Sciurid - squirrel-folk


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Everything's nuttier with squirrels!

Just tinkering with race design, and watching the squirrels in my back yard inspired this as yet incomplete race write-up:

Sciurid
-2 Str, +4 Dex
Small size
Speed 20 ft., climb 20 ft.
Due to having a climb speed, +8 racial bonus on Climb checks and can take 10 on Climb checks
Nature’s Acrobat: +4 racial bonus on Acrobatics checks
Agile Climber: Uses Dex instead of Str on Climb checks
Low-light vision
Scamper: Has Run as a bonus feat, but since it involves running on all fours, the sciurid can only use it if both hands are free and she is wearing light or medium armor, and a shield no larger than a buckler.

Shadow Lodge

Must.. play.. sciurid monk/druid..

"GET AWAY FROM MY NUTS!!!"

*ahem*
Sorry, I've seen one to many shirts with similar writing..


Dragonborn3 wrote:

Must.. play.. sciurid monk/druid..

"GET AWAY FROM MY NUTS!!!"

*ahem*
Sorry, I've seen one to many shirts with similar writing..

A sciurid druid is almost required to take the fire seeds spell! ^_^

What about a sciurid alchemist chucking around bombs that look like giant walnuts? LOL

Shadow Lodge

Molly Dingle wrote:
Dragonborn3 wrote:

Must.. play.. sciurid monk/druid..

"GET AWAY FROM MY NUTS!!!"

*ahem*
Sorry, I've seen one to many shirts with similar writing..

A sciurid druid is almost required to take the fire seeds spell! ^_^

What about a sciurid alchemist chucking around bombs that look like giant walnuts? LOL

A sciurid rogue... so he can steal someone else's nuts!

A sciurid Summoner.. whose Eidolon is a Walnut Ent!

Liberty's Edge

Pathfinder Battles Case Subscriber

Monster Manual IV has a monster called a Skiurid that is basically an evil squirrel with shadow magic. I also seem to recall a squirrel-based humanoid in one of the old 1ED or 2ED monster books. I just don't remember what they were called and I don't remember the book.

Aside from the obvious differences, I think a squirrel-based race would come off very similar to Grippli (the tree frog people.) What you've got here is a good start, but I might trim back the DEX bonus to +2 and include either a +2 WIS or CHA bonus. Squirrels are very perceptive and it's hard to be mad at one for very long.

I'd also include a 1d3 claw attack, and don't forget small creatures get a +4 size bonus to Stealth.

Maybe they should be Tiny? They'd lose more STR and gain DEX but not much else would need to change.


Velcro Zipper wrote:
Monster Manual IV has a monster called a Skiurid that is basically an evil squirrel with shadow magic. I also seem to recall a squirrel-based humanoid in one of the old 1ED or 2ED monster books. I just don't remember what they were called and I don't remember the book.

Kercpa in 1st Edition.

I'm working on converting a 3.5 version I worked up over to Pathfinder.

I had them Tiny with a +8 to Disguise to pass as normal squirrels.


It's not really my intention to do a conversion of an earlier squirrelly race. I was just inspired by the critters in my back yard. ^_^

Yes, I said critters. I'm from the southern US. lol

Anyway, the +4 Dex is a bit steep, considering that I'm already giving them a +4 bonus to Acrobatics, so I don't have a problem with scaling back their Dex bonus. I'll give them a +2 Int bonus because, as silly as they may seem, squirrels are quite smart. They are the Einsteins of the rodent world, if you will.

I don't want to make them Tiny, since PC races tend to stick to Small and Medium. They can be at the small end of Small, being only about 3 feet long, including tail.

So, here's my tweaked sciurid.

Sciurid
-2 Str, +2 Dex, +2 Int
Small size
Speed 20 ft., climb 20 ft.
Due to having a climb speed, +8 racial bonus on Climb checks and can take 10 on Climb checks
Nature’s Acrobat: +4 racial bonus on Acrobatics checks
Agile Climber: Uses Dex instead of Str on Climb checks
Low-light vision
Scamper: Has Run as a bonus feat, but since it involves running on all fours, the sciurid can only use it if both hands are free and she is wearing light or medium armor, and a shield no larger than a buckler.

