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1e8f7e8
premilinary work
Singul0 Nov 8, 2025
28f00aa
done
Singul0 Nov 9, 2025
029abd4
Revert "done"
Singul0 Nov 9, 2025
a3e1b98
Revert "premilinary work"
Singul0 Nov 9, 2025
e2c3441
Merge remote-tracking branch 'upstream/main'
Singul0 Nov 14, 2025
5916071
Merge branch 'Monkestation:main' into main
Singul0 Feb 5, 2026
125632f
initial PR
Singul0 Feb 14, 2026
79747e9
initial PR
Singul0 Feb 14, 2026
7f1880b
Update vanderlin.dme
Singul0 Feb 14, 2026
e9e1a28
Update gronn.dm
Singul0 Feb 15, 2026
27f456e
second iteration, adds shaman
Singul0 Feb 18, 2026
5ec4371
third
Singul0 Feb 20, 2026
6ff85cc
re-order vars to fit standard
Singul0 Feb 21, 2026
85798ac
port font
Singul0 Feb 21, 2026
a57447e
moves stuffa round to more granural folders instead of centralized
Singul0 Feb 22, 2026
3183be7
Update vanderlin.dme
Singul0 Feb 22, 2026
2e4f0ae
done with code reviews (fina-fucking-ly)
Singul0 Feb 24, 2026
09c741d
Merge branch 'aaaa'
Singul0 Feb 24, 2026
53af117
misc
Singul0 Feb 24, 2026
eb461e3
blegh
Singul0 Feb 24, 2026
be94a14
last fix
Singul0 Feb 24, 2026
59730f5
okay yeah these shouldn't probably be available outside off their cul…
Singul0 Feb 26, 2026
d7d2e2f
Merge branch 'master'
Singul0 Feb 26, 2026
c46616c
Update vanderlin.dme
Singul0 Feb 26, 2026
96aa1b6
blegh
Singul0 Feb 26, 2026
9cf6af6
Update _devotion.dm
Singul0 Feb 26, 2026
733ecb7
first lore pass
Singul0 Feb 27, 2026
b76032a
Merge branch 'Monkestation:main' into main
Singul0 Feb 27, 2026
bb8bdf6
Second Lore Pass
Singul0 Feb 27, 2026
0d0aad4
third lore pass
Singul0 Feb 27, 2026
92a6553
blegh
Singul0 Feb 27, 2026
15c3bca
removes gronnic exclusive patron
Singul0 Feb 27, 2026
fccc97a
Update craftable_clothes.dm
Singul0 Feb 27, 2026
cb1fbd3
skill squash plus some buys
Singul0 Mar 1, 2026
3f48453
Merge branch 'master'
Singul0 Mar 1, 2026
be8cb00
forgot this
Singul0 Mar 1, 2026
1cbd554
Update negative_events.dm
Singul0 Mar 1, 2026
c1f6bfc
probably better to do this instead
Singul0 Mar 2, 2026
2373133
Merge branch 'master'
Singul0 Mar 2, 2026
732d46d
language datum
Singul0 Mar 2, 2026
92af4d8
Update atveri.dm
Singul0 Mar 2, 2026
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1 change: 1 addition & 0 deletions code/__DEFINES/say.dm
Original file line number Diff line number Diff line change
Expand Up @@ -62,6 +62,7 @@
#define MODE_SING "sing"

#define SPAN_GEN "say"
#define SPAN_GRONNIC "gronnic"
#define SPAN_DWARF "dwarf"
#define SPAN_ELF "elf"
#define SPAN_OLDPSYDONIC "oldpsydonic"
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6 changes: 6 additions & 0 deletions code/datums/faith/_devotion.dm
Original file line number Diff line number Diff line change
Expand Up @@ -192,6 +192,12 @@
progression = CLERIC_REQ_1
max_progression = CLERIC_REQ_3

/datum/devotion/proc/make_shaman()
devotion = 80
max_devotion = CLERIC_REQ_1
progression = CLERIC_REQ_1
max_progression = CLERIC_REQ_1

