Daran Cities of Repute

The Daran Republic consists of 5 large bodies of land:

Teroric: The main island of Daran, Teroric contains the capital city ‘Da’Lor, trendsetter of Daran. It is here where the most prestigious and cunning of businessmen own property and political sway.  The elite of the elite proudly influence the ebb and flow of Daran’s economy and government.

Rendigra: To the east is the landlocked mass of Rendigra, composed of trade routes and farm lands.  These beautiful landscapes are filled with a vast variety of resources, all tended by the common-folk or lesser-born.  The eastern cities have names more ‘mainstreamed’ and universal in word, as mortals of all nationalities make pilgrimages to Sorteglise which contains the Monastery of Chance and Blessed Aurelia, containing a shrine to the city's namesake.

Ulledra: To the west of Teroric is the island Ulledra, a fortressed island tasked with maritime security of trade and exploration. Well-paid privateers and sell-swords protect the coastal lands of the Daranen territories.

Leilla and Ainilla: To the north of the capitol is the western island Leilla and the eastern island Ainilla.  Leilla is tasked with aiding Ulledra with coastal defense as well as maritime checks on Lae Aladelri and Ry Fel Gar.  Leilla also hosts a privately owned prison, Castig Dal, funded by the Te’lorac family (not to be confused with the remote northern prison; Axiom. )

Ainilla was utilized for immigration screening of the north.  The refugees of Lae Aladelri and Ry Fel Gar, victims of the Stihl-Ry Fel Gar conflict, may see potential asylum in the lands of Daran or imprisonment in the malcared dungeons of Castig Dal (if convicted of crimes against Daran and its allies of the Stihl Empire and Rakuul Judicature), through strict scrutiny of Daranen Immigration Auditors.

Daran Cities of Interest:

Teroric

Da’Lor: Capitol of Teroric and the Daran republic.  This city was the birthplace of freedom in the wests of Primae, according to it’s well-payed historians.  Defectors of the Stihl Empire , Ranisa Stendilus Mort and Darys du’Brilla founded this city on the cliffs of the Fumuer Peaks, in efforts to build a society less oppressive and militant than the Stihl Empire. Da’Lor holds a grand building of political deliberation known as the Lei Mercat, where the Panelle en Haut meets to discuss the needs of the people.  Next to the the Lei Mercat, in the center of the city, sits the capitol building of Fortal du Trys where the leader of the Republic, the Premier Executora, focuses on the monetary and physical prosperity of the Daranen peoples. The land value of Da’Lor tends to be extremely high and only the most prominent of families and lucrative business-persons own property on or near Da’Lor.

Groselva:  The jungles of the Aranya Gardens are not the most ideal location for a civilized member of the Republic to maintain a homestead, but the lucrative lumber and exquisitely exotic creatures of the Gardens entice even the most sheltered of entrepreneurs.  The high population of insects (namely mosquitos) produce several cases of disease annually (in turn this makes Groselva a popular and financially rewarding place for aspiring clerics to study and learn their craft.)

Sudile: The honored island of retirement for most former Premier Executoras as well as the most successful businessmen, Sudile hosts translucent sapphire waters and white sand beaches, quiet forests that carry the music of the wind, and only half the rainfall Teroric typically receives (which is still a substantial amount).  Sudile is truly a paradise to live out the twilight years of a cutthroat business life  (venereal diseases rank among the highest in Sudile).

Dauna Port: This city is a colossal port and the lifeblood of Da’Lor, being that it is -the- commerce hub for all of Daran.  The city rests on an island just six miles from the Teroric coast and boasts the largest dockyard in all of Primae.  Within the city proper citizens will find the Chamber of Audits and Dividends building which resembles a fortress more than a civic office.  Within the Chamber of Audits and Dividends is the Daranen Bank of Notes, where varieties of currency used by the nations of Primae are stored in high-security magicked vaults (this bank is often used for currency exchanges, obviously).  Tourists are easily mesmerized by the sheer variety and amount of trade available in Dauna as well as the beautiful architecture, but sensory overload is typically claimed by the extravagant and gaudy ‘Arches of Phineas’; The six mile long bridge and an architectural wonder of Arcazin that connects Dauna Port and Teroric over the sea was commissioned by none other than the legendary Premier Executora Jean Da’ven Porta the Gold-Touched.  The mega-structure cost a few billion purles to construct, as no detail was left to amateurs.   The finest dwarven stonecrafters were contracted from as far as Myndynagaer, and were paid extra to constructively collaborate with the brilliant elven artisans of Lae Aladelri (albeit begrudgingly). After 17 years of hard labor, delays from Teroric’s natural stormy weather, and an unhealthy streak of bad luck when it came to accidental deaths, the Arches of Phineas created a boom in the tourism industry and the money used to create it was earned back in an astonishing two years.

