[HCO Lore] Mercenary Companies

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Aegis
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[HCO Lore] Mercenary Companies

Mercenary Companies
History of the Mercenary Companies
In Arc 107, when the First Company returned to their lands, after successfully securing the agreement and payment from Raskalarn and her Eternal Empire, they used the new resources to begin work on the settlement that would become Yaralon. Word of their victory spread through the lands, as did a few of the details of how the First Company came to be paid by Raskalarn, despite the efforts to silence the rumor. More and more people, particularly more of those that had been displaced by the Eternal Empire's invasion began making the dangerous trek to early Yaralon. Those that were strong enough to survive the journey, were marked through the use of the Jelly Plant, one that only seems able to grow in the region. This mark indicated those who had earned their way to Yaralon, and to this day, indicates their citizenship. This journey became known as The Run

But as newcomers flocked to the budding city, tensions began to grow within the First Company. They were no longer banded together solely for survival or against a foreign enemy, and so, infighting and wresting for power began. The First Company soon splintered apart, with many members going on to found their own Mercenary Companies, with their own villages through the region, to control the limited and unique resources. The First Company ceased to exist.

While the Wall, and the rest of the city was being built up and populated, the new companies fought. There was no quarter given, no rule of law in place, and no single company was able to dominate enough to establish their own control. And soon, the early Yari people began to suffer. As more and more of the strongest warriors fought and died, it exposed those that were weaker. Food became too difficult to obtain, resources were dwindling, starvation was rampant, beasts were penetrating the defenses. People were beginning to grumble about returning to the Empire.

Darius Mevlow, leader of the Cracked Wings mercenary company, stepped forward forward with a proposal. He suggested that the leaders of the various mercenary companies form a council, and would come together to form laws, decisions concerning food and resources, etc. This was not a terribly popular idea among the hardened mercenaries, but they agreed, with great reservations. And so the first council was formed.

The council lasted almost a full arc before it fell about in 109, due to cries of favoritism, politicking, and other complaints. Once more, the fighting continued. And the suffering also continued. At least until Isandra Haze of the Death Nel Raiders came forward. She offered up an idea that the companies were much responsive to. Just as she had challenged Raskalarn, so should every man and woman with a dispute do so. The various blood feuds and infighting had brought nothing but death and despair. She suggested this idea only be applicable within the walls of the growing city, for the wilds were too dangerous for any rule or custom to be enforced. The other mercenary company leaders agreed.

And so, a tentative peace was reached for a little while. With a place that was a bit safer, for the mercenaries and other citizens alike, the city once more grew. The companies still competed beyond the wall, to acquire food, resources, land, but within the walls, a respect was being born. One that they recognized was for the good of all of them. Individuals that were slighted challenged the person responsible, and when it was over, everyone's day continued. The number of great warriors being lost dropped significantly. And so, the city grew.

In 129, the final stones were set in the first Wall, and the city was named Yaralon, an ancient, unknown word found on the first stone to be set into the wall. It was believed to have come from a civilization that predated the Yari people in the area. As the city's population grew, more and more companies were born, more villages came into existence, and soon the first foreign merchants arrived. And with the merchants came ships, caravans, and word of foreign cities. Foreign cities that were embattled against one another, against themselves, against the wildlife, and were having a tough go of it. Some of the company leaders saw opportunity in this. And the first contracts were crafted.

The first contracts were surprisingly easy to fulfill for the Yari mercenaries. To them, it was so strange that there were cities and lands that weren't so intensely hostile and dangerous as Yaralon. The Yari recognized the foreign difficulties and dangers, but truly for many, it was a refreshing cake walk. And so, upon completion of the first contracts, word spread of the great Yari mercenaries being able to fulfill the toughest jobs, and do so with ease. This brought more contracts in, more money. And soon, these contracts were the primary source of income for Yaralon. And it didn't take long for the world to recognize the Yari mercenaries as the finest in the land.

