One thing we are going to need in the mid to long term is a means to handle supersoldiers, and I do not just mean Space Marines. There are orks out there who are in many ways even more scary, being the OG super-soldiers of the War in Heaven. I do not think making our own makes sense, for one it's cruel and immoral and for antoher we do not have the skill in genetics, never mind spooky warp-genetics. What we can do is make drones and then have an AI drive them around, basically be the Tau-Before-Tau, deal with all the purverours of glorious melee combat before they get close to us.
We may simply fix the problem with the original soldiers of humanity, after all iron legions were undefeated.
I think it would be fanny to pummel Orcs into signing peace treaty with us once again. :)
 
I'd rather go with fixing the drydock so we can heal some wounds.
Just imagine a bad event roll on the next turn and we take even more wounds.
I would quote the cost savings, but it occurs to me that they wouldn't take effect on the drydock until we have the space elevator up and running. Well, I can always put up multiple plan versions and see what the other voters feel.
 
Have a question:

Extreme damage: You have suffered seven out of twelve wounds. -70 to prowess. Digitization unavailable until at or under 6 wounds. Each 3 wounds disables 1 artifact slot and reduce AP by 1.

I take it this will be updated with the Event Turn into eight out of twelve wounds?

And some underlined errors in the order of reading:

Slot 1:
Graviton Artillery (Advanced): One of the most powerful weapons ever created by human hands, Graviton Artillery is in essence a grav gun scaled up to naval size. On the HCS Prometheus your main cannon is fitted with this weapon and its mighty shots can turn even the most advanced ships into micro-singularities with a well placed shot. Even more impressively the spacetime warping effects of these temporary black holes allow for severe damage to be inflicted upon enemies even when shots are missed.
Effect: When rolling for prowess PR-01 can roll twice and take the higher number. The wounds inflicted during battle by PR-01 by one stage. (Normal successes cause two wounds, criticals 3.)

PR-01 increased by not PR-01 by

Maritime Republics of Vareena III (Tier 0-1 Human / Alien civilizations)
Worlds: Vareena III
While you don't know much about the republics they seem to be a quaint collection of civilizations. Currently they seem to be engaging in a great war amongst each other. They seem to be at a level of development equal to Earth in the early 1000's AD.

We're missing the Vareenan Kingdoms from Vareena IV that we found out about this turn in this post.
 
Another question:

I take it that the Automate Food Production action:

Automate Food Production: Between fishing, hunting and farming your refugee population is largely self sustainable for now, but if its population is to grow and become productive you will need to mechanize and automate away this high labor industry and keep production at fully optimal levels. For the most part this should be easy once you build the facilities needed to produce agricultural and trawling equipment. Adding in a few specialized Stone-Class intelligences to monitor the situation should keep things working efficiently and should provide significant economic benefits in the long term. So long as these solutions are scalable you should be able to extend these benefits to new corners of this planet or others with relative ease.
DC 60
Used Techs: AI, Ecology
Requirements: 5 Capital
Effects: Will create a piece of infrastructure that provides increases in yearly population growth and a level of capital production equal to half the tax base per turn. Prevents famine events from occurring.

is being folded into The Great Modernization action?:

Effects: 5 capital spent on a mixture of bribes and developmental aid. A new faction has been created called "The Cantarans". Massive increase in tax income after turn 8, or until you complete "The Great Modernization" action. Multiple new governmental actions added. Multiple new construction actions added. Unit actions modified. Two tech 1 infantry units acquired. Planetary unification complete. Ceriox, having returned to the work of diplomacy after a good 50 years of freight running, shakes off the rust and gains +3 diplomacy.

Or is it being expanded to a planetary scale as still it's own action that will now cost about 10 Capital?

Also underlined errors in the order of reading are:

The rest of the system is largely unimportant to you perception, a number of gas giants in the outer system and a few smaller planetoids scattered about. Good for mining and resource extraction but not especially noteworthy otherwise. What is interesting though is a number of destroyed stations that are orbiting the star of this system. Seemingly destroyed from the inside out they did not fall to invasion clearly and mysteries abound over what they might contain. Certainly worth a look when you have the time, but given how long its sat around this star its almost certainly not very dangerous.

