J
Jehuti
Guest
Original poster
In-Character Thread
Humanity united in its purpose, and peace among all living things as the only foreseeable future.
This is our wish. This was also our world, 300 years ago—before we made a terrible mistake.
Now, each man and woman is cursed, and alone in their suffering. Our wish may never be granted.
Humanity united in its purpose, and peace among all living things as the only foreseeable future.
This is our wish. This was also our world, 300 years ago—before we made a terrible mistake.
Now, each man and woman is cursed, and alone in their suffering. Our wish may never be granted.
The Catalysts are a multicultural team of various nationalities and walks of life. They are a blended group of mercenaries, diplomats, and other skilled workers, contracted by an ostensibly peace-loving island nation to carry out missions in the interest of preserving peace (and acting as the nation's temporary army, when necessary). They are under the direct command of the Empress, a mysterious and whimsical ruler whose eye for politics has nonetheless captured the respect and imagination of her people, with many calling her a soothsayer. With her reputation as the world's richest and most formidable politician, many are eager to work for her, either to contribute to the peace effort, or simply for the lucrative wages.
A self-proclaimed "peace profiteer," she founded the Catalysts with the goal of nipping conflict in the bud and stopping wars before they start. The Empress has connections with almost every royal family in the world, and some of their members have even joined the Catalysts—after all, only the strong may rule, and their royal status could be revoked at any moment, if a stronger candidate seizes the throne. Newly joining the royal members of the Catalysts is the Empress's successor. No one is quite sure how exactly the Empress went about selecting her candidates, or what qualified this girl to be appointed as Crown Princess; she seems a bit useless, but the Empress insists on her accompanying the Catalysts on their missions, danger be damned. Regardless of what the Catalysts think of the Princess, their job is about to get a little more interesting. The Empress's enemies are about to make their move...
A self-proclaimed "peace profiteer," she founded the Catalysts with the goal of nipping conflict in the bud and stopping wars before they start. The Empress has connections with almost every royal family in the world, and some of their members have even joined the Catalysts—after all, only the strong may rule, and their royal status could be revoked at any moment, if a stronger candidate seizes the throne. Newly joining the royal members of the Catalysts is the Empress's successor. No one is quite sure how exactly the Empress went about selecting her candidates, or what qualified this girl to be appointed as Crown Princess; she seems a bit useless, but the Empress insists on her accompanying the Catalysts on their missions, danger be damned. Regardless of what the Catalysts think of the Princess, their job is about to get a little more interesting. The Empress's enemies are about to make their move...
Jehuti's Ten Commandments
I. All Iwaku forum rules apply. Who'd have guessed that one?
II. Signups have a basic approval process. Details can be found below with the character sheet.
III. No godmode abilities or uber characters. Game-breaking will be met with Divine Retribution.
IV. A basic combat system is in place for character duels and boss fights. You don't have to use it, if you and your partner's characters are sparring with a handicap for example, but it's there to resolve disputes.
V. As GM (Game Master) I govern the combat system. My word is law (except when it's joke).
VI. Ideal post length is not a thing; just make sure your post contributes something of substance.
VII. As DM (Douche Meister), if I can read and comprehend your English, it's good enough. Just do your best. If you receive criticism, take it as a suggestion to improve, not a demand to "do better or get kicked."
VIII. The vast majority of characters in this roleplay will be adults, living adult lives. Expect adult things to happen. If you're easily distressed by lurid descriptions of violent death, abandon hope all ye who enter.
IX. If you simply must have a sexually explicit scene, get a room. Keep this thread tasteful, please.
X. If you are absent for an extended period of time (multiple weeks), we will continue without you.
XI. Jehuti's Ten Commandments are subject to change, and as you've seen, additions in the excess of ten.
XII. Joining the Discord server is recommended. I wasn't sure where else to put this.
World Info
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In generations past, humanity survived in the shadows of magnificent magical creatures. With our agriculture, our tools and our medicines, we forged an alliance with the most powerful race of all: dragons. They sheltered us from evil monsters and bore burdens too great for any man, and we tended to their wounds and ailments.
This bond was as sacred as that between parent and child; and like children, we admired the dragons' wisdom and power. For some, this admiration turned to worship, and they dedicated their entire lives to the dragons. For others, admiration turned to envy, and envy to fear. Thus did these humans do what humans did best: they questioned. Did it not follow that those that accumulated wisdom should also accumulate power? Yet, as the wisdom of humanity grew, the dragons' power seemed to grow twice as fast. We could not comprehend this power the dragons called "magic." If the dragons continued to grow in power, would humanity still be needed?
"It is the way of the world," came their reply. "The strong survive, while the weak are left behind and lost to us."
What should have been taken as a challenge to grow and improve was taken as a declaration of war.
We knew that only dragons could possibly defeat dragons, and so it began with subterfuge and sabotage—and the death of a child. We took in a dragon's child and allowed the treatment of her rare illness to fail, until she became weak. We overpowered her, using her old teeth as weapons. We butchered her, making armor of her scales and weapons of her bones. We knew even then that we had committed grave sin, but we grit our teeth. Having no understanding of magic, crafting weapons from magic-infused dragon fossils was our only recourse.
With our stolen power, we continued the cycle of betrayal and death. Our path was not an easy one. In a single night, mankind had been divided. Many refused to fight. Others sided with the dragons. To this day, we remain divided over our histories, and peace is impossible. This is just one of the burdens we bear for our betrayal.
As the war drew to a close, we received neither the wrath nor the disappointment of the dragon king, but only sincere congratulations. The strong will survive, and the weak will be lost to the world. He would carry that belief to his grave. His queen would not be so generous. With her dying breath, she cursed humanity. Once the last dragon fell, humans would receive the gift of magic they so desired—but each and every child would be cursed.
Several generations have passed since then, and now, all of humanity bears this burden.
Today, each child is born with a latent power or talent, but also an opposite curse curtailing that gift. Talented swordsmen who grow faint at the sight of blood, shape-shifters who gradually lose their humanity as they stay in animal form, healers who rapidly age as they tend to the wounded, geniuses who cannot communicate their ideas.
Now more than ever, the dragon king's words ring true. Noble bloodlines have all but dissolved; the strong rule, and the weak are beholden to their strength. Yet the circumstances of one's birth—their gift, their curse, and the balance between the two—still harshly dictate their potential. Human society is in constant chaos, and individual agendas can run rampant. Yet, now more than ever, people depend on each other to survive. -
Yep, it'sstolenborrowed from a Dragon Quest game. I don't apologize to any DQ fans for inaccuracies.
