The Fall of Drakes - grand, canon campaign

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Kubizan
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Joined: April 10th, 2019, 6:25 pm

The Fall of Drakes - grand, canon campaign

Post by Kubizan »

Hello, I created this account for the sole purpose of seeking collaborators for campaign making. The scenario I created is (to my knowledge) consistent with the events of other campaigns (particularly with the Rise of Wesnoth). Although I am new to this forum, I have been playing BfW pretty much ever since it existed, so I wanted to make contribution at some point. I am a writer (currently working on SF saga) and my goal was to create a scenario for a campaign diverse, non-linear and challenging. We would combat all races of Wesnoth in many different terrains. The story would focus much on character development and moral choices. I can do all the writing in both english (native speaker needed for corrections) and polish, and I can create maps. What I can't do at all is the technical and artistic part. I also consider making additional soundtracks to suit the campaign.

If you are not a potential collaborator, you might want to ignore this thread in order to avoid spoilers.

What I present below is merely a draft. Whenever I say dragons, I mean drakes - this is because there is no distinction between the two in polish and so I made errors in translation.

In short
The campaign would tell as the tale of drakes evacuating from the island that Haldric encountered in the Rise of Wesnoth. It would also tell us about the last major wave of orcish invasion from the west – between 8 to 13 YW. The player could frequently make some kind of choices and the major one near the end will result in two different endings. It would allow us to combat all sorts of opponents in many different terrains, with various goals to achieve. The campaign would involve at least several main characters, most of which I shall name by label only:

1. DRAKE HERO – our main protagonist, whom we control. He lost his father during the last encounter of humans, during the events of the Rise of Wesnoth.
2. DRAKE ALPHA – the mentor and leader of dragons, respected and honorable strategist. We rarely (if ever) control him. He also lost his father – when humans first came to his island.
3. DRAKE CHAD – our competent subordinate, very loyal to Dragon Alpha and also deeply hostile towards humans.
4. HALDRIC I – the king of Wesnoth from the Rise of Wesnoth (along with his queen).
5. LORD LOGARMIEL – the distrustful elfish warrior from the Rise of Wesnoth, now more distrustful than ever.
6. DWARF BOSS – the primary dwarf character that shall speak in the name of dwarfs and sometimes might be our ally or opponent, depending on the situation.
7. ORC BOSS – the leader of the orcs will appear as the main antagonist later in the campaign.
8. WHITE MAGE – our main sympathizer in Wesnoth, who we might control at some point.
9. LIZARD BOSS – the leader of lizards, who will join us later.

The campaign would begin on the drake island, that we encounter during the Rise of Wesnoth. Drake Alpha and other drake leaders would decide that it is time to leave the sinking island, as it is no longer a quite place to live on. He and other drakes still remember the vile humans that twice attacked their island. This made the drakes too weak to sustain their civilization on the shrinking island. Also, battles with humans weakened us and made us open to attacks from sea monsters and orcish raids. But the humans left behind evidence for the great landmass in the east. The decision is made to move there. Violent encounters with humans left many dragons lusting for revenge (including both Drake Hero, Drake Chad and Drake Alpha). Drakes still need ships for that purpose – in order to rest and carry supplies (they cannot just fly all the way) so most of what is left on the island is foraged for the voyage. Very little remains of the once beautiful island.

CHAPTER I – THE EXODUS

After initial scenes and images of our deserted home, we begin our exodus and then invasion of Wesnoth. Drakes are vulnerable at this point and have to fight their way through many hardships.

MISSION 01 – the battle with nagas
Firstly we need to do the very same thing that Haldric did in RoW – we need to clear the small islands of nagas in order to regroup there. A major change here, is that the orcs made a deal with nagas, and constructed a major port in order to supply their invasions. We catch them off guard and overpower them. That’s how we find more clues on where to look for the great continent. We also gain more supplies. Soon we can move on.

MISSION 02 – the battle for human port
Once we find the great continent, Drake Alpha decides to launch his invasion in both the hope for salvation as well as out of revenge for the harm that humans brought to drakes. The defenders are completely surprised and we achieve major victory, despite various reinforcements that arrive during mission. Our fleet now has a port to arrive at.

