causes plants to grow

Theme creep - that's all the pole of Wood. Leave the Dragonbloods something.

A Solar is Nietzsche's Übermensch; she is Plato's philosopher-king or Achilles or Nikola Tesla or Hou Yi

If you are everything, then you are nothing. I've seen for a decade, hard core solar players claim that every great person is a Solar. No one is a Solar, anyone can be a Solar - the thing is the themes of Sol Invictus and the charms that such essence allows. Order, Law, Stasis - then people want to give them winds/water/fire/earth and the powers of Mr. Universe besides. Bend reality (Raksha) and control Time (Sacheverell). When you can do everything - you are nothing. Nothing has meaning.





See, I see drama and a shipwreck as a great story. The Odyssey is huge on those and all the stories that come out of them. A worse story is:
1) huge storm
2) handwave perfect - what a non-threat that storm or any storm *yawn*
3) continue to next destination with no threat what so ever

I mean from my experience - most ST's do suck. Other than games I've run - my luck has placed me in the hands of ST's who killed the game within 3 months. However, the rules as written makes it hard to run the game, hard to find players with a like-way of playing, and hard for people to actually try to play or adapt themselves to those demands. I feel 75% of the people I see on forums have never played the game - they just jump through the mind experiment of the game.

Good literature involves threats, rising tempo and believability (suspense of disbelief). The issue is that sometimes writers captured this and sometimes they did not (looking at you Perfect, talking about making scores of Essence shields and factory manses, wtf.)

That is the problem of a work made by so many writers with different visions. Players pick what vision they like from a plethora and run with it. So writers looked at the themes and told cool stories of challenges and failures (the comic, the death of the newborn solar and the endless and almost pointless struggles of the Alchemicals, the tragedy of Marama's Fell) and others spoke to the mechanics (Mass produced artifacts, self-automated manses, and anything involving Mnemon).

Storytelling is literature given breath - there is good literature and bad literature...needless to say the same goes for breath.
 
Last edited:
OK! Revised version.

So it's more mechanically tight than the prior one and thus will cause flamewars as people who enjoyed the gonzo action of the prior editions dislike the more sedate default assumptions of this version?

Weapon-in-All-Things Mastery
Cost:
5m, 1 wp; Mins: (Combat Ability) 4, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Merged (Melee, Thrown, Archery)
Duration: One scene
Prerequisites: Call the Blade (Melee) or Call the Blade (Thrown) or Phantom Arrow Technique (Archery)

More like Born Killer Mastery. Or Bourne Killer Mastery.

If you use a pen with this charm, and you defeat someone wielding a sword using it, do you get to say "the pen is mightier than the sword?"

Stick-As-Sabre Meditation
This Charm enhances a specific mundane or improvised weapon carried by the Solar, and applies the benefits of the enhancements of Weapon-in-All-Things Mastery to it. Weapons enhanced by Stick-As-Sabre Meditation do not break on use and enjoy the durability possessed by artefact weapons for the purpose of Charms such as Heavenly Guardian Defence. While the effects of this Charm apply, the Solar owns it the weapon. The Obvious keyword only applies to this Charm when the character has joined battle and the weapon is readied - at all other times, no trace of the Solar's killing intent is evident in the weapon.

This doesn't have Weapon-In-All-Things Mastery as a prerequisite, and honestly it could have its word count cut down significantly by removing the Obvious keyword and rephrasing it as so:

"This charm enhances a specific mundane or improvised weapon carried by the Solar, allowing the Solar to treat it as its closest equivalent 1-3 dot orichalcum artifact weapon. While this charm is active, the Solar owns the weapon, and the weapon is as durable as an artifact. When the weapon is readied in combat, the charm becomes Obvious."
 
Theme creep - that's all the pole of Wood. Leave the Dragonbloods something.
This isn't theme creep, man. This is a little bit of overlap.

If you are everything, then you are nothing. I've seen for a decade, hard core solar players claim that every great person is a Solar. No one is a Solar, anyone can be a Solar - the thing is the themes of Sol Invictus and the charms that such essence allows. Order, Law, Stasis - then people want to give them winds/water/fire/earth and the powers of Mr. Universe besides. Bend reality (Raksha) and control Time (Sacheverell). When you can do everything - you are nothing. Nothing has meaning.
The things you're complaining about bear... literally no resemblance to the post you're quoting.
 
