@TotallyNotEvil Here's a quick and dirty update to Vee's Bestiary for SNA VI and SNA VII. I used the PF monster builder because it was easier. Templates have been applied where appropriate.

Thoughts?

Xorn ( AugmentSummoning ) CR 6
N Medium outsider (earth, extraplanar)
Init +0; Senses all-around vision, darkvision 60 ft., tremorsense 60 ft.; Perception +14
AC 21, touch 10, flat-footed 21 (+11 natural)
hp 80 (7d10+42)
Fort +10, Ref +2, Will +5;
DR 5/bludgeoning; Immune cold, fire, flanking; Resist electricity 10;
Speed 20 ft., burrow 20 ft. earth glide
Melee bite +15 (4d6+5), 3 claws +15 (1d4+5)
Space 5 ft.Reach 5 ft.
Str 21, Dex 10, Con 21, Int 10, Wis 11, Cha 10;
Feats Cleave, Improved Bull Rush, Power Attack, Toughness
Skills Appraise +10, Intimidate +10, Knowledge (dungeonering) +10, Perception +14, Stealth +10, Survival +10; Racial Modifiers +4 Perception
Languages Common, Terran

All-Around Vision (Ex) A xorn sees in all directions at the same time, giving it a +4 racial bonus on Perception checks. A xorn cannot be flanked.

Earth Glide (Ex) A xorn can glide through any sort of natural earth or stone as easily as a fish swims through water. Its burrowing leaves no sign of its passage nor hint at its presence to creatures that don't possess tremorsense. A move earth spell cast on an area containing a xorn moves the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 17 Fortitude save.

Salamander ( AugmentSummoning ) CR 6
CE Medium outsider (extraplanar, fire)
Init +1; Senses darkvision 60 ft.; Perception +16
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 92 (8d10+48)
Fort +12, Ref +7, Will +6;
DR 10/magic; Immune fire;
Weaknesses vulnerability to cold
Speed 20 ft.
Melee spear +16/+11 (1d8+6/x3 plus 1d6 fire), tail slap +11 (2d6+3 plus 1d6 fire and grab)
Space 5 ft.Reach 5 ft. (10 ft. with tail)
Special Attacks constrict (2d6+4 plus 1d6 fire), heat
Str 20, Dex 13, Con 22, Int 14, Wis 15, Cha 13;
Feats Cleave, Iron Will, Power Attack, Skill Focus (Perception)
Skills Acrobatics +12, Bluff +12, Craft (weaponsmithing) +17, Intimidate +12, Knowledge (planes) +13, Perception +16, Sense Motive +13, Stealth +12; Racial Modifiers +4 Craft (armorsmithing, blacksmithing, and weaponsmithing)
Languages Common, Ignan
Heat (Ex) A salamander generates so much heat that its mere touch deals an additional 1d6 points of fire damage. A salamander's metallic weapons also conduct this heat.

Pixie ( AugmentSummoning ) CR 4
NG Small fey
Init +5; Senses low-light vision; Perception +9
AC 18, touch 17, flat-footed undefined 12 (+5 Dex, +1 dodge, +1 natural, +1 size)
hp 26 (4d6+12)
Fort +4, Ref +9, Will +6;
Defensive Abilities invisibility; DR 10/cold iron; SR 15;
Speed 20 ft., fly 60 ft. (good)
Melee short sword +13 (1d4/19-20)
Ranged longbow +11 (1d6-2/x3)
Space 5 ft.Reach 5 ft.
Special Attacks special arrows
Spell-Like Abilities (CL 8th) Constant-detect chaos, detect evil, detect good, detect law 1/day-dancing lights, detect thoughts (DC 17), dispel magic, entangle (DC 16), lesser confusion (DC 16), permanent image (DC 21; visual and auditory elements only), shield
Str 11, Dex 21, Con 16, Int 16, Wis 15, Cha 16;
Feats Dodge, Weapon Finesse
Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, Knowledge (nature) +10, Perception +9, Sense Motive +9, Stealth +16, Use Magic Device +10
Languages Common, Sylvan
Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Dire Bear ( AugmentSummoning ) CR 7
N Large animal
Init +5; Senses low-light vision, scent; Perception +12
AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, -1 size)
hp 135 (10d8+90)
Fort +16, Ref +9, Will +4;
Speed 40 ft.
Melee 2 claws +21 (1d6+12 plus grab), bite +21 (1d8+12)
Space 10 ft.Reach 5 ft.
Str 35, Dex 15, Con 29, Int 2, Wis 12, Cha 14;
Feats Endurance, Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +12, Swim +24; Racial Modifiers +4 Swim, +16 Hide & Move Silently in forested areas
Damage Reduction (Ex): A greenbound creature has damage reduction 10/magic and slashing. A greenbound creature's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A greenbound creature heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 or fewer hit points in combat, it is slain.

