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The Annals of Glen Forkovian

Thus far in Arden Vul, Dorn and Aele have fought skeletons, giant rats, and beastmen. Their friend Exodore Swift was slain in the battle with the beastmen, in which the trio of heroes were overmatched and outnumbered. Before Dorn and Aele could fall to the beastmen, all of the remaining combatants were rendered unconscious by a spore cloud emitted by multiple myconid men who were drawn by the sounds of battle so near to their fungal forest.

Thoth favored the two surviving heroes, for when they awoke as 'guests' of the huge myconid fungal king styling himself The Sovereign, the Thothian priest Aele was able to leverage his knowledge of Thothian beliefs and protocols to obtain a very positive reaction from the fungal ruler. After witnessing the agonizing transformation of the captured beastmen into fungal servants, the two surviving heroes were given the valuables the beastmen had carried and were then given a myconid escort to the great stairs, which they descended into Burdock's Valley, from thence to return to the town of Gosterwick.

During their Downtime in the boom-town, each hero leveled up to Level 3. Aele's mastery of Thothian spirit-magic has led to his healing surges and holy blasts of wrath going from 2d6 to 2d10. He also has learned a second ritual, 'Thoth's Balm'.

Dorn rolled maximum additional hit points for achieving Level 3. His new maximum hit points are 34, and Aele's are 27. Invested with the passionate spirit of his deceased lover Exodore, Dorn's sword, now a named magic item - "Swift" - becomes a soul-bound weapon that will reveal increasing abilities as Dorn continues to gain levels.

The pair of adventurers have spent quite a bit of gold in their second (and most recent) Downtime in Gosterwick. They've purchased fine clothes that enabled them to pass muster at the posh Inn of the Stunned Acolyte. They've also acquired very high quality, gleaming chainmail from Torunn the Smith.

They now return to the mega-dungeon, Arden Vul. Dorn has sworn death to all beastmen therein, but this will require overcoming their leader and creator, the witch Deino; our heroes may not yet be a match for her.

Two miles outside of Gosterwick as the pair make their way back toward the twin colossi at the falls of Arden Vul, Aele calls a short break. "I have not yet enacted my rituals today. It would be a shame to need them and not have them prepared."

Now that he's Level 03, Aele can prepare two rituals daily. He does so now, preparing Thoth's Comfort and Thoth's Balm.

"Thoth's most freely given gift, valued not nearly enough, is wisdom. Thoth's eyes are upon his faithful. His words chime in their minds like the tinkling of silver bells. May Thoth bequeath the hidden knowledge to his servants. O Logos En-Amenti, Thoth-Hermes, Psuche-Stratos—Vibrate the Hidden Key. O Silver Tongue of the Night, who restored the Eye of Horus when it was shattered—hear me. As my blood meets the earth, let thy wisdom meet our wounds. From the void of the New Moon, bring forth the fullness of life." Aele finishes praying and pricks his left thumb with his belt knife.

Dorn has looked on and listened. "You have to cut yourself every time you invoke these rituals?"

"For Thoth's Balm, yes; though not for Thoth's Comfort, no."

"It's good that you're not queasy, then."

"All good things require sacrifice," Aele quips, and then the two proceed along the road. "It's curious. As I was invoking the rituals and hanging their potential energy in the arcanic effluvium, I noticed a cold-spot off to the west there," he says, gesturing off the road. "That's abnormal. Parts of other planes of existence are leaking into our prime."

"I'm going to pretend I completely understand what you just said," Dorn replies drily. "Come on, let's investigate this cold-spot of yours," and with that the warrior-rogue leads them off the road to the west. In the next dozen minutes, the two men cover half a mile.

"Do you smell that?" Dorn asks.

"Hmm, yes: sulfur."

They continue and soon top a rise and see an old abandoned shrine to Thoth-Cromm. It is overgrown with weeds, and surrounding it for several yards is muddy ground where gas bubbles occasionally bloat out and then pop. "Whew, there's the source of the stench," says Dorn.

"What a travesty!" Aele says, with feeling. "Someone has let this shrine grow dilapidated, but there's more. It has been defiled."

