NOTE: DO TO THE LENGTH OF LOK HELP FILE ONLY SELECT
TOPICS ARE DISPLAYED HERE
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When entering text commands, abbreviations often
may be used for efficiency. Note that all text commands can be shortened
to the least number of characters necessary to make the command unique.
For example, "fight" shortens to "f"; and directions may be abbreviated
by entering one or two indicative letters. For example:
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"n" for north, or "se" for southeast
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Likewise, when speaking to a non-player character,
using the first one or two letters of the character's name often will suffice
instead of the full name. For example:
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may be used instead of "Marlis, deposit." Creature
names can be abbreviated as well, such as "sk" for skeleton, or "wy" for
wyvern.
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Newcomers to Kesmai arrive with an age of "very young"
shown in their character information scroll. As time passes, the adventurer
progresses from very young to young, to middle age, then to old age, and
then to very old age. Naturally, as aging progresses, a decline in skills
is to be expected. Fortunately, youth can be restored by drinking a hard-to-find
(and therefore expensive) youth potion, but most adventurers choose to
make a voluntary journey to Praetoseba, the Underworld.
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After completing various quests there, the adventurer
returns to the land of the living with youthful vigor restored. The journey
to Praetoseba is undertaken from the local cemetery. With these options,
few adventurers choose to reach old age; others may decide instead to perform
the Ceremony of Death to leave their weakened bodies behind. Related Topics:
Special ceremonies
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All characters in Legends of Kesmai, and some objects,
have an alignment, indicating whether they serve the forces of Light or
Darkness:
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· Lawful (serves Light) · Neutral (not
committed to either Light or Darkness) · Chaotic (serves Darkness)
· Evil (serves Darkness)
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All player characters begin as lawful beings, except
for Thieves, who are inherently neutral. Neutral alignment brings with
it certain conditions you should be aware of before entering the game.
See character alignment for further information. New players are advised
to select a lawfully aligned occupation (preferably a Fighter) for their
first character.
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All characters in Legends of Kesmai, and some objects,
have an alignment, indicating whether they serve the forces of Light or
Darkness:
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n Lawful (serves Light) n Neutral (not committed
to either Light or Darkness) n Chaotic (serves Darkness) n Evil (serves
Darkness)
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Most of the creatures encountered in Legends of Kesmai
are of chaotic alignment, as befits the depraved manner in which they were
brought to life by the Brotherhood of Yasnac. Adventurers who have turned
repeatedly to murder and other antisocial activities quite naturally carry
an evil alignment. On occasion, one will encounter a monster whose unrestrained
dedication to the forces of Darkness has earned it an evil alignment. Although
there is incessant warfare between the minions of Light and Darkness, chaotic
creatures do not attack their own kind. They will, however, attack all
non-chaotic beings, just as evil monsters attack all non-evils.
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A character's alignment can affect the behavior of
other creatures strongly, since some are very sensitive to the company
they keep. Among humans, characters with neutral or evil alignment are
subject to attack by the Sheriff, his deputies, and other non-player characters
(NPCs). Lawfuls sometimes tolerate the presence of neutrals, but chaotics
rarely do. Thieves are inherently neutral; their unique Guild training
enables them to appear lawful to everyone else, except Knights and higher-level
Thieves, who can see through their disguise.
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Since the Sheriff and his deputies are all Knights,
they will attack a Thief on sight, and their skill and experience leave
little doubt as to the fate of the slow-witted or sluggish Thief. Non-Thieves
who have turned neutral because of misdeeds lack the inherent disguise
ability of the Thief, and so are subject to attack by all lawful NPCs at
all times. On your Creature List display, the alignment of all the living
beings within sight is indicated by the text color. These designations
should be observed carefully before attacking any other character:
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Lawful blue Chaotic yellow Neutral green Evil red
Self-defense target purple
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Certain weapons also carry an alignment, and are
therefore limited in use to PCs or NPCs of the same alignment. If you come
across a weapon with a different alignment than your own, you won't be
able to use it; it will leap from your hand, or you won't be able to get
a good grip on the weapon and will fumble it when you try to fight with
it. Weapons of lawful alignment often have a blue glow, while evil or chaotic
weapons sometimes glow red. Lawfully aligned weapons hit with extra effect
when wielded against creatures of evil alignment. Weapon alignment can
be determined by examining a weapon, by using the Identify spell or by
a shopkeeper appraisal. Related Topics: Self-defense Karma
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The Ceremony of Ancestors
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If your ancestor was thoughtful enough to perform
the Ceremony of Death, you may summon your ancestor's spirit from the Underworld
with the Ceremony of Ancestors, performed at the Shrine of Bones. Each
land has a Shrine of Bones; in Kesmai proper, the Shrine of Bones is hidden
behind secret doors somewhere in the second level of the dungeons, and
is challenging to locate. Of course, you are likely to run into denizens
of the dungeon during your search.
