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Untold Evils

The scrolls of forbidden lore put forth terrible foes unlike any other, entities powerful enough to destroy a world, turn back time or stop it, eradicate an entire race, or even unmake a piece of reality completely. Such forces are commonly known as Elder Evils, and their origins, their roots, their very manner of thought, is so antithetical to reality that they either desire its complete and total destruction or are so intent on what they desire that they do not notice when they erase an entire world from the annuls of history. So great is their power that, even if they fail to achieve whatever goal they have set out to do, they can still eradicate entire races and civilizations in their passing.

One thing that must be understood about an Elder Evil, is that it is not simply another powerful beast tethered in a pit at the end of a dungeon. Elder Evils are comparable to gods. An Elder Evil will never be alone, as they are capable of drawing up strange and alien powers to bear, may summon armies to its service, or simply overpower others through sheer size and strength, ranging from as small as a man to a large as a size of a planet. A game with an Elder Evil as its capstone is in an entirely different ballgame, for those are games where the fate of the world is at stake. In fact, it has been known for even a peon of one of these vile entities to be capable of scarring the world beyond repair.

A game with an Elder Evil as its great foe takes on an entirely different tone, and may even bring up emotions that PCs have never shown in the past as they face off against things that truly scare them, and an inevitable demise so far out of their scale of power as to instill hopelessness. Building an entire campaign around an Elder Evil makes for a genuinely terrifying and rousing storyline, as players get a taste of what it might actually be like to experience the end times and think about how they might actually react to such a coming. Even followers of powerful god-like Elder Evils can make for gripping and inspiring side stories and side quests, where the PCs are hanging on the edge of their seat only to rise to new heights of courage or ferocity.

Of course sometimes when a campaign wasn't built around an Elder Evil, and one such being has been selected as the final enemy by the DM, the game world needs to be quickly adjusted and a power of a new scope must come into play. In such cases, the true magnitude of the power that is being brought to bear in the form of the Elder Evil might not be immediately known, and the PCs might not adjust to the concept as easily as they would if the game had been entirely based around the Elder Evil. Fortunately, the scrolls of forbidden lore provide ways to adjust any campaign to the idea of Elder Evils, whether it's a quick plunge or a slow immersion.

Why Bring Such Evil

With a sickening wet rip, his stomach tore open, releasing a torrent of intestines and tentacles far more massive than even his body should have been able to hold, and there he kneeled wide eyed and speechless, his hands desperately trying to scoop back his own entrails.

A person might wondering why you would want to unleash a evil curse as potent as an Elder Evil upon a world that you have grown to love and sculpted with your own hands, but the truth of the fact is that without a threat with which to measure the brightness of the light, it has no meaning or sense of peril. Why ever seek to bring an Elder Evil into the campaign world? To give the world a reason to be, or have an force to rise up against. An Elder Evil is the greatest of all foes, for they are the opposite of everything that life and reality is.

Not to mention, when the players have grown powerful enough even an army of ten thousand beasts seems like a frail foe. Sooner or later, the characters build up into levels where few can fight them and they might have a very considerable shot at changing the world. When a party hits the point where such power is actually a fact, there are not many foes to fight, and the game might slide into nothing more than being a magical tea party where no excitement occurs, not unless a force truly capable of fighting them comes forth.

There are many further reasons to incorporate an Elder Evil into a world as such things are natural ways to find a conclusion to a story and provide a sense of great accomplishment. They can become the group standing tall as the heroes who saved the entire world against an evil unlike any others. Bringing forth an Elder Evil even allows the world to change, and allows those who walk across it to maybe have to start again seeking to repair the bonds that were unraveled in the passing of such a being.

Reading the Entries

Each further chapter in the Scrolls of Forbidden Knowledge describes and stats out an elder evil, its meaning, goals, and followers, and events that predict its coming, as well as a potential storyline that can be adjusted to a game world, to help guide the reader into using them as they incorporate the power of the Elder Evil into the campaign. A given entry will use the following format.

