Fantasy Turnovia NES

My walking talking trees would definitely like some magic.
 
Not only your trees, but elves are usually magical in nature. Plus I imagine there will be undead at some point (If not PC, then definitely NPC), who's existence is entirely magical.
 
Oh lord, will the Japanese samurai high elves be wizards as well? :lol:
 
Iceladon / Lord_Herobrine
Race: Ice Golems
Government: Primitive Monarchy
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: The Ice Golems of Iceladon stand lumbering at greater than 18ft, towering over most other races. They are a mixture of glacial ice and rock, with ice water circulating through their bodies like blood through veins, keeping them cool in warmer climates. Their mere chilling presence can cause crops to frost and surface water to ice over. It has been their goal for eons to conquer the world, bringing the ice of the north to all the lands of Turnovia in an eternal age of ice.

Fun Fact: The Ice Golems are able to replenish their numbers by carving a body from the permafrost underneath the glaciers.

Location:
Spoiler :
 
Ularmti(Everblack)
Race: Naga (sub race of lizardfolk)
Government: Stratocracy
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: The Ularmti are a off shot violent cousin of lizardfolks being of a more serpentine mixes. Long ago they were separated from the lizardfolks due to there hostile nature. The Ularmti travel far east making the mountainous lands as there home. The Ularmti society is base around combat. Young nages begin training in highest mountains pecks with where the weak are separated from the strong. Those that prove themselves able are placed in either farmers/artisan/shaman caste until time of war were they are conscripted. Warriors who have proved themselves in battles are elevated to Myqun Order which is a caste of Warrior generals that governors Ularmti lands in time of peace.
Mod Notes:

Location: Nepal,India
Color: Brown
 
Dredgendor(Fluffy Cupcake)
Race: Dark Elves
Government: Teocratic Tyrani
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze

The Dark Elves of this territory rotate there (4) gods every 40 years to evenly appease them and keep them from bringing there wrath down upon there civilization. But all gods of there religion require sacrifice and bloodshed to quench there thirst for obedience and dedication from there children.

Nerogoth- God of war
Magaroth- Goddess of Lust
Eradoth- Goddess of Purity
Ghorghenoth- God of Bounty

The Elves worship there gods in this order as to survive, there soul purpose is to conquer and destroy those who tread on there territory or that witch they seek to conquer. They are lead by 1 alpha male (Marthdok) and 1 alpha female (Sheeradeck) who lead the children into battle. Once the Marthdok or Sheeradeck have died new ones take there place if it be heir or voted among those who are bloodline born with rights to vote for a new Marthdok & Sheeradeck.

Nerogoth fuels the Elves with energy and rage to go into war with, Magaroth fills the elves with extacy uncomprehencible to humans to where they will dedicate a full 20 years to nothing but orgies, sacrifice and birthing new children then another 20 years training them for the next war, Eradoth brings chaos and adrenaline to the elves to where they focus on sacrificing animals, humes, anything that bleeds and spreading there blood across the territory to bless, and fertilize the land for planting, Ghorghendoth then brings the bountiful harvest depending on how much blood is shed on the land depends on how bountiful there harvest will be to prepare for the next war this is the most calm years for the elves for they focus only on harvesting and building in this era.

These elves are not bent on just killing anyone, they choose those who's blood is worthy enough to appease there gods (except the years of Eradoth) even enemy warriors are honored in life and death as they had the courage to fight the elves and that makes there blood worthy of there gods. Only certain Elves are raised to know certain areas of education, 78% know only war and sex the rest are taught language, irrigation, politics, leadership, and construction. All elves know the basic spells fire, water, wind, earth for basic survival only a few chosen know the arts of charm and teleportation. Those who are born of a specific line are taught these specialties (language, irrigation, politics, leadership, and construction). The dark elves of this territory are willing to speak to outsiders if only if what they offer is to there advantage, if there is not then they will most likely meet the fate of all others who tread onto there lands without reason.

As mounts the Dark Elves ride Cold Ones which are raptors equipped with saddles, once every 120 years a hydra is born in the catalyst pool and raised to fight in glorious battle along side there masters who are specifically trained in the magics of charm to keep these massive beasts under control in battle.

