--[X] Test out quenching a forged weapon in our blood and see if there's any special results - Can our children wield it, would Abjorn or our friends have trouble wielding it, etc. 1d6
Oh right,

Add in a note that the weapon should be as minimally capable of doing damage as possible (mechanically something that would do 0 damage?) - like a blunted neck-knife made from Bog Iron (possibly with a soft edge as well) - just in case there are in fact adverse effects.

...Hmm, actually kind of cooling on the blood-quenching idea myself. Pun intended.

===

It might be enough to just see if we ourselves can get useful benefits from a blood-quenched item to begin with, and if no, just move on really.

He's never thought of it, but he doesn't think that there would be anything inherently wrong with doing it if you can get that much blood in the first place. It might cause problems for anyone else who tried to wear the armor, though.
Does Sten have any idea on the effects of different quenching reagents, or has he only just used water himself?
 
Last edited:
Oh right,

Add in a note that the weapon should be as minimally capable of doing damage as possible (mechanically something that would do 0 damage?) - like a blunted neck-knife made from Bog Iron (possibly with a soft edge as well) - just in case there are in fact adverse effects.
i would also like to propose its not a weapon, but something more mundane like a hoe or utensil something, in case it being a weapon changes things, somehow, into a more aggressive manner.

But that's just a personal curiosity on my part.
 
I mean, I've been thinking about it, and it's probably wiser to scrap the blood quenching idea for now anyway.

If nothing else, even if it is viable and beneficial, Abjorn can't actually afford to spare that much blood immediately prior to going to a major battle (ex: against wolves), and any benefits are probably minor anyway.

Plus it would compete with the Fire Resistance Oil Quenching idea, which is actually a highly desirable result in of itself if viable anyway.
 
I mean, I've been thinking about it, and it's probably wiser to scrap the blood quenching idea for now anyway.

If nothing else, even if it is viable and beneficial, Abjorn can't actually afford to spare that much blood immediately prior to going to a major battle (ex: against wolves), and any benefits are probably minor anyway.
huh... i thought it was just a general one, not for Abjorn's armor?
 
I mean, I've been thinking about it, and it's probably wiser to scrap the blood quenching idea for now anyway.

If nothing else, even if it is viable and beneficial, Abjorn can't actually afford to spare that much blood immediately prior to going to a major battle (ex: against wolves), and any benefits are probably minor anyway.

Plus it would compete with the Fire Resistance Oil Quenching idea, which is actually a highly desirable result in of itself if viable anyway.
Remember that the Norse are build different. What would complete exsanguination do to a Norseman? 1 Endurance damager?
And the is guessed to create a stronger bond between it and Abjorn, -> presumably better bonus, always useful vs Fire Resistance Oil Quenching -> useful against fire enemies.
Well, it might be useful if we want to create stuff we want other people to *never* use, though that is somewhat unlikely to come up.
We don't know that it is "we want other people to *never* use". That is the worstcase of hypothesises what could happen.

It may just mean the item would have a harder time to make friends with someone not of Abjorns blood.
Or require Abjorns approval of a person to properly for them.
His kids could count as of Abjorns blood for this.

There are very plausible ideas how it never is an issue.
 
Last edited:
Abjorn can't actually afford to spare that much blood immediately prior to going to a major battle

With regards to this, your average human has 8-10 pints of blood in them. Abjorn is Giant Blooded which is, for abstractions sake, is double a normal person, so he has 16-20 pints in him. Hes a big guy even then, so were gonna go with 20. An irl person gets back most of a pint of blood in 24 hours after losing it if nothing else major happened, so Abjorn being Giant Blooded gets him back 2 pints in a day. With mail, we aren't going to need a barrel of blood to do the whole thing in one go, its gonna be quenching a couple dozen links and then the next couple dozen, so we probs only want like a pint or 2 a day, so he'll be fine even without using his shapeshifting to get more blood back. If we really worry about it, just don't nick any blood for a couple days before the hunt, and we're fine. At worst he's down 10% of his blood, and it comes back really quickly.
 