Better? More changes in order, or can I call my sciurid done and start writing the social fluff? ^_^

Shadow Lodge

Now I want to play a sciurid Duelist,,,


Dragonborn3 wrote:
Now I want to play a sciurid Duelist,,,

Well, if anyone would be good at banister-running, chandelier-swinging, tapestry-climbing, and all that... ^_^

Liberty's Edge

Pathfinder Battles Case Subscriber

I wasn't necessarily suggesting you update the old models. I was just pointing out some similar creatures your sciurids reminded me of and, the tiny thing was just sort of a throw away. I still think they need a natural claw attack. Afterall, squirrels don't simply grip tree trunks to climb. I might also make Scamper an (Ex) ability and change the language to simply, "A sciurid moving on all fours may run up to five times it's base movement rate so long as it is only wearing light or no armor, is not encumbered and carrying nothing in its hands or a shield no larger than a buckler," rather than giving them a conditional bonus feat.

Just some ideas. It's your critter ^_^


Velcro Zipper wrote:

I wasn't necessarily suggesting you update the old models. I was just pointing out some similar creatures your sciurids reminded me of and, the tiny thing was just sort of a throw away. I still think they need a natural claw attack. Afterall, squirrels don't simply grip tree trunks to climb. I might also make Scamper an (Ex) ability and change the language to simply, "A sciurid moving on all fours may run up to five times it's base movement rate so long as it is only wearing light or no armor, is not encumbered and carrying nothing in its hands or a shield no larger than a buckler," rather than giving them a conditional bonus feat.

Just some ideas. It's your critter ^_^

I like your take on the Scamper ability. It works better than hampering a bonus feat.

I'm considering the claw attack. My intention was that their claws give them their climb speed, but aren't really appropriate for making attacks. Still, compared to body size, squirrels do have some impressively long claws.

Would it be too much to state that a sciurid loses his climb speed if he wears boots? Natural squirrels use their fore- and hind legs when climbing. I don't think this would come into play much, since magical boots resize and reshape to fit the wearer.

Liberty's Edge

Pathfinder Battles Case Subscriber

I guess that would depend on whether the race wears boots or any other sort of soled footwear. It could be they generally wear a sort of modified sandal or shoe with toe holes for climbing if they wear shoes at all. They may have to forgo wearing normal magical footwear if they want to climb unless they get some specifically designed to allow their toes to stick out. Think of halflings who, depending on what world you're playing in, normally don't wear shoes. If they want to take advantage of magical footwear, they'll have to give up the comfort of going barefoot. A sciuird might have to make the same decision, taking off the magic boots if they want to climb. As a DM, I'd probably rule the sciurid needs his feet free to use his climb speed. If he wants to leave his boots on, he can make a climb check as per normal but he doesn't get the "take 10" because he's denied himself his climb speed (though he'd still get his DEX bonus to climb.)

A claw attack wouldn't have to be powerful; 1d3 should be enough. I just figure their climbing claws have to be strong enough to support their weight while climbing so it makes sense they'd be strong enough to be used for defense.


Well I don't want to get to rulesy and nit-picky with that kind of stuff. I can just state in the race description that sciurids don't wear shoes or boots because it hinders their climbing.

As for magical footwear, I figure that since magical clothing adjusts to the wearer, magic boots would become sandals or otherwise open-toed to allow for climbing.

Liberty's Edge

Pathfinder Battles Case Subscriber

That would be the easiest way to handle it. I don't think there's any need to get into the mechanics of it either. I just like to cover all the bases. Coincidentally, I had a player run an awakened raccoon once and I let him use his climb speed even with magic boots on because it was so much simpler.


there was a 2e race like that, can not recall the name, next time I am in my books I will look


she had actual squirrels in her pants


ACORN BOMB! Will comment on this class eventually, and will actually start using them. Require fluff!


Eyolf The Wild Commoner wrote:
Require fluff!

On the way! ^_^


Now then, let us have a dual...

My Chelonei vs your Sciurid

Quote:

Eyolf orders Chelonei to Withdraw and cast A Water Spell using Metamagic.

Eyolf's Chelonei Launches itself at you like a Shell Torpedo powered by jets of high pressure water. WHILE SPINNING, and shooting water out all over the place.