Also, I know I need an annotated version with all the landmarks marked. I'll get around to it eventually.
Take this section as a massive work-in-progress. When filling out your character sheets, feel free to name any unnamed locations and add to the lore. What follows are the basic details on the 6 major civilizations, their cultures, and any prominently visible landmarks that I feel should be addressed, at least briefly.
The Kanegura Clan have made their home in the center of the world, on the island nation of Kame-Iwa. A naturally defensible island, but lacking in resources, its inhabitants have traditionally survived by serving as a middle man in nearly all trade within the Inner Sea's routes. Their public face is that of a peace-loving tribal folk who lead simple lives, but their Empress, who founded and currently commands the Catalysts, runs the richest country in the world, though few are aware of it. Historically, the Kanegura clan have made their place on the world stage known by keeping the Inner Sea's trade routes free of pirates and sea monsters, and keeping the routes open only to the fair and just peoples of the world, while keeping their direct involvement in conflict to a bare minimum—and their current Empress, Azuna, continues this tradition. A self-proclaimed "peace profiteer" who happily declares "world peace" as her country's most prized natural resource and its primary export, some criticize her love of peace as being tangential to her love of profit, but are hard-pressed to deny her efforts are effective; the Inner Sea's trade routes are safe, and there are few who would attempt to seize the Kanegura Clan's land for themselves. The Kanegura are not necessarily renowned for military prowess, preferring to hire warriors from around the world—but their navy, which patrols the trade routes and their country's natural "moat" is deceptively formidable. Though the Kanegura are rarely attacked, they have their enemies. After all, they are descended directly from those traitorous humans who slew the first dragon—and those that still follow the teachings of the dragons still haven't forgotten about that.
Landmarks
I. The Summit of Summits, which sits atop the highest mountains of the Samenoha Peninsula, is completely inaccessible by land. Only pegasi and the Kinshi birds of the Touryou tribe can make the flight all the way to the top, with the extreme cold of such a high altitude proving too much for wyverns. Once used as the royal palace, the current Empress has repurposed it for political summits—hence the name.
II. North of the old royal palace is an island. It's used as a rest stop for trade ships.
III. Horikawa, literally "moat-river." The Kanegura navy's best are constantly patrolling it.
IV. Capital City Tokoyo. Also nicknamed "Nightless City," its markets are always bustling with people eager to try foreign foods. Welcome visitors are flown via pegasus escort to a vibrant green prairie to the east of the city. The Empress's private estate lies somewhere in the ring of mountains to the north, near a lake.
V. South of the capital city, in the underbelly of the nation is a forsaken stretch of corrupted land. Polluted by the corpses of the undead monsters raised by their southern neighbors, who use them as soldiers, even their would-be invaders cannot set foot upon it now, and the Kanegura have given up on ever purifying it.
VI. Further south, an island prison holds every pirate the Kanegura have captured over the last generation. Needless to say, they don't have a very good view of their captors' country, in any sense of the phrase.
The Inner Sea is under the watchful eye of the Kanegura. It is well known that sailing without their escort is a foolhardy proposition, as ships sailing without an escort are almost certainly pirates. However, the Inner Sea is relatively safe by comparison to any other waters, due to the Kanegura's efforts to slay its more terrifying monsters to total extinction. The waters that are still inhabited by such beasts are well-documented, and the Inner Sea's masters know all of the best routes to avoid them, and will share that information—for a price.
The Touryou Tribe thrive in the northern half of the western continent. Descending from the same bloodline as the Kanegura, the two are like sister tribes. Renowned for having the most talented Blue Mages, and their Kinshi Riders, whose arrows rain from atop the legendary Kinshi birds—the most untameable mounts known to man—any who would try to conquer the Touryou or their sister tribe would be met with the swiftest justice imaginable. Reverently respectful of nature, the Touryou shy away from the idea of keeping livestock, but are formidable hunters who display their trophies prominently. Their technology is all powered by wind and water wheels rather than dragon fossils, which are reserved almost exclusively for weapons. The strongest weapon in the tribe's possession, the Zephyr Yumi, is passed down between the tribe's chiefs, but never used when it comes time to decide who becomes chief—the dragons shall have no say in man's affairs, even in death. The chief may be a man or a woman, though it is generally believed within the tribe that men are born strong and become weak, while women are born weak and become strong. A strong woman is respected and generally more well-liked and desirable, winning much affection—the same is true of their children. It is not uncommon for women who shy away from hunting to have difficulty finding a man, and "marry out" of the tribe. While this is not forbidden, it is seen as "giving up" on being a part of the Touryou. Their country's primary resources are edible crops and animal pelts, which they trade with their northern neighbors. Their abundance of fertile land is in no small part thanks to the efforts of their Blue Mages, who have slain most of the country's monsters.
Landmarks
I. In the center of the continent is the tribe's main village. Their chief lives here, as does most of the tribe.
II. To the north of the main village is the continent's tallest mountain. Would-be Kinshi Riders make a journey to its peak, and come down flying or not at all. At any given time, a few hermits live here, hunting local fauna.
III. West of the mountain is a large lake with a natural waterfall. Fishing occurs here year-round, and water is routed from the waterfall to nearby farmlands. During winter times, it freezes over, and the tribe's Blue Mages have it out in a round-robin tournament atop the ice. Fire magic is used to partially melt the ice, causing the opponent to slip, while wind magic is used to push the opponent outside a painted ring. The tournament ends with the tribe's chief dunking a live fish down the shirt collar of the winner, and grilling fish for everyone.
IV. The lake's river leads south into an enclosed body of water from the Outer Sea. The waters are not safe, and Touryou children are forbidden from boating there. The island in its center is the most frequently visited place by any newly acknowledged Kinshi Rider. Unfortunately, the endless and fascinating rumors that every Touryou child has heard surrounding the island are infinitely more interesting than the reality that it is just a pear-shaped piece of land with not a single noteworthy feature to its credit—except for the occasional pair of Kinshi Riders having a steamy night under the stars, but who would tell their younger siblings about that?