MISSION 03 – the elves from the northern forests
Although Drake Alpha initially wanted to wage war against humans only, it soon turns out that the elves are too distrustful of any newcomers. Lord Logarmiel orders the attack and we now have to defend our foothold on the continent. We achieve another substantial victory and our pride grows. All dragons look up to Drake Alpha and praise his tactical prowess and his ability to boost morale.

MISSION 04 – the southern hills
Drake Alpha soon learns that there are more inhabitants on the continent – the dwarfs. From our many captives he learns that there was once an alliance between dwarfs, humans and men. Two of these peoples are already hostile towards us, so Dragon Alpha has little hope of alliance with the third party, but we are sent to parley with them anyway. The dwarfs are not hostile at first, but they are no more trusting than the elves. Negotiations lead nowhere, so Dragon Alpha orders us to attack the dwarf camp in order to secure our southern flank. Another victory and more pride for us.
Dragon Alpha also notices that our enemies (humans, elves, dwarfs) do not really cooperate with each other and senses an opportunity in that fact.

MISSION 05A/05B – the triumph
Our victories alarm the peoples of Wesnoth and we learn that an army of humans gathers in the east. The elves also gather forces, as well as the dwarfs. Drake Alpha knows that all these attacks cannot be repelled at once, so he decides to exploit the lack of trust between the difficult allies. He knows that dwarfs and elves hate each other, so there may be a way to negotiate a truce with either of those nations. Drake Alpha leaves the decision to us: we can either choose to make truce with elves (05A) or with dwarfs (05B). Then he leaves to lead the diplomatic mission in person, granting us command in the battle. This is the first real opportunity for Drake Hero to gain some recognition of his own, as up until this point all glory went to Drake Alpha.
In 5A variant our enemies travel slower, and we arrive on the field of battle before they do, so we can prepare for battle. In 5B variant they are first, preparing nasty traps for us and having more men in the field, but we have more to loot from a proper military camp. Also – the elves and humans place their camps a long way from each other, while dwarfs are ok to camp closer to humans.

MISSION 06 – protecting lizards from bandits
Drake Alpha does not forget about diplomacy later on. He learns of one party that may yet ally itself to the dragons – the lizards are being constantly harassed by human bandits and hunters. We are sent to protect them. That is when we meet Lizard Boss, who joins us after the battle. We can also recruit lizards from now on. We will have to choose between saving the homes of lizards (that way we gain loyal lizards to recall) or to protect their vaults of treasure (which, apart from gold, hold powerful artifacts). Lizard Boss won’t mind either of those choices, as the vaults also hold items of cultural significance to the lizards. Also, if we do not act quickly enough, we won’t be able to save anything and if that happens, lizards will be more expensive to recruit. Lizard Boss will be angry for our failure and the lizards might leave us altogether after mission 13, depending on our next choices.

CHAPTER II – THE TOTAL WAR

The campaigning season ends in late fall. The invasion is going well so far. Drake Alpha feels stronger and stronger. His hate towards humans and other enemies of the dragons also intensifies. Numerous human envoys return to Haldric I after Alpha gave them unrealistic demands – such as granting the dragons half of the continent or moving all the other races far from the Great Ocean. With no peace treaty in sight, the war resumes the next spring. As Drake Alpha wages major campaigns against his enemies, he sends us on a number of raiding missions (07, 08, 09 and 10) which are supposed to break the enemy and solidify our position. We can complete them in any order, and we will always hear about more victories from Drake Alpha and bear witness to his growing pride.

MISSION 07 – pillaging the human plains
Convinced that the humans are nothing more that bandits, Drake Alpha orders human villages pillaged for supplies. We do not capture villages, but burn them and gain a number of gold coins in return. Our hero finds out that there are not only bandits guarding the villages as Dragon Alpha said, but there is also civic militia in the region – although they are no match for battle-hardened dragon warriors, they make sacrificial stand to protect their homes. Our hero begins to have moral doubts about how far this invasion is going, but Drake Chad convinces us that the job needs to be done, reminding that humans too pillaged dragon island for supplies.
At one point we will have to decide what to do with human prisoners. Drake Chad and Lizard Boss will both encourage us to finish them off, reminding the atrocities that humans committed against both races. If we kill the prisoners, we will not be able to strike a deal with Haldric near the end of the game and we will face greater human opposition in general. If we let the prisoners live, some drakes will be angry at our decision (including DrakeChad), which will also matter greatly later on. Lizard Boss will call our actions foolish and weak, and lizards will be more expensive to recruit from now on. Moreover, they leave us after mission 13 if we also failed to protect their homes and vaults in mission 06.