Over the next several hundred arcs, many other traditions and customs concerning the companies came into existence. These are not laws, for there is no government to enforce them. These ideas are simply agreed upon and followed through. Some came organically, others were discussed upon and implemented by the company leaders. Many of these were put in place to ensure Yaralon's survival as a whole, without taking away from the mercenaries' way of life or right to fight.
Customs and Traditions
  1. A Contract accepted is a contract honored and completed. To do otherwise results in other companies taking the contract away, as well as killing or banishing every member of the offending company.
  2. Disputes are handled by one on one duels by the individuals involved.
  3. Open combat between companies within the city itself will result in all other companies turning on them together, to be slain.
  4. Competition between companies is both recognized and encouraged.
  5. Companies do not tax citizens. Taxes are for foreigners or those in the outlying villages.
  6. Contracts must be signed within the city, by the company leader(s) that accept it, as well as a representative of the contract holder. This representative is expected to make their own way to Yaralon by completing The Run, just as all other citizens have done.
  7. All Contract payouts are split evenly among participating companies, regardless of company size or involvement.
  8. Mercenaries within a company that are not away on Contract are expected to take up a defensive duty or resource gathering duty for the city.
  9. More to come as I think them up/they come to light.
Additional OOC Information
  1. Applications for new mercenary companies, whether NPC owned or PC owned should first be submitted in this thread using the provided templates.
  2. Mercenary Companies come in three sizes, small, medium, and large. These sizes are not hard set in any number, but rather a gut feeling based on the company's membership and influences. These sizes offer various advantages and disadvantages compared to the others.
  3. Small Sized Mercenary Companies have a smaller population and influence. However, this smaller size means that if they can get in on a multi company contract, each individual member gets a higher amount of coin. Smaller companies struggle to protect their village(s), as well as struggle to gain some of the more profitable defensive duties and resource gathering duties. But being so small and having lower influence also means they acquire fewer enemies among the other companies.
  4. Medium Sized Mercenary Companies have a middling population and influence. They have a stable control over their village and defensive duties. Because of having more members, the splits from a contract are smaller per member. They are able to control some of the more profitable defensive duties and resource gathering duties. However, this is the most heavily contested size of company, for the smaller companies tend to compete in order to grow, will larger companies try to keep them from growing.
  5. Large Sized Mercenary Companies have a large population and influence. They have a stable control over their village(s) and defensive duties. Because of having more members, their splits from a contract are especially small per member. They can control many profitable defensive duties and resource gathering duties, but do struggle at times for being spread thin. Large companies often pass on smaller contracts, for they simply aren't as profitable. Additionally, being so large and well known means that a failure abroad or at home is magnified. It is also more common for Large companies to splinter into smaller companies due to the lower individual profits or disagreement among higher ranking members.
Employment Information
Joining a preexisting Mercenary Company
  1. All members of Mercenary Company are considered Mercenaries, regardless of their individual duty. As such, they receive the Profession Cap of 75.
  2. Job threads must be centered around either the fulfillment of a Contract abroad, or the participation in a defensive duty or resource gathering while at home.
  3. 1 Job Thread per season is required to receive wages.
  4. Earning the role of leader of a mercenary company is the same as acquiring a business, and as such should be heavily discussed with a Yaralon moderator before it occurs, to ensure that the steps for acquiring the company is met.
