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Mutants & Masterminds: Struggles of Iannin - The Machinations of Iannin


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Realm of Nay'fen, First Coil of the Enlightened, Blessed of the Twins, Reign of His Holiness, Tal'may

The Realm of the Nay'fen quickly established itself with the help of the Sen'ten in the near empty lands from the Sea of Tears to the west, the Mire to the south, the Great River to the north and the farthest shores to the east. Many towns exist within the realm but none like the two that are the epicenters of the civilization, U'ur and S'ur.


A world wonder in its own right, the large city is built suspended in the Breach, the narrow entrance to the Sea of Tears from the Great River. More like a series of arches than a true dam, water flows over and throughout the town through an immense aqueduct system engraved with the scrolling lines of Pattern magic. At the center of the dam, sitting above the arch known as the Tear Gate, lies the seat of the Realm's power, the Palace. Nay'fen is currently ruled by Tal'may, the head of the Council of Five. The Council is made up of representatives of each of the major Houses residing in U'ur. The Thayim, the Mer'nast, the A'fen, the Ssenast and the Nay'fen. There are lesser Houses of other species, but they are relegated to lobbying for motions to the major Houses. Also prominent in political decisions is the advisor to Tal'may, a high-ranking member of the Sen'ten, Sar'ne.

Magic is very prominent and more or less freely used in U'ur and Nay'fen in general, though there are strict regulations of its use that tends to favor the Nay'fen and their practice of Pattern magic (Tattoos & Alchemy) and by extension, the A'fen as well.

U'ur, due to its location, aside from being the political seat of power for the Realm, is a bustling mecca for trade and most of its income comes from tariffs and tolls.

The city's current project that it is devoting much of its resources to is the construction of a paved road to S'ur that would connect many of the minor and major towns and villages of the Realm as well as allow fast travel from one side to the other. (yes, my avatar is the banner for the town)


The other major city in the Realm of Nay'fen, and also the seat of the Sen'ten and the location of the training College. The dominant feature for miles around, the Temple of the Twins and its Lucenite-leafed dome reassure all who dwell within that the darkness of Chaos cannot encroach. The dome of the Temple is maintained in such a way that at any given time, half is glowing in tribute to Tal and the other to Len. The city has a Steward, but she serves mostly in name only, as most decisions come from the Sen'ten.

The Sen'ten are organized by rank and organization. They are first split simply into the Sen and Ten. The Sen are the warriors who rely mostly on their faith to pursue the minions of Chaos (paladins/clerics) while the Ten are the devotees of Pattern Magic who rely on the intricacy of alchemical inks, potions and the fine artistry needed to tattoo complex spells upon themselves to seek out and conquer Chaos as it emerges from the Empyrean. It should be noted that while the Sen'ten will say the College is open to anyone, very, very few outside of the A'fen or Nay'fen apply, and even less are accepted due to the bigotry of the previous (and founding) leader and the long amount of years necessary to graduate. The current leader has a longer vision, and is seeking to change that, having recently accepted a large body (relatively speaking) of new students from many races much to the chagrin of the current student body. The Ten have been tasked to develop a tattoo that would allow the shorter lived races the time necessary to complete training. As of yet, one has not been developed.

Each branch is ranked similarly and every rank is easily identified by the glowing lucenite sunburst pattern around the eye. The number of rays branded denotes the rank, with one ray below the eye being an initiate to the order, and a student at the college, a 'Ray'. A second ray directly opposite that cuts through the eyebrow indicates a 'Bur', a graduate of the school. Most Sen'ten fall within the ranks of Ray and Bur. Above this there are two more ranks before titles become job specific, each accompanied with another ray, the first straight back from the corner of the eye towards the ear and the second in a 'southeast' direction. The titles are 'Nov' and 'Ilu'. Further marks would indicate position such as the instructors at the college's arc along their nose and the inside of the eye area or accolades such as pinpricks of light amongst the rays for achievements in vanquishing Chaos.

