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Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 48A: A NIGHT IN THE NECROPOLIS

January 9th, 2010
The 26th Day of Kadal in the 790th Year of the Seyrunian Dynasty

They cleaned the hall and moved the corpse into Ranthir’s make-shift laboratory. By the time Elestra was ready to force answers out of the drakken, they had carefully hashed out two questions to ask her and decided that they would confer on the third depending on the answers they received on the first two.

As Elestra animated the corpse, it jerked into a sitting position. The drakken’s head snapped back, audibly breaking her neck. Her words gurgled jaggedly in her throat.

“What was your mission?”

“To retrieve the askara research materials and kill the elf.”

(“Kill the elf?!” Tee demanded. “Why the elf?!”)

“Where were you supposed to report back to?”

“The Temple of Deep Chaos.”

“Where can we find Wuntad?”

“In the Haven of Gisszaggat.”

Black blood burst from her mouth and the body collapsed.

REVENGE SERVED IN FIRE

“That’s right,” Tee said. “We took all their research. All of that work for nothing.” She thought about it for a moment. “Do we actually need that research? Couldn’t we just burn it and make sure they never got it back?”

“I’d rather not… burn it,” Ranthir said, with a slightly strangled tone to his voice.

After conferring they decided that what they could do was to have Ranthir make a duplicate of the research and then destroy the original in a way that would make the cultists think that it no longer existed.

“We’ll send them burned scraps of it,” Tee said. “Or, better yet, I can cut out pieces of it and use it to write a message to Arveth.”

“This might be why they want to kill you,” Elestra said.

“Probably,” Tee said. “But I’ll make my own death.”

During the night Ranthir, sustained by a magical ring, had been able to continue his studies for several more hours. He spent that time studying the crystalline armor, concluding that – although it was derived from similar technomantic arts – it was not actually chaositech, nor did it bear the taint of such items. It would be safe to use.

Knowing that it was safe, Tor was more than happy to take the miraculously endurant armor. It would make an admirable replacement for his breastplate.

Shortly thereafter, the construction crew showed up for the last morning of their work on the suite. Tee quickly shuffled the body into her bag of holding (“for later disposal”).

They retired to Tor’s room. Tee had Ranthir immediately copy a few of the sheets from the askara research, then she took them, scorched them, and cut out semi-burned letters and words to form a message:

I’m still alive and loving the armor.
Love, The Elf.

THE HUNTER PARTY

Tee returned to the others. While they were gathering up their gear for the day, there came a knock at the door. They exchanged looks. None of them were expecting company.

Agnarr got up to answer it. Standing outside were a young man with his brown hair pulled back in a ponytail and a lithe woman with black hair down past her shoulders. The young man stretched out his hand, “My name’s Marcus Hunter. We’re looking for Tithenmamiwen. We have business from the Delver’s Guild.”

Agnarr slammed the door in their face and went back to polishing his sword.

With a sigh and perhaps a bit of a laugh, Tee went to the door and opened it again. Marcus introduced himself again and the woman as his sister, Talia Hunter.

Agnarr, with a bad feeling about all of this in his ornery gut, brusquely pushed past them and headed downstairs.

Tee invited them into the room and the others sat down with them around a table.

After proper introductions had been made, Marcus launched into his story. “My sister and I are members of the Delvers’ Guild. Our father, Adatol Hunter, was a member, too.”

Before Adatol had died, Marcus explained, he had found references to and descriptions of a specific section of Ghul’s Labyrinth and the passwords for the bluesteel doors leading there. He had spent the last years of his life dreaming of the treasures he would find if he could only find the places described.

The only problem? The records he had found referred to the “Laboratory of the Beast.” Without knowing where the laboratory was located, he couldn’t follow the instructions. But the research he had performed in trying to track it down included a reference to the Laboratory being used as a place to store the “Drill of the Banewarrens”.

It wasn’t hard to see where this was going: When Tee had started shopping the drill around, it had come to the attention of the Hunters and they had begun inquiries. They knew that the Laboratory of the Beast must lay beyond the Greyson House complex that the group had claimed a guild monopoly on exploring.

