[The Necropolis] Battle against the Twin Fates

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They have gone by many names in the past: the Weaver and Unweaver, Nam'tar and Nym'tar, the Authors of Destiny, and the Overseers of the Necropolis. The pair has worked tirelessly and eternally watching over the strings of fate, toiling at them in both the grandest and minute of scales. For thousands of years they have said nothing except the chants and whispers of their Hymns, eerily filling the outermost sections of the massive Necropolis. Even as the nine Champions took their position the weavers seemed to to not take notice, continuing to hover with their heads held low toward their arms. But their whispers grew louder as they came closer, to the point where it almost seemed that the Hymns were ear piercingly loud even though they were still just whispers. But unbeknownst to the Champions of Humanity the Hymns of Unweaving and Weaving were well at work, and beneath the sounds of chanting and whispering the undead were stirring to the Twin Fates' call.

Beneath the first and second groups Unyielding Thrall would rupture the rocky ground below the Champions of Humanity, their rotting and fleshy arms grabbing at their ankles and legs from underneath as they struggled to climb through the earth. As the Thrall made their move the Hymn of Unweaving was already well at work to Unweave the Champions from reality; as each second passed the Unweaver was already plucking away at the strings of fate very carefully with her ontological prowess. If the Champions hoped to reach deeper into Irkalla triumphing over the Twin Fates was an absolute necessity; but they existed on a higher plane, rendered untouchable with their Divinity.

(Ori no Sanbika) - Hymn of Weaving
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A power long lost to time and created by divine powers. The Hymn of Weaving is used by the Twin Fates to write destiny, using their Divine powers to direct the cosmos to determine and control fate. When weaponized against the Champions of Humanity the Hymn of Weaving controls their fate; the Twin Fates can use this power to control their opponents’ techniques. More specifically, it can change their directionality, their form, their nature, their damage and chakra, and even outright disperse them from existence entirely. This can only be done when an opponent is not within a Barrier of Ascendant Light. While within a barrier and protected the Hymn of Weaving can be used to displace the Twin Fates’ enemies, able to relocate them at will within the battlefield.
(Ori Hodoku Sanbika) - Hymn of Unweaving
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Hymn of Unweaving is used by the Twin Fates to unwrite destiny itself, using their Divine powers to direct and control events which have been written to no longer be; when weaponized against the Champions of Humanity the Hymn of Unweaving will progressively unwrite the Twin Fates’ opponents from reality itself. Each turn their opponents will suffer from a reduction of twenty health points from their maximum reserves; note that this is not damage, this is a reduction in health. The damage inflicted by the Hymn of Unweaving cannot be healed or reversed, even by techniques like Izanagi. It is possible to block the effects of the Hymn of Unweaving by taking shelter within a Barrier of Ascendant Light. Suffering from the effects of the Hymn of Unweaving requires one to remain outside a Barrier of Ascendant Light for a full turn
(Yuruginai Suraru) – The Unyielding Thrall
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: The Unyielding Thrall are the mind-warped denizens of Irkalla, twisted and tormented by Phetra’s Encroaching Darkness as they suffer for eternity. Their original minds and personalities wiped away, the Thrall now serve Phetra and the other Lords of the Underworld faithfully. Periodically throughout battle the Twin Fates will call the Unyielding Thrall to battle the Champions of Humanity. The Unyielding Thrall summoned by the Twin Fates are endowed with 120 health points and move at a Jounin’s base speed. Because their minds have been twisted and warped by the powers of Phetra they cannot be influenced by spiritual techniques like Genjutsu, Yamanaka, and even Yin Release. The Unyielding Thrall are able to inflict damage to the Barrier of Ascendant Light.
 

Arthorius

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The champions stood ready as the battle began, while the hymns were almost deafening and the darkness was limiting vision, each of the champions felt the ground beneath them rumble and crack as the thralls attempted to claw their way free to the surface. Lucifer and Merlin had both fought the undead at the gates and they were aware that some of the undead would detonate upon their destruction showering their cursed bodies everywhere.

Thanks to this knowledge the rest of the champions would be warned of this eventuality and could plan their defenses around this. With group one and two under attack, Vayne of group three would activate their barrier of ascendant light immediately, like a bastion against the darkness the item hummed to light illuminating the surroundings in an almost ethereal warming glow.

