Jump to content


Photo

Amnish Millitary


  • Please log in to reply
5 replies to this topic

#1 The Amazing Maurice

The Amazing Maurice

    Did-a-chick? Dad-a-cham? Ded-a-check?

  • Member
  • 388 posts

Posted 25 July 2004 - 08:01 AM

Does anyone know of a link (or off the top of their head), that details the Amnish Millitary?

E.g. What the standard issue armour/weapons are, what wars Amn has participated in, famous leaders etc.

Cheers :)

#2 -Aristothenes-

-Aristothenes-
  • Guest

Posted 25 July 2004 - 08:20 AM

Off the top of my head, the Amnish military are called "Amnwater Blues"
a bit like the way British policemen are called "Bobbies"

#3 NiGHTMARE

NiGHTMARE
  • Member
  • 2328 posts

Posted 25 July 2004 - 09:19 AM

There's a lot of information about military history, but not very much about the chain-of-command, etc. Ranks seem to include lieutenant, captain, major, colonel, and general.

The head of the army:

The Dahaunarch [currently Pehllus Tanislove] has the least prestigious but still important task of commanding the military forces the Council maintains within Amn. The official army is only half the force the Council controls, since the Six have many hidden agents among mercenary companies and families' personal forces. Still, Amn's internal military structure is not very good.


Armed forces in the cities:

Athkatla: A garrison of 4,000 men led by Captain Bee lars Orhotek (LE hm F15), with the small Council Navy (eight ships and crews, 900 trained sea-warriors). Each of the major mercantile houses and families of the city controls from 100 to 500 (legal maximum) guards.

Crimmor: The 125 Bargemen of Crimmor patrol the River Road constantly, acting as supplementary drovers as well as guards and police. Within the city are the Crimmor Guard, 500 well-disciplined F2s and F3s armed with chain mail, slings, long swords, and daggers. All Bargemen and Guardsmen are loyal to Mayor Braen and his family. If needed, House Crytrapper can supplement the Guard with 400 troops from its estates east of the city; this rarely happens as there are more than enough mercenaries around to add to defenses.

Eshpurta: Though it cringes at the "backwater" status given it by the society of riches in Athkatla, Eshpurta has grown proud of its unique status as a military city. The "Shield City" of Amn, Eshpurta has more military-related businesses, including armorers, swordsmiths, blacksmiths, and mercenaries, than any city north of dusky Keltar.

Though Amn's largest standing assembly of troops is stationed here, soldiers are common only in the northern and western quadrants of the city. The east is dominated by the mining trades and the miners who work the iron and nickel deposits in the Troll Mountains. The south is home to Eshpurtan artists, musicians, and sculptors.

[Eshpurta has] a Shield militia of 1,400 mounted and armed police, led by the Shield Council. The Golden Fortress acts as the primary garrison for the Amnian Council Army in eastern Tethyr. Aside from 3,000 trainees, the garrison holds many troops within the city limits: 18,000 troops, 6,300 officers; 700 instructors, military advisors, and support staff (weaponsmiths, armorers, etc.). Either General Labak Craumerdaun or Commander Balacer Macefist (LN hm F14) of the Golden Fortress academy can assign troops to aid the city.

Esmeltaran: Esmeltaran's militia has but 750 members. Additional security is not needed; visiting merchants and family heads bring their own mercenaries and guards. Further, garrisons at Hillfort Ishla and north on the Gem Road are close enough to help if necessary.

Keczulla: The Gem Guard, which polices the inner city and its immediate environs, stands 500 strong. Mercenaries and army help are available if deemed necessary by the officious but efficient Jewelieutenant Ormil Lhun (LG hm F13) or his popular, pious assistant, Goldguard Preston Faaral (LG hm Pal9).

The Council Army also has its posted garrison southeast of the city, just off the new Gem Road. These 700 men and 100 cavalry patrol the entire Gem Road and the Eshpurta Road from Amnwater to the Axe Bridge. Luckily, the garrison commander is one of the army's best officers: Colonel Gladdos Wintosnip (LG hm F12), trained personally by General Labak Craumerdaun. The colonel refuses to entertain the whims of merchants at Esmeltaran, providing them with only a simple escort and guard to that city. This causes consternation among his men and political problems. Still, he is in charge of crack troops and the best cavalry in Amn, and this posting is almost as desired as Citadel Rashturl

Murann: The Harbor Guard is the 3,000-strong police force for Murann, and it is supported by the merchant families. The Council provides a small navy for the guard, in addition to docking Amn's official navy here. The ships are fast cutters and caravels meant to protect a private fleet but not take on any pirates themselves.

