Gondor

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Gondor
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The Kingdom of Gondor is the greatest realm of Men in the west of Middle-earth at the end of the Third Age. It was founded by the Exiles of Númenor, Colonists of Andúnië, led by Elendil, who established the Realms in Exile of Arnor and Gondor in S.A. 3320 (3127 years ago)

Summary

Main article: History of Gondor

Gondor was founded by the brothers Isildur and Anárion, exiles from the downfallen island kingdom of Númenor. Along with Arnor in the north, Gondor, the South-kingdom, served as a last stronghold of the Men of the West. After an early period of growth, Gondor gradually declined as the Third Age progressed, being continually weakened by internal strife, plague, and conflict with the allies of the Dark Lord Sauron. 956 years ago, the last king of Gondor, Eärnur, passed into Minas Morgul to answer the challenge of the Witch-king, and was never seen again. From that time onward, Gondor has been ruled by the Stewards in the kings' stead. The kingdom's principalities and fiefdoms still pay deference to the absent king by showing their loyalty to the Stewards of Gondor.

Regions

Gondor is divided between several semi-autonomous regions. These are the following:

Additionally, Gondor held or had held the following regions at certain points in its history:

  • Harondor, which was contested between Gondor and the forces of Harad and Umbar
  • Calenardhon, which was given to the Éothéod and became Rohan
  • Enedwaith, the timberlands of Gondor (shared with Arnor), which were never really populated and soon abandoned
  • Rhovanion, which was never fully under the control of Gondor but under Gondorian influence at certain times during the Third Age
  • Haradwaith, tributary of Gondor for a while

Cities

Cities in Gondor include:

Climate and ecology

Placeholder text

Layout

Architecture

Old Númenorean ( - 5C)

-2500 years old

This is the original Númenorean style, or the nearest approximation of it to be found in current-day Middle-earth. Numerology would be considered important in architecture in this period, with various references to Numenor being very apparent due to Minas Tirith's foundation as a Faithful stronghold in Middle-earth (for example, 5 is a sacred number, in memory of the 5 spurs of Meneltarma).

As this was still relatively soon after Númenor’s founding, simple seabird motifs were prominent. These were most prominent in crenellations on walls, and on towers or housetops in older buildings. Arches in this architecture were minimal except in megalithic contexts, and a Greek-style post-and-beam method was preferred. Triangular arches were reserved for tombs or places of spiritual importance, as they are symbolic of Meneltarma. Windows were typically elongated, and triangular on larger buildings. They often came in groups of 3 or 5. Pillars in this time were top-heavy like those of Knossos, but with large, grand capitals. These often appeared in colonnade.

This style only appears in some of the original infrastructure and manors.

Expansionist Neo-Númenorean (5C - 13C)

1700-2500 years old

This period saw an influx of foreign artisans and ideas as the kingdom grew. Though it retained the Old Númenorean simplicity, the style became more ornate and experimental. More Classical-era characteristics , such as rounded arches on windows and doorways, began to appear. This also included the emergence of arched colonnades, though the post-and-beam method was still common. From this point onward, pillars began shifting to bottom-heavy, representing the start of the slow decline. The design of their capitals remained about the same, though.

Sun imagery in architecture rose to prominence during this period, representative of Gondor as a rising empire as well as the region’s name (Anórien means “Sun-land” in Sindarin). The seabird motifs were still commonplace as well, though somewhat simpler and more abstract.


There are very few surviving structures that use this architectural style; most have been modified or added on to in later years.

Royal Neo-Númenorean (12C - 21C)

900-1800 years old

These, the final centuries of the Gondorian dynasty, were marked by both glory and ruin. The architecture from this time reflects that, with the opulence of design reaching its peak. Many additions would be pointless uses of enormous wealth, such as blind arcades randomly added on to buildings and towers that serve no practical purpose.

One major stylistic point that emerged during this time was the use of window pairs rather than groups of 3 or 5, representing the introduction of the Steward into the cultural zeitgeist. This trend can also appear where additions were made to older buildings. The use of bottom-heavy pillars was also fully cemented by this time.

Many of the larger insula projects of Minas Tirith were built in this period, and were maintained well into the stewards’ reign. The structure of these insulae would be quite varied, accommodating the space as needed.

