Showing posts with label 70s. Show all posts
Showing posts with label 70s. Show all posts

Tuesday, April 16, 2024

#AtoZChallenge2024: N is for Appendix N

Appendix N
The original 1st Edition Dungeon Master's Guide for Advanced Dungeons & Dragons is a treasure trove of material for running an AD&D game. It is also a treasure for running any sort of game. What it lacks in organization is something 2nd Edition attempted (and had some success with) to fix, but it makes up for in sheer volume and charm.

The tome, in addition to various details for the AD&D game, also has many informational appendices. One famous one was Appendix N.

Titled Appendix N: Inspirational and Educational Reading it is the only Appendix that doesn't offer direct advice above "read these."

Now, over the years, there has been something a cottage industry with the circles of "old school" gamers to study these books as if they were some sort of literary canon, ancient wisdom handed down from sages to us mere mortals.

Well...yeah, I mean there are some good books here sure, but you can play and enjoy D&D and never have read any of them really.

There are many links to explore these texts. Here are just a fraction.

There are even books about it.

Now, I am not trying to discount the effect these had on the writing of Dungeons & Dragons. I think I made clear at least some of these on H is for Hobbit day. Even the new 5th Edition D&D Player's Handbook revisits this list.

At the time I started playing D&D I had read the Hobbit. And that was about it. I was working through Lord of the Rings at the same time. I would quickly pick up Moorcock's Elric saga which is a natural step before getting into H.P. Lovecraft.

I actually found that a similar list in the Moldvay Basic book was much better. I also created my own "Appendix O" (the DMG has Appendix O) because it comes after N (and O for occult) of my own books that influenced my writing.

The Witches of Appendix N

A little project I have been planning is "The Witches of Appendix N." This would cover the various witches in these books and how I could represent them as AD&D characters. Some are easy, like Morgan Le Fey from Poul Anderson's Three Hearts and Three Lions or the winter witches of Fafhrd's homeland in Fritz Leiber's Fafhrd & Gray Mouser series. Others have close ones, like the works of H.P. Lovecraft. And some don't have any at all. 

I have never read some of these books despite knowing about them for 45 years, and others I have not read in a very long time. So, it might take a bit for this project to see the light of day. 

--

Tomorrow is O Day, so I am taking us back to where it all began with Original D&D.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Thursday, April 11, 2024

#AtoZChallenge2024: J is for Jennell Jaquays and Judges Guild

Jennell Jaquays
A double one today, but related topics. You can't talk about the early days of Dungeons & Dragons and not mention the Judges Guild. And you can't talk about the Judges Guild or D&D and not mention Jennell Jaquays.  She was there at the start, but now sadly both have passed.

Judges Guild

The Judges Guild began in 1976 in Decatur, Illinois. Just on the other side of Springfield from where I grew up. Being situated between Chicago/Lake Geneva and Carbondale (SIU) with U of I in Urbana and Judges Guild in between put me on a pipeline of D&D materials that, honestly, I thought everyone in the country had access to. That was not the case, as I discovered later. 

I discovered the Judges Guild very early on. Back then they were one of the very few companies allowed to print D&D compatible products. Among their contributions were a set of Ready Ref Sheets to be used by Dungeon Masters (originally called Judges) and character sheets.  They began to expand out with their own journal and a series of adventures.  From the Judges Guild Journal I came across the Mystic and the Warlock classes. While I didn't like them as such, they convinced me that a Witch class was a viable option.  Though they would also do their own witches with the Psychic Witch and in the adventure Witches Court Marshes. There was also The Illhiedrin Book, which was a fun, if simple adventure. 

But what they are most well known for are two adventures. One is Dark Tower, which I will talk more about below, and the other is The City State of the Invisible Overlord. Both are considered among the best of all of the early D&D products.

I am using them in the past tense. Yeah, they are still around, but they have been dropped by everyone. You used to be able to buy their PDFs from DriveThruRPG, but they are no longer there.  Why?  Well blame it on the son and grandson of the late owner Bob Bledsaw, Sr. BBII and BBIII turned out to be rather racist and held some pretty awful beliefs. You don't have to take my word for it, but I did document it all in a couple of posts a while back.

So, yeah, they might still be around, but they are dead to me and many other gamers. Which is too bad because they once had some quality products.