Creating a Mercenary Company to be employed by
  1. The Mercenary Company must be approved by a Yaralon mod prior to employment.
  2. The template in the Templates Section must be filled out in its entirety in order.
  3. Upon approval, any PC may join the company so long as they meet the requirements, until such a time that PC becomes leader. At that point, the PC leader must give approval to join.
  4. All members of Mercenary Company are considered Mercenaries, regardless of their individual duty. As such, they receive the Profession Cap of 75.
  5. Job threads must be centered around either the fulfillment of a Contract abroad, or the participation in a defensive duty or resource gathering while at home.
  6. 1 Job Thread per season is required to receive wages.
  7. Earning the role of leader of a mercenary company is the same as acquiring a business, and as such should be heavily discussed with a Yaralon moderator before it occurs, to ensure that the steps for acquiring the company is met.
Creating your Own Company
Requirements and Growth Chart
(L) = Leader requirement
(M) = Membership Total requirement
-- Leadership Skill (L) Weapon Skill (L) Company Specialization Skill (L) Renown (M) Contracts Completed (M) City Defenses Completed (M) Membership Minimum (M) Membership Maximum (M) Total Cumulative Investment to Upgrade (M)
Tier 0 0 0 0 0 0 0 1 10 200 GN
Tier 1 10 10 10 100 1 1 3 20 1000 GN
Tier 2 20 20 20 300 3 3 6 30 2000 GN
Tier 3 30 30 30 500 6 6 9 50 4000 GN
Tier 4 40 40 40 700 10 10 12 65 5000 GN
Tier 5 50 50 50 900 15 15 15 80 6000 GN
Tier 6 60 60 60 1100 21 21 18 110 9000 GN
Tier 7 70 70 70 1300 28 28 21 130 11000 GN
Tier 8 80 80 80 1500 36 36 24 170 16000 GN
Tier 9 90 90 90 1700 45 45 27 195 19000 GN
Tier 10 100 100 100 1900 55 55 30 220 22000 GN
Tier 11 GM GM GM 2000 70 70 33 300 30000 GN
Additional Requirements
  1. All Mercenary Companies owned by a PC must first be approved by a Yaralon moderator, and then applied for in the Businesses Subforum where they must also be approved by one of those moderators.
  2. A Mercenary Company can be created in character, or at character creation, assuming all the Tier 0 requirements are met.
  3. To move from Tier 0 to Tier 1, the Mercenary Company must create or acquire an Outlying village. This involves the creation of a Meta-Location of such. This Outlying Village serves as a resource gathering point, recruitment and training, as well as other related aspects.
  4. The cost of upgrading Tiers cannot be loaned by the city, as this money goes to the city. This money essentially reflects investment in relationships and development of the city, such as helping connections with Merchants, Craftsmen, upgrading city defenses, etc.
  5. Job Threads while in a Mercenary Company must have a connection with either a Contract or a City Defense.
  6. "Filler" NPCs are defined as nameless, grunt type NPCs that can be acquired through various IC actions, often given to factions. These are often for menial purposes and are the lowest level members, the "red shirts" if you will. They have no skills to speak of, and do not level up through use.
  7. Purchased/acquired NPCs are most commonly Personal NPCs acquired, or purchased from the Point Bank, and given to the Company. These NPCs are more prominent than the "filler" npcs, and can serve more important roles, as well as level up through use.
  8. PC Employees: Must be working for another PC’s business. Get +2gn extra a day (paid by business owner) added onto regular wage. It is at the business owner’s discretion whether to pay PCs more than 2gn a day.
  9. Simply owning a business gives you a +5.0 modifier to your current wage.
  10. Each PC employee gives a +4.5 modifier
  11. Each purchased/acquired NPC employee gives a +.5 modifier
  12. Skill Modifier is Competent = +1.5 Expert = +3.0 Master = +4.5 Grandmaster= +6.0
  13. Filler NPCs do not count toward NPC Employee Bonus nor toward Employee wage payouts. Only purchased/acquired NPCs and PCs count toward these.
Example
Company Leader has a Leadership skill of 45, 3 PC Employees, 2 NPC employees, with a base wage of 12gn/day.
12.0 GN (Base) + 5.0 GN (Owning a Company) + 1.5 GN (Competent Skill) + 13.5 GN (PC Employees) + 1.0 GN (NPC Employees) = 33 GN/day wage

