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Rural Home Superheroes and Villains 1944-1945

Rural Home Superheroes and Villains 1944-1945

Detailed profiles of Rural Home superheroes are provided here. But for the story behind these idiosyncratic heroes and the scoundrel who published them, check out my 30+ page article in Roy Thomas’ Alter Ego #164, on sale now, by clicking on this link.

The article details the machinations many a fly by night publisher, and a few established ones, undertook to get away with not honoring wartime paper limitations. It’s a good read, full of obscure superheroes many not included here, and beautifully laid out by Roy Thomas and the folks at Twomorrows publications. If you’re interested in the golden-age or silver-age of comic books, their magazines are well worth your consideration. End of plug.

The Rural Home Universe

The Rural Home Universe, short-lived as it was, is one of whimsy and diversity. Heroes address threats as wide-ranging as gleefully evil ghosts to mundane labor disputes. Magical forces operate throughout, empowering heroes such as the Duke of Darkness and Captain Wizard. The quixotic world of entertainment figures prominently in the stories of the Prankster, the Menace and Mr. Ree. In contrast, the stories of the Toreador, Steel Fist and Driftwood Davey are grounded in working class and even itinerant settings. While the quality of story-telling is variable at best, there is a novel attention to under represented populations that is often intriguing, sometimes empowering and occasionally embarrassing.

The known adventures of Rural Home heroes only spawn a few years. As such, who constitutes a major versus a minor hero is more difficult to determine. Green Turtle and Captain Wizard appear to be the most prominent of the realm. What is clear is that a greater percentage of Rural Home heroes made their home in foreign countries than in most other known universes. Green Turtle operates out of war torn China, El Kuraan in modern Egypt, Jun-Gal in Central Africa, The Toreador in Mexico and Maureen Marine in the undersea realm of Atlantis. The dapper Cobot is the globe-trotting representative of an international police force.

Given this geographical diversity, ethnic diversity is nearly inevitable, though the chief heroes of Rural Home are often white. However, El Kuraan is Arab and clearly proud of his heritage. Red Eagle is a Native American pilot unfortunately racist in his attitudes towards enemy Japanese combatants. Green Turtle’s ethnicity is unknown, but his three key operatives are all clearly Asian. The Toreador’s chief ally is Pedro, a Mexican man, while Jun-Gal’s staunch defender is the African-American Mammy, both stereotypically portrayed. Yet the Toreador and Jun-Gal show genuine interest in the welfare of their adopted peoples. And in a kid gang called the Secret Seven, an African-American youth named Jimmie is portrayed without resorting to cliched dialogue; indeed, he is the official secretary of the group. Given a more consistent perspective, the Green Turtle Universe could have been one of the more progressive of the period.

Women play some role in the Rural Home universe as well, but not as prominently as in some heroic universes. Maureen Marine is the adopted queen of Atlantis, but possesses no extraordinary abilities other than to be able to breathe underwater. Youthful heroes are similarly present but not predominant. The Crash Kid is probably the most independent. The mysterious Green Turtle is assisted by Burma Boy, respectively.

Colorful villains are definitely present, but few make return appearances. The one-eyed Satanas, hailing from the planet Pluto, has the greatest potential for being a major and persistent player. Professor Evil, a malevolent ghost, has everything necessary to be the arch fore of the Duke of Darkness except sufficient opportunity. As with the heroes, various ethnicities are also to be found among the villains. The Toreador’s Eurasian foe, Mishi, is well dressed and spoken. Miss Shady and Firebird’s Valkyrie are among the few femme fatales to be found here.

Rural Home Superhero Profiles

The BLUE CIRCLE

Secret Identity: Len Stafford, wealthy young inventor.

Origin: Never revealed.

Abilities: Stafford is good with his fists and a master strategist.
Attire: The Blue Circle wears a blue jodhpurs, boots and cowl, with a white billowy shirt and a red cape. Out of costume, Stafford is a handsome and dapper fellow.

Modus Operandi: The Blue Circle leads a group of seven pardoned criminals who use their intimate knowledge of criminal technique to help stamp out crime. Their membership varies at times, but they all sit around a circular table after being summoned by a slip of paper with the time they are to meat and—naturally—a blue circle. None of them appear to know his secret identity.

Members of the Blue Circle Council:

Fixer. Formerly a crooked, big-time gambler.

