Ariadne Haywood Character in Verum | World Anvil

Ariadne Haywood

Ariadne Haywood

There was once an orphanage in the Ordean suburb of Firemede called the Martyr's Blessed Orphanage. Father Patrick, a noted priest of Viderick, had built it himself as a charitable venture to help children displaced by disasters. Ariadne, one of the few survivors of the Green Death, was sent to this orphanage when she was 15. Years later, Father Patrick was found murdered in the charred ruins of his orphanage, crushed by an idol to a dark god and suffocated, alongside three nuns. The children were gone. The surviving nuns told the Inquisition that they'd seen a dark-haired half-elf raze the place with wicked sorcery, laughing all the while.

Physical Description

General Physical Condition

She's short and perpetually exhausted from stress and lack of sleep, but she keeps an active life, has recovered from her past under-eating, and adventuring has begun to tone her.

Body Features

Her skin shows her wood elven heritage pretty strongly. Her hair, however, rather than being silky like an elf's, is matte, messy, and poofy. If you look closely at her skin, it seems like parts of it are cracking and splitting like scales, revealing a fiery light within.

Facial Features

She has a long nose, somewhat angular features, wide eyes and long, thin eyebrows. There are perpetually bags under her eyes.

Identifying Characteristics

Continually frustrating her desire to wear shoulder-less dresses is the existence of a mole located just below her right clavicle, which used to make her fidget with her dress to make sure it was hidden.   When she accepted the Pact, her Chosen's Mark was located on [REDACTED], but it has since disappeared.

Physical quirks

She tends to hunch over. She often walks tiptoed or sidesteps around even when there is no need to be quiet.

Special abilities

She doesn't really understand why she has arcane powers. She's not aware of any draconic bloodline in her family, but all the people she could ask about it are dead, and it's not the sort of thing they'd have told her, anyway. Most of her magic centers around fire, but it's not entirely clear whether that's because her magic is predisposed to it or if it's just the sort of power that's on her mind most.

Apparel & Accessories

She most often wears plain light-colored Ordean dresses, accessorized with tall traveler's boots and a variety of belts and pouches.   At the bottom of her backpack is an oversized, fuzzy, dark red cloak and an odd, symmetrically-marked mask. She uses these when she doesn't want to be identified.

Specialized Equipment

Even though she doesn't really need them, she carries daggers and a crossbow on her belt, partially as a way of discouraging robbers from mistaking her for an easy target.   Much more useful on that belt is her pouch of arcane components and her healing potions.

Mental characteristics

Personal history

Ariadne Haywood grew up in a small village out in the east of Orde, living with her human mother and elven father. She envisioned her life being spent peacefully in those beautiful woods, hunting, chopping trees, and living a long, quiet life with her father, who would likely outlive her.   When her village was destroyed, she was one of the only ones who survived. She was found trapped in the ruins of her home, on the verge of starvation, by Watch Wall soldiers after Richard York and his entourage cleared out the eight-legged monsters that had killed everyone she knew.   In a country as big as Orde, such events were part of the mundane efficiency of life. Certificates are stamped, money changes hands, and orphans find their way into the arms of one of the many cults staining the beautiful country of Orde, hiding in plain sight: the Martyr's Blessed Orphanage.

Gender Identity

Femininity helps remind her of simpler times.

Sexuality

She feels kind of disgusted with her body and would rather not interact with anyone else's right now.

Education

She was taught many things directly by her father, including the Elvish language.   She's a self-taught cook.   The madness cult gave her a full Ordean secondary education, but much of the information was distorted. However, she was also able to access some esoteric knowledge from the dark corners of society.

Accomplishments & Achievements

Despite everything, she's proud of having killed Father Patrick, and feels he's better off dead.   She managed to talk down the Draconic Harpies and convince them to help her kill their creator.   (At level 4, she once nat20'd initiative and killed an optional boss in a single turn. She later described this event as "I once blinked at something and it died.")   Slew the manticore Grey Eyes. Has killed two manticores so far.

