Rod Noddenberry's Emporium of Niggling Details

BozzNugg

First Post
This is a compilation of wages and prices that I have taken from various D&D books ranging from 1e to 4e. Where economies have clashed, I used the version that I felt most suited the 4e economy. It's primarily aimed at detail-oriented games where a player might wonder if his PC can buy a house in town, or how much extra coin he picked up while working undercover as a valet for the Count. It is incomplete, as I have yet to add construction and maintenance of castles, keeps, and realms, as well as furniture, groceries, and sundries (little things that make life easier, like combs, napkins, silverware, etc.). In the case of the Spy (under "Mercenaries") I took the price range and adapted it to 4e. As I compile it, I will add it. Meanwhile, I hope you'll get some use out of it!

Construction
HideCosts are for civilian homes and normal buildings only. Castle and Keep construction is elsewhere and requires a lot more security features and reinforcement.

WALLS:
Wooden, 5x8 ft……8gp
Stone, 5x8 ft………40gp
Shifting, 10x10 ft…1000gp

DOORS:
Wooden, Interior, 3x7 ft….2gp
Wooden, Exterior, 3x7 ft…4gp
Wooden, Reinforced, 3x7 ft…5gp
Stone or Iron, 3x7 ft…..10gp
Trap Door, Floor or Ceiling 3x3 ft…cost as above x 2
Secret Door, 3x7 ft…..cost as above x 5

WINDOWS
Standard……….5sp/sq ft
Barred…………1gp/sq ft
Shutters (made to fit)…5sp per set

ROOF/FLOOR
Wooden, 5sq ft……2gp
Tile or Stone, 5sq ft…5gp

STAIRS (3ft wide, 10ft ascent)
Wooden………….10gp
Stone…………….30gp

FIREPLACE
Hearth (traditional fireplace with 1 floor chimney of stone)….15gp
Cookfire (firepit with 1 floor chimney of hammered metal)….5gp

Chimney, additional floors, available on hearths only…..5gp per floor




Common Labor
HideBearer/Porter……………………………..5sp/wk
Carpenter…………………………………15sp/wk
Cook, common……………………………1sp/wk*
Entertainer………………………………..2gp/wk
Groom/Animal Tender……………………7sp/wk
Leatherworker…………………………….1gp/wk**
Limner (sign painter)……………………..5gp/wk**
Linkboy (torch or lantern bearer)…………5sp/wk
Maid……………………………………….3sp/wk***
Mason (basic stonework)………………….2gp/wk**
Pack Handler (all pack animals)…………..1gp/wk**
Scribe………………………………………15sp/wk
Smith (general craftsman)………………….2gp/wk**
Tailor………………………………………1gp/wk**
Teamster (specific type of animal)…………2gp/wk**
Unskilled Labor…………………………….5sp/wk
Valet/Lackey……………………………….15sp/wk***


*A common cook is not a skilled position. As long as you’re not burning things, you can usually find work at an inn or tavern. 1sp a week is a very modest wage, but the fringe benefit is that you can usually eat on the job, thus negating any need to buy food for the most part. You can also take home scraps to equal a modest meal.

**This trade is very market-driven. The wages may seem high, but they aren’t steady. Some weeks there may simply be no work to be had, so make those gps last!

*** The reason for the wage difference between the Maid and the Valet/Lackey is because a Maid is required to know general cleaning common to all houses and the odd quirks of her employer. A Valet/Lackey is expected to know every personal preference about his employer including, but not limited to, food temperatures, how he likes his clothes laid out, how they should be pressed, acts as personal secretary, and frequently travels with the employer.




Professionals
HideThese people are above the common laborers with similar names. These are the master craftsman of the trade. They are the people whose names are known far and wide for their skill with their craft. Any grunt can blow up a building with a cannon, but a master Artillerist can hit the building in just the right location to destroy it without harming the neighboring buildings… such as the vault. Likewise, any armorer worth his salt can repair or make a suit of armor, but to custom fit a suit of armor emblazoned with your personal crest and designed to perfectly fit every contour of your body requires a master armorer. None of these are open to PCs because the level of skill reflects a lifetime of perfecting the craft to the exclusion of almost all else. Prices listed are the rate of keeping these people on retainer.