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In order to summon the ancestor, a descendant must
visit the Shrine of Bones in the same land where the character's ancestor
performed the Ceremony of Death. If your ancestor gave up the ghost at
the Shrine of Tranquility in Axe Glacier, then you must perform the Ceremony
of Ancestors at the Shrine of Bones in Axe Glacier. Once you reach the
appropriate Shrine of Bones, you may perform the Ceremony of Ancestors
by standing before the altar in the shrine; then, after typing the chant:
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in the command line, press the key. Your
ancestor's spirit, if present in the Underworld, will appear. If your alignment
(lawful, neutral, etc.) is the same as your ancestor's, your ancestor can
help you in certain ways, within the guidelines set down by the gods. If
you have a different alignment than your ancestor, your ancestor will be
unable to help you and, sensing your inharmonious vibrations, will vanish
forthwith. If you are harmoniously aligned with your ancestor, you may
type the text command:
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in the command line, and press the key.
You will thereby inherit immediate and direct knowledge of your ancestor's
skills and experiences. Unfortunately, the mystic veil separating Praetoseba
and the world of the living is not an absolutely transparent one, and so
only about half of your ancestor's skill and experience will be able to
pass through to you. One unfortunate side effect of this transfer of knowledge
is that you also inherit your ancestor's karmic burden. If your ancestor
was a kind and respectful person, this inheritance of karma may be of no
concern at all.
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If your ancestor had a history of antisocial activities,
you might want to think twice before accepting what your ancestor is offering
you. Once you inherit your ancestor's karma points, they can be removed
only by offering the Confessor Ghost an appropriate number of tiger figurines,
or by traveling to the Underworld. You also may ask your ancestor for permission
to use a single personally attuned weapon, chosen from whatever attuned
weapons your ancestor left behind. Hold the weapon in your right hand,
then type the text command:
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in the command line, followed by pressing the key.
If the personalized weapon truly belonged to your ancestor, and your ancestor
finds you worthy, the ancestor will grant you use of the weapon. If, after
summoning your ancestor's spirit, you are unable to complete the Ceremony
of Ancestors for one reason or another, all is not lost. You may summon
your ancestor a second time and proceed with the ceremony. However, after
a spirit has been summoned twice from the Underworld, its ancestral duties
are fulfilled, and it may not be summoned again. If you fail to complete
the ceremony after two summonses, your ancestral spirit will be lost to
you forever.
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After completing the ceremony, you may leave the
Shrine of Bones immediately, although your ancestor will remain at the
altar, silently contemplating the prospect of spending eternity in Praetoseba.
Related Topics: Redeeming karma in the Underworld (Praetoseba) Being forgiven
Praetoseba, the Underworld
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As any adventurer knows, the gods continually resurrect
slain warriors, thus perpetuating their chief source of diversion and amusement.
But aside from their self-serving motivations, and despite their numerous
foibles and frivolities, the gods of Kesmai are compassionate toward their
mortal children. While the illusion of immortality in one's human form
may appeal to many, the gods have recognized that, sooner or later, some
of their children may consider continued resurrection on the worldly plane
to be a curse, rather than a blessing. In their compassion, the gods have
instructed their people in two special ceremonies.
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The Ceremony of Death allows the warrior to break
free of the ongoing cycle of death and resurrection. The Ceremony of Ancestors
allows the warrior's descendants to inherit skill and experience from an
ancestor, and to gain use of an ancestor's personally attuned weapon. The
Ceremony of Death
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The Ceremony of Death not only allows an adventurer
to die without being resurrected, it also allows the adventurer to pass
on to a descendant character of the same alignment a portion of his or
her accumulated experience points and skills. This enables a fresh young
descendant character to advance quickly; furthermore, the descendant character
has immediate access to any gold the ancestor left behind in the bank,
as well as all locker contents. The Ceremony of Death releases the adventurer
from his or her body permanently and transports the deceased directly to
the Underworld, with no means of return, except to be summoned during the
Ceremony of Ancestors.