Now removed from the Vega and taking up their own quarters within you the refugees seem to be largely settling into their own cultural enclaves within your ship. More than large enough to hold the total one hundred thousand or so passengers you've spent a fair amount of time simply observing them through your observation systems. Interestingly enough the enclaves are largely not around the lines of race or ethnicity but remain divided by origin. A majority of the refugees seemed to have been alien and human traders originating from Earth and the rest of the Solar system who seemingly got caught up in the absolute chaos of the civil war that was brewing across the galaxy. With their ships damaged they boarded the Vega as it was fleeing its own conflict. The leader of this faction is one Ceriox Z'azz, an elder Laer ship captain respected by most of the refugees despite his rather unsettling centipede-like appearance.

extraction, but not extraction but

passengers, you've not passengers, you've

ethnicity, but not ethnicity but

The third group seem to be members of a nomadic religious movement known as the Fielders. Venerating a number of Human and Alien gods they seem to act as something of a universalist creed and seem to synthesize their beliefs with all they encounter. Working through acts of charity and towards a universal good they joined the refugee ship to provide humanitarian aid and to spread the word of their faith. The religion has caught on with some of the other refugees, largely amongst the alien trader population. Their leader known as Sister Leena Amara is a young-ish human woman who seems to have been well trained in the medical profession. While seemingly bookish she's been amongst the most forward of the refugees in asking you for work she can do to help and you've found her presence rather useful in keeping your new population in good spirits.

good, they not good they

Amara, a young-ish human woman, seems not Amara is a young-ish human woman who seems

You do have many worries however. While the various groups of refugees are calm for now they lack much direction and are starting to become prone to feuding with each other. The Eldar were known to have webways gates that lead to this general area of space and you haven't a clue what their notably aggressive government and population might be up to. You still need to examine what happened with the virus but you lack the proper tools to do so safely at the moment. In general you have many more things that need to be done than you have capabilities to do, at least for now.

virus, but not virus but
 
Another question:

Between your learning and tech levels you got just the number you needed basically, even with the -10 from eccentric. Whole roll would be (71) + 22 (learning) + 70 (tech) - 10 (eccentric, facing a warp entity) = 153, just past the DC. You didn't need to roll too high to win this due to you guys starting with high tech levels, but boy howdy failing that would have been bad for you.

Eccentric: The virus has caused your mind to become prone to changing and evolving in a way that it seemingly wasn't able to do previously.
Effect: Multiple Unique actions unlocked. +15 to researching, utilizing or understanding the warp. - 15 to resisting warp related effects. ??? New effect added. The negatives are eliminated in cases where your systems are being infected by warp entities due to improvements in your anti-viral capabilities

Why are we getting only -10 from Eccentric here instead of the full -15? Is it because we already had adapted somewhat to this angle of attack? Or something else?

And again spoilered errors are underlined in the order of reading:

Organize Refugees (Ceriox, Maxamillian)
DC 60
2d100 ( 32 + 52) + 10 (tech) + 22 (Total Diplomacy) + 15 (Governor) + 5 (???) = 136. Success

Maximilian not Maxamillian

The work of asteroid mining was overall a rather boring if useful job. You simply flew around the system's asteroid fields looking for asteroids composed of useful materials which you would then store in your hangers. Once stored they were broken apart and fed into your STC systems to process them down into easily reshaped ingots of metal and blocks of stone and ice. Overall it is very easy work, but it still took months out of your schedule for relatively subpar amounts of material. A dedicated material extraction operation would be far preferable to wasting your own time on this.

Did you mean to say hangers here? Or hangars?

Because the former means we have closets for storing our materials not warehouses right now and PR-01 is storing the materials evenly spaced out along the inside of its/their hull so they are more easily accessed. Which fist with our Eccentric trait and amnesia at this moment in the story.

The latter just means a type-o.

One however hadn't been sabotaged, and with no space capable humans in this sector for many years it has sat pristine. While you expected it to be in a similar state of disrepair as the stations it was in near perfect shape and you explored it immediately to reap its bounty. While most of it seemed dedicated to labs and other such equipment for research that you could salvage for useful components, the bounty in components was incomparable to the research data you would find in the station's systems as you decrypted them over the next few months.