MISSION 08 – burning the elfish forest in the north
In order to make sure that there is no threat lurking in the forests in the north, Drake Alpha orders it to be burned. It turns out that there are not only elfish warriors, but also living trees that never harmed the dragons. The trees do not really stand a chance against fire-breathing drakes. Once again we do not capture villages – we burn them and the forest along with them, gaining gold coins in return. Our hero has moral doubts, but Drake Chad convinces us that the job needs to be done, reminding that racist elves and their minions showed no mercy for dragons ever since we landed.
After the battle is won, our men will tell us that the forest should be burnt to the ground. If we do that, we can never strike a deal with the elves. If we do not, dragons will be angry at our decision.
Also – it will decrease the chances for making a deal with Haldric later.

MISSION 09 – attacking Alduin island
There is a growing number of mages on Alduin. Since they are humans, Drake Alpha considers them a natural threat. What we find are a couple of small camps of mages isolating themselves from the great conflicts in order to learn. Once again we do not capture any villages – we burn them and get gold in return. The mages casting fire balls cannot seriously harm dragons and it turns out to be another massacre. Our hero has moral doubts, but Drake Chad convinces us that the job needs to be done, reminding the Drake Hero that he himself lost his father due to human blades and sorcery.
After the battle we can choose to devastate the island, pillaging it for books and torturing the remaining mages for knowledge about magic. This will allows us to train dragon mages later. This will also decrease the chances for making a deal with Haldric later and White Mage will never arrive to help us (he might stand against us in battle). If we leave the island be as it is, dragons will be angry at our decision.

MISSION 10 – attacking the mermen
There is one more enemy in Wesnoth, that remains to be challenged. Raiding the mermen coastal settlements could provide drakes with sea food that they need to feed their jobless refuges. Once again we do not capture any villages – we burn them and get gold in return. Mermen suffer greatly under dragon fire. Our hero has moral doubts, but Drake Chad convinces us that the job needs to be done, reminding us that mermen aided humans whenever they attacked our island.
We face another moral choice – some drakes say that we should make sure that none mermen survive, so that they are dealt with for good. If we do that, we will never have to fight mermen again. If we don’t, dragons will be angry and mermen will assist humans in future battles.

If we made not a single bad choice in previous scenarios, our campaign ends right now – Drake Alpha says we are too weak to command. Hero challange him in a moral argument, but it leads nowhere. We gather a handful of supporters and lead them east, far away from the war. In the credits we learn, that we managed to create a colony in the eastern mountains and lived hiding from the world for centuries to come. Drake Alpha looses the war, leading his followers into slaughter. Drake Hero and his followers survive, but leave behind us nothing but rumors about our new colony in the east.

But if we committed at least one war crime, we stay in game. If we committed two of them (or if we chose to slaughter humans) Haldric will never agree for an alliance later in the game. If we committed fewer than 4, our dragons will be angry. Why is that important? You will see.

MISSION 11 – attacking the dwarfs
After our raids are completed, Drake Hero confronts Drake Alpha about his moral doubts, but Alpha dismisses any such concerns as a sign of weakness. Instead he decides to target his last major enemy – the dwarfs. Drake Hero speaks openly against the campaign, claiming that while victory in the mountains may be achieved, the dwarfs will undoubtedly retreat into the caves where drakes cannot fight at all. Drake Alpha then manipulates Lizard Boss, complementing him for lizards ability to fight in darkness and reassuring other dragons in this way. The decision is made and we attack the dwarfs. They fight well. Our dragons also meet a new enemy in the skies – the grif raiders. This cools down our troops morale. Once we break the first line of dwarfish defense, they retreat into the caves, just like Drake Hero predicted. Drake Alpha orders to follow them into darkness.

MISSION 12 – the battle in the dark
It turns out that battles in the caves are long and tie our forces in a bloody, doomed struggle. Drake Alpha constantly believes that ultimate victory is within reach and orders another major charge against another dwarfish underground stronghold. It doesn’t work and we are counter-attacked by a large dwarfish army. Yet we are spared by circumstance – trolls attack dwarfish warriors allowing us to make an orderly retreat.
Unfortunately, as we retreat outside we learn that most of our coastal territories had been retaken by humans and elves during our endless skirmishes in the underworld. Drake Alpha decides that we must retreat further into the mountains in order to find safe winter quarters for the army and refuges.