33 GN x 123 days (Ashan) = 4059 GN wage
4059 x .15 (Luxury Expenses) = -608.85 GN seasonal expenses
5 employees x 2 GN employee wage x 123 GN = -1230 GN employee wages
4059 GN - 608.85 GN (expenses) - 1230 GN (employee wages) = 2220 GN, 1 SN, 5 CN total wage

Clarifications
These requirements are only for Player Owned Mercenary Companies.
Contracts Completed means Contracts that have been accepted by the company for work while abroad, and completed to satisfaction. This is the primary source of income for both the Merc Company and the city of Yaralon as a whole.
City Defenses Completed means doing work while home in Yaralon. This includes but is not limited to fighting off invading monsters and creatures, building up defenses, gathering resources for the betterment of the city, working protection for Yari caravans and ships, etc.
Membership Minimum only applies to PCs and purchased/acquired NPCs. These are approved Personal NPCs given to the Faction by the PC members. This does NOT apply to nameless "filler" npcs that can be earned through various actions IC.
Membership Maximum applies to all members, including PCs, purchased/acquired NPCs, and nameless "filler" npcs.
Template for a Mercenary Company
Template for a preexisting Mercenary Company
Company Name:
Company Size: (Small, Medium, Large)
Leader: (Must include a full City NPC write up for the Leader, NPC template coming soon)
Founder: (Only if different from current Leader)
Contract Specialization: (Naval battles, sabotage, battlefield combat, sieging, etc. This is very heavily open to interpretation)
Current Defensive or Resource Gathering Duty: (Gate guard, Fracture hunting, caravan protection, etc. This is very heavily open to interpretation)
Outlying Village: (Must include a full Meta-location write up, including at least 1 villager NPC, Location Template coming soon)
Requirements for Joining: (Typically revolves around the company's contract specialization)
History of the Company: (Brief history on the formation of the company, and any other pertinent information
Additional Information: (Optional)

Code: Select all

[b]Company Name:[/b] 
[b]Company Size:[/b] (Small, Medium, Large)
[b]Leader:[/b] (Must include a full City NPC write up for the Leader, NPC template coming soon)
[b]Founder:[/b] (Only if different from current Leader)
[b]Contract Specialization:[/b] (Naval battles, sabotage, battlefield combat, sieging, etc. This is very heavily open to interpretation)
[b]Current Defensive or Resource Gathering Duty:[/b] (Gate guard, Fracture hunting, caravan protection, etc. This is very heavily open to interpretation)
[b]Outlying Village:[/b] (Must include a full Meta-location write up, including at least 1 villager NPC, Location Template coming soon) 
[b]Requirements for Joining:[/b] (Typically revolves around the company's contract specialization)
[b]History of the Company:[/b] (Brief history on the formation of the company, and any other pertinent information
[b]Additional Information:[/b] (Optional)
Template for PC Owned Mercenary Company
Company Name:
Company Member Count:
Leader:
Founder: (Only if different from current Leader)
Additional Members: (include PCs and purchased/acquired NPCs)
Contract Specialization: (Naval battles, sabotage, battlefield combat, sieging, etc. This is very heavily open to interpretation)
# of Completed Contracts: (Filled in after creation)
Current Defensive or Resource Gathering Duty: (Gate guard, Fracture hunting, caravan protection, etc. This is very heavily open to interpretation)
# of City Defenses Completed: (Filled in after creation)
Outlying Village: (If Tier 0, this can be filled in later to upgrade to Tier 1) (Must include a full Meta-location write up, including at least 1 villager NPC, Location Template coming soon)
Requirements for Joining: (Typically revolves around the company's contract specialization)
History of the Company: (Brief history on the formation of the company, and any other pertinent information
Additional Information: (Optional)

Business Plan Information (For the Business Subforum Moderator)
  • Character Name:
  • Current Wage:
  • Profession's Main Skill:
  • Leadership Skill:

Code: Select all

[b]Company Name:[/b] 
[b]Company Member Count:[/b] 
[b]Leader:[/b] 
[b]Founder:[/b] (Only if different from current Leader)
[b]Additional Members:[/b] (include PCs and purchased/acquired NPCs) 
[b]Contract Specialization:[/b] (Naval battles, sabotage, battlefield combat, sieging, etc. This is very heavily open to interpretation)
[b]# of Completed Contracts:[/b] (Filled in after creation)
[b]Current Defensive or Resource Gathering Duty:[/b] (Gate guard, Fracture hunting, caravan protection, etc. This is very heavily open to interpretation)
[b]# of City Defenses Completed:[/b] (Filled in after creation) 
[b]Outlying Village:[/b] (If Tier 0, this can be filled in later to upgrade to Tier 1) (Must include a full Meta-location write up, including at least 1 villager NPC, Location Template coming soon) 
[b]Requirements for Joining:[/b] (Typically revolves around the company's contract specialization)
[b]History of the Company:[/b] (Brief history on the formation of the company, and any other pertinent information
[b]Additional Information:[/b] (Optional)