Failures & Embarrassments

She almost summoned a demon once but a Hkari Knight blew up the portal   Though the spirits found peace, she failed to deliver vengeance to the tortured souls of Ordean soldiers who had sought Lorita's aid.   Despite her being present, she was unable to save the life of a Night Guard captain who had received prophetic visions from Oloken'hai. She's not really sure if she should feel bad about this one or not.   She bit off more than she could chew seeking out a Priest of Madness.

Mental Trauma

She doesn't really trust smiles anymore.   Being a part of a madness cult has filled her mind with a lot of incorrect facts about world history. She's still untangling the truth from the nonsense.       Like fire, you are a temporary thing, and before you burn out, you will have destroyed more than you created.   Casting fire spells causes the character to accrue Madness. At each tier of Madness, the character's personality is somewhat different. The tiers of Madness are as follows: 0: Ashes 1: Embers 5: Blaze 10: Inferno 20: Pyre The amount of madness accrued per fire spell is based on the spell's level. Cantrip: +1 1st level: +2 2nd level: +3 3rd level: +5 Madness disappears on a long rest and goes down by one tier on a short rest. The current tier of Madness is listed on the token/in the discord nickname with a 3 letter abbreviation.

Intellectual Characteristics

In general, she tends to think emotionally. At her best, she can be highly empathetic and thinks in terms of how other people are feeling. At her worst, she is completely self-absorbed, only considering her own whims.

Morality & Philosophy

Having been schooled in an Ordean orphanage, even a fake one, she's studied fair amount of philosophy and religion, but her perception of it has been colored by her generally low opinion of Orde's corruption.   Overall, she prefers not to think about morality much.

Taboos

Taboos as well as morals tend to fall away from her under stress, though there are a few things she would avoid otherwise.   She would avoid hurting children.   She hates those who experiment on people.

Personality Characteristics

Motivation

She doesn't want to be a burden on others. She would like to go back to the simplicity of her former life, but she sees that as impossible in her current state. She feels sympathy for those whose situations seem to mirror her own. She thinks the gods pay such wrongs in blood.   Right now, she just wants to be safe from those who are after her and to do something useful with her powers.

Savvies & Ineptitudes

Her cooking is so bad it's terrible.

Likes & Dislikes

She likes cool guys with a heart of gold and knights in shining armor. She likes overcooked food and bitter things and weird-looking monsters and reading about adventures. She used to be a huge Watch Wall fangirl. She likes the woods.

Virtues & Personality perks

She's good at talking to people. She likes to help out. She's not super judgmental.

Vices & Personality flaws

She tends to ignore things that are uncomfortable for her to think about. She's a bit of a wimp sometimes. Sometimes people seem like bugs to her.

Personality Quirks

She sometimes stares off into the distance in the middle of a conversation.   Her hand twitches when she's agitated.

Hygiene

Her room looks like it's been repeatedly trashed and put together again.   She always looks like a homeless woman and tends to smell faintly of either smoke or bat guano.

Social

Contacts & Relations

Fears that Dame Davis will be the death of her. Not even in the cool way, like he'll kill her dramatically for vengeance. He might just do something incredibly stupid and catch her in the blast radius.   Has been on several missions with Balzhdeep Innum, and they seem to have gained a mutual respect for each others' competence.   Archer and she have become acquainted with each others' oddity.   [REDACTED]

Family Ties

Sometimes, she feels an odd kinship with followers and victims of Oloken'hai. With her family and the orphanage staff dead, and the wards gone, those may be the only people she'll meet who can relate to her young adulthood.   She almost considers the Dark Pact her family. Almost.