Saunders. Specialized in forgeries, the Circle’s art expert.

Frank Craven. A bank teller with a criminal record.

Mike Tyler. Ex-thief who specialized in hijackings.

Greg Stern. Reformed counterfeiter, said to have been the best in the business.

Joey. Also a reformed counterfeiter.

Chuck, Chick, Willie, Louie and Marty. Their areas of expertise were never identified.

Notable Adversaries:

Danny Maxim. Gang leader skilled in disguise, who killed his own twin brother when he attempted to go straight. Maxim attempted to impersonate Greg Stern, not realizing he was a member of the Blue Circle Council. Blue Circle 2 (1944).

Sightings: Blue Circle Comics 1-5, (cover only) 6; Roly Poly Comics 15

Active: 1944-46

The BOGEY MAN

Original Identity: Kendall Richard, mystery novelist

Origin: Richard believed he had finished the perfect murder mystery. Unfortunately the manuscript is stolen by criminals. Crime boss Rusty Blade proceeds to kill Richard using his idea. The method may not have been so perfect after all as Richard escapes the coffin that was dumped into the deep. As Richard is presumed dead, the novelist adopts the identity of the Bogey Man to avenge all murders and other crimes.

Attire: Richard continues to wear the same a dark blue suit, overcoat, and hat as the Bogey Man, only adding an eye mask. As he had a mustache in both identities, the disguise is incredibly poor and in his next appearance he has shaved it off.

Abilities: Bogey Man has no special powers, though even as a novelist he was known to be a tornado of a fighter.

Modus Operandi: The Bogey Man fights crime outside the law and is suspected by the Police Commissioner. He attempts to evoke fear in criminals, leaving cards that read “The Bogeyman will get you if you don’t watch out!”

Friends and Allies: The Bogey Man is a loner.

Notable Adversaries:

Dirty Dan. Unkempt and homely, Dirty Dan is also “the boss of the underworld.” His shirt frequently comes unbuttoned revealing a hairy pot belly. Merry nn (1945).

Rusty Blade. Overweight, balding and vicious crime boss. Red Band 1-2 (same story)

Sightings: Red Band Comics 1-2 (same story), 3 (his shadow on the cover only); Great Comics 1 (Jubilee); Merry Comics nn; Zoom Comics nn—text only (active 1944-45

Active: 1944-45

CAPTAIN WIZARD

Original Identity: A war veteran named Joe “bored with civilian life.”

Origin: In a deserted wax museum, the veteran discovers a wizard named Theophrastus Bombastus Paracelsus come to life. Recognizing the fellow as a good man, the wizard conjures up clothes and cape that allow the former soldier to fly.

Powers: Captain Wizard’s cape allows him to fly. He can also ask the cloak to make him bulletproof. If someone removes his cape, he can order it to attack the thief. On another occasion he uses the magic words “melek tawas” to transport himself across the miles or “taratara boom boom” to turn men into toys.

Appearance: Captain Wizard is dark-haired with a mustache. He wears a red cape, eye mask and trousers. In addition, he wears an open-necked white shirt and blue-black leather boots and belt. In 1946, he adopts a red, form-fitting costume with yellow cape, boots, belt and eye mask.

Modus Operandi: Captain Wizard operates in a world of both eccentric non-magical villains and magical forces.

Friends and Allies:

Baldy Bean. Derby wearing, cigar smoking, shot bald man who is an offbeat entrepreneur and salesman.

Kate. Joe’s romantic interest who knows his secret.

Notable Adversaries:

Mr. Mischief. Bald madman with a chin hair and a short-upturned mustache. He has a large nose, bulging eyes and especially bushy eyebrows. Mr. Mischief has the oblivious Bean sell tiny toy men (miniatures of Baldy Bean) who commit crimes in the homes into which they’re brought. A giant, bald, suit-wearing giant named Excilir also obeys his every command. Mischief vows to return to bedevil Captain Wizard again. Meteor Comics 1 (1945).

Sightings: Red Band Comics 3-4; Meteor Comics 1; Captain Wizard 1; Atomic Bomb nn (cover only).

Active: 1945-46

Crash Kid on the cover of Cannonball 2

CRASH KID

Original identity: Rusty Adams, the “demon” copy boy of the Daily Herald.

Origin: None provided.