V. To the east of the main village is a port town, which their northern neighbors sail to and fro for trade. Few live here besides the merchants and their immediate families. Touryou women, should they choose to marry foreigners, tend to live here as well, where they are judged more fairly, and their husbands accommodated.
VI. South of the port town is a crude encampment that is frequently attacked by monsters. The Touryou's Blue Mages show their grit by coming here to slay monsters for the glory of the tribe. West of the encampment is a cave where only monsters live. Occasionally, someone will journey there to prove their worth. Fortunately, this rarely happens, as monsters are reduced to sludge when they are killed, leaving no souvenirs for their would-be conquerors. Unfortunately, it is even rarer for those who do venture into the cave to come out alive.
The Western Isle is a land mostly unexplored by modern civilizations. Many scattered tribes live there, most isolated by mountains or rivers. The Kanegura and Touryou have attempted to explore the mainland, but their efforts have been mostly fruitless. Remains of human settlements can be found, but are overrun by monsters.
The Siegers made their home on the southeastern continent, atop the ancient nesting grounds of dragons. Proud of their history, the Siegers are renowned for their Wyvern Knights, clad in scale mail armor and helms shaped to look like dragon skulls. When it comes to using dragon fossils in technology, the Siegers are by far the most prolific. The Kanegura Clan hear tales of their "Uber Markets," and are eager to learn of their secret. Their prosperous country and daunting military are led by their infamous King, the self-proclaimed "strongest man in the world." Anyone who can defeat one of his esteemed generals in the arena is welcome to test his might, though many have tried and failed to best his legendary zweihander—and the reward for failure is the choice between servitude and death. Unlike their northern detractors, who abhor violence, the Siegers revel in their ruler's unmatched strength, and won't settle for the leadership of anyone short of the strongest. While this may seem to reflect a shallow populace, their preferences are not unfounded. Just north is a continent entirely conquered by monsters, and attacks are frequent enough that a weak military is unacceptable. So long as the King puts his seemingly bottomless pool of aggression to work against the invaders, rather than the populace, his political leanings are of little concern to the civilian crowd, who wish only to continue living in all their luxury—and if the Siegers can bring another of humanity's greatest threats to heel, and conquer another continent in the process, why not? Steel and coal are plentiful, but land suitable for livestock is at a premium, and perhaps the land of the monsters offers a convenient solution.
Landmarks
I. In the center of the continent is the capital city of Drachenburg. The King's castle changes names each time one narcissistic ruler is toppled by the next, leaving the surrounding city itself as the only constant. Though its stonework isn't as beautiful as the architecture of the northern Gebleicht, its people live in greater luxury.
II. Northeast of Drachenburg is the Dragon's Den, which, contrary to the name, is only home to Wyverns.
III. Just south of the capital is a mountain pass, recently renamed to Dead-End Pass, for the corrupted land on the other side that cannot be traversed without several White Mages present to ward off the evil. Like the southern strip of coastline in Kame-Iwa, it is the result of the southerners' Black and Red Mages attempting to invade and take back the dragons' old land. Now, however, it's not even worth the manpower to maintain.
IV. South of the deadest end of Dead-End Pass is a house. Here, a friendly hermit has escaped the notice of the world at large. Not many try to use the Dead-End Pass, but those who do go far, far north, to the only part of the coastline that is safe to boat to. The Wyverngard are familiar with him, though, as they frequently patrol the southern skies to ensure that the fell dragon-worshipers aren't out conquering their land from under their nose. The hermit lives alone, but is known to serve tea to the soldiers. Not much else is known about him.
V. Northwest of the capital is a church. God-fearing folk are rare in Drachenburg, and tend to be ostracized for sharing the same "hobbies" as their far-north detractors. However, citizens make secret trips to the church to receive cures for their ailments, particularly during times of financial distress—sympathy for the poor is low.
VI. North of the church is a lighthouse, used to survey the Grey Waters for approaching monsters. The tower was not built by the Siegers, and is quite old. No one knows what the original purpose of the building was. Its top floor is covered in strange symbols, and the ceiling is made of glass. The soldiers posted there like to jest about how the building used to be a "dragon church," and tease newbies by telling them that it's haunted.
VII. Far southeast of the capital in the middle of the Outer Sea is a small island with a church. Only those with close connections to the Siegers' military know of its existence. Here, people who are discovered to have a natural Gift for Black Magic are trained and indoctrinated. Though Black Magic is condemned by their society, its practitioners are tolerated in the military for their strength, and their talents are exploited to fight monsters.
The Gebleicht separated from the Siegers long ago, and hit land on the northern continent. The Gebleicht refused to fight either for or against the dragons, and were ostracized for their choice, but today the nations are neutral toward each other. Though they would like to lay claim to the title of "The Land of No Monsters," their benevolent King is troubled by a never-ending supply of the beasts from the land to the east. Despite the danger, the populace takes heart from their confidence in the military cavalry and supporting White Mages from the church, and their booming economy, free of the influence of Kanegura trade routes. Their lands are rich with sugar and grains, and their country boasts the only safe fishing waters of the Outer Sea. The nation is famous for baked goods and exotic fish, that only the locals and the world's most prolific travelers can truly experience. Their King is beloved by the people and respected for his ability to act quickly and fairly in times of immediate crisis, though some criticize his ability to act quickly with regards to the more complex political affairs. The Siegers are quick to mock him for his dependence on the church's advice in such affairs. Both the church and the King live in brazen opulence, something that their western enemies also despite and distrust them for. The King is also aware of the Kanegura Clan's influence in the world market, and suspects of their Empress' intent to bring all other nations to heel in the name of peace, and that she presumably sees the self-sufficiency of his country's economy as a threat to that peace. Paranoia is pervasive in the country's politics.
Landmarks
I. In the center of the land is the country's capital city. Both the King and the Pope live here.
II. To the north are the nation's famous fishing waters. Connected to the Outer Sea, but also separated to an extent, too shallow for larger sea beasts, and far from the Eastern Isle's massive monster population, it's truly a unique spot, and valuable enough to be patrolled nearly constantly by the cavalry, who protect fishermen and merchants alike from bandits. Even the most chivalrous of recruits can be seen accepting free samples.
III. Far to the east is a wooded area home to very strong monsters. Previously called the Monster Woods and more previously called the Forbidden Woods, it's recently been renamed to the Suicide Forest by the church, who condemn the act of taking one's own life, to make a point: no one goes there. Nobody who goes to the Suicide Forest comes out alive, and those that do are specters, or have become monsters themselves just to survive. Anyone who goes to the Suicide Forest is damned. They are treated as if they never existed at all.
