Remove these ads. Join the Worldbuilders Guild

5. Ulis

500 0 0

Temple of Kord - Strength

A large warehouse with an arena in the centre.

Temple of Grumber- Earth

A stone circle

Temple of Ilmater - Endurance

A square, tall stone building. weathered and simplistic. Inside is minimalistic with stone benches and a a simple stone altar at the front. 

Temple of Torm - Courage and self sacrifice

A large and grand building. Dragon motifs decorate the fine stonework. The order who prizes itself on upholding the law has been infiltrated by Zanis' supporters who viewed King Owens country as too lenient of wrong doers. 

Temple of Berronar Truesilver - Hearth and Home

Next door to the temple of Torm is the dwarven deity of safety. it is much smaller and nicely decorated. The temple is ringed in small white daisies year round. Instead of the gold of Torm, the temples embellished with silver images of family. Weddings take place here. Followers are called Faenor. They act as teachers and healers for the city.

Temple of Bane 

The usual black, gold, purging....

Temple of Dumathoin - buried secrets

Only a small hut is visible above ground but below a huge hall filled with artifacts and maps of the mines. They also supervise all mining activities and produced new stratagem and combat techniques for fighting the many Underdark creatures exhumed during excavation.

Temple of Callarduran Smoothands (gnome) - Mining and Carving stone

Very fancy stone work, a carving area attached to the temple. Stories say the Gnomish city of Helix used to neighbour Ulis but when the mountains rose up in anger the friendly cities were separated....but sometimes miners return having found a tunnel deep below that connects the two. The temples motifs tell this story.

_______________________________________________________________________________________

Barracks

Prisons

Underground Tavern

Whitmore Estate

Market 1

Market 2

Slave Boarding

The slaves are kept in 4 buildings next to the wine. Quarters are tight and dirty, and being so low set against the high grounds the area often fills with rain water and then mud. At the start of each day 5 elves are selected from each building and locked in a cage in front of their respective building. the remaining elves are then lead into the mine and counted in. At the end of the day the elves are then counted out again and if any don't return the 5 elves in the cage from their building are killed.

 

Mine

UPSTAIRS

Entrance

Aged stone blocks hold a heavy metal door; the ground beneath worn smooth over thousands of door swings. It opens with a load cranking crash of stone of metal that echos around the quary walls surrounding the entrance. Inside quickly turns to darkness - those of you without dark vision will struggle. The narrow cavern winds smoothly downwards and you follow a mine cart rail track around into a large natural looking cavern.

Waste Storage

Huge piles of solid rock and piles of ground down gravel fill the room. Water fills the bottom foot of the storage area creating a slaggy mess that's hard to walk through, instantly soaks your boots and you have to concentrate to not slip over..

Supplies

In a small cubby a number of storage wracks and boxes litter the floor haphazardly:

  • Oil Lanterns
  • Small explosives (Strength Throw -per ft - detonated next round - 5ft radius 2d6 fire damage)
  • Enchanted Pickaxes (War Pick, Martial Weapon, 3x Damage to constructs)
  • ropes, ladders, waterskins, gross boots.

Mines

Huge dark strip mine and seems to go on for ever. Veins of minerals marble every wall.

Magical Holding Cells

Adamantine shackles are bolted into the walls all enchanted to activate an antimagic field when closed around someones wrists. DC 20 to pull from Wall. Over DC25 breaks them.

Another large metal door with 6 individual dead bolts on the door heads onto the next level of the Mine. The key is required.

______________________________________________________________________________________

LEVEL 1

a. At the Doorway 

  • it is very cold down here. The ground is less worn away, harder to safely navigate without twisting an ankle.
  • Specs of blood old and new. 10
  • claw marks on the doors. 15
  • marks in the dust showing something has been dragged away. 20

b. An abandoned and ruined camp set up

  • Narrow passageway
  • behind a large Stalagmite is the remains of a ruined camp. a torn tent, kicked camp fire. pot overturned and a long long spillage of some sort of stew. 
  • Nothing of interest salvagable
  • a number of blue cap mushrooms have sprouted from the spilled stew. Nature check reveals the blue caps are poisonous to eat but can be stewed down over a number of hours to make an extremely potent alcohol

c. Terrain

  • rough stone walls open out into a slightly larger series of twisting paths. 
  • patches of plants and veins of minerals cover the floors and walls. 
  • high perception can reveal sounds of scuttling or sticky patches. 

