The Midget's Deity-A-Week Thread!

WARNING:
The following deity, Damh, is a highly debauched individual, the likes of which Eric's Grandma would most undoubtedly disapprove of. This warning serves as a disclaimer...lots of talk about sex, drugs, blood, alcohol, and (of course) Rock And Roll follow. If I were you, and you are easily offended by such things, I would kinda skip this entry. It's still in the analytical style of my previous deities, so it's not exactly a sex-fest, but there's some rather frank discussion on it. Just a lil' warning so that Eric's Grandma doesn't get too angry at me...

Oh, and trust me, this has nothing to do with the Book of Vile Darkness phobia/obsession/whatever going aroud. Me no comprendo that...

DAMH
The Hedon


Alignment: Chaotic Good
Worshipers: Fey, Satyrs, Druids
Domains: Earth, Chaos, Trickery, Charm
Favored Weapon: Gore
Home Plane/Domain: Pangea/The Mating Circle
Pantheon: Sylvan
Divine Rank: Lesser Deity (9)
Classes: Bard
Portfolio: Fey, Satyrs, Earth, Fertility, Revelry
Salient Abilities: ((11) Alter Form, Alter Size, Call Creatures (satyrs), Divine Earth Mastery, Divine Glibness, Divine Inpiration, Divine Spell Focus (enchantment), Extra Domain (earth), Ifectious Laugh*, Irresistable Performance, Wave of Chaos
Pipes of Damh, Harp of Damh, Flute of Damh
Special Possessions: Pipes of Damh, Harp of Damh, Flute of Damh
Alternate Domains: Animal, Madness, Plant
Symbol: A flute, a set of pipes, and a harp.

STATISTIC NOTES
Infectious Laugh (unique salient divine ability): Damh can use this ability six times per day, and it affects all creatures within 30 feet of him. When used, all within the radius must make a Will save (DC of 49) or fall down laughing with the deity. The laughter lasts for 2d4+9 rounds, though Damh can, of course, stop whenever he pleases.
Pipes of Damh: These magical pan pipes similar to those wielded by satyrs. When played, they allow Damh to effectively cast charm monster, sleep, or fear (depending on the song played) to a radius of 60 ft. The effects are generated as a 19th-level sorcerer, with a Will save (DC = the result of Damh's Perform check) to negate. The pipes appear to be normal pan pipes, but, under close inspection, it can be seen that each pipe is actually in the shape of a woman, poised to be kissing the player when he blows through them.
Flue of Damh: This magical flute is golden and is quite large. When played by a proficient user, the flute can be used to create a mass suggestion, as the spell, cast by a 19th-level sorcerer. Those who wish to avoid the effect can make a Will save (DC = the result of Damh's Perform check) to negate the effet. When examined, the flute vaguely resembles a phallus.
Harp of Damh: This magical flute has a beautiful woman carved into the straight edge, and she is holding a long staff that serves as the curved edge. When played by a proficient user, the harp can be used to create an irresistable dance, as the spell, cast by a 19th-level sorcerer. Those who wish to avoid the effect can make a Will save (DC = the result of Damh's Perform check) to negate the effect).

DESCRIPTION
Damh (pronounced "Dav") is the patron deity of satyrs, though he remains on good terms with nearly all fey creatures and is well-liked by the other members of the Seelie Court, the pantheon to which he belongs. He appears alwasy as a male satyr, with tawny-auburn hair that is usually tied into braids decorated with golden threads.
Damh is the son of the queen of the Seelie Court, Titania, and her husband Oberon. He is often quite mischievous, and his icon as a force of male fertility doesn't go unnoticed by the nymphs, dryads, and other attractive fey creatures he often chases hungrily. He is unbridled lust and passion for beauty, and his love of all things pretty doesn't stop at pretty girls. Damh also adores music, and considers himself one of the best bards in the world. He is irrascable, uncontrollable, and, conversely, fiercely protective of his charges.
In addition to being one of the most sexually charged deities around, Damh has a strong association with the earth itself, wild and uncontrolled, and agriculture to a certain extent, with fertility and love being important facets in the lives of the agricultural. He is an ancient deity, with strong roots. Damh has a strong association with the Drugs, Sex, and Alcohol triumvirate and actually has a reputation of one of the more militant deities of the Seelie Court.