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Once in the Underworld, the departed adventurer remains
conscious, able to roam about until being summoned forth by a descendant
via the Ceremony of Ancestors. If, after being summoned forth by the Ceremony
of Ancestors, the spirit finds the descendant character worthy of consideration,
the spirit will pass on a portion of its skill and experience, plus the
use of one personally attuned weapon. The Ceremony of Death must be performed
at a Shrine of Tranquility. These shrines, found in every land, are always
simple and spare, built with natural materials from the immediate vicinity.
There usually is some degree of danger involved in reaching them, so don't
travel empty-handed. It's a good idea to bring along a friend or two as
well.
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The ceremony is straightforward — simply stand before
the altar in the shrine, and after typing the chant:
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in the command line, press the key. The
ceremony should not be performed lightly. Once it is completed, your spirit
leaves its mortal shell and there is no way for it to return. Your spirit
also will displace any existing ancestral spirit (if you have one) in the
Underworld. Naturally, any weapons, treasure or other items you are carrying
will remain behind in the Shrine of Tranquility. These items can be collected
and safeguarded by your friends. When planning for the Ceremony of Death,
most adventurers dispose of their worldly wealth by placing it in the bank,
or in their locker, where it will be available to a descendant character,
and by simply giving away the more common items.
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To create a descendant character after you have completed
the Ceremony of Death, return to the conference room and left click on
the "CREATE CHARACTER" button; use the standard new character creation
procedures to overwrite the character who just completed the Ceremony of
Death. The new character you create will be the old character's descendant,
and will have title and access to the contents of the old character's bank
account and locker contents.
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Remember that the descendant character must be of
the same alignment as the old character to benefit from the Ceremony of
Ancestors. Certain weapons with special alignments or occupational links
can be handed down only to descendants with similar alignments or occupations.
Related Topics: The Ceremony of Ancestors
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Shopkeepers will gladly appraise any item you place
on their counter, and their years of experience have given them familiarity
with all manner of things. To receive an appraisal for an item, drop the
item on the shopkeeper's counter. Next, type the text command:
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[shopkeeper's name], appraise [item name]
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in the command line, and press the key.
The shopkeeper will tell you what the item is, and its value. If it is
a magical item, the shopkeeper will tell you the power of the spell, and
if the item is a superior weapon, the shopkeeper will advise you of its
combat add rating. These attributes are not apparent when just looking
at an item. Shopkeepers can appraise only one item at a time; if multiple
items of the same type are on the counter (e.g., several rings), the shopkeeper
will appraise the item most recently placed there. If you do not wish to
sell the item, you may use the left mouse button to drag and drop the item
from the counter back to a valid destination (your hand, sack, belt, etc.).
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The Bank of Kesmai is an indispensable part of the
business community, with branch offices in Leng, Oakvael and Axe Glacier.
"Banker's hours" do not apply in Kesmai, and deposits and withdrawals may
be made 24 hours a day. The Bank of Kesmai is a no-frills operation, dedicated
strictly to security, so don't expect any interest on your savings, loan
officers to help you purchase that new suit of armor, or free potholders
when you open your account. The Bank of Kesmai is one of the foremost money-makers
for the local community, and is cooperatively owned by the people of Kesmai
and operated by the local government. The huge sums of gold on deposit
here enable the government to manage a lucrative investment portfolio;
thus, the indigenous citizens of Kesmai are able to share in great wealth
without ever venturing into the dungeons. The fact that the bank pays no
interest makes the profits even greater, although all deposits are insured
for up to 10 million gold pieces.
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Your account is automatically opened for you when
you arrive on the island, so you may begin depositing funds immediately.
As soon as you have some money in your account, you may begin withdrawals.
There are no minimums for deposits or withdrawals, but you cannot deposit
or withdraw more than 200,000 gold pieces at one time. To deposit funds
in the bank, step up to the counter and use the left mouse button to drag
and drop the gold you want to deposit onto the counter. Type the text command:
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in the command line, and press the key.
