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Last Updated: Apr 30, 2011, 04:14:39 am
First Created: Jan 15, 2009, 04:17:20 am
File version: 1.508
For M&B version: 1.010/1.011
Downloads: 33,734 (212,395) Size: 127.43 MB
Views: 72,712 (283,368) Type: 7Z
Home:  Lords and Realms
Rating (31 votes): 4.1 / 5.0
Description
Lords and Realms
- rule your own kingdom with a true medieval army -

This mod is compilation of mods combined into one by my ideas. It's an upgraded version Medieval Duke and Mercenaries by Luigi with my new troops and lot of nice kingdom features.

Installation: Just unrar and copy it to M&B/Modules folder

The mod is meant to be played on hardest settings without saving possibility. So that means 135% if you don't have the battlesizer. It's the only way to go!
I recommend sizer to 160 and 150%.

Also I recommend to install Zaro's Graphical Enhancement mod 2.51

x-click-but21.gif

IF YOU WANT TO MAKE A DONATION PLEASE CLICK ON THE LINK BELOW. I COULD NOT GET THE IMAGE WORKING WITH THE LINK.

https://www.paypal.com/cgi-bin/webscr?cmd=_cart&business=EB7J6JAABW6R8&lc=HR&item_name=DONATION&item_number=Lords%26Realms&amount=1%2e00&currency_code=EUR&button_subtype=products&add=1&bn=PP%2dShopCartBF%3abtn_cart_LG%2egif%3aNonHosted


File History
VERSION CHANGES

Version 1.508:

- every faction has 2 new units ( I used messenger and deserter slot)
- some units stats tweaked to suit new units
- 2 helmets fixed so ears and noses don't stick out
- 3 new map icons
- 30 new items
- Vaegirs refreshed
- some units have new items
- smaller tweakes on units with new items

Version 1.505:

- More Metal Sound Mod 1.7 by Checkmaty
- some outlaw units renamed and made slightly stronger

Version 1.504:

- player kingdom color changed to blue!
- 2 new flags by Simo and VC
- Watchman tweaked (no more pike)
- some Ransom Brokers got new tunics
- Adventurers tweaked
- new textures for Hospitaler and Teutonic horse
- Rhodoks and Teutons tweaked
- Praven arena fix (so horses don't stuck at one point at the barrier)
- some items made merchandise and some not
- Village defenders tweaked

Version 1.503:

- 6 new byrnies
- 6 new helmets
- 3 new studded coats
- all Nordic type troops redressed
- Swadian equipped with new coats
- many different mercs, militia, bandits tweaked with new equipment
- village defenders tweaked
- some items and textures fixed
- item 478 war hammer so it has 12 pierce thrust damage
- item 464 pole hammer now has pierce damage
- item 463 pole axe had no damage in thrust so its 25 pierce now
- item 487 war axe got now 18 pierce damage and can thrust

Version 1.502:

- 15 new viking shields
- Nords reequipped with new shields
- Sea raiders and Viking mercs reequipped too
- Anna got a new shield
- Nord lords and merchants redressed (its a proper word!) in new nordic tunics
- some Nord Village elders redressed too
- village of Gisim tweaked (path to Village Elder corrected)
- edited scenes in Tihr, Wercheg and Sargoth so you can see new items at the merchants


Version 1.501:

- Zweihandler 137 length
- Highlander Claymore 126 length
- Nick's Axe made Two Handed/One Handed
- Two Handed Morningstar shortened
- King Ragnar got a new Viking helmet
- all fighter in arenas and tournaments made a lot ( I mean a lot stronger)
- all lords and kings (and pretenders) made stronger
- player kingdom lords stronger in the same manner
- 3 arena fighters renamed and made a little bit stronger
- one tournament helmet changed
- starting gear made the player as a Norman knight
- some lords equipment tweaked
- English knight tweaked

Version 1.5:

- Panoramic mod 2.0 by The Witcher
- new animations by MAXHARDMAN (ACM 0.3)
- Nobel sword fix
- imported about 60 new items
- kings made stronger
- some lords and kings tweaked
- new art by Shjn
- NCP's tweaked
- Swadians reequipped
- Nords reequipped
- Teutons reequipped
- Sea Raiders tweaked
- 4 new merc troop trees
- player tweaked
- default banner changed