IV. To the north of the Suicide Forest is an iron mine that the Gebleicht have abandoned. Above, in the mountains, the enduring Norakin have seized it for themselves.
V. To the south is a fort owned and operated by the Gebleicht, right across the river from a fort owned and operated by their western enemies, the Pelerin. The two are staring each other down in an eternal ceasefire.
VI. Far, far to the west is another fort, this one perched above a cave inhabited by monsters. Holy Pegasus Knights keep watch over the cave, the nearby Pelerin, and observe the Outer Sea on the chance that there may be pirates, though those are rare. Any Pegasus Knights posted here quickly become uncharacteristically cynical, morbidly awaiting the precious chance to fly home to warn of an incoming invasion, just to get away from the unbearably cold climate. The fort is very out of the way, and only known for what it does to people. However, those that serve there are a tight-knit bunch, and those that return are known to always be reliable.
The Grey Waters are a mass of water mostly separated from the Outer Sea, but still connected to it by a few channels. While not as dangerous as the Outer Sea, monster attacks are extremely common, from below the ship and across the shore, from the Eastern Isle, a land that is supposedly home only to monsters. The Grey Waters are "controlled" by the Siegers and the Gebleicht, but the waters are too dangerous for trade. The one distinguishing feature between the Grey Waters and the Outer Sea is that not every voyage through the Grey Waters is doomed to fail—it's just not worth the risk for merchants. Escaped prisoners will sometimes try to cross them out of desperation, and their tiny boats will occasionally escape the notice of sea beasts.
The Pelerin broke off from the Gebleicht a mere generation after they set off to be rid of the Siegers. They'd plotted to take over the southwestern half of the continent before the Gebleicht had even seen most of it, and their eastern neighbors have scant idea just how large their land is. The land itself is ruled by a triumvirate of elected representatives from the military, the church, and the merchants, and they defend their nation with the military's "fire arms," which they use in lieu of magic. Because of their history, they have few dragon fossils, and the tribal folk to the southwest have few to share and almost none to sell, what with the Siegers proudly hoarding them. However, they are eager to trade their gold and livestock for steel, and coal, which they use in their "steam engines." The Touryou adore their silk and dyes, and occasionally show interest in their dragon fossil-free technology. When it comes to having natural resources to trade, the Pelerin had good luck, and trade is an important part of their culture. Bandits are not tolerated in their lands and their Rangers are always on the hunt, talking into their boxes they call "radios." Bounty hunters are common and even celebrated, as are foreigners. The Pelerin have been at war with their eastern neighbors for over 100 years, though they are currently in (yet another) mutual ceasefire. Hiring foreign mercenaries to fight the Gebleicht and hunt bandits is common, and most adventure-seekers and globe-trotters find themselves working for the Pelerin, or hired by them as a member of the Catalysts, whom they often work with.
Landmarks
I. The northwestern capital is primarily home to the country's core military leaders. Its distance from the clergy is no accident. The Pelerin didn't appreciate their old country's King taking advice from the church. Now, they keep the church and the military separate, though both sides are still represented in governmental affairs.
II. In the center of the continent is a large town. Its markets are always busy, and the business is cutthroat. At times, literally. Merchants and shoppers alike do not take kindly to foul play, and a con artist can quickly find himself on the unpleasant side of a blacksmith's axe or apothecary's rifle. Fair, honest trade is sacred here.
III. Close to the fort near the river is another town. Most bounty hunters and mercenaries operate from here when working under contract, but they tend not to stay in one place very long otherwise. Familiar faces come and go, and frequent visitors tend to be side-eyed with suspicion. They frequently have some kind of agenda.
IV. The clergy are based in the southeast. Some merchants live here as well, in homes across the channel. A clergyman with a Gift for White Magic is prized by the Pelerin clergy. Most of them are medical practitioners rather than healers. Unlike their eastern neighbors' church, the Pelerin clergy are not afraid to take up arms to defend their property. Crossbows and rifles are common choices for those who can afford a weapon.
V. Further south, in the part of the peninsula separated by mountains, is a fort and a lighthouse. The land is technically owned by the Pelerin, but the Kanegura operate it, to make trade with the Siegers possible. Their White Magic is indispensable when dealing with the monsters of the Eastern Isle.
The Remnants are the widely-despised southerners, who continue to exist in the desert. The last remaining dragon-worshipers and their descendants live here. No one knows what they refer to themselves as, or if they even speak a modern tongue, as they are rarely heard to mutter anything besides the curses they cast upon their enemies. They are widely infamous for their Sorcerers, who raise the corpses of the dead and command them as soldiers, and who occasionally command monsters. However, their rear guard is no less formidable, with deadly Assassins, and Fell Fliers who cast Black Magic from atop Wyverns taking the spotlight. Their Sorcerers' uniquely textured black garb is widely prized by bounty hunters, as a grim but extremely valuable trophy. However, few venture into the desert anymore. Though the Remnants attacked both the Siegers and the Kanegura quite often in the past, the sites of their long, drawn-out battles have become inhospitable for humans, making further efforts difficult for them. The Remnants have grown eerily quiet, but nobody wants to kick the hornet's nest, and so they have been left well alone for some time now. The desert is also known to be extremely dangerous on its own merits, perhaps even cursed; legends are told of burned corpses found nowhere near any evidence of a fire, and not showing the typical signs of Black Magic—as if the victims had just spontaneously combusted. Perhaps this too is a unique facet of the Dragon's Curse, continuing to protect their worshipers even in death, or perhaps the sun itself scorned them for daring to tempt fate.
Landmarks
I. South of the Kanegura Clan's prison island is a small encampment. Assassins are known to train here.
II. Southwest of the encampment, deep in the desert is where the Remnant's last bastion is rumored to hide. Presumably, their Sorcerers live here. They appear to be of a higher social rank than other fighters; at least, they lead the vanguard, with their armies of undead. Nobody knows what their social structure is truly like.
III. On an island to the east is an abandoned castle built by the Siegers. Defending it proved to be too much effort for too little benefit. The Remnants have taken it over and their Assassins have made it their home.
IV. Particularly adventurous Kanegura scouts have observed Fell Fliers making journeys to the west of their home, to an island comprised almost entirely of mountains. Nobody knows what they are doing there.
