his section contains entries for each race and subrace that
may be available as a PC race, based on having rules for such in at least one
source of Mystaran Lore. In addition to the basic 3E
rule mechanics we have generated Mystara specific details for some racial entries.
Where they are provided, you may click on the [More Details...] link
to view a single file with more complete information about that race.
Quick Links into this file
Special Terms
Languages: Automatic and bonus languages for all races appear in the
race descriptions, since the Regions of Mystara are home to a number of unique
tongues. For races that are listed with the term "local regional language" and
"local common", the actual languages that apply are based on their "home region"
(i.e., the region of Mystara from which they originated). See the regional discussions
under the Mystara Settings section for complete
details.
Regions: Each race description includes a listing of the
Mystara settings, and the regions therein where that race is most commonly found.
It may also include notes regarding regions where there are particular reasons
the race would be particularly rare. Players and DMs should not feel restricted
by this information in their selection of a home region for any given character,
although a DM may, based on this information, decide that certain choices will
require a particularly interesting background story to be acceptable.
Additionally, the availability of regional feats and equipment for starting
characters may depend on whether her home region is a preferred region for her,
based on race and starting class. See the Classes of Mystara,
Skills and Feats and Equipment
sections for further details.
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Core PC Races
Humans
Standard Humans
The standard human is the basic human race all D&D players
have come to know and love. While cultural and language differences set
individual groups apart, they are all one and the same people at their core.
Standard Human Racial Traits
Standard human characters have racial traits identical to those
of the standard human race as defined in Chapter 2: Races of the
Player's Handbook [PHB], except as follows:
- Regions: Humans can be found in almost every corner of
Mystara. When developing a human character, pick a
character class and use the list of preferred regions for that class to help
with the selection of a home region.
- Automatic Languages: Local Regional Language and Local Common (if
different from Local Regional Language).
- Bonus Languages: Any (other than secret languages, such as Druidic).
Humans mingle with all kinds of other folk and thus can learn any language found
in an area.
Standard Human Racial Traits updated: June
07, 2003 (version 1.2)
The Karimari
The Karimari are a human subrace found only on the Serpent
Peninsula at the far south-western edge of the continent of Brun, where the
Known World meets the Savage
Coast.
Racial traits still under development
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Dwarves
Rockborn Dwarf
Rockborn Dwarves are those who hail, or whose ancestors hailed,
from the dwarven region of Rockhome. The original
Rockborn Dwarves were created by the Immortal
Kagyar.
Rockborn Dwarf Racial Traits
Rockborn dwarf characters have the following racial traits:
- Regions: (The Known World)
The dour and taciturn rockborn dwarves can be found in most places throughout
this region of Mystara, frequently acting in the roles
of stonemason, weaponsmith or armorsmith. The largest concentration of
rockborn dwarves is found in the country of Rockhome, which is the ancestral
home of their people. Other countries where rockborn dwarves are likely to be
found include: Darokin; Karameikos; Minrothad (esp. Fortress Island); Thyatis;
Ylaruam. One country you can almost be certain a rockborn dwarf is NOT from
is Glantri, where dwarves have sometimes been treated as little more than lab
specimens by wizards intent on learning the secrets behind this race's innate
resistance to physical damage caused by spells and spell-like effects.
- Ability Modifiers: +2 Constitution, -2 Charisma.
- Size and Speed: Medium size; Rockhome dwarf base speed is 20 ft.
- Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision
is black and white only, but it is otherwise like normal sight, and dwarves
can function just fine with no light at all.
- Saving Throw Bonus: +2 racial bonus on saving throws against poison;
+2 racial bonus on saving throws against spells and spell-like effects;
- Stonecunning: Stonecunning grants dwarves a +2 racial bonus on checks
to notice unusual stonework, such as sliding walls, stonework traps, new construction
(even when built to match the old), unsafe stone surfaces, shaky stone ceilings,
and the like. Something that isn't stone but that is disguised as stone also
counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual
stonework can make a check as if he were actively searching, and a dwarf can
use the Search skill to find stonework traps as a rogue can. A dwarf can also
intuit depth, sensing his approximate depth underground as naturally as a human
can sense which way is up. Dwarves have a sixth sense about stonework, an innate
ability that they get plenty of opportunity to practice and hone in their underground
homes.