/datum/devotion/proc/make_churchling()
max_devotion = CLERIC_REQ_1
progression = CLERIC_REQ_1
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8 changes: 8 additions & 0 deletions code/datums/status_effects/debuffs/gronn.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,8 @@
/datum/status_effect/debuff/lost_shaman_hood
id = "naledimask"
alert_type = /atom/movable/screen/alert/status_effect/debuff/shamanhood
effectedstats = list(STATKEY_LCK = -3)

/atom/movable/screen/alert/status_effect/debuff/shamanhood
name = "Lost Hood"
desc = "The sacred hood is lost. I feel frail and sapped without it."
5 changes: 5 additions & 0 deletions code/datums/stress/negative_events.dm
Original file line number Diff line number Diff line change
Expand Up @@ -825,3 +825,8 @@
if(istiefling(user))
return 0
return ..()

/datum/stress_event/shamanhoodlost
stress_change = 3
desc = span_boldred("I have lost my hood! My failure to protect it leaves open the defilement my future reincarnations!")
timer = 999 MINUTES
206 changes: 206 additions & 0 deletions code/game/objects/items/weapons/melee/gronn.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,206 @@
// Weapons
/obj/item/weapon/sword/short/gronn
name = "Osslandic hinterblade"
desc = "Due to the shortage of forged steel in Ossland, their iron blades have become hardier and thicker than what one may see elsewhere. The favoured weapon of choice for any able-bodied hunter of Ossland, the hinterblade is the heftier, unwieldy cousin of the arming sword."
possible_item_intents = list(/datum/intent/sword/cut/militia, /datum/intent/sword/chop/militia, /datum/intent/sword/thrust/short)
icon_state = "gronnsword"
gripped_intents = null
minstr = 10 //NO TWINKS!!
wdefense = 3 // Use it with a shield jackass
wlength = WLENGTH_SHORT
w_class = WEIGHT_CLASS_NORMAL

grid_width = 32
grid_height = 96

/datum/intent/sword/cut/militia
penfactor = 30
damfactor = 1.2
no_early_release = TRUE

/datum/intent/sword/chop/militia
penfactor = 50
swingdelay = 0
damfactor = 1.0
no_early_release = TRUE

/obj/item/weapon/handclaw
name = "Iron Hound Claws"
desc = "A pair of heavily curved claws, styled after beasts of the wilds for rending bare flesh, \
a show of the continual worship and veneration of the Great Hunt in Ossland."
icon = 'icons/roguetown/weapons/32/fists_claws.dmi'
icon_state = "ironclaws"
parrysound = list('sound/combat/parry/bladed/bladedthin (1).ogg', 'sound/combat/parry/bladed/bladedthin (2).ogg', 'sound/combat/parry/bladed/bladedthin (3).ogg')
force = 30
throwforce = 12
thrown_bclass = BCLASS_CUT
wdefense = ULTMATE_PARRY
wlength = WLENGTH_NORMAL
possible_item_intents = list(/datum/intent/claw/cut/iron, /datum/intent/claw/lunge/iron, /datum/intent/claw/rend)
wbalance = DODGE_CHANCE_NORMAL
max_blade_int = 300
max_integrity = INTEGRITY_STANDARD

w_class = WEIGHT_CLASS_NORMAL
slot_flags = ITEM_SLOT_HIP
swingsound = list('sound/combat/wooshes/bladed/wooshmed (1).ogg','sound/combat/wooshes/bladed/wooshmed (2).ogg','sound/combat/wooshes/bladed/wooshmed (3).ogg')
associated_skill = /datum/skill/combat/unarmed
pickup_sound = 'sound/foley/equip/swordsmall2.ogg'
anvilrepair = /datum/skill/craft/weaponsmithing
smeltresult = /obj/item/ingot/iron
grid_height = 96
grid_width = 32

/obj/item/weapon/handclaw/steel
name = "Steel Mantis Claws"
desc = "A pair of steel claws, an uncommon sight in Ossland as they do not forge their own steel, \
Their longer blades offer a superior defence option but their added weight slows them down."
icon_state = "steelclaws"
wdefense = 6
force = 35
possible_item_intents = list(/datum/intent/claw/cut/steel, /datum/intent/claw/lunge/steel, /datum/intent/claw/rend/steel)
wbalance = EASY_TO_DODGE
max_blade_int = 180
max_integrity = 200
smeltresult = /obj/item/ingot/steel