Grapple Bonus (Ex): The thorny hooks on a greenbound creature's hands and feet grant it a +4 bonus on grapple checks.

Resistance to Cold and Electricity (Ex): A greenbound creature gains resistance 10 to cold and electricity.

Tremorsense (Ex): Greenbound creatures can automatically sense the location of anything within 60 feet that is in contact with the ground.

Skills: *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

Huge Air Elemental ( AugmentSummoning ) CR 7
N Huge outsider (air, elemental, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +13
AC 24, touch 18, flat-footed 14 (+9 Dex, +1 dodge, +6 natural, -2 size)
hp 135 (10d10+80)
Fort +15, Ref +16, Will +5;
Defensive Abilities air mastery; DR 5/-; Immune elemental traits;
Speed fly 100 ft. (perfect)
Melee 2 slams +22 (2d6+1d6[Cold]+9)
Space 15 ft.Reach 15 ft.
Special Attacks whirlwind (DC 23)
Str 26, Dex 29, Con 26, Int 6, Wis 11, Cha 11;
Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Weapon FinesseB
Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (planes) +7, Perception +13, Stealth +9
Languages Auran
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Cone of Cold (Sp): 3/day at 10th caster level.

Special Qualities: An orglash retains all the base creature's special qualities, and also gains those special qualities listed below.

Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.

Elder Xorn ( AugmentSummoning ) CR 8
Size/Type: Large Outsider (Extraplanar, Earth)

Hit Dice: 15d8+93 (160 hp)
Initiative: +0
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 25 (-1 size, +16 natural), touch 9, flat-footed 25
Base Attack/Grapple: +18/+29
Attack: Bite +26 (4d8+9)
Full Attack: Bite +26 melee (4d8+9), 3 Claws +24 melee (1d6+4)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Qualities: All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.
Saves: Fort +15, Ref +9, Will +9
Abilities: Str 29, Dex 10, Con 23, Int 10, Wis 11, Cha 10
Skills: Hide Intimidate Knowledge (dungeoneering) Listen Move Silently Search Spot Survival+10 (+12 following tracks or underground) Hide Intimidate Knowledge (dungeoneering) Listen Move Silently Search Spot Survival+18 (+20 following tracks or underground)
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness

All-Around Vision (Ex) A xorn sees in all directions at the same time, giving it a +4 racial bonus on Perception checks. A xorn cannot be flanked.

Earth Glide (Ex) A xorn can glide through any sort of natural earth or stone as easily as a fish swims through water. Its burrowing leaves no sign of its passage nor hint at its presence to creatures that don't possess tremorsense. A move earth spell cast on an area containing a xorn moves the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 17 Fortitude save.

Dire Tiger ( AugmentSummoning ) CR 8
N Large animal
Init +6; Senses low-light vision, scent; Perception +12
AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size)
hp 161 (14d8+98)
Fort +16, Ref +12, Will +5;
Speed 40 ft.
Melee 2 claws +26 (2d4+13 plus grab), bite +26 (2d6+13/19-20 plus grab)
Space 10 ft.Reach 5 ft.
Special Attacks pounce, rake (2 claws +24, 2d4+13)
Str 37, Dex 17, Con 25, Int 2, Wis 12, Cha 14;
Feats Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite, claw)
Skills Acrobatics +7, Perception +12, Hide & Move Silently +16 (+24 in tall grass, +36 in forested areas), Swim +15; Racial Modifiers +4 Acrobatics, +8 Hide and Move Silently in tall grass, +20 Hide & Move Silently in forested areas

Damage Reduction (Ex): A greenbound creature has damage reduction 10/magic and slashing. A greenbound creature's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A greenbound creature heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 or fewer hit points in combat, it is slain.

