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Posts from My Haven.

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Here, I am learning the only language worth knowing. In reality, I am not learning it here, and I simply want to try to better organize my thoughts. For an outside observer, this topic is unlikely to be useful, so instead, I will share the resources that help me in this not-so-easy endeavor.
WaniKani
A convenient resource for learning and reviewing kanji using mnemonics and a spaced repetition system. The mnemonics chosen by the site's authors are geared towards native speakers, so not all of them will be convenient, and therefore it is better to come up with your own. Although I cheated a lot and simply used the knowledge acquired through reading visual novels and anime, as practice has shown, this resource is very limited. Nevertheless, the site copes well with its task and solves the main problem I face when I decide to learn something - self-testing.
Bunpro
The same as the site above, but for grammar. It provides a lot of useful materials (links to them) and, for more effective learning, provides different options when checking already learned material.

To use these sites, you need to know hiragana and katakana. You can learn them in just a week using a straightforward memorization method. The programs listed below can help with this. I took 5 kana and repeated them, then took another 5 and added them to the ones I had already learned, until I memorized them all. There are just under a hundred characters in total, and with all the combinations, there are about 250 items to memorize.
Real Kana
Hiragana Drag-n-Drop
Katakana Drag-n-Drop
However, it should be noted that I am still far from comfortable reading, that is, it is easy to read hiragana and katakana, but due to the fact that there are thousands of kanji in the language, of which I am only familiar with a couple of hundred, it is difficult for me. Therefore, everything said above should be treated with healthy skepticism.
Speaking of kanji, they present the main obstacle to learning the language. In English, for example, after learning a primitive alphabet and a couple of basic rules, it is enough to simply consume content and use a dictionary at the same time, but this is not possible here simply because when encountering a new kanji, not only its meaning will be unclear, but it will not even be possible to read it, and moreover, one kanji can have many different meanings and readings.

I will divide this topic into 3 parts: kanji and words learned on WaniKani, grammar learned on Bunpro, and reading practice. Of course, I will only talk about new things, and I will not review what I learned in the past in this topic.
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Reading, day 1.
The correct method: read children's fairy tales and simplified versions of the news.
My method: take something interesting in itself and struggle with every sentence.
Actually, I will definitely get to the first method, but today I decided to try to tackle some interesting-looking manga (and because I've been planning to read it for a long time) and got stuck for a long time because it turned out to have a rather elaborate language and from the very first pages it showered me with words and hieroglyphs that I had never dealt with before. But okay, let's see how it goes. The content is good. Oh yeah, if anyone has read this manga in translation, don't post it here, or it will ruin the process.
And the process is as follows: I retype the text from the pages and try to translate it, not literally but close in meaning, and I mark unfamiliar hieroglyphs in red.
人生のうちのある時を、姉とともにらした
I immediately encountered problems. The general meaning of the sentences is clear, but I cannot formulate the specific meaning of what I read. Once (in my life) I lived with my older sister. ??? I don't understand what it's about specifically, whether it's about the time when he started living with her, or directly about the period of life when they lived together.

彼女のしい声が、Her gentle voice,
いが、The scent of her beautiful hair, Or "the sweet scent of her hair," I'm not sure.
らかなもりが。The warmth of her soft skin.

今でもありありと
思い出される。Even now, I remember it clearly.

彼女のと日々は、僕すべてになった。(She) became my every day. That is, she filled his whole life, became an integral part of it, etc. (Probably).
I really liked this excerpt, so I will write it in Latin so that even a simple reader can enjoy the beauty of the best language on the planet.

kanojo no yasashii koe ga,
amai kami no nioi ga,
yawaraka na hada no nukumori ga.

ima demo ariari to
Omoi da sareru.

kanojo no to hibi wa,
boku subete ni natta.



僕のお姉ちゃんは、悪魔だ。(My older sister is a demon).

It's getting late, so I'll stop here for now. I wipe the sweat from my forehead and hope that there will be more everyday dialogues ahead, otherwise I won't get far with my current level. It's a pity that primitive languages don't have normal ways to denote close relatives... So I'll have to add "older" etc. to indicate the meaning.
Given the amount of text, I think it's obvious that this reading method is not very effective, but I will try not to abandon this manga.
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I envy you. It makes me want to join.
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Naver Lingard

