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The Hithchhiker's Guild is a secretive, decentralized collective of operatives with a social mission of improving the communities of North America and overthrowing tyrants. Their role varies from spy to samaritan to vigilante, depending on the situation.

In the future, terrestrial travel is less of a default choice, so the descriptors of different modes of travel are a bit less articulated. The action that we call hitchhiking is simply called traveling or getting a ride. Hitchhiking specifically refers to the actions of a Guildsman, and carries clear connotations of such. It is generally assumed that someone does not own their own vehicle, so getting a ride is the most common mode of terrestrial travel in North America.

Establishment & Original Membership

The Guild dates back to the aftermath of Emergency Interstate Travel Restriction Act, which made travel highly dangerous for the uninitiated or undocumented. Safe travel became a major concern after the Federal Emergency Austerity Act (FEAA) progressed, which enabled predatory types to roam the highways with far less fear of government enforcement.

The original rolls were largely recruited from members of Alcoholics Anonymous, Al-Anon (Self-Help Group), NarcoticsAnonymous, Crust Punk Vagabonds ("The Genuines"), AnarchistCulture, PrepperCulture and ConspiracyTheoryCulture. All of these groups had a deep and lasting effect on the original culture of the Guild. 

Known founding members of the Guild include:

The Guild has never had a leader, though Guildmasters are people of unofficial authority within established Nepoznatos. 

They have historically had some backing from states, most notably New Africa and formerly/surreptitiously United American Workers' Syndicates.

Cultural Currents

Upstream

HoboCulture

Punk Culture

VagabondCulture

Trucker Culture

AACulture

Prepper

Early Anti-Surveillance Culture

North American Culture


Downstream

Ozarkan Culture


Belief System

See also: Hitchhiker Culture

Their principles are expressed by The Hitchhiker's Oath, but some do go rogue. Notably, the first Monarch Of Ozarka was a Hitchhiker who got greedy. But for the most part they eschew power, riches & glory for the sake of their cause, which they refer to as The Principle of Being Small.

Hitchhikers are some of the last true believers on the continent, seeking to rebuild order and justice after what seemed like apocalyptic destruction.

It is not uncommon for Hitchhikers to find common cause with Unionists, but their goals are divergent. Hitchhikers seek to correct efforts of self-determination to do right, whereas Unionists seek a revanchist reunification of the United States of America. Hitchhikers are justifiably skeptical of restoring the state that created this chaos in the first place.

Membership

Membership numbers are low, by design. They are highly selective and secretive. Members must undergo a Hitchhiker Initiation ritual to confirm their membership.

Structure

The Guild is decentralized and atomistic, designed for each member to be as survivable and self-sufficient as necessary. There is no formal leadership structure, though one generally errs on the side of agreement with the local Nepoznatos & their Guildmasters.

Guildsmen will Apprentice for three years under the sponsorship of a more experienced agent, then progress to independent travel as a Journeyman.

A Journeyman has two paths to MasterHH:

1. A Master may select them for apprenticeship, teaching them the techniques required to be a Master. A Master Apprenticeship takes five years.

2. A Journeyman who has accrued a sizeable network and a certain level of experience in an area may find it more useful to travel less, serving instead as a hub for other Guildsmen. They are elevated to Master when their network considers them to be one.

As a Guildsman proceeds in the organization, they learn more advanced Shibboleth to verify their status of trust. 

Still, this structure is informal. It is not unheard of for a Guildsmen to disagree with other members, and in rare cases come to direct conflict due to a difference in values.

If a Guildsman is generally agreed to have gone rogue, the The Regulators are the specialized internal task force Chapter for addressing such matters. Rogues are a black mark on the organization, and are dealt with ruthlessly because they threaten the legitimacy of the entire mission.

Operations

Hitchhikers are decidedly interventionist, where they have the power to be so in concordance with The Principle of Being Small. Being publicly known as a Hitchhiker could be a death sentence in some places, and even in the safer areas it's not a good idea because word always gets around.