Mod Notes: <Race specific, story specific, nonsense will be here for my recollection. See example in above post>

I wish to be located in Pakistan please
Color: Dark Purple
 
Good question on magic. I'm guessing this is a popular demand sort of thing, so sure. I'll wing it on balance, and require material components for certain effects to be traded for and/or bought with Jack. I imagine this to be an agreeable position. I don't want magic to dominate the world, but I would like the possibility for primitive traditionalist civilizations to survive in an increasingly technological world. It would also be fun to see the effects of magic in the industrialising and modern world.

Reminds me of Shadowrun. That should be pretty damn neat if we progress to that point.
 
Shural(awesome)
Race: Raptoran
Government: Chiefdom
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: The Raptorans are one of the few sentient races of the world capable of flight. The Raptorans of Shural (which translates to "chosen") live in the rainforest treetops, their territories sometimes looking like primitive city-states, as clans can get rather large. They are very defensive of their trees.
Mod Notes: when at war, they favor ranged combat, such as archery and magic, when that's available.
Location: in the brazilian rainforest somewhere, on the amazon river. maybe at the mouth, i guess.
 
Good question on magic. I'm guessing this is a popular demand sort of thing, so sure. I'll wing it on balance, and require material components for certain effects to be traded for and/or bought with Jack. I imagine this to be an agreeable position. I don't want magic to dominate the world, but I would like the possibility for primitive traditionalist civilizations to survive in an increasingly technological world. It would also be fun to see the effects of magic in the industrialising and modern world.

An industrialized magical world is interesting. But they will not use magic to make weapons of mass destruction, right? :p

A friend of mine had a "conclusion" to the problem of a world full of magic: a kind of drainage of the vigor - so who abuse the magic would become corrupt or something like that. You can imagine a Splicer from Bioshock series.

Setting up templates will be accepted until which day? I was intending to write my template saturday or sunday.
 
Turn 0 Year 0

I'll refrain from random events or flavor or addition of NPCs 'till official update 1. I was hoping to start a light-hearted NES that would be easy to update. Turns out that this will not be that. Too much creativity by players. Really someone give me an answer for the problem of amphibious civilizations please. It just looks disgusting on the map (Check Sinai)

Orders due Sunday the 10th of August at 9PM Eastern. If I have messed up your template please PM me, and leave the thread for stories, updates, and diplomacy.

@Defacto- You may join so long as there is blank space on the map or a NPC to claim. There is plenty of blank space on the map as we speak.
 

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Here is a drawing of what most castes bodies would look like, the sac on top can get larger or smaller depending on how much lift is desired, and the size and shape of the tentacles (along with the number) varies significantly throughout the population, I'll go into more detail about all this in the stories I write.

Spoiler :
 
Orcs they wandered through tundra and taiga, through wood and steppe, over a bridge that's no longer there, then through a desert too. A-ka-rat scorched them with his sun and tested them with pain, disease and hunger. He found them worthy, those who didn't stray. Those who strayed and settled down elsewhere he despised, and so did true orcs.

Ka-ha-gar his name was Ulrash, his eyes were burned out by the sun, but all said: "he still sees better than most". He was old when the orcs came to the Easy Valley, but much older still when he died. He said: "this will be Karr Me-pork, here on the big hill, with walls around it. Clans will take turns living there, and elders and shamans will live there too, so they don't get caught in the open like before. When clans don't live there, they will go and get food and share some with the one in fort. There will also be bone pits dug further out, so when orcs die we'll scour their flesh off and put the bones in there, so shamans will know where to call the dead." And because he was Ka-ha-gar and saw better than most, everyone did as he said.

Orcs went to cut down big, strong trees and make palisade walls in a circle. And later they added another, bigger circle around that one, so more orcs will fit in. They hunted far and wide, and scared off humans and other weaklings. They also gathered spices, eggs, berries and acorns, and medicine plants for the shamans.

And some of them later started to gather wild maize, then later still got the idea that they could spread it more widely and pick out the good and big maize over the small and weedy maize. Some few said this is weak and human, but Ka-ha-gar he said: "we came to Easy Valley to replenish our numbers, so any food is good except what's poison." And none complained after that, until he died.
 