The Sen and Ten are easily differentiated by clothing if nothing else, as the Ten wear very little of it as clothing interferes with the execution of the spells that cover much of their skin. The Sen, while also not wearing much clothing so as to not interfere with their own tattoos, choose to armor what they can, each person having their own personal and customized armor designed around their tattoos. (They end up looking a lot like Roman gladiators with tattoos)

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A'va'laan, Realm of the Learned, Domain of Magic

To the north of Jotnar's wall the Skrofan settlement on the island of A'va'lan within , Lake Colure, had long accepted any learned practitioners of the mystic art. With the coming of the war the island nation open itself to all refugees of the Great Chaos War. Growing rapidly the colony quickly spread over the island and became it's own kingdom, no longer dependent on resources from the Skrofan homelands on Ignum. A hodgepodge of peoples and cultures the people of the kingdom of A'va'laan are bound together by a shared passion for magic and learning. With the destruction of the great school at Mount Sorrow A'va'laan is quite possibly the world's best place to learn magic

A'va'laan, the Crystal City

A'va'laan is the original settlement of the Skrofan colony and in its architecture and design the city shows this history. First built exclusively as an outpost to study the Crystal Gyre the colony and city that grew around it was carefully laid out in concentric rings around the Gyre itself. Built out of the living forest, with the same care a reverence of the Skrofan cities on Ignum, the mages and scholars designed the city to control and refine the incoming ley lines of Elan's Blood that coursed to the Crystal Gyre.

The Skrofan philosophy to live in harmony with thier forest homes has kept the city itself small, with dozens of smaller towns and hamlets outside the city proper. Natural wood, often making use of living trees and the mystical crystals solidified from Elan's Blood dominate the buildings, resulting in a city of immense natural beauty and vibrant, radiant, life.


The capital, and the nation itself, is ruled by a democracy of mages. One must be a practitioner to be eligible for office though all citizens may vote. In addition to being the seat of government for A'va'laan, the city houses the great Crystalline University, a school of learning that rivals all others on the continent both in mundane and arcane learning. The University excels in the arts arcane and is said to be second to no other school save the now destroyed school at Mount Sorrow.

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Size: Medium City (population 20,000-35,000)

Surrounding area: Light Forest (& hills)

Defenses: Fairly Defended - stone walls, a properly sized militia/army and a local police/law force

Government: Magocracy - Ruled by a council of Mages only.

Standard of Living: Upper Middle Class

Presence of Magic: Pervasive - Magic is so common it sees use in daily life of all citizens. Many magic users make their homes in the city and the government, military, law, and all other walks of life utilize magic.

Religion: Wide Open - A wide variety of religions with no clear majority or dominate faith.

Features of Note: The Crystalline University

Landmarks of Note: The Crystal Gyre, the living architecture.

Population Breakdown:

60% Skrofan, 15% Anupu, 10% Thayim, 5% Takrok, 2% Jotnar, 2% Kassim, 6% Other

Thull, Gateway to A'va'laan

To the west of A'va'lan, the smaller island of Ver'tun sits in Lake Colure between the mainland and A'va'an. Thull itself straddles all three with its primary bulk on the Ver'tun itself. The town townwas initially built a a means to traverse the distance from A'va'lan to the mainland quickly by way of magical gateways that instantly transport the user from one to another. During the Great Chaos war the gates from A'va'lan to the mainland were sundered and the Island turned into a massive fortification to act as a bridging point between the two. The fortifications were built by the Jotnar who retain a strong presence in the town. Though the war has long faded into the past A'va'laan maintains the fortress town of Thull as its sole connection to the mainland, no bridges or other magical portal are allowed to be constructed. The town itself is sufficient with small farms on Ver'tun, and fishing from Lake Colure, but due to the high military presence Thull also receives stipends from other communities on A'va'lan itself, and further boosts its income by moderate taxation of goods passing through the gateways.

The town's design is a unique one. On the mainland there is a small but heavily fortified area, barely more than a single city block, that is solely a garrison and protection for the gateways on the mainland that link to Ver'tun. On A'valan, there is a similar structure, though it is less heavily fortified. Between the two lies Ver'tun and Thull itself. The town is short, squat, and built to withstand the worst of the worst. At either end of the city are the gateways contained within thier own garrisons and connected by a single long street. The main thoroughfare is fully fortified and is the mainland gates were to fall could quickly be converted into gauntlet very capable of dealing with attackers coming through. At the eastern end one can exit the garrison and enter the town itself which is built to with similar practical defensibility in mind. Outside the walls of the town every square inch of the island is protected by a natural rock wall raised via elemental magic and within farm and pasture lands help the town stay mostly self sufficient.