The collective is somewhat small in number and works in subtle ways. They are not taking over areas, just tipping the balance so that they develop in the right ways. They prefer self-reliance and independence even when operating in concert, many teams splitting and reforming as needed for a task. Every member is intended to be autonomous, and able to travel, survive and blend into nearly any community or wilderness they encounter. As a result, vetting is cautious, intense and selective.

Their lifestyle tends towards the margins of society. Hitchhikers are more likely to camp in a homeless camp, TentCity, ruins, Outlands, Sprawls or wilderness rather than a location that would draw substantial attention to their means.

Still, it is not unheard of for Hitchhikers to infiltrate higher echelons of society, as the ideals of the organization transcend class. A Guildsman is encouraged to stick to the environment where they are most prepared, whatever that may be.

In effect, no Guildsman is expected to do it all - some specialize in wilderness survival, others in political intrigue, others in advanced technology, yet others in combat and sabotage. Their backgrounds run the gamut of races, classes & cultures.

Reputation

United American Workers' Syndicates

The Syndicates were an early supporter of the Guild, but later withdrew official support as they wanted to keep their hands clean of interventionist actions. Teamsters are often prime suspects for membership, despite their non-interventionist philosophy, but it's not unheard of. They often go to lengths to advertise that they are not Hitchhikers, and want no part in their often seditious endeavors. Any Teamster who acts too much like a Cowboy is at risk of being suspected a Guildsman. And it's not unheard of for a Cowboy to join the Guild, making for a powerful ally. Okay, the Syndicates are largely benignly infiltrated. It's a good thing for everyone.

Conversely, many Hitchhikers are critical of the often mercenary attitudes of Teamsters, frowning on those who work with slaver states and enable the worst actors, yet claiming a role of supposed neutrality. To the Hitchhikers, non-intervention is a pipe dream, and many Teamsters don't own up to their actions.

Northwest Pact

The Hitchhikers are almost universally welcome within the Pact territory. Their pro-social actions have been appreciated, though some holdouts resent their interventionism. But this remains one of the few regions where a Hitchhiker need not keep his identity secret, except for the need to keep it secret everywhere else.

Minneapolis Motor Syndicate

The MMS's outrage at the suspected intervention of Hitchhikers in The Akron Conflict was responsible for the Razing of Akron, the city being the supposed headquarters of the group. The Hitchhikers had indeed infiltrated the membership of Alcoholics Anonymous at that point and were using its network for recruitment, but Akron was not any kind of base of operations as the group was already decentralized from its inception.

Hidalgo

Zero tolerance. La Sindicación ("La Sín") does not really care who the Hithhikers are, but they are seditionists and thus targets for the most extreme brutality.

Kingdom of Ozarka

The Hitchhikers are nominally respected as part of the national myth of liberation, but this is still a monarchy that sees them as an existential threat. Modern hitchhikers are considered here to be a rogue branch of the true form, exemplified by King Felix I.

Dust Bowl & Outlands

Say what you want about the brutality of the Dust Bowl, but it's at least evenly apportioned there. A Hitchhiker is as likely to be victimized as anyone in these wild parts, so Being Small is an important survival strategy where you might look like an easy target.

Spanish Coast

Generally appreciated but seen as outsiders.

Notable Historical Hitchhikers

The Guild in Gameplay

This is sort of an ideal organization for a protagonist or party thereof. The members are autonomous but have freedom of choice plus risk of corruption. This parallels the freedoms of such fictional organizations as D&D's Harpers, Wasteland's Desert Rangers, ATOM RPG's ATOM organization, Encased's CRONUS Organization, and probably every Player-Character factory in any form of interactive fiction.

Therefore, design in the setting should proceed such that a Hitchhiker might presumably be anywhere, be it on Earth or elsewhere. 

The United Laniakean Incorporated Sovereignties & Indentured States (ULISIS) is a byzantine group of private entities and super-national structures that sometimes trust each other less than they trust outsiders. The ULISIS appears to be a unit through a confluence of interests, entangling relationships, and mutually entrapping binding agreements & regulations between competitors than actual cooperation.