DOGMA
Live much. Love often. Repeat. Damh doesn't crave much complex joy in life. Simply finding a nymph who will go to bed with him is enough to make him happy for days on end. He desires that those who worship him emulate his lifestyle of simple pleasures, and, of course, indulgence in them. Damn advises his worshipers to not only enjoy themselves (and help others enjoy their lives, too), but also to defend their right and ability to enjoy themselves. Fiercely, if need be. Damh is not above killing those who threaten his lifestyle, and that includes those who wish to keep him chained down and keep peace in their lives. For Damh, change is nessecary and the havoc he creates is simply him persuing a goal. Damh advises his worshipers to do likewise -- be tenacious, never surrender to your peace, and keep the visceral experience of reveling in life alive and breathing for as long as you can. The only time you can stop enjoying your life is when it ends.

CLERGY AND TEMPLES
Clerics of Damh, like most clerics of the Seelie Court, are rare. Many creatures worship him, pay him homage and respect, and believe the legends of him, but few fey have the dedication or violence within them to actually become clerics.
That said, a few Satyrs, especially those deeply affected by non-fey dealings, will occasionally turn to Damh in a formal sense and declare themselves clerics of the deity. Being a cleric has no real bounds, save for the code of siezing life by the horns and never letting go. Often, the clerics will hope to help others realize that this is the ideal way to live, show them by demonstration, and help them to be able to live life to it's fullest without ever missing a moment.
There are no formal temples of Damh. The deity is worshiped wherever his followers go. The sylvan glades that are popular with all the Seelie Court are also popular with Damh and his type, though, as well.

RITES AND RITUALS
Damh is associated with three major motifs: Sex, Song, and Stone. Sexual acts (especially with beautiful women, the more beautiful the better) are associated with Damh's fertile side, as well as his love of art and beauty. And, because a central dogma of Damh is to never give up if you have a choice, many Damh worshippers are very persistant, sometimes to the point of rape (though most of the clergy despise these folks, with their lack of respect for the freedom of others). At the very least, sexual innuendos, comments, and glee about the topic are common, and for a worshiper of Damh, any sexual act is a persuit of that which makes life worth living. If a Damh-worshiper hasn't been able to have sex with a partner that day, he may resort to self-gratification for the experience.
The Song dimension means that Damh is very strongly associated with music as an art form. He loves the raw emotional experience of a deeply moving song, and, often, he claims it is just as good, if not better than sex. Because music never runs away. It's always within reach. One can't close their ears, and the ears have a direct path to your heart, where th emusic moves you. This means that many of those who worship him put things in song. Frequently, this is no better than a dirty limmerick, or a jaunty drinking song, but Damh worshippers can be capable of truly stirring pieces if they put their minds to it. They often accredit the more inspirational or off-kilter songs to experimentations with hallucinagenic drugs.
The Stone dimension is Damh's most secret dimension. He holds it close to himself, and doesn't fully reveal it, even under the influence of mind-altering substances. It is his providence as a protector and defender of his own lifestyle, a serious weight to that most carefree of gods. This means that Damh worshippers are fierce protectors of fun and love, and will not tolerate the threatening of that in any way, from stodgy laws to over-purification to over-corruption. Damh's clergy frequently erect stone circles in his name, and designate them as holy ground, protected and distant from the laws of the land that may forbid this kind of pleasure-seeking.Sometimes, the Stone is cast as a warlike aspect, which isn't entirely disengenuous. Occasionally, this can turn the stone circles into gladitorial arenas, where the fiathful fight each other, quite violently, for the right to, say, love a particular mate, or own a particular substance. Damh encourages these battles as another experience to enjoy. To Damh, one should enjoy the depravity of cruelty as another one of the many emotions, no less valid than the others, and one should be as free to express it as ever.