Jennell Jaquays

Sadly, we lost Jennell earlier this year.  I had never met with her face to face, though we had spoken together many times online. She was a compassionate, understanding, and wonderfully funny soul. I had been looking forward to seeing her at Gary Con this year. BTW, they had a wonderful tribute to her and to Jim Ward, who had also passed this year.

Jennell was there in the beginning.  You can't go through the early days of our hobby and not see her name on something. Whether it was early Judges Guild material, articles in Dragon magazine, or her works, both as a writer and artist, for Dungeons & Dragons, Traveller, The Fantasy Trip, and Runequest.  Her work in the Judges Guild Journal and the Dungeoneer pages are still some of my favorites from the dawn age of RPGs.

While her work on Central Casting is justifiably lauded, it was her Dark Tower adventure in which she gained her highest accolades. It was so good that it not only made the list of The 30 Greatest D&D Adventures of All Time, it is the only non-TSR/WotC entry on the list. It was also updated for D&D 3.5 and again for 5e.  Though I admit, I am also rather partial to her TSR adventure "Talons of Night." Her adventures were so non-linear in their design that the style is now known as "Jaquaysing a Dungeon." With this being the proper spelling.

Her continued work in video games, like Quake, kept her close to RPGs. 

Her wife, Rebecca "Burger Becky" Heineman, has a GoFundMe. Initially, it was to cover medical expenses, which, sadly, she still has.

she created the adventure Dark Tower which 

Goodman Games (a good company) has been producing their Original Adventures Reincarnated series, and Dark Tower is again the only one in the series that is not a TSR adventure. They are also producing a line of material that Jennell had been working on prior to her death. Materials of hers she bought back from Judges Guild.

I don't have the new Dark Tower 3-book set yet. It is the only one I am missing.

Both these topics represent a loss. One, Jennell the loss due to her death. The other, Judges Guild, the loss because the current owners decided to burn up 40 years of goodwill and fandom in a week. 


Tomorrow is K, and I will talk about the Known World

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Tuesday, April 9, 2024

Mail Call: Black Magic Ritual Kit (1974)

 Well, I finally picked up another "Holy Grail" item. It makes me glad I didn't spend a lot at Gary Con.

This is the "companion" game (I am not sure that is what this really is) to the Witchcraft Ritual Kit (1974) I talked about back in 2020. Both are from Avalon Hill.

Black Magic Ritual Kit (1974)

Let me just start off with this. Man, the '70s were weird. 

This "game" has a board that looks like an altar set up from an occult bookstore's own manual of rituals. There are a lot of pieces here with various names of demons and angels on it. There is a "Rule book" and a "Manual of Interpretation," just like the Witchcraft Ritual Kit. It is also written by the same "Dr. Brooke Hayward Jennings," whom I still have found nothing of.

Manuals of Interpretation for Black Magic and Witchcraft

What I said about the Witchcraft Kit holds true here, too. It's 1974. The biggest movie in the world right now is "The Exorcist." Time Magazine is talking about the Occult Revival and the Return of Satan. An maybe, just maybe, Avalon Hill knows about a game featuring fantasy magic and wizards coming up. Well, they do know about it; they rejected it just a bit back.  Hippies have not yet become the Yuppies and they are searching for "alternative experiences."  What is a game company known for its war games and battle simulations to do?

Knock together some vaguely occult-looking games, put them into their standard "bookcase games" box, and slap some softcore porny covers on them. Next step...profit! 

Maybe. I don't think these games ever sold very well. There are so few of them on the aftermarket and the ones I do find are really expensive. I got this one from eBay from someone who I don't think knew what they had (based on their other sales), but I was bidding against someone who did know. Thankfully, the amount I set aside for this was much less than my final bid.

I got it just over the weekend.

What treasures are to be found here?

Black Magic Ritual Kit
I love it for the cover alone!

Black Magic Ritual Kit box contents

Black Magic Ritual Kit box contents

Black Magic Ritual Kit box contents

Black Magic Ritual Kit box contents

Black Magic Ritual Kit box contents

Black Magic Ritual Kit box contents

Black Magic Ritual Kit box contents

AND, as a special bonus (and one of the main reasons I like buying these used games), someone included their own spell!

Black Magic Ritual Kit box contents New Spell!