With regards to this, your average human has 8-10 pints of blood in them. Abjorn is Giant Blooded which is, for abstractions sake, is double a normal person, so he has 16-20 pints in him. Hes a big guy even then, so were gonna go with 20. An irl person gets back most of a pint of blood in 24 hours after losing it if nothing else major happened, so Abjorn being Giant Blooded gets him back 2 pints in a day. With mail, we aren't going to need a barrel of blood to do the whole thing in one go, its gonna be quenching a couple dozen links and then the next couple dozen, so we probs only want like a pint or 2 a day, so he'll be fine even without using his shapeshifting to get more blood back. If we really worry about it, just don't nick any blood for a couple days before the hunt, and we're fine. At worst he's down 10% of his blood, and it comes back really quickly.

IF did the math and told us the results:
According to a blood calculator I found, Abjorn has just under 20 liters/38 pints of blood in him.

Almost double your number.
So also almost double the regeneration.
And that is before Halla goes "Time Heals all Wounds" on him.
(X) Time Heals All Wounds (Cost 3 Orthstirr/1 Odr per Endurance Healed): A spell that heals the injured back to peak health, but requires constant touch to work.
 
Anyway @DeadmanwalkingXI when you wake up I would go for us using both of the magical charges of the Shadowbear on Abjorn's armor, seeing as we now have confirmation that Shadowbear Pelt Cloak is in fact magically relevant beyond just BLING.

(and probably rephrase the blood-quenching idea so it's non-dangerous equipment instead of weapon, to minimize possibility of adverse outcomes, don't want to accidentally hurt our children. I'd be fine with dropping it really.)

===

Also, we roll an average 28 vs 40 needed to Realize equipment. Would need a whole ton of Odr to make up the difference there.. especially since we don't want a do-over (with even more Odr spending).

..Most likely 9 Odr on both Crafting and Decoration, +3 Aspect Burn on Crafting.. still missing enough dice to make it work though. And if we got unlucky we would have to do-over, which would suck.

===

Incidentally has it occurred to anyone that one of the big components of blood is iron (for the haemoglobin)? I wonder if that would have a unique effect for the quenching of items.. (Iron items especially). Or if that doesn't matter because the Norse don't know that Blood is made of Iron.

===

Maybe it would be safer to test with animal blood.. though in that case the item in question effectively just got a sacrifice in their name?

===

By the way,

When we fight the wolves we should absolutely make sure we go a stomping, because we have to ensure Halla doesn't suffer from Endurance damage. Since, baby.

===

Anyway am going to bed. Hopefully the plan can be amended before the vote closes, as Abjorn getting Realized Armor is pretty important.
 
Last edited:
You are correct, yes

Cheers!

@DeadmanwalkingXI, now we have confirmation I'd repeat my suggestion that we use a magic change on the cloak; we aren't going to Realise another bit if kit for Abjorn and I think we should make it really awesome.

A phase-cloak effect or something similar over the armour would be siiick. Also very useful for hunting like the one we're about to go on, come to think!
 
Given that the fence Halla built in her soul protects from spiritual predators my theory on higher realm effects is that it expands the kinds and quality of stuff you can build/grow in your soul, and then building and growing things is what actually gives you new super powers
 
Voting is now closed
Scheduled vote count started by Imperial Fister on Jul 20, 2023 at 5:33 PM, finished with 240 posts and 17 votes.