The Outer Sea lies outside the furthest borders of nearly every country, and its waters are extremely deadly. If the largest and most frighteningly powerful sea monsters weren't enough, the infamous Outer Sea Pirates are equally elusive, dangerous, and inhuman. Legends are told of their steel vessels that can vanish beneath the waves and strike without warning. Nobody knows how they accomplish this, and all are terrified of them. Any voyage in the Outer Sea is doomed to end in tragedy, that much is clear. Anything else is just rumors. No one knows from who or where they are getting their resources, or where they are based. Fingers are pointed in every direction: at the Kanegura Clan and their Touryou neighbors for protecting their "Inner Sea Empire," at the Siegers and the Pelerin for their advanced technologies, and at the Remnants, for being the Remnants. Nobody can conclusively prove that anyone is involved—only suspect. For now, the Outer Sea is avoided. -
Character Creation / Signup Info
Character Sheet
Combat Flow
Battle Calculations
Story Progression
Weapons, Magic & Items
Gifts and Curses
Support Classes
Status Ailments
Notoriety & You
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Name: [In almost all cases, characters will have one name and a title rather than a surname, i.e. Jack the Ripper, Adol the Strong, etc. Your character may optionally add the name of their tribe, or if they have royal connections, their country of origin, but their Gift and how it defines their talents matters the most by far.]
Age: [Range of 20-60 is ideal, for a fighter class. Technically anyone with an identified Gift is considered an adult, but the Catalysts want fighters with experience. Any teenagers would have been child soldiers. If you're making a support-class character or NPC, feel free to use any age you want without repercussions.]
Gender: [I'm referring to what's beneath that armor, yeah?]
Race: [Human, if you want to be a protagonist. The Venn diagram of acceptable demihumans is narrow. Even elves and mermaids are considered monsters. You can, however, be a "human" who is Gifted with an animal form, or Cursed with being a werewolf—as long as "human" is their default form, it counts.]
Class: [Check the class tabs for info. If you're making up your own class, describe it here.]
Class Tier: [Support, Standard or Advanced—check the class tabs for info.]
Renown: [Scale of 1-5 stars. Check the Notoriety tab for info.]
Weapon Proficiencies: [You may have 1-3 depending on Class and Tier. Check those tabs for info.]
Equipment: [Fighter classes can bring 5 items into battle, including all weapons, a shield (if they have one to bring), medicines, and other items. Support classes may carry 7 or 8 items. Check those tabs for info.]
Appearance: [Written description or an image. Anime and photorealistic are both fine.]
Gift: [Your character's primary talent or ability. What defines them. Check the Gifts and Curses tab for info.]
Curse: [Your character's bane. What thwarts their efforts and makes their life chaotic. See above.]
Occupation: [What your character does with, or in spite of, the above 2 entries.]
Personality: [Your character's non-magical defining traits. Be as brief or expansive as you desire.]
Biography: [Your character's background, mostly based on their Occupation and Renown. Optionally, you can tell their entire life's story, or just leave it for later reveal. Feel free to make stuff up to fill in blanks, too.]
Relationships: [If your character is related to other established characters, add those connections here.]
Opinions on Dragons and Magic: [Not everyone approves of the use of dragon fossils, either for magical use in weapons as in war, or in luxury items. Not everyone is glad that the dragons are gone, either. Others simply don't have opinions on any of that stuff. This is the section for all of that.]
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Combat progresses in Turns. Each Turn consists of various Phases. There is a Player Phase, when all player units move, and an Enemy Phase, when all enemy units move. If an allied force or NPCs are present, there is a Partner Phase and an Other Phase as well.
The order goes like this: Player -> Partner -> Enemy -> Other
Any unit can move in any order so long as their respective Phase is in effect. The unit with highest Speed does not necessarily go first. The best tactic is to coordinate with your fellow players to devise the most effective strategy during the Player Phase. The GMs handle the other Phases.
When your character acts, they move first, then execute commands. Each unit has a set amount of movement points. Each individual unit of movement can only be used to move in cardinal directions, so each unit of diagonal distance costs 2 movement points to cover. Below is a visual aid showing a character with 7 points of movement and an Attack range of 1~3 with his rifle:
Each column is assigned a letter, and each row is assigned a number.
Aris is currently standing at M4. If he moves 7 spaces down, he will stand at M11.
The blue tiles are tiles that Aris can move to, and the red tiles are tiles outside of his movement range but within his Attack range. Note that he cannot move through walls, but can Attack through them. All ranged weapons can Attack through walls. For the sake of immersion, assume that all fort walls have arrow slits for archers and gunners to shoot through.
Some tiles require more than 1 movement point to cross over. The trees in the upper corners of this map are the only examples shown in this picture (though no units can actually get to them here). The tree tiles require 2 movement points to enter, but act as cover, giving a +10% bonus to Parry Rate. The indoor equivalent, a pillar tile, is not shown on this map.
Other examples of movement-hindering terrain are sand, swamp, hills, and shallow water. Any unit can cross these, with a movement penalty. Cavalry struggle more with sand and swamp, requiring 3 movement points to cross them, but only 2 to cross hills and shallow water. Non-mounted infantry are the opposite: they require only 2 movement points for sand or swamp, but 3 for hills and water. Armor bearing units require 3 movement to cross any of these tiles, while flying units are unaffected.
Additionally, mountain, ocean, lava, and abyss tiles can only be crossed by fliers. Tiles occupied by enemies cannot be crossed at all without a special Skill. You can pass through tiles occupied by allies and NPCs, but cannot end your turn on the same space, unless you're using the Pair command.
Once you've chosen a valid tile to move to, you have a set of Commands at your disposal.
Attack: Engage the enemy in combat. When Attacking during the Player Phase, your unit Attacks first. The enemy unit will then counterattack, if your unit is standing within their Attack range. If either unit's Attack Speed exceeds their opponent's by 4 or more, that unit will Attack twice. If a unit is dual wielding, they will also Attack with that weapon, giving them 2 Attacks if their Attack Speed does not exceed their opponent's by 4 or more, or 4 Attacks if they are both faster and dual wielding. Attacking ends your unit's turn completely, leaving no other Commands usable after Attacking.