The government is a hierarchy, a mixture of elected non-military officials, and the officers at the four garrison points and their overall commander. During wartime the military takes outright control but the rest of the time there is shared responsibility between the civilians and military.

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Size: Average Town (population ~3000)

Surrounding area: Light Forest

Defenses: Heavily Defended - massive walls and towers, a large experienced army, and a capable law keeping force

Government: Hierarchy - Ruled by some kind of tiered group structure, much like most military

Standard of Living: Upper Middle Class

Presence of Magic: Prominent - Magic is commonplace with one or more guilds and many magic users living in the city, with a great many resident mages who have voices in the local government.

Religion: Indifferent or Noncommittal - Some of the populous is religious, others not. No one faith is strongly represented within the city.

Features of Note: the gateways, the defenses/walls

Landmarks of Note:

Population Breakdown:

34% Jotnar, 30% Skrofan, 12% Anupu, 10% Thayim, 5% Balor, 4% Takrok, 1% Kassim, 4% Other

Wildwood Harbor

Wildwood Harbor is located on the southeast edge of A'va'lan at the mouth of the harbor that shares its name. Though once surrounded by untamed woodland that gave the area its name the peninsula has been long tamed into farmlands and pasture. Wildwood Harbor is one of the least civilized and cultured of places within the kingdom of A'va'laan. A port city, fishing village, and frontier town all rolled into one Wildwood has a diverse culture and boasts a large population of both A'fen and Z'hights who make their homes in the waters of Lake Colure. The town itself is a full democracy, with no limitations on who may take public office. A council of eleven is elected every three years to govern the city.

Wildwood Harbor also serves as the only other major point on entry to the island of A'va'lan itself, running regular ferry service with a small independent fishing city on the southern shore. Wildwood does brisk business with fishermen from all over the southern half of Lake Colure, as well as locale farmers, trappers, and a growing shipyard industry.

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Size: Large City (population 35,000-60,000)

Surrounding area: Cultivated Farm Lands & Pastures

Defenses: Fairly Defended - stone walls, a properly sized militia/army and a local police/law force

Government: Democracy - Citizens vote for their leaders

Standard of Living: Middle Class - craftsmen and traders

Presence of Magic: Common - Magic use is common enough to be routine but there are still only a few resident magic users. As above but with a greater number of magic using residents

Religion: Mixed with one Prominent God - The people tend to be religious with a wide variety of faiths, though the worship of one god in particular is strong.

Features of Note: shipyards, ferry service to mainland, fishing and agriculture trade

Landmarks of Note:

Population Breakdown:

25% Skrofan, 20% A'fen, 15% Z'hights, 10% Anupu, 10% Thayim, 10% Balor, 3% Takrok, 2% Jotnar, 2% Kassim, 3% Other

Action: A'va'laan is looking to gain direct sea access and to this end it is employing water and earth elemental magics to create access to the sea in the north. They are extending widening and increasing the depth of the offshoot from the lake in the north.

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Place of the Muthay, Cities of the Mixed-Bloods, Created of Beltok

The ‘kingdom’ of the Muthay is not a typical kingdom. It is a gathering of city-states that all rule by consensus, more or less. Each of the city-states is independently ruled in the manner they deem most fitting. When times of crisis arise, the cities ban together. The area that is considered to be the Muthay’s is the peninsula given to them by Beltok. They have not felt the need to expand out beyond that area. Two of the largest cities in Muthay are also illustrative of their differences.


This is, without question, the largest city in Muthay. It is a center of learning and science, of creation and construction and art. Just as Beltok forged the Muthay together as a people, so do the Nisoi forge themselves into a city that honor him. It sits on the western most of the Horns, the two northern projections of the Muthay’s peninsula. From there, the sprawling sea port watches the comings and goings of the massive bay next to them. They also have a good relationship with the Balor across the same bay – a peace that is often shaken by the Balor’s less-than-stellar relationship with the other famous city of Muthay.

Nisoi is a large city, bringing trade from all over the eastern side of the mainland and well as a few hardy adventurers from over the ocean to the east. These sun-wise visitors are always strange, but they bring goods and ideas for the craftmen of Nisoi.

