Chronolith unit list (detailed)

Area dedicated to the race known as "The Chronolith"

Moderator: Giggleanthropisticon

Chronolith unit list (detailed)

Postby Giggleanthropisticon » Tue Feb 19, 2008 10:07 pm

Here is a link to the Chronolith quick-list.

Acron: Acronians have sometimes been termed the 'elite' warriors of the Igli clan. They are among the most adapt fighting force amongst the Chronolith as they are trained in a combination of skills. These creatures utilize the advantages that evolution has provided them. Their entire body is encompassed by a bionic-shell of armor. By will, they can shift and move this armor around, to an extent. Each edge or 'rim' of their armor, that contacts another section of armor, is made of a much softer element, which works identically to cartilage. The "mask" used to shield their heads slightly resembles that of a grinning face. This mask is split down the center and rotates apart and above their heads when not utilizing the mask's protection. Their eyes are shaped similar to a human's, colored like that of a cat's, and are visible through two holes in their mask. Without the concealment of their mask, you can see that their mouths have 4 fangs in the center - two centered next to each other, facing up and two facing down, beside the edges of the centered, upward ones. Part of the skills an Acron obtains in their training, is fighting with a staff and pole. After mastering this skill, they proceed to utilize the self-generated weapons from their body. On their backs, Acrons grow around 7-10 appendages or 'wings', which they break off in order to supply 4 functions: spear, axe, blade, and pole. At the attachment of each wing, where it is broken off - the form of an axe blade is created. The entire wing is stiff and nearly as hard as steel, with sharp, pointed blades running along the side; these blades subside in two locations by the middle of the length, which provides 'handles' for the warrior. At the end of the wings, is a large, spear-shaped blade. After breaking off a wing, a new one immediately begins growing back fairly quickly, but because an Acron's ranged attack is faster than the rate their wings regenerate, they must slow the pace of their ranged attack or wait for new appendages to regenerate. (the 'wings' do not provide flight) (Bliths will likely only be able to provide one level of additional nature-armor for this unit) (Acrons will be from the most highly advanced section of the Chronolith unit-tree) (hail from Igli colony) (melee unit with very high defense) [gains the ability to attack from a distance by flinging wings; when throwing wings by causing them to spin in the air like a throwing knife, it is intended for the axe-blade to implant into the target; when thrown like a spear, the tip of the wing is simply meant to impale the enemy]

Blith: This raptor/lizard-looking creature is the main supportive unit that casts a spell that causes weapons and armor to form up from the terrain; with different types of weapons and armor for each type of terrain. Bliths could also be considered as defensive 'sages', because they have a slight personification of humane posture and wear tattered cloads, while carrying intricately carved staves that they use to bend nature. (weapons will only form for yours or your ally’s Chronolith units) (armor will cover non-Chronolith units, which, tactically will provide non-Chronolith allies with a lot of armor (their armor plus nature)) (land, organic unit) (Horonox colonist) [up to three Bliths can be casting their support spell and it will stack to provide better armor and stronger, possibly better and different weapons]
-View this unit's concept art-

Caller: The Horonox settlement all grew from the planet instead of on. Because of this connection to Draeanus, the Horoxans know how to ‘feel’ the surroundings of existence; as they have no eyes. Pulling the different parts of the environment; a Caller summons any type of weather it knows. Although other planets have different types of weather and environment, the Callers can learn and notice some connections to weather they already know of. Most, uncommon weather is capable of being summoned if they have enough time to connect themselves with it. (Weather-screwing earth-beast) (going to be kind of like a beast-shaman) (will have a normal attack, along with their weather-casting spells) (These guys summon weaker (or smaller) forms of weather) (earth, ground unit) (some weather from some planets (including Draeanus) won’t be available on certain planets) (Horonox colonist) [different available weather] [capability to evolve to a Deever or Blith] [when a territory that has weather unlike that on Draeanus, an upgrade will be available to let Callers create all weather in the territory that isn’t on Draeanus]