"And soon, your corpses will add their own stench to this paltry monument to your weak god," says a scratchy baritone voice, and then a man in a red robe steps from within the shrine and to the side of the entryway. Immediately another red-robed figure follows him out and pulls back his hood to reveal a swarthy-faced red-headed and red-bearded fellow. He pulls the morningstar from his belt and whistles, and this signal is answered by animalistic cries from the nearby trees, where four porcine beastmen have emerged and are now running to close the distance.

"I do believe we have been lured into an ambush," says Dorn, drawing Swift. "But this time, the outcome will be different!"

"Eulogeson tou Doulous-sou, O Thoth-Amon," Aele intones stridently, followed by tracing a crescent shape in the air between himself and Dorn, and adding, "Lah!"

Please note: some of the places where I post this serial installment do not permit links or image attachments. If you would prefer to skip over the blow-by-blow, round-by-round account of this confrontation, then you can scroll down to 'A Summary of Battle' below.

Let's set up some tracking for this combat:

Dorn gains 1d4 temp hit points upon drawing Swift. I rolled 3, so his HP at the start of battle are 37. His AC while wielding Swift is 21 — pretty decent for a low-level character. Aele's Thoth's Comfort ritual adds +1 to our heroes HP, for 38 (Dorn) and 28 (Aele). It also bonuses their armor class by +1, for AC 22 (Dorn) and AC 18 (Aele). A +1 bonus also applies to their saving throws for the next three minutes.

The wizard-priest's Thoth's Balm still hangs, on a hair trigger that Aele can pull if he and/or Dorn need healing during this combat.

Combatant AC Hp Surges
Dorn 22 38 0
Aele 18 28 3
Set Cultist #1 13 13 3
Set Cultist #2 14 12 0 (hurls flame for 2d6)
Beastman #1 14 20 0 (deals 2d4 dmg; atk bonus +4)
Beastman #2 14 23 0 (deals 2d4 dmg; atk bonus +4)
Beastman #3 15 19 0 (deals 2d4 dmg; atk bonus +4)
Beastman #4 13 21 0 (deals 2d4 dmg; atk bonus +4)

Round 1: Dorn takes a 5' step and attacks Cultist #1, rolling a 16 (he hits) and 12 damage, which converts to 4-HD, killing the cultist. He then moves into melee range of Cultist #2, but unfortunately Dorn gets a 1 on Fray Die, so doesn't deal any hit-die damage to Cultist #2.

Beastman #1 charges Aele, adding +2 to the attack roll. He hits, and inflicts 6 damage on the wizard-priest! Aele retaliates with fiery radiant energy for 9 damage, which converts to 2-HD of injury. Aele's Fray die cannot be of use against the beastman since it is 4 HD, so Aele uses it against Cultist #2, reducing it to 2 of 3 HD.

Beastman #4 moves to engage Dorn and, surprisingly, hits Dorn successfully for 4 damage.

Beastman #3 moves into melee with Dorn, gets a good hit roll, but not good enough to overcome his current AC. Beastman #2 move northwest to line up a crossbow shot on Dorn. Dorn loses Dex and shield benefit since he's facing other foes (effective AC 19). But the beastman's shot doesn't penetrate Dorn's chainmail.

End of round #1 (Cultist #1 slain and 3 of the remaining 5 foes are injured):

I can see, after this first round of combat, that the Fray die usage needs to be tweaked. So, I will do so in round #2.

Round #2: Dorn attacks Beastman #4, rolling a modified 11, a miss. He then uses his 1d6 Fray die against the 3-HD Cultist #2, rolling 4. Cultist #2 drops to 8/12 hp. That's it, for Dorn.

Next, Beastman #1 attacks Aele, rolling a modified 14. That's not good enough, and Aele takes no damage. Aele retaliates with a glob of fiery radiant energy that inflicts 15 unless the beastman saves for half damage (he doesn't). Beastman #1, already injured, drops dead. Aele then uses his Fray die on Cultist #2 but unfortunately it is ineffectual.

Beastman 4, 3, and 2 then attack Dorn. Dorn parries #3's attack, blocks #4's with his shield, and his chainmail stops the crossbow bolt from Beastman #2. Cultist #2 hits Dorn with glowing blue bolts of force for 10 damage, no saving throw, and Dorn drops to 24 of 38 hp.

Round #3: Dorn skewers Beastman #4 for 10 damage, dropping it to 6 remaining hit points. He then uses his Fray die against the remaining cultist, dropping him by 1 hp to 7 of 12 hit points.