Sorry. I forgot to post the updated unit nonsense. Also, you'll notice that I've added a draft pool. I'll explain it in the rules when I wake up. I think this feature adds a bit of realism and customization to civilizations.
 
I like how there is no human tribe.
I also like that we have two dwarven tribes, one in the Caucasus and the other in the Andes
 
There are some humans I think. Just not many. I like to imagine there are lots of puny human barbarians out there though.
 
THE PLUTOCRACY
Since time immemorial, the dwarves of Hrisgard have been ruled by the richest dwarves. The High Council of Hrisgard was implemented in ancient times in order to bring more "justice" to a divided society, although really it was implemented in order for the dwarven state to stabilise. Nevertheless, it had unforseen consequences, such as making the dwarves greedy and innovative. It is with such honour that they venerate wealth and power, that the dwarves often devise new ways to extract miinerals or trick merchants into giving them more than they needed. However, new and unbeknown dangers had arisen for the dwarves to fight.

While most of the dwarves were not really fond of the overlands, expect from a few that had chosen to live and travel there, and as such did not have a strong contact with any other species, they noticed as time passed that more and more merchants from many different species were travelling near the lands of the mines, with some having the audacity to form small settlements in the lands that would normally be under dwarven controls. As such, the High Council had to do something about that.

The High Council is constituted by the 5 richest dwarves of the mines. Each time one of the five councillors died, an inspection was run through all the dwarves by the other 4 and the richest among them took the place of the deceased. Despite the fact that there were some reactions to this kind of government, it was nevertheless the political reality of the times.

It is often common for the dwarves in the governing body to form political factions due to the way voting for a matter takes place. These factions are very violatile and change quickly. The 5 dwarves that constituted the High Council at this point were mostly isolationist, with the most prominent member of the Council, Urist Tür, wishing to pursue relationship with the "Overlanders" as they were called, which were just some small human settlers and nomads.

After long and heated debates, a decision was taken. The dwarves would approach those humans that have settled above them and would pursue friendly relationships with them, in order for the humans to act as "meatshields" in case of invasion against Hrisgard. Meanwhile, in domestic affairs, the dwarves would be given rewards if they could prove that they discovered or did something innovative and efficient, such as new methods of extracting materials, new compounds or crafts etc. so that they could use such knowledge in case of attack against them. The times are dangerous, and nothing is normal anymore.
 
The Great Warlord Kssltuun

The sun rose slowly, its golden rays peeking through the canopy of the jungle trees scattered throughout the great city of Thookulsk, capital of the Klthsstkl Empire. The hoots, clicks and hisses of Sskltheen life echoed amongst the disjointed, colourful pyramids of all sizes that made up most of the buildings within the city. As varied in size and form as the pyramids were the Sskltheen themselves. Patrols of Warriors floated through the busier streets, holding spears adorned with colourful feathers proudly, though only the more common sub-castes seemed to be relegated to street-duty; more specialised sub-castes were reserved for warfare alone. A number of Lifters, ten metre tall armoured floating beasts with four long tentacles as thick as large tree trunks drifted over the pyramids beneath, many bearing great loads beneath them in their powerful grip. Some tiny Messengers sped through the air, dodging everything in their path with small, graceful changes of direction. Many other castes made their way through the morning air of the city, creating a chaotic scene that did seem to have some hidden, underlying pattern to it that made it all somehow work.

Kssltuun moved quickly down a large boulevard, ignoring all the Sskltheen around him as they wordlessly floated out of his way. As a member of the important Warlord sub-caste of Warriors, he was, and always had been responsible for leading the armies of the Klthsstkl to war. Fortunately for the Klthsstkl, Kssltuun was one of the most capable Warlords in generations, and his revolutionary ideas had taken the Klthsstkl from a small kingdom to a powerful regional empire with a strategic and technological advantage over its neighbours. He was very highly regarded amongst his people, and they showed him respect above even what an average Warlord would be owed. He was still relatively young at 43, and had around a century longer to lead Sskltheen Warriors into glorious battle. However, as every Warlord learned early, he could not always be fighting. There were other, less joyous tasks to be done. Right now, he was on the way to entreat with the Klth, the ruler of the Klthsstkl Empire, in order to get his proposals for further reforms to the army turned into reality before the upcoming conquests. He continued to float past pyramids until the palatial Grand Pyramid rose before him.