Chorvic: This unit is chaos of the destruction of life; these are the reigning beings of the Jeig colony. Part of the evolutionary process of the Chronolith, is they contain all the past memories of their lives. This inherent memory resides in the base of their minds. The Chorvic use this vast amount of knowledge as a weapon. This incredible ability is the display of all the thoughts and everything that has occurred to the Chronolith race. This intense power captures the enemy victims in a void of pure chaos. Chaos causes all enemies in-range to either be confused (causing them to attack random targets) or petrified, rendering them unable to move. However, this great ability comes at a great cost, besides the limited activation time; the unleashing of this knowledge allows the enemies’ central control or their connected minds to view every Chronolith unit on the map. A Chorvic is envisioned to have giant, black, feathered wings with very long arms. (FPS players will have random, transparent visions along with hallucinations of Chronolith units covering random, nearby units) (ground, organic unit) (there will be a maximum pop cap to allow chaos to be used) (the ability will quickly diminish the unit’s mana) (price to make a Chorvic will be greater, with greater overall pop. count) (during beta testing, if Chorvics have too much of an advantage, short, random lapses of the affectivity of chaos will be administered) (Jeig inhabitant) [the unit will become air-borne to 2nd lv.]
-View this unit's concept art-

Creethe: Organic biped that carries a double-bladed scythe as a weapon - which is simply two parallel scythe-blades attached to the staff. Their faces will be masked by cloth, leaving mainly only their slanted eyes to be visible on their face. (attacks with fast and head-on charges) (very weak, because of their advantages) (when charging, they will appear to teleport from side to side (actually just moving really fast), making them harder to hit) (Jeig inhabitant) [gain a second scythe]
-View this unit's concept art-

Cretin: Everyone shall respect these poor creatures of the builder-class, because no one else does; poor thing *sniff*. These guys are the first and basic builders; they are used for the most basic building jobs (pun intended, SO LAUGH!!) or for builder-rushes. Now, these unrespectable little cretins aren’t worth for anything, but amusement and building! Work them to death or fail at surviving. (leaving looks up to the artists this time (I’ll let them decide how they want it to look)) (basic building builder concept, ground, earth unit) (these guys’ll have a flee ability that lets them run fast, but they will also have a chance to trip and fall, then have to quickly get back up and flee again (automatically)) (builders will have a fight to the death ability, which will cause two selected builders to fight each other (in creative ways) to the death) (much later in development, the fight to the death ability will get different and random types of fighting moves/styles) (builders can also crash into each other if you take one and make it move to another builder, then take that builder and make it move to the first builder – they’ll crash into each other)
-View this unit's concept art- -View this unit's 3D models-

Drake: Here’s a history lesson-LEARN OR PERISH!!!... the Jeig colony has been known for their ability to imitate the dead and their knowledge of death. These Jeigans, or commonly referred to as ‘Drakes’, imitate the bodies of dead enemies they have consumed. After consuming the remains of a dead being, they can hence forth, morph into a relative appearance of the bodies and gain new abilities. Because of their constant connection of minds, once a Drake consumes a dead form, it’s knowledge is passed to all the other Drakes from then on to allow them to change into that form. These organic beings have the constant ‘deathly’ aura or ‘feeling’, which causes a permanent aura for all who do not have the comfort of knowing their peaceful allegiance. This aura triggers fear on close opponents, which causes them to miss more often, and move slower. (all forms of the Drakes will have the fear aura) (Drakes begin with starting ‘dead-forms’ and gain more forms with different unit consumptions) (big units won’t be consumable, most aircrafts won’t be consumable, advanced units won’t be consumable, and some special units might not be consumable) (some aircrafts will be consumable, possibly giving the Drakes flight capability in that form) (it will cost energy to change form and there will be a short cool-down time of about 20 seconds or so, until they can change shape again) (Drakes will have a ‘normal’ form) (new ability(ies) with each different form) (their dead-forms will all look at least slightly different than Cite zombie-forms, but some may have the same and some may have different/same/similar abilities as Cite-zombies) (ground unit) (Jeig inhabitant) [they can consume much more advanced/bigger units]