“We had papers drawn up with the guild allowing us to exploit your monopoly in exchange for a ten percent return.” Marcus presented them with a contract.

Agreement of Exploitation By common agreement and understanding, those monopolies so established by the right and authority of the Delvers’ Guild unto those portions of the Labyrinth beneath the City-State of Ptolus located beneath the house known as Greyson upon Catsbird Street within the District of Rivergate and devolved unto those explorers here undersigned are so waived by the undersigned unto such an extent that they may be exploited by Talia Hunter and Marcus Hunter, also licensed thereby the Delvers’ Guild. In return for such waiver, Talia Hunter and Marcus Hunter agree to grant unto the undersigned a full ten percent of all treasure, knowledge, wealth, or gains of whatever kind from their explorations during the exploitation of said monopolies, upon penalty of forfeiture of all treasures so gained in addition to whatever fine may be determined by the authorities and officers of the Delvers’ Guild upon due complaint uprightly held in judgment by the undersigned.

Ranthir tried to weedle the passwords or their maps out of them, but they politely refused.

“Are you planning to go down there by yourselves?” Tor asked.

“No,” Talia said. “We’ll be hiring a full expedition.”

The party tried to offer a reverse deal: They’d do the delving if the Hunters gave them the information they had, and in exchange the Hunters would get a cut without taking any risk on themselves. The Hunters, however, were adamant: They wanted to do it to honor their father’s legacy. And they wanted the challenge for themselves.

(“Besides,” Tor said. “When would we have time for that?”)

They asked the Hunters to wait downstairs while they discussed the matter. The Hunters agreed and excused themselves.

The debate focused around the Hunters themselves: Could they be trusted? How did they know they weren’t somehow in league with the cultists? Or the Surgeon in the Shadows?

“Is it even safe for them to be down there?” Elestra asked.

“They’re delvers,” Tee pointed out. “They’re going to be go delving somewhere.”

Eventually they decided to sign the contract, but with a few additional provisos: First, they wanted the Hunters to leave the goblin clan alone. Second, they wanted first pick of any material relating to the Dreaming Arts. Third, they wanted full access to any lore the Hunters retrieved from the depths. Fourth, when the Hunter expedition was completed, they wanted to know the passwords they had used to bypass the bluesteel doors.

When they fetched the Hunters back up for more negotiations, the Hunters agreed to their terms with the proviso that they would trade knowledge for knowledge: In exchange for the maps from their expedition and the password for the bluesteel door, they wanted a copy of the maps that Ranthir and Dominic had made while exploring the Laboratory. This was readily agreed to, and Ranthir began making a copy of their maps… and when the first (while perfectly functional and accurate) proved not to be elegant enough, he scrapped it and began anew (this time executing a proper work of art).

While he worked, Ranthir made a point of asking the Hunters about putting the passwords in trust. (“Just in case you don’t come back…”) The Hunters said that they would be filing an expedition plan with the Delvers’ Guild which would include that information. “We’re also purchasing retrieval insurance through the Guild,” Talia explained.

The contract was properly amended and signatures were placed on both copies (one for the party and the other to be filed with the Delvers’ Guild showing the Hunters’ right to exploit their monopoly).

Running the Campaign: Contract Handouts – Campaign Journal: Session 48B
In the Shadow of the Spire: Index

Vladaam Affair - Eye of the East Map

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Beneath its charming exterior, the Eye of the East is a charnel horror of death and despair.

CAPTAIN MORSUL: Captain Morsul is a minotaur vampire, infected during a voyage through the Serpent’s Teeth. Use the stats for a vampire nightbringer (MM 2024, p. 316) with the following traits:

  • Strength 18 (+4)
  • Languages: Common, Abyssal
  • Charge. If Morsul moves at least 10 feet straight toward a target and then hits with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
  • Labyrinthine Recall. Morsul can perfectly recall any path he has traveled.
  • Reckless. At the start of his turn, Morsul can gain advantage on all melee attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.
  • Multiattack. Captain Morsul makes one Bite attack, one Shadowstrike attack, and one Gore attack.
  • Gore. Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

VAMPIRE SPAWN: There are 1d4+1 vampire spawn on the Eye of the East. (Morsul creates them from slaves and mutinous crew members, then has them periodically fight in survival-of-the-fittest deathmatches for the entertainment of the crew.)