d. Cave Fishers P130

  • the large area shrinks back down into 1 narrow passageway that could only be passed single file. 
  • Perception check 25 to see the thin sheet of web that covers the path ahead. 
  • 7 Cave Fishers (P130) scuttle all around the group - surprise round for the 3 that head into the tunnel first.
  • Passed the tunnel a number of skeletons are strung up.
  • Porcelain Figurine of a beautiful Female Dwarf, face twisted in terror. and around 15gp worth of coins across a number of bodies

e. Dark Mantle x4 (P46) and Roper (P261)

  • large stalagmite in what appears to be a dead end. Skeletons and corpses litter the floor in the darkness. 
  • If defeated the bodies contain a 120gp, Garnet (100 gp), 2 x Jet (100 gp), Pearl (100 gp), Spinel (100 gp), 2 x Potion of Healing (common, dmg 187)
  • Bodies all around of mainly gnomes and small rodents. Some of restrained elves and 1 skeleton you can't place with an elongated skull.

F. Dead mage looking elf Skeleton

  • The corpse of an elven wizard. long grey beard, arms shackled, skins covers skeletons like it has mummified over hundreds of years.
  • +1 Wand of the War Mage (uncommon, dmg 212). Attunement, ignore half cover, +1 spell attack bonus.
  • Robe of Useful Items (15 other patches) (uncommon, dmg 195). Robe of useful items

g. Trapper P194V

  • A tall ledge can be spotted (perc 15) and a small opening into another cavern.
  • Strength check 13 to get up the 20ft climb. inv 15 see that there are marks at the top of the ledge here a ladder has been inserted. The ladder is in a box off to a side.
  • The First Up to the ledge will be set upon by a Trapper.

h. Ghostwalk Spider (ToB) x1 + Phase Spider (MM) x3 minimum

  • Heading along the tunnel you start to notice webs appearing. random encounters of Phase Spider. one tunnel seems to contain a thicker volume of webs compared the the other tunnels. Scouting parties will try to drag spiders back to their king.
  • On the Right had path towards the spider den.
  • Behind the wall of webs you can see the remains of a ruined lab. Cages long empty; some contain long desiccated remains of large spider like creatures. Test tubs and equipment are largely smashed and around the edges of the room.
  • Loot upon death of spiders:
  1. +1 Weapon (handaxe) (uncommon, dmg 213)
  2. +1 Ammunition (20 arrows) (uncommon, dmg 150)
  3. Potion of Healing (common, dmg 187)
  4. Hammer of Thunderbolts (legendary, dmg 173)
  5. Periapt of Health (uncommon, dmg 184)
  6. Potion of Resistance (lightning) (uncommon, dmg 188)
  7. Spell Scroll (Arms of Hadar) (common, dmg 200)
  8. Arrow-catching Shield (rare, dmg 152)
  9. Potion of Healing (common, dmg 187)
  10. Spell Scroll (Charm Person) (common, dmg 200)

i. Treasure Stash   

  • Boggle.
  • Belt of Dwarvenkind, bag of tricks, Alchemy jug, drift globe

j. Flail Snails patrolling (P144)

  • Path down is smooth, slick and shimmers slightly. Upon closer inspection it appears the stone is coated in a glass like material.
  • Silently moving Flail Snail slides around and will shed the light quickly to blind his foes.
  • Shell is worth a lot of money

k. Galeb Duhr (P139)

  • Load clunking sounds out in the tunnel.
  • a number of boulders are placed around the tunnels
  • gems
  • non aggressive unless its shinys are touched or a deep gnome tells them to attack.

L. Deep Gnome Town - Blookwrouck

  • Deep Gnome Culture
  • Gnome, Deep (Svirfneblin)
  • as you round a corner an incredibly large cavern is revealed. so big that even with lights or dark vision you cannot see the top or the far side. 20 ft in front of you is a wide expanse of small white mushrooms and at various points figures are moving about the mushrooms, stooping to pick some and add them to their baskets at times. 
  • past the mushrooms are 10s of large 40ft Stalagmites which, upon further inspection you can see what appears to be windows and stairs carved into them
  • You also see that a number of these natural buildings are showing signs of destruction. On the edge you notice some have been reduced to rubble, or partial rubble in a line that heads into the city. and know you notice that you also notice there are patches of bare rock within the mushroom field that seem to lead into this path of destruction.
  • King and queen are dead and displayed
  • folk very wary of the newcomers though new aid in hiding them is friendly.
  • some may turn them into the infernal giant which has now taken over their city.