Aele moves so that he is directly opposite Dorn and they flank Beastman #4 — giving them each +1 on their next melee attacks. He then reconsiders and uses his final daily Surge to deal 9 more damage to Beastman #4, kill it. Aele is now out of daily Surges, although he could sacrifice Fortune Points for more.

Beastman #3's attack is absorbed by Dorn's chain and mail armor. #2 charges him and hits for 3 damage, dropping Dorn to 21/38. The magic of Dorn's sword, Swift arcs out and injures Beastman #2 in retaliation, inflicting 3 points and dropping it to 20/23 hp.

The remaining cultist again peppers Dorn with glowing magic missiles, inflicting 7 more damage, and Dorn is down to 14/38. He grunts and stumbles then rights himself. "The Balm of Thoth restore thee, friend!" Aele shouts, and Dorn regains 17 hit points, putting him back up to 35/38 hit points.

Here is the heroes' situation at the end of round 3:

A Summary of Battle Injuries occur all around, but Dorn and Aele give better than they get. Finally, Dorn intimidates the remaining cultist into surrendering. Sure enough, the two surviving beastmen obey. Interesting...

Round #4: Dorn yells, "Call off your dogs and surrender, red-robe, and we will spare your life!" Dorn is skilled in intimidation and half of the Cultist's forces have been slain. Morale 8 and I'm going to rule Dorn's threat and the cultist's assessment of the odds drop that to a 6. If he rolls less than a 6, he'll continue the fight: result of 2d6 is 8.

"Back off!" the red-robed cultist screeches. "Back away! Now!!" And the two remaining beastmen take a few steps back and lower their weapons. "I will surrender if you will agree not to press charges or haul me off to a cell in Gosterwick."

"Not good enough," Dorn says, taking a step forward and staring down at the man. "You're going to help us with a little project in Arden Vul, and then we'll give you the choice of jail or death."

"Or ... " Aele interjects, greatly daring, "there might be a way for you to avoid both, if you convert to the worship of Thoth and tell us everything — and I do mean everything — that you know about the Cult of Set in the mega-dungeon."

***

The Hall of Records

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Located on the lower periphery of Level 3, the Hall of Records is a pocket of Thothian architecture preserved from the encroaching rot. Unlike the chaotic, organic tunnels of the Mushroom Forest, this area is defined by sharp angles, polished basalt, and silent, dust-choked air.

The Entrance: The Gate of Feathers The stone door is a massive slab of black diorite. In its center is a deep indentation in the shape of a scarab, set within the chest of a carved Ibis. Without the Heart-Seed Scarab, any attempt to force the door triggers a Symbol of Hopelessness (DC 16), as the weight of all forgotten history crushes the intruder's spirit.

Danger Description
The Ink-Bound Wraiths The spirits of scribes who died clutching their scrolls. They appear as shadows dripping with black, caustic ink. Their touch doesn't just drain life; it erases the victim's prepared spells or recent memories (1d4 hours of memory lost on a hit).
The Dust of Ages A thick layer of grey powder covers the floor. If disturbed, it rises as a suffocating cloud. Characters must pass a DC 14 Constitution Save or be Blinded and Silenced for 1 minute as the dust cakes their throat and eyes.
The Cinnabar Golem Standing guard over the central codex is a small, heavy construct made of toxic cinnabar (mercury ore). It emits a poisonous aura, and its strikes deal additional psychic damage as it "writes" the pain of the blow into the target's mind.

The hall does not contain paper books. Instead, it houses thousands of clay cylinders etched with micro-cuneiform. If Aele uses the Scarab here, he can "hear" the cylinders whispering. One cylinder specifically contains the true name of a demon currently imprisoned on Level 4, which could be used as a powerful bargaining chip later.


As Aele steps into the Hall of Records, the silence is absolute—a dry, heavy vacuum that seems to swallow the sound of your footsteps. Rows upon rows of basalt shelves stretch into the darkness, lined with thousands of terracotta cylinders.

When Aele holds the Heart-Seed Scarab aloft, the agate stone begins to vibrate. The vibration isn't physical; it’s a psychic hum that resonates with the clay. Suddenly, the silence is shattered not by sound, but by a thousand overlapping mental voices—the Whisper of the Cylinders.