That is what the city is truly known for; it is a mecca for tradesmen of all kinds. Artists, blacksmiths, goldsmiths, bowyers – anything that is a craft has a guild representing it. Even the whores claim an art and a guild, though they are not allowed on the Senate (not for lack of trying). To have a voice in Nisoi’s government requires belonging to a guild; the master craftsman of each guild has a seat on the Senate. It started with only twenty recognized guilds and Senators; now the Guilds have swollen to over a hundred. Any art or craft that makes something can incorporate into a guild and gain a seat on the Senate, if they gain the blessings of the priests of Beltok.

This creates something of a rift in Nisoi politics; there is a definite sense that those who ‘do and make’ are better than those who provide. As such, there have long been grumblings from soldiers, servants and other who serve rather than create. They provide a value to Nisoi which goes unrecognized and causes occasional unrest.

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Settlement Size: Mega-city (greater than 100,000)

Surrounding Regions: Hilly grasslands bordered by the ocean

City Defenses: Fairly Defended (the city is open to trade but is capable of self-defense)

Level of Wealth: Respectably Affluent (populated by skilled artisans, who are represented by merchants)

Presence of Magic: Familiar (magic is not considered an Art and has no guild)

Presence of Religion: Mixed with one Prominent God (Beltok, though he has never required fanatic devotion)

Racial Breakdowns: impossible to detail; literally every species is represented in one way or another.

Major Economic Focus: Artistians

Major Landmarks: The Great Bazaar, located off the Trindle Docks; the High Hall, the lofty room were the Senate meets; Beltok’s Workshop, a church/museum dedicated the greatest works done in his name

Style of Architecture: Varied but always well-crafted


While not the largest city-state in Muthay, it is the most notorious. While some might admire Thryta’s grim determination and hard-won reputation for fierceness, most dislike their war-like natures. Thryta is ruled by a duality of kings, the Drisia (Drisia is the term for both of the kings as well as the formal title, such as Drisia Crisoun), whom are both hereditary. A council of elders, the Katae, rules in a kind of senate, but their power is limited. The Drisia may veto all thirty members of the Katae, and all ideas need one of the king’s approvals before voting occurs.

Thryta offers two things of value to Muthay. First, their citizens are trained warriors; anyone who wishes to become a full citizen must serve in the army. The city, though small, boasts a disproportionally large military. Additionally, Thryta sits in the narrow pass that opens to the rest of the world, and the city considers itself the guardian and defender of that pass.

Second, Thryta offers the Military College. All forms of warfare are studied here; theory is devised in its classrooms while the faculty dissects what the army reports to it about the practicality of battle. New weapons are forged and tested before being distributed to the military. People from around the world come to study warfare, adding their theories to Thryta’s knowledge.

Opinions about the city vary throughout Muthay. Many appreciate the protection that it affords the land, but some find their willingness to be aggressive with their neighbors to be inappropriate.

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Settlement Size: Large City (population 35,000-60,000)

Surrounding Regions: Mountains

City Defenses: Fortress City (lots of study has gone into fortifying the city)

Level of Wealth: Middle Class

Presence of Magic: Common (the use of magic in war is a valid area of study, but not the focus)

Presence of Religion: Bizarre (Thryta has focused Beltok’s love of invention into war, utterly ignoring his precepts regarding creation – aside from weaponry. As such, Thrytian Doctrine of Beltos (the faith of the Creator) is considered heretical, with many calling Thrytites (their short name) to be followers of Konsea)

Racial Breakdowns: Largely mixes of Ssenast, Takrok, Jotnar, Oa’erler, Balor and other martial and athletic species

Major Economic Focus: War

Major Landmarks: The Military College, where war is studied; the Library of General Niaous, the codified and extensive works of one of Thryta’s founding General-Kings; The Drisia Fortess, where the Senate and Drisia meet the royal families live in separate castles

Style of Architecture: Fortified stone, few windows – very militaristic

Muthay Action: The other city-states in Muthay have long feared Thryta and resented the prosperity of Nisoi. They have been pushing to gain some control over those two cities. As such, they other cities have been building a central meeting place on the Spine of Muthay. The short mountain range crosses Muthay and is the highest point, aside from the mountains that form its western border. At the Summit of this mountain, the combined might of the cities are coming together in a Tbanae, a council of cities, in what be the first step of a united government.