Alchemist………………300gp/mo
Armorer………………..100gp/mo
Blacksmith………………30gp/mo
Architect……………….100gp/mo
Artillerist……………….150gp/mo
Sapper/Miner…………..150gp/mo
Jeweler/Gemcutter……..100gp/mo


Sages are a special case. They will have Three fields of study: Expertise, Major, and Minor. Costs reflect the sage's readily handy materials. A specific field of expertise for a sage means that he already has the research, materials, etc. The further afield the subject, the more he has to research, investigate, gather information, etc. If a subject is too far out of his field, he will still be owed each day's pay.

Information will be classified as General, Specific, and Exacting. Examples of such information requests are:
General: Do giants live on that island?
Specific: Do Fire Giants live in the volcanic region of that island?
Exacting: Do the Fire Giants that live on that island possess the artifact we’re looking for?

Sage, minimum charge………100gp per day

If question is in field of expertise…..200gp per day
Time to find requested info
General…1-2 rounds
Specific…1-10 hours
Exacting…2-12 days


If question is in Major field of study…..500gp per day
Time to find requested info
General…1-3 rounds
Specific…1-12 hours
Exacting…3-30 days


If question is in Minor field of study…..1000gp per day
Time to find requested info
General…1-4 rounds
Specific…2-20 days
Exacting…5-40 days


If question is in out of field of study…..100gp per day
Time to find requested info
General…1-6 rounds
Specific…2-24 hours
Exacting…unanswerable





Mercenaries
HideCaptain (Ftr 5-8)
100gp per level monthly
Can command up to 20 Men per level
Can command 1 Lieutenant per level

Lieutenant (Ftr 2-3)
100gp per level monthly
Can command up to 10 Men per level
Can command 1 Sergeant per level

Sergeant (Ftr 1)
10gp X rate of troops led monthly
Can command up to 10 Men

It is recommended that, for 4e, the command staff be made as Warlords instead of Fighters.

Men
Archer, Longbow………………….4gp/mo
Archer, Shortbow………………….2gp/mo
Artillerist…………………………..5gp/mo
Crossbowman…………………...…2gp/mo
Footman, Heavy……………………2gp/mo
Footman, Light……………………..1gp/mo
Footman, Pikeman…………..……..3gp/mo
Hobilar, Heavy……………………..3gp/mo
Horseman, Archer………………….6gp/mo
Horseman, Crossbowman…………..4gp/mo
Horseman, Heavy…………….…….6gp/mo
Horseman, Light……………………3gp/mo
Horseman, Medium………...………4gp/mo
Sapper/Miner……………….………4gp/mo
Slinger……………………….……..3gp/mo

Spy
Heroic Tier Mission…….100 gp per level of mission (100-1000gp)
Paragon Tier Mission...…200 gp per level of mission (2200-4000gp)
Epic Tier Mission………300 gp per level of mission (6300-9000gp)




Ship's Crew
Hide
Ship’s Master (Ftr 5-8)
100gp per level monthly
Can command up to 20 Men per level
Can command 1 Lieutenant per level

Ship’s Lieutenant (Ftr 2-3)
100gp per level monthly
Can command up to 10 Men per level
Can command 1 Mate per level

Ship’s Mate (Ftr 1)
30gp monthly
Can command up to 10 Men

It is recommended that, for 4e, the command staff be made as Warlords instead of Fighters.

Men
Sailor…….2gp monthly
Oarsman…5gp monthly
Marines….3gp monthly


Any treasure taken in the crew’s presence must be shared unless other arrangements have been made. Shares are as follows:
Ship Master's Share: 25% of total take.
Ship's Lieutenant's Share: 5% each of total take
Crew's Share: 5% of total take to be distributed evenly





Services and Lodging
HideLOANS
It will be up to the DM to determine what rates a PC might get on a loan. The 1eDMG doesn’t specify what is meant by “low level” PCs, but one might assume that Level 1 PCs who have just saved a town or a moneylender from certain doom would get decent rates.

