Runes usually have one effect, and this one would be split between

'DR/HP as Wearer's DR/HP'
'DR/HP as Abjorn (usually 1/2)'

I don't feel like that's true. The intent is for it to just be Effect #1 for DR, with reference to a tough person enhancing that effect, which seems reasonable to me.

@Imperial Fister would the suggested rune sequence work for its intended purpose (ie: to allow the armor to have its wearer's DR) or would it not? I'm willing to spend a Reward Die if necessary to get advice on how to do this right.
 
@Alectai, I just wanted to say, apologies if I came off as slightly lecturey/hectoring the other night about the whole "River Cruise Disclosure" thing? Looking back IDK why that got so contentious, I think I was a bit tired.

This does make paired saxes very tempting over a sax and a sword if we can't pair them...actually, that's a good question:

@Imperial Fister could we pair something like a sword and sax this way if they're designed to be wielded together?

Paired sword and dagger is quite a common style historically, actually moreso than paired daggers or paired swords (it's generally better to have two weapons of different lengths if you're using two weapons), so maybe this could work?

Especially if we made one of the swords from one of our existing seaxes, and just added material and changed the blade profile to sharpen the false edge.

Okay, so, I'm trying to think of rune-phrases for Abjorn's armor to grant it his Damage Reduction so it's actually useful to him. So far I have this:

"May this garment of the spear's downpour(1) draw its strength from the hard walls of the ship of thought(2) and its toughness be that of the lair-dweller (3)."

(1) A kenning for armour
(2) A kenning for chest, with clear connotations of toughness
(3) A kenning for bear...appropriate with the bone ash we're gonna use

Does that seem workable, or like it would cause, y'know, problems? The idea is that the armor duplicates his toughness, thus getting his DR, with references to both the chest of its wearer and a bear thrown in.

I had one ages back, hang on...

"My hammer-woven hide is harder than the teeth of the root-wyrm, all blades turn aside before me, the sharp reeds of battle splinter before my might."

I agree that linking to a bear is probably important to trying to get Abjorn's DR, so what about:

"My hammer-woven hide is harder than the teeth of the root-wyrm, all blades turn aside before me, my toughness is akin to the lair-dweller."


Also, I asked before but it got lost, how much surplus food to we produce a year? And do you know how much Food 1oz of Gold or 1oz of Silver would buy us?
 
I believe what happens is that whenever a Norseman dies, the Nornir - or more accurately the Norse gestalt culture, as represented in the form of the Nornir - consider whether that death is 'appropriate'. If it is, then it is your Fated Day, and it always has been
So... by this, if true.... if someone goes with the cockroach strategy of survival, they would created a - to them - positive feedback loop, in that the more ridiculous things they survive, the more unkillable they become.
which sounds a hell of a hilarious adventure, just on its own lol.

As for the armor and its runes.... i would like to remind everyone of two things:
1.: EXACT WORDING
2.: As Crowfeeder demonstrates, you do not need to make elaborate phrases for everything.

Like, the effect is simple, yes.
What does a more elaborate rune phrase does for it? Not much, just makes it harder to decipher.
An elaborate phrase might give more strength for the runes... but does it really need it? and what would said extra strength do?
Again, the effect we want is simple.

Now, for a suggestion...
"May this garment of the spear's downpour(1) draw its strength from the hard walls of the ship of thought(2) and its toughness be that of the hide of the bearbreaker"
this part...
"Draw its strenght from".
Again, Exact Wording. Drawing , to me, sounds like while it would strengthen the armor... it would also take it away from Abjorn the DR.
I would like to suggest a change of "Draw its strength from" to "Its strength bolstered by". so Abjorns DR supports the Armor's, not feeds into it.
 
Also, I asked before but it got lost, how much surplus food to we produce a year? And do you know how much Food 1oz of Gold or 1oz of Silver would buy us?

So, there's been some errors with the food income in the last couple of turns, but ignoring our Soulscape (which may produce some additional food, but it is unclear how much), but with our Trade Deal we make 9 Food per turn during Summer, and 4 per turn during winter for 39 total per year. In terms of money, food has historically been pretty cheap at, like 20 per oz. of silver or cheaper.