Gorgon: Terrain beastie with multiple forms that change according to type of terrain they’re on. (ground unit) (high in the tech tree) (very effective and strong unit) (Hornox colonist) [an auto-cast that’s optional; prolongs terrain morph-change for a short while, for if you want the Gorgons to remain in a favoured form for a short while after they cross onto a different type of terrain (this is going to cause them to not be able to cross water, until they change into their water-element form)] (auto-cast spell is going to be one that effects and prolongs any weather/terrain-accordance spells)
Dirt: Tall mound with some features and shoots rocks at enemies from it’s fists. (melee attacker) (automatically charges (close to the speed of teleportation) to an enemy that’s at a short distance and bashes ‘em) (bash stuns the enemy)
Snow: Ice creature that shoots ranged sickles, but also has ice-breath for melee-ranged enemies. (looks like a Hagaar only ice and snow) [gives an auto-cast for ice-breath to slow enemies]
Water: Water elemental that shoots powerful, ranged water spikes from the ground or shoots jets of water at an enemy. (the water spikes come up from the water as sharp, frozen water, then instantly liquefies again; so, consequently, the spikes can only hit enemies that are in/on water) (the water jet attack is for attacking things that are in-range, but on dry land) (this is a unit that can cross water)
Mud: Sucks an enemy into the ground, causing it to slow then punches enemies. (Identical to water element’s looks, only muddy)
More forms will be added for each new terrain that’s created


Gorn: Has Gorgon properties of shape-shifting by terrain type, but only has two different, general terrain forms and is weaker than it’s counterpart. (levitates above the ground a little bit, which allows it to pass over water; however, if they pass over water too long, they will dissipate and die) (very basic unit) (Horonox colonist) [three Gorns can merge to form a Gornada]
Sand: Dust-devil with eyes (green eyes). (constant melee damage out-put, which is caused by it’s sand-form spinning at great speed – no friendly fire, though) (‘sand’ is a general term that is classified by any ‘dry’ terrain)
Snow: Snow-devil (who knew!). (identical to sand, but snowie) (the general term of ‘wet’ terrain produces the snow-devil)

Gornada (requires 3-Gorn merge): Bigger and stronger and with unique abilities. (Gornadas have the stats of two Gorns) (supportive unit) (each form has a passive healing aura) (still levitates and still has same dissipation effect, but can travel across a lot more water before it dies) (Horonox colonist) [weather generation spell of snow or sandstorm available to each related form]
Sand:
(passive aura)- The energies of the earth surround nearby ground allies and transferring the life energies to the units; healing them.
(spell)- Elevates an ally on a small patch of ground, to give that unit a slight advantage of avoidance, accuracy, and damage.
(aura spell)- Cause the ground under nearby ground allies to give them more traction, which prevents them from having their bodies recoil backwards; allowing for a line advancement to be much more successful, however, they will take slightly more damage.
Snow:
(passive aura)- Caressing flakes melt into the wounds of air allies; healing them.
(spell)- Fires a spray of ice-shards.
(aura spell)– The freezing cold winds take a much greater effect on nearby enemy unit, slowing their movements down.

Hagaar: Hairy beast, sort of like cousin IT, only with a bigger and very muscular-shaped body; belongs to the FX colony. (organic, ground unit) (most heavy infantry unit) (brutes of the earth infantry) (FX invader) [melee attack: arm hairs slightly extend, giving slightly farther range]
-View this unit's concept art-

Herascith: Wormlike creature from the Torsa colony that jumps in and out of the ground like a flippin’ little dolphin. (earth, ground unit) (shoots crystal spikes from tentacles) (usefulness in guerrilla warfare as in their capability to change direction when underground, making it hard to track them after a fast strike was made on an enemy) (only jumps in and out of the ground while moving/moving-attacking and pops it’s head up and shoots crystals, if not moving, but attacking) (will have 3rd person view) (Torsa denizen) [creates another Herascith that intertwines together like one, more powerful Herascith] [the Herascith gains the chance to split into two, smaller Herasciths with stats split proportionally, except for the damage it inflics, which will total slightly more than just a single Herascith; the split is stimulated by being attacked/shot close to the middle segment of the body and the hit doesn't kill the unit; the group of mini-Herasciths produced from a split is considered one 'unit', which all the mini-Herasciths sick together and mimic the actions of their partners; when an FPS player is controlling a Herascith and it splits, control will shift to one of the two new mini's, while the other mini is automatically controlled by the computer and mimics the actions the FPS player commits; if one of the mini's dies, the other one will remain alive]
-View this unit's concept art- -View this unit's 3D models-