Unknown & Low Level PCs…10%-20% interest per month
Well-known & Propertied PCs…approximately 1% per week


Rent an Apartment In the City…20gp per month
Separate, Private Latrine………+2gp per month
Note: What we think of as an apartment and the classical definition of an “apartment” are two separate things. Apartments back then amounted to townhomes or condominiums, and although not as nice and ritzy as a detached home, were certainly a far cry from the next offering:
Rent A Flat In the City…6sp per month
Note: Private latrines are not available at this level. Use a chamber pot! People in this section of town generally don’t walk close to walls, as things like bathwater and chamber pot contents were generally just flung out of the window. Also, the gutter ran down the middle of the street, and all of that loveliness ran down it until it dumped into the sewers. It was an unforgettable smell. Charming little neighborhoods, really…

INN LODGING
Good…2gp/day (A bed! A large fireplace! A writing desk! A lock on the door!)
Common…5sp/day or 3gp/wk (A bed! A small fireplace! A table of some sort! A latch for the door!)
Poor…5cp/day or 2sp/week (A pile of straw! A blanket! Ambient heat from the guy sleeping next to you! And I’m sure there used to be a door there!)

MEALS(Assumes breakfast, lunch and dinner)
Good…5sp/day (Meat, vegetables, bread, good wine)
Common…3sp/day (Tough meat, potatoes, coarse bread, ale)
Poor…1sp/day (Vegetable Stew (no meat), coarse bread, beer)
Soup…5cp per bowl (Usually gruel, which would be made from whatever was leftover the night before, so you might get some meat in there, if you want to chance it.)

OTHER SERVICES
StablingHorse, Mule, or Other Common Domestic Mount…5sp/day
Note: Generally includes grooming and may include shoeing at DM’s discretion. The DMG did not provide any additional information regarding the stabling of exotic mounts.
Bath…3cp
Laundry…1cp/load
Mourner…2sp per funeral attended (just in case… y’know…)

Coach cab…3cp/mile
Messenger…2cp/mile
Road or Gate Toll…1cp (Average, guards may jack up tolls on obviously rich travelers. Also, cabs and messengers will expect their customers to cough up for this fee.)

Ship’s Passage…1sp/mile (Assumes ship is a normal passenger vessel)





Vehicles
Hide
Carriage...100gp
Carriage, Fancy…7000gp
Cart…15gp (Two-wheeled horse-drawn, small cargo area)
Chariot, riding…200gp
Chariot, war…500gp
Sedan Chair…100gp (Doesn’t include carriers. See “Unskilled Labor”)
Sled…20gp
Wagon…20gp (Four-wheeled horse-drawn, large cargo area)
Wheel for Cart or Wagon…5gp

Canoe…30gp
Galley, Small…10000gp
Galley, Large…25000gp
Keelboat…3000gp
Longship…10000gp
Rowboat…50gp
Sailing Ship…10000gp
Warship…25000gp

Oars for Rowboat…2gp each
Oars for Galley…10gp each
Sails…20gp each





Groceries
HideAle, 1 pint…..4cp
Ale, 1 gallon…2sp
Beer, 1 pint….1cp
Beer, 1 gallon..5cp
Cider, Tun (250 gal.)…..8gp
Cider, 1 gallon…..3cp
Mead, 1 pint…5sp
Wine, Fine, 1 pint…10sp
Wine, Fine, bottle…3gp
Wine, Cheap, 1 pint…5sp
Wine, Cheap, bottle…15sp

Belladona, Sprig…..4sp
Bread, ½ lb loaf……2cp
Butter, 1 lb…………2sp
Cheese, ½ lb……….1sp
Eggs, 1 dozen………1sp
Figs, 1 lb…………..3sp
Fish, Pickled, 1 barrel…3gp
Fish, Salted Herring, per 100…1gp
Garlic, bud…………5cp
Meat, ½ lb………….3sp
Nuts, 1 lb………….1gp
Raisins, 1 lb……….2sp
Rice, 1 lb…………..2sp
Salt, 1 lb……………1sp
Spice, Exotic (saffron, clove) 1 lb….15gp
Spice, Rare (pepper, ginger) 1 lb…..2gp
Spice, Uncommon (cinnamon) 1 lb…1gp
Sugar, Coarse, 1 lb…..1gp
Wolfsbane, Sprig……..10sp





