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| __TOC__ | | __TOC__ |
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| == Mercenaries == | | == Mercenaries == |
| | <div class=hatnote>Mercenaries operate independently, building their own reputation and taking contracts without being tied to a Company. While they enjoy greater freedom and flexibility, they must rely on their own achievements to earn influence, rewards, and recognition within Tanyth.</div> |
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| When you first create a character in Tanyth they begin as a '''Mercenary'''. Mercenaries take part in weekly games alongside the Companies operating within the city. | | When you first create a character in Tanyth they begin as a '''Mercenary'''. Mercenaries take part in weekly games alongside the Companies operating within the city. |
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| For Mercenaries, Personal Reputation is especially important. While Mercenaries do not normally receive the same bonus rewards as Company members, those who build a strong reputation can earn additional benefits and recognition, proving that an individual can become just as influential as an organised group. | | For Mercenaries, Personal Reputation is especially important. While Mercenaries do not normally receive the same bonus rewards as Company members, those who build a strong reputation can earn additional benefits and recognition, proving that an individual can become just as influential as an organised group. |
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| {| class="wikitable mw-collapsible mw-collapsed wizlords-magic-table wizlords-example-table wizlords-reputation-table" | | {{Personal reputation scale}} |
| |+ Personal Reputation Chart
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| ! Reputation
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| ! Rank
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| ! Description
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| | 0-9
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| | Nobody
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| | You are unknown and untested. No one remembers your face or name. You exist in the background.
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| |-
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| | 10-19
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| | Seen
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| | You have made a minor impression. A few people recognise you, but you are still just another face in the crowd.
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| |-
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| | 20-29
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| | Noticed
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| | Your actions are beginning to draw attention. Small-time clients may reach out, and others start to remember your name.
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| |-
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| | 30-39
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| | Known
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| | You have earned a modest reputation. Your reliability is spoken of in certain circles. Better jobs begin to appear.
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| |-
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| | 40-49
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| | Recognised
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| | You are starting to matter. Factions acknowledge your presence, and rivals may start watching you more closely.
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| |-
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| | 50-59
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| | Respected
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| | People take you seriously. Your name carries some weight, and you may be sought after for more delicate or dangerous work.
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| |-
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| | 60-69
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| | Trusted or Feared
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| | You have proven yourself. Allies rely on you, and enemies keep their distance. Your choices start influencing your Company's standing.
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| |-
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| | 70-79
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| | Esteemed
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| | You have built a solid reputation. Doors open for you, and people listen when you speak. You are considered a serious player in the city.
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| |-
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| | 80-89
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| | Influential
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| | You wield influence in more than just your own circles. Factions seek your favour. Your words and actions have lasting impact.
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| | 90-99
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| | Renowned
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| | You are well known across Tanyth. Tales of your deeds are told in taverns and council halls alike. You shape the story around you.
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| |-
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| | 100+
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| | Named
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| | You are a figure of legend. Your name is etched into the city's memory. People follow your lead, and your reputation precedes you wherever you go.
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| |}
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| === Reputation Rewards === | | === Reputation Rewards === |
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| === Reputation Loss === | | === Reputation Loss === |
| | <div class=hatnote>In Tanyth, reputation is your greatest asset, but it is also your most fragile. Once lost, it may never be recovered.</div> |
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| In Tanyth, reputation is everything. It defines your value, your opportunities, and your place within the city's ever-changing web of power. | | In Tanyth, reputation is everything. It defines your value, your opportunities, and your place within the city's ever-changing web of power. |
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| A new character must then be created to continue playing. | | A new character must then be created to continue playing. |
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| ''In Tanyth, reputation is your greatest asset, but it is also your most fragile. Once lost, it may never be recovered.''