The Collective Echo At first, it is a chaotic cacophony—the accounting of grain harvests, the lineage of minor nobles, and the architectural measurements of forgotten tombs. But as Aele focuses his will, the Scarab acts as a tuning fork, silencing the mundane and pulling one specific, jagged thread of information to the forefront.

A single voice, cold and rhythmic as a falling chisel, drowns out the others:

"Record 774-Theta: The Bound Betrayer. Let it be known that the Flesh-Stitcher, Vhal-Gorgoth, remains interred within the Obsidian Font on the floor below. His physical form is sundered, yet his shadow hunger persists. He cannot be slain by blades, for his life is tethered to the three Bronze Canopic Jars hidden in the alcoves of the Wailing Stair."

The voice turns into a wet, rasping cough before continuing:

"Should the seals fail, speak the word 'Khem-Ur-Shatter' to bind his limbs for the space of twelve heartbeats. Do not speak it twice, for the name is a toxin to the living tongue."

The Aftermath The psychic resonance ends abruptly. Aele, you feel a sharp, metallic tang in the back of your throat, and your hand holding the scarab goes momentarily numb.

The Knowledge Gained:

The Name: You now know the True Name and command word for a powerful entity below (Vhal-Gorgoth).

The Weakness: You know his life is tied to three Bronze Canopic Jars on the "Wailing Stair."

The Cost: Aele must make a DC 12 Constitution Save. On a failure, he cannot speak for the next 10 minutes as his tongue feels like it has been turned to dry clay.


Kicking aside a pile of shattered terracotta, Dorn finds a rotted leather satchel—the remains of a thief or scribe who perished centuries ago. Inside, tucked away from the fungal rot, is a small, heavy pouch containing six heavy coins made of "Sun-Gold" (Electrum).

The Mark: Each coin is stamped with the Scales of Ma’at on one side and a stylized desert sun on the other.

The Property: These are not mere currency. They are Soul-Obols. In the depths of Arden Vul, certain ancient spirits or mechanical guardians may accept these as "payment" to bypass a room or gain information, sparing the party a deadly fight.

Value: To a collector, they are worth 50gp each; to the denizens of the deep, they are priceless.

The Guardian Awakens: The Cinnabar Golem The moment Dorn’s fingers close around the coins, the stillness of the room is broken by a sound like thick liquid being poured onto stone.

In the center of the hall, a statue you assumed was merely a decorative pillar begins to lose its shape. It is a humanoid figure, roughly seven feet tall, but its surface is a swirling, hypnotic metallic red. It does not have a face—only a smooth, rounded head that reflects your torchlight in distorted, crimson streaks.

The Toxic Sentry As it steps forward, the air around it begins to shimmer with a heavy heat haze. This is a Cinnabar Golem, a construct forged from solidified mercury and alchemical sulfur.

The Mercury Stride: It doesn't walk so much as flow; its limbs elongate and contract with terrifying fluidity. One moment its arm is a fist, the next a jagged, heavy blade of shimmering red metal.

The Poisonous Aura: As it approaches, both Dorn and Aele feel a sudden, pounding headache. The golem emits mercurial vapors. (Anyone within 10 feet must succeed on a DC 13 Constitution Save at the start of their turn or be Poisoned).

The Crimson Strike: It strikes with a heavy, wet thud. Its attacks deal 2d8+4 bludgeoning damage, and the impact leaves behind a smear of toxic red dust that seeps into armor and skin.

The Golem raises a heavy, shapeless hand toward Dorn, its entire body vibrating with a low, metallic hum that mimics the sound of a tolling bell. It is not here to talk; it is here to "sanitize" the archive of those who do not belong.

Gosterwick

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Gosterwick (referred to a Vertucaster by imperials) is the essential "home base" where most adventuring parties lick their wounds and spend their hard-earned gold during downtime between delvings into Arden Vul.

The Logothetes of Gosterwick

These officials were personally selected by Lady Alexia. They are often viewed with a mix of respect and fear because they report directly to the Azure Keep.

Valerius Scaurus (Logothete of Trade): * Role: He manages the town's economy, taxes, and the influx of artifacts coming out of Arden Vul.

The Vibe: He is a shrewd businessman who doesn't care much for "adventuring glory"—he cares about the 10% tax on all treasure recovered from the Halls.