It seems that the purpose of the research in this system was to discern the capabilities of psions and psykers and how they might be countered. While for a time a number of psions were imprisoned here and pushed through large amounts of testing to see how these powers functioned these tests were shut down after a warp breach incident supposedly summoned a number of beings that the documents call "Controllers". Seemingly able to control the minds of sentient beings the appearance of these flying jellyfish-like creatures caused a years long conflict between the authorities of this system and them that only ended when a number of their androids and drones banded together with hardened convicts seemingly immune to their predation to hunt them and the psyker population down. With the situation resolved and all traces of these beings and the psykers they spawned from gone, the research then pivoted to the immune convicts.

stations, it not stations it

functioned, these not functioned these

At first and despite Sila's warnings, Leena found the work of archiving the central database quite the mundane affair. She wouldn't say it was boring work given how much she got to learn about the machinery she was working with and the various conversations she had with the ship over each database they cleared, but it was certainly exhausting work.

first, and not first and

By the time she was done though she understood Sila's message. Something was wrong with the servers to her senses. She couldn't exactly tell what it was about the infected machinery but it gave her the creeps the more she dived into the bowels of the cores. Even with all the quarantine measures in place, it felt like they were simply restraining something, something that wanted to be free after such a long imprisonment. Perhaps the lack of sleep was getting to her, or maybe Sila was right about it after all…

machinery, but not machinery but

War in the Great Blue
According to Sila's recent reports it seems that a vast number of the maritime city states are currently engaging in a great war between themselves. Seemingly the two sides are a combined Human-Alien coalition and a nearly pure human coalition. Given how far above she has to be to do this scouting its rather hard to determine what caused this war or if it even started recently, or for what reasons this is being fought. For now you've got an interesting lead for future diplomatic relations but little to act on.

relations, but not relations but

AN: I don't feel great about the quality of writing in this post but overall you had a pretty good turn before the viral event popped up. Your first drawback is rearing its ugly head though not all events that will pop up through this quest will be negative. For the most part they will represent the actions of of outside powers and the actions that you can observe them committing. Once you know of more foreign entities I'll probably shear it off into a new post after the results, but for now they'll be just be little addendums.

doubled up word

Just as everything had gone well you were plunged right back into danger with whatever just awoke within you. Typical, but at least it's a threat you can still hold off for now. You'll need to do something to dispose of it before it escapes containment but of the plans you've come up with in your mind all will be dangerous in some capacity.

Other than that the raging war on Vareena III and your possible saboteurs definitely warrants your attention. Finding out the roots of the conflict or potentially trying to intervene to stop it would likely make for a memorable entrance but you might want to be careful with how you present yourself to these civilizations. They may very well try and unify against you if you appear threatening and while they're nowhere near the technological level needed to actually harm you they might become annoying thorns in your side.

containment, but not containment but

entrance, but not entrance but

you, they you they

Exploring the system further is likely to be wise, especially if you might be able to use those anti-psykers to help with your current situation. It might be a longshot but this warp entity that has settled itself in your core terrifies you in a way you had not yet experienced prior to this.

At least the refugees are not your burden to manage currently, and if settled will be out of the way for the war you're preparing to wage inside of your hull. Maximilian seems to be holding his own managing them but until they can provide for themselves you'll still be running a fair portion of your systems to support them.

Ceriox seems to be the only real commander of soldiers amongst your ranks, which is a worrisome situation but still much nicer than it would be if he wasn't here. Hopefully if you need him to lead your androids to victory in combat he won't ruin your internals in the process.

longshot, but not longshot but

them, but not them but

situation, but not situation but

Actions:
PR-01: 3
Ceriox: 1
Maxamillian: 1
Sila: 1
Sister Amara: 1

Maximilian not Maxamillian
 
Another question:

I take it that the Automate Food Production action:



is being folded into The Great Modernization action?:



Or is it being expanded to a planetary scale as still it's own action that will now cost about 10 Capital?

Also underlined errors in the order of reading are:



extraction, but not extraction but

passengers, you've not passengers, you've

ethnicity, but not ethnicity but



good, they not good they

Amara, a young-ish human woman, seems not Amara is a young-ish human woman who seems



virus, but not virus but

I appreciate you spotting those spelling mistakes, I'll get on them now. Automating food production and the great modernization are separate actions. It will remain an available action for 10 capital, yes.

Another question:





Why are we getting only -10 from Eccentric here instead of the full -15? Is it because we already had adapted somewhat to this angle of attack? Or something else?