The Warriors guarding the entrance were of the powerful Slayer sub-caste, they had two long tentacles with large natural blades on the end that were capable of piercing right through the thick sac-plates of another Warrior in one blow, a feat that few things in the world were capable of. Regardless, they deflated their sacs and descended in submission as he passed by them. He soared into the entrance chamber, and some smaller Attendants hooted as they hurried him into the Royal Hall. He rose up to eye his surroundings, and sighted the Klth and her breeding partner anchored by a tentacle to a large decorated bronze pole in the middle of the room. The Klth was a sight to behold. Apart from the enormous Lifters, the Royal caste was the largest, and easily the most dangerous in combat. The Klth was the largest of her family, and had taken the throne by force with the help of Kssltuun two decades ago. Despite her unending respect and gratitude for his help, Kssltuun still found himself feeling uneasy around her immense bulk and strength. Around the sides of the room, various administrative castes danced through the air performing unknowable work, while motionless Slayers floated in each corner.

The Klth screeched loudly. &#8220;Kssltuun, my most trusted and gifted Warlord, I hear you have plans for me to approve?&#8221; The tone was friendly, but Kssltuun still felt uneasy. He supposed that Sskltheen of all castes naturally felt fear towards their Klth, as a being commanding as much power as that needed to have some form of biological control over her subjects. The thought soothed the battered pride of a Warlord that feels the fear it is meant to shun.

&#8220;Yes, my Klth,&#8221; he whistled. &#8220;I believe I have invented the means to move our armies swiftly and efficiently as a unit along with all the requisite supplies, and to provide effective leadership on the battlefield, all using the natural capabilities of a number of different castes.&#8221; He exhaled a quick hoot of enthusiasm. &#8220;We simply need to build a number of simple bamboo constructions, and train some castes not accustomed to combat to keep their nerve in battle, but given the abundance of bamboo stems all over our empire, and the resilience of our people, I believe it should be a simple and inexpensive matter.&#8221; He let off a crooning cry to show he had finished speaking and was respectfully waiting for his ruler to make a decision, when the Klth pushed out from the pole it was holding and brushed a tendril along the armoured sac of the Warlord.

&#8220;Come Kssltuun, show me your ideas.&#8221; She softly hissed, and Kssltuun quickly descended to start showing her his designs.

***

It took many years, but Kssltuun felt satisfied with his work. The army was now changed, a mobile, fortified unit capable of surprising, overwhelming and slaughtering their opposition. A large number of lightweight but sturdy bamboo structures had been built, within which were areas for storing supplies, lookout posts and rooms with poles for resting Sskltheen to anchor during transit. These structures were in turn carried high in the air by giant Lifters, with larger structures being carried by more of the gravity-defying beasts. Tough leather hides wrapped around the outside of these skyships, providing those within with yet more security and protection against the wind. There were many skyships carrying large numbers of troops, bolstered by the enforced breeding of more warriors that had coincided with the military reforms, giving Kssltuun a whole extra division with which to conquer his enemies. The skyship that Kssltuun himself commanded was the flagship, specially designed and staffed to float over a battle, providing him with a complete overview of the combat while allowing him to send out swarms of Messengers to hastily carry his orders where needed. Other, lesser Warlords acted as his tacticians, helping him plan and lead each battle while allowing him to focus on the bigger picture.

Yes. This time he wouldn&#8217;t need years to pacify conquered territory and rebuild an army. This time he would be unstoppable.

***

The city of Uulthss was moderately sized, the capital of a small Sskltheen Klthdom that focused mainly on trading along the river it was built around. Its Royals had heard of the expansion of the Klthsstkl through its Traders, and had ordered the Warriors to give up the tradition of bare-tentacled fighting to prevent their destruction during the next expected wars of aggression. While there was resistance, the logic was as sound as the situation was dire, so they complied. Spears were built as quickly as they could be, in the hopes that Uulthss would be able to halt the Klthsstkl tide.