It's my current plan that we go to Asvir next turn for several reasons, and buying a bunch of food (some of which we likely trade to the dwarves the next turn, the rest which we keep to maintain an actual stockpile) is one of them.

this part...
"Draw its strenght from".
Again, Exact Wording. Drawing , to me, sounds like while it would strengthen the armor... it would also take it away from Abjorn the DR.
I would like to suggest a change of "Draw its strength from" to "Its strength bolstered by". so Abjorns DR supports the Armor's, not feeds into it.

That is not how I'd define that even with exact words (you draw strength from those you love, or your convictions, or a lot of other things, none of which are diminished thereby), but we can probably fiddle with the wording to something like

"May this garment of the spear's downpour(1) mimic the strength of the hard walls of the ship of thought(2) and its toughness be that of the hide of the bearbreaker."

To eliminate all ambiguity. @Imperial Fister my previous question (and Reward Die if needed) should apply to this version of the phrasing.
 
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I feel like our Soulscape's Farm is going to determine how much we can develop it in Realm 2, because that's what's going to feed the things living in it once that comes on the table, which I feel is what Realm 2 is going to be about.
 
as i said, that's just how it came across, to me, personally.

It's cool, the alternate wording probably makes the intent clearer even absent that factor, just noting why I originally went with what I did.

I feel like our Soulscape's Farm is going to determine how much we can develop it in Realm 2, because that's what's going to feed the things living in it once that comes on the table, which I feel is what Realm 2 is going to be about.

This is very plausible, and a good reason we need to improved it significantly before we advance. It's like to hit at least Superior (to go with our Fence) in the other two aspects if possible.
 
Superior across the board seems like a good place to be for Realm 1 development, beyond Superior usually requires special traits or tools. That combined with max Infusion on our attributes should make our foundation as solid as possible.
 
this part...
"Draw its strenght from".
Again, Exact Wording. Drawing , to me, sounds like while it would strengthen the armor... it would also take it away from Abjorn the DR.
I would like to suggest a change of "Draw its strength from" to "Its strength bolstered by". so Abjorns DR supports the Armor's, not feeds into it.
That is not how I'd define that even with exact words (you draw strength from those you love, or your convictions, or a lot of other things, none of which are diminished thereby), but we can probably fiddle with the wording to something like

"May this garment of the spear's downpour(1) mimic the strength of the hard walls of the ship of thought(2) and its toughness be that of the hide of the bearbreaker."

To eliminate all ambiguity.
as i said, that's just how it came across, to me, personally.

Honestly I think the best option with this sort of thing is just to come up with something you think is cool and poetic for a given effect, then tell Fister what you're trying to do, and iterate as necessary based on that. Otherwise from experience with the inscription for Sagaseeker, debates over like, single word choices can get a bit circular, and different people tend to read things different ways.

So, there's been some errors with the food income in the last couple of turns, but ignoring our Soulscape (which may produce some additional food, but it is unclear how much), we make 9 Food per turn during Summer, and 4 per turn during winter for 39 total per year. In terms of money, food has historically been pretty cheap at, like 20 per oz. of silver or cheaper.

It's my current plan that we go to Asvir next turn for several reasons, and buying a bunch of food (some of which we likely trade to the dwarves the next turn, the rest which we keep to maintain an actual stockpile) is one of them.

Huh.

Because from those figures it seems like it would be extremely inexpensive to get a large enough store of Forged Iron that we could make armour for Tryggr, Trausti and Stigr.

If it's 20 Food per 1oz Silver, and 12oz of Forged Iron per 1 Food as per our current trading agreement with the Dwarves... even if we say that for a bulk deal we offer a slightly better rate of 10oz Forged Iron per 1 Food, it would cost us only 125 Food to get 1250 oz Forged Iron, which is only 6.25 oz Silver. That's not a lot, the action slot is the biggest cost by far.

But if we're going to Asvir next turn and then doing something with the Dwarves the turn after anyway, then the action slot cost disappears; we could just fold it in. Six ounces of silver is... definitely worthwhile when we consider how much we value and appreciate our huscarls.
 