Domitius Afer (Logothete of Public Works): * Role: Responsible for the rapid construction and infrastructure of Gosterwick.

The Vibe: A man under immense pressure. He’s the one who has to make sure the walls are reinforced and the roads can handle the massive merchant caravans.

Theodora Komnene (Logothete of Records): * Role: She manages the town’s archives and the registry of "Wardens."

The Vibe: If you want to become an official Warden of Vetucaster, you have to go through her. She is famously detail-oriented and likely knows more about your party's background than you’d prefer.

The Knights of the Azure Shield

These aren't just your average town guards; they are an elite military order dedicated to the Green Lady.

The Commander: Sept Commander Horatius Gesellion. He is a veteran warrior who commands about 60-70 knights stationed at the Azure Keep.

Their Jurisdiction: They generally don't patrol the streets for petty crimes (that's for the town watch); instead, they deal with high-level threats, dungeon-delver riots, or external attacks.

Equipment: They are recognizable by their polished plate mail and bright blue shields emblazoned with a golden sun.

Rumor: The Green Lady’s Secret "Logothete" There are whispers in the back corners of the Yellow Cloak that Lady Alexia has a fourth Logothete whose name isn't on any official ledger. This individual supposedly handles "special acquisitions"—meaning they hire adventurers to go into Arden Vul to retrieve specific items that Alexia wants for her private collection.

In Gosterwick, justice is a tiered system based on the Archontean legal code. While the Thesmothete Eusebia Phokas handles day-to-day civil and criminal disputes, the Green Lady (Lady Alexia Basileon) reserves "High Justice" for herself.

If you are a Warden or a prominent figure, you do not want to end up in her court. Here is how the punishments break down:

  1. High Justice (The Green Lady’s Jurisdiction) This is reserved for treason, murder, arson, or any crime against the state—which includes breaking a Warden’s oath.

The Sentence: Fines followed by death.

The "Inventive" Part: Lady Alexia is notorious for making executions "public and slow." Rumors suggest she uses magical or alchemical means to prolong the process, ensuring the condemned serves as a visceral warning to the rest of the town. For a Warden who betrays her, this is often viewed as a "breach of contract" that requires an "equalizing" of the debt through suffering.

  1. Justice of the Body (Thesmothete's Jurisdiction) Handled by Eusebia Phokas, this covers assault, slander, and wounding between citizens.

The Sentence: Punishments vary based on the severity of the harm but frequently involve amputation (losing the offending hand) or heavy fines. If the crime is severe enough to border on High Justice, the death penalty is on the table.

  1. Justice of the Domus (Property Crimes) Handled by the proedroi (Eusebia’s assistants), this deals with theft, burglary, and inheritance disputes.

The Sentence: This is where the punishments get particularly Archontean. Depending on the value stolen (usually over 50 gp), you can expect:

Fines: Often triple the value of the stolen goods.

Mutilation: Specifically blinding (for peeping or spying) or castration (for certain domestic crimes).

Amputation: Standard for repeat thieves.

  1. Low Justice (The "Commoner" Courts) Handled by the chartoularii (clerks) in the public square, this is for petty crimes and disputes involving non-citizens (non-Wardens).

The Sentence: Usually swift and summary. Expect time in the stocks, a public flogging, or immediate expulsion from the town. For non-citizens, the law is far less patient; if you can't pay a fine, you might find yourself "recruited" for dangerous labor details.

In Gosterwick, the specific official you need to see for real estate depends on whether you are looking for the right to buy land or the actual purchase and registry of that land.

As a Warden of Vetucaster, you should focus on these two officials:

  1. Aedelwine the Fair (Logothete of the Private House) While other logothetes handle trade and public works, Aedelwine is the official responsible for the Private House.

The Role: In Archontean bureaucracy, the Private House traditionally manages the properties and estates of the imperial family (or in this case, Lady Alexia).

The Function: If you are looking to purchase land or a house, Aedelwine is the one who handles the administration of these holdings. He ensures the property is vacant, legally cleared for sale, and that the transaction aligns with the Green Lady’s interests.

  1. Theodora Komnene (Logothete of Records) You cannot close a deal without her involvement.

The Role: She maintains the town's official archives.