Background

This section opens with a paragraph of relatively common knowledge, or knowledge that an averagely read scholar would be aware of, that is then followed with a few paragraphs of progressively more obscure knowledge. Learning a piece of this information as represented by a particular paragraph requires a Knowledge check of the appropriate kind. The specific skill and the check DC appears, in parentheses, at the end of each relevant paragraph in the elder evil’s background.

Goals

This section follows the same general format as the Background entry, but the lore entries reveal secret information about the reason for the Elder Evils very existence or its motivations.

The Elder Evil in the Campaign

This section puts forth a potential story arc including the Elder Evil, with increasingly difficult challenges as the story pushes forward, most of the time coming to a climax in a confrontation with the Elder Evil itself. The Encounter Levels of these challenges correlate with the progressively worse signs of the entities coming, as detailed below.

Description

Here follow physical information on the elder evil and it's appearance, including how it may appear to the naked eye, or how it comes to the world.

Sign

Here the game effects of the Elder Evil's sign are described and stated out, with degrees of power ranging from faint to overwhelming.

Encounter Information

Each entry has information including the statistic block for the Elder Evil, many of the Elder Evil's strongest followers, tactics, and even maps. There are also a few encounters described throughout this section. In these encounter descriptions, statistics for the Elder Evil or their major minions usually don’t appear in full; it would be a good idea to separate out the relevant information for quick use and reference.

Signs of the End

At any point in a campaign, an Elder Evil or some of it's followers might already be active and influencing the progression of the world towards their ends, even if it might not seem to be, and so their plans might be well within their completion before even the first sighting of the doom at hand even becomes apparent. Markings of such a coming doom, when they do make themselves known, are known as signs: the corporeal, mystical, or mental impact that the elder evil exudes from it's sheer presence. A sign represents an aspect of the Evil’s very existence and nature, and it changes the entire campaign setting. Sometimes a sign appears not because of the entity itself (which might prefer to remain a secret), but as a warning from others forces, who cannot intervene directly with the Elder Evil for one reason or another.

Introducing Signs

A sign, once it has started to change the world, can sometimes be just as dangerous as the presence of the Elder Evil itself, or even more so. In fact, most signs are so powerful, that, even after the Elder Evil has passed, they can have a lingering effect on the world, and scar it for all time. Keep in mind, signs have virtually worldwide effects, and handling them within the context of the game can be rather imposing. The sample timelines in the chapters of this book suggest potential ways to raise the power of a particular sign gradually over time. When the sign reaches the overwhelming stage—signaling the coming of the great Evil that bears that sign—the level of the players should be about high enough to resist all but the worst effects of the sign. When describing a sign’s influence, bring up information in flavorful narratives on how it affects the world itself. (Refer to the sign descriptions themselves for inspiration.)

Identifying Signs

To an average being of any race, the manifestation of a sign is perplexing, frightening, or even magnificent, for sure, but most of the time lacking any real importance. Only scholars who have delved into the deepest knowledge, or travelers who have experienced the particular sign in the past, have any remote chance to notices its true implications.

To identify a sign as the prediction of a coming Evil that it is, a character must succeed on a Knowledge check. The Knowledge skill necessary is the same as the Knowledge skill stated in the Background and Goals sections of the Elder Evil’s entry; if more than one skill is listed, the player may select one and make a check with it. The check DC depends on the sign’s intensity, as listed in the table below. The effects of a sign tend to become steadily more apparent, its meaning becoming more clear with each passing day. A faint sign might simply be a little unnerving, but a sign that has achieved overwhelming status is virtually impossible to ignore.

Intensity DC
Faint 45
Moderate 35
Strong 25
Overwhelming 15

If this check is a success, a character is aware that the sign is an omen of a great evil coming. If the check succeeds by 5 or more, the character can recognize the strength of the sign, and succeeding by 10 or more reveals all the implications of its effect (which would include the identity of the Elder Evil).

Example Signs

Signs Signs Signs Fluffity fluff insertion.

Serving the Unspeakable

I can guarantee that you will scream out your innermost secrets just to make it stop.