MYTHOGRAPHY
Damh fits a fairly obvious role as a hedonistic deity of fertility. Vaguely associated with agriculture, more associated with sex, Damh has power over the wild beasts and the plants of the world. He is a god of uncontrollable nature, wild, destructive, passionate, and dangerous. His role in the Seelie Court is to serve as the protector and guardian of the motley crew therein, a devout defender of the chaos and randomness. He does this by being one of the most approachable and human of the Seelie deities, diegning to be worshipped by a few of them, often in his more agricultural or romantic roles, but occasionally in his more sinister roles as a destructive chaos.
Through association with plants and crops, Damh has the recognition of being also a god of several particular crops, often with drug-like properties, frequently including the fermented beverages brewed from them. This, in some societies, is a sincerely holy experience, but, in others, it is considered a violation of laws designed to protect people. Damh doesn't care about protecting people. Damh only cares about protecting his freedoms and his ability to destory if he so chooses. Laws or not, he and those he influences will continue to alter their state and revel in it the entire time. It is destructive, to some extent, but that is the point, after all.
So Damh fills the role of a protector of destruction, a defender of the right to be bad. And he loves that position as much as anything.

LEGENDS
Tales of Damh, like tales of most of the Seelie Court are few and often secondhand, which only adds to their mistique. From what can be gleaned, Damh is the child of Titania and Oberon, and took upon himself the mantle of the god of the satyrs, finding their style of revelry and freedom to be alluring and appealing to him. He quickly became what can only be described as a pleasure addict, always seeking out the next rush and never being sated with what he had. He is still in this state today, but is largely happy with it -- as long as the party keeps going, the music keeps playing, and the drugs keep coming, he'll be quite happy.

ETC.
Weapons
· Horned Hat: A creature without a Gore attack can wear this exotic weapon to give him a gore attack. The gore deals 1d6 piercing damage, and fighting in this way incurrs a -2 circumstance penalty to all roles, due to the lack of build for it. Creatures with gore attacks or horns already cannot wear the helm.
PrC's
PrC's
· The Alerager: See "A Guide to Fiendish Stout." It is a PrC developed to getting drunk and hitting stuff, perfect for a Damhite.
· The Charmer: A PrC devoted to basically wooing eveyone and everything around. Damhites love it.
Plot Hooks
· Sex, Drugs, and Rock and Roll: A town ruled by a religious theocracy is coming down on the worship of Damh, hard, casting him as an epitome of evil and wickedness. The church is Lawful Good, and sees the destructive things that Damh leads to as being very bad, indeed, but perhaps the extermination and execution of the Damhites is a bit much? The PC's can intervine on behalf of the Damhites to hold off the church while forming a revolution. Perhaps the magical harp that has appeared can be a sign? (bonus points if you've read Soul Music)
· Blood, Sex, and Alcohol: A town has embraced the word of Damh and has lived his dogma to it's fullest. Unfortunately, someone with a grudge wants to put an end to the revelry. They have created a beautiful woman and a handsome man, the most perfect examples of humankind, and placed them in the center of town. An edict was formed for a contest -- whoever could impress the one they wanted the most could have them. Unfortunately, the town is so wrapped up in the contest that it fails to see the greater danger at the walls, and, in fact, poses a danger to itself. Can the PC's help restore things to some semblance of normalcy? Or will the debauchery grow out of contr]ol?
· After School: Some unpleasant things are happening to the youth of a town. They are looking emaciated, drawn, often staring off into the distance. Some come home with scars, and many have lost any will to do any actual work. Farms are failing. Houses are dying. And more and more children are retreating into the forest...it is said a song is sung there, something so powerful that it inspires an altered mental state. Perhaps the PC"s can find out what it is, and how to stop it before the town desstroys itself?
 

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Wow.

This is neat.

Anyway, I'd like to request that you take on an old favorite of mine, Arioch, from the Elric stories. If that's not permissible due to the vagaries of legality, then I'd like to request Hruggek and Maglubiyet.

And if you're looking for someone to help, I'd be willing.
 

Ilsensine (Mindflayer goddess) would be awsome to see statted and done...

BUT!!! The one thing I'd like to see most and that has just been rumored to be a deity is the Formian Scion Queen (for those of you who have the Manual of the planes it's in the Mechanus entry).

That would be awsome, especially done out by a creative and talented writer as you have proven yourself. If you would ever find the time and motovation to show the world you take on the Lesser Deity of the Formians, please let me know or mail me you did it. Would make me worship you as my own personal demon lord :p

(Muhahah I'll be the first Crazed Midget God Worshipper whahhhahaahah!!!!!!!! I'll make Tharzidun worshippers look like sunday paddy cakes! Btw what kinda sacrifises do appeal to you...?:D /me sharpens the knife)
 



Where is it?