Human, rogue, 36 years old.
Biography:
Thief, swindler, card sharp, murderer. Naver can't say much about his childhood, and of what he remembers, he was born into the family of a wealthy baker, an honest citizen, the owner of his own bakery, whose bread was very popular throughout the city. And although Naver was left completely alone early on, without a family, the perfect smell of fragrant bread or rolls, just out of the oven, was forever etched in his memory. He doesn't remember how he became an orphan, but one sunny day he found himself in the middle of wide, crowded streets of a huge metropolis, completely unfamiliar to him. Having no other choice, he began to beg, and then steal, to survive. Naver became independent quite early, and as time went on, he gained experience and improved his skills, but one day he suffered a complete failure. When he was fifteen, he tried to pick the pocket of another victim, but the man easily anticipated the boy's actions and, at the right moment, caught him red-handed. However, this event in the life of the little thief turned out to be more of a success than a failure: his "victim" turned out to be a professional card sharp, who, seeing great potential in the boy, decided to teach him what he knew, and, sharing his knowledge, left just as mysteriously as he had appeared. With age, Naver became more cold, and his character more harsh, now not only fraud and theft were his bread and butter, but also robberies, and even murders became an integral part of his life.
At 18, he killed a person for the first time. While breaking into one of the houses in a large city, Naver encountered the owner of the property and, fearing that he would call the guards, killed him as quickly and silently as possible. This event did not affect his character or worldview in any way, and did not throw him off course at all, as if he had done what was required of him. A year later, he fulfills his long-held desire – after charming the former owner, Naver acquires a wonderful country house for a pittance, in which he lived for no more than a month: not finding satisfaction in such a lifestyle, he, without even bothering to sell his house, sets off on a journey through the islands, trying to find entertainment to his liking on each of them, and, of course, his skills in theft and fraud helped him in this, because he never needed money. However, he was very wasteful, so he never had his own "savings".
And so his life continued for the next seventeen years. Over time, a new way to earn money and entertain himself became looting – plundering tombs, crypts, and other similar places, as well as cities and villages that suffered from wars or natural disasters. And once, five years ago, while on one of the elven islands, Naver heard interesting rumors from the locals about the pyramid of Presen – a powerful king of antiquity, the ruler of this island, who died a thousand years ago. According to legend, King Presen was a real tyrant, and in the last years of his life he was completely insane, pursuing one single goal – immortality, eternal life. All his subjects worked on creating something that would help him realize his desire. However, a knife that slashed his back one dark night did not give him the opportunity to see his project come to fruition. It is unknown whether his servants managed to achieve any results, but what was clear for sure was that they created some kind of stone, and whether it has magical properties or not is irrelevant, such an antiquity will in any case be highly valued, or, if Naver ever decides to settle somewhere, such a thing will certainly look good as a decoration.
And so, having completed all the preliminary preparations, he set off inside the pyramid, towards the numerous traps and riddles, which he, thanks to his extraordinary mind and excellent agility, overcame without much difficulty. But not everything went so smoothly, all this time he had a feeling that someone was following him. And that's exactly what happened: when he was already standing in front of the sarcophagus of King Presen, something heavy touched his head, and he collapsed to the cold ground. A woman's giggle and the words "Thank you for leading me here" were the last thing he heard before losing consciousness. When he came to, Naver was furious. He was not at all worried about the lost stone, but the fact that he had been so outsmarted, and even by a woman, made his blood boil. However, he quickly recovered. He knows the mindset of thieves very well, and it was not difficult for him to find this rat. And when this happened, Naver did not deny himself the pleasure of getting to know her better and appreciating her. Her name was Akari, and she was not only young and hot, but also very talented. Neither of them knows how it happened, but they spent the entire following year together, carrying out their criminal schemes in pairs. This was something new and interesting for Naver, as he was not used to involving other people in his plans. However, having a partner, he managed to carry out more complex schemes, to carry out grand robberies. In addition, he liked her attitude to money, it was similar to his own. First they "earned", and then they enjoyed rest and each other, spending everything to the last penny. However, Naver knew that this would eventually come to an end. And one day it happened, when, during the implementation of his next plan, Akari was caught and taken into custody. Without a shadow of a doubt or regret, he left her to her fate, and to this day does not know what happened to her.
Now he is on board the *SHIPNAME*, continuing to travel the islands.

Character:
Selfish but not arrogant. He does not consider himself better, but is indifferent to the fate of others. Cold and aloof, he does not divide actions into good or bad, he does not try to understand himself or those around him.
In conversation, he is calm, quite tactless and straightforward. Nevertheless, he can skillfully lie if the situation requires it.
He despises rules and routine. He is proactive and persistent, he does not like to sit idle, he spends his whole life traveling the islands in search of something that could dispel his boredom. But despite this, he can enjoy a relaxed rest.
He is used to taking everything he wants, whether it is a sparkling treasure or a beautiful woman.
He is a great lover of all sorts of adventures.

Equipment: Set of lockpicks, "cat's paw", handkerchief and a jar of sleeping potion, dagger, throwing knives (3 pieces), some money, Presen's stone
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General Information
Name: Son Ha-yeon
Faction: Earth Republic
Place of Birth: Seoul, Celestial Kingdom, Earth
Age: 24 years
Race: Human
Gender:
Brief Information
While in high school, Ha-yeon caught the attention of government agents and, with her consent, was recruited to serve in the country's armed forces immediately after graduating at the age of nineteen. Shortly thereafter, she was transferred to the "Taihao" special operations unit, which reports to the supreme leadership of the Celestial Kingdom, specializing in conducting covert operations both on the territory of planet Earth and beyond. Subsequently, an order came from above recommending her for participation in the upcoming expedition.

Parents are alive, not married, no children.
Has no bad habits.
No cybernetics.
Stats
Strength: 8
Dexterity: 6
Constitution: 8
Intelligence: 6
Willpower: 4
Charisma: 4
Skills
Warrior (soldier 3)
+0.3 damage, +0.3 armor
Saboteur (assassin 3, sapper 3)
Stealth 1, stealthy poisoning +0.5 damage, stealthy first strike +0.3 damage and 50% chance to kill a target with health higher than the damage dealt
Installation of non-lethal and lethal traps 1, bombs, mines, and traps +1 damage, detection of enemy bombs, mines, and traps 0.7
Hardened (veteran 1)
+10 health, +0.2 armor
Additionally
+0.1 damage (faction)
+0.3 damage, +0.1 armor, +0.3 light technician, +0.2 medium technician, +0.1 heavy technician, -0.2 diplomat (race)
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Kirisa Tinazund

Wright
Antimagic: 50% resistance to magic damage, doubled resistance to spells.
Baisgeri
Damage modifiers against all sentient races of Salidera are doubled, except for Wrights; charisma when interacting with them is reduced by 1.
Eztli
The character receives +3 strength, +2 agility, and +20 health. All skills in the Warrior branch are 50% more effective.

Some say that Baisgeri is a disease of Salidera, and the Wrights are the greatest mistake of the Seven. Those who have a tail, wings, or at least fur, for very good reasons, tried to stay as far away from this country as possible and interact with its inhabitants as rarely as possible. But not everyone succeeded, because, by the will of the gods, the inhabitants of this world found themselves in the most unexpected places. Non-humans, as they were called here, did not have any rights in this land of Salidera and were treated as inferior to humans.
In the house of Louis Boaselier, there were many of them – May, a remarkably educated human-lizard, managed the servants of the estate, was responsible for the kitchen, cleaning, and receiving guests; Lhace, a young Meolian, made sure that the master and his guests always had something to drink and eat; the table should never be empty; Nicostrat, an elderly Ardoll with truncated wings, performed the role of a butler; the beautiful and dressed in expensive dresses Camrin and Ayla, an elf and a Niktansuka, performed the role of decorations. If you think about it, it was a real zoo. Kirisa had visited this house before, and yet this thought came to her every time she had to observe this spectacle.
— Ah, how nice. The rich man took a bite of the cake, drank it down with warm tea, and nodded contentedly, allowing himself to enjoy every moment.
— Indeed, it's not bad. Kirisa Tinazund found pleasure in all aspects of a rich life, and therefore could not disagree. She equally enjoyed spending time in good company over a cup of excellent tea, and on the battlefield with a sword in her hand.
— I heard you're going to Farga. Have you thought it through?
The twenty-year-old girl raised her eyes to the blue sky and saw clouds slowly walking across the sky, a barely perceptible wind caressed her skin, and a pleasant aftertaste reminded her of sweets and tea. It was a good moment. — I can't say that life in Baisgeri has become boring for me, however, at the moment my family is experiencing certain financial difficulties, and therefore I can no longer afford to enjoy the lifestyle I am used to. This is a good time to see the world with my own eyes.
— If that's what you say… I, for example, would never trade a comfortable armchair for a horse's saddle, or a soft bed for a dirty tavern bed! Ha-ha-ha! — Louis had a habit of laughing at his own jokes. — Well, in that case, let me wish you good luck and give you a small gift! — As soon as the rich man clapped his hands, Lhace rushed to another table located away from them. She took an item wrapped in white cloth from it, unwrapped it, and presented it to the guest: it turned out to be a two-handed sword lying in an expensive scabbard. — As you requested, I repaired it.
— I thank you, sir, this is exactly what I was missing for my upcoming journey – a faithful blade by my side.