Everything that most Elder Evils are is purely antithetical to life as it is known to us, and so, for a being of this life to follow an Elder Evil, is for that being to oppose all that is real, regardless of good or evil. Because of this, such followers are virtually impossible to come across, as to do this requires severe desperation or dementia. In all cases, in the end, all that a follower of an Elder Evil will find as a result of their devotion, is death. Then again, for those who have lost their minds, or everything else in the world that matters to them, the coming of their death might be just what they want.

Any intelligent creature can align itself with and follow an Elder Evil if the creature knows of the Elder Evil. Doing so grants the creature a bonus vile feat, plus an extra bonus vile feat for every five character levels or Hit Dice. Elder evils do not themselves grant spells.

Feats

A feat with the [Vile] tag can only be taken by a creature of an evil alignment, unless granted as a bonus feat. The abilities granted by feats with the [Vile] tag are Extraordinary abilities unless otherwise stated.

A feat with the [Fighter] tag can be selected as a fighter bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites. The abilities granted by feats with the [Fighter] tag are Extraordinary abilities unless otherwise stated.

A feat with the [Metamagic] tag allows a spellcaster to modify the way a spell is cast or the effect a spell has after it is successfully cast. Full information on feats with the [Metamagic] tag can be found here.

Chaos Warp (3.5e Feat)


Deformity, Atrophy [Type::Vile, Type::Deformity] Summary::You are disturbingly thin, to the point that your muscles can barely support your weight, and the slightest wind can actually blow you away. Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Deformity (Gaunt)BoVD]], [[Prerequisite::Willing DeformityBoVD]]Benefit: You gain a +2 bonus to Dexterity and a –4 penalty to Strength. Furthermore, you gain a +2 circumstance bonus on escape artist, balance, hide, and move silently checks and a -2 penalty on climb, jump, and swim checks, as well as any size dependent checks (such as grapple or bull rush). Also, you are considered to be one size smaller when "squeezing" through a restrictive spaces and when being affected by wind.Special: A character with this feat has a total weight equal to ⅛ of the normal weight for a member of their race.


Deformity, Blood [Type::Vile, Type::Deformity] Summary::Your body is constantly bleeding from your pores, making it appear as though you are constantly sweating out your own blood. Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Willing DeformityBoVD]]Benefit: You are always covered in your own blood, granting you a +2 circumstance bonus on intimidate checks and a +2 deformity bonus on escape artist checks. Also, at the beginning of each round, all creatures within 10 feet of you must make a Will save (DC 10 + 1/2 your HD + your Cha modifier) or be sickened until the beginning of the next round. On the other hand, you leave a particularly apparent trail behind you wherever you go, and anyone using the track feat to follow you gets a +4 circumstance bonus on their check. If your blood has any special qualities that can be transferred via contact, you can now cause contact with your blood with a touch or ranged touch attack. You also automatically cause contact when you're in a grapple with a creature.Special: Despite the fact that you never stop bleeding, you don't actually die due to blood loss or other such complications.


Deformity, Acid Blood [Type::Vile, Type::Deformity] Summary::Your blood has grown caustic and corrosive, and eats through flesh and stone, burning like fire as it drips from your body. Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Deformity (Blood)]], [[Prerequisite::Willing DeformityBoVD]]Benefit: Your blood has become acidic and corrosive, forcing all creatures who come into contact with to make a Reflex save (DC 10 + 1/2 your HD + your Con modifier) or immediately take an amount of acid damage equal to your hit dice. Also, if your blood comes into contact with metal or organic materials (because of the Deformity (Blood) feat, this happens whenever you are struck by a weapon made out of such a material), then, for each instance of contact, the material takes an amount of acid damage equal to your hit dice, without a save. After your blood has been outside your body for more than one round, it looses it's potency, and doesn't cause this acid damage. If you so wish, may have an object not take damage from your blood (such as your clothing).Special: A character with this feat cannot take the Deformity (Black Blood) feat.


Deformity, Black Blood [[[type::Vile]], type::Deformity]{{#set:summary=You blood is black like oil, and thick like sludge, seeping out of your wounds and your pores like some grotesque infection.}}
Prerequesites: Prerequisite::Evil Alignment, [[[[Prerequisite::Deformity (Blood)]], [[Prerequisite::Willing DeformityBoVD]]
Benefit: Your blood has a mind of it's own, as it drips out of your body, moves across the ground, soaks into the soil, trying to infect everything it can reach. Whenever a creature comes into contact with your blood, they must make a Fortitude save (DC 10 + 1/2 your HD + your Con modifier) or become infected by you.