- Stone and Metal Craft: +2 racial bonus on Craft checks that are related
to stone or metal; +2 racial bonus on Appraise checks that are related to stone
or metal items.
- Traditional Enemies: +1 racial bonus to attack rolls against orcs
and goblinoids (goblins, hobgoblins, and bugbears); +4 dodge bonus against giants.
- Automatic Languages: Local Regional Language, Local Common (if different
from Local Regional Language) and Dwarven.
- Bonus Languages: Giant, Gnome, Terran, Local Regional and Local Goblinoid
languages. (Exact list of available bonus local languages varies with region.)
- Favored Class: Fighter. A multiclass Rockhome dwarf's fighter class
does not count when determining whether he suffers an XP penalty (see "Experience
for Multiclass Characters" in Chapter 3: Classes of the Player's
Handbook).
Rockborn Dwarf Racial Traits updated: July
11, 2003 (version 2.1)
Kogolor Dwarf
Kogolor Dwarves are a dwarven subrace found only in the Hollow
World.
Racial straits still under development
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Elves
Wood Elf
Wood Elves are the prototypical elf race in Mystara.
After the Great Rain of Fire, the hero Ilsundal, who would eventually become
the main Immortal patron of the elven people, lead the ancestors of the wood
elf people out of the Sylvan Realm, to the western regions of the continent
of Brun and then eastward, eventually ending their migration in the region that
is now known as Alfheim. [More Details...]
Wood Elf Racial Traits
Wood elf characters have the following racial traits:
- Regions: (The Known World)
While Mystaran wood elves mingle freely with the other races throughout this
region of Mystara they are most likely to be found
in the following countries: Alfheim; Darokin; Karameikos; Glantri; Minrothad
(esp. Alfeisle); Thyatis (esp. Vyalia County); Wendar,
- Ability Modifiers: +2 Intelligence, -2 Constitution: Mystaran wood
elves value study and contemplation over the feats of agility learned by many
elves of other worlds.
- Size and Speed: Medium size; Elven base speed is 30 ft.
- Low-light Vision: Wood elves can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of poor illumination. They retain
the ability to distinguish color and detail under these conditions.
- Sleep Immunity: Immunity to magic sleep spells and effects.
In addition, wood elves do not sleep, but instead meditate in a deep trance
for 4 hours. (For the complete description of the elven trance, see Elves
in Chapter 2: Races of the Player's Handbook.)
- Saving Throw Bonus: +2 racial saving throw bonus against Enchantment
spells or effects.
- Keen Observation: +2 racial bonus on Listen, Search, and Spot checks.
An elf who merely passes within 5 feet of a secret or concealed door is entitled
to a Search check to notice it as if she were actively looking for the door
- Weapon Proficiencies: All wood elves are proficient with either longsword
or rapier; and with shortbow, longbow, composite longbow, and composite shortbow.
- Automatic Languages: Local Regional Language, Local Common (if different
from Local Regional Language) and Elven.
- Bonus Languages: Draconic, Sylvan, Local Regional and Local Goblinoid
languages. (Exact list of available local languages varies with region.)
- Favored Class: Wizard. A multiclass wood elf's wizard class does
not count when determining whether he suffers an XP penalty (see "Experience
for Multiclass Characters" in Chapter 3: Classes of the Player's
Handbook).
- Magical Training:† To many outsiders, it almost seems as if every
elf, regardless of profession or role, has been trained in the use of some small
amount of arcane magic. In point of fact, traditional wood elf society has a
great deal of respect for those who take it upon themselves to learn even the
most basic tenets of wizardry. Thus, members of any traditional elven society
- whether membership is by birth or adoption - who also have the aptitude for
wizardly magic (Intelligence 10+), meet all the prerequisites for the
Elven Magical Training regional
feat.
- Fighting Magi:† Traditionally, wood elves place an equally great
emphasis on the skilled use of both arcane and martial training. As a result,
any individual who has been trained in their first level of Wizard by a member
of a traditional elven society (or by someone else who was so trained) are always
taught the skill of casting arcane magic without fear of failure due to the
restrictions of armor.