History

Origins

Though humanity eked out a victory in the AI Wars, the effort nearly exhausted the resources of its governments. Private capital already had the upper hand, but the Great Leveraging - a joking name that stuck - was the death blow. Nearly every government on earth went deeply into debt to fund the war. 

Afterward, a UN convention was held to discuss the debt problem, in response to massive public outcry that the loan terms had been extortionate in the face of dire circumstances. Some fought for complete forgiveness of the debt and nationalization of the corps required to ensure humanity’s survival. Others simply fought for a renegotiation of the terms. Neither won out.

The convention resolved that stabilizing the international economy would take precedence over preserving the solvency of states. The fall of a center of private capital would have disastrous cascading effects across nations compared to the greater but more contained chaos of the fall of a state. 

However, the UN lacked the enforcement measures to prevent debt defaults. Corps could seek redress in the ICC, but if a state dissolved their loan was forfeit. A resolution was reached to form an international debt-enforcement framework, UnitedNationsDebtEnforcementFramework(Rename). Some of the private debtholders reduced their principals in exchange for official recognition of sovereignty as state-level actors. States were prevented from defaulting on their debt and were forced to accept major austerity measures.

Formation of ULISIS


Demographics

Population 

Language

Religion

Family Structure

Health

Education

Science & Technology

Government & Politics

Subdivisions

The legal framework consists of multiple de jure sovereign governments that serve to enforce and legitimize the rule of the corporations that control it behind the scenes. In practice, the states hold no real power, and the ULISIS would be considered Anarcho-Capitalist at best, or Fascist at worst. But elections are held, and a façade of accountability and freedom of movement/choice is maintained under nominal democracy. 

Citizenship

Legal status of individual citizenship is often dual: Most are citizens of states, but many are also citizens of Corps. Corporate life is so all-encompassing that one often has more in common with a co-employee of the same corp than a co-citizen of the same government.

Interplay between States & Corporations

Any given state may be dominated by one or many corporations, or in the case of The PRC it may have maintained considerable independence due to the size of its market. States serve to establish legitimacy and quell dissent while keeping the corps’ hands clean. They are also manipulated in various ways as a means to block competitors’ access to markets. 

Competition between Corporations

The corporations are perpetually at low-grade warfare with each other. Espionage is ubiquitous, and occasionally boils over into messy proxy warfare between subservient client states, private security firms and "independent" operatives.

There is a strong undercurrent of chaos that might break its authoritarian bonds if it weren't directed against itself or strung along by mirages of economic opportunity. 

Rulership

The ULISIS is a chaotic system that generally allows a positive feedback loop of accrual of power. 

Foreign Relations

Their outward policy is toward rapacious expansion and short-term extraction of resources. Since corps follow only the profit motive, they are the most ruthless players in the galaxy. The ULISIS would be truly dangerous if it were a unified force, but… it’s not. Much of the danger is directed inward at sabotaging the competition or stomping down the underclasses.

Criminal Enforcement & Resolution of Civil Disputes

Economy

Nominally a classless society, but economically stratified. Nearly everything is commoditized. Aspects of Feudalism & Imperialism.

Social Divisions

Classes divided by Political Economy

Top Tier

Wealthy beyond royalty or oligarchy. Often Alpha-humans. Generally live cloistered in top levels of Arcologies, or other exclusive spaces. 

Within the mass media their class controls, and often the wider ULISIS culture at large, their lives are the objects of reverence akin to celebrities or royalty.

Insiders

“Insider” is the term most commonly used to refer to one who works for a corp and lives in one of its Arcologies or the corporate enclaves outside the Arcos. The most common pejorative is “Arco-Scum,” which in the linguistic melting pot of the Outside became “Koska.”

As the Arco is a self-contained city and generally an island of relative safety, there are many who spend their whole lives without leaving. 

Citizens commonly hold insurmountable debt, either through their own accrual, inheritance from generations of their ancestors, or as reparation for violation of draconian legal codes.