Can these also be used in our souls?
And can we put them on the gate as well?
If a hostile spirit has made it into your soul, it is significantly more difficult to get them out.
By the description, this should also work on our items that our owl brought/found for us?
Yes
Can this be used to brute force exorcise nidheart?
Yes
"Hey, Blackhand, did you ever heard of a way to reliably get specific twists?
Or specific Hugtridas, for that matter?
I remember you saying 'Live and get new experiences' as a general rule, but I am kinda curious...."
'If you want a fire hugareida, you chase after fire. If you want an ice hugareida, you chase after ice.'
Here's all the character sheets so far:
I'll stick this in an informational, for ease of access. Have a Reward Dice
Awesome! So we could reforge our two seaxes as twinned weapons at the same time?
Sure, though it depends a lot on how you do it, but yes
@Imperial Fister could we pair something like a sword and sax this way if they're designed to be wielded together?
Yes
@Imperial Fister standard list of mostly minor character sheet errors:
Thank you
5. The issues with Food and our Farm are still unresolved. We should have two turns of Food in storage and I can't make that equal out to 21. It should be 13 from our Farm due to our Trade Deal (4 last turn since it was Winter, 9 this turn since it's Summer), and even without the Trade Deal (which is -3 Food per turn) it'd only be 19. Are we also getting some from our Soulscape, is that what I'm missing? If so, how much?
On the food topic, I am very confused as well—once again the fucking farming stuff fucks me over. The maximum food per turn is simply maximum potential food output, not your actual. I need to fix that I think.

According to my calculations, you should be getting 14 food per turn in summer and 9 per turn in winter. I've just been trusting the spreadsheet I made so if something is wrong, it's been wrong since forever. God, this stuff is so infuriating.

Honestly, I might just scrap it to instead focus on soulscape stuff. That, at least, is actually interesting to me.
@Imperial Fister do we need to use Recall or its principles to get the reduced cost for casting Fire Hugareida through Ashen Kiss, or is it simpler than that? Like, would you need Recall to do it?
A weapon is simply an extension of yourself, so you would not
@Imperial Fister
Is the "Channel trick through weapon/Item" thing building on knowledge gained from learning Recall?
I.e. is knowing Recall necessary/helpful for learning "Channel trick through weapon/Item"?
It is not
To eliminate all ambiguity. @Imperial Fister my previous question (and Reward Die if needed) should apply to this version of the phrasing.
Sometimes, it is better to be straight-forward with things. Sure, a fancier phrase results in stronger effects, but what is the effect you're trying to do? If you are trying to simply give the armor a copy of Abjorn's DR, then that's not an effect that needs all that fancy of wording. How much stronger could that get?

0~0~0

I got some good sleep last night, so I'm ready to rock here in a bit
 
Superior across the board seems like a good place to be for Realm 1 development, beyond Superior usually requires special traits or tools. That combined with max Infusion on our attributes should make our foundation as solid as possible.

We would need to wait several additional turns to hit max Infusion in our attributes before advancing (or even level 6 in each). I'm 100% fine with doing that (well, at least to level 6) personally, but I think a lot of other people are impatient. Like, right now we have 29 Odr. We're gonna burn 9 on Sagaseeker, and probably around the same on Bearguard (or whatever we call Abjorn's armor), plus another 9 on our Sealwood. So call it 2 before the next seven turns gains. In that 7 turns we gain about 133, for 135 total...we'll be spending on other stuff to keep that down a bit, but if we spend the 80 on getting Hugr Infusion and Fylgja Infusion to 6, we'll only have 55, and need to wait at least another two turns to break through.

Again, I'm not against that, but I suspect others are. We can break through the first turn of Year 10 (exactly 1 year from now) quite readily if we stick with 'only' hitting Infusion 5 in Fylgja and Hugr.

Huh.

Because from those figures it seems like it would be extremely inexpensive to get a large enough store of Forged Iron that we could make armour for Tryggr, Trausti and Stigr.

If it's 20 Food per 1oz Silver, and 12oz of Forged Iron per 1 Food as per our current trading agreement with the Dwarves... even if we say that for a bulk deal we offer a slightly better rate of 10oz Forged Iron per 1 Food, it would cost us only 125 Food to get 1250 oz Forged Iron, which is only 6.5 oz Silver. That's not a lot, the action slot is the biggest cost.

So. I suspect there's a scarcity thing going on there and that if we actually start routinely spending 50-100 Food on Forged Iron the amount of iron not only we, but other surface traders will get for that food will tank. We clearly should be willing to spend food for metal with the dwarves, but going to this extreme seems likely to have serious economic consequences that potentially screw over us and other people in the valley long term.