Result: Instead of gaining the Scribe Scroll feat at 1st-level,
elven-trained Wizards automatically gain the Still Spell feat, and thus
immediately gain the ability to memorize any spell in a slot one level higher
in exchange for the ability to cast it without fear of failure due to physical
restrictions of any kind (including those caused by most armor). Note that at
first level, the elven-trained wizard may only apply this feat to cantrips.
† There are several regions in Mystara that are specifically
known to be strongholds of traditional elven society. Where this is the case, it
is noted where the relevant regions are described in detail (see the
Mystaran Settings section). A DM may define any
community of wood elves as a "traditional elven society" simply by having it supply
the benefits, and adhere to the restrictions, specified for these two traits.
Wood Elf Racial Traits updated: July 04,
2003 (version 2.0)
Wood Elf Vital Statistics
Wood elves mature at a faster rate than standard elf race as
specified in Chapter 2: Races of the Players Handbook
[PHB], and their average height is about
2" taller. Additionally, most wood elves feel the "call of the forest" after adventuring
for a century or so and return home from their wandering, although some may continue
adventuring for several centuries if they are able to do so.
Add the following information for wood elves to Tables 6-4, 6-5 and 6-6 of the
Player's Handbook [PHB]:
Table 6-4: (modifications) Random Starting Ages
Brd Clr
Brb Ftr Drd
Rog Pal Mnk
Race Adulthood Sor Rgr Wiz
Elf, wood 20 years +4d6 +6d6 +10d6
Table 6-5: (modifications) Aging Effects
Middle Maximum
Race Age Old Venerable Age
Elf, wood 350 years 525 years 700 years +4d% years
Table 6-6: (modifications) Random Height and Weight
Base Height Base Weight
Race Height Modifier Weight Modifier
Elf, wood, man 4'5" +2d8 85 lb. x (1d6) lb.
Elf, wood, woman 4'5" +2d8 80 lb. x (1d6) lb.
Wood Elf Vital Statistics updated: July
11, 2003 (version 1.4)
Water Elf
The Water Elves are an elven subrace found primarily in the
Minrothad Guilds.
Racial traits still under development
Shadow Elf
The Shadow Elves are an elven subrace who hail from caverns
located deep between the outer surfaces of the Known World
and the inner surface of the Hollow World.
Despite a few superficial similarities to the Drow Elves
found in other campaigns, the Shadow Elves are a very different
race and should not be confused with the former.
Racial traits still under development
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Gnomes
Earth Gnome
Earth Gnomes.... [More Details...]
Earth Gnome Racial Traits
Earth gnome characters have the following racial traits:
- Regions: (The Known World) Earth gnomes do not have a country
they call their own and they are much less common than the other core races
throughout this region of Mystara.
Major concentrations of Gnomes can be found amongst the
dwarves of Rockhome, and there are several gnomish communities in the hillier
regions of the midlands of Karameikos, most notably the gnome stronghold
of Highforge. Gnomes who are not from one of these larger communities are generally
from the larger, more cosmopolitan areas, where gemcutters, mechanics or sages
are in high demand. The most common countries an adventuring Gnome could be
from include: Darokin (esp. Darokin City, Athenos, Selenica); Karameikos
(esp. Highforge, Specularum); Ierendi (esp. Ierendi
City); Minrothad (esp. Minrothad City); Rockhome and Thyatis (esp. Thyatis City);
- Ability Modifiers: +2 Constitution, -2 Strength.
- Size and Speed: Small size; Earth gnome base speed is 20 ft.
- Low-light Vision: Earth gnomes can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor illumination.
They retain the ability to distinguish color and detail under these conditions.
- Saving Throw Bonus: +1 racial bonus on saving throws against earth-based
spells and attacks, including acid and petrifaction.
- Stonecunning: Stonecunning grants earth gnomes a +2 racial bonus
on checks to notice unusual stonework, such as sliding walls, stonework traps,
new construction (even when built to match the old), unsafe stone surfaces,
shaky stone ceilings, and the like. Something that isn't stone but that is disguised
as stone also counts as unusual stonework. An earth gnome who merely comes within
10 feet of unusual stonework can make a check as if he were actively searching,
and an earth gnome can use the Search skill to find stonework traps as a rogue
can. An earth gnome can also intuit depth, sensing his approximate depth underground
as naturally as a human can sense which way is up. Earth gnomes have a sixth
sense about stonework, an innate ability that they, like their
Rockhome Dwarf cousins (with whom they share much
in common), get plenty of opportunity to practice and hone in their underground
homes.