Reference: (Kekkai no Yūsei Hikari) – Barrier of Ascendant Light
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (-80 chakra cost per turn)
Damage: N/A
Description: The Barrier of Ascendant Light is a technology developed by the Spider himself. It combines ancient Irkallan runic magic with his own mix of Barrier Ninjutsu, producing what he calls Ascendant Light. The device itself appears as a small grey cylindrical transponder, and is placed on the ground by the user to release the barrier. The barrier shimmers a golden light, illuminating an area within short-range of the transponder’s position. Encroaching Darkness prevents the light from radiating, retaining absolute darkness outside of the barrier’s walls. While within it Champions of Humanity are protected from the Hymns of Unweaving and Weaving, with the exception of Displacement effects. Each transponder can be used any number of times, but when disabled it cannot be used for four turns. The barrier has a maximum of 120 health points, and once destroyed they become disabled for the aforementioned turn limit.

Whilst this was taking place, group one and two acted swiftly to remove the thrall from the area, with Kōtetsu of group two reacting to the crumbling ground by slamming both hands down, releasing three thick cords of steel release that would skewer the thralls beneath them, lifting them from the ground and hurling them forwards, towards the fates with enough force to send them sailing past group one, leaving them between group one and the fates.

(Purototaipu: Sekai Hebi No Hōyō) Prototype: Embrace of the World Serpent
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 +25 = 105
Description: The user channels chakra to either one or both arms as they thrush them forwards, releasing their steel chakra in the form of four demon-like tendrils of steel wound together that can reach up to fifteen meters. Connected to the user, these tendrils are released with enough destructive force to easily pierce through solid structures of equal strength, and once impaled the user will be able to lift, tear apart, and even throw their target. The user can also manipulate the tendrils to separate into four individual parts to bind a target, though they will retain the collective power of S rank. If a target is bound, the user can have the part binding them to remain intact while the rest of the steel will shatter and fall to the ground.

Notes:
- This technique can be used twice per battle and requires a one turn cool down between each use.

Simultaneously, Panthalassa of group one despite being blind in the darkness would feel the ground cracking, following the directions mentioned by Lucifer regarding the exploding thralls the Aburame would act by sending waves of their bugs to surround the thralls swarming over them in such numbers that they would physically lift them up in to the air forming in to a large orb with the thralls trapped inside being torn apart by countless bugs, while the orb moved in line with the thrall that were already thrown, grouping them up. Once the thralls were airborne being dragged away helplessly, group one would activate their barrier of ascendant light, humming to life it offered safety in the darkness.

( Hijutsu: Mushimuma ) Secret Technique: Insect Bog
Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60 +20 = 80
Description: The user sends their insects to encase the opponent from underneath them, the insects then lift the opponent into the air and crushes them.

Note: Must be a member of the Aburame clan.

Vayne of group three was ready to spring into action, with the barrier of ascendant light illuminating an area it finally allowed him to cast a shadow in this pitch black environment, allowing him to use his clans abilities of shadow manipulation, forming a handseal he sent his shadow shooting across the terrain beneath the thrall that had all been grouped up, catching them in the shadows grasp leaving them unable to escape. While he did this, Naruto of group two activated their barrier of ascendant light yelling dattebayo.

( Kagemane Basho Jutsu ) - Shadow Imitation Field Technique
Type: Supplementary
Rank: A
Range: Mid
Chakra: 30
Damage: N/A
Description: After forming the Hare handseal, the user expands their shadow to cover a wide range, thereby reducing the chance of escape. Due to the technique's concept, multiple targets can be captured simultaneously.

Lucifer saw the enemies in front of him thanks to the enhanced vision granted by the spider's enhancements, they were weakened from his allies' attacks and they stood between the child of Tiamat and the fates, paralysed by his allies ninjutsu. While his ally Shirou activated the barrier of ascendant light, Lucifer was summoning the full power of the sea of life, Lucifer sent a huge S ranked wave in front of himself, being at the head of the group allowed him to do this without endangering his team mates, the thrall however would not be so lucky being swept away in the primordial mud and crushed, the sea would continue onwards washing over the twin fates, though Lucifer was unsure what would happen when he did this. Regardless of the outcome, the ground between Lucifer and the fates would be smothered in the sea of life.