Skills
Warrior (+2 strength)
Master of Two-Handed Weapons
1: +0.4 damage with two-handed weapons. 0.2 stun.
2: +0.4 damage with two-handed weapons. +0.2 stun. 0.3 bleed.
3: +0.4 damage with two-handed weapons. +0.2 stun. +0.3 bleed. 0.6 armor destruction.
Soldier
1: +0.2 any damage. 25% defense when wearing armor.
2: +0.2 any damage. +15% defense when wearing armor. The "Berserk" ability is unlocked.
Thief
Acrobat
1: 1.0 stealth.

Characteristics
Strength 19
Agility 12
Constitution 14
Intelligence 10
Willpower 8
Charisma 4

Equipment: Basic, "Rinasar" (two-handed sword).
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Wow, these are champions from my, excuse me, Extrassilon expansion.
А, вот почему.

??+⛓️♿=?
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Karina

Nationality: Kheridian Empire.
Age: 26

For people of low social standing, life in the Kheridian Empire was never easy, and even more so for those who dared to engage in the magical sciences: death or forced re-education were the only options they had. Nevertheless, Karina was fortunate enough to avoid such a fate. Charm and excessive caution became her best friends in these difficult times; she always kept as far away as possible from the heart of the empire and avoided large cities, not staying in one place for long. In her wanderings, the young witch not only continued to delve deeper into the study of ritualism but also offered her help to local people, which is how she earned a living: healing the sick, casting spells, practicing divination, and creating love potions. The Kheridians, of course, were not known for their love of magic, but despite this, those who wanted to use her services could be found everywhere.

Karina is a very intelligent and curious girl, interested in everything in the world. Her love for books and other sources of information can only be compared to her immoderate greed for various ornaments and other valuables, especially if they possess magical properties. Karina would probably have collected a whole collection of such things long ago if she hadn't been wandering around the country and had a permanent home. She loves adventure, but despite this, she will never risk her life and is unlikely to rush into open conflict with anyone, and on a sinking ship, she will be one of the first to leave it. This charming witch thinks only of herself and is more likely to betray others than allow others to betray her.

Characteristics
Strength - 7 (-5)
Dexterity - 12
Endurance - 10
Perception - 10
Willpower - 16 (+6)
Intelligence - 18 (+10)
Charm - 17 (+7)

Perks
Selectivity (2)
The character can redistribute up to five points from one characteristic to another during creation. This action counts towards the maximum limit.

Education (1)
The character can read.

Cowardice (-2)
The character is easily frightened and automatically fails checks related to fear. Cannot be taken together with "Fearlessness."

Bad Reputation (-1)
The character is disliked in their homeland for various misdeeds.

Ritualism (2)
While some mages practice directions that allow them to manipulate magical energy quickly but with a certain risk, ritualists try to minimize the risk. On the one hand, their rituals may require a lot of time to prepare, even if we exclude the acquisition of the necessary ingredients; on the other hand, this is the only more or less safe type of magic.

Summoning of Spirits (2)
The character can perform rituals to summon spirits; different types require different rituals. You can ask the spirits for help on various issues, but some of them may require reciprocal services. Others may interpret the request differently, whether it be a desire to cause harm or an inability to fully understand the intentions of the ritualist.

Curse (3)
The character can cast a curse on a person if they have their personal item with them. Some creatures may avoid curses from too weak or poorly prepared ritualists. In addition, different types of curses require different ingredients and have different levels of complexity. The more expensive the item obtained from the victim of the curse, the higher the chance of success. The ritualist can observe any of the people he has cursed through any transparent surface.

Visions (3)
The character can look into the future, but the further they look, the more difficult it is for them to maintain the clarity of visions. Too frequent use of the ability also affects the informativeness of visions, so prophetic gift must be used wisely.

Alchemy (8)
The character knows how to prepare special potions with a wide variety of magical effects. The player can come up with potions (two by default) that the character can make, and I will balance them if necessary and determine the necessary ingredients. You can spend additional skill points on this skill, for each of which the list of available potions will increase by one.

Known Recipes
Deadly Poison, Potion of Paralysis, Antidote, Truth Serum, Healing Potion, Love Potion.