TSUNAMI WATER SPIN ATTACK, CHELONEI!

Oh wait... Let me put some spiked armor on him too.

Quote:
KOOPA TSUNAMI SPIN ATTACK, NOW!

Facepalm moment nao??


Well, I need a good intro paragraph, but here's the race writeup so far:

SCIURID
[Need a good overview paragraph.]

Physical Description: Sciurids resemble humanoid squirrels. Their fur ranges from gray to brown to orange-red, and fades to white on their bellies. They have bushy, s-shaped tails. Their eyes are large and dark, and their rounded ears are situated on the tops of their heads. Sciurids have long fingers and toes tipped with sharp claws which enable them to climb with startling speed. Sciurids use the claws on their hands and feet to climb, so they do not wear any sort of footwear. Magical footwear worn by a sciurid becomes open-toed and thus does not hinder her climbing ability.

Society: Sciurids live in small tribal communities in huts built high in the tops of tall trees. The huts are connected by a complex network of narrow walkways, rope bridges, and swing-lines. Aside from allowing the sciurids to take advantage of their natural abilities as agile climbers, these connections also act as defensive barriers for the community, allowing the sciurids to freely move about while hampering the movements of invaders. Sciurids are territorial, and attempt to drive off any interlopers that stray too close to their communities. Sciurid tribes are led by a shaman-chief, elected from among the tribe's spell casters. Most shaman-chiefs are divine spellcasters, but occasionally an arcane spellcaster or even a rogue with magical abilities can be found in the position. Sciurid tribes farm nut-producing trees to provide food for their members, augmented by ground-level foraging. They store away the excess to provide food through harsh winters.

Relations: Sciurids relate most easily to elves and gnomes, the former because of the elves’ love of the natural world, and the latter because of the gnomes’ fey nature. Humans and dwarves tend to think of sciurids as either silly or annoying, often overlooking the quiet forest dwellers to their detriment. Halflings and sciurids rarely interact given their diverse dwellings. On those occasions when halflings and sciurids meet, there is a mutual respect between them due in part to their similarities in size and nature. Half-orcs often need to be reminded that sciurids are not food.

Alignment and Religion: Sciurids are fun-loving creatures who enjoy the sights and sounds of the forest. Tall trees are near and dear to the hearts of all sciurids. Most sciurids are neutral good. They revere the Great Oak, an immense, neutral, treant-like goddess who is all things: provider, teacher, protector, creator, and destroyer. Sciurid clerics of the Great Oak can choose from among the following domains: Community, Knowledge, Plant, and Protection.

Adventurers: Young sciurids bored with the day-to-day routines of tree farming and foraging often seek adventure in the lands beyond their community. Sciurid adventurers tend to be eager to please, hoping to overcome their reputation as being flighty tree-hoppers. Unfortunately, their eagerness often leads to reinforcing those stereotypes instead. Sciurids are not strong in combat, and thus avoid the more combative classes such as barbarian and fighter. Most sciurid adventurers are divine spellcasters, rangers, and rogues.

Sciurid Racial Traits
-2 Str, +2 Dex, +2 Wis: Sciurids are not physically powerful, but are extremely agile and cunning.

Small: Sciurids are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Sciurids have a base speed of 20 feet.

Arboreal: Sciurids have a climb speed 20 ft. A sciurid has a +8 racial bonus on all Climb checks. Sciurids must make a Climb check to climb any wall or slope with a DC higher than 0, but can always choose to take 10, even if rushed or threatened while climbing.

Claws: Sciurids have a claw attack as a natural attack. A sciurid's claws deals 1d3 slashing damage.

Nature’s Acrobat: All sciurids have a +4 racial bonus on Acrobatics checks, and may use their Dex instead of their Str on Climb checks. Acrobatics and Climb are always class skills for a Sciurid.

Low-Light Vision: Sciurids can see twice as far as humans in conditions of dim light.

Scamper: A sciurid moving on all fours may run up to five times her base movement rate so long as she is only wearing light or no armor, a shield no larger than a buckler, is not encumbered, and carrying nothing in her hands.

Weapon Familiarity: Sciurids are proficient with clubs, quarterstaffs, blow guns, short bows, slings, and bolas.