Riatavin: Forces: Normally, the Ring Knights of Riatavin (3,000 mounted troops with chain mail, rods, long swords, and shields) handle all defense of the city and its attendant villages, estates, and roads. These knights now primarily act as perimeter scouts against an army they expect to see soon. The Merchants' Chosen can conscript able-bodied folk in Riatavin into the knights, but they hope for a peaceful solution to their predicament.

Other forces encamped around the city include 3,000 Tethyrian troops of Counties Lathmarch and Rivershire, of which 10% are skilled siege engineers. Joining them around the walls of Riatavin are 1,000 mercenaries and caravan guards of the Thousandheads Trading Coster, under the command of Bharavan Bhaerkantos.


Military fortifications:

The Citadels

These citadels, the strongest fortifications in Amn, were built centuries ago as Amn's primary northern defenses. Abandoned during times of peace, they have been rebuilt or improved twice in the past 800 years. Though the southern
Citadel, Rashturl, is 400 years younger than its counterpart, their refurbishing in the late 1340s (against anticipated orc and baatezu attacks from Dragonspear Castle) made them nearly identical.

Both citadels have outer walls 400 feet high, topped with crenelated walkways from which defensive troops can fire missiles. The lower 350 feet of each wall is carved from the mountain itself; the upper 50 feet is of fitted stone 6-10 feet thick. A gate or bridge on the narrow pass leading to each citadel blocks any chance of using the pass without the okay of the citadel. Each citadel garrisons 700 soldiers, 20 officers, and a citadel commander on permanent assignment, with room for an additional 1,500 soldiers if needed.


Citadel Amnur: Though named for the legendary general and prince, Amnur, who led Amn to freedom at the fall of the Shoon Empire, Citadel Amnur has not been a proud place of late. The previous commander was Endrick Hardlm (N hm F5), a bumbling, indecisive fool whose family's political connections got him the post. The best thing anyone could say of him was that his armor was well made and expensive (scale mail +4, shield +4). In autumn of the Year of the Gauntlet, this Citadel was attacked by an ancient red wyrm who toyed with the soldiers but ultimately ate only a few brave crossbowmen and seven horses while waiting for the cowardly Commander Hardlm to show himself.

Immediately after the surrender and consumption of the commander, the red dragon was slain in a brief but savage battle with a blue dragon. The blue dragon ripped through the red's wings with her hind claws, and the red fell into a deep crevasse about 1 mile from the Citadel, impaled on shardlike rocks. The victor flew to the Citadel after the battle and introduced herself as Araugauthos the Bluetalon to Captain Arilan Krimmevol (NG hm F6). Araugauthos had recently escaped a centuries long imprisonment and now simply sought information, which Captain Krimmevol gladly provided. After two tense tendays of daily discussions and recitations of history, the soldiers of this Citadel were relieved when Araugauthos left after clearing out the red dragon's lair and thanking the soldiers for their news about the Realms. Captain Krimmevol and his men approached the lair later to search for any missed items, and discovered a portable hole in a crack that held 12 short swords +1 and 12 shields +1 of dwarven make. Captain Krimmevol has spent the past year whipping his troops into shape, and they may soon rival the crack troops of the other citadel.


Citadel Rashturl: The only difference between the Citadels is Amnur's barbican gate and Rashturl's drawbridge across a 50-foot-wide chasm as the first lines of defense. Citadel Rashturl's commander is one of Amn's greatest heroes of the Dragonspear Wars of 1356 DR: Commander Reyni Delapond (LN hm F10), a noted ogre- and baatezu-fighter with a never-say-die attitude that infects his troops. His leadership skills and personal charisma (Charisma 18) endear him to his troops, who would gladly die for him. The troops of Rashturl are the best in all of Amn, thanks to their commander's effective training in strategy, tactics, and history. Citadel Rashturl, though spartan, is a "pearl" assignment for any soldier.


Fort Ilbratha: This abandoned Calishite garrison lies among the eastern foothills of the Troll Mountains, and it dates back to the time of Valashar and Ashar's March. Built as the northernmost defense of Valashar, it was left with a paltry sum of defenders; it abruptly fell to King Azoun I and his magical short sword Ilbratha, Mistress of Battles, as he slashed and burned a path to Ithmong in the Year of the Whipped Cur (336 DR).