Almost all are subjects and dual-citizens of the corp that holds their debts. A corp generally exerts complete dominance over their lives, providing and charging for all necessities and paying in company-restricted chit instead of actual currency. Most are resigned to a life of inescapable serfdom. 

A few token citizens acquire nominal freedom through the lottery, but by necessity this is generally not enough to change their life except in terms of conspicuous consumption. There is also a token amount of social mobility - but just enough to keep people working hard in hopes of getting it, not enough to actually make the classes permeable. But most buy the lie and devote their lives to acquisition and consumption. Generally strong culture of loyalty to essentially meaningless but numerous consumer options or state memberships. 

Not all Citizens are debt-enslaved, however. Many are of the professional classes who are content to live in corporate Arcologies or the nicer enclaves of the Outside. The lifestyles of these scant few petty bourgeois only cost pocket change to the corps who benefit from their existence.

Outsiders

Many choose to escape the trap by erasing their identity, becoming a part of the criminalized classes in the process. This is a much more dangerous world but it does carry the possibility of freedom for the lucky ones. This is the world of the Outside - outside the clean and safe corporate arcologies and stations, where social order hangs on by a thread.

The Outside is not only tolerated but appreciated. Its citizens provide a good underclass ripe for exploitation or scapegoating whenever necessary. It’s also something they can point to as a warning to those who misbehave on the Inside. Life on the Outside is so apparently dirty & brutal that many Insiders would kill themselves before submitting to exile.

Disempowered and hopeless but placated by bread & circuses. They are targeted with corporate propaganda, but their lives are bad enough that very few of them consciously buy it. However, the Spectacle works its Sorcery in subtle ways, so many are indoctrinated as much as Arco-Scum, only more subtly. 

Extremely diverse and permeable, rife with criminal activity.

Infrastructure

Culture

Many of the nations in the ULISIS are partly owned via debt-leverage by various corps, and the corps all generally have parts of various nations. So one might identify with the nation of their citizenship, but also as a member of their employing corp.

Culture is dominated by the brands & consumer choices that pervade CIS society. It is not uncommon for people to name their children after their favorite brand, even if a stipend for doing so is not on offer.

Food

Literature, Philosophy, Visual Art, Music, etc.

Sports

Mass Media

General Aesthetics

Values

ULISIS culture is heavily focused on acquisition, opulence, and comparison. Media gravitates around avatars of impossible perfection and abject misery, imparting a driving sense of competition that blinds citizens to avenues for real change.

Gameplay

Generally aggressive and powerful. High emphasis on acquisition. Different power-players in ULISIS are best beaten by pitting them against each other.

Lovely art by Mike Transfiguracion!

A Kuol is a large levosteoid mammalian predator native to Bodue

Physiology

At its tallest posture (legs extended, neck retracted in threat fear response), a Kuol stands up to 4m tall to the shoulder. At a normal standing posture, they measure about 2.5m to the shoulder, with the limbs arching about 0.5m higher than that.

The Kuol has six muscular spiderlike legs. Between the legs are patagia which allow the Kuol to soar by extending them taut. They catch enough wind resistance to allow the Kuol to soar from any height, a favored tactic to ambush prey. Its long semi-prehensile clawed digits default to a powerful grasp and thus require exertion to open rather than to close. This is an adaptation for climbing and hunting, but makes their locomotion on flat surfaces somewhat ungainly. However, it allows them to maintain a supporting grip effortlessly, which they use to await prey or sleep suspended. And for a hunter, a powerful crushing grip makes a great addition to its arsenal. Its trunk is long, somewhat slender and very muscular on the top. The underbelly is soft and vulnerable1. It has a thin prehensile tail used for rapid balancing, measuring about 3m long. The Kuol is covered in long, coarse, dry, usually black hair, giving it a woolly appearance. When huddled against the cold, the long bristled fur can give the Kuol a vague appearance that helps it blend into the darkness. 