Warriors floated through the jungle around the city, pulling themselves along from tree to tree with their tentacles, having short, hooting conversations and occasionally rising above the treeline to spy at the horizon. Dawn was finally coming, and the view would be far more interesting than the black that they saw all night. As the first rays of sunlight became visible through the leaves, one Warrior ascended to gain a glimpse of the warming sun. It pushed through the branches, and looked out, ready for a calming scene. Instead, what it saw only made it feel more alarm than it ever had before. A fleet of &#8216;skyships&#8217; held underneath a swarm of Lifters was swiftly moving towards the city, and was only a few minutes away. The Warrior screeched in alarm, and was joined by its patrol as the rest of their number emerged from the canopy to see what was happening. As if to taunt them, the sound of elated hoots and bellowing calls could suddenly be heard from the approaching invasion force as it methodically neared the settlement.

The Warriors of Uulthss pulled back to regroup with their caste-brethren, and when the enemy fleet neared, it found itself facing a large airborne pack of spear adorned warriors whistling defiance. The great bamboo ships above them seemed to slow as Messengers darted between the craft, until the smaller troopships began descending while the command and supply ships rose into the sky. Sskltheen Warriors poured out of the troopships, adopting well-practiced formations and ensuring their spears and shields provided adequate protection from their less prepared foes. They advanced in units, as heavy boulders from supply ships that had floated above began raining down onto the Uulthss forces. A number of Warriors of Uulthss found their sacs damaged by the barrage, and sank uselessly to the ground as they watched the boulders stop while the enemy Warriors moved in for the kill. They were far more efficient killers, used to their weapons and capable of using them, and their technical skill allowed them to focus on deflating their weakened opponents where possible in order to keep them alive for use as future soldiers and breeding stock, though the thick armour of the gas sac meant that many still had to be killed, despite the incredible advantage the Warriors of Klthsstkl enjoyed.

After another hour of fighting, a detachment of Slayers forced their way into the Grand Pyramid of Uulthss and slew the Royals within in an orgy of bloodshed and violence, and once a few of their number emerged alive and soaked in Royal blood, the Warriors of Uulthss lay down their arms and surrendered in shame, hoping to find some glory in their newfound service to a new Klth. The Warriors of Klthsstkl, excluding a few units sent to patrol the city, returned to their troopships, quickly attached the landing supports and landed them all in a field to bivouac for the night, while the great Warlord Kssltuun wrote a missive detailing the stupendous success of his reforms in their first action, and felt a strong sense of pleasure as he handed it to the nearest Messenger to take back the capital.

He was right. Nothing could stop him.
 
The Clans of the Règne

Rædléas: the largest clan by numbers; quite undisciplined, often with many claiming to be the despot of the clan, settled for matter by crude brawls. They patron the deity of fertility, Hád. Clan colour: navy.

Voûte: a tclan who are said to have their heads in the crowds by goblin standards. Among the best craftsmen among the Règne, friends to both the Or and Fæt. Patron god is Azur, deity of the sky, who created from clay the sun deity, Soleil, and the moon deity, Décroît. Clan colour: cyan.

Or: the most merchentile clan, obsessed with all that glitters. Their patron gods is Æhtspéd, deity of wealth, and Bæðweg, deity of water, the sea and rivers. Clan colour: gold.

Fæt: a rival to the Or in merchantable affairs. Like the Or they patron Æhtspéd but instead of Bæðweg they patron be Masquer. Clan colour: dark grey

Blæc: the personnel clan of the current cast of Leódhatas in the current era, the second most military disciplined after the Æsctír but also among the most diplomatic and place their more self-controlled goblins into the arts of assassination. Primal patron deity be naturally Dwolma, who they proclaim their leaders decent from with Jareth the Fairhaired said to have been a son of. They also patron the god of diplomacy, intrigue and deviant activity, Masquer. Clan colour: black.

Æsctír: the most militaristic disciplined clan; by that they manage to keep to formations for a few moments before getting bored. Infamous for their "from child to grave" warrior training. Their patron god is the war deity, Æscplega. Clan colour: dark red.