The log palisade was burned and all evidence of it is long gone, though the stone foundations still exist. The name of this garrison is long lost, so it carries the name of the sword that helped bring it low. The fort once guarded the swiftest east-west pass through the Troll Mountains, which is still the only pass that doesn't run travelers through the Snakewood.


The Hillforts

While these hillforts have long stood as the primary defenses of Amn's eastern frontiers, they have suffered the neglect that the military often feels in peacetime. The northern Citadels were refitted as a result of the Dragonspear Wars, but the hillforts remain, as they have always been, log-and-earth palisades and rough towers.

The hillforts are massive structures of log-and-earthwork walls 15 feet high and 3 feet thick, and they crown the hills where they are posted. Their first lines of defense are a log palisade and an outer ditch (which often fills up during the rainy seasons) beyond the wall. All that each fort might need - including a subsistence garden, stables, armory, smithy, main keep, and garrison - lies within its walls. Each hillfort holds a standard garrison of 300 troops, 15 officers, and one commander; it can hold an additional 500 troops. While Ishla and Torbold are nearly identical in size and layout, Keshla has a slightly larger outermost defensive line, and thus has 400 soldiers and 35 officers, with room for 900 more troops if needed.

All of the hillforts seem to have been placed where ancient pre-Shoon castles or manors once stood. Unless actively kept up, the hillfort buildings become drafty, dirty, and utterly uncomfortable for all concerned. Dedicated commanders have
improved the conditions of their forts, but major renovations require money and permits from the Council of Six that are not forthcoming.


Hillfort Ishla

Commander: Captain Amlos Xomnag (CE hm F7) is an oily, fast-talking sneak who uses every trick to come out on top in a duel or deal. Moderately fit, the captain worries more about going bald than he does about the military fitness of his troops.

Though this hillfort is technically among the foothills of the Small Teeth, it is considered part of the circuit of Tejam Hillforts. Captain Xomnag has commanded Ishla for 15 years, and he has turned this post into a profitable venture for himself and his men by running errands for the idle rich in Esmeltaran. Any soldier who objects is quickly transferred out or, if obnoxious, conveniently disappears. The commander's political connections make him impossible to remove from command, but those in Esmeltaran are quite happy with his performance.

Unfortunately, the hillfort is the greatest victim of its commander's folly. The ill-kept grounds deteriorate into a sea of mud after a light rain. The gardens are choked with weeds, and the crops are inadequate to supplement the troops' food.
Cracked or missing mud batting in the log walls lets in drafts and water. The outer defensive walls are so poorly maintained that little effort is needed by an attacking force to collapse the southern or eastern parts. The troops hate it but are willing to put up with it in order to earn money in Esmeltaran as servants.


Hillfort Keshla

Commander: Captain Arbas Rosznar (LE hm F9) is either a strict officer or a frustrated tyrant. Formerly at Citadel Rashturl, Arbas worked hard for years to get that Citadel's command. Then, during a brawl while on leave in Athkatla, he killed a man who turned out to be the lover of Lady Phillippa Argrim. Family connections saved his life, but he was banished to Hillfort Keshla, known as a punishment post and a dumping ground for incompetent soldiers and those who make expensive mistakes (like Arbas). After seven years there, Arbas is the fort's commander and doing whatever it takes to turn this fort into a post to be proud of. He hopes this will either get him better recruits or a transfer to a better spot.

Of the 400 soldiers and 35 lesser officers at Keshla, perhaps a dozen don't fear him and his volatile temper; fewer still don't hate him utterly. The commander used extortion, murder, and other heinous acts to gain the command, and all of his frustrations are taken out on the hapless soldiers, most of whom failed only because they aren't suited for the job they were assigned. Still, with Rosznar's constant abuse, the troops are improving slightly (300 F1s and F2s out of a complement that started as F0s) and the post is orderly, well-kept, and in prime condition. In fact, one of the lesser officers designed a new defense particularly to the commander's liking: a channel through which boiling oil is poured into the surrounding defensive ditch or moat, then lit by flaming arrows.