Version 1.408:

-12 new warhorses
- 8 new helmets
- some player faction lords tweaked
- almost all Vaeghirs have some updated gear (horseman tweaked so his bear doesn't strike out)
- Templars have new horses
- Teutons have new horses
- some mercenary/bandit/militia units tweaked
- Nord Axeman and Beserker tweaked (fixed their stats)
- Constable of Jerusalem tweaked
- Land Lord tweaked
- 2 new mecenary units Black knight and Gothic knight
- maybe more

Version 1.406:

- Nelag castle fixed
- Beserker tweaked so he has more strike power

It's save compatible

Version 1.405:

- New unit added. Khergit Guard Infantry
- Khergit Warrior tweaked and Khergit Heavy Infantry now weakend
- Some polehammers and poleaxes tweaked
- Crusaders renamed Templars (As they should have been from the start)
- Constable of Jerusalem inteligence fixed
- Vaegir Knight tweaked

It is save compatible but the Khergit Heavy infantry says level 24 that upgrades to 22. So for full effect start over!


Lords and Realms 1.404 features:

- Lords and Realms siege pack
- 57 new scenes (only one Swadian castle was untouched which had 2 ladders in original)
- every siege scene has 2 ladders for castles, 3 ladders for cities and 1 ladder and 1 siege tower for castle/city
- huge work done by NICK.ALTMAN, Xamim and Osugi
- 5 new capital arenas (more ornamental and new props)
- new unit tree (10 units) Ibelin Knights
- Crusaders reequipped and reworked ( 2 new units, Crusader pikeman and Constable of Jerusalem)
- 4 pike items(itm no. 458, 459, 460 and 461) rebalanced (30% weaker, 10% shorter, large hook pike can be swinged now)
- new Priest unit ( I kinda misted priests around). They have wound treatment and healing skills
- Mercenay knights tweaked
- Caravan master tweaked
- some swords and hammers tweaked
- player equippment tweaked

WARNING: AI is set to use all ladders and towers from the entry point. No one can guarantee that AI will use all ladders if you move soldiers around in battle.

Version 1.306

- follow the spy mission fixed and tweaked. Spy looks like a spy and the partner has a larger and stronger escort
- kingdom and escort caravans made stronger
- every village has a militia that helps the villagers to defend the village (they have coat of arms of the landlord)
- village farmes now Serfs
- trobulsome and ransom bandits tweaked
- mecrenary knights tweaked
- Outlaw tweaked
- Forest bandit tweaked
- more music by Arch3r

Version 1.304
- not save compatible

- Tournaments:
- new equipment (all helmets, shields, weapons, horses and armor)
- larger bets
- by winning player gains more money and more experience
- also player gains more renown
- harder fights
- fighters tweaked
- 2 guys fighting in the back while you speak with the tournament master have new gear (I hate that yellow hood and tunic)
- added about 20 mega cool new helmets, some lances and a horse
- Swadian knight and Castle guard tweaked
- all Tournament Masters reequipped
- Mercenary knights tweaked
- Crusade renegate lord tweaked
- More Metal Sound 1.4 version included
- new default banners
- Elite Guard made much stronger (Nords)
- 11 new "Outlaw/Sea Raider" units (this should fix the loot problem, no more tons of Great Bardiche)
- starting player equipment tweaked
- some minor changes to townsmen and merchants in towns
- maybe more that I forgot

Version 1.206
- More Metal Sound Mod 1.3 by Checkmaty added
- about 30 items that were not accesible are now avalible in the shops (shields, helmets, armor, boots,...)
- Rhodok Heavy Infantry tweaked
- 4 axes fixed to have cuting not piercing damage
- patrol has player flag
- grammar corrections to items
- great justing helm has been removed and a ghulam helmet placed instead
- some helmets attributes have been corrected
- some player kingdom names changed
- Teutonic knight and Brigand master tweaked
- conversation corrections
- maybe more that I forgot