  • [X] Plan Armored Bear
    -[X] Go on a visit...
    --[X] Asvir!
    --[X] Shopping for bling, look into additional livestock (specifically, a horse), stock up on food, maybe see if we can talk to Gary Tuskpuncher about a trade idea
    -[X] (Personal) Spend time with...
    --[X] Audrikr Fishfighter
    --[X] Play Taafl, discuss the nature of being a berserk and ask him a few questions about the whole thing. Is there a Style associated with berserks? How much Frenzy is typical for a berserk (this should be quantifiable in-universe due to number of Fasts needed)? Does he know how much shapecrafting most berserks have done?
    -[X] (Crafting) Try to make something
    --[X] Mail for Abjorn (+15 successes from Tools/Workshop)
    --[X] Add runes "May this garment of the spear's downpour draw its strength from the hard walls of the ship of thought." - Hopefully allow it to share in the wearer's damage reduction
    --[X] Using the shadow-bear's bone ash to enhance its capabilities (using one of its three uses)
    --[X] Adding sufficient bling to be Realized, specifics for that to be determined based on our shopping trip. This will include the pelt of the shadow-bear, but not for magical effect or as one of its three uses (and thus that's probably not mechanically relevant, just cool).
    --[X] Make sure Abjorn is present and involved in the process
    --[X] Potentially quenching it in Abjorn's blood or hearthroot oil depending on whether either is helpful and what they seem to do
    --[X] Switch Forgefire Slots to Dice before starting and back afterwards
    --[X] Spending 13 Odr on the crafting, and burning Frami, Virthing, and Saemd (for +3 successes total) to enhance the crafting process
    -[X] (Wolf-Monsters) Agree to join the Headsman's felag and go deal with the wolf-monsters (This Turn Only)
    -[X] (Exploration) Go on a walk through...
    --[X] The hills!
    ---[X] Look for evidence of any other Underhouses nearby, not as the only thing we're looking for but keeping an eye out.
    ---[X] (Optional) Send your fylgja in your place (Does not cost an action)
    -[X] (Seeress) Learn seidr with the Seeress (Only available during Summer)
    --[X] Ask about opening and closing the gates of others, when that's useful, how it works and so on
    --[X] Learn seidr spell for resurrecting the bodily dead
    --[X] Learn Identify Concept
    -[X] (Rolled)
    --[X] Train Kindle-Spinner 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train Firebomb-Strike 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train Ember-Winged Cloak 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train Tenderize Roast 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train Hamr Itself 2d6 (1d6)
    --[X] Train Hugr itself 2d6 (1d6)
    --[X] Train Fylgja itself 60d6 (30d6)
    --[X] Train Glima 6d6
    --[X] Train Fang 9d6
    --[X] Train Clearwater Trick for conjuring pure water, usable for drinking, bathing, putting out fires, and so on 1d6
    --[X] Train Clearwater Trick for cleaning things 1d6
    --[X] Train a Gale Trick for a guiding wind, suitable for speeding up Sparkbomb or providing wind to a ship's sails 1d6
    --[X] Train a Glima or Fang Trick for initiating and holding a grapple 1d6
    --[X] Train a Glima Trick for escaping or gaining advantage in an ongoing grapple 1d6
    --[X] Train the wrestling-based counter that Abjorn used on us while sparring or something similar 1d6
    -[X] (Research)
    --[X] Put up to 9 Odr into the Sealwood Tree in our soulscape and see what happens
    --[X] Starting doing a test of your fields in the Farm, see if you can get an idea of how much Odr would be required to improve on them, since they're not magical like some of your other discoveries, you don't think they'll need as much, but there's a lot more of them too. (Budget up to 3 Odr for this, see if we can get an idea of how much we need for them) 1d6
    --[X] Test out quenching a forged weapon in our blood and see if there's any special results - Can our children wield it, would Abjorn or our friends have trouble wielding it, etc. 1d6
    --[X] Test out quenching equipment in the fire-resistant oil after forging, see if that would make the product give inherent fire resistance 1d6
    --[X] Begin work on the house in our soulscape 1d6
    ---[X] Stoking Frami, Virthing, and Saemd (for +1 Success each, +3 successes total) to enhance any involved rolls
    ---[X] Our Tools probably help with some stage of this (+9 successes)
    --[X] Try planting one of the seeds from the Meteor in the real world, somewhere away from the rest of our crops 1d6