Inventory
The necessary tools for performing rituals and creating potions, a certain amount of money and a supply of necessary ingredients, a simple dagger, jewelry needed on the road, a notebook for storing alchemical recipes.
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Tyger
Characteristics:
Strength - 8
Endurance - 5
Agility - 6
Spirit - 4
1 strength -> 1 endurance
Aura - white (+2 strength, +2 agility)
Skills:
Two-Handed Sword Specialization III
+1 strength
+2 to hit with two-handed swords
+2 to damage with two-handed swords
Deadly Strike
Offensive Tactics II
+1 strength
+1 to damage
Charge Attack
Frenzy I
Power Attack



Tyger was raised in the Temple of Lai, the goddess of life and fertility, in a small village on the vast plains of Fadhen, since childhood. Here, he was instilled with a love for the goddess and a sincere faith in her teachings. And although most of the followers of this cult were peaceful farmers, there were also those who were closely associated with the art of war. Since neither the Temple nor the village had anyone to protect them, all the adepts trained both body and spirit, and also learned martial arts under the strict supervision of the priest. They all also had to perform a wide variety of tasks for the benefit of the village, and therefore Tyger gained a lot of useful knowledge and skills of various kinds. Among other things, he learned to handle a sword quite well, and his advantage in height and strength made him the best among his peers.
Tyger always longed to discover the world, and one day, on a clear day, he left the Temple and set off on a journey to explore the vast world. Several years later, as an experienced warrior, he joined the Seekers and spent the next few years in this organization, still traveling the world. During this time, his beliefs, acquired during his life in the Temple of Lai, completely evaporated, leaving room for a worldview based on his own experience.
Tired of the hustle and bustle of the world, Tyger left the Seekers organization and settled in the wild forest of Fadhen, where he continued to improve himself and reflect on the world. In addition, the nature surrounding him was under his protection, and therefore he often encountered not only ordinary poachers, but also followers of the Cult of the Great Beast. And one day, this ended with him being captured and enslaved, ending up in the arena.
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Sometimes I forget about the gladiator experience, and that's a shame. The idea with auras, which was implemented there, was, in my opinion, very good. And it's also fun to reread traits from this or other games that I came up with myself and have already forgotten.
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Juzo and Sylvia

In his dreams, he lay on green grass surrounded by ancient trees, a cloudless sky, and an azure sea, while the gentle touch of the summer wind and freshly fallen pink petals were the only variables in his serene and secluded pastime. In these dreams, which began visiting him after his twelfth birthday, he had no need to rush anywhere or be distracted by anything; he could savor a feeling of peace and tranquility to his heart's content, fully surrendering to unity with the universe. But with awakening, the spell was broken, and along with it, the vibrant palette of that magical place gave way to the gray hues of everyday life.

— Juzo! — Throwing the teenager's door wide open, a stout aunt burst inside and busily planted her hands on her greasy hips.
— Huh?.. — Having barely rubbed his eyes, he stared at his aunt with barely concealed irritation on his face, but her perceptive gaze was enough — with agility unusual for such a large body, she rushed over to him and yanked him hard by the ear.
— How much longer can you sleep? Get up!! The work won't do itself!
He didn't argue with her, and besides, it was already too late — thanks to his reddened, throbbing ear, the last remnants of his drowsiness had completely vanished. Seeing that the mission to wake her hapless nephew was accomplished, the stout woman left him alone (but, of course, only temporarily) and went about her own business. Juzo wearily pulled on trousers patched countless times, threw on a shirt, and left his small, rotten little room behind.

Chop off the chickens' heads, pluck their feathers, and gut them — done. Milk the cows — done. Chop firewood — done. Drive the livestock to pasture and feed them — done... The number of completed tasks grew with each passing hour, but not fast enough for there to be any time left in the day for anything else. As always, really.
In the evening, after having dinner, he collapsed into bed in anticipation of his fairy-tale dreams. Far, far away, somewhere on the other side of the world, there was grass green as an emerald, a clear sky, and an azure sea, majestic trees, and a warm wind carrying beautiful pink petals all around. For Juzo, this was the only joy and hope that warmed his young heart, weary of routine and grayness: perhaps someday he would go there. Who knows? Maybe he would even stay there to live... Away from society and its problems.

***

That day, Juzo had a day off, so he wanted to spend it reading books. His parents had taught him to read and write, and they had also left him a dozen or so various books before disappearing from his life — they left their young son in the care of his father's sister and went off to travel. That's how he remembered them — as philosophers and travelers. However, that meant little to him, since his future life would not lend itself to their reunion.
He still read very slowly and uncertainly, but that didn't stop him from deriving genuine satisfaction from immersing himself in the various stories written on the pages of the books his parents had given him.
— Why are you sitting at home on such a fine day? — His reading was interrupted by a voice he had already grown tired of. — Still reading your scribbles. Better go hang out with the other kids.
— But I don't want to…
— What do you mean you don't want to? Everyone's out playing, so you go too. Come on, come on, get up. — The aunt snatched the little book from the teenager's hands and cuffed him on the back of the head with her free hand, leaving no room for argument.

In his home village, Juzo had four "friends": Gregor: the woodcutter's eldest son, narrow-minded and unusually robust for his age, dumb and ugly. Albert: the opposite of his brother Gregor: smart, frail, and handsome. Erwig: the son of a wealthy merchant: strong, smart, and popular with girls; Gregor and Albert had long obeyed him in everything. Edward: the blacksmith's son; contrary to his family's and everyone else's expectations, he had no interest in the blacksmith's trade at all and instead studied in the big city, only occasionally showing up in the village; he was older than the rest and earned his own living.

Today, Gregor held Juzo by his left arm, Albert by his right, while Erwig enthusiastically punched him in the stomach. Juzo didn't resist and took the blows like a sack of manure, making no sound other than pained groans. Finally, the trio got bored and left him alone.
— Well, well, — Juzo wheezed, sprawled on the ground, — that was a nice walk…
He remained lying right where he had fallen, unable to get up, and soon fell asleep.
...
— Hey. Hey!
He was awakened by the pleasant voice of a guy he knew. It was Edward, the blacksmith's son, and the only one he could consider a true comrade.
— Ed?.. — The guy helped Juzo up, and soon he began to come to his senses. — And you... What are you doing here?
— Well, this is my home, actually. — He chuckled. — And you? Erwig again? — Receiving no answer, Ed shook his head disapprovingly. — When are you going to start defending yourself?
— What's the point?.. Nothing's going to change. I'm stuck here with them in this lousy village, like convicts who've done something wrong. Whether I talk back or not, my life won't change. Cows, chickens, the awful aunt... Besides, there are three of them, and I'm alone.
— Listen, I'm sorry... It's partly my fault. I left and basically abandoned you alone with these monkeys. I know you're a smart kid, and your soul craves more than a peasant's life.
— Pff... Pah.
— Well, isn't it true? Let's start small: I'll save up some money, and in a couple of months, I'll take you to see the city.