I have read all of your gods, and the work you do here is great and divine (pun intended).
I just can't wait to see what other deities you will stat out, though I would love to see how you handle the gods of the Seelie Court.
 

(I had a hiccup!)

PERSANA
The Sealord


Alignment: Neutral Good
Worshipers: Tritons
Domains: Artifice, Community, Good, Water
Favored Weapon: Trident
Home Plane/Domain: Elysium/Sea of Song
Pantheon: Triton
Divine Rank: Intermediate Deity (13)
Classes: Bard, Ranger
Portfolio: Tritons, ocean, music
Salient Abilities: (16) Banestrike (Aquatic Humanoid), Call Creatures (tritons), Control Creatures (tritons), Divine Bard, Divine Ranger, Divine Storm, Divine Water Mastery, Divine Weapon Focus (trident), Divine Weapon Specialization (trident), Energy Burst (sonic), Energy Storm (sonic), Extra Domain (Community), Irresistable Performance, Master Crafter, Power of Nature, Speak with Creatures (aquatic animals)
Special Possessions: Fork of the Seas, a screaming sonic burst holy trident
Alternate Domains: None
Symbol: Trident and conch

Description
Persana is the lordly deity of the tritons, adopting them and leading them to an independant life under the sea. He appears as a tall, muscular triton with golden-green skin, and a regal air about him.
Persana is concerned almost exclusively with the guidance and assistance of his people, and is largely a god of nobility and politics. He is cast in the role of king and ruler of both the spiritual and material realms. He is very respectful of other aquatic deities, and will even work for them for a time, if it furthers the cause of the tritons. The only deity he is on bad terms with is Sekolah, the gorging god of the sahuagin, as he cannot tolerate the brutality and destructive nature of the sahuagin.
Persana is also a dabbler in the arts, as he is a well-respected musician of the conch, and a crafter of beautiful architecture.

Dogma
Persana espouses the dogma of vigilance, beauty, and purity. His worshipers must always be watching for enemies, who may taint the race with violence and thuggery, and must always strive for artistic merit as well, for what is freedom without culture?
Persana mandates that his race remain a pure, isolated one, apart from the influence of others, a herald of culture and a representative of art, rather than an inheritor of it. This leads the tritons to be mistrusting, especially of those from outside of the sea, but Persana tempers this with a belief that all life is to be assisted and aided. Tritons are not militant or violent about their independance, but they are staunch and resolute about it.
Persana's artistic aspects are also praised and nurtured, especially his role as a master architect. The creation of a beautiful building or a stirring conch melody is perhaps the highest praise one can give to the leader of the tritons.

Clergy and Temples
The priests of Persana dress normally in rose and green robes, with gilded lining. They serve as leaders of the community, appointed vassals of Persana's rule. They are said to work his will with the tritons, diricting and controlling the tribes, working out agreements, and protecting them from outside influence.
Temples of Persana are often synonymous with the castles of the tritons, or at least their major government offices. Because the tritons have a largely theocratic society, a beautiful hall of government is as important for the priests as a beautiful temple, and the two are usually interchangable. Enacting a law or enforcing a punishment are acts of prayer and praise to Persana simultaneously.

Rites and Rituals
Clerics of Persana enact laws, preside over judgements, and make descisions for their tribe as part of their daily rituals. While they are not regimented in the way that many goverments are, they do take leadership very seriously. This works with their architectural artistry to make many beautiful homes for the residents of a particular tribe.
They are also rather obsessed with purity, and will drink no tainted water, nor will they allow any substance other than water into their systems. Being outsiders, they can subsist on merely pure water, and become ill if any other substance enters their system willingly (considered nauseated for 24 hours after consuming).
Finally, clerics of Persana consider themselves artists par excellence, and will often craft buildings and compose conch melodies to honor the sealord.

