, as we're currently working on some features/mechanics we're not quite ready to share yet.

6dd1d7c31744547abb19a58aad7de68c_original.png

The Charion creature has hardened scales for protection and can breathe fire
Risen Scourge Abilities

8933f8eeef69bba8cb3da4f78b6d3ded_original.gif

Dire Hoarwulf Abilities

6c96c3236f0d5af5f127450a813a5a50_original.gif

Ancient Wealdere Abilities

9b4034d818c40b69db4d2dea61bdd5a0_original.gif

The above animations were done by Rafael (@rafaelborven), he's been a welcome addition to the team!

And finally here's a timelapse of the design process for one of the Wealdere creatures, a treant-like being:



Thanks for taking a look! Next month Chris will take some time to implement some of the recently completed enemies, so we'll be able to share some in-game looks at them in the next update!
 
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Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Full update, including some sweet gifs:

Update #42

May 1 2019

April Update
Posted by Curious Panda (Creator)

Hey everyone! We have a few things to share in this month's development update. Firstly, as mentioned in the last update, Chris was able to start implementing the new enemies(12 new ones so far!) and their abilities into the game. It's nice to finally to see them in action, and on our end the process was quicker than we had originally thought it would be, which is always good :) Here's a look at a few of them:

1) The Risen Scourge using his Pulverize ability

4715965e0cdb7f0e7b93d8e9a3585074_original.gif

2) The Outlaw Chief using Stagger

8e992eec94a4f4a274e954b9c6d2ebd5_original.gif

3) The Charion Behemoth using his Blaze attack

112f2d821d18e108f4f0ebb0eeff4f81_original.gif

4) The Charion Behemoth's Fire Claw ability

ac3d51f40ba454db9d0a424de6ca4694_original.gif

5) Outlaw Chief and his Leap Strike attack

42fe2abbef1d2789e14e7de760be878e_original.gif

6) Destroying a pile of bones summoned by the Scourge's Boneyard ability (the destruction effect is just an early pass)

a349e9e2481f5ad1c47982ad8061327b_original.gif

In addition to that, we've also been working on new enemy designs and animations. Here is a timelapse Nik has done for the "Brightmane King" enemy, and the designs for the various "Nullbeast" creatures.



f18a46f69247334acc8bea29f6490c0e_original.png

Lastly, most of our recent attention has gone into finalizing the UI for the game. Other than the combat HUD, everything has been using placeholder elements for quite some time, so it will be nice to finally get all those screens properly skinned so we can share them with you over the next few months :)


Before going, we'd like to give a shoutout to our friends at 6 Eyes Studio and congratulate them on launching their tactical RPG Fell Seal! They had a great run in early access and the game is out now on PC, PS4 and Xbox One. If you're a fan of Final Fantasy Tactics or Tactics Ogre we encourage you to check it out! You can buy the game on Steam HERE.
 

Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
The update in question:

MAY 31, 2019
UPDATE #43
May Update

Hey everyone! This past month we've been working on designing and implementing the finalized UI/HUD for the game and it's coming along nicely. Most everything we had in place has been entirely revamped with a new style, though we've kept the same positioning for the majority of elements. You can see a comparison below:

Previous combat UI:

8f1636a45f50bc96ec135786e50eb4f6_original.png


Updated combat UI:

d742cec55f80bf5f40a3c7be19782687_original.gif


Here's a breakdown of all the changes:

Party

The allied party UI has changed in style to make use of character portraits in the future (the current blown up sprite portraits are just placeholder until then). We've gone with a Baldur's Gate style health fill to represent the damage taken for each character (the more red, the closer they are to death!), and two simplified bars to show the values for the Focus and Spirit pools respectively. The rotating particles represent whose turn it currently is, while the alternate frame border shows which character you're currently hovering/targeting.

bd9e38c263dd6850cce859404a494aa7_original.gif

The enemy party UI has changed similarly, though it is smaller in scale so we can fit large groups of enemies onto the screen. Like before, targeting an enemy will display some info on their defense, and your chance of hitting them with the selected ability.

bdcf03653e31a707fed5d12f6b3771ad_original.png

Target Information

The details of your current target remains mostly the same, but will now show the level of the target and some additional info on their status, such as whether they are channeling an ability and when they'll be done, or when their next turn is. (not all of this is implemented yet, the below is just a mock).