SHIP MAP: Elven Tower’s Scorpion Ship battlemap. (Minor alterations.)

AREA 1 – MAIN DECK

A fairly typical, double-masted ship’s deck.

CARGO HATCH: A clever device allows a shutter, operable from below, to be drawn across the cargo hatches and cover the grating. (This is unusual, but can both hide the slaves in the cargo bay and protect the ship’s vampires from sunlight.)

AREA 2 – BALLISTAS

The upper deck ballistas are mounted on swivels.

SEARCH — DC 10 Wisdom (Perception): 6 of the bolts at each ballista tipped with alchemist’s fire.

ALCHEMIST’S FIRE BOLTS: 3d10 piercing damage. Target takes 1d10 fire damage at the start of each of their turns.

AREA 3 – CREW QUARTERS

This compartment is filled with crisscrossing hammocks. Additional bed rolls are spread uncomfortably on the floor.

SECURE DOOR: The door to Area 5 is steel-cored and securely locked.

  • AC 19, 40 hp, DC 18 Dexterity (Thieves’ Tools)

AREA 4 – STORAGE & CREW

Ship’s stores are kept here. Because Area 3 is too crowded for all of the crew to sleep there, several additional hammocks are also hung high here above the stores.

AREA 5 – SECURE HOLD

This compartment is used to store high-value or sensitive cargo. The ship’s anchor is also operated from here.

AREA 6 – VLADAAM MAGE’S QUARTERS

Makena, the Vladaam Mage assigned to the ship, keeps her quarters here. Their personal belongings include their spellbook, a potion of superior healing, and a djinni’s lamp.

HADIYA THE DJINN: The djinni in the lamp is Hadiya. Makena has come to consider Hadiya her best friend and will spend hours in her quarters just chatting with her. Hadiya, however, yearns for freedom from her imprisonment.

AREA 7 – CAPTAIN’S QUARTERS

The portholes of this aft cabin are draped with thick, black velvet curtains which have been securely fastened and block out all light. An everburning lamp is built into the desk and casts long, dancing shadows around the compartment.

BED: Concealed beneath the bed is a coffin of mahogany inlaid with jet (worth 3,000 gp).

DESK: On the desk is a box of red jade containing three onyxes each painted with a dragon’s head. (The box is worth 750 gp. Each onyx is worth 75 gp.) Also on the desk is a Letter from the Founder’s Guild to Captain Morsul (see handouts).

AREA 8 – SLAVE HOLD

Dozens of shackles are attached to the walls and to long metal bars running along the floor.

AREA 9 – VAMPIRE SPAWN QUARTERS

These rooms are used by the vampire spawn. The bedclothes are soiled and smeared with blood and filth.

Go to Part 16E: Slave Trade Handouts

Myliesha's Sail - Map of the Ship

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Named after Myliesha, an elven goddess of the wind (Ptolus, p. 73), the Myliesh’a Sail is the smallest vessel in the Fleet of Iron Sails. It’s notable for being the only ship in the fleet not armed with cannon or ballista. The absence of ship weaponry allows the Sail to avoid inspections at certain foreign ports, making it easier for them to engage in smuggling, slave-trade, and other illicit activities.

CAPTAIN CROTIKA: Use stats for pirate captain (MM 2024, p. 242).

SHIP’S MAP: Fat Goblin Games’ Simple Ship battlemap.

AREA 1 – MAIN DECK

The deck is well-scrubbed and kept in good order. Despite this, a large, black stain extends from the cargo hatch and runs for several feet across the deck. (Anyone watching onboard activity will notice that crewmembers avoid stepping on the stain.)

STAIN: Careful inspection notes that there are small arcane runes carved into the surface of the stain. Anyone stepping on the stain is must make a DC 12 Wisdom saving throw or be affected as per bestow curse.

DC 14 Intelligence (Arcana): The stain is from a blood curse. Someone cursed their own blood and then spilt it upon the deck in order to place a curse upon the Myliesha’s Sail. (GM Note: This was a lizardman witch who was being transported as a slave.)