Lvere: The Chronolith underground transport is a massive worm-like creature that has a segmented body, which can hold a decent amount of units like any other normal transport. This worm, captured and tamed by the Chronolith, avoided the Chronolith for nearly 5 years after the Unification. It’s fast and nearly impossible to catch, underground travel protected where the Torsa colony was. But the Chronolith managed to find a Lvere hole that travelled extremely deep into the ground. After the hole’s discovery, the Chronolith sent a good, tactical force in to capture the Lvere colony. They tamed the Lveres and now use them for main transportation. (travels underground and appears to be a moving mound in the ground) (can travel under anything (enemy defences)) (when travelling and the Lvere comes to a cliff, it will launch out and from the side of the cliff and land back into the ground and continue moving) (if a Lvere launches from the side of a cliff and the immediate location that it would have landed is occupied, then it will swerve automatically a little bit and hit any open ground by where it would have landed; if there is no unoccupied terrain near it’s landing area, then it will crash into the object coming up with many different results: hitting a small unit- kill the unit, hitting a big unit- damage the unit and the Lvere crashes to the side on the surface and begins to unload units that are in it, hitting a small building- the Lvere will burrow directly through the building creating a hole and doing great damage to it, hitting a large building- the Lvere will crash into it and do some damage to the large building and die and the body will tear apart and the units inside will be slightly damaged and all appear amongst the remains of the Lvere’s dead body, landing on a wall that possibly has units in the location of impact- the Lvere will kill small units and damage big ones and will not do any damage to the wall (the same scenario of unit and Lvere despoliation and deployment as crashing into a large building)) (Torsa denizen) [Lvere’s are larger and, thus, can carry more units]
-View this unit's concept art-

Melotic: The most ‘in-tune’ unit of the earth race. These buggars blend in with the terrain to act as scouts or just if you want to look like a rock or tree. (changes into: a tree, side of cliff, a rock, a snow-mound (which will look obvious, but hard to depict in the all-white terrain), shrub, or any typical part of scenery like Michael Jackson) (Horonox colonist) [an expensive upgrade will cause them to become stronger (more damage and health), obtain a primary attack of melee, using crystal swords/spears or hard, rock-claws] [they gain a spell that targets a unit and causes sharp, leathery leaves to swirl around the units for a while, causing damage]

Sheiks: This squad of mini-me tics that come from the Jeig colony, slightly resemble a cross of parasitic worms and tics and look a little plant-like. They jump into the remaining corpses of single units and grow in the body, like a plant extending its roots. It learns about the unit’s brain and its functions; causing the body to be reanimated for its commander. (each body-type will have its own ability (might be some with none, though)) (these guys rain down from parasitic pods that explode in the air) (Sheiks can infest enemy and ally dead units) (Jeig inhabitant) [the control and functioning of a separate being is extremely complicated and the Sheik-infested bodies do not respond as well to commands, causing them to be relatively slow, weak, and indirect. There will be three upgrades available to help the Sheiks better control the infested bodies. Upgrades will be sequentially and increasingly expensive; leading to their great effectiveness having to be later in the game]
-View this unit's concept art-

Sylar: These ambitious creatures have extremely fast regeneration of limbs, but are very weak in defence (limbs come off easily and commonly). The unit’s primary sense of attack is physically clawing with its 13-fingered hands that have extremely sharp and long claws, approximately 3” long. Their green, leathery skin is excellent for helping blend with a jungle-like backdrop. They are also lethal at a medium ranged distance, by extricating their long talons with abrupt flicking motions of their wrists. Sylars are very scrawny and have a type of thin mane that leads from the back of their head, down their spine (kind of like a horse’s), to their tails. The mane however, consists of many ‘quills’ that dangle fairly loosely from their backs. The usual stance they assume would appear as if they were slightly stooped. Their necks, arms, and legs are long and slightly skinny; along with flat heads. (fast, organic land creature) (ranged attack can hit 2nd lv. units) (ranged attack fires from 8 to all 13 claws) (hail from the Igli colony) [gain an additional two arms ; logically leading to their ranged attack to be able to extrude two sets of claws from whichever side they fling their arms] [gain the frenzy ability, which causes them to run and attack much faster, but take more damage]
-View this unit's concept art-