It has the same production values as the Witchcraft Ritual Kit and the same head-scratching "What do I even do with this?"

Witchcraft and Black Magic kits
"Hey babe, come back to my pad, and I'll show you some magic."

Witchcraft and Black Magic kits

You've got to love the covers, though. It makes me wonder what Avalon Hill product 712 was. (ETA doesn't look like there was one.)

According to BoardGameGeek, quoting the company history, "Top management decided to leave the realm of games and produce a couple of do-it-yourself kits entitled BLACK MAGIC & WITCHCRAFT." These were both advertised for a short while as a "Leisure Time Game." Neither come with, or need, dice (an Avalon Hill staple) and candles and incense are not included.

Both of these "games" are very strange, and I am not sure what events led to their publication, except for the ones I have outlined in speculation above. Neither game appears in the catalog included in the box.

Avalon Hill catalog

Long-time readers know of a condition called "Traveller Envy," where I am constantly looking for board games to supplement my D&D experience, particularly my campaign "War of the Witch Queens." This is certainly why I bought it, but I am still stumped on how to add it. 

I mean, the demons all seem to be taken from The Lesser Key of Solomon, so I have that working in my favor since so many other games do the same thing. 

Honestly, just reading through it all is fun. It also gives me some ideas for my 1976 and 1979 campaigns. Though in different ways.

In any case, it is a wonderful curiosity from the 1970s Occult Revival and is sure to confuse anyone who tries to clean out my collection after I am gone!

#AtoZChallenge2024: H is for Hobbit

The Hobbit
 "In a hole in the ground there lived a hobbit."

A very unassuming start to an epic adventure. Not just the epic adventure that propelled the hobbit, Bilbo Baggins, and his dwarf companions from the quiet of the Shire to a dragon's hoard and a great battle, but also how it shaped what would become Dungeons & Dragons.

It doesn't take a scholar of either J.R.R. Tolkien or of Dungeons & Dragons to see the similarities between the two. Elves, Dwarves, Orcs, Dragons, Were-bears, Goblins, Trolls, Hobbits-er Halflings, and Dragons. Ancient underground areas, dark forests, and a grand adventure. 

It was enough that "Chainmail" and the first version of Dungeons & Dragons (often called the "Original Edition" or 0 Edition), had Hobbits, Ents, and Balrogs in it. Which got TSR a lot of threatening letters from the Tolkien Estate. So instead, we now have Halflings, Treants (Tree + Ent), and Balors (like the Irish Balor, but in name only).

Where it Began, Part 1: Chainmail

Prior to D&D there was Gary's first game, Chainmail, described as "Rules for Medieval Miniatures."  These rules were for War Gamers and not Role-Playing games, which did not really* exist yet.

*Yes there were and have been close games and others that were RPGs in all but name, but the term and the genre did not exist yet.

Chainmail allowed you to play medieval war games with minis. Most often made of lead and played in a large sandbox.  It was released in 1971, but there are claims that the rules in one form or another, existed in Gary's basement since 1968 after the first Gen Con. As people played with these rules, they expanded on them. One of the expansions was the Fantasy Supplement. Here, creatures like dragons, orcs, elves, Balrogs, Ents, and Hobbits were added.

OD&D 1st Print and 3rd Print with Chainmail

These additions proved to be very popular among some, and not so popular among older War Gamers. Yes. Even then the Edition Wars had their first salvos. 

This popularity and the notion that people wanted to play individual characters led to the first drafts of what would become Dungeons & Dragons.

The Tolkien Estate, of course, noticed. 

While sales stopped on TSR's "Battle of the Five Armies" (1975), copies of Dungeons & Dragons and Chainmail had to be edited to change to the more "Tolkien-approved" terms. My copy of Chainmail above still has Hobbits, Ents, and Balrogs. My 1st printing of OD&D has them, my more complete 3rd-4th printing does not.

Of course, there were missives in Dragon Magazine on how D&D was not even remotely inspired by Tolkien, but honestly they rang as hollow as the ones of D&D and AD&D being completely different games. Likely for similar reasons.

Years later on TSR had the chance to do a Lord of the Rings/D&D game and somehow managed to mess that deal up.  Competitor Iron Crown Enterprises (I.C.E.) would have their own Middle-Earth Role-Playing Game, and it was wildly successful. 