But if we're going to Asvir next turn and then doing something with the Dwarves the turn after anyway, then the action slot cost disappears.

The Asvir Trip is happening anyway (we need better bling for Abjorn's armor, maybe a horse to attaract a nisse, a few things really...plus it segues nicely into a social with Audrikr about berserk stuff). The Dwarven thing is probably explicitly to get the needed materials for gifts for our retainers, though I was thinking more in the realm of enough magical metal for weapons than anything else, though I was also thinking we did it after the Underhouse and could ask some questions about that then, maybe buy some furnishings? Something like that.

On the food topic, I am very confused as well—once again the fucking farming stuff fucks me over. The maximum food per turn is simply maximum potential food output, not your actual. I need to fix that I think.

According to my calculations, you should be getting 14 food per turn in summer and 9 per turn in winter. I've just been trusting the spreadsheet I made so if something is wrong, it's been wrong since forever. God, this stuff is so infuriating.

Honestly, I might just scrap it to instead focus on soulscape stuff. That, at least, is actually interesting to me.

If the soulscape gives 2 per turn (which makes sense with it being Decent) that's exactly right without the Trade Deal. I think you just need to add the -3 per turn from the Trade Deal to the actual farm sheet (upping our expenditures to 17 in Summer and 22 in Winter) and everything is fine. That'd make our stored Food correctly be 17.

Adding that seems pretty straightforward, I think?

Sometimes, it is better to be straight-forward with things. Sure, a fancier phrase results in stronger effects, but what is the effect you're trying to do? If you are trying to simply give the armor a copy of Abjorn's DR, then that's not an effect that needs all that fancy of wording. How much stronger could that get?

I mean, kennings aside isn't that what the first part says? I'm perfectly happy to go with something simpler, though.
 
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Infusion 7 I guess is a bit of a stretch goal, we should aim for 6 across the board though.
 
A question, after Halla dies will you put her character sheet there too? So we can keep it both for comparsion with future characters and for nostalgia sake?
After Halla dies we swap to a new thread, so Halla's character sheet will stick around in this thread
Adding that seems pretty straightforward, I think?
Yeah, I'm just frustrated with mechanics. Others have said that it's the weakest part and I definitely agree with that take. Honestly, I wouldn't be opposed to having a Co-QM just to manage the mechanics and character sheet and number side of things so I can focus on the story and writing.
I mean, kennings aside isn't that what the first part says? I'm perfectly happy to go with something simpler, though.
From my cursory glance, it works fine.
 
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So. I suspect there's a scarcity thing going on there and that if we actually start routinely spending 50-100 Food on Forged Iron the amount of iron not only we, but other surface traders will get for that food will tank. We clearly should be willing to spend food for metal with the dwarves, but going to this extreme seems likely to have serious economic consequences that potentially screw over us and other people in the valley long term.

It's hard to get a decent ballpark for this?

Like, 1250 ounces of iron is thirty five kilos, which is a lot for a pre-industrial economy, but keep in mind one bloomery furnace in Iceland apparently made 1000 tonnes over two centuries, or roughly 135 kilos per year. (Cultivators are also definitely wealthier than historical Icelanders and can devote more agricultural surplus to other things.) Gabriel's armour probably weighs about twenty kilos by itself. Like, obviously if Fister does not want this to happen, he can tell us, and we should ask him, but I'm not sure we need to invent reasons why it can't work in order to fit a preconceived idea that it can't?

Personally, what I'd expect is that maybe iron prices go up a bit for like, a couple months? The fact that this kind of arbitrage is possible in the first place would actually imply via standard economic theory that the Dwarven and Norse economies are extremely decoupled, and there must be am abundant iron supply, otherwise the exchange rate from Food: Forged Iron with the dwarves should start to approach the Silver : Forged Iron in the human economy. This makes sense if the dwarves have tons of the stuff, but only a few human traders have deals with the Dwarves and can set prices. Keep in mind, based on these figures the smith in Asvir is making like a 1000% profit margin. It's hard to square that with our purchase causing major shortages, based on supply and demand, unless the figures themselves are wrong.

(I will check this later given the ongoing discussion.)

Yeah, I'm just frustrated with mechanics. Others have said that it's the weakest part and I definitely agree with that take. Honestly, I wouldn't be opposed to having a Co-QM just to manage the mechanics and character sheet side of things so I can focus on the story and writing.