Animals
HideBoar…10gp
Bull…20gp
Calf…5gp
Camel…50gp
Capon (Rooster)…3cp
Cat…1sp
Chicken…2cp
Cow…10gp (magic beans not accepted)
Dog, Guard…25gp
Dog, Hunting…17gp
Dog, War…20gp
Donkey…8gp
Elephant, Labor…200gp
Elephant, War…500gp
Falcon, Trained…1000gp
Falcon, Untrained, Small…18gp
Falcon, Untrained, Large…40gp
Goat…1gp
Goose…5cp
Guinea Hen…2cp
Horse, Draft*…30gp
Horse, Heavy War*…680gp
Horse, Light War*…340gp
Horse, Medium War*…510gp
Horse, Riding*…75gp
Hunting Cat (Jaguar, etc.)…5000gp
Ox…15gp
Partirdge…5cp
Peacock…5sp
Pig…3gp
Pigeon**…1cp
Pigeon, Homing**…100gp
Pony…15gp
Ram…4gp
Sheep…2gp
Songbird…10sp
Swan…5sp

*Tack for horses is found in the General Goods section

** “Many pigeons fly wild, but not all. Raising and training homing pigeons is a popular hobby around the world. Pigeons have a remarkable ability to learn a routine, pattern or habit. They can watch a door long enough to know its timing for opening and closing, letting themselves into a building to roost. They can also imprint their "home" and find it whenever they are set free from another location. This homing ability has made them very useful at times. They've played key roles in wartime intelligence, relayed urgent information and provided hours of recreation for their owners.” (From www.asktheexterminator.com)





General Goods
HideBarrel…2gp
Basket…4sp
Bell…1gp
Blanket, Winter…5sp
Block and Tackle…5gp
Bucket…5sp
Candle, Tallow…1cp
Candle, Wax…1sp
Canvas, sq yd…1sp
Case, map or scroll…1gp
Chain, 10’…30gp
Chalk, 1 piece…1cp
Chest, Wooden, Large…2gp
Chest, Wooden, Small…8sp
Crowbar…2gp
Fish Hook…1sp
Fishing Net, 25 sq ft…4gp
Flask…3cp
Hammer…5sp
Hourglass…25gp
Ink, 1 oz. vial…8gp
Inkpen…8gp
Jug, clay…3cp
Ladder, 10’…5cp
Lamp, common…1sp
Lantern…7gp
Lock, simple…20gp
Lock, average…40gp
Lock, good…80gp
Lock, amazing…150gp
Magnifying Glass…100gp
Manacles…15gp
Merchant’s Scales…2gp
Mirror, small steel…10gp
Mug/Tankard, clay…2cp
Oil, 1 pint…1sp
Paper, sheet…4sp
Parchment, sheet…2sp
Pitcher, clay…2cp
Pole, 10’…2sp
Pot, iron…5sp
Rope, hemp, 50’…1gp
Sack…1sp
Sealing Wax…1gp
Sewing Needle…5sp
Signal Whistle…8sp
Signet Ring…5gp
Sledge…1gp
Soap, 1 lb…5sp
Spyglass…1000gp
Weaponblack, jar*…1gp
Whetstone…2cp

*1 jar of weaponblack is good for darkening 1 complete set of plate armor, 2 complete sets of scale armor, or 3 complete sets of chain armor. 1 jar is enough to blacken 12 longswords. After a melee encounter, the weapon will have to be re-blacked. The source for this material (Arms and Equipment Guide) recommends a +5% bonus to Hide In Shadows (AD&D 2e). It’s up to the DM to decide whether or not to grant any bonus for this material. I give a +1 to Stealth.





Clothing
HideIn a class-conscious society, clothes truly do make the man. What you wear says much about who you are socially. Fancy embroidery or rare fabrics can mark you as a wealthy person (and a potential target for thieves) as can certain dyes and colors. The Sumptuary Laws, as well as protecting the local economy, also restricted who could wear what. Purple, for example, was once the sole property of royalty (which made sense because the dye was so rare only the royals could afford it!). Some furs were also restricted as to who could wear them, and a PC might be able to turn a tidy profit by selling certain furs if their DM uses such laws. Punishment for breaking these laws is as varied as the lands that impose them. As well as political enforcement of these laws, sometimes there was social pressure. Ruffs, for example, while adored by the aristocracy, were seen as too uppity for the lower classes, and a lower class person who wore one was seen to be thinking that they were better than their peers and would be ridiculed and ostracized. ‘Getting above your station’ was a serious matter!