/obj/item/weapon/handclaw/gronn
name = "Ossland Beast Claws"
desc = "A pair of uniquely reinforced iron claws forged with the addition of bone by the cleric-priests of Ossland. \
Their unique design aids them in slipping between the plates in armor and their light weight supports rapid aggressive slashes. \
'The cycle of predator and prey continues. To hunt is to be hunted is to hunt in return.'"
icon_state = "gronnclaws"
wdefense = 3
force = 25
possible_item_intents = list(/datum/intent/claw/cut/gronn, /datum/intent/claw/lunge/gronn, /datum/intent/claw/rend)
wbalance = HARD_TO_DODGE
max_blade_int = 200
max_integrity = 200


/obj/item/weapon/handclaw/getonmobprop(tag)
. = ..()
if(tag)
switch(tag)
if("gen")
return list("shrink" = 0.4,"sx" = -7,"sy" = -4,"nx" = 7,"ny" = -4,"wx" = -3,"wy" = -4,"ex" = 1,"ey" = -4,"northabove" = 0,"southabove" = 1,"eastabove" = 1,"westabove" = 0,"nturn" = 110,"sturn" = -110,"wturn" = -110,"eturn" = 110,"nflip" = 0,"sflip" = 8,"wflip" = 8,"eflip" = 0)
if("onbelt")
return list("shrink" = 0.3,"sx" = -2,"sy" = -5,"nx" = 4,"ny" = -5,"wx" = 0,"wy" = -5,"ex" = 2,"ey" = -5,"nturn" = 0,"sturn" = 0,"wturn" = 0,"eturn" = 0,"nflip" = 0,"sflip" = 0,"wflip" = 0,"eflip" = 0,"northabove" = 0,"southabove" = 1,"eastabove" = 1,"westabove" = 0)

/datum/intent/claw/lunge
name = "lunge"
icon_state = "inimpale"
attack_verb = list("lunges")
animname = "stab"
blade_class = BCLASS_STAB
hitsound = list('sound/combat/hits/bladed/genstab (1).ogg', 'sound/combat/hits/bladed/genstab (2).ogg', 'sound/combat/hits/bladed/genstab (3).ogg')

/datum/intent/claw/lunge/iron
damfactor = 1.2
swingdelay = 8
clickcd = CLICK_CD_MELEE
penfactor = 35

/datum/intent/claw/lunge/steel
damfactor = 1.2
swingdelay = 12
clickcd = CLICK_CD_RESIST
penfactor = 35

/datum/intent/claw/lunge/gronn
damfactor = 1.1
swingdelay = 5
clickcd = 10
penfactor = 45

/datum/intent/claw/cut
name = "cut"
icon_state = "incut"
attack_verb = list("cuts", "slashes")
animname = "cut"
blade_class = BCLASS_CUT
hitsound = list('sound/combat/hits/bladed/smallslash (1).ogg', 'sound/combat/hits/bladed/smallslash (2).ogg', 'sound/combat/hits/bladed/smallslash (3).ogg')
item_damage_type = "slash"

/datum/intent/claw/cut/iron
penfactor = 20
swingdelay = 8
damfactor = 1.4
clickcd = CLICK_CD_RESIST

/datum/intent/claw/cut/steel
penfactor = 10
swingdelay = 4
damfactor = 1.3
clickcd = CLICK_CD_RESIST

/datum/intent/claw/cut/gronn
penfactor = 30
swingdelay = 0
damfactor = 1.1
clickcd = CLICK_CD_MELEE

/datum/intent/claw/rend
name = "rend"
icon_state = "inrend"
attack_verb = list("rends")
animname = "cut"
blade_class = BCLASS_CHOP
reach = 1
penfactor = AP_CLUB_SMASH
swingdelay = 20
damfactor = 2.5
clickcd = CLICK_CD_RESIST
no_early_release = TRUE
hitsound = list('sound/combat/hits/bladed/genslash (1).ogg', 'sound/combat/hits/bladed/genslash (2).ogg', 'sound/combat/hits/bladed/genslash (3).ogg')
item_damage_type = "slash"
misscost = 10
damfactor = 0.05