Hillfort Keshla sometimes falls under the eye of General Labak Craumerdaun or Commander Balacer Macefist of the Golden Fortress in Eshpurta. Captain Rosznar has tried to get the general to inspect the fort at Midsummer. After seven years of inspection requests, the general has said he may find the time this year, and Keshla's unlucky soldiers are being drilled all the harder as a result.


Hillfort Torbold

Commander: Major Tharundar Olehm (LN hm dual C2-Waukeen/F15) is the namesake and first grandson of the Holy coin of Goldspires. After an attempt to make him a priest, Tharundar ran away and became an adventurer. He spent a
few years wandering the north and fighting in Tethyr's civil wars, then went back to Amn and found its military sorely lacking. Tharundar had seen enough goblins, ogres, and the like to know what threat they held, so he parlayed his hard-earned fortune, notoriety, and family connections to gain a commander's post at Torbold 12 years ago.

Almost from the moment of Major Olehm's arrival, Torbold became a model of efficiency, despite the unorthodox methods used by its commander. For the past dozen years, Major Olehm and his men have fought the Skullgnasher hill giants to stand-stills or defeat. Every summer sees attacks from the giants, and the major can hardly count on help from Fort Ishla or even the Council, which sends no troops but an annual allotment of graduates from the Golden Fortress in Eshpurta. Still, few soldiers request or accept transfers out of Torbold, out of loyalty to their commander. (One of the Council's excuses for the lack of new troops: "Don't be building an army loyal only to you, young Olehm."). This hillfort's soldiers are all 4th- to 7th-level fighters; the officers are at least 8th level.

The major and his officers have a grudging respect for the giants' chief, King Fedduk, who has some basic knowledge of strategy and considerable experience in combat. Major Olehm and his men know the terrain better than the giants do and
have driven the brutes back to the Small Teeth. Torbold's troops know they've been fighting more than one giant tribe, though the giants always carry the same tribal banner and march under the same king. Now, the major can't help but
wonder if, after 12 years of bi-annual pitched battles with no clear winners, it's suddenly all too easy.


Military history:

460 Year of Scorching Suns

The Western Emirate of Amin becomes the country of Amn under King Esmel Torlath, an ex-Shoonite general and native of the area. Amn exists as the three major city-states west of Lake Esmel.


479 Year of Forestsfrost

Prince Imnel Torlath and his armies clear the ogreheld passes through the Small Teeth, reopening trade between Murann and Crimmor. The major battle site, once called Imnel's Scar, is now the town of Imnescar.


500 Year of the Flame Tongue

Citadel Amnur is completed and garrisoned this year.


661 Year of the Tusk

Ogres from the Cloud Peaks and Small Teeth sack the towns of Imnescar and Trademeet, and nearly lay siege to Esmeltaran until stopped by General Rashturl's armies.


760 Year of the Majesty

Amn conquers the former land of Cortryn, bringing its borders almost to their current state.


897  Year of the Calling Shrike

In reaction to increased monster activity in the mountains over the past decade, Citadel Rashturl is built this year as a log fort, replaced by stone in four years.


1090 Year of Slaughter

The Imnel Concession: Numerous monsters in the eastern grasslands and financial troubles (including paying the army) forces King Imnel IV of Amn to forge a treaty that returns all lands south of the Tethir Road to Tethyr in exchange for military and monetary support.


1235 Year of the Black Horde

Amnian armies fighting humanoids this year capture many orcs, bringing them to Purskul where they are forced to work in a series of agricultural and stoneworking labor camps.


1241 Year of the Lost Lady

Amnian armies, back from the great war against orcish forces, bring additional orc slaves to the labor camps near Purskul. Many orcs legally gain their freedom in 30 years; they and their half-orc children become Amnian citizens.


1242 Year of the Yellow Rose

The ruins of Keczulla are cleared of trolls and other monsters. Keczulla is resettled as a caravan stop.


1333 Year of the Striking Falcon

The Great Amnian Trade War erupts; Amn is locked in a broad civil conflict. Thayze Selemchant founds the Council of Six and ends the war with Amn reunited.


1338 Year of the Wanderer

The Murann Spice War occurs between Ophal and Ulvax holdings and is suppressed.


1356 Year of the Worm

(Tarsakh) Amn's armies move to the Green Fields to guard against the forces of Dragonspear Castle. A vapor cloaks the lands, hiding skirmishes and people; Khelben Arunsun cannot dispel the strange mist.