Abilities: Adams is a smart, extremely acrobatic boy who possesses “lightning speed” and “power beyond his years.”

Appearance: The Crash Kid is colorfully clad in green, yellow, red and lavender, complete with black eye mask.

Modus Operandi: The adult reporters at the Herald don’t give credence to Adams ideas about crimes he hears about while working for the Herald. He adopts the identity of the Crash Kid to follow up on his excellent hunches.

Friends and allies:

Pook. An overweight taxi driver who knows Adams’ secret, drives him to crimes scenes, and often joins in his fights.

Notable adversaries: None

Sightings: Cannonball Comics 1-2

Active: 1945

The DUKE of DARKNESS

Original Identity: Paddy Sullivan, police officer.

Origin: When Sullivan is killed in action, he returns as a ghost called the Duke of Darkness on the day of his funeral.

Abilities: The Duke can become material or immaterial, passing through walls or jail cell bars with equal ease. He can expand in size, but as he does his strength decreases. When he shrinks in size, his strength increases. When immaterial, the Duke can glide through the air. He also possesses other mystical powers.
Appearance: The Duke is a handsome fellow even with his ghostly white skin. He has a good physique and wears dark blue trunks, boots, gloves and cape that complement his blue-black hair perfectly. There are no pupils in his eyes, which are surrounded by thin band of dark blue instead of eyebrows.

Modus Operandi: As a “good” ghost, the Duke of Darkness devotes himself to defeating evil manifestations of the spirit world. The Duke lives in a city jail cell between adventures.

Friends and Allies:

The Chief. The chief of police serves as the Duke’s irascible jailer, with whom the Duke maintains an affectionate adversarial relationship. The chief doesn’t believe the Duke is actually a ghost, but is exasperated and at a loss as to explain how he keeps on disappearing out of his jail cell and then appearing there again at the end of each adventure.

Notable Adversaries:

Mr. Morpheus Slumber. A dead body buried in a grave wills its spirit back into the realm of the living: “Even though his eyes are shut, his evil mind never ceases in it malevolent dreams of bring misery to the world!” He emerges from the grave riding an ethereal green unicorn. His face is red, his hair flat like a yellow skull cap. He wears a flowing purple shirt and boots, with red trousers and cape. Mr. Morpheus can generate horrible nightmares in those who sleep. Triple Threat Comics (1945).

The Prince of Paupers. Con man who dresses himself and his gang members as disabled people and beggars.Top Spot Comics 1 (1945).

Professor Evil. On the same day that Paddy Sullivan is buried, so is a great scientist named Professor Live who—in life—let his mind become twisted and warped. His ghost rises up as well, complete with ghostly white skin, brown goatee, round, blue-framed glasses and a green business suit and vest. This new ghost decides to reverse the letters of his last name and becomes Professor Evil. He has the same powers as the Duke of Darkness, though chooses to appear only as a talking shadow to his henchman. When they see his material self, he kills them. KO Komics (1945).

Sightings: KO Komics 1; Top Spot Comics 1; Triple Threat nn

Key chronicler: Bernard Bailey (Spectre, Hourman)

Active: 1945

EL KURAAN

Secret Identity: Jahn, an Arab newspaper reporter and chieftain’s son.

Origin: When an engineer discovers oil in the region of Santar, an unscrupulous Egyptian pasha attempts to capitalize on the American’s lack of knowledge of the region by driving the Santar tribe off their land. Jahn, the chief’s son, adopts a makeshift mask and traditional Arab garb to become El Kuraan and successfully leads his people in taking back their land from the Pasha.

Abilities: El Kuraan has no special powers, but is an excellent fighter and horseman.

Appearance: In civilian garb, Jahn is a handsome Arab man with a mustache, dressed in modern Western attire save for an unadorned fez. As the mysterious El Kuraan, Jahn wears a red scarf to hide his face and a traditional Arab head covering. A colorful guy, he also wears a red cloak over his blue robe, with light green trouser leggings showing underneath. El Kuraan holsters a gun and tucks a knife in his belt-sash for good measure. Two belts of ammunition cross his upper chest. A more stylized costume is portrayed on the cover of Red Circle 4: white turban and white face scarf, yellow cape, black vest with yellow lining, white sleeves, bare chest, wide white sash, blue trousers and brown boots.