Version 1.205
New features in Lords and Realms 1.2:
- 5 new plate armors
- about 25 new surcoats and other armors
- 20 new helmets
- different prices for prisoners
- new Teuton troop tree (10 units)
- new Rhodoks with extra unit (veteran infantry)
- new Vaeghirs
- Outlaws, Schorcher, Bandit masters and lords, Militia and Sea Raiders tweaked
- some lords and kings tweaked with new equippment
- Swadians, Nords and Khergits tweaked
- names of the player kingdoms tweaked. Some Kingdoms, some Grand Duchies, some Empires and some Khanats.
- autoloot fix
- culture fix
- maybe something else that I forgot

Version 1.1b
- 2 main fixes. Player kingdom has caravans and bribing bandits actually costs money.
- it is not save compatible with 1.0

New featuers of 1.1;
- 50 new horses
- 50 new banners
- new surcoats
- new helmets
- new shields
-10 or more new units
- new special unit tree, the crusaders
- new mercenary knights
- Swadians reequipped and tweaked, all units have new horses, factions more unique
- Nords reequiped and tweaked
- Lords and NCPs tweaked
- Bandits tweaked
- Land Lord tweaked
- New crosbowmen troops, Beserker for Nords and Heavy Swordsman for Swadians
- Praven reconstructed (easier to get to the Guild Master)
- Caravans corrected
- minor fix for 2 flags
- some items tweaked
- text and name fixes
- maybe more which I forgot

The mod looks now uber cool!

Most of work in implementing the play features was done by a wonderful man vonmistont. Thank you very much mate! You made a dream come true!

The features are:
[New troop tree] from Medieval Duke and Mercenaries Altman version by Luigi (tweaked by Altman).
# almost all units redone, all lords, soldiers, militias, bandits, sea raiders, etc. (tweaked by Altman some more).
# new equipment by Luigi (lots of helmets and pikes, hallberds, some new armor).
# new armor and new helmets from OSP Project and 1257 AD.
# generally all soldiers are better equipped and more soldiery and therefore more dangerous.
# new Crusader troop tree
# some new mercenaries

[Kingdom Management] from AoM by Highlander
# If you capture a town or a castle without claimant or without oath you can create a new kingdom.
# From Camp menu you can recruit 20 new lords. You can't have more lords than you have centres.
# You can give/take fiefs to your lords. Order your lords to stay in their castle to garrison it.
# New kingdom names, based on centre you captured.
# Player kingdom has Caravans.

[Patrols, Bandits, Taverns] from NNY by Geoffrey Ashe
# You may tell any soldier from your army to form Patrol. The soldier creates new party. You may give troops and issue orders to this party. You may dissolve a Patrol and take back troops but be warned, you may only take all troops or none, so try to keep patrol capacity at least 1 pint below your main party maximum capacity.
# Upkeep for troops in patrol is 50% higher (also your party screen now shows correct wages you will pay for all your troops in party, patrols and garrisons, so you won't be supprosed)
# You can bribe bandits (Scorchers and Bandit Lord party) to join your party. You must have enough capacity to take them.
# You may hire refugees, militia recruits and townsmans in taverns.
# You can buy ale in taverns to increase your party's morale.

[Autoloot] by fisheye
# Real bless if you like to keep many companions.

[Game features]
# Lords kept in castles are now less likely to escape 15% (prisoner tower 2%).
# You collect taxes from all fiefs by visiting just one.
# Engineering reduces cost and time slightly.
# Mill gives 5% bonus every month and school gives 1 point bonus every 2 weeks.
# You can talk to Village Elder from village menu.

TEAM:
- NICK.ALTMAN
- vonmistont

TEAM for SIEGE PACK
- NICK.ALTMAN
- Xamim
- Osugi

CREDITS:
- taleworlds
- luigi
- Geoffrey Ashe
- Highlander
- fisheye
- Tooff
- Magelord
- Spanky
- Sinderlin
- Arch3r
- maw
- Raz
- RookieR
- Checkmaty
- Couched
- MAXHARDMAN
- AlphaDelta
- The Witcher
- Rath0s
- Youhou
- Llew2
- knight
- Rosha
- kt0
- Vaelius Noctu
- Simo
- OSP Project
- Custom banners thread
- others
Commands
More From This Author
Comments (Page 4 of 5)
IP: logged
 Lords and Realms 1.5 (v 1.505)  » posted by robschka on Jul 20, 2010, 09:02:13 am
Oh This is bad i Play Mount and Blade warband but is there any Way to Play this Mod too because i had See this Mod in Youtube and i Would Love it :-)
comment last edited by robschka on Jul 20, 2010, 09:03:52 am
IP: logged
 Re: Lords and Realms 1.5 (v 1.505)  » posted by losh14 on Jul 20, 2010, 09:23:02 am
robschka wrote:
Oh This is bad i Play Mount and Blade warband but is there any Way to Play this Mod too because i had See this Mod in Youtube and i Would Love it :-)