***

— O-o-oh... — The teenager's eyes burned like stars in the night sky. Juzo and Edward were strolling through the capital of Grisal, and the young country boy didn't miss a chance to announce his origins to everyone around him with his amazement at the people and architecture. — Ed, what's that?!
— That's... — He glanced at the sign near the building the teenager was pointing at and saw a picture of a sword and shield on it. — That's a weapons and armor shop... — Seeing Juzo's eyes light up even brighter than before, he chuckled. — Want to go in?
— Y-yes!
Going inside, Juzo started running around the shop, examining the assortment of goods. He liked the elegant one-handed swords, majestic armor, and noble shields the most. Seeing this equipment, his imagination was immediately filled with various images inspired by the heroes of the literature he had read before: he pictured himself in full regalia, like a knight, a defender of justice and an enemy of evil. Then he remembered that men-at-arms are often depicted riding a loyal steed, and his fantasy ignited even more.
— Ha-ha, — Ed ruffled his young companion's hair, — I see you liked it.
— Ed, can we buy something here?..
— Mm?.. A-ha-ha, — the guy nodded at the price tags, which, however, meant nothing to Juzo, as he had never had his own money before and didn't know what cost what, — not in this century, little brother.
— Oh, alright... — The teenager bid farewell to the various masterpieces of the smith's craft, and soon they left the shop, continuing their journey through the city. Next, they passed by a noisy establishment near which Juzo noticed scantily clad women beckoning them inside. Ed politely declined. — Ed, why aren't we going in there?..
— Uh, it's still a bit too early for you for that, ha-ha...
— Huh?..

In the second half of that day's visit to the capital, Edward introduced Juzo to his acquaintance named Cedric, who, as it soon turned out, was the commander of a mercenary company and was renowned for his combat skill. The details of their relationship were unknown to Juzo, but that wasn't important to him right then, especially since he was now going to learn the art of swordplay from his new acquaintance... To his regret, not a one-handed sword, but a two-handed one: for a reason the teenager didn't understand, the mentor decided that this type of weapon suited him better.
In the near future, Juzo would visit the capital about once a month, each time greedily absorbing new lessons and brilliantly practicing the acquired skills at home with a wooden sword.

***

A few years later, Juzo would leave his home for good and join Cedric's company. By a twist of irony, his old friends from the village would end up there too: Erwig was appointed captain of a squad, while he, along with Gregor and Albert, became his subordinates. The presence of the woodcutter's sons under the thumb of the newly minted captain was, of course, no surprise to him, although he himself was not enthusiastic about working with his fellow villagers.
Erwig's squad wasn't particularly effective at eliminating bandits in the vicinity of Grisal, but it wasn't completely incompetent either. Erwig was a good swordsman and a moderately charismatic leader; Gregor, who had grown even bulkier than in his youth and was clad in heavy plate, was a walking fortress; while Albert acted as a tactician and strategist. Erwig's other subordinates weren't particularly remarkable, and Juzo, who had started learning the combat trade earlier than the others and possessed a natural talent for it, was the strongest fighting unit in the squad. This made Erwig change his attitude towards his fellow villager: whereas before he had been a punching bag, now he was a useful tool in his arsenal.

During this period of his life, the cloudless sky in his dreams filled with all-encompassing clouds. He sat leaning against a thick tree trunk, enjoying the music of the summer rain and thunderclaps, resting from the dreary and, at times, bloody reality.

— Hey, what's with your weird name? — One of his battle comrades looked up from his morning meal and asked Juzo an unexpected question. — Never seen one like it before.
— Born with it. — He answered his interlocutor with a stern look, causing the other to back away. — Do you have a problem with that?
— N-no, just curious...
One of the perks of being the strongest warrior in the squad was that Juzo could afford to keep bothersome comrades at a distance and not waste his free time on them, which he preferred to spend on a pleasant activity — reading books that he bought with his pay. And his name really was unusual, but what his parents were thinking when they named him that, he couldn't know.

One winter of some year, Erwig sent his squad to clear out another bandit hideout in the vicinity of Grisal, but when they reached their destination, they were first surrounded and then taken prisoner.

***

The heavy rain had stopped, and with it, the sun's vigil in the sky was coming to an end. A sunset, crimson like blood, was approaching — a spectacle undoubtedly beautiful and majestic, but also, in some ways, eerie and unsettling. He always woke from these dreams with an inexplicable feeling of anxiety.
Today, on the other half of the arena, stood a tall woman of about thirty, whose body was hidden by dark fabric, behind which there were surely concealed several pairs of various blades. This was Kitara, a warrior renowned in the arena of Arudal. She specialized in knives and daggers, was very agile and fast, and instead of parrying her opponent's attacks, she preferred to avoid them altogether. It was by her hand that Gregor had once fallen; she had first physically exhausted him and then struck him through the eye slit in his massive helmet.
In Juzo's hands was a two-handed sword of dark steel, the hilt of which was adorned with someone's skull. It wasn't the most elegant weapon, and it didn't match his own aesthetic preferences, but it was a gift from the masters, and a slave couldn't choose. Be that as it may, the sword itself was quite good, so complaining would have been stupid and pointless. He firmly gripped the weapon's hilt and rushed towards his opponent with the speed of the wind. Kitara deftly dodged Juzo's lightning-fast strikes, meanwhile inflicting small cuts on him in return, but at one point, her reaction time failed her, and she couldn't avoid a single blow. It was just one swing of the sword, but it was enough to cut her in half. Juzo left the arena to the now-familiar approving howls of the spectators. Out of their sight, he met Albert, who was waiting for him. After that last winter raid, he, like Juzo and Gregor, had fallen into slavery, but unlike them, they didn't make him a gladiator. Instead, he served some wealthy lady who liked his face and sharp mind.
— What do you want? — Juzo cast a contemptuously weary look at his old acquaintance.
— I see you're as cold as ever... I wanted to thank you for avenging Gregor.
— Well, have you thanked me? Then get lost. — The gladiator walked past his hapless comrade. Albert first tried to grab him by the shoulder but stopped himself in time; instead, he ran around and stood before him again. — What now?
— I just want you to know: our last raid was a setup from the very beginning. — Seeing that his words had gotten the other's attention, he continued. — Erwig sold our entire squad to the bandits and then joined them himself. They say he's risen high in that organization's hierarchy over the past few years.
A vein of anger pulsed on Juzo's temple, but with an effort of will, he managed to calm down.
— That Erwig is a piece of shit has never been a secret to me. Don't waste my time on nonsense.
Juzo walked past his old comrade again and never crossed paths with him after that. He continued to win one victory after another and, step by step, earn his freedom.