______________________________________________________________________________________________________

  • so Vlexblog is dead
  • the Deep Gnomes will now, almost creepily, worship Feenie as their saviour and queen. And almost immediately try and force leadership onto her.
  • They will bow down, then semi-forcibly lead her into the royal pinnacle, start up a banquet around her, start telling her about how she will have to organise a vote to determine who will be her king. Everyone else will be treated nicely but ignored and encouraged to leave.
  • Sheema, the female who tackled feeny will present herself for punishment so tackling her; before realising the gods had marked her.

m/n. Gnome Mine

  • Many of the Gnome men mine for a living - lots of unrest now that they have to present everything to their Vlextag the Unbreakable
  • a number of gems and minerals are being mind with the aid of more Galeb Duhr.
  • Path M will hear the rumbling of the near by Dragon. Every time they reach a path of the dragons gems they turn so as to not anger it.

o. Crevice

  • 60ft across, 100ft down. Stairs do lead down though they are small and awkward. 

p. Umber Hulk Den (many many more hulks)

  • Roaming the area. 
  • 3 is hard, 5 is 'deadly'. probs 4 show up staggered.

q. Treasure Stash   

  • Boggle. stash of ribs
  • Belt of Dwarvenkind, bag of tricks, Alchemy jug, drift globe

r. Umber Hulk

  • Roaming the area.
  • 3 is hard, 5 is 'deadly'. probs 4 show up staggered.

s. The Crossroads

  • a musty smell to the left
  • a thin crack in the stone straight on leading to a climb down. and the base of a climb a statue of a robed man, wearing a symbol of eldath is about to start climbing but looking over his shoulder.
  • to the right: 

t/u. Sapphire Dragon Lair

  • large deep blue sapphire spikes of increasing size poke down.
  • pockets of sapphired standing corpses arranged in groups whisper their demises.  

v. Assith the Adult Sapphire Dragon

  • Loot:12000 gp, 1900 pp, 5 large sapphires worth 1000g each, Potion of Invulnerability (rare, dmg 188), Potion of Superior Healing (rare, dmg 187), Scroll of Protection (beasts) (rare, dmg 199). Sapphire Crystal Ball (very rare, dmg 159). Staff of Frost (very rare, dmg 202)

w. Fomorian x1, Myconid Adult xmany, Myconid Elder xmany

  • Barrelstalk: Stout as a hogshead of ale, the barrelstalk is a large, cask-shaped fungus that grows up to 8 feet in height and 5 feet in diameter. Its outer layers are tough and woody, but its inner flesh is edible, and its center is filled with a reservoir of water (usually from 20 to 50 gallons) that can be tapped and drained. The inner flesh turns black and poisonous when barrelstalk begins producing spores, which happens after ten years of growth.

  • Bluecap: The grain of the Underdark, bluecap fungus is inedible to humanoids, but its spores can be ground to make a nutritious, if bland, flour. Bread made from bluecap flour is usually known as sporebread. Bluecap seems to do well with or without faerzress, and most Underdark humanoids cultivate it.

  • Cave Moss: Found only in faerzress-rich regions, cave moss is inedible to humanoids, but it is a favorite grazing food of some giant vermin, as well as rothé.

  • Fire Lichen: Pale orange-white in color, fire lichen thrives on warmth, so it grows in regions of geothermal heat or near connections to the Elemental Plane of Fire. Fire lichen can be ground and fermented into a hot, spicy paste, which is often spread on sporebread to give it flavor. Duergar ferment fire lichen into a fiercely hot liquor.

  • Luurden: Luurden, or bloodfruit, is a rare tree that grows only in areas of strong faerzress. The barren branches of this pale, gnarled tree seem more dead than alive, but once every to 4 years, it produces a small amount of bitter red fruit that is used to make rare Underdark wines and elixirs.

  • Ripplebark: A shelflike fungus that resembles nothing so much as a mass of rotting flesh, ripplebark is surprisingly edible without any special preparation, although it tastes much better if cooked properly. Ripplebark grows naturally in living caves.