A particularly persnickety DM might decide to use the clothing lists to detail something like the PCs trying to sneak into a castle and pose as one of the servants or even one of the party guests. Sure, you say you’re the Duke of Albondegas, but your band says you’re a burger flipper at Happy Elf. Having the right article of clothing can enhance a performance or a bluff:
GUARD1: You don’t look the Duke’s agent.
GUARD2: Shut up! Look at that gorget! If that doesn’t say ‘nobility’, I don’t know what does!
GUARD1: Oh, crap! Right this way, m’lord!

I hope that any DM who’d use this sort of thing might take costume into account when setting up the Skill Challenge or deciding success or failure. Unless you’ve cheated horrendously on your Bluff score (or roll something like 500 nat 20’s in a row) I don’t think a guy dressed in slop is going to get into the fancy dress party!

And now, enough chatting. Remember, ‘packaging is everything'!
Clothes
ShowApron, cloth…5-8sp (laborer, craftsman)

Apron, leather…8-12gp (laborer, craftsman)

Bag, Pouch, Almoner, Gipser (listed in order of fineness, usually attached at the belt or girdle, might be worn in plain sight, but in crowded areas is often attached to an undergarment so thieves can’t see it) …4-8cp

Baladrana (full, wide cloak used by travelers to protect themselves from the elements, the hobbits in LotR wore them for travel)…6-9sp

Baldric, Bandoleer (a kind of holster-belt worn slung around one shoulder to the opposite hip)…Ornamental 25-50gp…Leather 7-10gp

Band (variation of collar, often used to denote social status or official station, considered snobbish by the peasantry, worn by upper classes)…1-4sp

Boots (depending on quality as reflected by price, ranges from simple leather mid-calf boot with rolled down tops to soft leather or silk embroidered or inlaid with gems)…2-8sp

Boot Hose (cloth stockings worn inside the boot to protect the silk stocking underneath, worn only by the upper classes)…1-5cp

Braies (shapeless trousers worn by men, held up by a drawstring at the waist and tied off at about knee level by drawstrings or else tucked into stockings or other legwear, basic daily legwear for the commoner)…6-10sp

Breeches (similar to the braie, but made of finer cloth and often decorated, may be puffy or tights, upper classes only)…2-5gp

Buckle (wearing an overly ornate buckle above your station could lead to trouble!)…Common 1-4gp …Ornamental 10-20gp

Cannon (Similar to breeches, but always tight and fancily decorated, upper class wear only!)…8-12gp

Cap…1-4sp

Cassock (similar to the baladrana, but it buttons down the front)…6-10gp

Caul (netted cap worn by women, primarily to keep long hair out of the way, but sometimes an elaborate one is worn for formal gatherings)…3-7gp

Chainse, Chemise (white linen undergarment, common for peasants to wear as a shirt, but upper classes wear fancier stuff over them)…1-6gp

Cloak (A simple cape, very plain, often doubles as a blanket)… 2-8sp

Coif (simple white linen cap often worn underneath another hat or as a sleeping cap)…1-6gp

Doublet (shirt fastened up the front with buttons, often with a short, skirt-like section known as a peplum)…4-8sp

Drawers (undergarment for body and legs, usually worn for extra warmth)…4-8sp

Ferroniere (thin chain worn around the forehead with a small jewel set in the center, worn exclusively by ladies of the upper classes)…50-100gp

Gamash (kind of like chaps, but made of cloth for extra protection from the elements)…3-8sp

Garnache ( loose outer garment, covers neck to ankles, has wide, elbow length sleeves, useful for hiding weapons and bulky items without hindering movement)…5-10sp

Girdle (belt for the hips or waist, often has one or both ends hanging loosely, made of leather, metal, cord or fabric)…1-6gp

Gloves…1-3gp(leather, common) 3-8gp(archer’s gloves) 10-20gp (ornate, upper class only!)