/datum/intent/claw/rend/steel
damfactor = 3

//Mauls. Woe. Most characters will not be able to engage with this, beyond hobbling.
//Why? The unique strength lockout. The minimum strength is not a suggestion.
/obj/item/weapon/mace/goden/maul
force_wielded = DAMAGE_HEAVYCLUB_WIELD - 3 //-3 compared to grand mace(steel goden). Better intents.
possible_item_intents = list(/datum/intent/mace/strike)
gripped_intents = list(/datum/intent/mace/strike, /datum/intent/mace/smash, /datum/intent/effect/daze, /datum/intent/effect/hobble)
name = "maul"
desc = "Who would need something this large? It looks like it was made for tearing down walls, rather than men."
icon_state = "sledge"
wlength = WLENGTH_LONG
swingsound = BLUNTWOOSH_HUGE
slot_flags = null //No.
minstr = 14
wdefense = 3
dropshrink = 0.6
bigboy = TRUE
gripsprite = TRUE

//Intents for the mauls.
/datum/intent/effect/hobble
name = "hobbling strike"
desc = "A heavy strike aimed at the legs to cripple movement."
icon_state = "incrack"//Temp. Just so it's easy to differentiate.
attack_verb = list("hobbles")
animname = "strike"
hitsound = list('sound/combat/hits/blunt/shovel_hit3.ogg')
swingdelay = 6
damfactor = 0.8
penfactor = AP_CLUB_STRIKE
clickcd = CLICK_CD_RESIST
item_damage_type = "blunt"
intent_effect = /datum/status_effect/debuff/hobbled
target_parts = list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) //Intentionally leaving out feet. If you know, you know.

/datum/status_effect/debuff/hobbled
id = "hobbled"
alert_type = /atom/movable/screen/alert/status_effect/debuff/hobbled
effectedstats = list(STATKEY_SPD = -2)
duration = 8 SECONDS

/atom/movable/screen/alert/status_effect/debuff/hobbled
name = "Hobbled"
desc = "You've been struck in the leg! The force has left you staggered!"
icon_state = "dazed"
11 changes: 11 additions & 0 deletions code/modules/clothing/armor/leather.dm
Original file line number Diff line number Diff line change
Expand Up @@ -353,3 +353,14 @@
prevent_crits = list(BCLASS_CUT, BCLASS_STAB, BCLASS_BLUNT, BCLASS_CHOP, BCLASS_SMASH)
max_integrity = ARMOR_INT_CHEST_LIGHT_MASTER
sellprice = 20

// gronnic subtype
/obj/item/clothing/armor/leather/heavy/gronn
name = "osslandic ravager mantle"
desc = "A carefully created mantle of bone and hardened leather. It offers superior protection against the threats of the wild while remaining light, \
A popular design in Ossland is to adorn a shoulder with a wolf pelt, a symbol of the Great Hunt."
icon = 'icons/roguetown/clothing/special/gronn.dmi'
mob_overlay_icon = 'icons/roguetown/clothing/special/onmob/gronn.dmi'
icon_state = "gronnleatherarmor"
item_state = "gronnleatherarmor"
armor = ARMOR_GRONN_LIGHT
15 changes: 15 additions & 0 deletions code/modules/clothing/armor/plate.dm
Original file line number Diff line number Diff line change
Expand Up @@ -202,3 +202,18 @@
name = "Psydonic Endurance"
desc = "I am protected by blessed Psydonian plate armor."
icon_state = "buff"

//.............. Gronn Armor Sets .................//
/obj/item/clothing/armor/plate/iron/gronn
name = "osslandic iron plate"
desc = "A suit of solid iron plate, adorned with tassets and roundels. \
The hunters of Ossland rarely used plate, but when they did, \
it is said that they were after the most dangerous of prey: their enemies."
icon = 'icons/roguetown/clothing/special/gronn.dmi'
mob_overlay_icon = 'icons/roguetown/clothing/special/onmob/gronn.dmi'
icon_state = "gronnplate"
item_state = "gronnplate"
boobed = FALSE
body_parts_covered = COVERAGE_ALL_BUT_LEGS
max_integrity = ARMOR_INT_CHEST_PLATE_STEEL
smeltresult = /obj/item/ingot/iron
23 changes: 23 additions & 0 deletions code/modules/clothing/gloves/angle.dm
Original file line number Diff line number Diff line change
Expand Up @@ -17,3 +17,26 @@
desc = "Regal gloves of Grenzelhoftian design, more a fashion statement than actual protection."
icon_state = "grenzelgloves"
sleeved = 'icons/roguetown/clothing/onmob/helpers/stonekeep_merc.dmi'