    ---[X] Check the seeds with Identify Concept and consult with Steinarr on what it might be and what should be done with it both before planting (and listen to Steinarr's advice), make sure to plant it somewhere isolated where it can't, like, infect or otherwise interact with other crops
    --[X] Try and teach Sagaseeker how to stoke its Aspects 1d6
    --[X] If one berry isn't enough, try three Hearthberries in your Brewery Pocket along with honey and water and see if that's enough to start some fermentation! 1d6
    --[X] Continue trying to figure out how to use Recall's string-effects to guide and possibly speed the progress of other Tricks, with soem examples of what to try listed following 1d6
    ---[X] Have a volunteer throw stones and tricks at us, catch them with Standstill and then try to use the Orth thread to throw them at some target (using enemy projectiles against them)
    ---[X] Try to make the Orth thread extend from the projectile we are manipulating to some volunteer and attach it to the volunteer (automatic target tracking)
    --[X] We've got an idea of what we need to write on, now start to experiment with the actual writing, try a few test projects to determine how to prepare the hides to better match what's in the sample book, and what would be a solid thing to do the writing with--you've got that weird stick you found, that's an example, but maybe something similar to it that you could actually produce in house? 1d6
    -[X] (Drifa) Teach Drifa some of your tricks
    --[X] Continue our basic combat curriculum 1d6
    -[X] (Training) Solo Seidr Training
    --[X] Quickest Stitch 1d6
    --[X] Draw Poison 1d6
    --[X] Sear Diseased Flesh 1d6
    -[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
    --[X] Train Clearwater 1d6
    --[X] Train Halting Vortex 1d6
    --[X] Train Slipstream 1d6
    --[X] Train Sword Guard 1d6
    --[X] Train Atgeir Counter Stab 1d6
    --[X] Train Atgeir Bodyguard 1d6
    --[X] Train Forceful Lever 1d6
    --[X] Train Dead Air 1d6
    -[X] (Training) Tricks
    --[X] Talk to Sten about how to make a Gambeson and Shield
    --[X] Train Focus Guard 1d6
    --[X] Train Backstep 1d6
    --[X] Train Long-Lunge 1d6
    --[X] Train Facial Schooling 1d6
    --[X] Train Talent Tell 1d6
    --[X] Train 'Gambeson' Armorcraft Skill-Trick 1d6 (+1 Success from Sten)
    --[X] Train 'Shield' Armorcraft Skill-Trick 1d6 (+1 Success from Sten)
    -[X] (Training) Martial Style
    --[X] Train Stoker State 1d6 (+1 Success from Born of Fire)
    --[X] Train Fire Poker 1d6 (+1 Success from Born of Fire)
    --[X] Train Devouring Blaze 1d6 (+1 Success from Born of Fire)
    --[X] Train Stoking Strike 1d6 (+1 Success from Born of Fire)
    --[X] Train Stoking Guard 1d6 (+1 Success from Born of Fire)
    --[X] Train Flame Tending Blade 1d6 (+1 Success from Born of Fire)
    -[X] (Training) Hamr (75 successes to rank up)
    --[X] Train Overland 1d6
    -[X] (Training) Hugr (54 successes to rank up)
    --[X] Train Barb-Tongue 1d6
    --[X] Train Silver-Tongue 1d6
    -[X] (Work Dice Usage)
    --[X] Buildings: 6 Quality, 1 Living Space, 5 Storage, 5 Workshop (17 Total)
    --[X] Resources: 6 Quality, 7 Food, 7 Goods, 5 Silver (25 Total)
    --[X] Livestock: 5 Quality, 4 Food, 4 Goods, 4 Silver (17 Total)
    --[X] Crafting: Making 2 Meat-Keeping Sticks (4 Total)
    --[X] Conversion: Spend for 7 Research Dice (14 Total)
    -[X] (Incidentals)
    --[X] Adding Taafl Board Capacity Gains to: Asgeirr, Eyvor
    --[X] Receiving Metal from Dwarves: 6 oz Molten Iron
    -[X] (Orthstirr Usage)
    --[X] 1 Orthstirr to Hamr
    ---[X] 4 Chop, 4 Defend, 5 Dodge, 4 Bash, 4 Pierce, 4 Throw, 4 Cut, 4 Strike, 4 Shoot, 3 Farmwork, 4 Labor, 4 Overland (48 total)
    --[X] 2 Orthstirr to Hugr
    ---[X] 6 Artcraft, 5 Armorcraft, 4 Barb-Tongue, 1 Composure, 4 Design, 6 Housecraft, 4 Management, 3 Scouting, 3 Silver-Tongue, 5 Sailing, 3 Strategy, 4 Tactics, 5 Weaponcraft, 3 Wordplay, 5 Wildcraft (61 total)
    --[X] 1 Orthstirr to Fylgja
    ---[X] 3 Command
    --[X] 1 First Impression
    --[X] 46 Stored Tricks
    --[X] 441 free for tricks
    -[X] (Capacity Slots)
    --[X] Unassign The Return of Stigr, Beaconlight, Sickness Sear, and Semi-Halting Vortex
    --[X] Assign Draw Poison, Fireside Barrage, The Quickest Stitch, and Forceful Lever
    -[X] (Fylgja Capacity)
    --[X] Add Semi-Halting Vortex and Sickness Sear to Fylgja
    -[X] (Assign Hugareida Levels)
    --[X] Assign 3 Forgefire Levels to Damage
    --[X] Assign 2 Emberwind Level to Damage
    --[X] Assign 4 Standstill Levels to Instances
    --[X] Assign 4 Ignition Levels to Damage
    --[X] Assign 2 Campfire Levels to Instances
    [X] Plan: It's Wolf Season!
    -[X] (Wolf-Monsters) Agree to join the Headsman's felag and go deal with the wolf-monsters (This Turn Only)
    -[X] (Crafting) Try to make something (Write in) (Hugr+Some kind of crafting skill)