A large portion of buildings in Minas Tirith, as well as the smaller towns, use this style.

Steward’s Neo-Númenorean (21C -)

Up to 900 years old

As the kingdom declined under the reign of the Stewards, the architectural style became much simpler and utilitarian, though still possessing a graceful and homely quality. The layouts of these houses are less standardized than in previous eras, featuring more wayward and imperfect interior spaces. Overall it largely resembles medieval Italy.

The quality of building materials also saw a sharp decline during this time. Many houses use recycled stones and poor masonry work, also often featuring timber framing. The walls are typically plastered or whitewashed.

The vast majority of buildings in Anórien use this style, especially outside of Minas Tirith.

The Tal-Elmar/Agar & Udul location is theoretical. It could also be near the site of Linhir or Ethir Anduin, before the Númenoreans settled in those regions.

Pelargir is founded, and various satellite settlements around it. Trade with Edhellond, encounters with the Men of the Mountains (dead men) and other Tall Men and such who lived in the area.

Notes

  • Early cities would be founded around colonial centres/manor or palace complexes, nobles from Númenor’s old established mansions etc. from a pre-faithful time perhaps as well?
  • Pelargir and Dol Amroth are said to have been founded as explicitly settlements by and for the Faithful after the dichotomy between King's Men and Faithful had emerged. The logging issue had taken place centuries earlier starting under Aldarion before the Rings of Power, and was a primary issue mainly in Enedwaith and Minhiriath.
  • The settlers of Pelargir are explicitly said to have not interacted with the Men of the White Mountains for some years after the founding of the city, and when they did so it was friendly. It is doubted that enslavement or logging were thus of primary concern to the settlements in Gondor. It was primarily a Puritans/Pilgrims situation of religious persecution as well as political asylum, combined with a desire to dwell nearer to the Elves and a need to keep an eye on the doings of Sauron nearby.
  • Tower complex in this period facing westward in their palaces (toward the holy mountain in Númenor)
    • Palaces centred around logging or trade/enslavement would have grown towns around them.
    • Good equivalent for Pelargir would be Boston; the Faithful founded the city due to persecution, but unlike Boston were backed by several great families from Númenor.

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Manors

Practically since the kingdom’s foundation, well-off Gondorian families have resided in manors. In rural settings they can be quite large and sprawling, while those in the towns and cities tend to be much more compact regardless of the owner’s wealth. The wealthiest families may own two or more homes of this sort, thus some can be shown to be unoccupied at the present time.

Though the architectural style of these manors vary due to construction date and regional differences, they share the following common traits:

Courtyard(s)

present in all but the very smallest urban manors

Reception

Usually in a form of extension of vestibule or a hall near the main entrance.

- Audience Hall (Hall of Pillars): These can be quite large, particularly when the lord of the manor holds a large amount of political power (the Lisclorn basilica, for example). There’d be another reception if the manor is detached from them.

Solma (Hall of Fire)

must be present in all manors. This room features a central hearth and serves as a space for formal socializing. Proper manors also contain a smaller solma for the private affairs of the homeowner (or multiple solmar, in very rare cases).  

Dinings

The size and grandeur of this room varies greatly, depending on the size of the manor itself. A manor of a decent noble almost always has 2 dinings at a minimum, a bigger one for dinner and banquet, the other for ordinary meals and private banquet.

Kitchen

Operated by servants (and maybe a cook), located nearby a side entrance and outside, if available.

Baths

Usually much smaller than public bath houses, often a single room in urban settings. The changing area, which may or may not be separate, can have a small hearth.

Latrine

typically adjacent to the baths.

Bedrooms

Preferably located on the upper stories of the manor, and almost always segregated into separate quarters for men and women.

Stable

on an as-needed basis. The significance has gradually dwindled from the Númenorean era and the location has shifted to outside of the main complex.

Additional housing

lodging for hired housekeepers and guards, occasionally in a separate building near the manor.


(wip) warden clerk/tax collector magistrate

Despite the mentioned transition in the stable, Solma and Main Dining remained the two major features; most prominent, accessible from the first hallway or the main courtyard.