Undercreeper: Arises from the over-growth of the defensive-overgrowth building and attacks with melee. (cannot move out of over-growth area, but they can travel across connected over-growth) (only rise to fight an enemy) (cannot be harmed while ‘burrowed’ in the overgrowth) (will merge back into overgrowth relatively close to the units’ home building after a few seconds of receiving no commands and all enemies are out of sight or out of range) (will be the most advanced ground-defensive building of the Chronolith) (automatically generated by the overgrowth buildings, with more Undercreepers being created as the overgrowth gets wider) (limited number of three or four Undercreeps per building) (if the defensive building is destroyed, then all Undercreeps belonging to that building will die/disappear as overgrowth retracts. If Undercreeps are on another building’s overgrowth and their home building is destroyed, they’ll die when they reach the end of the overgrowth on their way to their home building (where the building used to be, at least))
-View this unit's concept art-

Deever: Deevers have detached their body and reconnected to nature. They float in the air on a sort of swirling cloud-like thing. As the Callers continued to connect to nature, they began to lose their will to be physically haltered onto the ground. The first Deever appeared at the beginning of The Reaping. When Gorev built the Second Settlement, Hera, he had commanded Callers to regulate the weather around Hera to accommodate their needs. One Caller, Stevic, began to feel his body attaching to something other than his self. He wanted to become this new sensation and allowed the unknown force to guide way into his soul as the force sought out the basics of Stevic’s genetic code. The force altered the code and put Stevic through a horribly painful process. As Stevic changed before the other Callers, they witnessed this elemental abnormality in astounded terror. They had never been in presence of such drastic evolutionary changes to a creature already born. Stevic raised into the sky as a new breed and new advancement. A Deever. (Deevers have much greater control on weather) (flying, 2nd/3rd Lv. earth unit) (evolve from Callers) (permanent aura of raincloud, but small) (Siege unit that can only employ it’s siege capabilities when in the second-level) (absorbs a bolt of lightning from the small storm cloud aura and redirects it at an arc as a siege attack) (weather summons are going to be as powerful and big as most real weather) (Horonox colonist) [more available weather] [maybe stronger siege attack damage or splash damage or chain lightning effect]

Holomer: The war creature of the earth race; strongly resembles a dragon. (flies (big surprise) in 2nd/3rd Lv.) (organic) (acid breath or ice or fire or gas or “radioactive deathbeams” or a blackish, gaseous looking attack that melts enemies’ skin (pick one, bidding price starts at 5)) (has area damage) (heaviest air unit of the Chronolith) (attacks might be related to weather-type) (FX assailant)

Permascar: Resembles a Scar for the most part, but has ice features and ice wings instead of claws. Permascars live in the highest reaches of the great centre of the Suprelith Mountain Range. The highest point on Draeanus… the Diveggan Mountain – a place of virtual glory to the Sunes for being their residing dwelling. The mountain has never been observed, not even by the Permascars. The top of the mountain pierces the atmosphere and remains out of view. Nothing has ever come from the top and nothing has ever survived any attempts to reaching the top or even exceed visual observation). (they shoot something that looks like a decent-sized icicle, which explodes on impact of the ground, into ice-spikes coming up from the ground like the form of a blooming rose only death) (Permascars will target and attack a ground enemy like normal, only when they attack, they shoot at the ground beneath or in front of the target) (when a Permascar attacks an air unit, it shoots the same icicle, only it explodes into liquid that rapidly freezes on the enemy and causes it to have slowed attack and movement) (Permascars usually travel in high altitude and can attack other air units in lower altitude; then it can also drop down to low altitude to attack ground units and other 2nd Lv. air units) (Sune migrant) [will have a ‘critical hit’ chance that makes the normal attack of ice-eruption huge (about as tall as a person) and wider, dealing more damage and covering more area for more damage results]

Rolick: Lightning bug thing that flies and shoots lightning as an attack. (stronger when in a lightning storm) (looks like a flying bug with a long, pointed nose/mouth (four triangle mouth-parts come to look pointy, like a cone) that shoots lightning out of it) (organic) (when moving in the third-level, they’re going to look like lightning bolts (so they’re going to move pretty fast in the third level)) (3rd/2nd Lv. unit) (Sune migrant)
-View this unit's concept art-