Modus Operandi: AKA “The Desert Eagle.” El Kuraan acts to protect the interests of the Arab people, though he maintains a friendship with (and often assists) the American entrepreneur.

Friends and Allies:

El Hassin el Kahn. Jahn’s father, tribal chief of the people of Santar.

Paul Conway. American engineer and Jahn’s good friend.

Janis. American cabaret singer to whom Jahn and Conway take a liking.

Notable Adversaries:

The Pasha. Political rival of Jahn’s chieftain father. Red Circle 3 (1945).

Josef. A rogue Arab who once worked for Conway. Liberty 14, 15 (1946).

Sightings: Red Circle Comics 3, 4 (cover only); Liberty Comics 14-15

Active: 1945-46

The GREEN TURTLE

Secret Identity: Unknown. The narrator of his adventures furthers this mystery by ending some stories of the hero with the question, “Who is the Green Turtle?”

Origin: Unknown even to his assistant Burma Boy, who expresses considerable interest in the matter.

Abilities: The Green Turtle is an excellent athlete and fighter. In addition, the Turtle’s shadow inexplicably displays a red mouth, white eyes and clawed hands which evokes in Japanese who see it considerable distress. One narrative goes so far as to suggest that “the shadow of the Green Turtle interferes with Hiro’s grizzly plans,” suggesting a mystical element to the hero. The Turtle is also an excellent pilot, flying a “strange rocket plane” that has a green, mildly turtle-like appearance to it.

Appearance: The Turtle sports a distinctive green cape that creates the appearance of a turtle’s back, which he uses while aiding the Chinese against the Japanese invader. In addition, he wears green boots, trunks, glove and cowl, leaving his legs, arms and chest bare. The Turtle’s partially masked face is always turned away from the reader, presumably to further the air of mystery that surrounds him. His skin coloring suggests at minimum a partially Anglo heritage.

Modus Operandi: The Green Turtle operates out of a secret mountain lair in China, doing battle with the Japanese efforts to conquer the country.

Friends and Allies:

Burma Boy. Costumed Asian adolescent who assists the Green Turtle in his missions. He affirmed his undying loyalty to the hero after the Green Turtle rescued him from Japanese forces. In addition to being an excellent fighter, Burma Boy utters traditional aphorisms. He is only portrayed in costume on the cover of Blazing 3, a complementary uniform of red, green and yellow, with a green turtle insignia on his chest.

Wun Too. The Green Turtle’s loyal, elderly Chinese servant. Wun Too mans the hero’s short wave receiver, which is how the Green Turtle learns of needed missions.

Ra-Ting. Lovely Chinese woman whom the Green Turtle had also rescued in the past. She resides in the Turtle’s lair with Burman Boy and Wun Too.

Notable Adversaries:

Lt. Tasatu. Japanese operative provided with a costume and plane precisely like that of the Green Turtle. His mission is to “despoil the fabulous reputation of the Green Turtle.” As General Kimonak gloats, “No one has yet seen the face of the Turtle, hence our masquerade cannot fail.” Blazing 3 (1944).

Sightings: Blazing Comics 1-5

Original Chronicler: Hing Chu

Active: 1944-45

JUN-GAL

Original Identity: Joan Teal, young daughter of white explorers. Now, white-hating queen of the Tagoma people of equatorial Africa.

Origin: As Jun-gal’s own nursemaid finally explained to her, “Many years ago, your Mammy and Pappy set out to search for the Pit of Death. Not far from this very spot your Mammy and Pappy were killed by the Tagoma warriors who didn’t like white people either! The Tagomas spared you and me! When you grew up, they made you queen of the tribe and protectress of the Pit of Death.”

Abilities: A fierce and agile fighter, it’s possible the radium present in the Pit of Death infused the young girl with some of her abilities.

Appearance: For most of her adventures, Jun-gal of the long flowing blonde hair wore a yellow and red floral dress that had belonged to her mother. As queen, she also wears a red feathered headdress for ceremonial occasions. Later, she adopted the more traditional animal skin bikini of jungle-based heroines.