MISSION 13 – fight for survival
Winter is harsh for warm-loving drakes. As the snow falls all around, dragon scouts finally find some ruins and forests where the army could make camp. Unfortunately we have to rapidly fight our way through, as it is home to the undead and monsters.
After brutal struggle we can finally rest. Dragon Hero is deeply critical of the Drake Alpha, but growing hardships mean that differences need to be put aside. Decisions will have to be made. Many dragons die in the cold that follows, as the terrain is unsuitable for them and there is barely any food. Drake Alpha privately expresses remorse for the dragons dead because of his decisions, “if only he could bring them back” – but he tells that only Drake Hero.
CHAPTER III – ORCISH INVASION

The next spring brings new opportunities. It turns out that there is a massive orcish invasion going on in Wesnoth. Humans lost control over the coastline, and retreat inland. Drake Alpha uses this to boost his authority – he claims that it is good that we had to retreat into the mountains, because if we did not, we would be crushed between the orcish onslaught and our other enemies. In fact – Drake Alpha argues – this can be portrayed as destiny: the dragons shall prevail! With his army’s morale boosted, Alpha plans our next moves.

MISSION 14 – triple-sided war
Humans lost everything they had along the coastline and the elves no longer support them (they alliance is breaken), so Drake Alpha decides to attack Wesnoth, while human kingdom is still down. Dragon Hero argues that we should let orcs and humans destroy each other, but Drake Alpha says that his father and all other dragons dead from human blades will not rot in dirt without justice.
We attack the newly founded city of Dan’Tonk, that houses masses of human refuges. Panic erupts. Drake Alpha plans to show no mercy. But as drake attack begins, dwarfish army arrives to support humans (Dwarf Boss notices the absence of the elves and uses this fact to spit on their honor and reason). Drake Alpha still refuses to back down. Soon after the orcish army also arrives at the scene, led by Orc Boss. Drake Alpha tries to make a deal with him, but Orc Boss is not interested. He says that he does not need any allies and most certainly not “sun-loving, stinking drakes” and that he already has allies – the undead, which soon also arrive at the scene. Drake Alpha wants to fight in order to prove our worth to orcs. Our job now is to survive between endless waves of orcish, undead and dwarfish warriors, without suffering to many losses, until Drake Alpha finally decides to leave our enemies to fight each other.

MISSION 15 – shifting alliances
Once we get back to our camp, another dispute begins between dragon leaders. Drake Hero and Lizard Boss both argue that the orcs represent no lesser threat than other races and that we cannot afford to not pick any side – and it is evident that Orc Boss wouldn’t have us. Drake Alpha and Drake Chad argue that there can never be peace between dragons and men. They also point out that other races are much more numerous than dragons, so dragons cannot live safely between all of them. All enemies must be defeated and none of them can be trusted.
The army splits. Every war crime we refused to commit mounts to 25% of disloyalty. Every dragon of ours, which does not posses loyal trait, has a chance to leave us (it will spawn, telling us that it stays with Dragon Alpha) – so if we committed 2 war crimes, we will loose half of our dragons. Drake Chad also leaves us. Also, each war crime we refused to commit will now increase our costs of recruiting dragons by 2 pieces of gold. We lead what remains of our army to make a deal with the dwarfs. Drake Hero thinks, that since we never got to pillage dwarfish settlements (as we did with every other race), they are our best shot. White Mage will arrive to aid us and advocate for us, if we did not commit war crime on Alduin – this will make our next missions a little easier.
We arrive at dwarfish keep (same one we attacked before) and offer truce. Dwarf Boss says he is impressed with our fighting skills and sees the opportunity, but requires proof of good-will first. We are to aid Dwarf Boss in his attempt to destroy the trolls, that still attack his people in the caves. During this one mission we can recruit dwarfish explorers that are to lead us through the underworld, but only if White Mage is with us. We will not be able to recruit them again.
After the battle is won, Drake Boss expresses his satisfaction and agrees for truce. White Mage tells us that now is the time for a more difficult mission – to end our conflict with the elves.