This doesn't have Weapon-In-All-Things Mastery as a prerequisite, and honestly it could have its word count cut down significantly by removing the Obvious keyword and rephrasing it as so:

"This charm enhances a specific mundane or improvised weapon carried by the Solar, allowing the Solar to treat it as its closest equivalent 1-3 dot orichalcum artifact weapon. While this charm is active, the Solar owns the weapon, and the weapon is as durable as an artifact. When the weapon is readied in combat, the charm becomes Obvious."

You're right - it's deliberate that they're not prerequisites. They're down thematically different paths. A player would usually only want to buy one of them, because one of them is about weaponising everything you find and the other is about turning one weapon into something competitive with artefacts. The former is a whirl of destruction turning everything in a tea house into a weapon; the latter is the swordsman master who kills a man with a bokken because his mind is like a blade and so everything is a sword in his hands. The former has to break the weapons so you always have to be picking up new things; the latter can't break the weapons or it's useless for its purpose.

And it does have to be Obvious, I'm afraid - the bokken you're carrying is drawn with speed lines and it whistles as it cuts the air. Once you're in battle, it's clear to everyone that you're carrying a magical murder-tool, or else it's too good as an assassination thing and too obviously superior to Glorious Solar Sabre.
 
And it does have to be Obvious, I'm afraid - the bokken you're carrying is drawn with speed lines and it whistles as it cuts the air. Once you're in battle, it's clear to everyone that you're carrying a magical murder-tool, or else it's too good as an assassination thing and too obviously superior to Glorious Solar Sabre.

See the wording-the Charm is not Obvious, but becomes Obvious once the weapon is readied. This is because saying "the charm becomes Obvious when" (5 words) is less wordy than "the Obvious keyword does not apply unless" (7 words) or "the Obvious keyword only applies when" (6 words).
 
So a question for the thread. I have a Oramus Aspected infernal who wishes to undertake and complete a pretty grand design, but I'm unsure how to approach it mechanically.

The basic idea: Garbed in Glory (GiG) wants to create a method by which, when both he and another person are asleep, he can be summoned into their dreams. While in the dream he can manipulate it in order to show them breathtaking sights and indulge in the greatest of pleasures, and charms can be used as normal. However, damage done in the dream does not translate to damage in the waking world, and the dreamer can wake up whenever they wish. GiG's plan is to disseminate the knowledge of how to do this all across creation. Once summoned he will faithfully aid the dreamer in whatever way he can, teaching them skills, collaborating in problems, providing a listening ear, etc. He will present himself as a kind and caring friend, and listening with interest to the goings on of the dreamers life and surroundings. This casual gossip, telling him of drought in one area, delayed caravans in another, the Dragon Blooded who wondered through town yesterday, will be used to develop a broad view of the goings on in creation, acting as a rudimentary spy network. If he knows that their is a drought in one area, he can then infer that grain prices will rise in another, etc. As time passes, he will grant them greater and greater knowledge, gradually guiding them to serve his interests. They will spread knowledge of this ritual to their friends and family. As the town falls more and more under his sway, they will also become more and more skilled in various tasks and their town will flourish. He will then start to add various derangement and mutations as gifts, turning the town into a small but growing regional power which he can use for various ends. Sanity-Shattering Instruction will be good for this. He will also use this network to spread worship of himself, generating a small but decentralized cult.

So how would something like this be modeled? A series of custom charms, a large scale sorcerous working? Both?

I have no idea, but since it sounds like an excellent plan and I want to see it in action I'm just going to give it a bump.
 
Theme creep - that's all the pole of Wood. Leave the Dragonbloods something.
Ah yes, the primary Dragon-Blooded player in the thread - who often shares stories of his Dragon-Blooded games or talks about how great Dragon-Blooded are - does not leave the Dragon-Blooded anything; I can see your argument, yes. I do in fact, want to give the Dragon-Blooded something (hint: it doesn't involve being work teams), but I sure as hell also want the Solars to have something to actually do, which includes themes that actually fit them instead of being randomly stapled on with no thought to implication or purpose. This shit has been core to the Solars since day one of the gameline dude; you can't go 'theme creep' when that shit started in the First Edition core - Solars have been shooting glorious sunfire from their blades and conjuring forth mystical blades of sunlight since First Edition.