Capture: Similar to Attacking, but Attack Power is halved. If you defeat an enemy with the Capture command, however, you can Trade items with the unit you've captured. If you see an enemy soldier wielding a desirable weapon, you can attempt to Capture them to take their weapon. Capturing NPCs or enemies may also appear as mission objectives or bonus objectives, which reward your character with bonus pay at the end of a mission. You can only hold one captured unit at a time.
Note: To Capture a unit, your unit's Build must equal or exceed theirs.
Mount/Dismount: For mounted units only. Dismounting revokes Mount Bonuses, but also removes that unit's Mount Bane, rendering most weapons that are "super effective" against their mounts less dangerous. Armored units lose their Armor Bane when mounted, but regain it when dismounted. Your unit may Attack after using the Mount or Dismount commands, but may not move.
Equip/Item: Change your character's equipped weapon, or use an item. Swapping weapons can be done freely and does not end your turn, but you can only swap weapons during the Player Phase, so the weapon you have equipped at the end of your turn is the one you will have for the entire Enemy Phase. Using an item will end your turn completely, leaving no other Commands usable.
Open: Used on doors or chests. Using this command will end your turn completely.
Pair/Rescue: The Rescue command takes an allied unit or NPC into the same tile as yours, leaving them unable to be attacked by enemies. However, your character's Skill and Speed are reduced by half. A Support Class unit can use the Pair command instead, and receive all the benefits of being Rescued without imposing a penalty on their paired fighter, or preventing them from taking another Traveler. Paired, Rescued, and Captured units are all considered Travelers, and will automatically move to the same space as the unit they are sharing a tile with. Rescuing an allied unit will end your turn completely, leaving no other Commands usable. However, mounted units can use their unused movement points afterwards, letting them Rescue an ally and immediately flee the scene.
Note: To Rescue a unit, your unit's Build must equal or exceed theirs.
Release: Drops your unit's Traveler onto an adjacent tile. Captured units have 0 Vitality, and can be placed as obstacles to impede the enemy's advance. Dropping a Traveler ends your turn completely, and an allied Traveler that has just been dropped cannot act until the next Player Phase begins.
Shove: Force an adjacent ally, enemy or NPC to move one space. This ends your turn.
Note: To Shove a unit, the target unit's Build must not exceed yours by more than 2.
Talk: Speak with an adjacent ally, enemy, or NPC. Having specific characters Talk with others may result in them defecting from one faction to another. Unique topics of conversation may have special effects as well. Talking does not end your turn, and leaves other Commands usable afterwards.
Trade: Trade weapons, items, or Travelers with an adjacent allied unit. You can also Trade items or weapons with you and your adjacent allies' Travelers. Trading does not end your turn. Mounted units can Trade items or weapons with an ally in passing, and continue with their unused movement points.
Visit: Visit a village or house. Visiting ends your turn, but may cause special events to occur.
Wait: Ends your turn without Attacking. Some Skills require you to use this command. -
Battle calculations are being handled automagically by the GMs, using an Excel document devised by Lstorm. If you want to know how it works, though, that information is here.
It's loosely based on Fire Emblem calculations, with some additional features, but mostly with a lot of clutter removed for simplicity's sake. Don't worry; you won't have to mess with any of it. All you have to do is choose a class (or make up your own), and weapon proficiencies. Based on those, I will give you your base stats. As the roleplay progresses, your character will go about their business, and will gain boosts to their base stats based on their performance in battle and what they decide to do with their free time. With full participation, you'll gain two "levels" per in-canon "day," with each level raising a set number of stats. The stats raised are not random; your berserker's strength training will raise his strength. There are no random growth rates.
Your character's base stats, their equipment's stats, and various bonuses combine to make their effective stats. These are what actually get used in combat, when the dice (and heads) start to roll. Your weapon stats affect damage, accuracy and critical rate, attack speed, and avoidance rate, but unlike in Fire Emblem, your weapons won't break when using them to attack. Their durability only goes down if you use them in lieu of a shield, to save yourself from death. Yep, shields are a thing, and death-defying as well. We'll get to that.
Here's all the character base stats that are used in battle calculations:
Vitality (Hit Points)
Strength (Physical Power)
Sorcery (Mental Power)
Skill (Weapon Handling)
Speed (Reaction Times)
Karma (Piety and/or Luck)
Defense (Physical Fortitude)
Resistance (Mental Fortitude)
Here's all of the weapon stats that are used:
Power (Adds to Damage)
Hit Rate (Adds to Hit Chance)
Critical Rate (Adds to Critical Chance)
Weight (Lowers Attack Speed if your character's Strength is too low)
Durability (Can be used to save yourself if HP = 0; is unused otherwise)
Here's all of the attack bonuses:
Weapon Class Bonus: +1 to Weapon Power and +10 to Weapon Hit Rate if your weapon's class precedes the enemy's weapon class. It's basically a broader weapon triangle. Check the weapon tab for info.
Bane Bonus: Doubles weapon's power if it's especially effective against the enemy's character class.
Morale Bonus: +10% to Hit Rate and Parry Rate if morale is high, -10% if morale is low.
Shield Bearer Bonus: +30% to Parry Rate if adjacent to a Shield Bearer (Support Class).
Spotter Bonus: +30% to Hit Rate for long-range attackers if adjacent to a Spotter (Support Class).
Height Advantage Bonus: +50% to Hit Rate and Parry Rate for long-range attacks if above the enemy.
Character Class Critical Bonus: Anywhere from +5% to +25% based on the character's Class.
Critical Coefficient: Doubles damage dealt if the critical chance roll succeeds.
Here's how effective stats are calculated:
Attack Power = Character's Power1 + [(Weapon's Power + Weapon Class Bonus) x Bane Bonus]
Attack Speed = Character's Speed - (Weapon's Weight - Character's Strength)
Hit Rate % = Weapon's Hit Rate + (Character's Skill x 2) + Character's Karma + Weapon Class Bonus + Morale Bonus (+ Spotter Bonus + Height Advantage Bonus)2
Critical Rate % = Weapon's Critical Rate + (Character's Skill/2) + Character Class's Critical Bonus
Parry Rate % = (Attack Speed x 2) + Character's Karma + Morale Bonus + Shield Bearer Bonus + Height Advantage Bonus2
Battle calculations use effective stats thusly:
Damage = (Attack Power - Enemy's Fortitude3) x Critical Coefficient
Hit Chance = Hit Rate % - Enemy's Parry Rate %
Critical Chance = Critical Rate % - Enemy's Karma
If Vitality = 0:
Your character cannot move or attack using their equipped weapon anymore.