MISSION 16 – defending the forests
We venture deep into the elven forest, to seek diplomatic opportunity – it quickly presents itself: Orc Boss leads the attack on the main elvish settlement in the area. White Mage explains our business to the elves and Lord Logarmiel tells us that “unless we want to be slaughtered too, we will help him defeat the orcs”. We agree. White Mage warns us to watch out for Orc Boss and his combat skills. Once we attack Orc Boss, he kills the unit with which we attacked him (it will be scripted, so we will have to make a sacrifice) and then leaves the battlefield, charging his second-in-command with the mission to finish this battle. The orcs call up reserves and we have to wipe them out.
Then we speak to Lord Logarmiel. If we burnt the forest down before, there is nothing to talk about – we are forces to leave. If we did not burn the forest down, he still does not trust us and we cannot convince him, but he at least agrees to see Dragon Alpha. He also warns us that there is no truce between dragons and elves right now, “so we better leave their forest”.

MISSION 17 – lifting the siege of Dan’Tonk
Now we face an even bigger challenge (or so Dragon Hero thinks) – we have to make peace with humans. To our surprise, the orcs still besiege Dan’Tonk and Haldric I leads the city’s defense in person. Although distrustful, he is open to our aid right now. We have to destroy both the orcs and the undead, besieging the city. We also have a very strict time limit, as human resources fade, but we can prolong this time by capturing orcish supplies. Once we deal with all enemies, Haldric I (as a cunning and pretty moral king) thanks us for assistance. One of two things can happen now:
a) We committed so many war crimes that Haldric refuses to negotiate. We are forced to leave and get the same early ending as before.
b). If we did not commit enough war crimes, to anger Haldric too much: an argument ensues between Hero’s prejudice and resentment and Haldric’s pride. We have to choose the right dialogue options, to make a deal. The White Mage mediates, making our choices easier (if he is with us) Haldric soon admits that humans indeed may had done harm to dragons in recent past and says he is ready to formally apologize for them in front of Drake Alpha.

CHAPTER IV – THE FINAL ACT

If we do not succeed in our negotiations, we get the early ending mentioned twice before. If we succeed, then we stay at Dan’Tonk for a while, looking at human misery. The meeting between dragons, humans, elves and dwarfs is planned to create a lasting truce and consider alliance terms. White Mage pledges to coordinate time and place between all parties. We depart to inform Dragon Alpha about our achievements. Lizard Boss (if still around) takes his lizards via another route, to gather more of his kind in the swamps nearby, decreasing the cost of lizards from mission 19 and on (but we will not be able to recruit or recall lizards in Mission 18).

MISSION 18 – poisonous ambush
We traverse through a desolated wasteland – the orcish army went through this area and there are very few villages left. Orc Boss lays a trap for us, using a large number of orcish assassins to poison and weaken our troops. Orc Boss tell us that we have been a major thorn in his side for some time now and that this ends now. This is a tough battle – but as we defeat Orc Boss, he flees with promise of retribution.

MISSION 19 – the meeting and the choice
Drake Alpha is not happy about our “foolish dreams”, nor our “vain achievements”. Many of our dragons are still sick from poison. Alpha says we sacrificed drake blood to aid our enemies and tries to “speak sense” to Drake Hero. After White Mage appears to settle time and place for the meeting, Alpha reluctantly agrees to attend it, telling Hero that he does that only so he could learn the futility of his actions.
The meeting takes place around some ruins, with four camps already placed around it – Haldric I, Lord Logarmiel and Dwarf Boss are all present (Lord Logarmiel arrives only to express his distrust). They barely agree with each other anyway – the elves and the humans hold a particular grudge towards one another. We occupy the fourth camp with Lizard Boss and White Mage, awaiting Drake Boss arrival. He indeed arrives and negotiations commence, but they are futile. The dwarfs are greedy, constantly thinking how to best exploit dragons for their purposes. The elves are distrustful and racist. The humans (even though Haldric apologizes, as he promised) are still angry about numerous dragon crimes against them. Drake Alpha accuses everyone of dishonesty and bad will. As night fells, the negotiations are cut short due to the arrival of a powerful lich, allied to Orc Boss. Orc Boss sent him here, hoping to destroy all his enemies in one stroke.
Drake Alpha says that this is not his fight, as drakes can simply fly away, while humans, elves and dwarfs cannot escape from the undead – who will never tire of pursuit. We have to make a choice – either we follow Drake Alpha and leave, or we help others. If we leave, then it’s onto MISSION 20A and then 21A (White Mage stays behind and expresses his regret). If we stay, others learn that not all dragons and lizards are the same and that some can be trusted – particularly Drake Hero and Lizard Boss. Drake Alpha will be devastated by our choice and the split between dragon race will become permanent – thus wiping away any chance for dragons victory. The alliance with others is forged and we move to MISSION 20B and then 21B. However – if we burned the forest, Lord Logarmiel will still refuse to tolerate us and his men will attack us during this mission – but we cannot afford to kill him or too many elves, or else the mission will fail. Once we defeat the lich, Logarmiel will leave, after Haldric speaks some sense to him.