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| == Companies == | | == Companies == |
| '''Companies''' are the beating heart of life in Tanyth.
| | <div class=hatnote>Companies compete for reputation, influence, and the attention of powerful Benefactors. Every success strengthens a Company's position within the city, while every failure risks damaging its standing. As a Company grows, it gains access to more valuable contracts, more dangerous opportunities, and greater influence over the future of Tanyth itself.</div> |
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| A Company is '''more than a team'''. It is a group of characters united by a common purpose, story, culture, belief, goal, or ambition. Some Companies are military organisations, others are religious orders, trade guilds, criminal syndicates, explorer societies, or simply groups of like-minded adventurers. | | A Company is '''more than a team'''. It is a group of characters united by a common purpose, story, culture, belief, goal, or ambition. Some Companies are military organisations, others are religious orders, trade guilds, criminal syndicates, explorer societies, or simply groups of like-minded adventurers. |
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| === Joining a Company === | | === Joining a Company === |
| After creating a character, players are free to decide whether they wish to join a Company or continue operating as an independent Mercenary. | | '''After creating a character, players are free to join any Company willing to accept them.''' |
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| There is '''no requirement''' to join a Company, and many characters spend part or all of their career working independently before committing to a group.
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| ==== Join an Established Company ====
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| '''Established Companies''' already operate within Tanyth and have their own reputations, cultures, goals, and histories. | |
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| Joining an existing Company provides immediate access to a group of allies, shared objectives, and a place within the city's ongoing political and social landscape. | | Established Companies already operate within Tanyth and have their own reputations, cultures, goals, and histories. Joining a Company provides immediate access to a group of allies, shared objectives, and a place within the city's ongoing political and social landscape. |
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| Some Companies are large and influential, while others are small groups attempting to make a name for themselves. Players are encouraged to spend time meeting different Companies before deciding which one best suits their character. | | Some Companies are large and influential, while others are small groups attempting to make a name for themselves. Players are encouraged to spend time meeting different Companies before deciding which one best suits their character. |
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| ==== Remain a Mercenary ====
| | === Remain a Mercenary === |
| '''Not every character chooses to join a Company.''' | | '''There is no requirement to join a Company.''' |
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| Mercenaries operate independently, taking contracts and building their own reputation without being tied to a larger organisation.
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| While Mercenaries miss out on some of the benefits available to Company members, they enjoy '''greater freedom and flexibility''' and may still become highly influential figures within Tanyth through their Personal Reputation alone.
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| === Form Your Own Company ===
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| For those who wish to carve their own path, it is possible to establish a new Company within Tanyth.
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| Creating a Company allows a group of players to build their own '''identity, traditions, goals, and reputation''' from the ground up.
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| ==== Requirements ====
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| To create a new Company:
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| * At least '''5 unique players''' must sign the Company Charter.
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| * The combined Personal Reputation of the founding members must total at least '''40 Reputation'''.
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| * The Company must secure sponsorship from a '''Benefactor'''.
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| Without a Benefactor, a Company '''cannot accept contracts''', '''earn Company Reputation''', or participate in the city's power structure.
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| ==== Company Application ====
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| New Companies must submit the following information:
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| * '''Company Name'''
| | Many characters spend part or all of their career operating as independent Mercenaries, building their own reputation and pursuing their own goals. |
| * '''Motto''' - A short phrase that captures your Company's identity, values, or attitude.
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| * '''Focus / Playstyle''' - The type of missions, activities, or gameplay your Company intends to pursue.
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| * '''Background''' - A brief history of how the Company was formed and why it exists.
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| * '''Perceived or Ideal Reputation''' - How your Company wants to be viewed by allies, rivals, and the people of Tanyth.
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| * '''Company Culture''' - Your Company's internal values, leadership style, expectations, and approach to teamwork.
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| * '''Traditions''' - Any unique customs, symbols, uniforms, rituals, initiation rites, or practices that define your Company.
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| * '''Signed Company Charter''' - A list of the founding 5 unique players of the Company.
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| * '''Ideal Recruits''' - The types of characters or players who would be a good fit for your Company's goals and culture.