Mónaþádtribu: a clan that has is made up of outcasts of the other clans, which regarding the id like goblins&#8217; nature is saying something. Their patron is hence the deity of outcasts and comradeship, Drút. Clan colour: lime.

Kobold: a clan hailing from the Königreich culture; they were assimilate into the Règne after being conquered by the legend known as Jareth the Fairhaired of the Blæc. They follow their own pantheon of gods, with primal focus on the chief god Durcheinander who combines Dwolma, Masquer and Royauté. Their force of evil is Befehlen, coming both Gelógung and (due to their rivally with both the Æsctír and Lyblác) both Æscplega and Deófolcræft, the latter setting with a great distrust of magic users. Clan colour: red

Mægþanne: a powerful to the high northern points of Règne River (the name of the Rhine in this game) who were the largest clan till a rebellion resulted in the Mægþríce, a split in half. Royauté, deity of leadership, is their patron god. Their rival the Mægþríce accuse them of making patron what the Règne consider to be the Règne goblins&#8217; god of all evil, Gelógung the deity of order. Clan colour: deep sky blue

Mægþríce: a child clan to the Mægþanne who have rebelled from the Mægþanne over the attempts by the Mægþanne's leader to attempt to enforce too much authority for a goblin to handle; the clan leader thoughts goblins should were battle uniforms?! What next; keeping to formations?! Anyway they split on equal lines with their Mægþanne &#8220;perents.&#8221; Eorðtilia, deity of agriculture, is their patron god. Their rival the Mægþanne accused them of making patron what the Règne consider to be the god of all evil, Gelógung the deity of order. Clan colour: magenta

Lyblác: this clan grants the largest amount of chaos mages to the Leódhata of the Règne. They have grand themselves two deities: Dwolma (naturally) and Deófolcræft, the deity of magic. Clan colour: white.

Förster: hail from the same culture as the Kobold but they adopted much more the culture of the Règne. They volunteer to join the clans to make up with their small numbers. The third most disciplined military they focus on guerrilla warfare. They patron the nature deities of both cultures. Of the Königreich they patron Mutter, deity of nature and fertility. Of the Règne they patron Caractère, deity of nature, as well as the fertility deity Hád. Clan colour: green.

Amel: the smallest clan but not the least as it is the bastion of the Règne&#8217;s chaotic priests. They patron all the gods but have special patronage to the deity of priesthood, Héahgæst. Clan colour: dark orange.
 

Euryale (Defacto)
Race: Gorgon
Government: Theocratic Monarchy
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: The Gorgon is a serpent creature. The lower half of her body is snake while its upper half resembles a female body of a humanoid. Instead of hair, the gorgons have snakes in their head. These snakes are not equal in all gorgons. - for example, a gorgon who has scarlet snakes instead of "normal snakes" is considered more beautiful. They are mono-gendered race and despite the feminine appearance, there is no differentiation between male and female. Nevertheless, they prefer the term "she" just as the features of their faces resemble a woman.

I believe that there's nobody in Greece, I would like to claim that territory.
Color: Tyrian purple if possible. If not, medium gray.

OOC:
Everything right? Or messed up something?
 


The Leódhatas of the Règne as of this time, Chad the Snow Fanged, has declared to the meeting of the clan leaders that the time has come to expand the dominion of the chaotic goblins through the land, down the river and across for the glory of not only the Règne but of all of goblinkind, so that goblin numbers can increase ever so.



The leader of the priestly Amal, Kimberley, blesses the great exodus of goblin settlers striving to widen the hold of land by the Règne. The journey represents a moment of trial for the goblins, who go for their clan, themselves or to form their clan without their parent clan's consent.

Expanding for the Howl.png

With more of the great river secured along the way the importance of transportation goes beyond the boat and to a beast that may provide means for carvery; the direwolf.



The direwolfs whom roam the land are a creature that the goblins would love to ride. The mighty wolf is a obsession for goblinkind as they attempt to find their place in this wild and wonderful world. A clan to who ever tames and trains a pack of direwolfs for riding and companionship!
 
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