MISSION 20A – the great battle (three-sided)
Orc Boss gathers most of his remaining forces and marches them again onto the plains of Wesnoth. The decisive battle is imminent. Three players are on their side – a lich, an orcish slayer and Orc Boss himself. Haldric I and Dwarf Boss gather their own armies – the elves refuse to come to humans aid and the dwarfs consider this as another act of betrayal.
Dragon Alpha leads us on the same battlefield, claiming that now all will be decided. He wants to watch our enemies destroy each other and be there to finish the job. Dragon Hero points out that this is a risky plan, as our enemies might focus on destroying us first. Regardless, we march to battle.
Our mission will be to destroy all our enemies, but we will succeed at nothing. Any leader we attack, will flee the battlefield. Once we attack Orc Boss himself, Dragon Alpha will sense the opportunity and charge at him – they fill fight and talk for a while, but Orc Boss will kill Alpha. At this moment the battle will be over for us – dragons will be shocked after the death of their leader and Dragon Hero will gather our remaining forces and march them east, beyond the borders of Wesnoth. Orc Boss will laugh at as, yelling “flee, you cowardly lizards”. All races of the continent will forever curse us.

MISSION 21A – another exodus
While we move east, gathering wagons of supplies to survive in eastern mountains, our enemies catch up with us. Orcish warg riders will be at our back, while we have to move through dwarfish outpost before us. Elves will attack us as well – from the northern flank. To make matters worse – human cavalry shall arrive from the south. We will have to fend off attacks from all directions, while we battle through the dwarfish keep. Lizard Boss will sacrifice himself during this struggle. Once we eliminate the dwarfish commander, we win. Only a handful of drakes survive. Our race will disappear deep in the mountains and many years from now people will not even believe we survived. Will we?

MISSION 20B – the great battle (two-sided)
Orc Boss gathers most of his remaining forces and marches them again onto the plains of Wesnoth. The decisive battle is imminent. Three players are on their side – a lich, an orcish slayer and Orc Boss himself. Haldric I and Dwarf Boss gather their own armies – the elves refuse to come to humans aid and the dwarfs consider this as another act of betrayal. We lead our loyal dragons as Haldric’s allies. Dragon Alpha will reveal himself later in the battle as our enemy – allied to the orcs. He will flee the battlefield, if defeated. Orc Boss is our true target in this fight.

MISSION 21B – the dragon civil war
We chase fleeing Drake Alpha and his followers. He returns into the mountains, where we wintered. It turns out that he doesn’t have many drake warriors left – but as we fight him, and defeat him, he will reveal himself to be a drake lich. It turns out that he studied the mysteries of the undead during winter and considered this as a final option to ensure dragons survival. He then starts recruiting endless waves of dragon undead, which spit cold magic instead of fire. Many ours die from this and Alpha keeps on resurrecting our fallen. What’s even worse – those undead dragons start burning tents with refuges and Alpha does not seem to care anymore. He embraced death and no longer cares for anything more than death, completely devoid of his former self. Once we defeat Alpha, all his minions fall at once, and his remaining followers surrender to us. Drake Chad kills himself if he hasn’t fallen already. Not many dragons survive this horrific battle.
Haldric and Dwarf Boss grant us the mountains in the east for living – we lead our survivors there to settle the area. Our race will disappear deep in the mountains and many years from now people will not even believe we survived. Will we?

The outcome is pretty much the same, but our moral standing completely different.

What do you think?
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