Religious Views

She believes Lorita saved her. She believes the Dark Gods are willing to play a much more active role in watching over their followers and fixing what's broken about the world than others.   She suspects the information Oloken'hai offers is both true and useful, but is skeptical of his advice, his methods, and his followers.   She doesn't think very highly of oaths, but appreciates that Babylon is willing to inflict terrible vengeance on the people who break them.   She was taught in school that the white pantheon gods were dead. Theologically, she's pretty sure that's not true, but somehow she still finds the thought invading her perception of reality.

Social Aptitude

She was extremely charming as a young girl.   Experiences have made her anxious, awkward, and shy, but somehow, she still retains that girlish charm. People look upon her ineptitude with pity and give her a great deal of slack that they wouldn't give otherwise. And when her unrefined manners and simple, persuasive way of expressing her emotions gives way to threats, it can be terrifying.   It's hard to say she has a good poker face, but since she always acts with anxiety and fear, it's hard to tell when she's actually guilty of something. It's more likely for people just to reassure her that she didn't do anything wrong.

Hobbies & Pets

She likes to recall the faces of people she's met by sculpting them in the fire.   She likes to make pastries in weird shapes and cook with whatever's lying around.   She has been trying for a long time to make a fireproof cloak, but can't seem to get it right.

Speech

The higher her Madness, the more monotone her voice becomes. She can almost sound strung out.   Otherwise, she tends toward stuttering and uptalk.   When in masquerade, she sometimes uses magic to obscure her voice with many voices saying the same thing, to prevent her voice from being identified.

Wealth & Financial state

She doesn't really act with any particular interest in money, and the money she gets often does nothing but pile up in her sacks.   She does like looking at large piles of gold, though. Maybe it's a bit of the dragon blood in her. Then again, who doesn't?

Worshipper of Lorita, slave of the flame

View Character Profile
Species
Ethnicity
Honorary & Occupational Titles
Cultist Slayer [REDACTED]
Birthplace
A small village in the east of Orde.
Children
Current Residence
The Hold of Horror.
Gender
test
Eyes
Dark brown, wide
Hair
Soft, black and messy
Height
5'2"
Weight
127 lbs
Quotes & Catchphrases
"It's fine. This is fine."   "I once blinked at something and it died."
Known Languages
She knows Grass Common, Nomadic Elvish, Abyssal, and Noble Draconic.

----

Half-Elf (Wood Elf Descent) Race
Orde/In Plain Sight Origin
Sorcerer 11 Class & Level
Chaotic Evil Alignment
Lorita Deity
Ever Eye Faction
Ambassador Rank/Position
23 Loyalty
Company

Strength 10
+0
Dexterity 12
+1
constitution 13
+1
intelligence 12
+1
wisdom 10
+0
charisma 22
+6
Total Hit Dice 10
Hit Die
1d6+1
+4 proficiency bonus
+0 Strength
+1 Dexterity
+5 Constitution
+1 Intelligence
+4 Wisdom
+10 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+5 Arcana
+0 Athletics
+10 Deception
+1 History
+0 Insight
+10 Intimidation
+1 Investigation
+0 Martial
+0 Medicine
+1 Nature
+0 Perception
+6 Performance
+10 Persuasion
+5 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills

 
63
MV
1
Prestige
2
Attunement Slots
21
Armor Class
72
Hit Points
+1
Initiative
25
Speed
WeaponAttackDamage
Dagger 1d20+4 1d4+1
Imperial Dagger 1d20+5 1d4+2
Light Crossbow 1d20+4 1d8+1
Attacks

Armor



Armor: Plate armor (Academy), Shields (Academy), Half-Plate (Academy)

Weapons: Daggers, darts, slings, quarterstaves, light crossbows

Skills: Arcana, Persuasion, Intimidation (Lorita), Deception (In Plain Sight), Religion (Orde)

Saves: Constitution, Charisma, Wisdom (Ever Eye)

Tools: Cook's Utensils (Dark Pact), Disguise Kit (Ever Eye), Forgery Kit (Ever Eye), Alchemist's Supplies (Academy)