Grapple Bonus (Ex): The thorny hooks on a greenbound creature's hands and feet grant it a +4 bonus on grapple checks.

Resistance to Cold and Electricity (Ex): A greenbound creature gains resistance 10 to cold and electricity.

Tremorsense (Ex): Greenbound creatures can automatically sense the location of anything within 60 feet that is in contact with the ground.

Skills: *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

Invisible Stalker ( AugmentSummoning ) CR 7
N Medium outsider (air, elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +12
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 94 (7d10+56)
Fort +13, Ref +11, Will +4;
Defensive Abilities natural invisibility; Immune elemental traits;
Speed 30 ft., fly 30 (perfect)
Melee 2 slams +14 (2d6+7)
Space 5 ft.Reach 5 ft.
Str 22, Dex 19, Con 26, Int 14, Wis 15, Cha 11;
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Focus (slam)
Skills Acrobatics +14, Bluff +10, Fly +22, Knowledge (planes) +12, Perception +12, Sense Motive +12, Stealth +14, Survival +12
Languages Auran, Common
SQ improved tracking
Improved Tracking (Ex) An invisible stalker takes no penalty to Survival checks when tracking and moving at any speed.

Natural Invisibility (Ex) This ability is constant-an invisible stalker remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the invisible stalker gains a +20 bonus on Stealth checks when moving, or +40 when standing still-these bonuses are not included in the statistics above.

Greater Earth Elemental ( AugmentSummoning ) CR 9
N Huge outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16
AC 21, touch 7, flat-footed 21 (-1 Dex, +14 natural, -2 size)
hp 188 (13d10+117)
Fort +17, Ref +3, Will +8;
DR 10/-; Immune elemental traits;
Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +26 (2d10+13)
Space 15 ft.Reach 15 ft.
Special Attacks earth mastery
Str 34, Dex 8, Con 29, Int 8, Wis 11, Cha 11;
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Overrun, Improved Sunder, Power Attack
Skills Appraise +10, Climb +27, Knowledge (dungeoneering) +10, Knowledge (planes) +13, Perception +16, Stealth +7
Languages Terran
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 17 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Engulf (Ex): As a standard action, a thomil may attempt to envelop an opponent at least one size category smaller than itself. It cannot make a slam attack on the round it engulfs prey. The thomil merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the thomil, but if they do, they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a DC 25 Reflex save (DC 10 + 1/2 thomil's Hit Dice + thomil's Constitution modifier) or be engulfed; on a success they are pushed back or aside (opponents' choice) as the thomil moves forward. Engulfed creatures are considered grappled and trapped within the thomil's body and automatically take 2d6+12 crushing damage each round. The thomil adds its Strength modifier to the damage dealt.

An engulfed creature can attempt to cut its way out of the thomil's body with either claws or a light slashing or piercing weapon. Dealing at least one-quarter of the elemental's normal hit points (AC equal to its flat-footed AC) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, the thomil's body reshapes to close the hole; thus, another swallowed opponent must cut its own way out. The engulfed creature can instead attempt an Escape Artist check (DC 15 + 1/2 thomil's Hit Dice + thomil's Constitution modifier) or Strength check (DC 20 + thomil's Strength modifier). The thomil's body can hold two creatures one size category smaller than itself, or four of two or more size categories smaller.

The thomil can move and attack normally while enveloping a creature.​

Boulder Defense (Ex): A thomil can change its shape to a smooth, immobile, boulder-like form. In this form, the thomil's damage reduction increases to 15/- and its spell resistance increases by 5, but it cannot move or make attacks. Assuming this form takes a standard action, while returning to its semihumanoid form is a free action.

Cold Resistance (Ex): A thomil has cold resistance 5.

Spell Resistance (Ex): A thomil has SR 18.