(footnote)The upper levels of Minas Tirith will likely be taken up with summer homes for the privileged class

(footnote)Typical layout of OG Númenorean manor partly followed that of Noldor, which placed the two features by main hallway and branched off residential wings behind, as illustrated in Rivendell.

Agriculture

Crops

Mills

Livestock

Woodland

Horticulture

Organisastion

Hard Infrastructure

Roads

Bridges

Maritime infrastructure

Inland Waterways / Canals

Sewer / Waste management

Water management

Soft Infrastructure

Governmental institutions

Government and Politics

In the early days of Gondor, the common folk fell under the rule of recognized lords (Númenorean colonists or obedient rulers of locals) supported and dominated by the authority of Andúnian kings. In turn the local lords have paid tribute to the king. In the present-day this has evolved to a feudal system, but still highly centralized. The Númenorean tradition of concentrated lords and legal system has thus continued.

King/Steward dominates over all the local lords; He supervises military acts and appoints viceroys/governors to regions of direct control (ex Pelargir), tax collectors and magistrates to each lord.

The realm is divided into Local Lords of fiefs and lesser ones(either hereditary or governor) under them. Duty of taxation and administration, Authority over local military, and Jurisdiction are given. They are of various origins and sizes of the realms they rule over, therefore power and right can differ (e.g. Prince of DA is more independent/free than the others, as the name suggests). Although the majority is hereditary, some are bureaucratic governors.

basically mix of byzantine strategos+achaemenian satraps+tolkienian medieval lords

• The Council of Gondor is composed of the great lords and captains, advising important matters. It has gained more power in the Steward’s era.

• Administrative offices and archives are centered in each manor of the local lords.

Legal system

The law of Gondor operates within the framework of codified Numenorean law, as interpreted by the King. Consequently, there is no permanent legislative organization. New policies are considered interpretation, recorded and interpreted again.

Local lords have both civic and military jurisdictions over their appointed regions; Judicial matters are handled or checked by official magistrates who are sent from MT and work for them. Lesser governors act on behalf of their lord in their zone similarly.

Guilds often assist in handling legal disputes in their areas of operation. Their role in this matter has expanded in recent centuries; for example, the Lampwright’s Guild of Minas Tirith essentially serves as a private police force in the city.

Legal punishments can range from fines to corporal punishment, including flogging and mutilation. Grave offenses such as murder and treason are always punishable by death, and executions (usually by beheading) are conducted in a place outside the city or town. Prisons are fairly small, mainly used for holding lawbreakers awaiting trial.

• Law is discussed/judged in the Audience Hall (Hall of Pillars) by magistrates, and a lord of local jurisdiction who sits in the middle and exercises the final judgment of important matters.

Financial / Economic institutions

Taxation

Taxes are basically collected in the palace of the government of each fief, through local lords. And then fixed percentages are allocated for the MT, based on the productivity of fiefs. Taxation kinds are : Land tax, Poll tax, Customs, and others.

• Land tax is imposed on agricultural lands, mediated by landowners (usually rural/urban nobles and citizens, or free peasants who pay directly to the lord). It is paid with either money, goods or labor. In Anorien, there are more free peasants compared to other regions due to constant abandoning and re-settling (including given lands to retired soldiers).

• Poll tax

• Customs

• Miscellaneous taxes include inheritance tax

Taxes can be paid on a guild-by-guild level, rich people would often pay more than poorer members as “charity.” Taxes could also be paid in labor over an appointed period. The Rammas was for example mostly built by workers paying their “tax” in that manner.

Economy

The central government plays an active role in regulating economics and trades. The state sets standard prices for certain goods, and officials inspect marketplaces to ensure these prices are kept.

The state also has a monopoly on issuing currency; the Royal Mint in Pelargir is currently the sole source of coinage through the entire realm. Given the state of decline, however, metallic money is likely not used in every transaction. In some city markets, people might use a credit system, with official promissory notes. Folk in the more provincial areas probably barter.

The Lords’ treasuries fund public services, and offer loans to farmers and others whose income is dependant on season.

Guilds often offer loans to their members, or members of the community. For example, they loan money to newly educated apprentices, so they could start up their own business. This would be repaid over their lifetime.

There might also be independent brokers, affluent individuals who lend money.