Mythography
Often the few scattered deities of the civic life demonstrate a decidedly Lawful bent, being concerned with law, order, and the masses. Persana is unique in that he is a very civil god who isn't intensely concerned with law or order. In fact, Persana is more concerned with purity and art, and sees leadership as a means to an end rather than an end in itself. His control of his people means that they can focus on maintaining racial purity and artistic integrity through their leader, instead of inspite of him. Persana seems to be a benevolent guide more than an iron-handed overlord, and wants to be worshiped in that respect.
The tritons have a curious dichotomy with the sea elves and their god, Deep Sashelas. Many comparisons can be drawn between the two (slightly militaristic, obsessed with beauty), and this has lead some scholars to speculate that perhaps they are one in the same, or that the creation fo the sea elves is somehow tied to that of the tritons. Some even speculate that this may have to do with their shared hatred of the sahuagin, tying the sea lord and the ever-hungry Shekolah into two aspects of the same being, with Deep Sashelas representing another aspect of the good being, and perhaps Shekolah being another aspect of the ultimate aquatic evil, Panzuriel.

Legends
The stories of Persana are still a rather indistinct area of study. They are few and far between, and very little is said about the deity himself. More is told of his role in the lives of the tritons, indicating that perhaps this is an early, organic god. The increased presence of tritons on the material plane, despite being outsiders naturally, could be indicative of this deity's development. As creatures of belief on a neutral good plane (presumably Elysium's fourth layer, Thalasia), the tritons needed no god or deity to channel energy to them -- they were made of it, in the same way that the fiends or celestials would be. However, recently many tritons have been appearing on the material plane, leading many to speculate that perhaps they are becoming more and more like humanoids (as the hunter/gatherer culture and the lack of spell-like abilities would suggest). In this situation, perhaps Persana was the triton equivalent to creatures like Orcus or Yeenoghu, a powerful lord of the tritons, relegated to deity status as his people have started to try and cope with the life outside of the paradise of Elysium.
Thus, the popular speculation is that there are no legends of Persana because he is not a proper deity as of yet, merely on the way up from planar uber-triton. Though this could just as easily be absent speculation on the part of the sages.

Etc.
Weapon Properties
· Screaming: This type of weapon deals +1d6 sonic damage on a successful hit.
· Sonic Burst: As with flaming burst except the energy released is sonic energy.
Prestige Class
· Triton Councilman: A PrC revolving around the theme of an artistic paladin...
Plot Hook
· Ascencion: It is discovered that the source of the "fall" of the tritons is actually a potent aquatic yugoloth who has taken the role of preaching to the tritons that they don't have enough, that they must always get more. One triton sage has discovered the presence of this potent daemon, and needs someone they can trust -- the PC's -- to uncover and destroy it.
· Xenophobia: A high council of triton have mandated that nobody in their tribe has any contact with anyone outside of it, to protect the purity of the tribe. The PC's accidentally stumble accross them -- and must then deal with reluctant captors.
 


VAPRAK
The Destroyer


Alignment: Chaotic Evil
Worshipers: Ogres
Domains: Chaos, Evil, Strength
Favored Weapon: Greatclub
Home Plane/Domain: Carceri/Flatlands
Pantheon: Giant
Divine Rank: Lesser Diety (6)
Classes: Barbarian
Portfolio: Rage, survival, ogres, killing
Salient Abilities: (8) Call Creatures (ogres), Control Creatures (ogres), Divine Fast Healing, Divine Rage, Grow Creature (ogre), Increased Damage Reduction, Indomitable Strength, Irresistable Blows
Special Possessions: Trunk of the World Tree, a gargantuan greatclub with a +5 enhancement bonus.
Alternate Domains: None
Symbol: a taloned claw

Description
Vaprak is the savage, wrathful deity of the ogre, one of the least of the giant deities and a figure of nearly elemental fury and power. Standing about thirty feet high, he his skin is a mottled brown and green shade, and the large simian hands of his kin have been replaced by sharp, talon-like claws.
Vaprak is continually in a spastic rage inspired by fear and insecurity, constantly alert and paranoid about being deposed by any other creature, especially any other giantish gods. He is said to maintain a manic twitch when not in a fatally focused rage, and to be always looking for an excuse to fly into a fury.
Mostly, Vaprak is concerned with his own safety. For this, he is emulated by ogre culture as a paragon of ogrish virtues -- he doesn't care for his charges in any way other than how they could benefit him. Ogres are supposed to look to him as an icon to follow.

Dogma
Vaprak's dogma is predictably self-centered. Sacrifice for him. Obey him. Follow him. Be prepared to throw down all you hold dear for any cause he may mandate. Become like him.
The ogres follow this mostly by attempting to do the latter. The egotistical Vaprak sees this as a compliment, and one more potential enemy that is now "on his side," so to speak. The ogres see this as a correct and constructive way to live life. Never be affraid to let your instincts fly, be continually alert for danger, and smash anything that may cause you problems. Destroy things first, because if you are curious about what they may give you, they will kill you.