Your character can use their equipped shield or weapon's durability as additional HP, to stall for time.
If an ally is in an adjacent space to your character, their Parry Rate applies to you, like so:
Death Chance = Enemy's Hit Rate % - Adjacent Ally's Parry Rate % - Character's Karma
If neither of the above conditions can prevent your character from taking damage again, they DIE.
Notes:
1) Character's Power is Strength or Sorcery, depending on which one is relevant to the weapon used. If the weapon being used is a crossbow, rifle, or similarly "loaded" weapon, neither is used.
2) Spotter Bonus and Height Advantage Bonus only applies to archers, gunners, and mages.
3) Enemy's Fortitude is Defense or Resistance, depending on which one is relevant to the weapon used.
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The story is divided into Chapters and Interludes.
Chapters are the combat sequences. Each Chapter ends when a mission objective has been met.
Here are some of the most common examples:
Seize: A specified unit (usually Princess Amelia) must arrive at a specific tile.
Rout: The Chapter ends when there is no longer an Enemy Phase.
Defeat Boss: The Chapter ends when the enemy no longer has a commander.
Survival: The Chapter ends after a specified number of turns. A specified NPC must be protected.
Defend: Enemies must not stand on a specified tile, or cross a specified line.
Escape: All players must Visit one of a set of specified tiles and leave the field of battle.
Interludes occur between Chapters. During this time, players have a specified number of hours to do various things. Your character's "free time" can be used to give them an edge in the next Chapter.
Training: Standard Tier fighters can gain a bonus level between Chapters. When Training, you pick Strength Training, Sparring, or Meditation. Strength Training increases Vitality, Strength and Defense by 1. Sparring increases Skill and Speed by 1. Meditation increases Sorcery, Karma and Resistance by 1. Additionally, you choose a "focus" for your training, giving you an extra +1 in your choice stat.
Note: You can only gain 1 bonus level per Interlude.
Shop: Buy weapons or items using your character's money. Prices will vary depending on your unit's Renown/Notoriety. When shopping with a friend, both characters' Renown are averaged. Each shop will have different things for sale. There are 3 types: Armory, Tavern, and Curiosities.
Note: Visiting all 3 shop types will take all 3 units of your character's free time.
Forge: Upgrade your character's weapon. The selected weapon will be unavailable during the next Chapter, but will come out stronger next Interlude. Forging is expensive, and requires two trips to the Blacksmith. Unique weapons (marked by a ★ Rank) cannot be reforged.
Converse: Speak with one of your allies. Depending on the topic and flow of conversation, you and your partner's relationship may improve, and both characters' Morale in the next Chapter will change. If a character leaves the conversation in "high spirits," their Morale in the next Chapter will be High. If your character asks to borrow money and is rejected for the 50th time, your unit's Morale will be Low.
Characters who Converse often will see their relationship improve. Two characters with a strong bond can gain access to the Pair command, which allows them to fight together, as if one were a Fighter class and the other were a Support class. The supporting unit cannot be attacked, and the supported unit gains a Morale Bonus, as well as a +10% to Critical Rate and +10% to Skill Activation Rate.
Note: If you and your partner are Sparring or Shopping together, you can Converse with no time cost. -
Physical and magical weapons are divided into three categories, each with their pros and cons. It's basically an expanded and tweaked version of Fire Emblem's weapon triangle, though some weapons are changed.
Light-Class Weapons are lightweight and fast, and tend to have a center of mass close to the hand. They are quick and versatile, and have the advantage over Heavy-Class Weapons. Examples of Light-Class Weapons include Swords, Whips, Daggers and Throwing Knives. White Magic falls under this category, and common weapons include Wands and Talismans. White Magic is purportedly borrowed from the gods, and is therefore quick to cast, because it draws power from a pre-established source.
Heavy-Class Weapons are slow but cruel, and tend to have a center of mass away from the hand, for a mightier swing. They are weighty but deadly, and have the advantage over Balanced Weapons. Examples of Heavy-Class Weapons include Axes, Clubs and Maces, Scythes, and Flails. Black Magic falls under this category, for its elaborate incantations and special rites, and uses magic Staves and Tomes.
Balanced Weapons tend to be wielded with grace, and with both hands. With their wide range, they have the advantage over Light-Class Weapons, but are toppled by the might of the Heavy Class. Examples of typical Balanced Weapons include Lances, Naginata, Rifles with Bayonets, Bows, and Gauntlets. Blue Magic falls under this category for its intuitive nature, and uses Dragonhide Gloves and Mantra Scrolls.
Dual Wielding and Shields:
Characters with Strength far in excess of their weapon's weight can dual wield for even more aggressive attack rates or carry a shield for increased parry rate and additional HP. Larger shields can be used to reduce damage from arrows and bullets (but not magic). Dual wielding is easiest with Light-Class weapons, and impossible with most Balanced Weapons, though Lances and Gauntlets are obvious exceptions.
Medicines are consumable items used in lieu of white magic. Some are basic healing items while others act as temporary buffs. The more extreme the effect, the more temporary it is. A weak buff may add +2 to a stat for an entire day, while the max +10 buff will only last for a single round of combat, with the latter end of the spectrum being of the rarer variety and prohibitively expensive to replace.
Magical artifacts and heirlooms also exist, but are typically owned only by royalty. They give special perks just by being in the inventory. They can boost a variety of stats, to a maximum total of +10. Carrying an heirloom, or a unique weapon with similar perks, will make your character Notorious, as they are highly coveted items.
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Each character's most prominent traits are based on the Corrupt-a-Wish forum game.
Your character's Wish (Gift) is a source of strength and something that they feel gives them control in their lives.
1) Something beyond the reach of a typical human. You can wish for something subtle, like prodigious skill in something normal, or something as obvious as a superpower.
2) Self-contained. There cannot be any conditions attached that would change the way your character's Gift works mid-roleplay, like being "the best in the world" at something.
3) Something that affects your character only. Anything so powerful that it starts to affect people around your character is probably straying too close to the line.
4) Something thematically in the spirit of the roleplay. This is an admittedly vague rule that I'll blatantly abuse to hammersmash anything that circumvents the rules without explicitly breaking them.