    --[X] Mail armor for Abjorn, make use of the Shadow Bear Bone Ash, stoke Aspects and use tools (Total +18), and use 5 Odr
    -[X] (Heart-Shaped Fruit) Go and dig up that heart-shaped plant
    --[X] Make sure you be discreet about it, you really don't want a repeat of the incident from when you were younger right now.
    -[X] (Personal) Spend time with...
    --[X] Stigandr, he's been with you the longest, and now that you've gotten your biggest list of stuff sorted out, he's next on the list. Does he have any weapons or anything he'd like? Any properties he'd prefer? Just generally work things out with him.
    -[X] (Exploration) Go on a walk through...
    --[X] The hills!
    ---[X] (Optional) Send your fylgja in your place (Does not cost an action)
    -[X] Training
    --[X] (Seeress) Learn seidr with the Seeress (Only available during Summer)
    ---[X] How to close the Gate if it gets opened, how to better channel Odr, and while you're at it, what's the deal with the Earthblood anyway?
    --[X] Research!
    ---[X] Starting doing a test of your fields in the Farm, see if you can get an idea of how much Odr would be required to improve on them, since they're not magical like some of your other discoveries, you don't think they'll need as much, but there's a lot more of them too. (Budget up to 3 Odr for this, see if we can get an idea of how much we need for them) (1d6)
    ---[X] We've got an idea of what we need to write on, now start to experiment with the actual writing, try a few test projects to determine how to prepare the hides to better match what's in the sample book, and what would be a solid thing to do the writing with--you've got that weird stick you found, that's an example, but maybe something similar to it that you could actually produce in house? (1d6)
    ---[X] You've got a rough plan together for where you should build your Soulscape Home, now to start actually drawing up a good design. (1d6, commit up to 4 Odr to knock failures off.)
    ---[X] If one berry isn't enough, try three Hearthberries in your Brewery Pocket and see if that's enough to start some fermentation! (1d6)
    ---[X] You've got a good variety of Hugareida, you should definitely start work at exhaustively figuring out their Alloys.
    ----[X] Clearwater + Gale (1d6), Sword + Atgeir (1d6), Atgeir + Gale (1d6), Forgefire + Sword (1d6), Forgefire + Atgeir (1d6)
    --[X] (Drifa) Teach Drifa some of your tricks
    ---[X] 1d6, see about making sure she has the hang of Hone and Reinforce--you cannot go wrong with either of those.
    --[X] (Blackhand) Try to develop old/train new hugareida tricks
    ---[X] Halting Vortex (1d6)
    ----[X] You've had the idea of developing a Standstill Trick that you can use to cancel your inertia, you can use this to quickly maneuver in the air or hang there for a while if you need to (1d6)
    ---[X] Kindle Spinner, Firebomb Strike, Ember-Winged Cloak, Flashfire Cleave (4d6 total from the Training Pool, 2d6+1s per Trick)
    ---[X] Slipstream, Dead Air (2d6 Total, 1d6 per Trick)
    ---[X] Sword Guard (1d6)
    ---[X] Atgeir Bodyguard, Atgeir Counter Stab, Forceful Lever (3d6 total, 1d6 per Trick)
    ---[X] Campfire (1d6 spent, 2d6+1s rolled)
    ---[X] Clearwater (1d6)
    --[X] (Seidr Homework)
    ---[X] The Quickest Stitch, Draw Poison, Sear Diseased Flesh (3d6, 1d6 per Spell)
    --[X] (Training) Hamr (75 successes to rank up)
    ---[X] Train Hamr (1d6 for 2d6 dice)
    ---[X] (Stoker State Tricks): Fire Poker, Devouring Blaze, Stoking Strike, Stoking Guard, Tinder Blades, Fire Starter, Ember Stoke (7d6, 1d6+1s each)
    ---[X] Train Glima (6d6)
    --[X] (Training) Hugr (54 successes to rank up)
    ---[X] Train Hugr (1d6 for 2d6 dice)
    ---[X] Barb-Tongue, Silver-Tongue (2d6, 1d6 each)
    ---[X] Ask Sten for help with Crafting Tricks (Gambeson Skill-Trick, Shield Skill-Trick) (2d6, 1d6+1s each)
    ---[X] Facial Schooling, Talent-Tell Tricks (2d6, 1d6 each)
    --[X] (Training) Fylgja (16 successes to rank up)
    ---[X] Fylgja Training (41d6 for 82d6 Dice), Also, infuse 16 Odr to bring it to Infusion 5
    ---[X] Command 1d6
    ----[X] Your Fylgja is an Owl, they should be able to evade harm with ease (Develop a Command Trick for the Fylgja to gain a Perfect Dodge with) (6d6)
    -[X] (Orthstirr Usage) Max out all Dice Pools (102 Orthstirr-ish?)
    -[X] (Work Dice Usage)
    --[X] Buildings: 6 Quality, 1 Living Space, 5 Storage, 5 Workshop (17 Total)
    --[X] Resources: 6 Quality, 7 Food, 7 Goods, 5 Silver (25 Total)
    --[X] Livestock: 5 Quality, 4 Food, 4 Goods, 4 Silver (17 Total)
    --[X] Crafting: Making 3 Meat-Keeping Sticks (6 Total)
    --[X] Conversion: Spend for 6 Research Dice (12 Total)
 