Greater Air Elemental ( AugmentSummoning ) CR 9
N Huge outsider (air, elemental, extraplanar)
Init +14; Senses darkvision 60 ft.; Perception +16
AC 27, touch 19, flat-footed 16 (+10 Dex, +1 dodge, +6 natural, -2 size)
hp 175 (13d10+104)
Fort +16, Ref +18, Will +6;
Defensive Abilities air mastery; DR 10/- Immune elemental traits;
Speed fly 100 ft. (perfect)
Melee 2 slams +23 (2d8+10)
Space 15 ft.Reach 15 ft.
Special Attacks whirlwind (DC 25)
Str 28, Dex 31, Con 26, Int 8, Wis 11, Cha 11;
Base Atk 13; CMB 24; CMD 45
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB
Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (planes) +12, Perception +16, Stealth +15
Languages Auran
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Cone of Cold (Sp): 3/day at 13th caster level.

Special Qualities: An orglash retains all the base creature's special qualities, and also gains those special qualities listed below.

Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
 
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@Snowfire Just to avoid the obvious immediate question, maybe make it clear in our background that we have a fairly decent reason for wanting peace between the two realms rather than war (Trade motivation or something similar.) By us, I mean our current mask.
 
@Snowfire Just to avoid the obvious immediate question, maybe make it clear in our background that we have a fairly decent reason for wanting peace between the two realms rather than war (Trade motivation or something similar.) By us, I mean our current mask.

I'd think that obvious, but I can add something in. We're a scholar. A war means that knowledge is lost. Finding a way to accommodate a new reality means that it's preserved. It's a good driving motivation for a travelling scholar.

Edit: Done
 
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Conclave Mechanics
Conclave Mechanics

Basic rules: The Conclave was ultimately called for the purposes of House Tyrell and Most Devout Kyle serving as their voice, but he does not have as much control over the proceedings as the High Septon would had the proceedings been called in a more traditional manner. For one counting the votes falls into the authority of Archmaester Prestan, representing the Citadel. Further, to shore up problematic legitimacy, Kyle has invoked every petty precedent of procedure he can think of, from the time of proceedings (7:00 AM to 7:00 PM) to the requirement of fasting before major deliberations. The Starry Sept is isolated from the outside, its great gates closed and sealed with wax by Lord Hightower to prevent any uninvited guests. While that would obviously not present much of a physical impediment, the presence of such trespassers would impinge greatly on Ser Baelor's honor as well as that of the Commander of the Watch, whose men are to be stationed around the sept.

Speaking Rights: Any godsworn may technically speak in the Conclave, however the list for the order of addressing the Conclave is put to a simple majority vote, generally in a form that will allow the major factions to make their cases through their best speakers. A septon who is not an Elder must be recognized by at least three Elders before being put on the list.

Voting: Administrative votes are decided with simple majority (50%) while Doctrinal votes require two thirds majority (66%). Any single proposition may be presented before the floor for a maximum of three times and requires the votes of at least 50 Elders to be brought forward.

Days and Themes:

Day of the Smith: Set aside for opening statements of intent as well as any votes on matters of Commerce and Craft, the latter of which are unlikely to be addressed as with the confiscation of the Faith's assets these matters have little bearing on the work of the Conclave. Could be used as a medium to appeal to more 'practical' arguments under the guise of piety towards the Smith. The term 'Smith's Gold' refers to a last minute bribe generally given on this day.

Day of the Mother: On this day resolutions regarding caring for the sick and the hungry are brought to the floor. Traditionally most of the speakers on this day are women. Any ladies of noble blood who wish to petition to address the Conclave must do so on this day.

Day of the Maiden: Generally seen as a day to layout the most radical of arguments and theological positions, this day also traditionally marks a feast for the smallfolk.

Day of the Crone:
In contrast to the previous day this is when the conservatives of the Conclave are invited to the fore as well as the moment to discuss matters concerning the printing and distribution of the Seven-Pointed Star. Scribes and priests tend to be conservative so the two fit relatively well, only the head of the Scriptorum of the Starry sept has shown himself a man of unusual loyalties and rather vocal disposition.

Day of the Warrior: This was the day the Warrior's Sons would have spoken, particularly on martial matters concerning the Faith. Many suspect that Brother Lucan will use the moment to make some kind of gesture, though how far into treason he is willing to go no one is certain.

Day of the Stranger: A day of silent prayer and contemplation, also the day when the final deals are struck and broken, called the Hour of Silent Treachery in less pious sources.