If you are everything, then you are nothing. I've seen for a decade, hard core solar players claim that every great person is a Solar. No one is a Solar, anyone can be a Solar - the thing is the themes of Sol Invictus and the charms that such essence allows. Order, Law, Stasis - then people want to give them winds/water/fire/earth and the powers of Mr. Universe besides. Bend reality (Raksha) and control Time (Sacheverell). When you can do everything - you are nothing. Nothing has meaning.

See, now is the time where you will prove your assertions and find quotes and text which tell me that the themes of Solars are those of Order, Law and Stasis - you will back up your arguments with reason and logic and you will show me that I am in error and that your assertion is the correct one; I will respond to this with acceptance since you are clearly correct and I am in error. Either that or you will admit that these are homebrew Solar themes which you think fit better with the Solar Exalted and not actually something supported by the text, except for the sobriquet 'Lawgivers' - and even then, Dawn Castes are also called 'Spears of Morning' but that doesn't actually make them literal spears made out of morninglight (Charm idea get. :V).
 
I can understand the other way, and appreciate the motives other people have for deciding otherwise. But "it lessens the setting" is not one such argument. What lessens the setting is making the defeat of the Primordials such a grand epic that nothing that came after could be compared to it; making it a deed that spanned countless lifetimes and was almost lost rises the Primordials but lessens everything that came afterwards - the actual history and people of Creation, their fights and hopes and dreams, what they made of the world.

I can see this; "Your best days are axiomatically behind you" is not really what I'm playing to experience.

I think I tend to run into it from the other direction, though - there's also a lot of, "Well, it doesn't matter if the character you have rules to play could possibly have opposed the Primordials, because that's not what we're playing." And that feels... lessening, or cheapening, in kind of the same way? Like, if the pitch is, "You are Zeus, and you threw down the Titans - but rules-wise, no, you're never going to be capable of anything on that scale," then the backstory is cheap heat. If the Primordials were beatable by a unified Exalted host, with great resources, in the span of a couple of years - okay, sure, I don't have the host or the resources or etc., but it should be possible to look at my trend-line and say, "Yeah, it makes sense that somebody like you could pull that off." To steal @Sanctaphrax 's example, if I'm still struggling with blood apes after a year of play, I feel like a chump by comparison to Supposed Past Me.

(I don't think I'm disagreeing with you here, just hitting it from a different perspective.)
 
Incidentally;

It strikes me that giving every Exalt a free weapon of mass destruction is a bad idea.

If you want to restrict it maybe try the Fatigue rules? Like, every scene at Bonfire you have to make a Sta + Res roll or suffer a -1 Fatigue penalty which is onl reduced by charms which explicitly reduce it. Increase the difficulty of the roll by 1 for each scene past the first on the same day the Exalt goes Bonfire and only reset it after an eight hour sleep.

Thanks Aaron! It might have taken me a year and a half, but I wound up taking your advice for linking it to fatigue. :p
 
I can see this; "Your best days are axiomatically behind you" is not really what I'm playing to experience.

I think I tend to run into it from the other direction, though - there's also a lot of, "Well, it doesn't matter if the character you have rules to play could possibly have opposed the Primordials, because that's not what we're playing." And that feels... lessening, or cheapening, in kind of the same way? Like, if the pitch is, "You are Zeus, and you threw down the Titans - but rules-wise, no, you're never going to be capable of anything on that scale," then the backstory is cheap heat. If the Primordials were beatable by a unified Exalted host, with great resources, in the span of a couple of years - okay, sure, I don't have the host or the resources or etc., but it should be possible to look at my trend-line and say, "Yeah, it makes sense that somebody like you could pull that off." To steal @Sanctaphrax 's example, if I'm still struggling with blood apes after a year of play, I feel like a chump by comparison to Supposed Past Me.

(I don't think I'm disagreeing with you here, just hitting it from a different perspective.)

How powerful was a newbie first age/primordial war celestial anyway minus equipment?

Was it the case that you were basically handed a bunch on infinity+1 weapons, resources and artefacts at chargen that made them that powerful?
Did they progress faster due to a much better training support system?
Could they pursue more optimised builds because they weren't forced to become more rounded just to survive?