And again spoilered errors are underlined in the order of reading:

Maximilian not Maxamillian



Did you mean to say hangers here? Or hangars?

Because the former means we have closets for storing our materials not warehouses right now and PR-01 is storing the materials evenly spaced out along the inside of its/their hull so they are more easily accessed. Which fist with our Eccentric trait and amnesia at this moment in the story.

The latter just means a type-o.



stations, it not stations it

functioned, these not functioned these



first, and not first and



machinery, but not machinery but



relations, but not relations but



doubled up word

containment, but not containment but

entrance, but not entrance but

you, they you they



longshot, but not longshot but

them, but not them but

situation, but not situation but



Maximilian not Maxamillian

The +15 and -15 of the current eccentric trait was increased with the taking of that action. Previously it was only +10 and -10. I'll go back and edit that roll so that its more clear what it increased from so people reading it later on should be able to get the right numbers.
 
Turn 3, Events
The Dark Eldar Attack!:
Early in the morning one winter day you found your relaxation broken as everything went wrong all at once.

First you heard reports of attacks on some of the Cantaran settlements that had left towns empty of life and all infrastructure burnt and broken. Then you had heard of attackers within the cities, horrifying angular and armored figures blasting apart what militias could be raised while they kidnapped anyone they could. Before you could begin even organizing a response, a blast from out of nowhere shorted out your largely unrepaired void shields and tore a massive hole in your frame as it released a vast amount of gravitic pressure and vented dozens of rooms worth of equipment into space.

Dark Eldar Space Battle: 95 + 47 (Prowess) = 142 VS PR-01 Space Battle: 28 + 10 (Martial) + 30 (Prowess) = 68. Success for the Dark Eldar Fleet. One wound inflicted on PR-01.

The following hours were hectic as everything went to hell. You were forced to dance about with what you suspected were some sort of twisted Eldar spacecraft that hit far harder than what a frigate and its accompanying forces normally would. While Humanity could often field weapons of comparable quality to the Eldar, the sheer terror of such ambushes and of the powerful miniaturized weaponry they wielded never made wars with the Eldar an enjoyable experience.

On the ground meanwhile the war began proper with the arrival of your impromptu infantry in small shuttles and with some hopping into the fray through basic teleporters. Against the Eldar, armed with dark matter weaponry that you could only partially understand the work of, they posed only a minor threat. Shuttles were shot down and burned in the streets while infantry fought tooth and nail to fight back against their ancestral terrors.

Dark Eldar Ground Battle: 53 + 45 (Prowess) = 98 VS Cantaran Ground Battle: 65 + 10 (Prowess) = 75. Success for the Dark Eldar Soldiers. One wound inflicted on Cantaran Soldiers, destroying the unit.

For the most part they failed, and your entire first army was slaughtered down to scraps, but they did not die in vain, as they brought a level of firepower that the Eldar were clearly not expecting into the fray. Your provided laser rifles were quite subpar weapons in a general sense, but they could still punch occasional holes in the Eldar's armor and their total lack of psychic weapons allowed your forces to engage in a dire but manageable firefight as both sides bled the other.

You then struck back against their forces in space, bombarding their smaller vessels with your point defense systems while positioning your main gun for a proper bombardment. While you have no memory of having fought the Eldar before, the fools had fought in a fairly tight formation, as if expecting a fight with a far lesser ship than you.

Dark Eldar Space Battle: 18 + 47 (Prowess) = 65 VS PR-01 Space Battle: 59 + 10 (Martial) + 20 (Prowess) = 89. Success for PR-01. Two wounds inflicted on the Dark Eldar Frigate, destroying the unit.

In mere moments, you made them regret this decision. You launched a lance out of your main gun at high power at the frigate as they tried to go in for another bombing run against you. It smashed into the frigate's side and within moments the whole of the fleet became engulfed in the gravity of a star. The frigate crumpled into a singularity as the rest of the fleet suddenly found itself smashing together as their thrusters proved totally incapable of resisting the power of gravity.

Clearly the Eldar noticed the destruction of their fleet, as they began a full retreat of their ground forces within minutes of your victory against the frigate. Most began to retreat to shuttles that they had seemingly snuck past you, while a number seem to have retreated through webway portals that they activated on the ground.