Where it Began, Part 2: Rankin/Bass

It is hard to think about a time when The Hobbit and Lord of the Rings were exclusive to literate geeks. We are far removed from the time when you could see patches on student's backpacks that proclaimed "Frodo Lives!" While today we have the massive Peter Jackson movies, back in the 1970s we had Rankin/Bass and "The Hobbit."

The Rankin/Bass Hobbit movie, appearing on TV in 1977, was my generation's gateway drug to D&D. I consider myself the 2nd (maybe a little on the 3rd) generation of D&D gamers. I did not come to this hobby because of wargaming. I came here because I read The Hobbit.  In fact, the book pictured above was the one I got for Christmas in 1981 along with my Moldvay Basic set because I was tired of borrowing other people's copies.  I had first read it in Jr. High and had already been exposed to D&D; this was exactly the right book at the right time in my life. I would later go on to read the Lord of the Rings and try to read The Silmarillion. I would finally succeed years later. 

For me, and many others, the Hobbit/Lord of the Rings and D&D are deeply linked. I have even joked that everyone is allowed one "Tolkien rip-off" character while playing D&D. Mine was a Halfling with the completely uninspired name of "Bilbo Perrin."

I reread the Hobbit and Lord of the Rings every few years or so. They are still among the best "D&D" tales out there, even if Gandalf only has the spell-casting power of a 6th-level D&D Wizard.

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Tomorrow is I, and I will talk about Imagination.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.




Saturday, October 22, 2022

Monster Manual Minis, Set A-C

I am on record on how much of an effect the first AD&D Monster Manual had on me.  I can recall playing AD&D and wishing I had (or could even afford) minis just like what was in the Monster Manual.

Well. Now I can.

Monster Manual Minis

This is the first set of minis for D&D (and of course AD&D) based on the art from the original Monster Manual. I have to say I am loving them.

Anhkheg

Basilisk

Beholder

Bulette

Bulette and Carrion Crawler

Chimera, Cockatrices, and Coutal

Cockatrice and Coutal

Obviously not every monster A to C, but it has the stars. I always wanted a Carrion Crawler mini, not sure why, I think they were cool to me back then (still are!).  I have a few now, but this one is the best.

I am thinking that the next set will just be "D" to be honest. Dragons, Demons, Devils. All are perfect for this. 

Monster Manual Minis

Monster Manual Minis

Monster Manual Minis

Monster Manual Minis


 Can't wait for the others!


Wednesday, August 3, 2022

#RPGaDAY2022 Day 3 - When were you first introduced to RPGs?

I believe I have shared this story before, but it never hurts to re-share.

For me, it was the Winter of 1979.  It was "quiet reading" time at school and I had already read everything in our school's small library on science and my new fascination, Mythology.  So instead of picking up "D'Aulaires' Book of Greek Myths" for the 100th time, I borrowed a friend's book that also covered all the same monsters and creatures. 

The book was the AD&D Monster Manual.

D&D gateway

The rest is history.  I tried to figure out to play on my own, made up a bunch of stuff, and then finally got a copy of the Holmes Basic book. A poorly Xeroxed copy to be exact. Until I got my hands on the Moldvay Basic set this was how I tried to play D&D.  

RPGaDAY2022


Tuesday, July 26, 2022

In Search of the Unknown / Keep on the Borderlands as the 1979 Campaign

I have been going over old notes for the past few months, re-reading some monsters I created back in the day, and wondering which ones might be good for the Basic Bestiary.  One, in particular, jumped back out at me, the Schreckengeist, which lead down a rabbit hole of notes I had collected on the adventure B1 In Search of the Unknown

The 1979 Campaign

This got me thinking about an entire campaign, or even mini-campaign, that includes B1 but also B2 Keep on the Borderlands.  These two adventures are designed to work with each other.  To do a campaign though I would need a slightly larger (but not much larger) sandbox/hex crawl.

A while back Eric Fabiaschi posted an idea on using Judges Guild 'Wilderlands of High Fantasy' & Gary Gygax's B2 'Keep on the Borderlands' As Old School Campaign.  There are links to a discussion on the Piazza and a map for "The Borderlands" for the Wilderlands of High Fantasy. Additionally, Zenopus Archives (home to all things Holmes) talked about the Warlocks & Warriors wilderness map as a hex crawl.