07f85da944b30a4c0e57c9292493b21a_original.png

Turn Order

The turn order has received some of the bigger changes, and is now more informative and interactive. When you select a target, they will also be now highlighted in the turn order so the player can more clearly tell them apart from similar enemies, in addition to seeing at a glance how close that target's next turn is.

We've added a divider to separate combat rounds, and an indicator to show how many characters are left to act in the round behind what is currently visible(this will only show if there is not enough room to display everyone). Additionally we've color coded friends from foes (blue and red), added health bars to the turn order, and also icons to indicate whether it is a new turn for that character (a star), or whether they are finishing a channeled ability(a clock).

a7d78faeb5deaed19cdc43111897115b_original.png

Hotbar & Ability Tooltips

We've removed the health globe from the hotbar(we felt it was redundant), encompassed everything in a new fancy frame and re-positioned it back to the center of the screen. Red and blue markers beneath each ability now indicate whether that ability is classified as Offensive(red) or Supportive(blue). The white border indicates which ability you are hovering, while the flashing animation indicates that the ability is currently selected and ready to target someone.

4189c71a19b57e53bb5d1a8c7fe02c2f_original.gif

Our ability tooltips have also been updated to be more concise and offer important information at a glance. Beneath the name and ability type, Focus Cost, Ability Range and Cast Time are represented with unique icons. To the right, a quick animation shows viable usages for the selected ability. Beneath the main description displays any augments the ability has from that character's ability skill tree.

35a33f2d4bf5ed754e1f6b3bdcc29c8c_original.gif

We hope you like the new look and features! We'll have more UI screens to be shared in the next couple updates.

We'd like to leave you with a new full track by our composer, Alex Roe. This one is specifically an exploration track for the region of Godsvale. He's composed well over an hours worth of music thus far and we're excited to share this one with you(and more in the future!). Be sure to check out his youtube channel if you'd like to hear more of his work from The Iron Oath and other past projects!

Thanks for reading, and have a great weekend!


A friendly reminder that you can wishlist The Iron Oath on Steam now! Though all backers will be receiving a copy regardless, wishlisting the game still helps us out with visibility and we'd very much appreciate the further support :)
 

Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Cool! Unique recombo portraits!

https://www.kickstarter.com/project...th-dark-turn-based-tactical-rpg/posts/2553780

June Update

Hello backers! For our June monthly update we have a few more UI related things to share with you again. We're really pleased that you all liked the new look for the combat UI (which can be found here if you missed last month's update), and this time around we'll be sharing the management UI with you.

Before getting to that though we wanted to share a prototype that I've been working on for character portraits. In our original plans, we were just going to have one design per class (eg. The Pyrolancer's portrait would have one specific look, and aside from hairstyles and colors it would never change), but from a player customization point of view, we think it would be better if we made 5~ faces per gender that are not class-specific, along with the ability to customize hair, hair color, armor, headgear, scars, tattoos etc. We'd like to hear your input on this and if you agree that it would be the way to go! If we do indeed go the latter route, we will have class icons in the corner of portraits so that there is no confusion about which class a character is.

So with that said, I started with working on one single face type to establish a style for the portraits as seen below:

f1728026d16ed07effa770a29804f3a3_original.png

I then started adding various layers which would be randomly assigned when a character is created in the game (with the ability for the player to later customize these things in the management screen). Here are some of the current possibilities:

ad4783fffac2014d4b662f8ab3c8d883_original.png

Obviously we will have a few more choices for the various elements in the end, but for now as a proof of concept I'm fairly pleased with the amount of variety that we can get from a single face, and with 5~ per gender there should be plenty to work with to achieve unique looking characters within your roster.

Moving on then, here's how the management UI will look from the overworld screen. Please bear in mind these are just mock ups, as Chris is still in the process of skinning the screens in the actual game, but the look will be virtually identical :)

0e48dce7dba058efe16886e27c65f7f3_original.png

dda73aacf81474199d7a74fc05ea787e_original.png

ce28174bd3c7a3cccb3e1b198d9138d1_original.png

aad5cdc08012c7e818f8af5d00eba34d_original.png

7171193a889d51829acaf83950ae18e3_original.png

28aa03e64dbddd5300ad46ffbe00a7a0_original.png


ea88824d165b5a4dc471de7360b6c9f8_original.png

e99a8d441c964b4d2001a7c3014ce7bb_original.png

As you can see in the Overview screen, there's quite a bit of space for various statistics to be displayed. If there is anything that you would like for us to possibly track and share with you the player, we'd love to hear your ideas!