DC 18 Intelligence (Arcana): The arcane runes are designed to seal in the curse. This prevents it from affecting the ship, but it would still be a good idea to avoid stepping on it.

CARGO HATCH: The cargo hatch is secured with a pair of hefty padlocks.

  • AC 19, 7 hp, DC 18 Dexterity (Thieves’ Tools)

AREA 2 – THE WHEEL

The wheel is coated with dragon bile (contact poison, DC 20 Constitution saving throw, 5d6 poison damage (half on save), and disadvantage on Strength checks). Crewmembers know to wear gloves while steering the ship.

AREA 3 – CAPTAIN’S QUARTERS

TABLE: On the table is a small mahogany box containing a ring of counterspells (a serpent of mithril and a serpent of taurum, the true gold, swallowing each other’s tails) and Letter to Guildmaster Arzan (see handouts).

Ring of Counterspells (rare, requires attunement)

This ring might seem like a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 5th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as if per a counterspell. If a counterspell is casting into the ring, it can be used to counter any spell, as per the spell.

Once used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.

GM Background: This ring was recovered from ruins in the Serpent’s Teeth. It currently contains a gate seal spell and it’s possible the Red Magi might be able to research the spell by studying the ring. (The gate seal spell can be found in Planescape: Sigil and the Outlands.)

IRON COFFER: 465 gp, 79 pp, potion of blur

  • Lock: DC 16 Dexterity (Thieves’ Tools)

AREA 4 – SHIP SUPPLIES & ARMORY

In addition to hard tack, barrels of water, rope, and other necessary supplies, this room contains an unusual number of weapons:

  • scimitars & dragon pistols (Ptolus, p. 522), enough to arm the sailors
  • dragon rifles (Ptolus, p. 522) to arm the Advanced Vladaam Guards

AREA 5 – VLADAAM MAGE’S QUARTERS

The Vladaam Mage assigned to the ship keeps their quarters here. Their personal belongings include their spellbook, a potion of superior healing, and a shield of missile attraction (that they’re studying).

AREA 6 – CREW QUARTERS

This chamber is filled with crisscrossing hammocks and where most of the crew sleep.

DOOR: The door leading to the hold is steel-cored and securely locked.

  • AC 19, 40 hp, DC 18 Dexterity (Thieves’ Tools)

AREA 7 – HOLD

Although Myliesha’s Sail transports slaves, they usually carry no more than a half load, and often much less than that.

Greater effort is made to keep the hold well maintained and cleaned (with the Vladaam Mages using prestidigitation spells, among other measures), making it easier for the ship to fulfill its role as a smuggler when the hold is used for mundane goods (or seemingly mundane goods).

Go to Vladaam Slave Ship – Eye of the East

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The Pride of Morrain is named after a former scion of House Vladaam. Morrain was arrested for piracy during the War of Black Sails, escaped from the gallows in Trolone, and returned to Ptolus before being killed by Freeport assassins (who had been sent by a powerful pirate captain whose daughter Morrain had raped and murdered).

The prow of the ship is fashioned to resemble the head of a red dragon. The crew of the ship will tell tales of how the cunningly crafted wooden head contains the mummified heart of a dragon slain by Morrain himself. It’s possible that many or all of them actually believe this tale, but it’s not true.

CAPTAIN BOASTIA: Use stats for pirate captain (MM 2024, p. 242).

SHIP’S MAP: The map of the Pride of Morrain is based on the Duskbringer battlemap published by Elven Tower. The original map can be found here, but the version seen above has been heavily modified. Patrons of the Alexandrian have exclusive access to a high-resolution version of the modified map, suitable for printing or VTTs.

AREA 1 – THE WHEEL

The brass wheel of the ship has a plaque attached to it, explaining that it was taken from the original Pride of Morrain and was wielded by the hand of Prince Morrain during the War of Black Sails.

AREA 2 – MAIN DECK

At first glance, a fairly typical ship’s deck.

AFT DOOR: The aft door, leading below decks, is surprisingly sturdy and can be secured with two locks and a bar from the outside. (This is a final defensive measure against the potential of slave uprising.)