Languages: Sciurids begin play speaking Common and Sciurid. Sciurids with high Intelligence scores can choose from the following bonus languages: Elf, Gnome, Sylvan, Halfling, and Terran.


I am honestly trying to stay away from the starting language common, and make choices racial plus one from the bonus list.

That's my opinion though, not suggesting it ,but if you wanted could work.

Anyway, I'll read over the fluff later, and perhaps if my own race isn't properly fashioned to PF standards, I'll set it up.


I've added racial weapon familiarities. Simple weapons and short bows, and a +1 racial bonus on ranged attacks. So they can throw acorns. or something.

^_^

Liberty's Edge

Climb and Acrobatics should always be class skills.

And:

Nature’s Acrobat: All sciurids have a +4 racial bonus on Acrobatics checks, and may use their Dex instead of their Str on Climb checks.

Liberty's Edge

Pathfinder Battles Case Subscriber

Proficiency with all simple weapons? I know it doesn't seem like much, but no other race gets training with that many weapons. Giving every sciurid commoner proficiency in 19 weapons makes the race seem kind of warlike for a bunch of fun-loving branch runners. I think the short bows make sense, but howabout cutting the list down to something like short bow, light hammer (for cracking nuts,) and bolas? They already have their claws so a common sciurid probably doesn't need to train with daggers, maces, crossbows and spears too. Bolas are often used by forest dwellers and it's exotic so it fits the uncommon nature of the race. If you really want to go with a nut-themed weapons thing, the weights on the bola could be hardwood carved into nut shapes. I can sort of see the +1 with ranged attacks, but they already technically get +2 to ranged attacks due to their size and +2 DEX. I kind of wonder if that's part of why halflings lost their thrown weapon attack bonus.

I like the fluff.


I've made the tweaks you both suggested. I'm used to True20, when simple weapon proficiency is easy to come by. But you're right, simple weapon proficiency is given by class, not race. My bad.

I changed their proficiencies to clubs, quarterstaffs, blow guns, short bows, slings, and bolas.

I see them as keeping the ranged attack bonus because they attack from the treetops on ground-bound enemies. They avoid melee if at all possible.

I'm not stuck on the ranged attack bonus, though. I just figured it was a bit justified given their lifestyle. I can drop if if it seems a it too much.

Liberty's Edge

Pathfinder Battles Case Subscriber

That's what I thought too, and it's why it made sense to me. I'm just thinking of it from a metagame perspective as well and I know not every Sciurid PC is going to spend all his time shooting out of a treestand. It never seemed broken when halflings got that +1 to dart and sling attacks, but it was also much more conditional modifier (the condition being the halfling must use a thrown weapon or sling.) Maybe a bonus on ranged attacks made against targets below the sciurid (given their climbing ability, putting a target below the sciurid should rarely be a problem) or a bonus on ranged attacks made only with their racially-trained weapons?

I agree the bonus has validity for the race.


>< I always hated putting weapon profs on races ><

Just don't like it. Anyway, if ya want that bonus with thrown weapons or something it seems good, or bonus advantage to having high ground with ranged weapons or something.

I dunno.


I'm going drop the bonus to ranged attacks. Now that I've thought about it, you already get a +1 bonus to hit when you're on higher ground than your opponent. My reason for giving them the bonus in the first place is already accounted for in the core rules.

And with that, I'm ready to call these guys done, except for a good intro paragraph.


Molly Dingle wrote:
Society: Sciurids live in small tribal communities in huts built high in the tops of tall trees. The huts are connected by a complex network of narrow walkways, rope bridges, and swing-lines.

OMG, you remade Ewoks!

What's worse... I WANT to play one! Crap. XD


Molly Dingle wrote:
I'm going drop the bonus to ranged attacks. Now that I've thought about it, you already get a +1 bonus to hit when you're on higher ground than your opponent.

The bonus for higher ground only applies to melee weapons. Ex: Mounted on a horse or Fighting on stairs.

The "+1 with ranged weapons" is always cool, but not really necessary. I'm undecided on it.
----------------------------

I agree with a few of the above statements, I would drop all the proficiencies except one or two, specifically Blowgun and Bolas, maybe Slings. The character's 'Class' should really be where a large portion of their weapon training comes from.