- Stone and Metal Craft: +2 racial bonus on Craft checks that are related
to stone or metal; +2 racial bonus on Appraise checks that are related to stone
or metal items: Earth gnomes share the Dwarves' particular affinity to stone
and metalwork.
- Invention: +1 racial bonus on Craft checks that are related to machinery
and works of Engineering; +2 racial bonus on Alchemy checks: earth gnomes love
to tinker and create all kinds of wonderful inventions involving strange mechanism
and frequently explosive chemical reactions.
- Traditional Enemies: +1 racial bonus to attack rolls against kobolds
and goblinoids (goblins, hobgoblins, and bugbears); +4 dodge bonus against giants:
earth gnomes battle these creatures frequently and practice special techniques
for fighting or avoiding them.
- Automatic Languages: Local Regional Language, Local Common (if different
from Local Regional Language) and Gnome.
- Bonus Languages: Draconic, Dwarven, Elven, Giant, Local Regional
and Local Goblinoid languages. (Exact list of available bonus languages varies
with region.) Earth gnomes deal more with elves and dwarves than elves
and dwarves deal with one another, and they learn the languages of their enemies
(kobolds, giants, goblins and orcs) as well.
- Speak with Burrowing Creatures: Once per day, an earth gnome can
use speak with animals as a spell-like ability to speak with a burrowing
mammal (a badger, fox, rabbit etc.). This ability is innate to earth gnomes.
It has a duration of 1 minute (the earth gnome is considered a 1st-level
caster when he uses this ability, regardless of his actual level). See the
speak with animals spell description in Chapter 11: Spells
of the Player's Handbook.
- Favored Class: Rogue. A multiclass earth gnome's rogue class does
not count when determining whether he suffers an XP penalty (see "Experience
for Multiclass Characters" in Chapter 3: Classes of the Player's
Handbook).
Earth Gnome Racial Traits updated: July
04, 2003 (version 2.0)
Earth
Gnome Vital Statistics
Mystaran earth gnomes mature at a faster rate than the standard
gnome race as defined in Chapter 2: Races of the Player's Handbook
[PHB], and their average height is also
several inches taller.
Add the information for standard gnomes to Tables 6-4, 6-5 and 6-6 of the Player's Handbook [PHB]:
Table 6-4: (modifications) Random Starting Ages
Brd Clr
Brb Ftr Drd
Rog Pal Mnk
Race Adulthood Sor Rgr Wiz
Gnome, earth 20 years +2d4 +3d6 +4d6
Table 6-5: (modifications) Aging Effects
Middle Maximum
Race Age Old Venerable Age
Gnome, earth 50 years 75 years 100 years +5d20 years
Table 6-6: (modifications) Random Height and Weight
Base Height Base Weight
Race Height Modifier Weight Modifier
Gnome, earth, man 3'0" +2d6 40 lb. x 1 lb.
Gnome, earth, woman 2'10" +2d6 35 lb. x 1 lb.
Earth Gnome Vital Statistics updated: July
11, 2003 (version 1.1)
Skygnome
Skygnomes.... [More Details...]
Skygnome Racial Traits
Skygnome characters have the following racial traits:
- Regions:
(The Known World) The skygnome subrace is almost exclusively confined
to the floating city of Serraine in this region of
Mystara,
thus an adventuring skygnome will most likely be from that city;
(The Hollow World) The skygnome subrace is almost exclusively confined
to the House of Oostdok on the floating continent of Valoin-Flamaeker in this
region of Mystara, thus a adventuring skygnome from
the Hollow World will most likely not only be from that floating continent,
but also from that House;
- Ability Modifiers: +2 Dexterity, -2 Strength: skygnomes are less
hardy than earth gnomes but make up for this with increased agility.
- Size and Speed: Small size; Skygnome base speed is 20 ft.
- Low-light Vision: Skygnomes can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of poor illumination. They retain
the ability to distinguish color and detail under these conditions.
- Keen Ears: +2 racial bonus on Listen checks.