Every hour after becoming infected this way, the creature must make another Fortitude save, at the same DC, or take 1 point of Con damage, until it either dies, or succeeds on three such saves in a row (at which point the infection is fought off). While infected this way, the creature gets nosebleeds and spits up blood periodically, only, the blood they expel is actually your blood, which has been multiplying within them. If a creature dies because of this infection, their blood has been entirely replaced by yours, and it leaks out of their corpse constantly.

Other living things can also be infected by your blood as well, such as plants or fungi. These things get no saving throw against the effect, and are also filled with your blood, which winds up being rather unsettling, as a dying oak begins to drip black, thick blood. If the ground itself has come into contact with any amount of your blood, then one day later, the area around that ground is treated as though being underneath a unhallow effect, until that ground is purified by a hallow spell or similar effect.
Special: A character with this feat cannot take the Deformity (Acid Blood) feat.


Deformity, Empty Eyes [Type::Vile, Type::Deformity] Summary::Your eyes appear to be made out of black onyx: blank, empty, sightless globes, set in red, slightly bleeding sockets, that seem to gaze into the soul itself. Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Willing DeformityBoVD]]Benefit: You can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Also, as a supernatural ability, you can, once per day, use either detect thoughts for up to one minute, or clairaudience (see version only) for up to one minute.


Deformity, Faceless [Type::Vile, Type::Deformity] Summary::You lack a face, and where it would be, is instead a blank, featureless plane, devoid of emotion. Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Willing DeformityBoVD]]Benefit: Your face has either been melted smooth or had a metal plate welded into place on top of it. You are now permanently blind, deaf, and unable to speak. Although, you now no longer have to breathe or eat in order to survive, and you gain blindsight out to 30 feet, and telepathy out to a range of 100 feet. Also, you gain a +2 circumstance bonus on intimidate checks, a -2 penalty on disguise checks, and sense motive checks made against you take a -2 penalty.


Deformity, Frozen [Type::Vile, Type::Deformity] Summary::Your body is as cold as ice, muscles and ligaments stiff with frost and your heart stuttering around ice crystals, as the icy cold blossoms out around you. Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Willing DeformityBoVD]]Benefit: You gain immunity to cold and vulnerability to fire. Also, at the beginning of each round, you may select a single weapon you wield. That weapon, for that round, induces mind-numbing cold on a hit, forcing the target of a successful hit from that weapon to make a Fortitude save (DC 10 + 1/2 your HD + your Con modifier) or be affected as though by a slow spell for 1d6 rounds. On the other hand, at the beginning of each day, you roll 1d3, and, on a result of 1, you are affected as though by a slow spell yourself, for that day.


Deformity, Hooks [Type::Vile, Type::Deformity] Summary::Hooks of bone and flesh have grown across your entire body, sinking deep into your flesh and causing you excruciating pain at all times. Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Willing DeformityBoVD]]Benefit: You gain a +2 circumstance bonus on intimidate checks, a +2 deformity bonus on climb checks, and a -2 penalty or concentration checks due to the constant searing pain. Furthermore, you can rip a hook out of your body as a move action, dealing 1d4 slashing damage to yourself, and gaining a bone hook which uses the stats of a masterwork sickle (or if you are proficient in their use, a masterwork kukri). Also, if a creature hits you in melee combat with a non-reach weapon, they immediately take 1d8 points of slashing and piercing damage.


Depraved Physiognomy [Type::Vile] Summary::The corrupt powers that seep through your body and mind have stretched and deformed your body, forcing you into a shape more to their liking. Prerequisites: Prerequisite::Evil alignment.Benefit: When encountering an evil entity, you may use the intimidate skill in place of the diplomacy skill.Normal: Intimidate can usually be use to emulate the diplomacy skill, but, with this feat, it works exactly like the diplomacy skill when used in regards to evil-aligned creatures.Special: Depraved Physiognomy can be used in place of Willing DeformityBoVD to qualify for a feat, prestige class, or other special ability.