Dark Eldar Ground Retreat: 45 + 45 (Prowess)VS Cantaran Ground Pursuit: 12 + 10 (Prowess ) = 22. Successful Retreat by the Dark Eldar.

Unfortunately, your winded and bloody forces could do little to stop this. They had been able to minimize the total casualties significantly with their quick intervention, but the Eldar and their battleplans emphasized a level of speed that made the retreat totally incapable of being halted by your current forces.

Thankfully you could still target some of them while they attempted to flee, your point defense weapons accurate to within a few meters and not so powerful as to totally compromise the vessels with a shot.

Dark Eldar Space Retreat: 36 + 40= 76 VS PR-01 Space Pursuit: 35 + 10 (Martial) + 20 (Prowess) = 65. Successful Retreat by the Dark Eldar.

Sadly however, you could only do so much. They simply were too fast and too spread out for you to get them all. You knocked out a good handful and used your androids to quickly save what civilians you could while killing the raiders, but you only saved a few hundred of the several thousands of civilians that were missing. At least in pursuing them you were able to learn of the webway portal around Vareena I, but that came at the cost of relative failure against this raid.

While it went far better than expected, given your limited capabilities, and the Cantarans are celebrating their first true victory against these Eldar. Thankfully they barely attacked your settlements on the archipelago, seemingly for a lack of portals and time to disembark from their space assets.

Regardless, you've been left with many questions and many concerns as you've recovered from the attack. Who exactly do these Eldar work for and why have they attacked? Why didn't they use any psionic powers during the attacks? Is their empire still around or was this the act of mere pirates? Little could be determined, but at least you know that they exist as a species, and they seem even more brutal and cruel than they used to be.

Effects: New actions added to examine Dark Eldar equipment, ship remains and corpses. One infantry unit lost. One wound sustained on PR-01. New action added to examine webway portals. Medium to low civilian casualties sustained in the Cantaran population.

Sister Amara's Mission:
With the Cantarans now within our fold, Sister Amara and her followers have been spending much of their downtime visiting their various settlements and cities. In her quest to engage in humanitarian work she has been aiding them with her medical and technological expertise, and in her few moments of rest she has been debating their scholars, philosophers and priests on the gods and philosophies they follow. The rest of her followers have largely followed suit, but with less religious and philosophical debate on their part.

In the short period before the start of new year they've made quite the impression upon the native population, and she's already cemented our position amongst them quite strongly. One might worry about the spread of their faith to a much larger population, but for now it seems harmless enough. You trust Leena to not undermine your position, or that of the refugees at least.

Effects: Sister Amara has drawn the natives of Cantara closer to your new settler population. This is a result of Amara's Mastermind trait.

A New Member of the Council?:

With the Cantarans now organized in a largely undefined fashion underneath your government it is of critical importance that they be brought into the council. While you don't quite trust most of them, and their ruling class especially is suspect to your political senses, a number of able and proven individuals have been put forward by the city states as potential representatives. You've vetoed a fair number for mostly good reasons and you've come down to roughly four individuals of good reputation, competent ability and political relevance. While their beliefs and origins vary wildly, each should prove able as a member of the council and help to imprint their own beliefs on the greater Cantaran population.

The first and arguably most attractive option is Grachis Fal. A former galley slave, he worked his way up the position of tyrant in his city of origin, and deposed the former mercantile nobility in favor of a league of peasants and artisans. While he is widely hated by the ruling class of the other city-states, the common people generally view him as a hero and as of yet he has not lost a single war despite his lengthy military career and the formerly independent position of his city-state. Even during the incursion of the Eldar near the end of the year he showed quite well that just laser rifles alone were enough to wipe out a few squads of their much more advanced forces. His forces still lost plenty of soldiers, just as the rest of the cities and settlements did, but they reduced civilian casualties to near zero on his island.

From your own interview with him he did present quite the inspiring figure and he certainly believes in a brand of egalitarianism that is arguably wider than what the Confederation once stood for. As a representative of the Cantarans you could guarantee that slavery, serfdom and other forms of forced bondage would be eradicated, but the rest of the Cantaran population may have problems with being led by this revolutionary. He'll leave an impact for sure, but his position requires reinforcement or else he may very well fall into obscurity or to the blade of an assassin.