Poliscars: A small cluster of mini-Scars that kind of look like the monsters from Pitch Black crossed with the looks of a Scar. (they dive one-by-one at ground enemies or swarm in front/near air enemies and dive at ‘em in a random order (1, 2, or 3 at a time; with respective ratios of having 3 or 2 attack as opposed to one)) (the benefits of the split is it makes the small, but many Scars, which are more ‘frenzied’, so they have a more constant damage-output from attacking faster, which does more damage time wise (merely by odds of 2 or 3 attacking at a time, along with their increased attack speed from what a Scar’s attack speed is)) (Poliscars obviously have weaker attacks than Scars) (organic, 2nd Lv. unit) (Sune migrant) [swarm becomes bigger] [swarm becomes faster at moving and attacking]
-View this unit's concept art- -View this unit's 3D models-

Scar: Magnificent, slightly demonistic, flying (feathered wings) creature that has a very unique feature of taking enemy units in the air to combat. The Scars come from the Sune colony, which resides in a mountainous region of immense size. The Suprelith Mountain Range contains its own small amounts of terrain variance, yet overly similar. The Scars are the most generally existing types of Sunes. They live in any part of the mountain range, except the most extreme of conditions by the Diveggan Mountain. Typically, they impale their simple prey and take it into the air to kill and feast. Although Scars tend to have a long life-span, their bodies begin to shift as they age and start to represent a new, demonic shape. This change might make their looks more repulsive and frightening, but their spirit and mind remain the same; so aged Scars can be quite deceiving when merely observing their appearance. Because of the mountain ranges’ size, there are hundreds of thousands of them to be used in the means of war. These wondrous creatures are the most numerous air units in the Chronolith race. (organic unit) (a Scar can land to engage in melee combat) (it’s arms are claws with sharp fingers, that can be used as an ability to come together to kind of resemble a spear, which pierces an enemy (of logical size) and then the Scar flies into the air, taking the unit with it as they fight each other) (if the Scar defeats the unit, it drops the corpse onto the ground, which could potentially hit a unit below, knocking it back slightly) (if the enemy wins, it rides on the falling body of the dead Scar and jumps (propelling itself upwards) off of the corpse right before hitting the ground and landing safely (same effect of dead body potentially hitting a unit when it falls)) (the riding and falling action will be automatic for FPS players. The FPS player can move and attack if they want (jump off sooner or something)) (FPS player can be shot and can shoot while riding) (once engaged in ground/flight melee, it doesn’t end until one is dead) (Scars cannot drop their enemy by choice, only by victory) (Scars attack air units by flying fast (they’re gonna fly pretty fast) and slashing an enemy as they pass) (going to be kind of cheap, so they’ll be kind of common) (there will be a percent chance of ground-flight combat with every attack on an appropriate ground enemy) (going to be fast in the air and be even faster when it makes a dash-attack by an enemy in the air, which is going to make them hard to hit with physical-attacking air units, so you pretty much want to hit them with ranged attacks) (Scars will already have the ability to split into Poliscars) (Scar buildings are going to be small because they had to fit on the cliffs) (Sune migrant) [because of the possibility that Scars might 'mature' into their demonic form in the game, there will be a number of new combinations of upgrades and time-periods available] [will have two upgrades for flying speed and one upgrade for ground-attack speed] [gain the ability to change into a Permascar]
-View this unit's concept art-

Tygers: This groupie is full of organic flyers/gliders. The Tygers are on their way to evolving into a full-flying stage, but cannot fly on their own just yet. Although the Chronolith don’t have industrialization, the simple custom gliders they have, provide enough support to allow the Tygers to stay air-borne forever (because of their ineffectiveness on land). The atmosphere prevents them from going up to the third level of height and 2nd Lv. air units are fairly stronger than them; which is why they are most capable with attacking ground units. (always air-borne) (can only attack ground) (FX immigrant) [gives Tygers the ability to release spores that rain down on all units (any earth allies are not effected, but non-earth allies are effected) and slowly damages them for about a minute] [they can release spore-pods that contain Sheiks]

Key:
‘( )’ = details
‘[ ]’ = upgrades


24 units
-Ryanardo
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Giggleanthropisticon
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Re: Chronolith unit list: comments please

Postby Giggleanthropisticon » Tue Feb 19, 2008 10:26 pm

Place unit discussions in the designated forum, please.
-It's under The Chronolith forum.
-Ryanardo
---Peaches
-----Da Veechie
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Giggleanthropisticon
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Posts: 2322
Joined: Sat Feb 09, 2008 9:34 pm
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