- Saving Throw Bonus:† +1 racial bonus on saving throws against air-based
spells and attacks, including lightning and electrical attacks. This replaces
the earth gnome's bonus against earth-based effects.
- Flightcunning:† This replaces the earth gnome's Stonecunning ability.
With flightcunning, a skygnome can intuit height above ground and speed while
flying as naturally as a human can sense which way is up. Additionally, a skygnome
can also use a Spot check (DC 10) to determine if weather patterns are natural
or in any way affected by magic.
- Sure Footed:† +1 racial bonus on Balance, Climb and Jump checks.
Skygnomes are agile, sure-footed and fearless of heights.
- Aerial Acrobats:‡ +2 luck bonus to reflex saves when attempting to
prevent falling from any heights greater than 10 feet. This ability only works
in a skygnome's natural habitat (the sky).
- Invention: +1 racial bonus on Craft checks that are related to machinery
and works of Engineering; +2 racial bonus on Alchemy checks: earth gnomes love
to tinker and create all kinds of wonderful inventions involving strange mechanism
and frequently explosive chemical reactions.
- Automatic Languages: Local Regional Language, Local Common (if different
from Local Regional Language) and Gnome.
- Bonus Languages: Draconic, Dwarven, Elven and the Local Regional
Languages of the areas that Serraine or the flying continent of Valoin-Flamaeker
regularly travel over. A list of "fly over" regions is included in the regional
write up for both Serraine and Valoin-Flamaeker. Exactly which other languages
are available varies based on that information.
- Favored Class: Rogue or Expert. A multiclass skygnome's rogue or
expert class (whichever has the highest class level) will not count when determining
whether he suffers an XP penalty (see "Experience for Multiclass Characters"
in Chapter 3: Classes of the Player's Handbook).
† These abilities effectively replace the standard earth
gnome abilities and bonuses related to earth, stone and metal: saving throws vs.
earth based magic, stonecunning, appraisal, stone and metal craft and the language
ability to speak with animals. Mystaran skygnomes have abandoned most of
their ancestral affinity for earth and metal in exchange for their affinity with
the air and sky.
‡ These abilities effectively replace the standard earth
gnome abilities and bonuses related to combat with the traditional enemies: attacks
vs. kobolds and golblinoids and AC bonus vs. Giants. Mystaran skygnomes have virtually
no contact with the "traditional" enemies of their earth gnome cousins and so no
longer emphasize the skills required to attack and defend against them effectively.
Instead they have refocused their natural skills and abilities towards dealing with
the dangers they do encounter regularly, and thus gain an increased effectiveness
and awareness in precarious locations.
Skygnome Racial Traits last updated: June
07, 2003 (version 1.2)
Skygnome
Vital Statistics
Mystaran skygnomes, like the
earth gnomes, mature at a faster rate
than the standard gnome race as defined in Chapter 2: Races of the
Player's Handbook [PHB], and
their average height is also several inches taller..
Add the following information for skygnomes to Tables 6-4, 6-5 and 6-6 of the
Player's Handbook [PHB].
Table 6-4: (modifications) Random Starting Ages
Brd Clr
Brb Ftr Drd
Rog Pal Mnk
Race Adulthood Sor Rgr Wiz
Gnome, sky 20 years +2d4 +3d6 +4d6
Table 6-5: (modifications) Aging Effects
Middle Maximum
Race Age Old Venerable Age
Gnome, sky 50 years 75 years 100 years +5d20 years
Table 6-6: (modifications) Random Height and Weight
Base Height Base Weight
Race Height Modifier Weight Modifier
Gnome, sky, man 3'0" +2d6 40 lb. x 1 lb.
Gnome, sky, woman 2'10" +2d6 35 lb. x 1 lb.
Skygnome Vital Statistics created: June
07, 2003 (version 1.0)
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Half-Elves
Use the following guidelines for Mystaran half-elves:
In Mystara, all human/elf offspring can be
referred to as half-elves with the physical features of both races, but some
have all human racial abilities, some have all elf racial abilities and some
may, indeed, have standard 3E half-elf racial- abilities. All half-elves,
regardless of which racial abilities they possess, also gain the elven-blood racial
ability. Half-elves may also be assigned initial languages based on whether they grew up with Elves or Humans
and choosing whether they substitute Still Spell for Scribe Scroll when becoming
wizards (see the Fighting Magi ability of the Mystaran Elves for more details) will depend on whether they learned their
first level of the wizard class from a traditional Elf community or not.