40f1dbb46029d24641e9c042e6b38aad_original.png

The UI is being designed with controller support in mind, so while it will probably be most efficient to use mouse & keyboard, you will have the option to use a controller on PC if that is your preference!

We hope you like the look of everything, we should be able to show it off in-game within the next couple updates. If you have any questions or suggestions about the UI (or the portraits) we're open to hearing it of course. Thanks for reading and see you next month!
 
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Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
JULY 31, 2019 UPDATE #45
July Update

Hey everyone, we don't have a ton to talk about for this month's update, but we do have some awesome animations to share with you! Every creature in the game has 3 variants(lesser, normal, boss), the creatures shown below are the boss variants. We're really pleased with the animation work that Rafael(@rafaelborven) has been producing for us and we can't wait to share more in future updates!

Charion Behemoth

640cc8ae9f895593e08342c58e087509_original.gif

Nullbeast Prime

9b528d0655baf0022dcdebf110148cff_original.gif

Brightmane King

aee3d44212b7188edf67c6dde3415ba9_original.gif

Outlaw Bladedancer

df2d0f8a60bb673edd275648dc42d1bf_original.gif

Next month's update will have a little more heft to it if all goes well, as Chris is finishing up work on the finalized UI screens that were shared last month. Nik is currently doing more enemy and character design so we'll have more of those to share and some timelapses to go with them next time around as well. Thanks for reading!
 

Sarissofoi

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Messages
762
df2d0f8a60bb673edd275648dc42d1bf_original.gif

This really look like a good weapon ...
to hurt yourself
or made enemy die ...
from laughter
.
Movements look cool and animation is flawless tho./
 

pm_675

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New update!

https://www.kickstarter.com/project...th-dark-turn-based-tactical-rpg/posts/2581527

August Update

Hey everyone. We're a couple days late, but our August update is here! With our management UI implemented in the game we decided that a walk through video of its functionality would be something you might be interested in. We still need to do another polish pass or two on it (skinning some pop-ups, aligning certain elements) but for now it's at least functional and presentable :)

19926cc1fa2d8319ae9b3d0b6adbdf48_h264_high.jpg

Please forgive the cuts in the video haha, I tried to do it in one take but couldn't manage it without screwing up! Also, since the placeholder item icons are pulled from another game, we decided it was best to blur them out, so apologies for that messy look! As mentioned, once more features are in a state that we're comfortable sharing, we plan to make some similar videos to cover them.

Moving on, Rafael has pumped out a few more fully animated enemies this month that we're very happy with! Here is a look at the Deathlord, who may look familiar. This was one of the first enemies I designed and partially animated, but hadn't gotten around to completing. Rafael did a great job finishing it off :)

0d486713eeeb1b3d54e8998bd55ad88c_original.gif

Continuing with the art, I've spent a good chunk of time this past month designing some more enemies, and recorded a few timelapses of the process. I also realized I hadn't shared the Nullbeast timelapse that I recorded a while ago, so I threw that in as a bonus.

Nullbeast Prime

a4731e15230e4298b81b043e2e731fa4_h264_base.jpg

Dreadknight

3e71472f11bf355e37e430f485a63947_h264_high.jpg

Spectral Reaper

3a94d9ea5353b8a78d9eb683f34d0c79_h264_base.jpg

Temptress

f9e435d71096d5ddccccdba46c3d0280_h264_base.jpg

That wraps it up for this month! Before going, we did want to share some camera effects that we recently started fiddling around with. It's not something we'll use for every action in combat, but for things like critical strikes and deathblows we think it adds a little extra something :) Let us know your thoughts! And of course, effects such as these would be entirely optional and you could turn them off if you wish. Thanks for reading!

f8d86e342d38a327e8ad7d7794c9d8b2_original.gif
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


A design timelapse for one of the Nullbeast creatures in our upcoming tactical RPG The Iron Oath. Designing this one was pretty fun and I went through a couple different ideas, with the end goal of wanting it to be a cat-like creature with some dragon-themed elements.
 

Mazisky

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In 2 years since the announce they mostly showed art stuff. The game looks great but the vaporware shadow is darkening its great premise.
 

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