At what point should it be reasonable to say that you (3rd age celestial) and your past life (1st age/primordial war celestial) are equals once more as individuals, and you can not smack around blood apes like your previous self at horrendous expense.

Like driving around a hyper car. The old you had cash and fuel to burn so the fact you had to refill the tank after every grocery trip (1st circle massacre) wasn't an issue. But the new, broker you can afford to bust it out for a big race (3rd circle throwdown), but anything less wouldn't justify the fuel cost, or the maintenance requirements.

But you still own the hypercar, and you are still the fastest around.
 
Last edited:
I can see this; "Your best days are axiomatically behind you" is not really what I'm playing to experience.

I think I tend to run into it from the other direction, though - there's also a lot of, "Well, it doesn't matter if the character you have rules to play could possibly have opposed the Primordials, because that's not what we're playing." And that feels... lessening, or cheapening, in kind of the same way? Like, if the pitch is, "You are Zeus, and you threw down the Titans - but rules-wise, no, you're never going to be capable of anything on that scale," then the backstory is cheap heat. If the Primordials were beatable by a unified Exalted host, with great resources, in the span of a couple of years - okay, sure, I don't have the host or the resources or etc., but it should be possible to look at my trend-line and say, "Yeah, it makes sense that somebody like you could pull that off." To steal @Sanctaphrax 's example, if I'm still struggling with blood apes after a year of play, I feel like a chump by comparison to Supposed Past Me.

(I don't think I'm disagreeing with you here, just hitting it from a different perspective.)
The thing is that Exalted are designed to be able to beat eldritch abominations much better than hordes of mortals. Sure, they're superhuman at both, but all the Solars died to the Dragon Blooded (bar a few who ran away really fast). Blood Apes fall into the same category as Dragon Blooded: they are the kind of enemies that should be fought by numerous DBs, not lone Solars. Solars take an army of DBs and make them even better at stomping on hordes of Blood Apes and Lintha, but the DBs do most of the actual hacking and slashing.

A lone Solar should absolutely struggle against a dozen Blood Apes because being outnumbered is (partially) outside Solar design specs, in that Solar Exaltations were made to fight with backup where possible. They still do, and it's one of the few things that they can want to do and still fail at through no fault of their own.

As for killing the Titans, very few Exalted did that period. There were 20 something Primordials slain total. Not every Primordial war vet killed a Primordial. Most didn't. Every single one of them had the potential, and were designed to be able to if they had a chance, but most Celestials for 1500 years died to Dragon Blooded rather than to Primordials.

In short, if you're still struggling with blood apes after a year in game, get a tool better suited to the job, like a few dozen Dragon Blooded who think you're an awesome guy and that the Realm consists of total assholes. Have them fight the Blood Apes instead of you. You will see a marked improvement.
 
I have no idea, but since it sounds like an excellent plan and I want to see it in action I'm just going to give it a bump.
Thanks, I'm rather proud of that plan, especially for how well it fits into Oromus' themes. What could be more lovecraft then a enigmatic being called upon to teach profane truths ( the IO is a lie!) using blasphemous rituals? It will only get more effective once I start picking up some of the Endless Desert's wish granting charms.

Of course I'll tell all the Infernals how to contact me should they need a friend, or help with a project. If that builds an Intimacy of respected teacher towards me? All the better.

And all those little cults(growing larger the farther you get from the realm) are great starting areas for new Infernals to blood themselves in Creation while still giving them a support network. Helping grow a small community of Yozi worshippers I'm the border marches so they can start capturing Rahksha and putting their essence towards the reclamation's (my) ends is a great starter mission.
 
Last edited:
Blood Apes fall into the same category as Dragon Blooded

Suuuure.

A lone Solar should absolutely struggle against a dozen Blood Apes because being outnumbered is (partially) outside Solar design specs, in that Solar Exaltations were made to fight with backup where possible.

Look, i think we should stop making this argument. Solar Exaltations were made to emulate clasic heroes, and everything else is just watsonian gibberish. So, let me ask; Would Eric struggle against a dozen lizardmen? Would Achilles? would Conan?


(Well, ok, maybe Conan would appear to have it hard, but that is window dressing and we both now it).

-----

Now, you could argue that a non-combat Solar may have trouble, (As, say a non-combat culture hero would). And that would be more sound (And, actually, correct rules wise). But that only means that the Solar needs to use other method to defeat the apes.
 