[u]Business Plan Information[/u] (For the Business Subforum Moderator)
[list][*][b]Character Name:[/b] 
[*][b]Current Wage:[/b] 
[*][b]Profession's Main Skill:[/b]
[*][b]Leadership Skill:[/b] [/list]
word count: 3160
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Aegis
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[HCO Lore] Mercenary Companies

This Lore Article is now approved. Like all Yaralon Lore Articles, it is open to peer review. Any questions, suggestions, concerns, across any of the topics herein, including grammar, wording, lore consistency, etc are to be posted within this thread. I will answer each and every single one of them, and if the information is not present here, or elsewhere, I will proceed to add it. Thanks, and enjoy!

Additionally, any new company applications, whether run by NPCs or PCs, should be submitted in this thread using the provided templates.
word count: 90
Nathan Wulff
Approved Character
Posts: 14
Joined: Fri Jul 06, 2018 2:49 am
Race: Human
Profession: Mercenary
Renown: 10
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[HCO Lore] Mercenary Companies

Company Name: Crimson Dawn
Company Member Count: 1/10
Leader: Nathan Wulff
Founder: Dominic Wulff
Additional Members: N/A
Contract Specialization: Battlefield Combat (Sea, land & air)
# of Completed Contracts: (Filled in after creation)
Current Defensive or Resource Gathering Duty: Fracture hunting
# of City Defenses Completed: (Filled in after creation)
Outlying Village:
Requirements for Joining: Weapon Skills – 25 (One of the following: Range/melee/shielded combat/siege weaponry)
History of the Company:
The Crimson Dawn was originally formed on Arc 668 by Dominic Wulff, over the arcs their name has changed several times, as also the fluctuating memberships, due to job casualty and internal disputes. On Arc 699 the leadership was handed on to the next kin, Nathan Wulff. Under the new leadership, the company’s name was changed to what it was today. A shadow of its former glory. Former high ranking members leave to start their own company, taking along their followers and assets that are “rightfully” theirs. On Arc 710, an arc after the passing of the founder, the company went dormant and the leader was nowhere to be found.

It was then six arcs later on the 15th of Ymiden Arc 716, at the battle of the Claypan, the company resurfaced. The Crimson Dawn was in another contract on the 26th of Ymiden Arc 717, a contract with the Eternal Empire on the battle to reclaim the Northen Reaches Fortress. It was a fierce battle, but in the end, the Eternal Empire won the battle and the mercenaries went home laden with loots.

Additional Information: Battlefield Combats are widely open to interpretation. Further information on the history and other information on the company will be updated as it is discovered.

Business Plan Information (For the Business Subforum Moderator)
  • Character Name: Nathan Wulff
  • Current Wage: 2gn (Base) + 2gn (Skill - 25) + 5gn (Company/Owning Business)
  • Profession's Main Skill: Weapon Skill (Novice – 25)
  • Leadership Skill: Novice - 25
 ! Message from: Aegis
Approved as a Tier 0 company. Will post up your individual Company Writeup Shortly. Please use this Master Thread here to request Tier Ups as needed. Thanks!
word count: 347
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Alora
Posts: 246
Joined: Thu Aug 23, 2018 7:49 pm
Race: Naerikk
Profession: Sorceress
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Re: [HCO Lore] Mercenary Companies

Company Name: The Candlewives
Company Member Count: 1/10
Leader: Alora
Additional Members: None yet.
Contract Specialization: Sabotage and Protection.
# of Completed Contracts: (Filled in after creation)
Current Defensive or Resource Gathering Duty: Lighting Street Lanterns, bodyguarding, caravan Protection.
# of City Defenses Completed: (Filled in after creation)
Outlying Village:
Requirements for Joining: Any skill that can be used for demolition/sabotage must at least be 25 (Blunt weapons, Siegecraft, Destructive magics, Alchemy (Explosives), and possibly physics (Arson). Open to interpretation.) Males are held to a higher standard, and this requirement is doubled for them.
History of the Company: A newly formed mercenary company, founded by the Naerrik Alora. So far the duties that have come down to them have been menial in scope. Lighting lanterns at nighttime, guiding citizens through rough parts of the streets, and some caravan protection in tandem with larger companies.