(Seimei no Umi) – The Sea of Life
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 40 – 60
Damage: 80 – 100
Description: The Sea of Life is the principle and signature skill of all Children of Tiamat; like Tiamat, it is a manifestation of their will and an extension of their own bodies. In essence, the Sea of Life emulates the concept of all life being born from the sea. Unlike the All-Mother, the Children of Tiamat expend considerable chakra when accessing this technique, or its variants. The black mud can be generated from any part of the user’s body and is of extraordinarily high density, allowing it to easily engulf and overcome physical obstacles. When used the scale of this technique can vary depending on the rank used; at its highest rank it can surpass even that of Water Release: Great Waterfall. Through physical force alone it can overwhelm multiple opponents, carrying immense concussive force. The user is able to release the mud from their body in any shape that they choose, limited only by their imagination and rank. The technique carries with it the Amino-Geis, forcibly converting whoever is caught into a slave of the user. The mud can be blocked or sealed, although it must respect neutrality and damage values. S-Rank applications can be used thrice per battle, once every two turns.

The sea of life would destroy the thrall but more importantly it would drag them far enough away that should any explode, the champions would likely be safe. Merlin would be in a meditative position during this, gathering natural energy as best he could even here in the depths of the underworld. Shirou meanwhile would tap in to his clans unique abilities summoning forth a grimoire that enhanced abilities, preparing for what was certainly not the last wave of undead, he would hand the book to Lucifer, it was attuned to the child of Tiamat’s unique powers, enhancing the potency of the sea of life within him.

(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal, mist, etc to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move.

Bows of the Archer
The user will summon any kind of bow as well as a quiver full of arrows onto their back. The quiver will appear with a strap that will be fastened onto the user's body. Upon contact with the bow, the user's body will be flooded with an incredible amount of prana. This will enhance their sense of sight without making them more sensitive to bright lights or intense stimuli. This increased visual acuity will allow them to see everything in the landmark they're in as well as see through clouds of dust, mist and heavy rain. This means they will be completely unaffected by such conditions present in certain landmarks. Their eyes will also become capable of following the speed of quicker targets, which translates to a tracking increase of x3. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also cleanly slice through basic weapons and ninja tools them without being deflected off their trajectory in the slightest. They will seek out and be drawn to targets with chakra foreign to the user's own once they are fired. When multiple sources of foreign chakra exist, they will always be directed towards the ones with the greatest concentration of chakra. Once per turn, by pulling back the bowstring and releasing it, long stream(s) of wind-infused prana will be emitted from the front of the bow. The infusion of wind chakra will give the prana distinct slicing properties, enabling them to cut straight through solid targets. This is an A-Ranked ability, will cost a move and has a long-range reach. Both the normal arrows and the streams of prana will travel at twice the user's speed.

Chariot of the Rider
The user will summon a chariot, golem, fortress or anything else that can be ridden. All of the Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid or monstrous. Large-scale phantasms will displace the user's body in the same way as summons do if they're manifested beneath them. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of techniques. The phantasm can be made of any solid or liquid material and be used as a source for Custom Element or Advanced Element techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon and even during use and therefore can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user will summon a mask and cloak filled with daggers, which will manifest over their current attire. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, unaffected by air resistance, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. These daggers can be used in exactly the same manner as basic ninja tools.

With this done, cognitive dissonance would activate, with Shirou taking on the persona of Angra, changing his specialities around as his personality did the same. Finally the champions stood in their formations, all safely inside the barriers facing down the twin fates and their foul song.

(Fūinjutsu Ψ Ninchi Fukyōwa) Sealing Art Ψ Cognitive Dissonance
Type: Supplementary
Rank: A-Rank
Range: N/A (Self)
Chakra: N/A (30 (Paradigm Shift)
Damage: N/A
Description: Derived from the concept of an existing Fūinjutsu whose purpose was to bring order to an already chaotic mind, Cognitive Dissonance is a body seal that takes advantage of existing flaws within the user's psyche to intentionally split the user's mind to save it from itself. This is done through the techniques namesake, Cognitive Dissonance, which is a psychological phenomena that occurs when a person person holds two or more contradictory beliefs, ideals or values, or performs an action in contradiction to one of these, which results in psychological stress. For example, if one promised that they would never harm another living being, but also swore to never let harm befall one they loved no matter what, and had to choose between killing someone to abide by the latter belief, or allowing the latter to die in service to the former belief, regardless of which one they chose, they would experience Cognitive Dissonance.