(Mirtul) Amn's armies turn back the baatezu and pursue them north. All trade traffic heading north from Amn or west of Iriaebor stops.

(Uktar) The war against Dragonspear Castle ends in late summer, but straggling troops and deserting monsters delay the army's return. By the Feast of the Moon, Amn's armies come home to victory parties.


1361 Year of Maidens

Maztica is discovered and "conquered" in the name of Amn. The colony of New Amn is established.


1370 Year of the Tankard

note: Shadows of Amn begins here

(Alturiad) Despite sea storms throughout this month, over a dozen ships set sail for Maztica, loaded with mercenaries and Helm-priests to reinforce those at Helmsport, New Amn. The influx of Waterdhavian interests has forced the Six and some landholding families to bulk up their army over there and remove the Waterdhavians before the latter turn the natives against New Amn (or, worse, arm the natives with metal and magic).

(Ches) The Rebellion begins: Riatavin and Trailstone defect from Amn, citing many objections to their social and economic treatment. Both petition to join Tethyr. Amn and the Council are shocked; the Council's intelligence network gave no warning of the disaster. The Council immediately sends arbitrators to Riatavin to discuss the "hostage-taking of loyal Amnians against their will from the protection and profit provided for them by the Council." Additional agents are sent to Darromar to prevent the involvement of the Tethyrian government.

(Kythorn) The Council of Six and the major families Argrim and Lurraxol hire mercenaries in Athkatla and Eshpurta to besiege Riatavin and reclaim their trade-route access. By month's end, they have over 10,000 mercenaries mobilized outside their cities.

(Flamerule) The mercenaries at Athkatla are ordered by the Council to march to Eshpurta and join General Craumerdaun, who will lead the full army against Riatavin. On the march, these forces gather additional troops from the Citadels and from the garrisons along the Eshpurta and Gem Roads. The army collects in Eshpurta at month's end, then marches toward Riatavin.

(Eleasias) Day 7: Fort Ishla falls under the onslaught of the Skullgnasher giants-Spearbiter goblins army from the Small Teeth. No Amnian soldier escapes the slaughter.

Day 8: Thanks to the Sythillisians, Gambiton is no more, its few buildings trampled flat and its people fled west and north. The King's Arch is shattered by giants after their army crosses, to prevent folk from escaping Esbesiege meltaran. Heavy rains begin, out of season, and storms continue for the next five days; some Talos worshipers see visions of widespread destruction and rejoice. The rains slow Amnians down and keep them from patrolling far and discovering the fate of Hillfort Ishla.

Day 9: The Skullgnashers and the Spearbiters descend on Esmeltaran, quickly destroy the few organized defenders of the city, and occupy the castle of Dahaundar and large parts of the city, including the docks. The only armed forces in Esmeltaran by nightfall are giants, goblins, and a few Cyricists or traitor soldiers who joined them to save their lives. Among them is the ex-commander of Hillfort Ishla, Captain Amlos Xomnag!

Day 11: The army of Amn reaches Hillfort Keshla, pulling in more than half of the fort's contingent and assimilating them into the army. Commanders are assigned and battle planning begins. They plan to continue in three days toward Riatavin.

Day 12: Riders from the army reach Hillfort Torbold, ordering a third of the fort's troops east toward the army marching on Riatavin. Just after the scouts and the legions leave the fort heading to Keshla, a squad of wounded riders arrives from beleaguered Esmeltaran, alerting Major Olehm of the dangers to the west. Sending his fastest scouts to catch up with the eastern army, he readies his troops and fort for full-scale war.

Day 14: Word of Esmeltaran's fall reaches General Craumerdaun at Hillfort Keshla. Within a day, half of the army is pulled out of the planned attacks on Riatavin to immediately march toward Esmeltaran despite the poor condition of the roads. The remaining troops are ordered to remain in Keshla until the return of the general and the rest of the army.

Day 16: The kobolds and the rest of the goblin tribes, under the command of a female ogre mage named Cyrvisnea, march on Imnescar. The forces of the Twin Towers lead the attack just before dawn, as they are closest to the objective. By highsun, the second army arrives, and by day's end, the town is in ruins, its equipment and food stores claimed by the invaders. Hydcont Hall is nearly all that survives of Imnescar; over half the town's citizenry remain safe behind its walls.

note: Shadows of Amn ends here

Day 18: The army arrives at Hillfort Torbold after many delays and mishaps on the march through the hills. It continues on toward Esmeltaran with the original third of Torbold's troops added to their own. Major Olehm is left behind, with orders to collect and command more forces should the strike against Esmeltaran's invaders fail.