  • AC 19, 40 hp, DC 18 Dexterity (Thieves’ Tools)

CARGO HATCH: Similarly, the cargo hatch is secured with a pair of hefty padlocks.

  • AC 19, 7 hp, DC 18 Dexterity (Thieves’ Tools)

AREA 3 – BALLISTAS

The upper deck ballistas are mounted on swivels.

SEARCH — DC 10 Wisdom (Perception): 6 of the bolts at each ballista tipped with alchemist’s fire.

  • DC 14 Intelligence (Wisdom): To find a slip of paper under the alchemist’s fire bolts at the prow of the ship billing for various supplies which were delivered to an address on Wayfarer’s Street. (This address belongs to Alchemical Lab — Shadowworks, which created the fire bolts.)

ALCHEMIST’S FIRE BOLTS: 3d10 piercing damage. Target takes 1d10 fire damage at the start of each of their turns.

AREA 4 – GRAPPLER BALLISTA

The lower ballista is secreted within the open mouth of the ship’s red dragon prow. The bolts shot by this ballista are tethered and a powerful, steam-powered mechanism under the deck can be used to drag pinioned ships into boarding range.

AREA 5 – SUPPLIES & ARMORY

In addition to hard tack, barrels of water, rope, and other necessary supplies, this room contains an unusual number of weapons:

  • scimitars & dragon pistols (Ptolus, p. 522), enough to arm the sailors
  • dragon rifles (Ptolus, p. 522) to arm the Advanced Vladaam Guards

STAIR DOORS: The doors at the bottom of the stairs are steel-cored and securely locked.

  • AC 19, 40 hp, DC 18 Dexterity (Thieves’ Tools)

AREA 6 – WATER PURIFIER

A technomantic device in this compartment siphons ocean water and purifies it for human consumption… but only imperfectly. The result is potable, but still has a slightly salty and unpleasant aftertaste. It’s good enough for the slaves, though.

SIGIL: The device is marked with the Vladaam alchemy sigil:

Vladaam Alchemy Sigil

AREA 7 – UPPER HOLD

The upper hold generally contains mundane cargo.

CARGO HATCHES: Cargo hatches lead to both the upper deck (Area 2) and the slave hold below (Area 12). Both are secured from above with a pair of hefty padlocks unless in use.

  • AC 19, 7 hp, DC 18 Dexterity (Thieves’ Tools)

AREA 8 – CREW QUARTERS

These chambers are filled with crisscrossing hammocks and where most of the crew sleep.

AREA 9 – VLADAAM MAGE’S QUARTERS

The Vladaam Mage assigned to the ship keeps their quarters here. Their personal belongings include their spellbook and A Missive Regarding Slaves (see handouts).

  • GM’s Background: The sigil on the missive belongs to Aliaster Vladaam.

AREA 10 – SLAVE CELLS

These cabins are secured with locks from the outside and have been outfitted to secure rare and valuable slaves. They are generally empty, but there’s a 10% chance of occupation for each cell, in which case roll 1d8 to determine the CR of the inhabitant and use a random encounter table of your choice to determine who/what it is.

AREA 11 – CAPTAIN’S QUARTERS

Captain Boastia gets an actual bed! It’s nothing too fancy, but it’s pleasant enough.

The captain’s logs can be used to reconstruct the frequency and number of slaves being transported by the Pride of Morrain.

AREA 12 – SLAVE HOLD

The Vladaam Mages assigned to these ships regularly cast prestidigitation to clean out the holds, but it’s not enough to purge the sickening stench that clings to the slave holds – a mix of filth, excrement, blood, and putrescence.

GM Note: If the Pride of Morrain is not currently hauling slaves, this cargo hold may be converted to hold additional goods.

AREA 13 – LOWER HOLD

This area is generally used for standard trade goods and cheap rations for the slaves. If the ship is carrying a particularly large full load of slaves, the overflow may also be held in here.

AREA 14 – OFFICER’S MESS

Close inspection reveals that the officer’s mess is covered in a thin layer of dust, suggesting that it’s rarely used. The close proximity to the slave hold has rendered the mess an unpleasant place.

GM Note: There have been some discussions of converting the space into additional cargo space, but Captain Boastia has been hesitant to abandon the tradition.