Cognitive Dissonance, when applied, identifies conflicting beliefs, ideas, values, etc, targeting these aspects as one would memories and other metaphysical aspects, then forcefully separates them, sealing them independently from one another. Visually the seal takes the form of a , etc unique to the user, with branching paths that break off from the original design forming a script that can encompass a wider area on the user's body. As each separate "target" of the seal's effects naturally have their own heavily ingrained beliefs, they develop into an "Alter Ego" of the user's original persona, which can deviate heavily in all aspects, however most importantly they can develop entirely opposing interests in combat style. While the original persona might prefer ranged, Elemental attacks, one Alter Ego might have an affinity for close quarters combat and identify as a Taijutsu/ Kenjutsu specialist, while another might specialize in Medical Ninjutsu due to a desire to bring no harm to others. This results in each Alter Ego becoming classified as "Specialists" for a given field, which must be specified within the user's biography per each Alter Ego. While an Alter Ego is the active persona, any specialties the biography possesses that are applicable with that Alter Ego's chosen field are automatically converted into a specialty for that field. For example if the original persona is a single handseal Fire Release specialist, and one of their Alter Ego's identify as a Lightning Release specialist, while that Alter Ego is the active persona, they can perform Lightning Release with a single handseal instead of Fire, and are otherwise treated as a specialist of that Element, field, etc. Regardless of the chosen field(s) the specialties themselves remain unchanged, as the change stems from the Alter Ego's personal preference, and not the feats the user is actively capable of. In instances where an Alter Ego's chosen field are incompatible with a biography's specialty, it is rendered useless and provides no benefit to the user. The seal can be controlled at the user's discretion via their own Chakra, allowing them to perform a "Paradigm Shift", allowing them to swap between their Alter Ego's. When in combat this can only be done once every 3 turns, and at the cost of 30 Chakra. Outside of combat the Shift can be performed without cooldown, but requires the same 30 Chakra per Shift.

Note: Requires Advanced Fūinjutsu, and can only be used by Imperfect.
Note: The user can have up to 4 Alter Ego's, not including their "original" persona.
 
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Like beacons in the darkness the Barriers of Ascendant Light roared to life as the Champions of Humanity dispatched the thrall that ruptured through the barren earthen ground of the Necropolis. They provided much needed shelter from the Hymns of Weaving and Unweaving, frustrating the Twin Fates; in another language, entirely indecipherable by any of the Champions, they cursed the humans' technology and wondered how they could have discovered a weakness in their Hymns. But they pressed on nonetheless, continuing their chants and arm motions as they stood stationary, guarding the depths of the Necropolis from the intruders. They had an ancient purpose that had been delegated to them by Nergal thousands of years ago. Nothing would change. Just as death remained unchanging itself.

The tidal wave of the Sea of Life crashed down on each on the Weavers, its viscous waters rendered helpless against the Divinity of the Twin Fates; to those who held activated eye enhancements it would almost seem hydrophobic, just falling from their bodies as if it didn't influence them at all. Even the kinetic force of the wave seemed to fail to achieve any meaningful impact. It all fell to the ground beneath them, resting there.

Meanwhile, the Unweaver launched its own offensive; the Weaver, through the Hymn of Weaving, targeted Panthalassa and Kotetsu and displaced them forty meters behind the group's triangular formation. They would appear three meters apart shrouded in darkness. It would occur in an instant, unblockable by any means as the Twin Fates' Divinity superseded any mortal defense that could be mounted against the Hymn of Weaving's spacetime properties. No longer protected by the Barrier they would become subjected to the deleterious properties of the Hymn of Unweaving, if left unprotected for too long. Three Unyielding Thrall would crawl forth from the darkness two meters behind them, the noise they produced shrouded by the ear-piercing Hymns of Weaving and Unweaving. They reached for their enemies, their claws sharp and, should they not be stopped, pierce through their backs and rip through their lungs.

The Unweaver, from its position in the distance, lobbed a barrage of six purple and black Pandemonic bolts at the enemies. Each bolt was empowered by the Hymn of Weaving to inflict significantly greater damage. Four of the bolts would rain down on each of the barriers, and should they make impact they would be disabled instantly. The fourth bolt would strike between the three barriers, impacting anyone that would be foolish enough to leave the shelter of the barrier to dodge the three bolts targeting them. The fifth and sixth Chaos bolts would rain down at Panthalassa and Kotetsu's position, inflicting potentially lethal damage in conjunction with the mindless Thrall that saw to impale them on their arms. All of the bolts, while empowered with the Hymn of Weaving, are not intrinsically Divine in nature, and can be blocked by equal damage techniques within reason.

(Konton) – Pandemonium
Type: Offensive
Rank: S
Range: Short – Long
Chakra: N/A
Damage: 80 + 40 = 120
Description: A concentrated blast of Chaotic energies that are used by the Twin Fates to strike at their opponents. Its power can be enhanced by the Hymn of Weaving. Unless it is empowered by the Hymn of Weaving, this technique can be blocked by chakra-based techniques of equal damage.
 
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