// gronn subtypes
/obj/item/clothing/gloves/angle/gronn
name = "osslandic fur-lined leather gloves"
desc = "Thick, padded gloves made for the harshest of climates and the wildest of beasts encountered in the untamed north."
icon_state = "gronnleathergloves"
item_state = "gronnleathergloves"
icon = 'icons/roguetown/clothing/special/gronn.dmi'
mob_overlay_icon = 'icons/roguetown/clothing/special/onmob/gronn.dmi'
color = "#ffffff"

/obj/item/clothing/gloves/angle/gronnfur
name = "osslandic fur-lined bone gloves"
desc = "A pair of hardened leather gloves with bone reinforcements across the wrists\
and the back of the hand, offering superior protection against\
the claws of beasts and plants alike. Commonly worn by gatherers."
icon_state = "gronnfurgloves"
item_state = "gronnfurgloves"
icon = 'icons/roguetown/clothing/special/gronn.dmi'
mob_overlay_icon = 'icons/roguetown/clothing/special/onmob/gronn.dmi'
unarmed_bonus = 1.25
max_integrity = 250
color = "#ffffff"
8 changes: 8 additions & 0 deletions code/modules/clothing/gloves/chain.dm
Original file line number Diff line number Diff line change
Expand Up @@ -50,3 +50,11 @@
icon_state = "shadowgauntlets"
allowed_race = RACES_PLAYER_ELF_ALL
item_weight = 6 * STEEL_MULTIPLIER

/obj/item/clothing/gloves/chain/gronn
name = "osslandic chain gloves"
desc = "A pair of leather gloves with chain to protects the wrists and back of the hand."
icon = 'icons/roguetown/clothing/special/gronn.dmi'
mob_overlay_icon = 'icons/roguetown/clothing/special/onmob/gronn.dmi'
icon_state = "gronnchaingloves"
item_state = "gronnchaingloves"
9 changes: 9 additions & 0 deletions code/modules/clothing/gloves/plate.dm
Original file line number Diff line number Diff line change
Expand Up @@ -103,3 +103,12 @@
mob_overlay_icon = 'icons/roguetown/clothing/special/onmob/evilarmor.dmi'
sleeved = 'icons/roguetown/clothing/special/onmob/evilarmor.dmi'
sellprice = 0 // See above comment

//............... Gronnic gloves ............... //
/obj/item/clothing/gloves/plate/iron/gronn
name = "osslandic iron gauntlets"
desc = "Tough iron gauntlets, simple and protective in design. A single punch is said to leave a dozen bruises."
icon = 'icons/roguetown/clothing/special/gronn.dmi'
mob_overlay_icon = 'icons/roguetown/clothing/special/onmob/gronn.dmi'
icon_state = "gronnplategloves"
item_state = "gronnplategloves"
18 changes: 18 additions & 0 deletions code/modules/clothing/head/helmets/heavy.dm
Original file line number Diff line number Diff line change
Expand Up @@ -536,3 +536,21 @@
adjustable = CAN_CADJUST
block2add = FOV_BEHIND
max_integrity = 400

//............... Gronn Heavy Helmet ...............//
/obj/item/clothing/head/helmet/heavy/bucket/gronn
name = "osslandic horned helmet"
desc = "A horned helms of solid iron. \
A suitable replacement for the precious skull-helms worn in Ossland. \
For of course, to have your skull-helm smashed is the highest of disrespects."
icon = 'icons/roguetown/clothing/special/gronn.dmi'
mob_overlay_icon = 'icons/roguetown/clothing/onmob/64x64/gronn.dmi'
bloody_icon = 'icons/effects/blood64x64.dmi'
icon_state = "gronnplatehelm"
item_state = "gronnplatehelm"
emote_environment = 3
flags_inv = HIDEEARS|HIDEFACE|HIDEHAIR
block2add = FOV_BEHIND
smeltresult = /obj/item/ingot/iron
worn_x_dimension = 64
worn_y_dimension = 64
36 changes: 36 additions & 0 deletions code/modules/clothing/neck/psycross.dm
Original file line number Diff line number Diff line change
Expand Up @@ -18,6 +18,42 @@
sellprice = 0
experimental_onhip = TRUE