This isn't that bad. You just need to do a separate install so you'll have one folder with Warband and one folder with Mount & Blade. Contact Taleworlds, see if they'll let you download M&B original for free since you've already purchased Warband.

Alternatively, these developers really earned their keep so it's worth it to pay the $25 licensing fee or what have you.

This mod is really just that cool, it ranks up there as one of my favorites - nothing in the world quite like leading English cavalry, Welsh longbowmen and viking raiders to charge the enemy, swinging Nick's axe and listening to "Heart of Ireland" as you approach your ill-fated foes. Nick did awesome on this mod.
IP: logged
 Lords and Realms 1.5 (v 1.505)  » posted by losh14 on Sep 29, 2010, 10:35:27 pm
One request, Nick.Altman, should you decide to release another patch. We can give units to a patrol, but cannot take units back from them. This means they remain a patrol unless the player party has enough room to absorb them. Is there a way to allow give and take of individual units between patrol and player party?
IP: logged
 Lords and Realms 1.5 (v 1.505)  » posted by losh14 on Nov 02, 2010, 01:10:11 pm
This mod is AWESOME! I'm still playing it - and have built up a tidy little kingdom. 138 days in game time, I started off by ambushing two very confused Vaegir lords and then laid siege to Jamiche Castle (on the border of Khergit and Rhodok starting lands), and used that as a base to sieze two more castles (Isimrala and Yruma - both in Vaegir lands). The number of troop trees - while a bit bewildering at first - is most awesome! My preferred force for a ground battle consists of Swadian and Teutonic Knights, English Elite Longbowmen, Templar Halbrediers and Viking Raiders. An unlikely combo, but so far it's given me a number of victories even while outnumbered by the Vaegirs' pikemen and (excellent) archers. The hardest part of taking a Vaegir castle is the sheer number of archers and marksmen - usually half to two-thirds of the garrison. The real battle begins once my forces breach the wall, then they're picked off rapidly by these aggravatingly good bowmen, though taking stronghold by stronghold along the castle walls seems to work.

The sole complaint I'll make comes from the base game and has to do with massed armies who don't act in concert. In the base game, if you have four lords each leading 110 men, they'll shrink and run away from an army of 220 men, though they outnumber 2 to 1. In L&R, the same AI issue comes up with regards to the patrols - I can command my army and 5 patrols of 90 men each currently (mmwwwwaaahahahaha), but my patrols desert me as soon as a larger force comes to the fore (unless that larger force is, for some reason, running away). At the same time, this has its advantages - I can chase away a whole group of smaller forces who are besieging one of my castles, and tear them down one at a time.

One thing to note - if your graphics card isn't the best, resist the urge to have a United Calradia Army with Khergit, Swadian, Rhodok, Nord, Vaegir, Templar, Teutonic, Militia, Welsh, Viking, English, French, Ibelin and Outlaw units. You just may find the upper limit of allowed textures and experience a hard crash. By the same token, even larger battles tend to move more quickly if you restrict yourself to, say, Templar Halbrediers, Crossbowmen and Knights.
IP: logged
 Lords and Realms 1.5 (v 1.505)  » posted by lucas7070 on Dec 10, 2010, 09:07:10 am
I have the Lords and Healms V1.505
But when I try to enter the Mount And Blade And the Lords Healms
Gives an error writing: "Unrecognized resource type rfver"
And the game closes.
I wonder how it gets.
Really want to play the Lords And Healms but always gives
this error.
IP: logged
 Lords and Realms 1.5 (v 1.508)  » posted by sataribus on May 08, 2011, 12:35:07 pm
thanks for always updating this mod:))) even after warband and ughhh :roll: fire and sword :shock: ... i always found myself running back to the good ol M&B and by the likes of it, seems im not alone. your mod has been and always will be one of the most best made and, important mods in M&B we thank you for all the glorious months of fun :hammer: :hammer: :hammer: ..........ok gotta go and play your mod im starting to twitch :pint:
IP: logged
 Lords and Realms 1.5 (v 1.508)  » posted by thecapt on Jul 03, 2011, 03:20:49 am
i played many of the m&b mods and i have to say this is the best one so far. Lots of different troop trees-the pikes give it a mideval realism that actually doesnt make te horse back knights ultra roll face powerful like in other mods, including the native. 6 out of 5, but since thats not possible, ill just go with the 5 out of 5 :roll: Im staying with the orginal m&b until they have some sort of next gen one...the new ones are only slight upgrades you have to admit. B-)
IP: logged
 Lords and Realms 1.5 (v 1.508)  » posted by SaxonEngland on Jul 07, 2011, 05:20:46 pm