Day of the Father: The moment for the weightiest deliberations under the auspices of the Father above. Most if not all of the votes presented on this day are doctrinal, including whatever the principal cause for calling the Conclave to begin with was.

Power Blocks:

Most Devout Septon Kyle (Tyrell loyalist): 242 Votes

Most Devout Ollidor (Traditionalist/Lannister loyalist): 186 Votes

Most Devout Septa Aglantine (High Septon's Loyalist): 133 Votes

Elder Septa Maer (Elder of the Riverlands): 105 Votes

Brother Lucan: 59 Votes

Independent/Undecided: 175

Total Votes: 900 [Simple majority 450/Two Thirds Majority 600]

OOC: It's a bit dry but it should get the essentials across. If you guys have other questions do not hesitate to ask.
 
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@DragonParadox just one question for now, will probably have more later;

What are Administrative votes for? Doctrinal is self-explanatory, but Administrative is a little more hazy. Where would the lines be drawn between the two?
 
@DragonParadox just one question for now, will probably have more later;

What are Administrative votes for? Doctrinal is self-explanatory, but Administrative is a little more hazy. Where would the lines be drawn between the two?

And administrative vote is basically something like redrawing lines of responsibilities within the Faith. If one wanted to found a new order for instance or change the lines of responsibility between Elders. Probably the most relevant thing here is that the disbanding of the Faith Militant was technically and administrative act so while it would be problematic by the laws of the realm re-establishing it could be done with 450 votes rather than 600.
 
It would be illegal is what you mean.

I mean, setting murky matters of legality aside since any justification the Faith used would probably appeal towards treading over past rulings instated from secular sources, politically speaking it would basically the Faith saying that its place is above secular power, since acting militarily would be imposing unilateral decisions decided upon there upon the Lords of the Realm and going above the King's head to do so.

Hello civil war! Neither Tywin or Robert can afford a moment's weakness with a strong Pretender as a next door neighbor. Fighting begins pretty much immediately.

Unless Lucan has a way to get complete control over all factions at the Conclave, which may be his plan, I doubt it'll happen.
 
And administrative vote is basically something like redrawing lines of responsibilities within the Faith. If one wanted to found a new order for instance or change the lines of responsibility between Elders. Probably the most relevant thing here is that the disbanding of the Faith Militant was technically and administrative act so while it would be problematic by the laws of the realm re-establishing it could be done with 450 votes rather than 600.
So would making Lucan's mage-group official and sanctioned I guess?
 
If disbanding the faith militant took 450 votes then establishing it once more takes about the same. Lucan may have the most common cause with the Tyrell factions and he could swing the independents but even then he needs one more faction with him.
 
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Just to point out, that Traditionalist Septa? She thinks Lucan is mad and evil too. Because he's a mage claiming divine writ, which isn't only apostasy, but heresy.
 
... @DragonParadox, could we please get the numbers on bodies/loot/XP from the encounters with Illithids, Abishai, and Fake!Drakenbeast, while we haven't forgot about that again?
 
Day of the Mother: On this day resolutions regarding caring for the sick and the hungry are brought to the floor. Traditionally most of the speakers on this day are women. Any ladies of noble blood who wish to petition to address the Conclave must do so on this day.
This could be a good day to send Rhaella...

I feel "free universal healthcare that is magic" is an offer just about too good to pass up.

From a practical standpoint everyone. The way most churches in DnD setting and things get their funding is by charging for healing and it's expensive material components and spell slots.

If we can convince them to pass "healing must be made freely available to all" we can gut that avenue of power while improving the world substantially.
 
This could be a good day to send Rhaella...

I feel "free universal healthcare that is magic" is an offer just about too good to pass up.

From a practical standpoint everyone. The way most churches in DnD setting and things get their funding is by charging for healing and it's expensive material components and spell slots.

If we can convince them to pass "healing must be made freely available to all" we can gut that avenue of power while improving the world substantially.

We already undercut this market by providing that healthcare. This would be sneaky in a setting where we couldn't just set up the institutions ourselves, make them free, and then negate the means other religious establishments have to try to get a stranglehold over the market.
 
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