Matelomia: This fair-sized port city is large contributor to supplying Ulledra, Leilla, and Ainilla merchant armies with rations, equipment, post, and travel within Daranen waters. Men of the sea strike out for fortune by fishing and whaling or by conducting salvage runs to collect goods from sunken transports.  Matelomia is for the rich-born who want to lead a more rugged lifestyle and make a living off it, or are simply not inclined to finer mercantile strategies.

Ulledra

Descan Morra:  Capital of Ulledra, this city-on-the-bay gives the impression of a touristic resort.  Crystal blue waters, an inn and tavern at every stretch of beach, aquatic foods/trinkets/rarities at every market, and brothels touching every color of debauched desires.  Descan Morra is a necessary paradise on the highly militarized island of Ulledra.  Outside of the vibrant coquina walls of Descan Morra are military barracks, camps, factories, and shipyards.  Though Descan Morra isn’t the only city of Ulledra, it is the only one not dedicated to battle. It is quietly whispered that any leave the merchant army and navy of Ulledra gets it is always and only in Descan Morra.

Leilla

Listadia: Also referred to as Te’Lorac Town, Listadia is the main city of Leilla, and the lands have been owned by the Te’Lorac family for centuries.  The Te’Lorac family also own and maintain Castig Dal, the largest, most used, and most secure prison of Daran, and do not take anything to chance. The city is surrounded by tall, sheer walls made of smoothed stone (to deter climbing and are greased if a break-out from Castig Dal is reported), and a well-paid and loyal band of sell-swords known as the ‘Beholder’s Eyes’ litter the ramparts. Civil disobedience is low in Listadia: the compliance of the common-folk could be due to respect for the Te’Lorac family, or it could be due to the rumors that when common folk overstep their bounds they wind up in Castig Dal.

Ainilla

Peitramp:  Home of the Daranen Immigration and Refugee Processing (North Sector), the caseworkers and administrators of Peitramp have found themselves very busy thanks to the Stihl - Ry Fel Gar conflict.  Within the walls of the city are tidy and orderly abodes of comfortable size and furnishing, marketplaces of quality goods, and well-maintained public facilities.  Before the conflict between Stihl and orckind, foreigners looking for citizenship would have a temporary stay in the homes behind the city walls, but due to the need of extra staff for the D.I.R.P., non-Daranen peoples temporarily live in make-shift lean-tos, tents, and huts lining the outside walls of the city while awaiting processing.  The D.I.R.P. is also responsible for recognizing war criminals and Stihl deserters and shipping them back to Stihl or to Castig Dal.

Cedercala: Cedercala is the main port city for Ainilla, and has been receiving a healthy amount of donated relief goods for the refugees crowding Peitramp.  Cedercala is also widely used for transporting new citizens to Rendigra or convicted criminals and deserters to Castig Dal (or other specified correctional facilities/dungeons).

Rendigra

Sorteglise: Sorteglise is better known as ‘The Monastery of Chance’, the grand cathedral sitting within the city, devoted to the God of Opportunity; Phineas.  Thanks to the Church, Sorteglise is a prosperous pilgrimage town, with a fair set of marketplaces, taverns, inns, and mills.  The Monastery of Chance looms over the populace, shining with ivory walls and golden accents.  The monks of the Monastery take wayward children (typically spoiled, neglected, and/or abandoned brats of the rich-folk) and put them through behavioral remediation via Phineas’ teachings.

Avitage Bay: Unofficially known as ‘The Pool of Infinity’, Avitage is one of the more lucrative and top-grossing cities of Rendriga.  Rivaling in wealth against the majority of Teroric’s bay cities, Avitage and its many ports host an annoying amount of higher class Daranen citizens vying for a seat within the Panelle en Haut (and the more ambitious campaigning for the seat of Premier Executora). Julianne Reed is known for being the most influential in Avitage as he owns every dockyard on the bay, allowing him to regulate import and export taxes.