Great mod my friend :-P

I was just wondering how do you go about adding your own music. I've tried to put my music from mp3 to ogg file and then adding them, but not surer what to do next. what ever tried the music does not play at all.

thanks...
IP: logged
 Lords and Realms 1.5 (v 1.508)  » posted by joshuameeks on Aug 01, 2011, 08:30:19 pm
funot many merceneris theirs less like i go to a mercenary it s says him and 2 of his companions ready to fight for u that sux :-( then it crashes in sige fights it laggs to a crash i love that u can hire those bandits but i hate its only certan types i would love it if u make it to wher players can start with their oown kingdom idc if they start out with no vassels they could recrute vaslles and stuf but realy when u say rule aa kingdome with a true mideval army people r expecting to start witha kingdome and a army well thats all ima say
IP: logged
 Re: Lords and Realms 1.5 (v 1.508)  » posted by SaxonEngland on Aug 02, 2011, 05:37:18 am
joshuameeks wrote:
funot many merceneris theirs less like i go to a mercenary it s says him and 2 of his companions ready to fight for u that sux :-( then it crashes in sige fights it laggs to a crash i love that u can hire those bandits but i hate its only certan types i would love it if u make it to wher players can start with their oown kingdom idc if they start out with no vassels they could recrute vaslles and stuf but realy when u say rule aa kingdome with a true mideval army people r expecting to start witha kingdome and a army well thats all ima say



I agree. You should start off with you're own town and castles. great Mod!! nevertheless :pint:
IP: logged
 Lords and Realms 1.5 (v 1.508)  » posted by Stefan Kojadinovic on Aug 02, 2011, 06:23:06 pm
please help me. I have the original game to version 1.1 of the mod will work?


best regards from Serbia B-)
IP: logged
 Lords and Realms 1.5 (v 1.508)  » posted by JackOfBlade24 on Aug 18, 2011, 08:10:10 am
Hey great mod i like all the armor and the abillity to create a new faction so a king does not boss you arround but it could use a little more work :hammer: because when i start to recruit from taverns it starts to get buggy and slowly crashs the game :( so if u could fix that itd be great
IP: logged
 Re: Lords and Realms 1.5 (v 1.508)  » posted by losh14 on Aug 18, 2011, 10:45:40 am
JackOfBlade24 wrote:
Hey great mod i like all the armor and the abillity to create a new faction so a king does not boss you arround but it could use a little more work :hammer: because when i start to recruit from taverns it starts to get buggy and slowly crashs the game :( so if u could fix that itd be great

Really? I've not noticed an issue in the taverns. What error messages do you get?
One thing that's possible is, when you recruit through a tavern you're introducing additional textures to your soldiers in battle, which means that your GPU has to work harder. Sometimes the engine will crash out when loading battle if it can't adequately assign all pixels to all soldiers - something we see in formation mods like Pendor but if your GPU isn't up to snuff you could see it there too.
IP: logged
 Re: Lords and Realms 1.5 (v 1.508)  » posted by losh14 on Aug 18, 2011, 10:46:40 am
Stefan Kojadinovic wrote:
please help me. I have the original game to version 1.1 of the mod will work?


best regards from Serbia B-)

Stay warm :-) Do you mean L&R 1.1 and M&B 1.011? I don't see why not, but download L&R 1.5 so that you have some of the bugs fixed.
IP: logged
 Re: Lords and Realms 1.5 (v 1.508)  » posted by losh14 on Aug 18, 2011, 11:01:31 am
SaxonEngland wrote:

Great mod my friend :-P

I was just wondering how do you go about adding your own music. I've tried to put my music from mp3 to ogg file and then adding them, but not surer what to do next. what ever tried the music does not play at all.

thanks...