Military institutions

Medical institutions

Medicine in Gondor is extremely advanced compared to the rest of Middle-earth, at least on par with Medieval Europe. The Dunedain and their descendents learned much about healing from the Elves, greatly surpassing human understanding. This advanced knowledge has shaped public policy, especially regarding water management (See the corresponding section here). There are public baths in Minas Tirith and Lisclorn (List others as we add them. Include a brief description). Wealthy families have private baths in their manors.

Medical practice is fairly holistic, with heavy emphasis placed on diet and exercise. Overall the people of Gondor have extensive knowledge of herb-lore, using a wide variety of plants in tonics or salves [see below]. In some cases, doctors practice bloodletting, often with leeches, and cautery. Surgery is rather limited, only undertaken when necessary. For antiseptics, they use substances like wine, saltwater, vinegar and rose oil. Hemlock, henbane, nightshade, opium and hemp are used to treat pain, and might even act as a general anaesthetic.

Doctors are generally highly respected, seen as masters of lore and knowledge. There are a variety of ranks and professions; the oldest and most experienced physicians are appointed as Warden of a House of Healing or as the Steward’s private doctor. Aside from this, there are surgeons, barber-surgeons, specialists (such as dentists and oculists), herb-masters, midwives, nurses, and cleaners of surgical equipment. Those wishing to become doctors would train at the Houses of Healing, also attending public lectures held therein.

The Houses of Healing are public hospitals, located in every major city and largely funded by local guilds. In addition to clinics and surgeries, they provide housing for the blind, the lame, the elderly and mentally ill, as well as temporary shelter for widows and orphans. Their structure draws heavily from hospitals of the Byzantine Empire, as well as medieval Islamic Bimaristans. They include open wards, always separate for men and women, as well as private quarantine rooms. Most can only house 100 patients or fewer, but the hospital of Osgiliath might have been able to hold over 200 people.

Houses of Healing also require operating rooms with good drainage, an archive, an herb garden, a pharmacy for preparation of herbal remedies, a kitchen, and storage spaces. Some major Houses of Healing can have a solma for the aforementioned medical lectures, as well as for socialization and entertainment for the patients. These solmar can feature icons of past kings, who have always been associated with healing. The hospitals in Osgiliath and Pelargir might also hold anatomical theaters for educational dissections.

In addition to the materials required for medicine, Houses of Healing also need operating tools (mostly probes, knives and saws), sutures, linen bandages, wooden splints, vials for observing bodily fluids, and timepieces (probably sand timers) to measure pulse and breathing rate.

There should be military hospitals incorporated into fortifications such as Cair Andros, usually in a quiet corner along the outer wall.

MEDICINES AND REMEDIES

The following herbs are commonly used for medical purposes, and can be grown in the gardens at Houses of Healing: aloe, betony, birthwort, celandine, centaury, coriander, dittany, fennel, garlic, gentian, ground ivy, licorice, mugwort, peach bark, rhubarb, rue, sage, southernwood, St. John’s wort, tarragon and wormwood. There are also a number of goods that would have to be acquired from elsewhere: barley, cheese, celery, hemp, honey, milk, rye, turnips and wine.

(footnote)This list draws from the medieval remedies found in the Red Book of Hergest

Burial

Following the custom of the royal valley on Meneltarma, Rath Dinen (Silent Street) for the kings of Gondor was founded on Amon Anor. Minas Anor, which was intended to guard the necropolis, later developed its uniqueness with the location of civic catacombs inside the city below the royal tombs.

In general, civic necropolises are found outside of the city bounds, often along one of the roads stretching out from them.

In the absence of a church, it seems likely that the guilds would handle burials. everyone but the poorest of the poor would have a stone epitaph.

The Kings and Stewards, possibly lesser lords as well, are embalmed in the style of ancient Egypt. The first step is to remove the internal organs and bodily fluids in order to slow the decomposition process, by way of an incision made on the flank. The abdominal cavity is then thoroughly rinsed with wine and filled with a mixture of spices (typically myrrh, cassia, and other aromatics). The body is placed in a bed of salt for up to 70 days, then wrapped in a linen shroud and prepared for burial.

Educational institutions

For the majority of Gondor’s rural inhabitants, education would not exceed that which they would learn at home from their parents or grandparents.