The Corruption (your character's Curse) is a source of weakness, and something that makes their life more chaotic.
1) Something with life-altering consequences. Your character shouldn't be able to overcome their Curse on their own, through sheer force of will or an excessive training montage.
2) Something directly related to your character's Gift, and an equally relevant obstacle to their goals. Don't make a bad-ass swordsman with "poor social skills" as his curse. That's not going to cut it.
3) Something that makes your character more interesting, not less. 2-dimensional traits should be avoided.
4) Again, something that affects your character only. No Midas curses. Being a social outcast also strays into "controlling someone else's character" territory and should be avoided. -
For NPCs, and those who despise dice-based combat, there are support classes. Six of them!
Support classes can carry more items, and inhabit the same space as a fighter, rendering the supporting unit unable to be attacked by enemies. Once your supporting character has paired up with a fighter, your combat related actions, including movement and attacks, are on autopilot. Think of the support class as easy mode, or an easier way to sign up with multiple characters. Support classes tend to have Gifts that aren't very useful in combat, and their Curses are less severe as a result. They have lower starting stats and caps, and can't rise in Tier or gain any special Skills. However, they all have unique traits, and have a place in the roleplay.
The beefy Blacksmith can carry 5 spare weapons in addition to a small shield and a spear or hatchet.
The shrewd Apothecary can carry 5 different medicines in addition to their crossbow or rifle.
The colorful Tailor can boost Morale using their hidden talent. They wield shears and can carry 5 items.
Shield Bearers increase their fighting partner's Parry Rate by 30% and can carry 4 other items.
Spotters increase a ranged attacker's Hit Rate by 30% and can carry 4 items in addition to their spyglass.
Maids wield throwing knives and can carry 4 weapons and 4 items. Where do they keep all of that stuff?
Every supporting class with the exception of Shield Bearers can act as a "pursuer." If your fighter parries, the supporting unit can jump in for a cheeky counterattack. The Tailor uses their shears like a throwing knife, and the Spotter uses their spyglass like a Heavy club (though they can only counter from melee range). -
Information on all of the status effects currently implemented into the game.
Poisoned: At the start of the Player Phase, roll a D6. The Poisoned unit takes damage equal to the roll. Note that this seemingly benign affect is often stacked with other effects that make poison much more deadly. The Poisoned status ailment is simply the lasting damage over time. It lasts 5 turns.
Petrified: A Petrified unit cannot act at all for 5 turns. They gain +10 Defense, but enemies attacking them will never miss, and have a 30% greater chance to score a critical hit. Allied units cannot Trade items with the Petrified unit. Only special monster types such as the Medusa can use this.
Stunned: A Stunned unit is in shock and cannot move. However, they can Attack from their current position. Shock status can be removed by Shoving the afflicted unit. Shock status may be inflicted at range, and last only one turn. However, it can also be caused by proximity to specific enemy types.
Paralyzed: A unit that is Paralyzed cannot act at all, and cannot parry or avoid enemy attacks. Unlike Petrified status, their items can still be Traded with allied units, though enemies can Steal their items as well. Paralysis usually lasts only one turn, and is typically inflicted by traps or special Skills.
Sleep: A unit that is asleep cannot act at all for 5 turns, and cannot parry or avoid enemy attacks. Its turn counter is reduced each time the Sleeping unit takes damage from an enemy or is Shoved by an allied unit. Sleep status is usually inflicted at range by White Mages, but certain monsters also use it.
Silenced: The trademark status effect of White Mages, a unit that is Silenced cannot use any type of magic for 5 turns, with the exception of Blue Magic. Magical weapons, which use Sorcery rather than Strength during damage calculation, will also still work, as they fall under the Blue Magic umbrella.
Berserk: A unit that is Berserk will Attack anything in range, including allied units, for 5 turns. Allied units who are attacked by a unit afflicted by Berserk can choose to only parry and not counterattack. Berserk units have a tendency to Attack units they can kill. A viable strategy is to weaken an enemy for the Berserk unit to kill instead. Having a beefy unit unequip their weapon is also an effective lure.
Rot: A unit affected by Rot receives half the usual benefit from healing magic and medicines. Not to be confused with Corpse, which is an enemy type that does not benefit from healing magic at all. Rot lasts 5 turns, but as with Poison, the turn counter can be refreshed by repeatedly attacking with it.
Dragonscorch: When attacking with a weapon that uses Sorcery during damage calculation, roll a D6. Each magic is assigned a number: Black Magic is 1, Fire Magic is 2, Wind Magic is 3, Lightning Magic is 4, and Ice Magic is 5. If you roll your magic type, or a 6, your unit takes damage instead of the enemy. The afflicted unit's Resistance is taken into account. Unlike Silence, it also affects magical weapons. Dragonscorch lasts 5 turns, but the attack used to inflict it must deal at least 1 damage.
Draconic Hex: A unit afflicted with this has their Max Vitality halved. It may last for the entire duration of the current chapter, or may be inflicted by proximity to special enemy types. Players cannot use it.
Divine Retribution: All enemies who Attack this unit have 100% Critical Chance. Only GMs can dish this out. Divine Retribution is inflicted on characters caught cheating, for a variable number of turns. -
Your character's renown, or notoriety, will fall somewhere within a range of 1-5 stars.
Starting the game in an Advanced tier, or carrying a unique weapon or heirloom will raise your notoriety by a star. Starting as a Support class, training in stealth, and generally dressing drab or gloomy will lower it.
★☆☆☆☆ - Invisible. This person is a master of stealth, and unlikely to be noticed by anyone.
★★☆☆☆ - Reserved. This person is shy, and looks pedestrian. Next to a soldier, they may go unnoticed.
★★★☆☆ - Average. This person looks like a proper soldier, and will be identified as a threat on a battlefield.
★★★★☆ - Distinguished. A decorated soldier or noble, fame or riches may await whoever kills them.
★★★★★ - Notorious. A high-profile politician or legendary warrior. Anyone would seize a chance to kill them.
Here it is, FINALLY!! Over 9,000 words of fluffy world lore. If you have any questions, ideas or inconsistencies to ask/submit/heckle me over, feel free to use this thread to make sure you get a response. Also submit your character sheets here. There will be a channel on the Discord server for profile links, rather than a dedicated character index.
Now I'm going to cry in the corner, because even after all that, I still have 4 character sheets to make.
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