Modus Operandi: The intrusion of German Nazis in Blazing 2 leads Jun-gal to vow that no white person shall ever be allowed to enter their village again. As the white queen of the Tagoma people, Jun-gal has sworn to protect them and the legendary “Pit of Death,” which is actually a deposit of flaming radium much sought after by interlopers. But Jun-gal doesn’t actually realize she’s white until more white men crash land near her village in Blazing 4. Indeed, Jun-gal initially intends to sacrifice them to the Pit of Death given her past experience with Nazis. Once, when Jun-gal tries to leave the tribe to resume a civilized life, she learns a witch doctor’s warnings are correct: she cannot leave the radium-infused environment without risking certain death.

Friends and Allies:

Mammy. Jun-gal’s fiercely loyal companion who originally came from the African city of Dunbor, where she was hired by Jun-gal’s parents to serve as her nanny while they searched for the Pit of Death. She has served as Jun-gal’s surrogate mother ever since her parents death, the memory of which the heroine had suppressed and which Mammy never told her.

Gamambi. Witch doctor of the Tagoma people.

Lieut. Ronald Teal. Jun-gal’s American cousin.

Ned. Ronald’s military associate, who takes a fancy to Jun-gal.

Notable Adversaries:

Waboona. Muscular witch doctor of the rival Gomambi people. He has an odd orange feathered headdress, neckdress and loincloth. It is said to mean death to merely touch him. Waboona commands black magic and one of his voodoo dolls allow him to force Jun-gal to walk into fire. Only Mammy’s courageous intervention releases Jun-gal from his power, and then it is the queen’s task to rescue her. Waboona apparently dies in the fire that he intended for Jun-gal. Blazing 3 (1944).

Sightings: Blazing Comics 1-5

Original Chronicler: Harold DeLay (Maureen Marine)

Active: 1944-45

MAUREEN MARINE

Original Identity: Maureen (last name never revealed)

Origin: The adolescent daughter of a fishing boat captain, Maureen stows away on her father’s boat against his wishes. When a German u-boat attacks the ship, her father is killed and Maureen sinks into the sea. But Father Neptune saves her, granting her the power to breathe underwater. The queen of Atlantis is dying, and Neptune selects Maureen to be her successor.

Abilities: Maureen can breathe underwater and rides a giant sea turtle throughout her realm.
Appearance: Queen Maureen is blonde-haired. She wears a purple crown and cape and wears a short-sleeved forest green dress with a hemline at her knees. She wears white school girl socks and green shoes.

Modus Operandi: As queen of Atlantis, Maureen rules the weird fish-like inhabitants of her realm and must protect from external menace. Mostly these are comprised of strange underwater races, but in Blue Circle 5, Maureen foolishly shows mercy to a group of drowning Nazis, granting them the same power to breathe underwater as she has. Maureen has at her command a brigade of soldiers who similarly ride atop giant turtles.

Friends and Allies:

Father Neptune. The ancient god possesses a long white beard, trident and a gold shell crown. Nepune advises Maureen in all things.

Davey Jones. A portly figure in green paramilitary uniform and red cape, Jones is an ally of Neptune and Maureen. He comments casually that one visit is delayed because “I had quite few Nazi submarines to store in my locker.” Blue Circle 3-4 (1944).

Cerebus. An underwater, three-headed dog loyal to Maureen.

Notable Adversaries:

The Miro Men. An undersea race of yellow fish-headed creatures who ride on dark blue sea horses. They are led by a cunning fish-man named Lodar. Maureen’s allies ride on sea turtles. Blue Circle 1-2, 4 (1944).

The Ice Men. “Natural killers,” the Ice Men possess cubical torsos, arms and legs. They reside in a city of ice hidden in a vast undersea cavern. Never heard to speak, they freeze intruders to see if they turn into ice; if not, the intruders are turned into slaves. Blue Circle 3 (1944).

Sightings: Blue Circle Comics 1-5; Roly Poly Comics 15

Original Chronicler: Harold DeLay (Jun-Gal)

Active: 1944-45

The PRANKSTER

Secret Identity: Michael Morgan, professional comedian

Origin: Morgan decides to become a masked hero after breaking up a robbery with a loaded water pistol while wearing a comedy mask.

Abilities: The Prankster uses a variety of joke gimmicks and sleight of hand tricks, having a background as an amateur magician

Appearance: The Prankster wears a tuxedo and the mask of comedy over his face. In his last adventure, he wears a tuxedo, black eye mask and a top hat instead.

Modus Operandi: Morgan takes a playful approach to fighting crime, often playing pranks on criminals and innocents alike!