There's a how-to here:
http://www.mbrepository.com/file.php?id=2474

I've not successfully used it. I usually turn off music and play my own.
IP: logged
 Lords and Realms 1.5 (v 1.508)  » posted by hugothere on Sep 03, 2011, 05:19:42 pm
i'm wondering if you can make this mod comparable with M&B 1.134

i am actually going to download an older version of M&B just to play this mod :P
comment last edited by hugothere on Sep 03, 2011, 05:20:18 pm
IP: logged
 Lords and Realms 1.5 (v 1.508)  » posted by JackOfBlade24 on Nov 22, 2011, 06:10:41 am
Thanks on updating the texture model on the Vageirs my game works better now i hope you can keep updating it because another error i got was actully probbaly my own fault because i was in battle with the king of swadia and my game stopped and froze because of the size of his army when it was only a 157 v 170 battle though the problem i think it is
is that the models in my army (most of my army is upgraded so it requires more textures) is that when it trys to load it gives me a (Cant Load Model NordVertan.model.bvr now exiting)

is that my own game or does anyone eles have this problem well if anyone does pm me if you know how to fix it or if this gets updated soon :-)
IP: logged
 Re: Lords and Realms 1.5 (v 1.508)  » posted by losh14 on Dec 06, 2011, 03:42:23 pm
JackOfBlade24 wrote:
Thanks on updating the texture model on the Vageirs my game works better now i hope you can keep updating it because another error i got was actully probbaly my own fault because i was in battle with the king of swadia and my game stopped and froze because of the size of his army when it was only a 157 v 170 battle though the problem i think it is
is that the models in my army (most of my army is upgraded so it requires more textures) is that when it trys to load it gives me a (Cant Load Model NordVertan.model.bvr now exiting)

is that my own game or does anyone eles have this problem well if anyone does pm me if you know how to fix it or if this gets updated soon :-)

It's not inconceivable that too many textures = crash. How large is your video card RAM?
So long as NordVeteran.model.bvr is present in your textures folder, and not corrupted or edited, or if you can succesfully load the texture elsewhere in other battles, you will only face this if you have a memory or CPU issue.

I do notice crashes on texture-heavy games - Prophecy of Pendor is brutal for this because there are so many troop types. I try to keep the number of textures down in my armies - let the English specialized as archers, the French as knights, the Welsh as longbowmen, Swadians as halbrediers, etc.
IP: logged
 Re: Lords and Realms 1.5 (v 1.505)  » posted by joshuameeks on Dec 11, 2011, 10:41:45 pm
koxy12345 wrote:
i got a problem or i am noob :-D i dont know where is my vassal when i recruit him i can find him in characters menu but i dont know where is he =/ can someone tell me where is he?? :cry: :-D :-D :-D :-D :-D
dued u r a noob u haf to wait untill they get to the land befor they march to their castle u hiered them to be at and then they start coming out after they get troops
IP: logged
 Re: Lords and Realms 1.5 (v 1.505)  » posted by SerbianWarrior on Jan 03, 2012, 05:01:47 am
joshuameeks wrote:
koxy12345 wrote:
i got a problem or i am noob :-D i dont know where is my vassal when i recruit him i can find him in characters menu but i dont know where is he =/ can someone tell me where is he?? :cry: :-D :-D :-D :-D :-D
dued u r a noob u haf to wait untill they get to the land befor they march to their castle u hiered them to be at and then they start coming out after they get troops

Hey please,can you make a mod that call Battle of Kosovo 1389 because i really want to make one but i dont know how,i download programs but i dont know how to use and some programs doesent working,so please,can you make one that factions be Ottomans Empire,Serbian Tsardom,Byzantion empire,Bosia,and Hungary :) If you make mod ,please,send me link for download on email [email protected] :) Thank you :)
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