Given that the fence Halla built in her soul protects from spiritual predators my theory on higher realm effects is that it expands the kinds and quality of stuff you can build/grow in your soul, and then building and growing things is what actually gives you new super powers
With the need for the fence, i guess the salt will melt, revealing new landscape, but also allows hostile spirits to pass through the landscape (i.e. the salt is currently acting as an inpenetrable wall and our fence will have to substitute for it when we realmup)
 
I'm so mad (joking)

There I was, about to go to sleep, when suddenly a realization popped into my head. The Dark Forest is a cool name to be sure, but it felt oddly familiar to me when I came up with it. Shrugging it off, I continued my work.

Little did I know, several months later, the answer to that nascent question would surface in the depths of my sleepy mind.

The Dark Forest as a name is so familiar because it's the hell analogue from the freaking Erin Hunters' Warrior Cats books.

I read those books when I was but a wee lad. How else have they infected me?

You know what you must do. Write a Warrior Cats cultivation system.
 
You know what you must do. Write a Warrior Cats cultivation system.
My immediate thought is that it would involve walking the Nine Lives, with each life being a rung in the cultivation ladder. Cultivation would function through the absorption of prey spirits—which plays into the themes of scarcity present in the original work.
 
Last edited:
With the need for the fence, i guess the salt will melt, revealing new landscape, but also allows hostile spirits to pass through the landscape (i.e. the salt is currently acting as an inpenetrable wall and our fence will have to substitute for it when we realmup)

Uh, I'm pretty sure the ice salt wall is also what stops the fuckload of odr from flowing into our Soul too, so I don't see this happening?
 
Sorry everyone, I was asleep.

@Imperial Fister as it is a pretty big deal that probably shouldn't be decided by me being asleep and a contentious issue to at least some degree could we do a separate vote on exactly how we bling out the armor, including whether we use the third 'charge' of the Shadow-Bear?
 
Last edited:
@Imperial Fister as it is a pretty big deal that probably shouldn't be decided by me being asleep and a contentious issue to at least some degree could we do a separate vote on exactly how we bling out the armor, including whether we use the third 'charge' of the Shadow-Bear?
Sure, I'll open a vote for it while I'm researching glima moves

How would you like to bling out Abjorn's armor?
[ ] Write in

And would you like to spend the third magical charge of the Shadow-Bear on the bear cloak?
[ ] Yes
[ ] No
 
Back
Top