Also pointing out the fun-loving race thing... blowguns and bolas are both usually "defensive" weapons. That's not keeping their 'warriors/deviants' from using something more lethal, but IMO the 'general populace' would have little care or concern for even simple weapons and blood-letting as a whole.

EDIT: Also, can you please provide a pronunciation of "Sciurid"? :)
[CY-ER-ED]?
[SKER-ED]?


Daniel Moyer wrote:
The "+1 with ranged weapons" is always cool, but not really necessary. I'm undecided on it.

Me too.

Quote:
I would drop all the proficiencies except one or two, specifically Blowgun and Bolas, maybe Slings.

I can see dropping short bows since they are martial weapons, but I like clubs and quarterstaffs because they would be examples of items provided by "The Great Oak" for use by the sciurids to defend themselves. Any sciurid can pick up a stick and whack you with it.

How's this?

Weapon Familiarity: Sciurids are proficient with clubs, quarterstaffs, and slings.

Quote:

EDIT: Also, can you please provide a pronunciation of "Sciurid"? :)

[CY-ER-ED]?
[SKER-ED]?

SKYOO-rid, or SKEE-yoo-rid.

It's based on sciurus, part of the scientific name for squirrels.

i.e. Sciurus carolinensis is your North American eastern gray squirrel. S. vulgaris is the European red squirrel.

The Exchange

Pathfinder Roleplaying Game Charter Superscriber

I like the image of them with clubs and bolas, as both could also be thrown at nuts on branches too small to hold the sciurid's heavier wieght (compared to your typical branch-running, nut-muncher).

Also, what part of the south do you live in (if you don't mind me asking). I'm also a southern fella, and was just curious.
Born in Mississippi, moved to South Carolina. Travel everywhere for work.


Nathan Nasif wrote:

Also, what part of the south do you live in (if you don't mind me asking). I'm also a southern fella, and was just curious.

Born in Mississippi, moved to South Carolina. Travel everywhere for work.

Born and raised Virginia mountain girl. ^_^

And no, I've never eaten squirrel. lol


Molly Dingle wrote:
Daniel Moyer wrote:
Also, can you please provide a pronunciation of "Sciurid"? [CY-ER-ED]? [SKER-ED]?
SKYOO-rid, or SKEE-yoo-rid.

Thanks!

-------------------

Hmmm, I really did like the Blowgun and Bolas, it gave them a unique weapon set, since there aren't any "Sciurid weapons". *disappointment*

Though, as others have mentioned, I could see them using weapons used in harvesting. Perhaps something similar to a Gnome Hookhammer(for cracking/prying large nuts) and maybe it can be thrown for cutting down hard to reach food. I dub thee a "Sciurid Crook". *shrug*

EDIT: Racial enemy - Catfolk

EDIT2: Eastern Pennsylvania here, my landlord just got done dealing with our Sciurus carolinensis issue, I hope... cute, but annoying as heck when they live in your walls.

My step-father was into eating various wildlife(stuff not traditionally sold in stores), never had squirrel though. Seems like it would be more productive to eat crab, you probably get more meat, lol.

Liberty's Edge

Daniel Moyer wrote:
EDIT: Racial enemy - Catfolk

Dogs, too.

I've seen WAY more dogs snatch and grab squirrels than cats.


Daniel Moyer wrote:

Hmmm, I really did like the Blowgun and Bolas, it gave them a unique weapon set, since there aren't any "Sciurid weapons". *disappointment*

Barbarians, bards, clerics, fighters, paladins, rangers, rogues, and sorcerers, are proficient in simple weapons, as are adepts, aristocrats, experts, and warriors. Even commoners are proficient in one simple weapon. Since the blowgun is a simple weapon, the only way a sciurid would *not* be proficient in it is to be a druid, monk, or wizard. So, the blowgun isn't really lost except to a very few classes.

I'm still not sure about the bola.

Liberty's Edge

Best way to have squirrel cooked is in stew.

Right at the beginning of winter, they're fat and taste okay on their own, but the rest of the year they're thin, which makes the meat kinda gamey.

Thus, cooked in stew-which helps kill the gamey-ness.

Rabbit is much better.