The Kuol's neck is about 2m long, very muscular and prehensile, and gives the creature a surprising grace of form. Kuol have large fanged mouths similar to a Tiger (8cm canines, shearing carnassians, small incisors for precision work). The tongue is covered with papillae, giving it a rasping texture to strip fur from meat, meat from bones, and when in starvation mold from bark. The eyes are large and very light-sensitive - Kuol will generally avoid the Middle Canopy and Emergent Layer, preferring to hunt in the Lower Canopy, The Void, and Rootlands. The ears are long, pointed and very sensitive to directionality. 

Variations

Fur color and texture varies according to climate and season. I dunno, go crazy.

Behavior

Territory

Adult Kuol lead semi-solitary lives. They establish and maintain dens most frequently in Lomoi Maws or empty Geophore Follicles, but have much wider home ranges within which they roam. Resident adults of either sex generally confine their movements to their home ranges, within which they satisfy their needs and those of their growing cubs. Individuals sharing the same area are aware of each other's movements and activities, but do not hunt cooperatively. 

Young Kuol establish their first territories close to their parents', drifting away over time. Males migrate further and earlier, acquiring territory by absence of competitors or by challenging an existing resident for it. If not ready for a challenge, a young male may migrate a long way as a transient in others' territory, but this is a risky way to survive. Transient Kuol are identified by a greater frequency of injuries and scarring, more poorly-maintained coats, disguised musk, and increased (sometimes suicidal) aggression.

Kuol mark their territory with feces in trails, claw marks on bark, and some of the foulest urine ever discovered. Kuol are not always aggressively territorial. Though they hunt individually without exception, they are known to share kills even with others not related to them. In the case of a Transient Kuol, sharing is often preferable to risking injury from combat. Nevertheless, males are less tolerant of competitors in their territory than females. 

Combat between Kuol never takes the form of their normal predator ambush, and is normally resolved by display of intimidation or submission. Males will tolerate a submissive male in their territory if they do not encroach. If the competitive display is between males and a nearby female is in estrus, or one or more of the competitors has nearby young, it may develop into combat. Females with young will not accept another female's submission display.

Kuol are frighteningly fast climbers and only passable swimmers, usually avoiding bodies of water water except in the hottest climates. 

Hunting & Diet

Kuol are apex predators save for the civilized Haaru. Gheheshmat are a favored prey and relatively defenseless. Kuol who hunt the Middle Canopy can afford to eat smaller prey like Pesh. Those who drop from the Lower Canopy or Trunk to the Rootlands are investing much more energy in the hunt, and as such will ignore most creatures smaller than a Gheheshmat2. A Kuol can kill prey much larger than itself, such as the Sina. Selecting for the young and infirm reduces the chance of injury. 

The most common hunting method is to drop a short distance within the middle canopy on another creature. If a chase follows, Kuol are terrifyingly fast at climbing and traversing treelimbs, and their prehensile neck makes some evasive maneuvers pointless. If sick, starving or injured, one may simply stalk the forest floor.

They kill much like the predators of earth, preferring to knock prey down with gliding momentum or brute strength, and kill with strangulation by a bite to the throat. Their talons are used to grip prey, tear tendons or disembowel. After a kill, Kuol often conceal it in vegetation. 

Reproduction & Lifecycle

Kuol identify each other primarily by sight, and when necessary by scent. Their musk and urine convey information about age, identity, and reproductive status. During estrus their skin increases secretion of an oil that gives their fur a sheen and strong scent. Estrual Kuol Oil is a common ingredient in Haaru perfumes, diluted to a faintly sweet and musky scent with a slight edge of bitterness. 

Kuol females attract mates with a specialized shriek loud enough to echo throughout the Void into other territories, generally from a perch that would be suitable for hunting. Males compete for mates by aggression display or combat, and it's very toxic on all accounts. 

Like most mammalians on Bodue, Kuol are oviparous. Upon mating, the pair will find a den - most commonly in a Boduan Maw or emptied Geophore follicle. Male Kuol stay to rear and feed their young, so that's nice.