The Function: Once Aedelwine has brokered the sale, Theodora registers the deed. More importantly, she verifies that you are a Warden in good standing. Without her "stamp of approval" on your citizenship status, the sale cannot be finalized.

Key Financial Tip: The Warden’s Discount Don't forget that one of the primary perks of being a Warden of Vetucaster is a massive 50% discount on the purchase of land within the town walls.

Standard Price: Real estate in a boomtown like Gosterwick is incredibly expensive due to high demand from merchants and adventurers.

Warden Price: Lady Alexia uses this discount to ensure the "elite" of the town (the adventurers she can call upon in a crisis) are the ones who actually own the physical buildings, keeping the town’s defense in capable hands.

Where to find them? Both officials operate out of their respective offices near the Thesmothete's Townhouse, located in the more affluent northern section of Gosterwick, moving toward the Azure Keep.

The Thothians

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In the context of the Halls of Arden Vul, the Thothians are the remnants and followers of the ancient Archontean cult of Thoth, the god of knowledge, secrets, and magic. They are one of the most powerful and intellectually driven factions in the megadungeon.

In your campaign, they are essential for players who want to deal in high-end magic items or deep dungeon lore.

Who they are The Identity: They are primarily Archontean humans (and some intelligent constructs or spirits) who view themselves as the rightful keepers of the "Light of Comprehension."

Alignment: They are generally Lawful or Neutral, but they are highly isolationist and "Lawful" doesn't mean "nice." They are arrogant, valuing ancient scrolls and historical artifacts far more than human life.

Aesthetic: Their areas are heavily influenced by ancient Egyptian/Archontean motifs—expect to see carvings of ibises, baboons, and multifaceted eyes.

Where to find them The Plaza of the Priests (Surface/Level 1): The ruins of their once-great temple complex.

The Hall of Shrines (Level 2): A grand hall of polished marble where they maintain active religious sites.

The Temple of Thoth (Level 3): Their primary stronghold within the upper levels. It is heavily trapped and guarded by magical constructs.

Thothian Teleportation Rings: These are scattered throughout the dungeon. The Thothians are the only ones who truly understand how to use the "addresses" (cubes) to navigate the halls instantly.

Interaction & Trade If you want to trade with them, keep the following in mind:

Currency: They care little for standard gold. They want ancient books, lost scrolls, and Archontean relics. If you find a piece of jewelry with an inscription in a dead language, they are your best buyers.

Magic Items: They are the premier faction for identifying magic items. However, they may demand you perform a "service" (a quest to recover a stolen book from the Cult of Set) rather than taking gold for the service.

The Scrutiny of Thoth: In some areas, the faction (or the god himself) may "judge" those who enter. If you show respect and possess high intelligence, they are much more likely to trade than if you come in swinging a sword.

The Rivalry They are the eternal enemies of the Cult of Set (the god of chaos and destruction). If your party is seen wearing Setian symbols or dealing with their rivals, the Thothians will likely be hostile on sight.

Pro Tip: If you find a Thothian Holy Symbol (often an ivory or gold ibis), keep it. It acts as a "key" for many of the magical doors and elevators within their territory.

Arden Vul Staircases

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  • south of the entrance to the catacombs, west of the Hall of Judges, north of the Glory of Thoth beneath the pyramid

  • due east from Thoth the Knower of Secrets at the north end of the chasm

  • near there, beyond a hidden door in the southern wall of the Room of the Ibis Guardians

  • beyond a secret door east of the Greater Hall of Columns, where the corridor turns north to the Lesser Seat of Contemplation

  • west of our glorious Temple of Thoth lies the Temple of Set, and west of that are stairs down to the Halls of Set

  • the residence of the Overseer of Truth is up the great spiral staircase to the south-west of the Great Hall

  • north of the bridge across the chasm on the level of the Obsidian Gates, there is a stair down warded by statues of legendary heroes

  • north-east of the Tomb of Marius Tricotor, a stair down to the administrative complex

  • at the northern end of the administrative complex, a spiral stair down to the clerical offices near the Court of the Troll Thegn

  • the clerical offices north-west of the Court of the Troll Thegn have a passage to Marius’ outpost at the floor of the chasm

  • The Forum
  • The Inn of the Lost
  • The Arena
  • The Troll Market

Shadowdim Campaign Maps

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