Taca’Tir: Once a small and quiet farming community bordering the edges of Republic influence, Taca’Tir was known for its remote yet peaceful locale.  Despite its distance from the major trade cities, this hamlet did adequately enough to provide for its peoples on a simple yet viable means.  According to the Daranen Raconteur, some type of accident caused an uncontrollable fire that burned the village to the ground, with no survivors. The accident was blamed upon the proximity to Vaath’s Crater, with less than 100 miles between. Now the crumbling walls of former homes sit decrepit and carbon-laced, posed to remind the denizens of the Republic to not overreach the safe and established boundaries laid out.

Blessed Aurelia: Once Daran declared itself an independent nation, there was a large expedition of land-grabbing (this event is known as Rillian’s Rush).  The southeast Region of Daran was and still is particularly wild and dangerous, and many people looking to stake claim to land and resources were robbed of every shelle, sold into slavery by bandits, or found death through disease, starvation, or murder.  According to Daran Legend, Hartex Mort, cousin of Ranisa Stendilus Mort, was hounded by Aeslyn the Goddess of Tribulation, who excessively tried to guide Hartex in a circle deep within the Polseux Lowlands.  Through faith that the Goddess of Rebirth, Aurelia, had blessed the desolate savannas he appeared to be trapped in somewhere, he eventually found three large lakes with green foliage spreading at their banks.  It is here that Hartex and his followers settled, and named their city Blessed Aurelia in honor of the Goddess who saved them from Aeslyn.  The lakes, from north to south, were named Du Mentes (The Mind), Du Cor (The Heart), and Du Aname (The Spirit). The Temple of Rebirth, which holds a large shrine and statue of Aurelia, attracts many pilgrims who wish to pay homage.

Boiserres: Another lucrative city on the Devoir Strait, Boiserres stands as the main port to the other sectors, and Germond du Serres makes great profit from ferrying travelers across and along the Strait and even through the Rafale du Ganys.  The tourist market is so demanding of mass transportation in Boiserres that there isn’t much room or time for other goods to be shipped, allowing cities such as Avitage Bay and Fafare to take on a more broad trade market.

Maigrile: With one hundred and one ways to gamble, inns and taverns and brothels (sometimes all three) dot every inch of coast. A monthly lottery with potential winnings of coin, a new ship, or a deed to a large lot of land, Maigrile is the stop for sailors and privateers who’ve been long at sea.  With pockets bulging with coin (and other desires), the working class trusts Maigrile to blow their wad (in so many ways.).  This city is not a place to bring your children, without a special permit (age 14 or up, otherwise).

Laymen’s Romp:  For centuries the Panelle en Haut has utilized Laymen’s Romp as the vacation resort for non-Daranen visitors.  Where Maigrile is focused on the lower working class grunts of the Daranen workforce, Laymen’s Romp is a more family friendly and toned down place to spend a few days.  Though Laymen’s Romp is geared toward tourists, many Daranens devoted to the Pantheon of the Good Gods prefer to come enjoy the yellow sands and emerald waters, where children of all ages are allowed and coral reefs come aplenty.

Fafare: Glass, pottery, reptilian leather, obsidian, sandstone, etc, are the main exports of this port city, including fisheries and a sizeable industry of lobster and other edible crustaceans. Fafare also contains a temple devoted to the nation’s favored Gods: Phineas, Aurelia, Vilaq, and Ziliya.  Despite the perilous trek (a true pilgrimage forbids the use of ship transport along the Rendigran coasts of the Devoir Strait) many frequent the temple to worship in the holy halls.

Vellanse: Once a booming port that controlled the Anse Inlet, Vellanse has become a shadow of its former glory.  The noble house of Barrotage founded Vellanse, and as their prosperity grew, so did the family tree.  After several generations, a rift in the family spread like wildfire. The tome of Barrotage family history details a disagreeance in the morality behind marriage of cousins. The family members opposed to the idea of ‘distant’ inbreeding abandoned Vellanse to start a more logical and educated settlement.  In today’s Vellanse, Giles Gilesgiles Barotage (the double r was dropped due to “too many r’s and the want for simplification”) is the present head of the Barrotages of Vellanse, and appears to be absolutely oblivious to the decrepit state of the once proud city.  The people have shelter and food, and don’t complain ever, so Giles must be leading really really good-like.