Wolfboy wrote:

Best way to have squirrel cooked is in stew.

Right at the beginning of winter, they're fat and taste okay on their own, but the rest of the year they're thin, which makes the meat kinda gamey.

Thus, cooked in stew-which helps kill the gamey-ness.

Rabbit is much better.

Rabbit stew I've had, been a long time, but it was really good.


And here is a picture of a FEARSOME SCIURID RANGER!

^_^

Image courtesy of HERO FACTORY (Fabrica de Herois) and about 15 minutes' worth of tinkering.


Molly Dingle wrote:

Everything's nuttier with squirrels!

Just tinkering with race design, and watching the squirrels in my back yard inspired this as yet incomplete race write-up:

Sciurid
-2 Str, +4 Dex
Small size
Speed 20 ft., climb 20 ft.
Due to having a climb speed, +8 racial bonus on Climb checks and can take 10 on Climb checks
Nature’s Acrobat: +4 racial bonus on Acrobatics checks
Agile Climber: Uses Dex instead of Str on Climb checks
Low-light vision
Scamper: Has Run as a bonus feat, but since it involves running on all fours, the sciurid can only use it if both hands are free and she is wearing light or medium armor, and a shield no larger than a buckler.

All I can think of now that I've read this is the Demotivational for Jedi Squirrels....


Give them prof with boomerangs. They can whack their nuts and eat em too.


Eyolf The Wild Commoner wrote:
Give them prof with boomerangs. They can whack their nuts and eat em too.

Nah, that would be a racial weapon for Macropodids... the kangaroo folk. ^_^

Back on topic, to those interested parties, can I call this one done (other than that pesky intro paragraph), or do we want to add the bola back in to the weapons list?

Liberty's Edge

Pathfinder Battles Case Subscriber

I'm in favor of keeping the bolas. Otherwise, they look like they're ready to frolic.


Actually..

I think something should be changed before finalized.

I'm not too sure why they only move 20 ft, but aside from that, I think that since they can "Scamper" that instead of just allowing them to run faster, why not make their base speed 30 or even 40 ft when on all fours.

Dunno how well that'd work though >.>

Oh yeah, small creatures... Well. hey Goblins are small and have 30 ft. lol.

Aside from that, I'd like to see increased base speed while on all fours, but I suppose that's something I can house rule.


Eyolf The Wild Commoner wrote:

Actually..

I think something should be changed before finalized.

I'm not too sure why they only move 20 ft, but aside from that, I think that since they can "Scamper" that instead of just allowing them to run faster, why not make their base speed 30 or even 40 ft when on all fours.

Dunno how well that'd work though >.>

Oh yeah, small creatures... Well. hey Goblins are small and have 30 ft. lol.

Aside from that, I'd like to see increased base speed while on all fours, but I suppose that's something I can house rule.

Yeah, 20 ft. is the usual norm for a Small race. I like the scamper ability as is because they can run 4x just like any other race, but if need be and they have their hands free, they can drop on all fours and haul tail.

However, with what I've already given them, would a base speed of 30 ft. be too much?

Or hey... how about this? Keep the base 20 ft. speed, and tweak the Scamper ability to ....

Scamper: A sciurid can drop to all fours and run up to five times her base movement rate provided she has both hands free and is not carrying a shield larger than a buckler. Dropping to all fours is a free action, just like dropping prone. This ability otherwise functions like the Run feat, imposing the same restrictions and providing the same benefits. A sciurid who takes the Run feat can move six times her base movement rate when scampering.

They walk as slowly as halflings and gnomes, but if they have hands free and need to run, some sciurids can keep pace with humans! (120 ft. run)

And as for weapon familiarity...

I'm adding the bola back to weapon familiarity. The mental image is just too much fun. lol

Liberty's Edge

Pathfinder Battles Case Subscriber

I think leaving Scamper the way it is would be fine. The average maximum landspeed of a squirrel is only 12mph. They're quick and agile, but they aren't sprinters.


Velcro Zipper wrote:
I think leaving Scamper the way it is would be fine. The average maximum landspeed of a squirrel is only 12mph. They're quick and agile, but they aren't sprinters.

Ok, then! With bolas back in, Sciurids are done!

Enjoy! ^_^


Squirrel Girl!

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