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The Kathan Domain, The Forgelands, Nation of Zatha'Kan's Daughters

Within the Blasted Lands rose the Kathan Domain, a confederation of self-sufficient Holds united by pragmatism and common purpose even as they vied with each other to see who was the strongest. As a trickle of other races risked the Ring of Teeth surrounding the harsh land, the Zray'Katha learned they could no longer ignore the larger world. Indeed the prospect of expanding into softer lands and testing their hard won strength and skill versus others held great promise.

And so the Generals of the Holds elected their first Tyrant-General and turned the Zray'Katha to building three great cities along the borders of their lands, to look upon the lands they had largely ignored and as staging points for later expansion.

All Zray'Kathan women undergo extensive physical and militaristic train from a very young age and are part of standing Kathan Domain army. They are also expected to have another trade as well, for a Hold cannot grow and develop on an army alone. Very few men are allowed to join the army, almost all that are are Smith-Mistresses (Master Smiths and priests to Zatha'Kan, they have the same title as the women).

Members of other Races can join the army as well - The Zray'Katha are pragmatic enough to take advantage of any unique capabilities they possess - but their standards are high and their dedication to the army must be absolute. Desertion or Treason is both a terrible crime and a terrible sin in their eyes and is dealt with in a brutal fashion. Thus, not many elect to join the ranks, though those that do can rise as high as their skills enable them to, barring General or Tyrant-General.


The first and largest city the Zray'Katha built, cloven through the very mountains at the end of a long, narrow, steep sided canyon, that they further modified into sheer sides, multiple gates and armed watch towers. It has a severe, pragmatic style, with few long avenues and multiple points that can be cordoned off to make deadly killing grounds. All areas of the city are built for the tall, powerful stature of the Zray'Kathan females, though it is still easily navigable for their smaller males and races of like size, such as the Balor, Skrofan, and A'Fen.

It possesses extensive grounds to train and accommodate warriors, and houses the Keep of the Tyrant-General. It also holds deep stockpiles for the army and those who are planning to expand out into the northern rolling plains and hills, deeper than most Zray'Kathan Holds.

Like the other major cities residing in the Ring of Teeth, Bastion is subsidized and supported by the Holds in the interior of the Blasted Lands. The General of Bastion is aided by a Triumvirate of High Fists, who each have their own distinct areas of control, though of course, all of them are subject to the orders of the Tyrant-General.

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Settlement Size: Metropolis (60,000-100,000)

Surrounding Regions: Mountains, and Hilly Grasslands to the north, beyond the canyon

City Defenses: Impregnable (Bastion is built out of the mountains, with thick walls inscribed with strengthening runes by the Smith-Mistresses. The trade of many of soldiers is city-guard.)

Type of Government: Military Hierarchy

Level of Wealth: Low-Middle Class to Middle Class (Most Zray'Katha possess a trade beyond soldiering, but the government takes a large portion to develop the city and army, as well as to maintain their stockpiles of supplies, which are for any type of contigency.}

Presence of Magic: Uncommon (Beyond the rune magic of the Smith-Mistresses, which is typically passive and suited to defense and never flamboyant, very, very few Zray'Katha have the talent or desire to practice other magic and they discourage any flashy use of it in Bastion. The military is aware of magic's application in war and does seek ways to negate or curtail it.)

Presence of Religion: Single Dominant God - Zatha'Kan, though Zray'Katha do pay lip service to Konsea, Siponak, and rarely, to Quaress. Worship is not enforced on other races, who may follow which ever god they wish, though no temples or public works or gatherings to them may be displayed.

Racial Breakdowns: 85% Zray'Katha;

Major Economic Focus: Mining, War, Expansion

Major Landmarks: The Bloody Gates (a series of gates stretching the width of the canyon, fashioned of deep, crimson, black-veined stone); Tyrant Hold (the Tyrant-General's keep); The Steel Stage (the largest creche and training grounds for the raising and training of Zray'Katha women in the entire Kathan Domain, with enough additional barracks to nearly double the population, if necessary)

Style of Architecture: All dark stone with metal accents, with a spartan, pragmatic design, highly defensible and meant to last. By law, all buildings must be built to accommodate a full grown Zray'Katha woman.