Day 19: The rest of the forces, under the command of Sythillis the ogre mage, march on Trademeet. As they are not intent on capturing the town, most of it is set aflame; the fortified Kapparthall and a number of other stone buildings allow about 40% of Trademeet's citizens to survive. Lord Logan Coprith is nearly killed by ogres while protecting children escaping from an orphanage. The weakened paladin survives and collects forces to resist the siege at Murann. He works directly with the Citadels and Hillfort Torbold rather than the Council, as its poor strategies helped cause these massacres.

Day 20: A lone scout who escaped the slaughter at Imnescar staggers into Hillfort Torbold, with information that the monstrous armies' primary target is Murann. The information is sent along immediately to Hillfort Keshla, with the command to abandon the attack on Riatavin in favor of preventing the loss of their country's secondary port. Despite the orders of Major Olehm, some officers ignore the orders and remain in place for a few days.

Day 21: The Amnian army enters Esmeltaran, believing itself the superior force, but the giants and goblins, with the assistance of the traitor Captain Xornnag, utilize their entrenched positions and the city's plundered armories to slay half the army in the first day's battles. By dawn, General Craumerdaun is resigned to a siege, using the Scimitar as his primary camp; he and his battle-ravaged troops settle in. A third of the city is ruined.

Day 22: All remaining Sythillisian forces arrive at Murann, which gained enough advance warning to fortify the gates and man the walls with defenders. Although the city expected a major offensive upon the arrival of the armies, Sythillis simply sets in for a siege, apparently leaving the Muranni escape routes by sea.

Day 23: Subsequent reports from Imnescar and Esmeltaran force many lesser army officers nearly to mutiny; they coerce their commanders to march out with their forces from Keshla to support Major Olehm's offensive rather than watch Amn fall. Taking up a forced march, the troops reach Torbold within 30 hours and continue on toward the Tethir Road as the quickest route to Murann.

Day 24: The Black Alaric and a number of unmarked pirate ships tighten a blockade around Murann's port, having spent the early days of the siege capturing ships fleeing the city. Now, with Murann closed off on all sides, it only seems a matter of time before it falls.

Day 25: A locally conscripted army of peasant soldiers, mercenaries, and adventurers meets the Sythillisian forces outside Murann. While it reduces the number of kobold troops on the perimeter, Amn's forces are likewise reduced and suffer worse losses. The Council and army learn that many priests and followers of Cyric are among the forces here, as well as in Esmeltaran.

Day 26: The army led by Major Olehm and others arrives at the smoldering ruins of Trademeet, where they build encampments. Given the previous day's attacks on the Sythillisian forces, they choose to wait, both to rebuild their strength after the forced march and to coordinate with the Citadels and any other forces so they might free both Murann and Esmeltaran rather than waste lives.

(Eleint) By the first day of the month, the Council of Six is in disarray: Tessarch Phaan Colwyvv is trapped in the besieged city of Murann! While they can control Amn among the five of them, not a few worry that he might grow desperate and reveal more than he ought in order to save himself (just as they would themselves). Two separate efforts by the Council to get the Tessarch out of the city (one by the Shadow Thieves, the other by magic) fail, and even communications are blocked. His fate is as yet unknown.


Edited by NiGHTMARE, 25 July 2004 - 10:35 AM.


#4 The Amazing Maurice

The Amazing Maurice

    Did-a-chick? Dad-a-cham? Ded-a-check?

  • Member
  • 388 posts

Posted 25 July 2004 - 09:54 AM

Ah, nice one - That'll prove to be very helpful :D

Cheers :)

#5 NiGHTMARE

NiGHTMARE
  • Member
  • 2328 posts

Posted 25 July 2004 - 10:37 AM

Glad I could help :).

One other thing that should help is to remember that Amn is closely based on medieval Spain. So if you're stuck for ideas, try taking a look at real-world Spanish history ;).

#6 The Amazing Maurice

The Amazing Maurice

    Did-a-chick? Dad-a-cham? Ded-a-check?

  • Member
  • 388 posts

Posted 25 July 2004 - 11:03 AM

Good idea!

Cheers again :)