These have a lot of merits, to be honest, and that along with my ideas of a "1979 Campaign" have morphed into something "new" and interesting. 

Looking back over my post The Enduring Appeal of Holmes Basic & B1 I can't help but think there is something here worth exploring.  

The 1979 Campaign

The idea behind this is a campaign, likely only using Holmes Basic (so levels 1 to 3), the AD&D Monster Manual, and B1 In Search of the Unknown to create a hex crawl style adventure campaign.  At least that is the start. Over time the characters (strictly Holmes Basic ones) would move on and out to the Keep and the Caves of Chaos.

D&D 1979

The idea is to be 100% old school, though I am free to grab newer materials that expand on these areas the core will be D&D circa '79.

I suppose I could be accused of trying to chase some sort of high or feeling from my youth. And that would...not be entirely wrong. But in truth, there is no way I can recapture the feeling of 1979 any easier than I can recapture the feeling of yesterday's lunch. What I can do is try to set up something that helps me recall how it all was.

This would obviously be some sort of limited-run experiment. Holmes tops out at 3rd level.  

My current debate with myself is whether or not to include module T1 The Village of Hommlet.

There are plenty of good reasons to add it.

  1. It was released in 1979 (August 16–19, 1979 at Gen Con XII)
  2. It is a great introductory module for first-level characters.
  3. It was written by Gary so there is a certain veneer of authenticity about it.

The only reason I would not use it is because it is so deeply tied to the Temple of Elemental Evil notion. It is the starting point of the TAGDQ series for AD&D.  All the other adventures I am considering are pure Basic D&D.  While I am considering other adventures, they all tie into the B1/B2 areas of exploration.  T1 is a little different.

The Adventures

Supplemental Adventure Material

I could take all of this and put into my three-ring binder format. Hell. There is even enough room for Holmes basic in this!

If, and that is a big IF, it goes well I would even consider moving on and up. Either via Blueholme rules or take the B/X - OSE route.  In truth though I would rather keep this one light and tight as it were. Levels 1 to 3 with the goal of exploring the local wilderness (hex crawl style) and clearing out the local caves.

I also can't help but think of my Traveller Envy and the three board games I have covered here also released in 1979; Wizard's QuestMagic Realm, and Demons.  While my original goal was to mine these for ideas for my War of the Witch Queens, there is no reason why I can't also use them here.  

Wizard Quest has the players explore a wilderness area until they have collected enough treasure. In Demons the players are searching for treasure with the aid of various demons while avoiding local authorities. In Magic Realm...well I have not been able to play that one.  BUT I could incorporate the background as the past for this area. A bunch of wizards had a mighty battle here and the land is full of strange creatures and even stranger treasure.  All these wizards bringing in their bound creatures would also explain why the Caves are so full of them and so much magical treasure around. Maybe even Zelligar is the last of these great wizards.  It would also allow me to bring in weaker demons and devils from the monster manual. Though not too strong, these are only 1st to 3rd level characters.

It certainly would get me into the mood for all things 1979. Plus what is more 1979/early 80s for me than Traveller Envy? 

If I was really clever I'd collect the names of characters from people playing in 1979 and have them be some of the "named NPCs" for the background.

How about it? Were you playing in 1979? If so drop your character's name and class below!

Notes / References

Thursday, February 3, 2022

One Man's God: Gods, Demigods, and Heroes

If you pardon the play on words here, the book Gods, Demigods, and Heroes holds a place of strange honor in the pantheon of D&D books.  It was the last of the Original D&D Supplements, Supplement IV. The next thing to come out would bring the split in the D&D product line, the Holmes Basic would continue OD&D in a strange OD&D/AD&D hybrid and the Monster Manual would start the AD&D product line.   In many ways, my personal "Ur-D&D" is a combination of Holmes Basic, the Monster Manual, Eldritch Wizardry, and GD&H.  My copy is the 7th Printing from 1976 so it at least mentions all the above books on the back page. 

Gods, Demigods, Heroes, Legends and Lore

The book was certainly making the rounds in my schools' various D&D groups and it was used EXACTLY as Mr. Kask told everyone not to use it as; a high-powered Monster Manual.  I have a distinct memory of hearing a conversation in my 8th grade D&D club about how someone's character was now the head of the Greek Gods because he had killed Zeus with Stormbringer.  It was a different time.