***

Several years later, Juzo would find himself at the entrance to some cave in the vicinity of Grisal. At his feet lay the lifeless body of a sentry he had killed. He was there for one simple reason — he had lied to Albert about his disinterest in what had happened during their last joint raid, and after being freed from slavery, he began tracking Erwig. For some reason, the thought that the scumbag was living it up after what he had put his subordinates through got on his nerves. He stepped inside the cave and methodically advanced into its depths, leaving bloody bandit bodies in his wake.
After dealing with the remaining outlaws, Juzo found Erwig fast asleep on an improvised bed made of wood and fur. A thought flashed through his mind to cut his throat right then and there while he was still sleeping, but he decided to have a little chat with him one last time.
— Good morning! — Juzo swung and kicked his fellow villager in the head with the toe of his boot, like a ball. Erwig woke up with a yell and, not understanding what was happening, stared at the intruder.
— Who the hell are you?.. Bran, Gil, what are you doing, you bastards? Get in here, now!! — Juzo threw the head of one of his subordinates at Erwig's feet, and he immediately understood everything. — Juzo?..
— You used to be quicker on the uptake. Seems if you live like a pig, you eventually become one.
— So you're alive?.. — The bandit knew lying was pointless. — Listen, I had my reasons, come on... We're businessmen, let's make a deal. I'll talk to the boss, we'll get you a good position, you'll live like a person. He and I are on good terms.
— Ah, sounds great! I agree.
— Really?
— No.
— ... — No matter how much of a scoundrel Erwig was, he couldn't be called a coward. He lunged for his sword, drew it, and entered a duel with his old comrade. Erwig had a clever head on his shoulders and few equals in handling cold steel, but Juzo, hardened by hundreds of arena fights, was an order of magnitude stronger and more experienced. Moments later, the bandit lay on the cold ground in a pool of his own blood. It was clear he didn't have long.
— There's one thing I don't understand, Erwig. Your father was rich, and all paths were open to you, so why did you choose this path?
— Heh... I just wanted to live... Free... Unbound by society and laws...

After Juzo freed himself from slavery in Arudal and dealt with the ghost of his past, he found himself unfit for a normal life. The bloody sunset in his dreams was replaced by a moonless night, and he never knew peace in them again. He dreamed of the faces of everyone whose life he had ever taken, and every morning he woke up in a cold sweat. Trying to forget, he drowned himself in alcohol, stayed in brothels, and sought out ever new opponents for fights. Although he was not aggressive towards those who were not warriors, if someone managed to anger him, heads would immediately start rolling. The more often he had dreams, the more he drank; the more he drank, the more he killed; and the more he killed, the more nightmarish his dreams became. Over time, he attracted the attention of the authorities and became known as the Mad Dog of Grisal. Due to corruption, however, when he was caught, he ended up not in prison or on the chopping block, but in the dungeons of Olaf — the leader of the criminal organization for which Erwig had once worked. The reason was simple: Olaf wanted revenge for the deaths of his subordinates and, in particular, Erwig himself, whom he had regarded very highly. For the next year, Juzo would be subjected to various tortures; Olaf personally gouged out his eye and slashed his face with a knife.

In the summer of the following year, Cedric's mercenary company — the very same one Juzo had once worked for — would raid Olaf's base, allowing the prisoner to escape. However, Juzo's conflict with the bandits did not end there: Olaf and his men would pursue the fugitive all the way to Legia. Juzo managed to defeat all his opponents, but in the duel with Olaf, he lost one of his arms and, wandering through the forest in a random direction, collapsed to the ground near an old hut.

***

Sylvia was born and raised in a wealthy Legian family, never in need of anything, and could afford to pursue her own interests instead of taking up a specific craft or career. Despite this, her life could not be called happy and carefree, because neither her brother nor sister, nor her parents, shared her interest in fiction and her head-in-the-clouds worldview. Furthermore, due to her lack of willpower and inability to say no, people regularly took advantage of her pliability. Unlike her older sister, who was good with a sword and had a multitude of lovers, Sylvia was fragile and fantasized about pure love. She cherished hopes that someday a handsome and noble prince would carry her off on a snow-white steed. He would be smart and strong, gentle with her and kind to others, he would love her and protect her... Such dreams awakened in her imagination every time she locked herself in her family's abandoned hut, which stood nearby in the forest, and read novels. She loved all sorts of literature, of course, but only books of that theme truly brought her joy and inspiration.

One autumn, her sister, as she often liked to do during their rare joint dinners, began pestering Sylvia with questions about her love life. For some reason, she was very concerned that her younger sister not only had no friends but didn't even try to meet anyone. Of course, telling her that the people around her didn't meet her standards, which were based on literary images, was pointless. Sylvia just hoped her sister would leave her alone quickly, as had happened before, but today she wasn't satisfied with vague answers and went further, insisting that Sylvia meet one of her good friends. The girl didn't want to, intending, as usual, to indulge in reading books, but due to her weak-willed character, she couldn't refuse her. At the meeting with this friend, the same thing happened: she couldn't say "no."
Returning home, she went to sleep and, still upset, went to her secret place the next day to immerse herself in stories of other worlds and other people. She decided to reread her favorite novel and, turning the pages of the well-worn book, felt tears streaming down her cheeks. The realization came to her that the previous day she had lost something that could not be restored: her beloved story no longer evoked the same emotional response as before. The realization that her dream had never been possible penetrated deeper into her heart.