Jovanse:  A booming port that controls the Anse Inlet, the heads of Jovanse focus on the manufacturing of glass goods and breeding of livestock. Partnerships with the northern cities for appraisal and trade of elven goods from Lae Aladelri are also common. The major players of the city also never forget to passive aggressively sleight the “Barotages” of Vellanse.  The head of Jovanse, Penelope Alesse Barrotage, secretly takes care and finances the common folk of Vellanse via Panelle en Haut sanctioned “donations” (wonderful tax breaks follow), yet makes sure the “Barotage” family of Vellanse never generates more income than what keeps them alive.  Despite the differences between the leadership of the two cities, Jovanse is a pleasant place to visit. The people are friendly, and travelers know the smug looks on the locals’ faces are not directed towards them.

Fucie: The creation of this settlement was founded on bountiful lumber, and immediate retribution from Lae Aladelri.  The explorers and entrepreneurs who first founded Fucie had not realized they were cutting down 50 foot trees (in turn were actually saplings of a much larger, parent tree) rooted in sacred elven lands, and were slaughtered down to all but the last man.  This survivor escalated his story to the Panelle en Haut, and prompt efforts to rebuild diplomatic ties emerged.  After careful diplomatic deliberations and monetary reparations, Daran (Premier Executora Jean Da’Ven Porta the Gold-Touched) convinced the elves of Lae Aladelri to reduce their borders by a small margin and moved their arborages closer within their lands.

Elavure:  The city of elven love, Elavure is the diplomatic center of Daran-Lae Aladelrin peace.  Though Daran is not a country motivated by war and bloodshed, the long living elven populace of Lae Aladelri has been known to disagree with the Daranen lust for material and monetary gain.  Through cultural immersion, Elavure is a staple in maintaining peaceful commerce between the two nations.

Boiflotte: Boiflotte is surrounded by the deadly jungle Venula Wilds, and makes its coin from the exotic poisons and venoms of the wildlife, and the vast supply of clay found on the beds of the Venula Lagoons.  Daranen pottery was born in this land and Boiflotte clay is renowned for its resilience to collision and crushing forces.

Polsfere: Polsfere is the City in the Dust, a settlement for those lost in the Secura Wastelands.  By acts of the gods, most devout pilgrims find their way to Polsfere’s borders so they may continue their holy journey.

.

Brilla: Brilla was once a settlement of pre-Stihl. An explorer and entrepreneur known as Fantes Brilla took a group of pioneers and explored the surrounding lands. Gold and other precious minerals and metals sat under the sands of the Brilla river and Fantes Brilla made a fortune surveying the banks of the waters.  After panning enough gold, Fantes Brilla turned to lumber and solidified her standing in the early Stihl demographic.  Fantes’ great grandson eventually created the Daran Republic with Ranisa Stendilus Mort, and the cemetery holding their neighboring graves is a touristic hotspot for patriotic Daranens.

Cradled Bloom: Those afflicted with pollen allergies beware the beautiful colors and aromatic ambience that is the garden city of Cradled Bloom.  Greenhouses, arboretums, and acres devoted to hundreds of varieties of flowers and other plants envelop this city.  The community encourages the art of word, both spoken, written, and musically enhanced.  A bard worth their salt has stayed in Cradled Bloom for at least a month to fully partake in the culture of peaceful optimism and pursuit of artistic enlightenment that swells in the city.

Clearing en Haut: More carefree and pretentious than Cradled Bloom, this is where individuals go to show they don’t need to be apart of the money-machine that is Daran.  The community of the Clearing exercise the right to freedom by exacting their lives how they want. The Clearing survives with shared gardens and produce, trade is done through bartering of labor or like-value product, and clothing is optional.  The government of Daran finds the lifestyle of “The Clearists” (common name to refer to the people of the Clearing) confusing and patronizing and have observed most inhabitants are those with the acumen and mercantile affinity of a jellyfish.  They typically refer to Clearing en Haut as “The Reservation”, as the people pose no threat to the Republic and are often swindled and taken advantage of by opportunistic merchants.