But I am not here today to comment on the various merits of the GD&H book.  I am here to talk about what it has to offer in terms of a One Man's God feature.

To do that I first need to at least see what Gods, Demigods & Heroes has in common with Deities & Demigods.  

The Gods, Demigods, and Heroes

I am going to compare my original Gods, Demigods, & Heroes to my original Deities & Demigods.  Both books would later have various mythos removed.

The books have the following pantheons/mythos in common (in order of appearance from GD&H):

Egyptian, India, Greek, Celtic, Norse (the largest), Finnish, Melnibone, Central American, "Eastern Mythos" (Chinese)

And the only Mythos unique to GD&H: Howard's Hyborea.

If you grab the PDF or POD versions of GD&H now there are no Melnibone or Hybora sections.

In many cases, there are more entries for various gods, heroes, and monsters in GD&H than in the D&DG.  Largely this is due to the much smaller statblocks and the lack of any art.  I could spend a lot of time going over the various differences, but I am sure that has already been done elsewhere online.  There are people that live for that sort of in depth D&D scholarship.

This is a One Man's God post, so to stay on topic I am looking for demons.

Deities, Demigods, & Demons

This will be a bit harder to tease out since many of the entries do not have an alignment listed.   Yes you read that correctly one of the oldest D&D books does not even use alignment for gods or monsters.

Also, the aim of One Man's God is to cast various creatures in terms of AD&D Demons.  AD&D only existed in Gary's head at this point. Though the demons did get a jump start in Eldritch Wizardry.  So for this posting, I am going to see what monsters here could be classified as Eldritch Wizardry demons.  This is appropriate since so many of the entries here have psionic abilities.

Egypt, Greek, Celtic, Melnibone, Central American, Chinese: No new creatures.

India: The section on India gives us three fantastic choices.  The Rakshasas will later go on to appear in the Monster Manual and Lawful Evil.  The related Yakshas, called "The weaker demons" and two other possible ones in the Naga (also in the MM) and the Maruts, or the Wind Spirits. Maruts are likely to be good-aligned. 

Norse: While I commented in the past that the giants of Norse myth take the place of other myths demons, there are some creatures that could be considered more demon-like.  Garm the guard dog of the Gate of Hel is literally a Hel-Hound. The Fenris Wolf and Jormungandr are both either demi-gods or demons.  But these last two do not meet all the requirements I set out to be AD&D demons.

Finnish: The Finnish myths get a lot of expansion here and if anyone is a fan of these tales then DG&H is a superior take than D&DG. Likely to due space reasons.

Hyborea

This one is getting special attention as it is "new" and tales from Robert E. Howard really shaped the look and feel of D&D.  Interestingly enough, these gods have no psionic powers.

There are few creatures here named demons; Demon of the Black Hands, Brylukas (neither man, nor beast, nor demon but a little of all three), Thaug the Demon, Khosatral Khel the Demon, the Octopus Demon, and Yag-Kosha.

This section is really written for people who already know all of these stories as there is not a lot of description given for anything.  I know some of these stories but I am no expert by any stretch of the imagination. 

For this, I would need to defer to the expert on Conan and how to use REH in OD&D, Jason Vey.  He has done enough about this to secure his place even the official accounts of the DG&H write-ups.



Forbidden LoreAge of ConanSecrets of Acheron



And with this epilog I wrap up the original purpose of One Man's God.  
I have a couple of posts on Syncretism still to do and maybe a couple of other side quests.

Sunday, December 26, 2021

Boxing Day: Magic Realm

Magic Realm
After many years I finally treated myself to a game I have wanted for years.  Avalon Hill's "Magic Realm."

The game looks like a board game, but there are a lot of RPG elements as well.  And the game is notoriously difficult to learn. 

I have no experience with this game. At all. But I just knew I wanted it.   So instead of a review here are some other reviews.

So it looks like I have some learning ahead of me!

I also have no idea if my game is complete or not. I like what I have seen so far.



Magic Realm

Magic Realm

Magic Realm

Magic Realm

Magic Realm

Magic Realm

Magic Realm

Magic Realm