The second option lies with Remec Aseres, a supposedly honorable albeit bland diplomat that has acted as a uniting symbol for the lesser cities. An alien of an undetermined but very fuzzy and centauric mammalian species, he is a far more moderate figure and broadly represents the middle class and the bourgeois of this pre-modern society. Progressive in some ways he would make for a functional representative of the Cantarans that few could really complain about and lead the modernization effort, but it is in that bland honor that the trouble may rest.

While you could likely use your strong position to negotiate social reform on the part of the natives, without one of their own to lead this effort you'll likely alienate their population at least in part. Furthermore, with his general position of neutrality he is a weak speaker of their whole people, and is likely to be a mouthpiece for his own class more than anything. Useful certainly, but little more than a puppet for the seat.

Lord Virect Sayol meanwhile represents a more conservative spin on this very same character. While he is an unabashed representative of the upper class, he is forward thinking and is perhaps the closest this world had to a modern scientist. While his work in alchemy is backwards, he has the right mindset and is merely in his early twenties. He could be an excellent representative of modern science for the Cantarans and would likely bring them to accept your programs implicitly.

However, he is also the son of the current elected leader of Altia, and will likely seek to further their history as a unifying state of the Cantaran people. While you generally find the old Altian coalition more acceptable of revival than that of Sarto, he is still a noble and will likely not undermine the position of his own kind. While you can almost guarantee the destruction of the noble class under Remec or Grachis either through the progressive power of an unshackled bourgeoisie or the revolutionary organization of society, Virect is very likely to cement their position and ensure their survival. Thus he presents a long term risk to the wellbeing of your burgeoning nation and cannot be as fully trusted as the other two, despite his renowned capabilities and genial personality.

The last option meanwhile holds both the most promise and risk. Dero Jelik rules the city of Jelik and is remarkably tyrannical. He is however a master of propaganda, management and subterfuge despite the limited technological means of his people. He could make for a great spymaster and he is incredibly ambitious, but he is also a blatant reactionary and an absolutist.

Politically, letting him into power would leave the other cities as putty for him to play with. Even basic methods of communication have been put to good use in the city of Jelik already and what few remnants of the old Sartonese order remained been done away with in only a year. He could very well declare himself emperor of these seas if given the opportunity and you're unsure whether that would be to your benefit or detriment.

All present benefits, certainly, but each come with their own political issues that they might present. More than likely those that are not chosen may find themselves driven into obscurity or death as the politics of Cantara adapt to this new era, or potentially become enemies to your new planetary government.

Ultimately you selected:
[ ] Grachis Fal
[ ] Remec Aseres
[ ] Lord Virect Sayol
[ ] Dero Jelik

Effects: Gained the selected individual as a new hero unit.

AN: I'm trying some new experiments with this events chapter. I'd definitely like to add more decisions to make these turns more interesting and I'll probably keep doing events like this every so often. I do definitely want to make internal politics interesting with this quest. The battle stuff I'm less sure of, but I haven't really come up with a particularly interesting way to run them differently. Something to figure out for the future I suppose. I'll call the hero vote Sunday around 10 or so EST. The next turn will be up a bit after that.
 
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Holy shit the enemy is bullshit
That's the Eldar for you.

...and also we're not really Confederate-grade just yet. Need that industrial park.

My impressions.

[X] Grachis Fal

Highly motivated, ideologically aligned with us but controversial among the natives. Will need constant support to push reforms through--and oversight to prevent the usual revolutionary excesses. Pick if we want to focus primarily on modernizing Cantara.

[X] Remec Aseres
Middle-of-the-road, generally inoffensible. Has the political connections to make things move on his own, but seems a little unimaginative. Will tend towards steady, incremental reform. Pick if we want to keep Cantara modernization ticking in the background.

[ ] Lord Virect Sayol
Capable, acceptable to the natives but also ideologically questionable. Likely to align with Maximilian if brought in. Might fall into Dero's camp if shut out--depends on if he thinks he can advance the cause of Altia better inside Promethean politics or outside.

I do want to see about keeping the man as at least loyal opposition--he has the intelligence to grasp what we can offer even if the societal implications prove odorous to him--but it's going to be a difficult row to hoe, particularly if we pick Grachis.

[ ] Dero Jelik
Very dangerous. Both ideologically opposed to us and has the skills and resources to make life on Cantara very difficult for us if shut him out--and to take over Prometheian politics if we let him in. Hard no.
 
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