The teller will take your gold from the counter, deposit it, and thank
you for the business. To check your account balance, type the text command:
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[teller's name], show balance
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in the command line, and press the key.
A message will appear in the main viewport indicating your current balance.
To withdraw gold from the bank, step up to the counter and type the text
command:
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[teller's name], withdraw [amount]
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in the command line, specifying the number of gold
coins you wish to withdraw, and press the key. The teller will
place the specified amount of gold on the counter and thank you for the
business. Use the left mouse button to drag and drop the coins to your
hand or sack. Your account balance is available to you at any bank branch
in the Realms of Kesmai: Oakvael, Leng and Axe Glacier, and even in more
distant lands. Deposits you make in any bank branch will immediately be
available in all other branches.
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If you send your character to the Underworld via
the Shrine of Tranquility, and then overwrite this character with a new
one, the old character's bank account will be available to the new descendant
character. This is also the case if you simply overwrite or "reroll" your
current character; the erased character's bank deposits will be available
to the new character. As transferring large quantities of gold can be burdensome,
adventurers who want to carry a large number of coins from one place to
another may use their gold to purchase costly gems at the Jeweler's Shop.
Gems are light, compact, and easy to carry, and can be redeemed for gold
later on.
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Being Forgiven by the Confessor Ghost
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If you have committed a deed that has made you neutral,
you can go to the Temple and ask the Confessor Ghost to intercede on your
behalf. The Confessor Ghost is empowered by the gods to restore your alignment
and remove your karma points, if proper offerings are made. Restoration
to lawful alignment can be obtained for the donation of a silver dagger,
if you have sinned only once. Silver daggers sometimes are found in the
lower levels of the dungeon. Step onto the Ghost's hex, and drag and drop
the silver dagger onto the Ghost's hex. Next, type the text command:
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in the command line, and press the key.
The Confessor Ghost may require a more significant offering if you have
committed several foul deeds. After your alignment is restored by the Confessor
Ghost, you may want to stay away from the town for a while, since some
of its inhabitants might not trust you. The Confessor Ghost also can remove
a karma point for the offering of one tiger figurine. Again, step onto
the Ghost's hex, and drag and drop the figurine onto the Ghost's icon.
Next, type the text command:
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in the command line, and press the key.
If you have more than one karma point, you will need an equal number of
tiger figurines. It should be noted that tiger figurines are very valuable
because they are quite rare and difficult to obtain. Seeking forgiveness
from the slain PC is by far the easier means of removing a karma point.
If you are a Thief, the Confessor can remove your karma points, but even
the power of the Confessor Ghost cannot make a neutral Thief lawful.
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Note that the Confessor Ghost can not relieve you
of marks.
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Being Forgiven by Another Player
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If you kill another player accidentally, you can
have the mark and karma point removed if the other player forgives you.
You should apologize for killing the other player and perhaps offer compensation.
To forgive another player type: "forgive" Ensure that the command line
is in text command mode when you do this. If either of you quits Legends
of Kesmai before you are forgiven, it will be too late to remove the karma
point. The mark however may be removed at any time from within in the game
or the conference room. If possible, ask the player character's (PC's)
ghost to forgive you before the gods whisk it away. Remember, the ghost
cannot leave for at least 60 seconds from the time of death.
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Forgiveness removes the mark and karma point incurred
only for that PC's death; it does not affect any previous blemishes or
reverse the change from lawful to neutral alignment. To restore your alignment,
you must see the Confessor Ghost in the Temple or visit the Underworld.
Of course, the slain PC may refuse to offer you forgiveness (after all,
some people take death seriously). In this case, you can remove the karma
point by visiting the Confessor Ghost in the Temple, or by traveling to
the Underworld. Related Topics: Being forgiven by the Confessor Ghost Praetoseba,
the Underworld
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Buying an Item from a Shopkeeper
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To buy an item from a shopkeeper, you must first
know the price. Each shop has a Price List icon posted on the wall. Double
left click on the Price List icon and a list of available goods and their
prices will be displayed in the main viewport. To look at any of the items
displayed in the shop, type the text command: look at [item name] in shop
You will receive a basic description of the item; you will be advised of
any combat adds if the item is a weapon, but you will not receive any information
on the magical properties of an item.