It's a common thing which happens in Quests which have mechanics continually grow and evolve as they go on, and end up a bit top-heavy as a result, especially the amount of accounting it produces. (Case in point, the conversation going on now about arbitrage and Forged Iron lol.) You're far from the first there, so you definitely should not feel this is some problem unique to you.

I'd be happy to pitch in with some of the management stuff if it would be helpful?

And I agree, we should probably look at radically simplifying the farming mechanics or removing them entirely and just going with a narrative approach.
 
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Sometimes, it is better to be straight-forward with things. Sure, a fancier phrase results in stronger effects, but what is the effect you're trying to do? If you are trying to simply give the armor a copy of Abjorn's DR, then that's not an effect that needs all that fancy of wording. How much stronger could that get?
It could be stronger by adding it to whatever DR an armor of this material+quality would have.
We would need to wait several additional turns to hit max Infusion in our attributes before advancing (or even level 6 in each). I'm 100% fine with doing that (well, at least to level 6) personally, but I think a lot of other people are impatient. Like, right now we have 29 Odr. We're gonna burn 9 on Sagaseeker, and probably around the same on Bearguard (or whatever we call Abjorn's armor), plus another 9 on our Sealwood. So call it 2 before the next seven turns gains. In that 7 turns we gain about 133, for 135 total...we'll be spending on other stuff to keep that down a bit, but if we spend the 80 on getting Hugr Infusion and Fylgja Infusion to 6, we'll only have 55, and need to wait at least another two turns to break through.

Again, I'm not against that, but I suspect others are. We can break through the first turn of Year 10 (exactly 1 year from now) quite readily if we stick with 'only' hitting Infusion 5 in Fylgja and Hugr.
If its ready before the next big Battle Arc (and with a few turns to spare before, so we can take a look at our new options, I'm down to spending it for Infusion.
Though i do have things I'd like to try with Odr, too:
Water our normal crops with 1 plant tier worth of Ordr.
Water an ash tree & an elm tree with 1 plant tier of Odr, each.
 
Yeah, I'm just frustrated with mechanics. Others have said that it's the weakest part and I definitely agree with that take. Honestly, I wouldn't be opposed to having a Co-QM just to manage the mechanics and character sheet and number side of things so I can focus on the story and writing.

I'm happy to help however is needed, for the record.

And I agree, we should probably look at radically simplifying the farming mechanics or removing them entirely and just going with a narrative approach.

The farming mechanics aren't that complicated, IMO. Of course, I helped write them so I would think that.

Like, unless we change things about the farm it's pretty static (we get 16 Goods and 10 Silver per turn...the only variable part is different amounts of Food in Winter and Summer). Maybe ditch the difference between Winter and Summer in terms of Food Income and make the income completely consistent on everything? That'd make it entirely static with no changes, possibly ever (I don't think we want to do that much with it in terms of changes, to be honest). This specific issue appears to basically just be the Trade Deal never having gotten added to the stats.

Ditching them is also valid but it removes a major part of the economics we've been engaging with which is sort of a feel-bad moment given the Dwarven Trade Deal and similar things.

If its ready before the next big Battle Arc (and with a few turns to spare before, so we can take a look at our new options, I'm down to spending it for Infusion.
Though i do have things I'd like to try with Odr, too:
Water our normal crops with 1 plant tier worth of Ordr.
Water an ash tree & an elm tree with 1 plant tier of Odr, each.

It would likely delay advancement until after the Vestfold Arc. Especially if we do in fact spend Odr on this kind of thing, which we probably do need to, yeah.
 
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The farming mechanics aren't that complicated, IMO. Of course, I helped write them so I would think that.

Like, unless we change things about the farm it's pretty static (we get 16 Goods and 10 Silver per turn...the only variable part is different amounts of Food in Winter and Summer). Maybe ditch the difference between Winter and Summer in terms of Food Income and make the income completely consistent on everything? That'd make it entirely static with no changes, possibly ever (I don't think we want to do that much with it, to be honest). This specific issue appears to basically just be the Trade Deal never having gotten added to the stats.

Ditching them is also valid but it removes a major part of the economics we've been engaging with which is sort of a feel-bad moment given the Dwarven Trade Deal and similar things.