Friends and Allies:

Swifty Sweet. Sultry, brown-haired torch singer who works at the club where Morgan performs. She’s not averse to wielding a gun if she needs to. Her half-brother is a criminal named Trigs Wilson

Notable Adversaries:

Trigs Wilson. Gangster and blackmailer. It is his intimidation of his half-sister, Swifty Sweet, whom he hates, that leads to the creation of the Prankster. Red Circle 1 (1945).

Sightings: Red Circle Comics 1-3; Liberty Comics 14

Active: 1945-46

RED HAWK

Secret Identity: None. Also known as “the American Indian Ace,” Red Hawk’s precise tribal origins are not revealed.

Origin. No information available.

Abilities: Besides being a great pilot, Red Hawk has unique deductive abilities. As one military officer exclaimed upon Red Hawk’s approach: “Bless that Indian! If anybody can figure out the mystery of the Jap bomber, he can!” Red Hawk speaks Japanese well enough to successfully impersonate a Japanese officer.

Appearance: Red Hawk often flies shirtless, wearing animal skin trousers and a lone yellow feather protruding from the back of his head band. He wears his hair in two traditional braids.

Modus Operandi: Red Hawk is sent on special missions to wherever his special skills can best be utilized.

Friends and Allies:

Snowball. In one adventure, Red Hawk is assisted by a black native nicknamed Snowball, who resides on an island that doubles as a secret air base for the Americans. He is the last survivor of an aboriginal tribe whom the Japanese obliterated. He wears a loin cloth and has large, golden earrings that dangle from his ears. Blazing 2 (1944).

Notable Adversaries:

The Japanese. Operating in the Pacific theatre, Red Hawk has developed a hatred for the Japanese, exclaiming on one occasion, “One more good Jap. One more dead Jap.”

Sightings: Blazing Comics 1-5

Active: 1944-45

The STEEL FIST

Secret Identity: Tim Slade, steel plant work.

Origin: When Slade uncovers foreign agents at his place of work, they put his right hand into a vat of molten steel. The doctors fret that there’s no way to remove the hardened steel from his wrist. But while recuperating in the hospital, a woman clad in red, white and blue appears in a vision and transforms the attached steel into a fully functional fist to use in pursuit of justice.

Abilities: Possesses a steel fist.

Appearance: As the Steel Fist, Slade wears a yellow costume with blue boots, trunks, cape and mask. His skull is covered by a steel helmet with yellow studded trim.

Modus Operandi: Slade often uncovers plots against America while working at his plant.

Friends and Allies:

Justice. “Mythical figure” clad in a statue of liberty head piece, blue bodice with white stars and a long, red and white striped skirt. Justice also wields a sword. She is not seen after granting the Steel Fist his powers.

Thermopyle. Ned Pile is a short and feisty taxi driver first seen in Blue Circle 3. He is nicknamed Thermopyle because he always keeps a thermos full of coffee in his cab. He assists Slade in at least one adventure.

Notable Adversaries: Primarily Nazi saboteurs.

Sightings: Blue Circle Comics 1-5; Roly Poly Comics 15

Active: 1944-46

Rural Home Independent Villains

SATANAS

Name: Satanas

Origin: “So cruel, so wicked that he was barred from his own dark planet, Pluto, Satanas has come to ravage the earth. Possessed of a scientific knowledge far in advance of ours, he scorns our puny weapons.”

Attributes: Satanas claims to be immortal and bullets shoot right through him to no effect.

Appearance: Satanas has green skin and has pointed ears, slits for nostril, fangs and a black goatee. But far and away his most distinguishing feature is the single eye that rests just above his nose. Satanas favors a red, slouch hat and red cape, cloak and mini-boots.

Modus Operandi: He operates out of his space ship, which was designed to be a prison cell, but which he has converted into a scientific laboratory.

Friends and Allies: None

Notable Adversaries: None

Sightings: Red Band Comics 1-2, (cover only) 3; Zoom Comics nn; Great Comics 1 (Jubilee)

Active: 1944-45

Mark Carlson-Ghost

Images courtesy of the Digital Comics Museum of whom I am a proud supporter. They feature digital copies of nearly all of the comic books listed here, a wonderful free resource. Click on the above link and scroll down to find collections of digital comics organized by company.

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