Gorget (similar to the piece of armor used to protect the throat and upper chest, this one is decorative and made of cloth, upper classes only!)…1-3gp

Hood…1-6sp

Hose (common covering for the legs, homespun cloth for peasants, velvet and silk for the wealthy, worn instead of drawers, they fit tighter)…1-3sp

Liripipe (hood with a long peak that often trails 2-6 feet behind the wearer, popular with jokers, jugglers and other entertainers)…5-10sp

Pantaloons (waist-to-calf leg covering, fitting tightly at the ends but loose in the middle, worn indoors by upper class men)… 1-6sp

Ruff (tight, ruffled collar encircling entire neck, worn almost exclusively by the aristocracy, disdained by the lower classes)…8-12gp

Shirt (basic upper-body only wear)…1-3sp

Shoes (length of pointy toe varies depending on local fashion trends) rawhide…1-3sp leather…8-12sp

Slop(any cheap, low-quality but ready made loose fitting garment)…5-8cp

Surcoat, Surcote (loose fitting garment worn over a tunic, worn by middling classes)…5-10sp

Tabard (loose fitting rectangular piece of cloth hanging over the front and back, often decorated with wearer’s coat-of-arms or other personal design, originally to help keep armor cool in hot climes but now worn by non-armored upper classes)…4-8sp

Tunic (pullover body garment, can reach as far as the knees or ankles, may or may not have sleeves and/or girdle)…5-10sp









Stronghold Construction
Hide
CONSTRUCTION DETAILS

Barbican (two towers @ 30’x20’ + gatehouse, gate and drawbridge)
…37000 gp

Battlement (crenelated parapet 100’ long)
…500 gp

Building, Wood (two story, 120’ of walls, doors, stairs, floors and roof)
…1500 gp

Building, Stone (two story, 120’ of walls; doors, stairs, floors and roof of wood)
…3000 gp

Door, Exterior, Iron or Stone (reinforced and barred, 7’x5’)
…100 gp

Drawbridge (wooden, reinforced, 10’x20’)
…250 gp

Dungeon Corridor (10’x10’x10’, stone-flagged, stone walls)
…500 gp
Price includes digging and mining down to 50’. Double price for every additional 50’ depth to a maximum of 5x listed cost.
Gate, Wooden (reinforced and barred, 10’x20’)
…1000 gp

Gatehouse (stone, 20’x20’x30’, includes gate and portcullis)
…65000 gp

Keep, Square (stone, 80’x60’x60’)
…75000 gp
Price includes and assumes roofs, interior walls, doors and stairs of standard wooden construction.
Moat, Unfilled (ditch, 10’ deep, 20’ wide, 100’ long)
…400 gp

Moat, Filled (canal, 10’ deep, 20’ wide, 100’ long)
…800 gp

Tower, Bastion (stone, half-round, 30’x30’)
…9000 gp

Tower, Round I (wide tower, stone, 30’c30’)
…30000 gp

Tower, Round II (narrow tower, stone, 30’x20’)
…15000 gp

Wall, Castle (stone, 20’x5’x100’ with battlements and stairs)
…5000 gp

Wall, Wood (stockade, 20’x5’x100’ with walk and stairs)
…1000 gp

Window, Open (3’x1’)
…10gp

Window, Barred (3’x1’)
…20gp

FINISHING DETAILS

Arrow Slit (angled window, 3’ tall, 1’ wide)
…10 gp

Door, Interior, Wood (3’x7’)
…10 gp

Door, Interior, Reinforced (3’x7’)
…20 gp

Door, Interior, Iron/Stone (3’x7’)
…50 gp

Door, Interior, Secret (3’x7’)
…cost x5

Door, Trap (4’ x 3’)
…cost x2

Floor, Improved, Fine Wood (10’x10’ section)
…40 gp

Floor, Improved, Flagstone/Tile (10’x10’ section)
…100 gp

Roof, Improved, Fine Wood (10’x10’ section)
…40 gp

Roof, Improved, Flagstone/Tile (10’x10’ section)
…100 gp

Shifting Wall (10’x10’)
…1000 gp

Shutters (for windows)
…5 gp

Stairs, Improved, Fine Wood (3’ wide, 10’ ascent)
…20 gp

Stairs, Improved, Stone (3’ wide, 10’ ascent)
…60 gp



Construction time is 1 game day for every 500 gp spent. This assumes that the land is cleared and prepared and all the necessary materials are on hand.

An 8 square mile area is the recommended space to be cleared of monsters (not normal wildlife) before construction can begin. Most construction crews will refuse to work in an area that is not safe.

Availability of nearby resources can affect construction costs. A nearby dwarven mining town might be willing to supply stone at lower costs, or an elven settlement might object to the cutting down of the trees they live amongst.

Costs include feeding and sheltering the laborers.

For every 100,000 gp of construction, 1 engineer must be hired at 750 gp/month.






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