As described in Elves of Alfheim, Mystaran elf and human genetics
are not 100% compatible and, unfortunately, certain pairings may
not produce viable offspring. Specifically, when a female human and a male
elf produce male offspring the child will always be stillborn. All
offspring expected from different human and elf pairings are described below:
- Female human and male elf
-
- Female offspring: half-elf with human or half-elf racial features.
- Male offspring: stillborn
- Female elf and male human
-
- Female offspring: half-elf with human or half-elf racial features.
- Male offspring: half-elf with elf or half-elf racial features.
As a result of the same incompatibility between elf and human genetics,
Mystaran half-elves do not always
"breed true" with each other or with humans and elves. The
offspring expected from different half-elf and half-elf, human or elf pairings
are described below:
- Female half-elf and male half-elf
-
- Female offspring: 50% - half-elf with human or half-elf racial features;
50% - pure elf.
- Male offspring: 50% - half-elf with elf or half-elf
racial features; 50% - pure human who does not inherit the elven-blood
racial trait.
- Female half-elf and male human
-
- Female offspring: 50% - half-elf with human or half-elf racial
features; 50% - pure human who does not inherit the elven-blood racial trait.
- Male offspring: 50% - half-elf with elf or half-elf racial
features; 50% - pure human who does not inherit the elven-blood
racial trait.
- Female half-elf and male elf
- Female offspring: 50% - half-elf with
human or half-elf racial features; 50% - pure elf.
- Male offspring: 50% - pure elf; 50% - stillborn.
- Female human and male half-elf
- Female offspring: 100% - half-elf with
human or half-elf racial features.
- Male offspring: 100% - pure human who does not inherit
the elven-blood
racial trait.
- Female elf and male half-elf
- Female offspring: 100% - pure elf.
- Male offspring: 100% - half-elf with elf or half-elf
racial features.
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Half-Orcs
Racial traits still under development
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Halflings
Hin
The Hin ....
Hin Racial Traits
Hin characters have racial traits identical to those of the core
halfling race as specified in the Players Handbook [PHB], except as follows:
- Regions: (The Known World)
Although the largest concentrations are, of course, found in the Hin homeland
of The Five Shires, pockets of Hin can be found throughout this region of
Mystara. The most common countries that an adventuring
Hin might be from include: Darokin; Five Shires, Karameikos; Minrothad (esp.
Open Isle); Rockhome and Thyatis. One country a Hin is not likely to
be from is Glantri, where Halflings have sometimes been treated as little more
than lab specimens by wizards hoping to learn the secrets behind their race's
innate resistance to spells and energy damage.
- Woodland Blending: +2 racial bonus to Hide checks when in an outdoor area of woods or underbrush.
- Automatic Languages: Local Regional Language and Local Common (if
different from Local Regional Language).
- Bonus Languages: Dwarven, Elven, Gnome, Lalor (Halfling), Local Regional
and Local Goblinoid languages. (Exact list of available bonus local languages
varies with region.)
Hin Racial Traits updated: Feb 01, 2004
(version 3.0)
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Other Mystaran PC Races
aces listed in this section have been given details
in at least one Mystaran source for use as a PC race. In addition to the 3E
racial traits references to all relevant original sources will be provided.
These PC races have been categorized by the monster type specified in their
entry in the Monstrous Manual section of this web
site or the Monstrous Manual [MM],
whichever is appropriate. The definition of each monster type is given in the
first chapter of the Monstrous Manual [MM].
Other Humanoid Races
Goblin
Racial traits still under development
Kobold
Racial traits still under development
&c.
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Monstrous Humanoid Races
Lupin
Racial traits still under development
Rakasta
Racial traits still under development
Tortles
Racial traits still under development
&c.
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Fey Races
Sidhe
Racial traits still under development
Pooka
Racial traits still under development
&c.
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Shapechanger Races & Templates
Arenea
Racial traits still under development
Were
Racial/Template traits still under development
&c.
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