Foolish Bartolomeu: Bartolomeu of Fircrux, a defector of Stihl, was not very good at anything he tried his hand in.  Once a cadet in the Venaeger Academy in hopes of being a quartermaster, Bartolomeu was the first in his class to wash out (he failed to know the difference between a training sword and a freshly sharpened Solator’s blade and a recruit lost their arm in a sparring match.) The one and only thing Bartolomeu was innately good at was weaseling his way out of a bad situation. Through implicating six other cadets who, allegedly, swapped out the training sword with a real one (to get him in trouble), Bartolomeu avoided 25 lashes to his back and instead was dishonorably discharged (most men with military aspirations would take the whipping rather than live with the disgrace of not being good enough to serve the Empire’s military.)  Bartolomeu came back home to his parents. They were so ashamed that they disowned him, but not before giving him enough money to make his own way in life.  Bartolomeu squandered his money down to the last craen.  He decided the best thing to do was gamble what was left on a game of cards.  By some odd stroke of luck or a cosmic mistake, Bartolomeu won and made off with 150 craens (he collected his coins quickly and headed for the first wagon out of Artifex Mills.)  Shortly after arriving at newly renamed Coinmonger’s Fluss, Bartolomeu got wind of the land grab in recently formed Daran and immediately wanted a piece of the pie.  Through promises of fame, fortune, and a handful of coin, Bartolomeu convinced a few farming families and a dozen sell-swords to follow him to Daran to settle a city of their own.  Before Bartolomeu’s group departed, he visited a fortune-telling halfling.  She told him she saw a vision of him standing high above a community of smiling subjects with gold lining the inside of his pockets in lands far to the south.  Bartolomeu’s excitement could not be contained and he rushed out of the fortune teller’s tiny tent without paying (halflings are lying cheaters after all, according to Stihl culture.)   Bartolomeu’s group made the long journey from Coinmonger’s Fluss to Dimiandrus, restocked their supplies and cut westward through Foreigner’s Folly.  On the journey, one of the three families lost a boy to a snake bite, another family lost their elderly mother to dysentery.  After a two weeks of travelling in the savannas of Foreigner’s Folly Bartolomeu’s group had lost their guide.  It is said that Bartolomeu and the guide were searching for firewood when ambushed by hyenas and Bartolomeu alone made it back, with only a hand-shaped bruise on his ankle and a busted lip.  Bartolomeu took lead of the group and continued to head south and west, into the Boussier Steppes.  As with almost everything in life, Bartolomeu was adept to few things, and navigating was no exception. Despite the advice of his sell-swords, who consisted of four men now (three lost to disease, two to snake bites, one trampled by an elephant, one torn to chunks by crocodiles, and one to “hyenas”.), Bartolomeu managed to lead his party deeper into the Boussier Steppes.  Through sheer stubbornness he decided that he and his party will stake their claim around the first means of semi-decent shelter.  After 36 hours of forced marching and depleting waterskins Bartolomeu saw his desired shelter from a distance: an ancient baobab tree.  Through his eager bleating commands the group ran to the tree in the hot sun.  Upon closer inspection of the massive tree one of the members of the party, the oldest man of the farmers, begged Bartolomeu to reconsider settling there, as the tree was clearly dead and there would be no water underground for them to create a well. Bartolomeu seethed and raved at the notion and proclaimed the man and his family to be banished from the new settlement.  The family left and continued going south, while the remainder of Bartolomeu’s group used the wood of the baobab to create shelter.  Three months passed.  Attempts at farming yielded minimal results, water was scarce and difficult to acquire.  Hunting was the best way to feed the group, but eventually, due to the elements and predators of the savanna, the group was down to two sell-swords.  The families also suffered losses and only had two husbands, a wife, one daughter, and two sons remaining. With dehydration and hunger pangs fueling desperation, one of the sellswords pitched to Bartolomeu that they may need to “thin the herd.”  It is surmised that Aeslyn was whispering heavily in Bartolomeu’s ear, and he agreed.  The sellsword and Bartolomeu were coercing the sole daughter to follow them to a supposed new waterhole they found, hiding ropes and carving knives in their packs.  After making attempts reasoning the futility and waste of water with her travelling with them the sellsword and Bartolomeu advanced towards her with soulless eyes.  It was at this moment that the oldest man of the recently banished third family, backed by a score of sellswords on camelback and a wagon carrying food and barrels of water, hailed Bartolomeu and asked him to join his family at Merchant’s Favor, where water was never far away and trees’ shade ran for miles.  Bartolomeu, his eyes wandering from the girl to the sandy ground, solemnly nodded, and motioned for the sellsword to summon the rest of the group to join him to the wagon.  To this day the shoddy shelters of Bartolomeu’s first group stand around the dead baobab tree, and it is rumored to be cursed.