  • Sussur: Rare and magical, the so-called "deeproot" tree is found only in the largest of caverns. It can grow to a height of 60 feet, and its branches are long and gnarled, with banyanlike aerial roots. Few leaves grow on the sussur; it exists almost entirely on faerzress and is often found in caverns where wizard fire is prevalent, a sussur tree can drink in magic from its environs, so most sussurs are surrounded by antimagic fields that extend for hundreds of feet.

  • Waterorb: This bulbous fungus is aquatic. It grows in boulder-like patches underwater wherever the water deposits detritus.

  • Zurkhwood: This giant mushroom can reach a height of 30 to 40 feet. Its large spores are edible with proper preparation, but zurkhwood is important primarily because its stalks are hard and woody. Zurkhwood is one of the very few sources of timber (or anything like it) in the Underdark, and many items that would be crafted from wood in the surface world are fashioned from zurkhwood in the Realms Below.

x. Fungal Field - Shrieker and Violet Fungus

y. From the Crevice

z. To Yuanti

  • the tunnel is not bare rock. magically burning flames line carved and painted stone inlaid with precious gems and metals. The painted decorations along the corridor are painted in primary colours - images of weaving snakes and spirals of magic.

_____________________________________________________________

LEVEL 2

2a. Crevice Bottom (Bulettes P34)

2b. Trapper (P194)

2c. Underwater luminous lake

2d. Dark Mantles and bats (P46)

2e. Path to Helix/ caved in tunnel/ Korred (P168)

2f. Underwater Stream

2g. Temple of Eldath (Medusa P214, Basilliscs P24)

  1. Outside:
  2. Prayer Room:
  3. Dorm 1:
  4. Dorm 2:
  5. Baths:
  6. Dining:
  7. Living: Medusa, 2x Giant Constrictor Snake and Medusa's Gladiator
    1. Itmf mds ftq ragd wqk xqeeaze ar Qxpmft?

2h.

2i.

2j. Up a level towards Yuanti

____________________________________________________

LEVEL 3

3a.

3b.

3c.

3d.

3e.

3f.

3g.

3h.

Outside - large jungle

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

0.10

 

1.1

1.2

1.3

1.4

1.5

1.6

1.7

1.8

 

2.1

2.2

2.3

2.4

2.5

2.6

2.7

2.8

 

3

 

4

 

 

The Conversation:

 You are ushered through the door and enter a large room. A large table has been placed in the centre of the room, and a number of people sit around it, illuminated by a large fire in the hearth. They are all, quite clearly, arguing with each other. Penelope whispers to you "wait here a moment" as the door closed behind you all. She steps towards the group of bickering individuals, rounds the table and takes a seat next to a tanned, light haired, halfling with two apple shaped clips in her short hair. The movement startles her and she glances away from the argument at the head of the table, noticing you have all entered the room. Her eyes scan your group quizzically, until a big warm smile lights up her face when she spots Feeny amongst you all.

She is however, drawn back into the conversation quite quickly when an ornately armoured man turns his head towards Penelope with a small thump of his gauntleted fist on the table.

"Penelope, perhaps you can explain to the Princess why we simply cannot take the entire city and spare everyone"

Penelope purses her lips and rolls her eyes, another voice cuts in from a dwarven, armour clad woman - blond curls spilling to her waist.

"Thats clearly not what we are talking about Lord Sherriden,just that maybe we can distribute our men to greater areas of need. The Temple of Torm..."

An elven man, with silver hair and fine robes cuts in, 

"The Lord Generals current strategy is the only path that leads to possible victory. Spreading our men too thin leads to failure."

The Halfing leans forwards:

"clearly we need more Men on our side then"

Penelope, smirking, Says 

"or they need less"

A young man, sat slightly further back from the table, with his feet up on the edge lets out an amused chuckle.

Each person at the table starts speaking over each other with suggestions

"send an early scouting party out to break the gates"

"or the teleportation circles"

"theres no need to take the Temples, they are all wimpering idiots"

"do we need to cause havolk at the barracks during the fight, couldn't we just"

"we cannot risk the lords catching wind of the attack"

"they may not be able to reach the elves, or want to"

 "we don't even know if the Banes will pose a threat"

The Lord General Sherriden thumps the table again, harder, shouting over everyone

"We have been over this all countless times, we do not have the resources to do everything. We cannot spare the men, and i will not spare my men to go and free the slaves once the attack starts. Their sacrifice will be remembered once this war is over. People die during war Princess, and the sooner you accept that the easier this fight will be!"