Disturbing Presence [Type::Fighter, Type::Vile] Summary::Your intimidating actions drives others to madness. Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Intimidate 4 ranks]]Benefit: When you make an intimidate check to demoralize in combat, you can drive your opponents insane instead. Make an intimidate check as normal, if you suceed the opponent is confused for 1 round instead. For every 5 points you exceed your opponent's DC, the confusion effect lasts for an additional round. If your check exceeds the DC by 50 or greater, the effect is permenant as the insanity spell. This is an extraordinary mind-affecting effect.Normal: Intimidating only produces a short-lived fear effect.Special: If you are an aberration, you gain an additional +2 circumstance bonus to your intimidation checks against non-abberations.


Improved Disturbing Presence [Type::Fighter, Type::Vile] Summary::Your maddening presence is everpresent and getting stronger... Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Intimidate 4 ranks]], [[Prerequisite::Disturbing Presence]]Benefit: You seep an aura of wrongness, and can drive your enemies mad and terrified with by a single motion. You may intimidate creatures as a move action out to a range of 30 feet, and affected creatures are rendered both confused and shaken for its duration. Creatures within 5 feet of you take a -2 penalty to their DC against the intimidate check. Animals and Magical Beasts immediately recognize you as something wrong, giving a -4 penalty to Diplomacy, Handle Animal, or Wild Empathy checks with them.Normal: You can only make your opponent shaken OR confused, and demoralizing is a standard action.Special: Creatures who are driven permenantly insane by the effects of this feat are also shaken until cured.


Eldritch Hunter [Type::Fighter] Summary::You are super effective against those-that-should-not-be. That's right, you DID just punch out Cthulthu. Prerequisites: [[Prerequisite::Knowledge (Dungeoneering) 4 ranks]], Prerequisite::Favored Enemy Aberration or Outsider (any), Prerequisite::cannot possess any vile featsBenefit: Terrible nightmares from beyond time threaten the world, and so you have trained yourself to fight them. You gain a +1 insight bonus to attack and damage rolls and saving throws against the effects from aberrations, abominations, elder evils and any avatars associated with them, and demons with the oberyth subtype. This bonus rises by +1 when you gain 7 ranks in Dungeoneering, and for every four ranks after (so a character with 23 ranks would have a +6 bonus).


Forbidden Name [Type::Vile] Summary::Your true name is unspeakable, an aberration unto reality, rendering you immune to its lexicon based manipulations. Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Decipher Script 8 ranks]], [[Prerequisite::Knowledge (Arcana)]], [[Prerequisite::Knowledge (Dungeoneering)]], [[Prerequisite::or Knowledge (The Planes) 4 ranks]]Benefit: Your true name is unspeakable, its very existance a bane to reality. You are immune to the effects of all Power Word spells and language-dependant spells, and are considered +4 levels higher for considering the effects against blasphemy, holy word and related spells. However being undefied in relation to the universe has its downside, as you are harder to raise from the dead, and any spells attempting to revive you have a 50% chance of failure. If the check fails, you may try again but the gold and xp costs increase by 50% for each failure. You do not expend gold and experience for failed ressurections, though the total cost required continues to rise until you are successfully brought back.


Gaze Into Madness [Type::Deformity, Type::Vile] Summary::You put out your eyes, but still you can only see mad visions of the future to come. Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Willing DeformityBoVD]], Prerequisite::5 HD, Prerequisite::2 Vile or Deformity feats, Prerequisite::You must put out both your eyesBenefit: You put out your own eyes, becoming blind but being "blessed" for your sacrifice with unusual senses and visions of the future most horrible. You gain blindsense out to 60 feet and blindsight out to 10 feet, and you gain an additional +20 to your blindsense and +10 feet to your blindsight every 5 levels beyond (at 10th, 15th, etc). In addition you gain a host of spell like abilities, allowing you to see into the far realm for answers. You may select one divination spell per spell level (0th through 9th level spells) from any list, and use it as a spell-like ability, obtaining access to the ability as if you were a wizard of your character level (so you must be at least 7th level before you can use your 4th level divination spell chosen. Each spell-like ability is usable 1/day and the ability is Charisma based. When you use your spell-like abilities your empty eye sockets weep blood and ichor, granting you a +6 profane bonus to intimidate checks for a number of rounds equal to the spell level.Special: If you ever regain your sight, you lose the benefits of this feat until you are blind again.