Boarder’s End: An oasis in the southern spanse of the Abredavie Savannah, Boarder’s End is commonly used as a last stop outfitter and provisioning station for archaeologists, scholars, treasure-seekers, and adventurers.  The Abredavie Savannah is known to have ancient elven and dwarven artifacts and ruins and thanks to the close proximity of the mega-river Tears of Ulrich, Boarder’s End receives a lot of travelers looking to fill their waterskins and pack their knapsacks with quality survival goods.  The shop keeps do very well for themselves in this city, and entrepreneurial sellswords pull together brothers-in-arms to form recovery squads who brave the shrublands and savannahs to rescue overdue explorers (the most popular and successful of recovery teams in Boarder’s End is The Burning Hounds, who pride themselves on having the highest ratio of saved lives versus dead.)

Lamented Echo: A sullen name for such a beautiful city, Lamented Echo is the “Welcome to Daran!” sign for traveling Stihlites and more.  A masterfully crafted drawbridge grants passage through the city gates, surrounded by walls made of white limestone.  Accents of blue, green and purple adorn the many buildings and houses, outlining the finely paved cobblestone roads that sprawl throughout the city.  In the city center is another stone wall, higher than the ones around the city proper.  Contained within these inner walls are various government buildings, a full garrison of merchant brigades, and the Manse en du Satyr; a massive castle where the Marquis Patron in charge of foreign policy resides.

Blasted Bartolomeu: A few years after leading two scores of people to needless hardships and untimely deaths, Bartolomeu found himself glint-less and depressed.  “How am I to proceed, now?” he thought to himself, scratching his unkempt beard with one hand while shaking a beggar’s cup at any fancy-clothed passerby walking the curb he dubbed his territory in the tourist division of Merchant’s Favor.

Merchant’s Favor: This city makes it coin mostly off of lumber and hide and game, but there are some provisioners and outfitters readily available to supply pilgrims, merchants and travellers headed south to Rakuul, and adventuring fools who wish to travel east through the Weeping Meadows or even worse, Vaath’s Crater.  The citizens of Merchant’s Favor have a wooden board set up, where the names of those who travelled east and never came back are carved in.  This board serves as a memoriam and a hopeful (yet sometimes ineffective) deterrent for adventuring, as missing persons bring unwanted attention from Daran’s Department of Investigation and Crime Control.  It is not a complete secret that Trader’s Forest is home for criminal organizations and black market activity.

Sand’s Thirst: The river flowing through this city allows for farming and comfortable lodging, as those travelling from Merchant’s Favor or Blessed Aurelia have had a long, dry, and hot commute.  The University of Medicines and Doctoring, owned by Simeon Gaunilise, brings in additional commerce, as the need for medical care is large, the climate of the Polseux Lowlands is unforgiving, as are the dangerous creatures residing within.

Crook’s Rest: Crook’s Rest is a city every traveling Rakuuli citizen sees on their way to Daran proper, thanks to its vicinity to Hakihm’s Pass.  The city’s name originates from the natural shape the formation of the surrounding mountains make, and having a centuries old inn with many rooms.  As time passed since its creation, the meaning behind Crook’s Rest has changed, as lawbreakers of the Rakuul Judicature almost always make a stop at this city.  A fleeing fugitive of Rakuuli consequence will always find a Justicar in their wake, and Crook’s Rest has the best lodgings for the Justicars.  Rakuul has encouraged the Daranen government to increase the attention of their Department of Investigation and Crime Control operations in Crook’s Rest with more agents, but the landlords of the city protest that such involvement would deter tourism and hurt Daran economy.  The request for added D.I.C.C. involvement is not honored, but to aid in diplomatic agreement, Daranen Law decrees aid in criminal investigations for Rakuuli affairs to be mandatory (and rewarded generously), and failure to uphold their government’s agreement is punishable by exile.

Other Cities yet to be defined:

* Blasted Bartolomeu (under construction)
* Damnable Bartolomeu
* Bartolomeu’s Grave

Kingdoms

Main Page