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Once you've determined the item you want to buy,
and its price, use the left mouse button to drag and drop some gold (from
your sack or from your hand) to the counter. Then, type the text command:
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[shopkeeper's name], sell [item name]
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in the command line, and press the key.
If you have not met the vendor's price, he or she will tell you so. After
you've offered the correct amount and asked the shopkeeper to sell the
desired item, the shopkeeper will place the item you purchased on the counter
and remove your coins. To complete the transaction, drag and drop the item
from the counter to an appropriate location (hand, sack, belt, etc.). If
you have overpaid, the shopkeeper will return your change after you accept
the item, leaving it on the counter.
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If you wish to make multiple purchases, such as balm
or shurikens, you may place the total amount you wish to spend on the counter
to begin the transaction, and then use the "sell" text command repeatedly
to purchase the individual items, until your money is used up. You do not
have to remove the purchased items from the counter between purchases,
although you may find it less confusing if you do so.
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Graveyards are to be found in each of the lands of
the Legends of Kesmai. In addition to providing a resting place for the
unknown dead, they also serve as a portal to Praetoseba, the Underworld.
By standing in the graveyard and reciting a magical chant, the adventurer
is magically transported to the Underworld. All belongings carried by the
adventurer fall to the ground and are left behind. The adventurer does
not lose any stat points or skill by traveling in this manner.
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In Kesmai, the graveyard is located to the east of
town, just north of Ironbar's forge, and just east of some ruins. Dangerous
animals are known to frequent this area from time to time. Related Topics:
Praetoseba, the Underworld Praetoseba - How to Get There
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Praetoseba -- How to Get There
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Travel to Praetoseba can be either voluntary or involuntary,
depending on the circumstances, and your arrival point in the Underworld
is affected by your karmic burden. Each time you die and are resurrected
in the land of the living, you most likely will lose skill level ratings,
constitution points, hit points, strength points and stamina points. If
you continue to be slain, your constitution points eventually will decline
to a level where you are unable to be resurrected (in the low single digits);
instead, the gods will send you to Praetoseba for rejuvenation.
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However, before this point of debility is reached,
some adventurers voluntarily travel to Praetoseba. A journey to Praetoseba
will not restore lost hit points, stamina points or strength points, but
the ability to regain lost skill levels, constitution points and youth
is considered by many to be worth the effort. To travel to Praetoseba voluntarily,
locate the local graveyard (there is one in Kesmai, as well as in Leng,
Oakvael and Axe Glacier). While standing in the center of the graveyard,
type the chant:
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in the command line, and press the key.
All your belongings (armor, rings, weapons, etc.) fall to the ground, and
you are instantly transported to the grassy plain that serves as the arrival
point to Praetoseba. For this reason, you may want to stash all your valuables
in your locker before departing. Beware! Ferocious animals are sometimes
found in this area, so don't go completely empty-handed. In fact, you may
wish to ask a friend to accompany you.
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Your permanent statistics are not affected by this
means of transport; i.e., you will not lose any hit points, stamina points,
etc.; however, your stats are temporarily downgraded to Underworld levels
while you are in Praetoseba. Immediate and involuntary travel to Praetoseba
results if you die as an evil being (with four or more karma points), or
if you are slain and eaten by a carnivorous creature of darkness (drakes,
yetis and some dragons). Involuntary travel to Praetoseba is to be avoided,
as everything you have falls to the ground, and you may lose your entire
death pile to passing creatures before you or a friend can return for them.
If you are fortunate, a fellow adventurer will slay the offending creature(s)
and pick up your death pile for safekeeping.
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NOTE: Adventurers who travel to Praetoseba by completing
the Ceremony of Death reside in the Underworld permanently, with no chance
of return, except to be summoned during the Ceremony of Ancestors . Also,
if your character is slain, and you experience a phone line disconnect
while you are a ghost, you will be sent to the Underworld; in this case,
you will lose hit points, strength points, etc. You must complete the quests
to return to the land of the living.
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Adventurers who arrive in Praetoseba with one or
two or more karma points, face somewhat different conditions than those
who arrive with no karmic burden. If you have no karmic burden, you arrive
in a grassy plain, stripped of all your worldly belongings.