/* // GRONN PSYCROSSES
/obj/item/clothing/neck/psycross/gronn
name = "carved talisman" //plotting talisman
desc = "'The hunt, the studying of your prey, the learning of its routes, the knowledge our ancestors passed down, the empowerment of your people and yourself. Learn of the world, or fade away.' </br> </br>The Plotting Wolf embodies the virtues of progress and knowledge, so that no obstacle nor threat to the homeland remains insurmountable. To understand the truths of beast-and-bronze is to lighten the future's hardships. Do not humor magicka, however, for playing with fire shall always end in someone being burned."
icon_state = "gronnzizo"

/obj/item/clothing/neck/psycross/gronn/baothagronn
name = "carved talisman" //relishing talisma
desc = "'“The excess of desire, the want of more, the glory of victory, the lover's embrace. Embrace the Leopard, or forget your strength.' </br> </br>The Relishing Leopard embodies the virtues of love and glory, both in battle and at home. Enjoy the flesh, the drink, and the spice; but be wary to avoid overindulgence, for it shall leave you despondant and lethargic. To become too comfortable is to become weak, and such weakness would turn you into a delicious snack for the Leopard."
icon_state = "gronnbaotha"

/obj/item/clothing/neck/psycross/gronn/matthios
name = "carved talisman" //starving talisman
desc = "'“The hunger, the destruction, the impending frost, the enemy of my enemy. Feed the Bear, or be consumed.' </br> </br>The Starving Bear embodies not a virtue, but the necessity to thrive above all else. Avarice is not a sin, but a virtue; to ensure that the homeland never suffers from poverty nor starvation again. Pillage, plunder, and perforate the wealth that others would keep from you, but do not forget that every choice begets consequences."
icon_state = "gronnmatthios"

/obj/item/clothing/neck/psycross/gronn/graggar
name = "carved talisman" //grinning talisman
desc = "'The battle, the combat, the violence, the rush of victory, the honored glories. Defeat the foe, or die with them.' </br> </br>The Grinning Moose embodies the virtues of strengh and domination; to survive both the homeland's frigid blizzards and those who'd seek to maraude its countrymen. Be untamed and unstoppable, but do not lose yourself in the haze; for even the Moose was chained, once. Kill your own without reason, and the chain shall be tugged; and your soul, too, shall be impaled on their horns."
icon_state = "gronngraggar"

/obj/item/clothing/neck/psycross/gronn/dendor
name = "carved talisman" //volfskinned talisman
desc = "'The world above, of knifetoothed plants and rotting carrion. From jungle to desert, even the stones are nature. Heed its call with the respect it commands, or succumb to madness.' </br> </br>The Volfskinned Man embodies the virtue of nature and temperance; to live in harmony with the world and its spirits. Pluck a jackberry, plant a seed - Slay a beast, see no part wasted. Yet, temperance must be shown; to take from the world without respect-nor-exchange is to curse the homeland with misfortune. Yet, to completely embrace the world's primality is to lose your humanity - and worse, to become the very beast you hunt."
icon_state = "gronndendor"

/obj/item/clothing/neck/psycross/gronn/abyssor
name = "carved talisman" //hadal talisman
desc = "'The chaos below, of coldblack pressure and crushing weight. Be the current. Control the waves. Reign your sails and hold fast against the storm, or be washed away onto an odyssey with no end.' </br> </br>The Spiraling Kraken is no virtue, but a presence; the homeland's nautical warden, who's tentacled presence is as unpredictable as the oceans it lords over. To embrace the uncertainty of lyfe is to be rewarded with fortune and mercy when it is most needed. Do not embrace such futility, however, lest you are swept away with all the others into the abyss."
icon_state = "gronnabyssor"

/obj/item/clothing/neck/psycross/gronn/special
name = "carved talisman" //familial talisman
desc = "'The memories of the past, and the dreams of the future. A fetish of a beaste, and the carvings of a force that no one beyond your homeland could understand. Sail gracefully, countryman.'"
*/

// SILVER PSYCROSS START

/obj/item/clothing/neck/psycross/silver
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