 

At the head of the table a young woman, with deep black curls pulled back, and a small tiara of silver interwoven with small blue flowers jumps to her feet. Knocking he chair over as she does. 

In a loud, controlled voice she shouts out to the table

"Do not treat me like the child i once was Jameson. I know very well many people will die to win back this country; many people have already died for our cause. I will not condone the preventable slaughter of my innocent subjects. If we do not save those elves whose worlds have already been stripped from them then how can we show the people i am a better option than my uncle. We are fighting freedom of Thelran, and that includes the freedom of the elves." 

The Lord opens his mouth again to continue arguing but the princess, still standing over him shouts

" I SAID NO" as she utters the final word, her eyes begin to glow, with bright radient light. Her voice echos around the room with godlike majesty and large phantasmal wings of pure light spring from her back. " I Will not allow the slaughter".

 

Everyone in the room is silent and unmoving, the firelight flickering across them all as the princess stands over the lord. after a few moment, the young man, with blond hair removes his feet from the table, picks up the princesses chair, grabs her hand and quietly murmurs "you are doing it again Arhna".

She blinks, looking around the room at the shocked faces, and lets out a tired sigh before slumping back into her chair. She rests her face in her hand and the young man rubs her arms whispering in her ear. After a minute or so the wings fade, and she looks up - her golden glowing eyes returned to there natural stormy blue.

"so we need more men then?"

Penelope leans forward, "well yes, and you might now want to notice that i have bought some with me who may be willing to join our cause - i belive you know a couple of them already"

 

Key Points to take:

1. The South Gate (open)

Dowager Lady Whitmore will arrive at the South Gate in 3 days time. To greet her Lord Whitmore will have a line up of 500 of the smartest city and royal guards.

Gates need to be closed quickly to lock out 1/4 of the guard force; as well as the local figurehead.

2. The North Gate (closed)

Needs to be seized at the same time as the south gate. It should be closed at the time, making it an easier job - take the gate and keep it.

3. The Barracks (+Prison)

The barracks house the majority of the guard when they are not on duty - as most of the guards are being pulled out to the gates it will not have as many as normal but the destruction should cause enough confusion to prevent a coordinated attack. 200 estimated to be in there at any time. The inventor and Penelope will arrange for a rather extensive explosion to take place. this will be the signal for the rest of the rebellion to begin.

4. The Thaumatic Crossing

need to eb taken out before anyone has a chance to flee or teleport in. a small tea mof older experienced miners will be effective in destroying the stone circles that form the base of the sigils.

5. The Temple of Bane

is a risk. its largely unknown what they have, but they bring nothing but evil to the places they reside. also awkwardly positioned in the cramped common area. 

6. The Whitmore Estate

The household and family members of the Whitmores will gather to great the matriarch of the family.

7. Temple of Torm

 

8. Mines

The Forces

The City Forces The Council Forces
  • 900 guards outside walls
  • 100 guards lined up inside walls
  • 250 guards on walls
  • 450 guards in barracks
  • 300 patrolling guards
  • 25 torm clerics
  • 15 Eye's of Justice
  • 1 Priest of Bane
Total: 2041
  • 100 Trained ex-guards
  • 400 Capable Fighters
  • 70 Ex-minors
  • 20 Magical Elves
  • 10 Priests of Berronar Truesilver
  • 50 followers of Kord
  • 12 Earthlings of Grumber
  • 40 Fairies
  • 5d10 x10 citizens = 350
Total: 1052

 

Timings - Brief 

09:00am - Stealth Party gathers
10:00am - Fake Guards join Guards on the Wall
12:00pm - Nobles head outside, their entertainment begins
01:30pm - Invisible/animal stealthers assemble
02:00pm - Invisible/Animals join the fake guards and start closing the first gate
02:05pm - Barracks Explode, flowers pop, uprising begins

 