Clergy and Temples
Most dedicated worshipers of Vaprak are ogres that serve as guides and advisors for the tribe in the name of the Destroyer. They lead by example, and chastise those who fail in being as greedy and violent as an ogre must be. They are especially watchful against those ogres who may choose to worship the deities of the giantish pantheon. These heretics are mercilessly dealt with, and seen as the greatest enemy to Vaprak's cause.
Because ogres tend to be nomadic, temples to the Destroyer are rare. More often, small, temporary residences for the clergy of Vaprak are erected, which are adorned with the offerings of the other members of the tribe have given to the priests. After all, one of the Destroyer's most welcome qualities is greed.

Rites and Rituals
Worshipers of Vaprak make a fetish of gorging themselves on food, devouring anything and everything until they can't eat any more -- and even to the point of vomiting. However, they are also dedicated to honing their strength, so these binges almost never result in obesity, merely more fuel for the fire of their panicked fury. The more massive rites of Vaprak revolve around a series of feasts and games, which often result in the sarcrifice and devouring of the looser of the games.
Individual clerics and adepts dedicated to Vaprak will often devour their kills, and often keep trophies of those they have destroyed. Their need to keep safe and secure against all they encounter leads them to focus on intimidation and scare tactics they can devise.

Mythography
The strategy of many Deciples of the Destroyer to hit first and ask questions later is directly related to their fear and the lack of intelligence of most ogres. Because their reaction to anything potentially threatening is to strike, they are not given to acquiring much lore or information -- those who would give them lore would be more intelligent (and thus more dangerous) than them. Their reaction to those who may be more powerful is to destroy them and their works. This creates a very insular culture, where those who would bring enlightnement are treated as dangerous evils, and dangerous evils are quickly destroyed. Those hoping to approach the ogres in a spirit of enlightnment are doomed an early death as a red paste.
The fear of ogres is a surprising trait, considering their power. However, it is crucial in comprehending many of their cultural rituals. Much of their chaos and wickedness revolves around an extreme reaction to that which can destroy them, a paranoia and fear of that which they cannot understand. Because they understand little, they are constantly in fear and hatred. Their barbarian tradition revolves around the destruction of that which can be used against them...they have a very shallow concept of tool use, largely because their natural resilience is so great that they don't need much beyond a tree to swing.
Another oddity of Vaprak is his strangely bestial nature. Not being entirely clever creatures, the nature of Vaprak being so unlike his charges in physical appearance (with the talons and the odly shaded skin tone) leads one to believe that is fairly close to his actual representation. Many hold that Vaprak was originally an demon prince who took up residence as the lord of the ogre, the smallest and most put-upon of the giant-kin. This would certainly accredit his physical appearance. Others hold that his physical apperance merely illustrates his great resilience (in skin tone) and his relation to predatory beasts (his talons like the talons of a bird of prey), and that the ogres really are bright enough to concoct this analogy, at least.

Legends
Most of Vaprak's myths have to do with his power overcoming his enemy's knowledge. Often, in such cases, he is well aware of the power that knowledge has, and only seeks to stop that power from being turned against him by destroying it. Intellect is a danger in these myths, unless Vaprak is definately in control of the knowledge at hand. Even then, the knowledge is rarely used in a clever way, and is more often hoarded against use by enemies. A constant theme in Vaprak's legends is the presence and agression of the enemies of the ogres, a surprisingly significant portion of those enemies being Giantish deities and worshippers.

Etc.
Prestige Classes
· Maniac Barbarian: A PrC focused on going into a rage often, at the slightest provocation, almost without control.
· Growth: A PrC that increases your size and the size of your equipment as you gain levels in it.
Pot Hooks
· Terror of the Giants: A local ogre tribe recruites the PC's as a weapon against some greater evil (perhaps a priest of an evil giantish god) of course, once they've outlived their usefulness, the PC's become that evil themselves...
· Against the Library: A group of well-supplied ogres is decimating a wizard school in the area...perhaps the one responsible is the vengeful, annoyed student cast out of the magic school a few years ago for dabbling in the dark arts?
 


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