Sorry, I do get that it's your creation and I'm sorry if that came across as a bit harsh. But there is a big burden of complexity for new players, there's a burden of complexity for the GM, and I don't think it's a good thing myself. This isn't unique to your Farming mechanics, and I do appreciate you came up with them in an attempt to simplify things!

I think probably we either want to scrap them entirely, or have something sufficiently simple that it needs almost no accounting.

Maybe just like, a list of attributes for our farm, each of which produces + Food or + Silver /Season or whatever, and upgrading our Farm adds to that list of stuff. Like we have Herd of Cows that makes +4 Food + 12 Silver/Season or whatever.

Scrapping the per-turn aspect of this and making it entirely seasonal would help too.
 
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I'd be happy to pitch in with some of the management stuff if it would be helpful?
I'm happy to help however is needed, for the record.
Let it never be said that I won't ask for help when needed. I'm not super sure how to go about coordinating such a thing—maybe over discord or DMs or something?—but that can be hashed out over DMs and the like.

0~0~0

I'll call voting in an hour
 
Let it never be said that I won't ask for help when needed. I'm not super sure how to go about coordinating such a thing—maybe over discord or DMs or something?—but that can be hashed out over DMs and the like.

0~0~0

I'll call voting in an hour

Yeah, I can make a PM on SV sometime later tonight if you'd like, and we could share Discord info there? About head out to swing swords around or I'd do it now.

You should be able to enable thread collaboration as well, and enable editing on posts by collaborators, so if you made @DeadmanwalkingXI for example a collaborator, he'd be able to edit the character sheet and stuff directly if you clicked "enable edits by collaborators" for those posts, which removes a lot of the hassle.
 
Yeah, I can make a PM on SV sometime later tonight if you'd like, and we could share Discord info there? About head out to swing swords around or I'd do it now.

You should be able to enable thread collaboration as well, and enable editing on posts by collaborators, so if you made @DeadmanwalkingXI for example a collaborator, he'd be able to edit the character sheet and stuff directly if you clicked "enable edits by collaborators" for those posts, which removes a lot of the hassle.
That sounds good to me and have fun with your swording!

Does that sound good to you and are you okay with being a thread collaborator, @DeadmanwalkingXI ?
 
Sorry, I do get that it's your creation and I'm sorry if that came across as a bit harsh. But there is a big burden of complexity for new players, there's a burden of complexity for the GM, and I don't think it's a good thing myself. This isn't unique to your Farming mechanics, and I do appreciate you came up with them in an attempt to simplify things.

I think probably we either want to scrap them entirely, or have something so simple that it needs almost no accounting.

The thing is that there is almost no accounting on the Farm itself, its income is passive and unchanging.

Work Dice are more of an issue, and could be simplified, but there are some potential solutions there, and honestly we only have, like 10 or less per turn that aren't being used on something anyway. They're also the only current way actual skill at farming comes in as relevant, which is an important thing to keep if we want Farmwork and Labor to be relevant to non-Odr users.

Maybe just like, a list of attributes for our farm, each of which produces + Food or + Silver /Season or whatever, and upgrading our Farm adds to that list of stuff. Like we have Herd of Cows that makes +4 Food + 12 Silver/Season or whatever.

Breaking it down per herd or things like this sounds more complicated, at least to me, with multiple different things to keep track of with different unique bonuses. Right now, the farm has stats, but we can ignore them on 90% of turns and just collect the passive income.

Scrapping the per-turn aspect of this and making it entirely seasonal would help too.

This, however, would be pretty simple to implement with no real issues. Heck, we could do it per year and it's still pretty simple. That'd lock us in to the same crafting projects every turn within that season/year (since we'd presumably be doing Word Dice plans only every season or year), but would otherwise change noting and maybe reduce bookkeeping?

Right now this would be +48 Goods, +30 Silver per season, and +27 Food in summer and +12 Food in Winter, going by the seasonal breakdown. If that's simpler, it seems like an easy change to make?

The Yearly version would be +96 Goods, +60 Silver, +39 Food, but that gets weird and unintuitive to figure out due to the two seasons being unequal.

That sounds good to me and have fun with your swording!

Does that sound good to you and are you okay with being a thread collaborator, @DeadmanwalkingXI ?

Sure! Happy to.
 
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