Schedule of Events

The Morning

  • Everyone up and getting ready, guard uniforms presented over breakfast. Feeny can fill in the group on what she got up to with Nelly. 
  • A few people ask Rues for a blessing of Eldath
  • Lia's parents wish her luck, and give her a small ring; so they can find each other afterwards.
  • Nelly promises to get more kills than Feeny
  • Penelope approaches Dan with a cold glare. demanding he not die as the princess would sent her to the 9 hells to drag him back
  • A number of people as they walk by Gauthak give respectful nods and claps on the shoulder
  • Zephyra, you notice as you are sat, though inside, an oak leaf floats down and lands on your lap. Though you know Silvanus is with you in that moment; you can't help the pang of loneliness that hits your heart - knowing that all of your messages home have remained unanswered.
  • Kylen joins you Argar in your corner of quiet. Takes out his own book and settles in to wait.
  • Everyone around each of you is lost in their own motions of preparation as the sun rises outside to a grey drizzly day.

The Set up

  • Penelope will bring Ross (Ally 1) and Chaz (Ally 2) to Dan and Lia at 9:00ish to help get them all set up to join the procession outside.
  • Captain of the guard is Lotte Radley.
  • At noon the festivities outside the wall begin. Acrobats, fire breathers, rock throwers etc start performing.
  • The nobles, around 30 people, head through the gate, and the gates remain open after this point. 

Movement of the troops

 

Areas of Attack

1. The South Gate

2. The North Gate

3. The Barracks

4. Thaumic Crossing

5. Temple of Bane

6. Whitmore Estate

7. Temple of Torm

8. The Mine

9. The Wall

10. The City

 

The Morning Speech

After years of waiting, of watching helplessly as our friends, families and countrymen have been ground into the dirt by the so called King, we finally have our chance to begin our path to freedom for all. Every one of us here knows the future horrors that await our kingdom if we should fail to seize this chance. We have the blessing of the true gods behind us to strip the taint of Bane from these lands and welcome the return of the Glyndor line to the throne. Remember the plan, embrace our courage and fight until you can stand high on the walls and shout for Thelran! Now get to your posts and i shall join you all at sundown to celebrate!

  • Green flares go up
  • Head back through the city, passing guards tied up, people are littering the streets but not too many, and thankfully quite a few of the people on the ground are coming to consciousness. 
  • as you approach the estate you see statues of guards now lining the road, and a few fairies fly out so greet you.
  • gate to manor grounds is crushed and there are some rather large footprints leading up to the house. Temple of bane has been destroyed.
  • signs of a fight all good. people start gathering, cheering.
  • 3 children of the house locked in their rooms for now, to be ransomed back.
  • celebration begins that evening, though there is quite a few peopel used to go and clean up the city, for the short term, including removing people from the roads, and having people turned back into people. the prison was not burnt down and all the wrongly inprisoned are released and replaced.
  • family reunions etc etc

 

  • ceremony, and a feast in honour of the city and its gods are all celebrated equally.

As many of you may know, we are two weeks away from the Festival of Water, Eldaths sacred day. Our fight began then, nearly 4 years ago when our current usurper of a King orchestrated the murder of my parents; the good king Owen and Queen Yondalla. I hope you can all still remember what Thelran was like under their rulership, remember how the sun shone, how the wheat grew in the fields, and the country lived at peace with the world. It was a safe place, where everyone had their chance to do something great. This is the country we are fighting for. To put an end to the pretenders tyranny under the guise of following the will of the gods. Ulis has always been a city that stands for unity, and we have now seen what that unity can do. Ulis has started us on the path to a brighter, blessed future - and we could not have accomplished this without some very special people. 

  • Lord Jameson Sherridon, our most skilled and beloved general
  • Ren Roonbar - our bringer of light and voice of Pelor
  • Kylen Amasticia - seer of truth
  • Sir Daniel Beaumont - a dear friend and talented arcane user
  • Lady Nellwyn Thornleaf - Noble Protector of Hillbrew
  • Lady Seraphina Thornleaf - Strong leader and Duchess in Waiting of Hillbrew
  • Lia Liadon - storyteller of heroes and an unknowing hero herself
  • Zephyra of Silvanus' grove, and speaker of winds
  • Rues - devotee of Eldath and bringer of peace
  • Gauthak Far-Strider - strength of Kord and bringer of lightning
  • Argar Hisashi Balbor IX - scholar from afar and future ambassador of Kadrith.

 

Please Login in order to comment!