Languages: Common, Elvish, Wicked (Abyssal), Ignan (Academy)

Attribute Cap Increases: Charisma +2 (Dark Pact), Intelligence +2 (Ever Eye)
Proficiences
Spell Attack: +10
Spell DC: 18

0: Eldritch Blast, Control Flame, Create Bonfire, Prestidigitation, Fire Bolt, Minor Illusion
1: Shield
2: Scorching Ray, Enhance Ability
3: Fireball, Counterspell
4: Wall of Fire, Greater Invisibility, Dimension Door
5: Immolation, Seeming
6: Disintegrate, Investiture of Flame
Spellcasting
Cloak of the Lamb
Cloak of the Lamb
Crafted by Ariadne Haywood
Wondrous Cloak - Minor Uncommon (300gp, 3 days)

This fuzzy, black, and oversized traveling cloak is lightly enchanted so that it will never be fully consumed by flames! Unfortunately, it easily catches alight.

When the exterior of the cloak comes in contact with a flame or spark, such as the wearer taking fire damage or trying to ignite the cloak with a flint and tinder, it will catch alight. This fire is mundane, though the magic of the cloak will keep the fire large enough to generate light like a torch, but small enough to not harm the wearer.

Slots Used: [Base Material, Enchantment (Spell x2)


Cloak of the Pyre (Not in inventory)
Cloak of the Pyre
Crafted by Ariadne Haywood
Cloak – Minor Very Rare (3,500gp, 35 days to craft) – Attunement

A hooded cloak created by the ancient practice of dragonscale weaving, incorporating red drake scales to the shoulder and hood. This cloak is a result of many failed experiments, with only a spectral, wraithlike memory of a cloak remaining.

Great Chaos Pyromancy. Your hard-casted spells of 1st level or higher with an instantaneous duration that deal fire damage leave behind lingering flames that disappear at the start of your next turn. If the spell would target a creature, the flames linger in the target’s space. If the spell would affect an area, flames linger in the space the spell affected. Lingering flames count as difficult terrain and creatures that start their turn in the affected area must make a DC 15 Dexterity saving throw or take 1d6 fire damage.

Burn To Cinders. When you hard cast a spell of 1st level or higher with an instantaneous duration that deals fire damage, you can have the fire damage dealt by the spell bypass fire resistance. Once you use this ability you cannot do so again until you finish a long rest.

Ash Cloaks My Escape. If you were to be affected by your own hard-casted Area of Effect spell that deals fire damage, you can use your reaction to teleport 30 feet to a space you can see, negating any harmful effects from spell if the space you teleported to were out of the spell’s affected area. Once you use this ability you cannot do so again until you finish a long rest.

(Base Material, Enhancement, Enchantment)


The Anger of Ice Eyes (Not in inventory)
The Anger of Ice Eyes
Helmet - Major Rare (3,000 gp) - Attunement - The visage of this helm is that of a raging manticore. Whenever you take the dash action, you can fly during the movement, but must end any movement on the ground. If you can already fly, your fly speed is increased by 20 feet instead. Whenever you defeat an enemy, you can make a melee weapon attack as a bonus action. If you have the Charger feat, and if you hit with the attack from the bonus action of the feat, you can make a second melee weapon attack as part of that bonus action.


Imperial Dagger
Imperial Dagger
All those that participated but had their banner dissolve from the fickle nature of gods receive gifted gear from the benevolence of the previous emperor.

Those that participated receive a +1 weapon and a +1 piece of armor or shield of thier choice. As it is blessed by the emperor, they do not require an attunement slots but cannot be used by any other character.


Imperial Full Plate (Equipped)
Imperial Full Plate
All those that participated but had their banner dissolve from the fickle nature of gods receive gifted gear from the benevolence of the previous emperor.

Those that participated receive a +1 weapon and a +1 piece of armor or shield of thier choice. As it is blessed by the emperor, they do not require an attunement slots but cannot be used by any other character.