One day, having finished reading another book, Sylvia left the old hut and intended to go home, but this day turned out to be different from others: at the door of her little house lay a bloody body. She wanted to scream, but fear temporarily robbed her of her voice. Pulling herself together and acting on instinct, she made sure the man was still breathing, administered first aid, and with great difficulty dragged him inside the hut, where it was warmer and there was something to sleep on. Having finished all this, she long tormented herself with thoughts of what to do next, but her parents weren't home, and she didn't want to turn to her brother or sister. She couldn't leave the sick man to his fate either. In the end, he regained consciousness a few days later, and no one had yet learned of his presence.
— Hey. — The unexpected voice of the man caused the girl to drop the book she was reading. She didn't answer him and froze, not knowing how to react or what to do. — Hey, I'm talking to you.
— ... I'm glad you're feeling better... A-ha... Ha...
— Where am I?.. — After listening to her answer, he was a little surprised and looked around again. — Look, as soon as I get up, I'll cut your head off, so either finish me off yourself or call someone else to do it.
For some reason, she decided these words were a lie. Instead of anger, malice, or irritation, she heard weariness and sadness in this man's voice. She didn't answer him and instead tried to feed him some food she had prepared earlier.
— What are you... You'll regret this!
As it turned out, the man currently didn't even have the strength to resist such a fragile girl.

This situation continued for several weeks: Sylvia would come to the hut where Juzo was resting, take care of him, never daring to share what had happened with her sister or brother, and meanwhile read her books. Over time, he stopped resisting her kindness, and one day curiosity got the better of him, and he asked Sylvia what she was reading. In response, she laughed softly.
— What's so funny?!
— Ha-ha... — After some time, it became noticeably easier for Sylvia to communicate with the stranger, and he no longer inspired fear in her. — I apologize, it's just that you don't seem like someone who would be interested in books, especially novels.
— Really? I'd say that for a book lover, you're very quick to judge a book by its cover.
— Oh, so am I wrong?
— I've read plenty in my time, maybe even more than you.
— Really? Then, if you'll permit me, may I ask you to retell some story from what you've read before? Perhaps something that left a strong impression on you?
"Easy enough," thought Juzo, and then, opening his mouth, he abruptly stopped, realizing he hadn't really read anything since he fell into slavery. A few moments later, with an effort of will, he pulled himself out of his stupor and remembered one of his favorite novels from his adolescence. The words began to form sentences, and without noticing it himself, he began enthusiastically retelling a story he had read long ago to his listener. When he finished, for some unknown reason, tears flowed from his eyes. Surprised, Sylvia gasped and placed her palm over her lips.
— Ah... What's this... — Juzo was very confused. — It seems it started raining. Your roof must be leaking here.
Sylvia looked out the window and saw a sunny, cloudless sky.

After this incident, Juzo and Sylvia continued to communicate on literary topics with great interest; sometimes they even read together, and once, when they came across a story about a minstrel, the girl asked if Juzo was interested in music. He replied that he had never been interested in learning to play himself but loved to enjoy the performances of talented musicians from time to time. However, that was a long time ago, so he wasn't sure if his sympathy for this art still remained. Then Sylvia suggested that on her next visit, she would play him a bamboo flute that her father had once given her.

She had never performed for anyone before, so at that moment, she was very nervous.
— Actually... I don't think this is such a good idea; I play poorly and... I'm sorry for giving you false expectations.
— Oh no, — Juzo was now healthy enough to move freely around the room. — You must keep your word.
She didn't remind him that he hadn't kept his promise to cut her head off.
— Well... Alright.
Still terribly embarrassed, Sylvia finally began her performance.
Her playing was bad, noticeable even to someone like Juzo, who had never had anything to do with music, but for some inexplicable reason, her melodies touched those depths of his soul that the professionals of this art could not reach. Her playing transported him to a place where green grass grew like emeralds, where there was a clear sky and an azure sea, where a warm wind carried beautiful pink petals, recently fallen from the branches of majestic trees.
When she finished and asked if he liked her performance, he didn't answer. He couldn't tell her that it was the best thing he had ever heard in his life.

***

He felt wonderful. Of course, the loss of his arm and the year spent in Olaf's dungeon took their toll, and he would forever remain a shadow of his former greatness, but his psycho-emotional state was as good as could be, similar to those bright days when he first found himself in the big city in the company of his friend Ed. The months spent in Sylvia's company had healed his scarred soul and put his mind in order, but he understood that he no longer had an excuse to stay here: he had finally fully recovered and had to hit the road. He felt there was no place for him next to such a bright and kind girl. Fortunately, it didn't seem that anyone knew of his acquaintance with her, so he could disappear from her life without any consequences for her. Nevertheless, their parting was delayed by the fact that today she was noticeably late, but perhaps that was for the best and he should leave without a word? He probably would have done so, if not for a feeling of anxiety in his heart that made him go straight to her family's home, only to find it engulfed in flames. He saw several charred bodies, and two bandits stood over the recently killed eldest daughter of the family.
— Why did you have to do that... She was pretty. And if you hadn't been her lovers, we wouldn't have known what was where here to get all the jewels out so fast. It's a bit sad.
— Idiot, she would have cut your throat before you could even react. You have to take people like that down immediately.
— Well, if you say so...
— And what are we going to do with this one, boss? — One of the bandits dragged the youngest daughter by the hair.
— We're taking this one with us, and we're getting out of here now. — The bandit leader finally noticed Juzo emerging from the forest. — And who are you? A local?
Juzo ignored the bandit's question and headed straight for the one holding Sylvia. At that moment, his gaze was like the eyes of a mad dog.
— What can you do, you one-armed freak??
The bandit released the girl's hair, drew his sword, and attacked Juzo. He easily dodged the outlaw's strike, grabbed him by the face, slammed the back of his head against the ground, and gouged out his eyes with his fingers. — One hand is quite enough to deal with trash like this. — He picked up a sword from the ground and rushed to cut down the bandits one by one.

***

After this incident, Sylvia had no home left, and after her tearful plea, Juzo had to take her with him, for by a twist of irony, besides the disfigured monster, she now had no one left. Days and long months passed; over time, their strong friendship transformed into love. Sylvia accepted Juzo's dark past, and he had loved her since the day she played the bamboo flute for him, breathing life into his hollow heart. He was not the prince from her fairy tales and fantasies, but in his hands (hand), she felt like a feather unburdened by anything.
At the beginning of their wanderings, due to her lack of experience in independent living, Sylvia was practically useless, and although Juzo never demanded anything from her, she wanted to be useful and tried to learn various skills that might come in handy. She began managing their finances and negotiating and communicating with people on behalf of their small group. When it became known that Sylvia had a talent for studying magic, she made attempts to learn body magic, hoping to one day heal her beloved from the wounds he had received in the past.