Last edited:
A lone Solar should absolutely struggle against a dozen Blood Apes because being outnumbered is (partially) outside Solar design specs, in that Solar Exaltations were made to fight with backup where possible. They still do, and it's one of the few things that they can want to do and still fail at through no fault of their own.
I will note that while 'bring more dudes' is an argument I am in great favour of as a Dragon-Blooded player, I'll also note that Solar thematics totally involve people who slew armies alone - Samson, Achilles and so on; Solars are classical heroes and should totally be able to take an army on - now if those dozen Blood Apes are The Leaden Guard of Ululaya - a throng of elite Blood Apes sworn to service under Ululaya, the Blood-Red Moon, who wear leaden armour to not stain the light of their radiant mistress and whose great clubs have broken the bones of hundred - your Solar should have a problem. But a dozen Blood Apes are nothing which should bother Invincible Sword Princess when she draws her blade.

On the counterpoint, the Dragon-Blooded are an army of TEN-THOUSAND HEROES and are thus worthy opponents for a Solar because a Sworn Brotherhood of Dragon-Blooded are also heroes and thus get to fight the Solar because they too are Exalted and they too were made to fight in the quarrels of the Gods.

(and if you put Blood Apes in the same category as Dragon-Blooded one more time, I'll strangle you. :anger:)
 
Look, i think we should stop making this argument. Solar Exaltations were made to emulate clasic heroes, and everything else is just watsonian gibberish. So, let me ask; Would Eric struggle against a dozen lizardmen? Would Achilles? would Conan?


(Well, ok, maybe Conan would appear to have it hard, but that is window dressing and we both now it).

-----

Now, you could argue that a non-combat Solar would have trouble, (As, say a non-combat culture hero would). And that would be more sound (And, actually, correct rules wise). But that only means that the Solar needs to use other method to defeat the apes.
Well, yeah, a combat optimized character can snipe Blood Apes all day. That said, if you are a year into your story and you can't kill a few dozen Blood Apes, you probably aren't a combat optimized Solar, so you should get some dudes.

(and if you put Blood Apes in the same category as Dragon-Blooded one more time, I'll strangle you. :anger:)
Ok, Blood Apes and Dragon Blooded are both in the category of "Things that could rip me apart in a fight."

Is that better? It's about as specific. It's just that the difference is that I'm really far below them both, while a Solar is far enough above both of them that they probably need a numerical advantage.
 
Last edited:
The thing is that Exalted are designed to be able to beat eldritch abominations much better than hordes of mortals. Sure, they're superhuman at both, but all the Solars died to the Dragon Blooded (bar a few who ran away really fast). Blood Apes fall into the same category as Dragon Blooded: they are the kind of enemies that should be fought by numerous DBs, not lone Solars. Solars take an army of DBs and make them even better at stomping on hordes of Blood Apes and Lintha, but the DBs do most of the actual hacking and slashing.

A lone Solar should absolutely struggle against a dozen Blood Apes because being outnumbered is (partially) outside Solar design specs, in that Solar Exaltations were made to fight with backup where possible. They still do, and it's one of the few things that they can want to do and still fail at through no fault of their own.

Wouldn't there be an exponential curve of efficacy for exalts.

No amount of blood apes could slow down Sol Invictus if he decided that blood apes had personally offended him and needed to die, but a celestial circle has reasonable odds of pulling it of.

In the same way, at some point regular blood apes should stop being anything more than a speed bump to experienced exalts. Now citizens should always have the potential to be a threat because they have proven themselves by their status to not be mook #5, but to be opposition worthy of a name beyond their species.

Exalts scale with each other, so at no point should a solar not consider a DB a threat. One they may be able to reliably handle, but a threat to their lives none the less that could one day end it if their not careful.
 
Last edited:
Is that better? It's about as specific. It's just that the difference is that I'm really far below them both, while a Solar is far enough above both of them that they probably need a numerical advantage.
See, this is actually funny because back in 1e an Essence 5 Dawn optimized for murder would struggle against a Sworn Brotherhood killsquad.