Public education is present in cities and large towns, as well as some villages in eastern Gondor. These teachers may be employed independently or belong to a guild; they generally teach in the local solma or another unused building. Merchant and Craft Guilds, meanwhile, often host private schools in their halls for the children of their members. In addition to providing general education, they allow these children to start learning their trade through apprenticeship. Children of nobility (especially those of rural manors) receive their education in their own homes, from private tutors employed by their parents.

Secondary education is only found in the cities of Gondor, in schools that include multiple teachers. Like their primary-education counterparts, they are paid for by the parents of their students. There may be several schools in one metropolis, their size and affluence depending on the social class of their attendees. The institution may belong to a specific guild like MT Scribe’s.

Any higher learning is only found in the academies of Minas Tirith, Pelargir, Linhir and Dol Amroth. People pursuing government jobs must first attend one of these universities. In addition, the military receives special education and training in history, philosophy and military tactics. Those pursuing medical education study at the Houses of Healing [see Medical Institutions].

• Elementary education is composed of Westron-Tengwar Literacy, Numeracy and a bit of Faithful-Lore. More intensive education includes Grammar, Rhetoric, Logic, Arithmetic, Geometry, Astronomy, Music and the Lore as well as Sindarin. Quenya and Law are taught at academies.

(footnote)refers to their history/philosophy/theology.

(footnote)only properly taught among high-class, save for citizens of Minas Tirith, Dol Amroth and adjacent townlands.

Recreational institutions

Cultural institutions

A solma is a major place of social gathering and interaction. There are many types of it, from personal ones of manors to public ones in guildhalls and near plaza.

Theatre and music would be played in the solmar/courtyards connected to the libraries. Old artifacts would be shown in the library and the solma connected to the complex.

Well-off People go to vacation/tour spots around the country like Lossarnach, or Dol Amroth

The guilds would hire mummers and bards to sing and play stories related to Gondorian history.

Logistic systems

Communications

Relay rider network - based on the Roman system of the cursus publicus (or the Persian system of the angarium, which Rome adopted for its own system). A series of forts and stations was spread out along the major road systems connecting the regions of the Roman world. The relay points or change stations (stationes) provided horses to dispatch riders and (usually) soldiers as well as vehicles for magistrates or officers of the court. There would seem to be evidence of this in Gondor

The cost of this system would be high, and so it seems likely it would only be maintained between the major cities of Gondor, and be reserved for state/military use only. They were able to travel about 50km per day (~900 blocks at our scale). A map should be made with relay stations set at 900 block intervals between the major cities.

Beacons - Minas Tirith was the meeting point of the northern and southern beacon systems. These were an alarm system which would call upon forces from Rohan or Belfalas/Lebennin to aid the capital as soon as possible

There are a number of writing media. Daily and temporary recording uses Wax Tablet or Wood Tablet (thin and smoothed slats), or shards of pottery as scratch papers. More keepable and portable option is Papyrus produced in Ethir and Harnen (cheaper than parchment but will decay faster), or Parchment produced around the whole country. Stone Tablets may appear in the oldest libraries.

Industry & Professions

Profession List

Government and Infrastructure

• Governor

• Magistrate

• Tax collector

• Forester

• letter business

• HoH offices

Education

• Teacher

- independent or under an institution or a guild [see the educational institutions]

• Academy staffs

Service

• Tabernae

- inn

• Mansio

- roadside inn for officials but it probably receives normal guests too

• Thermopolium

- https://en.wikipedia.org/wiki/Thermopolium

• Popina

- https://en.wikipedia.org/wiki/Popina

• Baker

• Laundryman

• Barber

• Apothecary

• Sewer cleaner

• Rat catcher

• Undertaker

• Embalmer

• Necropolis keeper

• Servants

Commerce

• Retailer

- Stays at a marketplace, buying goods from craftsmen and reselling them

• Merchant

- Travels from town to town to sell goods

• Porter

• Dockworker

• Moneylender

Food production

• Farmer

• Veggie / Herb farmer

• Herder

• Beekeeper

• Hunter

• Gatherer

• Fisher

• Salter

• Oil production

- Anorien: castor beans, flax seeds and rapeseed. Everywhere else: olive oil and those above.

- 1. The seeds or fruits are ground with a millstone, driven either by a person or an animal. The resulting pulp is placed in wide, flat baskets.