Alora has ambitions to move into more aggressive contracts involving arson and sabotage abroad as the company grows.

Additional Information: Females are favored in this company, but despite the name of the band, males ARE allowed into the group. However, they're generally held to a higher standard than the females, and even then will face prejudice and resistance from Alora.

Business Plan Information (For the Business Subforum Moderator)
  • Character Name: Alora
  • Current Wage: 2gn (Base) + 2gn (Skill - 25) + 5gn (Company/Owning Business)
  • Profession's Main Skill: 25 Defiance or Siege weaponry/Unarmed Combat (Novice)
  • Leadership Skill: 5 (Novice)
 ! Message from: Aegis
Approved as a Tier 0 company. Will post up your individual Company Writeup Shortly. Please use this Master Thread here to request Tier Ups as needed. Thanks!
word count: 272
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William Dovecraft
Posts: 81
Joined: Thu Aug 30, 2018 1:27 am
Race: Mixed Race
Profession: Mercenary / Smith
Renown: 50
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Re: [HCO Lore] Mercenary Companies

Company Name: The Compass
Company Member Count: 1
Leader: William Dovecraft
Founder: Huron the Pale
Additional Members:
Contract Specialization: Supernatural
# of Completed Contracts:
Current Defensive or Resource Gathering Duty: Fracture Hunting & Study
# of City Defenses Completed:
Outlying Village: Arbor's Vigil (Needs to be rebuilt)
Requirements for Joining: 25 Meditation, 25 Combat OR Supernatural-related Skill
History of the Company: Founded in Arc 689 by Huron the Pale, The Compass was a short-lived mercenary company with a handful of specialized mercenaries. Huron was the wielder of Pallor, a steel zweihander from Rynmere which William found seemingly by chance in a weapon shop. When Huron arrived in Yaralon, he took up work with the local mercenary factions, and earned a name for himself, eventually founding his own Mercenary Company. Their interests were more esoteric and unique among the Yari, earning a respect for themselves through their valor and strength where they chose to apply themselves, but earning the ire of the people as they were rarely there to defend Yari when it was in need, instead gallivanting off towards personal adventures in dereliction of the duty the Yari felt was owed to them.

Returning from an adventure in Western Idalos one day in Arc 705, Huron went mad, dueling all who would stand against him. It was an Ithecal that struck down the wounded warrior, leaving his sword behind, where a handful of warriors took up the blade only to die Arcs later in a grand adventure where they met a twisted fate. Eventually it ended up in a smithy, a Grudge blade nobody would dare buy. It remained there until Saun 718, when William Dovecraft purchased it.

Once upon a time The Compass was in possession of a small village now in ruins from lack of sponsors, many Trials to the West of where Withersfield now stands. It was called Arbor's Vigil, and it stood upon the edge of the Bastard's Grove, felling the trees of the forest for a long house that has since vanished to time. In 706 the remaining members of The Compass all mysteriously vanished, leaving the village deserted with no signs of combat. Now, all that remains of Arbor's Vigil is a scattered, rotting foundation as well as the well, filled with refuse.

As of Saun 718, William discovered and newly legitimized the faction by the right of the sword he wielded, and took possession of the land, intending to one day rebuild it to its former glory.
Additional Information: Supernatural contracts include everything from Fracture hunting to Monster, Rogue Mage, Ghost, & Spirit hunting. Those joining must have a respect for Cassion and Ashan, but worship is not required. Note: Domain Mages are only allowed to join if they are seeking to give up their Sparks. Practices are fine, so long as blasphemies of the soul are avoided.

Business Plan Information (For the Business Subforum Moderator)
  • Character Name: William Dovecraft
  • Current Wage: 2gn + 2gn (25 Melee Combat (Zweihander)) +5gn (Business)
  • Profession's Main Skill: Melee Combat (Zweihander)
  • Leadership Skill: 0
 ! Message from: Aegis
Approved as a Tier 0 company. Will post up your individual Company Writeup Shortly. Please use this Master Thread here to request Tier Ups as needed. Thanks!
word count: 538
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