Next: Vladaam Slave Ship – Myliesha’s Sail

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The Vladaam drug-running operations are woven through their deot and, thus, throughout The Vladaam Affair. This brief summary is designed to tie these disparate elements together, providing both an overview for the GM and some basic guidance if the PCs decide to pursue these leads.

Note: The drug trade also offers myriad opportunities for PCs to get involved with The Vladaam Affair for the first time. Addicts and dealers can be found throughout the city and in every walk of life, making it easy to drop clues into almost any scenario.

DRUGS HANDLED BY THE VLADAAMS

The Vladaam drug trade focuses on three specific drugs:

  • Abyss Dust
  • Snakeweed
  • Liquid Pain (Agony)

ABYSS DUST: Abyss dust is alchemically distilled from snakeweed (see below), although few associate the innocuous effects of snakeweed with this powerful narcotic. Abyss dust looks like ashes, with a rich black and gray color. It is administered through inhalation or smoking. Some hardcore users like to mix their abyss dust with snakeweed, claiming the snakeweed “takes the edge off” of some of the more extreme hallucinations.

LIQUID PAIN: This thickish red liquid, also known as Agony, liquid pain is distilled from the living pain of tortured souls. Through an alchemical law of antagonism it creates a feeling of intense pleasure in addition to its other effects. Recreational users use small, ceremonial knives to cut themselves and deliver the drug. It’s said that the recipe was perfected by demons and stolen from them by a Dark Warrior. (Who may, or may not have been a member of House Vladaam.) It is difficult to say how much truth there is in such tales, as opposed to salesmanship.

SNAKEWEED: The sunburst flower is found growing in many ancient ruins throughout the Serpent Islands. The trances produced by smoking the dried leaves and flowers of the plant became a popular, casual intoxication among the pirates of Freeport and spread to ports throughout the Whitewind Sea. When dried, the stuff is simply called snakeweed by most, and while it can be psychologically addictive it is relatively harmless by itself. When smoked, snakeweed produces a feeling of serene calm, a deadening of pain, and slight euphoria. Heavy doses produce an incapacitating euphoric stupor, and sometimes inspire dreams of shadowy, serpentine forms and vast cities beneath the waves. In Freeport, it is commonly used by the poorer citizens and sailors as an escape from the drudgeries of everyday life.

See Appendix: 5E Drugs for the mechanical details of these drugs.

SOURCES

  • Abyss Dust and Snakeweed are purchased in Freeport.
  • Liquid Pain is manufactured at the Vladaam Slave Warehouse (Part 16).

RUNNERS

FLEET OF IRON SAILS: The Fleet of Iron Sails (Part 9) smuggle abyss weed and snakeweed out of Freeport.

SURVEYOR APPRENTICES: The apprentices of the Red Company of Surveyors (Part 14), are used to run drugs. Small quantities or secret messages can be placed within the hollow rachis (stems) of their diamond-feathered badges.

SPICE SHIPMENTS: It’s not unusual to mix illegal drugs into shipments of legitimate spices, take the cargo to the Spice Market, and then separate out the illegal drug.

RECIPIENTS

In Ptolus, the Vladaams deliver drugs to both their own Curse Dens (Part 8) and independent dealers.

INDEPENDENT DEALERS:

  • Skull & Sword (Guildsman District; Ptolus, p. 180)
  • Spice Market (South Market; Ptolus, p. 340)
  • Dark Market (Midtown — Undercity; Ptolus, p. 399)
  • Vistor Krun (Warrens; Ptolus, p. 381)

TRACKING

If the PCs want to gather information on the Vladaam’s drug trade or put drug-related facilities under surveillance, there are two likely discoveries.

First, runners carrying drugs can be observed coming from any ship in the Fleet of Iron Sails. They can be followed to either the Rivergate curse den or one of the independent dealers listed above.

GM Note: These drugs are taken to the curse den in Rivergate and then distributed to the other curse dens from there.

Second, drug runners can be observed leaving the Vladaam Salve Warehouse and going to a curse den. (1 in 4 chance per day of a drug runner. Determine which curse den they’re heading to randomly.)

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