Of course back in 1e fights never ended either so take that with a grain of salt. :V
 
@EarthScorpion for TAW what characters in literature/myth did you draw inspiration from? I've always had trouble inderstanding what exactly what the Lunars are supposed to be, hindered no doubt by their poor handling in the books, so hearing your inspirations should hopefully clear this up
 
How powerful was a newbie first age/primordial war celestial anyway minus equipment?
I dunno! I think there's an acceptable spectrum of answers there. But if that equipment/support/training/whatever makes so much of a difference that I'm basically never going to match him, then again, cheap heat. The premise of the game is being That Guy, reborn; I should, at some point, get to plausibly look like That Guy. The rules for +1 Infinity Swords and all the rest should be set to support that narrative.
 
So a question for the thread. I have a Oramus Aspected infernal who wishes to undertake and complete a pretty grand design, but I'm unsure how to approach it mechanically.

The basic idea: Garbed in Glory (GiG) wants to create a method by which, when both he and another person are asleep, he can be summoned into their dreams. While in the dream he can manipulate it in order to show them breathtaking sights and indulge in the greatest of pleasures, and charms can be used as normal. However, damage done in the dream does not translate to damage in the waking world, and the dreamer can wake up whenever they wish. GiG's plan is to disseminate the knowledge of how to do this all across creation. Once summoned he will faithfully aid the dreamer in whatever way he can, teaching them skills, collaborating in problems, providing a listening ear, etc. He will present himself as a kind and caring friend, and listening with interest to the goings on of the dreamers life and surroundings. This casual gossip, telling him of drought in one area, delayed caravans in another, the Dragon Blooded who wondered through town yesterday, will be used to develop a broad view of the goings on in creation, acting as a rudimentary spy network. If he knows that their is a drought in one area, he can then infer that grain prices will rise in another, etc. As time passes, he will grant them greater and greater knowledge, gradually guiding them to serve his interests. They will spread knowledge of this ritual to their friends and family. As the town falls more and more under his sway, they will also become more and more skilled in various tasks and their town will flourish. He will then start to add various derangement and mutations as gifts, turning the town into a small but growing regional power which he can use for various ends. Sanity-Shattering Instruction will be good for this. He will also use this network to spread worship of himself, generating a small but decentralized cult.

So how would something like this be modeled? A series of custom charms, a large scale sorcerous working? Both?

Ok, well, I can tell you one problem you're going to run into immediately.

Oramus isn't built to make long-term stable, large-scale organisations. His Charmtech was built to enable a) secret cults of madmen consorting with forbidden lore and b) collective hysteria. In the case of a) you can winnow your cultists down to those strong-willed enough to remain functional when they're Mad. In the case of b), your assets are disposable and will self-destruct from their insanity and the way you use them. Oramus is kind of the Infernal alternative to Cecelyne as I built him, and as a result while Cecelyne builds long term stable cults as a state religion, Oramus builds secret cults of madmen and induces collective hysteria.

But within those constraints, I'd probably look to carrying out a sorcerous working or project to construct a "Hunter's Dream" or "Zamarkand". Naturally you'll need to kidnap people and force them to dream eternally as the hosts of the nightmare realm you're building for your cultists. Then you should be able to brand your cultists so they can enter your collective dream by meditating.

This will naturally have side effects and defects, not least because you shouldn't be allowed to easily implement cross-Creation communications.
 
I dunno! I think there's an acceptable spectrum of answers there. But if that equipment/support/training/whatever makes so much of a difference that I'm basically never going to match him, then again, cheap heat. The premise of the game is being That Guy, reborn; I should, at some point, get to plausibly look like That Guy. The rules for +1 Infinity Swords and all the rest should be set to support that narrative.
Then surely how experienced he was when he did it doesn't really matter either? It's not really plausible for most players to reach high essence before the game ends. It seems this lends itself to an argument that anything an elder exalt does is cheap heat.
 
Last edited:


What does growing plants have to do with making Hard-light weapons? The sun shoots sunbeams, solars shoot hold light - there was no argument there.

I gotta say this disassembling and intention misinterpretation of points is tiring.

---

In so far as stapled on - Sol was not made to be Creations ruler. He is a failure in it - he is the most distant and distracted of all the Highest. In so far as perfection, he's hardly perfect either - or why would he crown the Solars? Why would he play favorites, show nepotism and sow the slow growing seeds of rebellion? He is flawed and as he is flawed perfection and rulership are not intrinsic to the essence of the Solars - it is explicitly stolen.
 
Last edited:
Back
Top