Built next to a river flowing from the Ring of Teeth, Breach expanded quickly due to the particularly rich veins of ore in the surrounding mountains, notable even in the metal-rich Blasted Lands. Many of the greatest smiths work in Breach and other races come here to buy their pieces, for the Zray'Katha are known as greatest metal-smiths on Iannin. Still, only a carefully regulated supply of finished products and bar-stock are sold, the rest held for their own people and stockpiles.

Many merchants salivate at the thought of gaining exclusive access to the almost fabled Breach Load, a priceless treasure of the finest grade metals and weapons.

Also, with bordering the Burning Sands, Breach has become a way-stop for Adventurers wanting to plunder the supposed treasure laying beneath the surface. Many of the unattached Zray'Kathan women join up, looking for sources of Onyxiron, which the Fists of Breach are willing to pay well for. The General of Breach is considering developing a new Hold deeper into the Burning Sands for just that purpose.

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Settlement Size: Large City (30,000-60,000)

Surrounding Regions: Mountains and Parched Earth and Rocky Desert

City Defenses: Fortress City (like nearly all Zray'Kathan Holds, it has massive walls, and Breach has particularly devastating defensive weaponry, in addition to being carved from the mountains)

Level of Wealth: Upper Middle-Class

Presence of Magic: Uncommon

Presence of Religion: Single Dominant God - Zatha'Kan, the Lady of Steel

Racial Breakdowns: 75% Zray'Katha

Major Economic Focus: Mining, finished and raw metal goods, adventuring supplies

Major Landmarks: The Forge-Maiden's Bath (largest foundry and smithy in the Kathan Domain)

Style of Architecture: Typically severe and pragmatic, though there are more displays of understated metal art-work and flourishes decorating the city.

Zralor Hold

Built on the remains of an old Balor city, the Zray'Katha began reclaiming it as they slowly expanded south after the Balor were driven into the tunnels below. However, soon after, other races traveling the great river bisecting the continent made their presence known, along with some lingering Balor. There were clashes, which the greater numbers and physical prowess of the Zray'Katha allowed them to win. However, with access to little wood and having no skill with seamanship, they weren't able to take full advantage of the trade on the water-way.

Eventually, the Zray'Katha General brokered brokered a peace, allowing others to inhabit the city. With the remains of the Balor city and a variety of people developing the harbor, Breach has grown into the most cosmopolitan of the Zray'Kathan cities. So much so, that even other races can serve as High Fists to the General.

Adventurous and/or unmated Zray'Katha women often come to Zralor Hold to hire themselves out as mercenaries and to see the world, some to find mates, which are typically at a premium in the Kathan Domain. Skrofan, Thayim, and A'Fen males are very popular with the single women of Zralor Hold, and women of other races should make their claims on their men well known and be willing to defend them.

Another source of wealth are from those who adventure within the tunnels of Balor, who were destroyed in by the Horde. There is a major entrance to them right outside the city, which the Zray'Katha have carefully cordoned with high walls, just in case.

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Settlement Size: Large City (30,000-60,000)

Surrounding Regions: Mountains, Badlands, massive river

City Defenses: Adequately Defended

Level of Wealth: Middle Class

Presence of Magic: Familiar (there are more magic-users in the city than indicated, but many still keep the blatant use of magic to minimum to assuage Zray'Kathan attitudes toward magic)

Presence of Religion: Mixed with one Prominent God - Zatha'Kan is still dominant, mostly due to the majority of the city being Zray'Katha, but other races have brought their gods with them.

Racial Breakdowns: 50% Zray'Katha

Major Economic Focus: Mercenaries, spices (the Blasted Lands possess some rare, particularly piquant spices that resist cultivating anywhere else), export of stone and metal, importing of wood, both raw and finished, exploration of the Balor Tunnels.

Major Landmarks:

Style of Architecture: Mixed. There is the dark and heavy construction of the Zray'Katha, along with remnants and restored architecture of fine, Balor design, along with styles from other races. Despite insistence that all structures be built to Zray'Kathan size and standards, it never seems to happen. Some are adhere, others have to risk the possibility of losing a wall (or more) when a Zray'Kathan patrol is chasing down a thief or criminal.

Action: The Kathan Domain begins to expand North, into the hilly grasslands, conservatively and methodically, making sure they can hold any land they acquire.

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