Transient Kuol will kill unrelated cubs to make the female receptive. The mortality rate of Kuol cubs is about 50% in the first two years. Apart from Haaru and other Kuol, common causes of cub mortality are starvation, freezing, and accidents. The generation length of the Kuol is about seven years. The oldest recorded captive Kuol lived for 24 years.

Random completed articles

Gekepeshiyik is a traditional dish in many Haaru cultures, consisting of a roasted pregnant Pesh ("Kepesh") and its fetuses ("Peshyaat" or "Yaat"). It is particularly associated with Kepeshnags, a holiday of thanksgiving, though the dish is consumed as a delicacy at any time.

Selection

The selection of a Kepesh is given much attention. At any given time, several members in a Brasture may be pregnant, but selecting just the right one can be challenging even to an experienced Bo-Pesh. 

Ideally, the Kepesh is at a precise point in her pregnancy that the Peshyaat are as large as possible without their bones becoming too solid to bite through. If chosen too early, the meat will be mushy and bloody. If chosen too late, the bones will be chewy or hard.

Some Bo-Pesh claim that the hardening of the bones is accompanied by various signals in the Kepesh's behavior or appearance, but their theories are generally as numerous as they are. Reaching into the womb to palpate a Peshyaat to feel for bones is considered offensively bad form, not to mention a bad idea in terms of husbandry. But social esteem is crucial to the Haaru, and it is not unheard of for a Bo-Pesh to ruin a few pregnancies to ensure the feast goes well.

Preparation

In some regional variations, the Kepesh is first brined or steamed to loosen the thick bristly hair from the skin. It is then plucked completely, a process which traditionally occupies the early morning to midday for the preparer.

Next, it is roasted over a low fire for several hours with the Peshyaat still inside. If the fur was not removed, it simply burns off during this phase, giving the skin a bitter aroma prized in some regions. If done correctly, the Peshyaat will be cooked inside the Kepesh to a medium-rareness.

Consumption

The table's seat of honor cuts into the Kepesh's abdomen and placenta, aiming to cut just enough to reach inside without exposing it visually. Then, by order of decreasing age, the diners reach into the still-hot womb and pull out one Peshyaat each1. Broods are generally 5-9 in number, meaning for large tables there may not be enough Peshyaat for the youngest. This is considered a privilege of age, and the youngest are often content to age into the ritual.

After the Peshyaat are consumed, the rest of the Pesh is divided as a normal meal. 

Gary is a color, named after the mandatory jumpsuits worn in the Gary (City-State).

It is NOT the same as Light Gary (Color). To confuse the two could be a fatal mistake.

Kepeshnags ("Kepesh's Feast") refers to an historical event, and the holiday celebrating that event by a feast of Gekepeshiyik. The grammatical construction of the name implies the Kepesh as a host, in a manner of thanksgiving.

Origin

The story of Kepeshnags's origin tells of a starving society under siege. They ration their food as long as possible until all that is left are some Kepesh, still in the middle stage of pregnancy. Left with no other option, they slaughter and cook them, dividing the fetuses (Yaat) one each among the diners. They find the meal to be so fortifying that they rally and fight off the invaders. The diner who received the runt of the litter, thinking herself to be woefully unlucky, finds herself to be pregnant the next morning. Her spouse is so valorous in combat that he is placed in the now-empty throne of the king, who died in the siege. They attribute their victory and prosperity to the blessing of the Kepesh and her Yaat.

Holiday

Kepeshnags is celebrated with a feast of Gekepeshiyik, a dish of roasted Pesh in the middle of pregnancy ("Kepesh") with the still-contained fetuses. The fetuses are a delicacy with especial cultural regard, and receiving the runt is considered good luck particularly for young women. Pesh have special cultural significance to many Haaru cultures, as a staple livestock and symbol of fertility.

See Arcology (Science) for more information on variations in design.

An Arcology is a superstructure designed for concentrated habitation. The smallest might be corporate complexes or public projects, and the largest are self-contained cities. 

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