Inverted Senescence {{#set:Type=General}} Summary::Your aging has been corrupted by aberrant biology, causing your body to grow more monstrous as you age, while your mind degrades into that of a beast. Prerequisites: Prerequisite::1st level onlyBenefit: The benefits and penalties for aging are reversed, granting you bonuses to physical ability scores and penalty to mental ability scores. For example an Old Human would have +2 Str, Dex, and Con, and -3 Int, Wis, and Cha. As you age your form slowly turns more and more monstrous, feral, or alien.Normal: As you grow older, your mental ability scores rise and your physical ability scores fall.Special: You may only take this feat at 1st level, as it represents a biological anamoly inherent in your genes. In addition, things which grant bonus vile feats (such as worshiping an elder evil) may select this feat as a [Vile] feat, and may ignore the 1st level requirement.


Lunatic Spell [Type::Metamagic] Summary::Your spells cause madness in all who are struck by them. {{#set:Prerequisite=None}}Benefit: You can modify a spell to confuse a creature damaged by the spell. When a creature takes damage from this spell, they become confused for a number of rounds equal to the original level of the spell +1 (minimum 1 round). If the spell allows a saving throw, a successful save negates the confusion effect, otherwise if the spell does not offer a save the creature gets a Will save at the spell's DC to avoid the confusion effect. If the spell's normal effect also causes the creature to become confused, the duration of this is added to the spell. A lunatic spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat,Special: This feat may be selected as a bonus feat by any source which grants bonus vile feats (such as worshiping an elder evil), in which case this is a [Vile] feat and the modified spell gains the [Evil] subtype, as you channel the nightmares of your dark masters in your spell.


Pseudonatural Form [Type::Deformity, Type::Vile] Summary::You are capable of assuming a unwholesome form that should not be. Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Willing DeformityBoVD]]Benefit: Your normal visage is hiding a boiling unnatural being under your skin. As a standard action you may transform yourself into a hideous unnatural being of tentacles and non-ecludian geometries. While this has no mechanical effects on your abilities, opponents who can see you take a -1 morale penalty to attack rolls against you. This stacks with the morale penalty provided by those who possess the pseudonatural template. In addition, unnatural things may confuse you as one of their own, regardless which form you are in. Whenever an aberrations, demons of the oberyth subtype, or elder evils and their aspects attempts to attack you, they must make a Will save DC 10 + 1/2 HD + Charisma, or not immediately recognize you as a threat duplicating the effect and conditions of the sanctuary spell. Regardless of success or failure a creature can only be affected by this once every 24 hours.Special: If you possess the pseudonatural template, you may shift between normal and pseudonatural forms as a swift action.


Tentacle Parasite [Type::Deformity, Type::Vile] Summary::Gain a tentacle attack, but unfortunately it has a mind of its own. Prerequisites: Prerequisite::Evil Alignment, [[Prerequisite::Willing DeformityBoVD]]Benefit: You grow a warped tentacle some place out of your body, granting you a primary tentacle attack that deals 1d4 plus your Strength modifier in damage for Medium creatures. The tentacle causes your body to be unnaturally shaped and you must retrofit your armor as if it was build for unusually shaped creatures (x2 cost of mundane components). The tentacle has a mind of its own and will attack any enemies at your full attack bonus, with no action on your part. However the tentacle tends to cause trouble as well, rearranging your items, getting in the way, and otherwise causing trouble for its host. Whenever the host encounters an important situation, such as meeting an important figure, attempting to stay in disguise or stealthy, or trying to pick up his dropped sword, he must make a Will save against DC 10 + your HD - 1 for every vile feat you possess, or the tentacle will act on its own to sabatoge the efforts of its host while the current situation persists.

Malefic Properties

Malefic Properties of brand new fashion style, and Fluffity fluffity fluffity.

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