Cracked Sanity (Attuned)
Cracked Sanity
secret (:


Mantle of the Last Hearth (Attuned)
Mantle of the Last Hearth
Mantle - Major Rare (2,450gp) - Attunement
While attuned to and wearing this mantle, you gain the following abilities and features:
• You gain a +2 bonus to your Charisma score, and gain resistance to Acid damage.
• Rekindle the Flame: You gain advantage on death saving throws, and while dying, you heal for an additional 1d6 hit points whenever you would be healed.
[base material, adornment]


Clarté d’Or
Clarté d’Or
Crafted by Ariadne Haywood
Facial Cosmetic (Wondrous) - Very Rare (4200gp, 42 days) - Attunement: Spellcasting feature

A small, fancy bottle, such as one might find in a noblewoman's cosmetics kit, and an accompanying brush. The contents of the bottle are to be applied to the lit areas of the face, around the cheekbones, nose, and forehead. The foundation itself is coloruless, but glitters and shimmers in the light like a constellation. You can almost stare into it and past it, like you're actually staring into endless space through someone's face. Something might stare back.

Applying this makeup takes 10 minutes, and can also be done at the end of a short or long rest. While you are wearing this makeup, you gain a +2 bonus to Charisma (Deception, Intimidation, Performace and Persuasion) checks if your face is uncovered, and visible.

You gain a pool of 3 dice, which are d4s. A die is expended when you use it. You regain all of your expended die when you re-apply makeup from this item at the end of a long rest.

You can use these dice for the following abilities:


Dissonance. When you cast a spell of 1st level or higher, you can roll one of your d4s. You can change the damage type of the spell to cold for a number of rounds equal to the result of your roll. If you expend another d4 on a spell which damage type you’ve already changed, you can change it from cold to psychic, but you fall under the effects of the Confusion spell for the same duration.

Mindsap. You focus your gaze upon a target within 60 feet of you that you can see (and that can see you). The maquillage upon your face seems to trail and shift with a life of its own. The target must make a Wisdom saving throw against your spell save DC, or find themselves partially drained, their mind wracked with pain. Roll one of your d4s. For the next 1d4+1 rounds, the first time each turn the affected target takes any fire damage, the target takes an extra 2d4 fire damage. If the target is immune to fire damage, it takes 2d4 psychic damage instead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target, and it cannot be affected in this way again for 24 hours. This ability has no effect on undead, constructs, or targets that are immune to being charmed.

[Base Material, Enhancement]


Revengeant
Revengeant
Being crafted by Ariadne Haywood
+1 Shield - Very Rare (4600 gp, 46 days) - Attunement

This shield always appears to be covered in a thick layer of ash. Pushing away the ash with your finger reveals a shiny black metal which jolts to the touch. When the shield is struck, it sparks and ignites the ash coating, burning in a cursed fire through which the souls damned for Wrath sing vengeance against the living.

From Hell's Heart: When you are hit with a weapon attack, you can have your shield explode with energy (no action required). When you do, a creature within 5 feet of you must make a DC 14 Dexterity saving throw. On a failure, the target is sent flying 10 feet back, landing prone. On a success, the target is pushed 10 feet but does not land prone. You can use this ability three times and regain all expended uses when you finish a long rest.

For Hate's Sake: This shield holds 2 charges. You can use a bonus action to consume a charge to gain advantage on attack rolls against the last enemy creature that dealt damage to you; the creature also has disadvantage on saving throws against any spell you hard cast that would deal damage to it. Once the creature fails a saving throw you force it to make or is hit by an attack you make on it, the ability ends. The shield regains all expended charges after finishing a long rest.

My Last Breath: When you are reduced to one or fewer hitpoints, you can erupt with lightning (no action required). Each creature of your choice in a 30-foot radius of you must make a DC 15 Dexterity saving throw. A target takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can use this ability once before finishing a short rest.