2. The baskets are placed in a stack and crushed with a press. The juices run off and are collected in a vat below.

3. The juices are kept in a jug, long enough for the oil and water to separate

• Garum production

• Along the coastal regions. Factories must be a certain distance from settlements

• Murri production

• Wine production

- 1. Grapes pressed by foot, usually sometime in September

2. Crushed juice (must) stored in large round earthenware jars called dolia, often partially buried in the floor of a barn or warehouse, fermented there for 2-4 weeks) Some must consumed as-is (basically grape juice)

3. Afterwards kept in amphorae for storage

- Cheaper wines served directly from amphorae; finer wines drawn into smaller jars and modified/improved, labeled with year of production and wine type

- Wine is often stored in the upper story of homes, where warm air continues to age it

• Cider production

• Beer / Ale brewing

(footnote)Those 3 are basic lamp oils. Well-off people prefer olive oil and beeswax candles as they smell better, while the poor use tallow candles.

Leathercraft & Animal product

• Butcher

• Tanner

• Leatherworkers

- bags, belts

• Cobbler

• Parchmenter

• Candlemaker

- Tallow candle: animal fat, usually from cows or sheep, is melted to remove impurities. A wick (could be tightly-wound cloth or a reed) is dipped repeatedly into the molten fat, then into cold water to allow it to harden.

- Beeswax candle

• Soapmaker

Fibercraft

• Dyer

- Smaller-scale dyeing is done at fulleries (basically launderer’s shops) in the town centers

• Common weavers

- clothes, rugs, curtains, tapestries

• Embroiderer

• Clothier / Tailor

• Hatmaker

• Basket weaver

• Sack weaver

• Tent weaver

• Sail weaver

• Net weaver

• Ropemaker

• Papyrus production

- Practiced in Ethir

Woodwork

• Lumber camp

- Felling generally done with hand-axes, with large 2-handed saws to cut the trunks

- When possible, timber is transported by water

- Generally advised to fell trees in autumn or winter

• Resin production

- To extract resin from certain trees, workers shave off a small section of bark and attach a cup below to collect the sap.

• Tar production

- At lumber camps where pine or birch trees are harvested.

- Wood packed tightly into a kiln, usually shaped like an inverted cone, then covered with clay or turf. A fire was then lit on top of this layer of clay, heating the wood and allowing the tar to drip out and run into a basin.

• Charcoal burner

- Similar to tar production; wood is stacked tightly in a mound and covered with turf and clay. This process takes a week or more.

- Coal burners usually live austere lives, far away from populated areas.

• Common carpenter

• Toolmaker

• Tableware craftsman

• Fan, Parasol, Umbrella craftsman

• Wood / Wax tablet maker

• Furniture artisan

• Cooper

• Wheelwright

• Cart / Wainwright

• Shipwright

• Clog maker

• Walking stick maker

• Broom maker

• Bowyer

• Shield maker

Metallurgy

• Miner and Smelter worker

- (iron, gold, silver, copper, tin, zinc, lead, antimony, bismuth, cinnabar, sulfur?, salt, bitumen, alum); https://en.wikipedia.org/wiki/Mining_in_ancient_Rome trip hammer needed in mines https://en.wikipedia.org/wiki/Mining_and_metallurgy_in_medieval_Europe

• Ironsmith

• Bronze alloy smith

• Keymaker

• Needlemaker

• Fletcher

• Royal Mint (in Pelargir)

Ceramic & Glass

• Brick / Tile factory

• Pottery factory

• Lampwright

• Glassware factory

Accessory & Art & Cosmetic

• Accessory artisans

- headband, hairpin, earring, necklace, pendant, brooch, bracelet, ring, buckle, bead

- cameo, enamel cloisonné

• Sealmaker

• Iconist/Portraitist

• Frescoer

• Statuette artisan

• Cosmetics

• Cosmetic ware

• Perfume

• Incense

Stone and Construction

• Quarry workers

- Lime production

• Mason

• Architect

• Construction workers

Ship & Seafaring

Military

Domestic

Trade & Commerce

Trade routes

Trade facilities

Culture

Food and Dining

Clothing and Textile

Festival and Anniversary

Philosophy and Belief

References