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All characters in Legends of Kesmai, and some objects,
have an alignment, indicating whether they serve the forces of Light or
Darkness:
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n Lawful (serves Light) n Neutral (not committed
to either Light or Darkness) n Chaotic (serves Darkness) n Evil (serves
Darkness)
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Most of the creatures encountered in Legends of Kesmai
are of chaotic alignment, as befits the depraved manner in which they were
brought to life by the Brotherhood of Yasnac. Adventurers who have turned
repeatedly to murder and other antisocial activities quite naturally carry
an evil alignment. On occasion, one will encounter a monster whose unrestrained
dedication to the forces of Darkness has earned it an evil alignment. Although
there is incessant warfare between the minions of Light and Darkness, chaotic
creatures do not attack their own kind. They will, however, attack all
non-chaotic beings, just as evil monsters attack all non-evils.
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A character's alignment can affect the behavior of
other creatures strongly, since some are very sensitive to the company
they keep. Among humans, characters with neutral or evil alignment are
subject to attack by the Sheriff, his deputies, and other non-player characters
(NPCs). Lawfuls sometimes tolerate the presence of neutrals, but chaotics
rarely do. Thieves are inherently neutral; their unique Guild training
enables them to appear lawful to everyone else, except Knights and higher-level
Thieves, who can see through their disguise.
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Since the Sheriff and his deputies are all Knights,
they will attack a Thief on sight, and their skill and experience leave
little doubt as to the fate of the slow-witted or sluggish Thief. Non-Thieves
who have turned neutral because of misdeeds lack the inherent disguise
ability of the Thief, and so are subject to attack by all lawful NPCs at
all times. On your Creature List display, the alignment of all the living
beings within sight is indicated by the text color. These designations
should be observed carefully before attacking any other character:
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Lawful blue Chaotic yellow Neutral green Evil red
Self-defense target purple
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Certain weapons also carry an alignment, and are
therefore limited in use to PCs or NPCs of the same alignment. If you come
across a weapon with a different alignment than your own, you won't be
able to use it; it will leap from your hand, or you won't be able to get
a good grip on the weapon and will fumble it when you try to fight with
it. Weapons of lawful alignment often have a blue glow, while evil or chaotic
weapons sometimes glow red. Lawfully aligned weapons hit with extra effect
when wielded against creatures of evil alignment. Weapon alignment can
be determined by examining a weapon, by using the Identify spell or by
a shopkeeper appraisal. Related Topics: Self-defense Karma
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The conference room is a place where players can
meet and talk, both before and after playing Legends of Kesmai. From here,
you can create a new character, switch characters, enter and exit the game,
and even see which other characters are in the game.
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Typing here allows you to communicate with other
users in the same conference room, just as typing here on the game screen
allows you to communicate with others in the game. The command line is
essentially a one-line text editor, where you can prepare your text before
sending it (by hitting RETURN).
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At the left of the command line is the scroll-back
button, which, when clicked, brings up the scroll-back buffer – a store
of recent conversation and other conference room text. Clicking on the
buffer closes it and restores the conference room screen.
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To the right of the command line is the Alert Button,
which appears as a red exclamation point and functions just as it does
in the game.
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Conference Room Hot KeysContacting ARIES Online Games
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For gameplay questions not answered by the legends.hlp
file or FAQ, please visit the Legends of Kesmai forums on your online service.
ARIES Online Games also encourages players to meet with company representatives
during scheduled appearances in the conference rooms. If you need help
locating player forums or additional sources of information on the game,
send e-mail to [email protected]. For administrative and business matters
only, contact:
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ARIES Online Games 230 Court Square Charlottesville,
VA 22902
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The following hot keys are active from the conference
room to allow the experienced user to quickly navigate the interface.
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Online help Roster of users in all
conference rooms Find user Roster of users in the
game (in your facet) History buffer Send message New
character Play the game Change room Roster
of users in your conference room Exit – return to online service and Cycle
through characters and Cycle through facets
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Contacting ARIES Online Games
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For gameplay questions not answered by the legends.hlp
file or FAQ, please visit the Legends of Kesmai forums on your online service.
ARIES Online Games also encourages players to meet with company representatives
during scheduled appearances in the conference rooms. If you need help
locating player forums or additional sources of information on the game,
send e-mail to [email protected]. For administrative and business matters
only, contact:
|
ARIES Online Games 230 Court Square Charlottesville,
VA 22902 |
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