[Base Material, Adornment, Enchantment, Spell Invocation x2]


Grifter's Guile
Grifter’s Guile
Being crafted by Áin Stáldans
Wondrous (Tooth Cap) - Rare (1320gp, 14 days to craft)

Carved from the tooth of a werewolf fang and infused with madness, this tooth cap fits perfectly onto one's canine, sharp and fierce.

Insightful Lying. When you make a Charisma (Deception) check you can add +3 to the roll. You can use this ability after you roll but before you know the outcome. This ability has three charges, with all uses refreshing at midnight.

Selfish Trickery. Whenever you would grant advantage on Dexterity (Stealth) checks to an ally, you can instead use your reaction to grant that advantage to yourself. You can use this ability three times per day, with all uses refreshing at midnight.

[Base Material, Enchantment, Spell Invocation x3, Special Crafter]


4 crafting tokens

43600gp
300gp diamond dust
117 crafting tokens

Torch
Component Pouch | 2
Lyre | 2
3x Dagger | 2
Cook's Utensils | 8
3x Scroll of Shield | 3
Scroll of Flame Blade | 1
Scroll of Absorb Elements | 1
Scroll of Dispel Magic | 1
3x Potion of Healing | 6
2x Antitoxin | 0
3x Greater Healing Potion | 6
3x Superior Healing Potion | 6
Traveler's Clothes
1x Candle
3x Potion of Invisibility
1x Oil of Etherealness
Disguise Kit
Forgery Kit
5 Potions of Invulnerability
1 Potion of Water Breathing
2 Bottled Breath


BANDOLIERS (same potions/scrolls as from inventory)
Equipped:
Potion 1: 1 Potion of Greater Healing, 1 Potion of Invulnerability, 1 Superior Healing Potion
Scroll 1: 1 Scroll of Flame Blade, 1 Scroll of Absorb Elements, 1 Scroll of Dispel Magic

Reserve:
Potion 2: 1x Potion of Invisibility, 1x Potion of Bottled Breath, 1x Potion of Superior Healing
Potion 3:

Equipment
Ever Eye
Faction
Specialist
Stat Array

Half-Elf (Wood Elf Descent)

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Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Fleet of Foot. Your base walking speed increases to 35 feet.
Languages. You can speak, read, and write Common, Elvish, and Wicked (Abyssal).


Orde (In Plain Sight)

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Ordeans are all born with the ability to debate and convey their points in the most efficient manner possible. You gain a +1 to Charisma.
Ordeans are exposed to many different doctrines. You gain Skill Prof – Religion

You choose a warlock cantrip. (Eldritch Blast) You may cast it at character level.

Skill Prof – Deception



Dark Pact

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Attribute Cap Increase (Any Ability Score +2 (Charisma This boosts the maximum of an ability score but not the score itself.)
Tool Proficiencies – Artisan's Tools – (Your Choice) (Cook's Utensils)
Blessing of Lorita

The character gains a +2 to Damage rolls for 3 rounds. Activating this ability is a free action at the start of the turn. The character can use this ability again after a long rest.


The Ever Eye

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Cackling Mad - Faction members are immune to insanity and confusion. Gain proficiency with Wisdom saving throws.
The Eye - An eye of the faction members choice has a spiraling pupil, marking them as a member. This can be hidden at will, unless in the direct presence of a powerful holy symbol of the White Pantheon or Wondox.
Attribute Cap Increase - +2 Intelligence; This boosts the maximum of an ability score but not the score itself.
Tool Proficiencies - Disguise Kit, Forgery Kit.


Sorcerer

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Sorcerous Origin

Draconic (Red)

Dragon Ancestor

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your Proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Font of Magic

10 sorcery points.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Ability Score Improvement

Charisma +2

Elemental Adept (Fire)

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry (Fire), you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.



Class/Racial Features & Traits

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