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| Applications should be submitted to: [mailto:info@kongaskreations.com.au info@kongaskreations.com.au]
| | While Mercenaries miss out on some of the benefits available to Company members, they enjoy greater freedom and flexibility and may still become highly influential figures within Tanyth through their Personal Reputation alone. |
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| Once the application has been reviewed and the reputation requirements have been met, a Benefactor may choose to sponsor the Company. Only then will the Company be formally recognised within Tanyth.
| | {{Form your own company}} |
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| == Company Reputation == | | == Company Reputation == |
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| A strong reputation also grants '''leverage'''. Well-known Companies can negotiate better terms, attract skilled recruits, and earn the trust of powerful clients. | | A strong reputation also grants '''leverage'''. Well-known Companies can negotiate better terms, attract skilled recruits, and earn the trust of powerful clients. |
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| {| class="wikitable mw-collapsible mw-collapsed wizlords-magic-table wizlords-example-table wizlords-reputation-table" | | {{Company reputation scale}} |
| |+ Company Reputation Scale
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| ! Reputation
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| ! Rank
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| ! Description
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| | 0-99
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| | Unknown
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| | Your Company is just another name scrawled on the registry. No one knows you, no one trusts you, and no one is watching. You will get nothing but scraps, if that.
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| | 100-199
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| | Noticed
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| | You have stirred the waters. Locals may recognise your Company's name. Minor contracts trickle in. Some start to watch, unsure whether to be impressed or concerned.
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| | 200-299
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| | Recognised
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| | Your Company is starting to matter. Clients seek you out for work. Other Companies take note. You are climbing, and people are beginning to care where you step.
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| | 300-399
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| | Respected
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| | Your name carries weight in Tanyth. You are seen as dependable, skilled, and capable. Better contracts come your way, and rivals tread more carefully.
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| | 400-499
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| | Feared or Admired
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| | Your Company is a known power. Factions either court your loyalty or plan around your movements. You may receive access to special contracts, forbidden resources, or insider knowledge.
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| | 500-599
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| | Influential
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| | You have become a serious force in the city. Your choices ripple through political, criminal, and economic circles. The powerful know your name, and some fear it.
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| | 600-699
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| | Elite
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| | You are more than a Company. You are a symbol. Your banner represents control, legacy, and consequence. City leaders may consult you. Opponents may avoid you altogether.
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| | 700-799
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| | Legendary
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| | Your Company's name is etched into the city's history. Stories of your deeds circulate in every tavern and war room. You are a dominant force in Tanyth's evolving narrative.
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| | 800-899
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| | Mythic
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| | Your reputation surpasses truth. What matters now is belief; your name inspires hope, fear, or awe. Whether praised or cursed, you shape the dreams and nightmares of the city.
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| | 900-999
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| | Untouchable
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| | You stand beyond challenge. You are protected by power, legacy, and fear. Only the most reckless dare to oppose you, and most do not live long enough to try again.
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| | 1000+
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| | Icon
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| | Your Company is legend. Not just a part of Tanyth, but woven into its identity. Your banner changes laws. Your enemies rewrite history to survive. You do not just play the game, you define it.
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| |}
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| === Reputation Calculation === | | === Reputation Calculation === |
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| <div class="wizlords-indented-note">''For example: If a Company has 40 Company Reputation and five members with 10 Personal Reputation each, the Company's total Reputation is 90.''</div> | | <div class="wizlords-indented-note">''For example: If a Company has 40 Company Reputation and five members with 10 Personal Reputation each, the Company's total Reputation is 90.''</div> |
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| This system ensures that both individual achievements and collective success contribute to a Company's overall standing.
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| === Underdog Bonus === | | === Underdog Bonus === |
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| Without a Benefactor, a Company has '''no place''' within the city's contract system. | | Without a Benefactor, a Company has '''no place''' within the city's contract system. |
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| ==== The Game Behind the Game ==== | | == Where To Next? == |
| While battles are fought on the field, '''a larger struggle takes place behind the scenes'''.
| | * [[Game Modes and Maps]] ← Next Step |
| | | * [[The Free City of Tanyth]] |
| Companies compete for reputation, influence, and the attention of powerful Benefactors. Every success strengthens a Company's position within the city, while every failure risks damaging its standing.
| | * [[Character Creation]] |
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| As a Company grows, it gains access to more valuable contracts, more dangerous opportunities, and greater influence over the future of Tanyth itself.
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| For many Companies, the true goal is not simply to win battles, but to '''build a legacy''' that will be remembered throughout the city's history.
| | <div class="wizlords-navbox-divider"></div> |
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| </div>
| | {{Player Guide}} |