TitleJuzo

Origin: Gladiator
+1 to Strength and Agility, the character can achieve mastery in two skills of their chosen melee style and, once per battle, can survive one lethal attack, remaining standing with 1 health point.

Attributes:
Strength: 5
Agility: 3
Willpower: 2
Intellect: 0
Charisma: 1

Parameters:
Health: 175 (262)
Physical Damage: +50% (+75%)
Accuracy: +9% (-1%)
Magic Resistance: +35%
Experience: +0%
Pay: +10%
Speed: 5
Endurance Checks: 8
Agility Checks: 3
Intellect Checks: 0
Willpower Checks: 3 (5)
Charisma Checks: 0
Mutation Points: 0/7
Current Experience: 300

Background:
Love (5): Sylvia. While they are together, both characters make two rolls for Willpower checks and use the highest result. Characters can intercept attacks directed at each other, provided they are on adjacent tiles, and gain +10% Accuracy against opponents who have attacked their beloved. If one of them dies, the second character continues to make two rolls for Willpower checks but uses the lowest result.
Injury (-1): arm — inability to perform actions requiring two hands.
Injury (-1): eye — -10% to attack Accuracy.
Fearsome Appearance (3): at the start of battle, opponents must pass a Willpower check against (10 + character's Strength check) (18) or flee from combat.
Ugliness (-3): the character has such a repulsive appearance that not everyone will want to deal with them.
Bad Reputation (-2): Grisal. Be it revenge from a detractor, simple misunderstanding, or the character's conscious actions, they have earned the hatred of certain people. While few besides possible bounty hunters (if any) will pursue them, staying in places where they have a reputation as a villain will hardly be pleasant.
Bravery (2): The character gains +1 to Willpower and doubles their Willpower check score when needing to pass Fear checks.
Diligence (2): The character gains +1 Attribute point and +250 base Experience (increased or decreased by the Intellect modifier).
Good Reputation (0): Legia. Perhaps the character was lucky to be the child of parents beloved by the people. Perhaps they achieved their current position through their own efforts. Either way, they are always welcome in certain circles.

Mutations:
-

Skills:
- Combat Training (500)
The character gains +25 base Health, +1 to Endurance checks, and +1 to Willpower checks.
- Basics of Antimagic
+25% resistance to magical damage
+2 resistance to negative magical effects
- Two-Handed Weapon (500)
Fighting style using weapons requiring two hands.
- Relentless Force (500)
The character's attacks deal damage to all opponents standing in front of them. Requires the "Two-Handed Weapon" skill.
- Ruthlessness (500)
The damage bonus from Strength increases to 15%. Requires the "Relentless Force" skill.

Equipment:
- Bastard Sword
Requirements: Strength 4+
Damage: 60 (105)
Accuracy: 60% (59%)
Range: 1
Can be used with active grappling
Can be used while riding a horse
- Frost Hydra Scale Mail (medium armor)
Requirements: Strength 2+
+35% resistance to physical damage
Resistance to Water damage is twice as high. (70%)
- Portrait of Juzo and Sylvia
Can be hung on a wall as a reminder of old times. Or can be hung on a door to scare off potential burglars with Juzo's appearance.
- 2485 coins
- Symbol of Loyalty (trinket)
+2 to defensive Willpower checks for a character with the "Love" trait
Only has an effect for the character for whom it was purchased


TitleSylvia

Origin: Romantic
+1 to Agility and Charisma, the "Love" trait (Juzo).

Attributes:
Strength: 0
Agility: 1
Willpower: 0
Intellect: 5
Charisma: 5 (6)

Parameters:
Health: 150
Physical Damage: +0%
Accuracy: +3%
Magic Resistance: +0%
Experience: +50%
Pay: +75% (+90%)
Speed: 5
Endurance Checks: 2
Agility Checks: 1
Intellect Checks: 6
Willpower Checks: 0 (2)
Charisma Checks: 5 (6)
Mutation Points: 0/2
Current Experience: 1750

Background:
Potential (3): the character is capable of learning magic.
Cowardice (-2): at the start of each battle, the character must pass a Willpower check against difficulty 10 or flee to save their life.
Empathy (2): The character is good at understanding others' emotions and receives hints from the GM regarding the emotional state of interlocutors.
Diligence (2): The character gains +1 Attribute point and +250 base Experience (increased or decreased by the Intellect modifier).
Diligence (2): The character gains +1 Attribute point and +250 base Experience (increased or decreased by the Intellect modifier).

Mutations:
-

Skills:
- Literacy (500)
The character gains an additional +5% Experience per point of Intellect (+25%) and +1 to Intellect checks.
- Etiquette (300)
The character gains +2 to Persuasion checks in situations where politeness and manners play a role.
- Merchant (500)
Pay for quests and work is higher by (5 * Charisma check score)%. (30%)
Purchase cost is lower by (5 * Charisma check score)%. (30%)
The character sells items for (50 + 10 * Charisma check score)% of their cost. (110%)
- Musician (500)
The character can use a chosen type of musical instrument. In a calm setting (e.g., at a camp), they can perform an inspiring melody and give allies nearby +2 to a chosen type of check until the next battle.
- Body Magic (500)
The art of sorcery based on manipulating the bodies of living beings.
- Hidden Reserves (300)
The chosen character recovers 20% of their maximum Health per turn for (target's Endurance check) rounds. Can be used on a single character only once per day. Requires physical contact with the target.
- Restoration (300)
Out of battle, the caster can use the bodies of fallen opponents, as well as possible volunteers, to heal their own or others' wounds at a ratio of 2 Health points (current for living characters or maximum for dead ones) from the donor per 1 Health point of the recipient.

Equipment:
- Bamboo Flute
- 2150 coins
- Diary
- Writing materials
- Symbol of Loyalty (trinket)
+2 to defensive Willpower checks for a character with the "Love" trait
Only has an effect for the character for whom it was purchased
- Magnificent Hat (useless helmet)
+1 to Charisma
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Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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Origin: Romantic
+1 to Dexterity and Charisma, special ability "Love" (Juzo)
But in your expansions, you can't be a Romantic by origin 😎

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