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Sailing on the Seas of Fate

Sailing on the Seas of Fate


Whoever rules the ocean is master of the Young Kingdoms. Melniboné, the Isle of Purple Towns, and dread Pan Tang are the hinges of the sea and the grapples of the land. Each seeks dominion in the world, and either has ruled it in the past or will rule it soon. While Chaos, Law, and Balance leave the waters to the wind, those who dare may sail.

Sailing on the Seas of Fate details t...   [click here for more]

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The Bronze Grimoire

The Bronze Grimoire


 

AMBITION.

Sorcerers strive to understand the universe through unholy pacts with the lords and demons of chaos.

Now their ambition grows.

Their rune magic allows them to cast hideous spells directly upon a living being or inanimate object, cursing the unfortunate with the powers of the damned.

They speak with the dead, calling forth rotted cadav...   [click here for more]

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The Unknown East

The Unknown East


"Verily it was in the Eastlands, beyond those savage mountains called the ragged pillars, that I would find many strange adventures. Aye, enough to fill several volumes — or a lifetime." — From the journals of Duke Avan Astran of Vilmir

Twenty thousand years ago Grome and Straasha waged a mighty war. In the wake of their struggles continents woul...   [click here for more]

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Age of Treason: The Iron Companion

Age of Treason: The Iron Companion


Sooner or later every wandering Adventurer finds his way to Sorandib, whether the aim is to hide out from authority, find work as a sell-sword or simply to loot its treasures.

Sorandib is an ancient city in catastrophic decline. While there are districts wher law and order hold sway, no single force exercises control over the whole city and outside its walls there is near anarch...   [click here for more]

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Arcania of Legend: Blood Magic

Arcania of Legend: Blood Magic


The first in a new Open Content series for the Legend RPG, Arcania of Legend books will introduce different forms of magic into your games, allowing you to pick and choose which is right for characters and worlds alike.  It starts with Blood Magic…This tome examines the beliefs and uses of life force in cultural magic, offering rules, spells and supernatural creatures which thrive u...   [click here for more]

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Arene des Monstres Volume I

Arene des Monstres Volume I


L'Arène des Monstres, Volume I

Ce livre rempli à ras bord de créatures et d'ennemis de toutes sortes vous propose aussi des règles détaillées sur leur méthodes de combat dans l'Arène des Monstres. Bref, vous avez tout ce qu'il faut pour faire passer de sales moments à vos joueurs !

L'Arène des Monstres Volume ...   [click here for more]

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Arene des Monstres Volume II

Arene des Monstres Volume II


L'Arène des Monstres, Volume II

Ce livre contient des bêtes, des monstres et des créatures légendaires ; si vous l'utilisez de pair avec l'Arène des Monstres Volume I, vos joueurs trouveront toujours des adversaires à leur mesure!

L'Arène des Monstres Volume I propose également du matériel inédit noninclu dans ...   [click here for more]

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Arms of Legend

Arms of Legend


An adventurer is only as good as his equipment, so the saying goes – and with this mighty tome, your adventurer will be the best-equipped he can be. From new weapons and armour, to the more mundane items that keep an adventure going, Arms & Equipment is a complete catalogue that will keep players coming back for more after every adventure.

...   [click here for more]
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Beneath an Opal Moon

Beneath an Opal Moon


Beneath and Opal Moon is an introductory scenario for Samurai of Legend characters. It takes place in an isolated village in a southern Honshu province and is designed for between three and five characters, which can be samurai, sōhei, a mixture of the two and include a priest. The scenario should provide a couple of strong sessions of play and produce ideas for future adventures.

...   [click here for more]
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Castle Brass

Castle Brass


A guide to Count Brass’ domain, the Kamarg, Castle Brass is an essential sourcebook for all Hawkmoon Players, an in-depth guide to the successful navigation of this potentially treacherous landscape. Not only will you learn the secrets of the Kamarg itself, you will learn the deep, dark secrets that fester in each of its towns. You will gain an understanding of its resident...   [click here for more]

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Character Portraits: Fantasy Heroes

Character Portraits: Fantasy Heroes


Character Portraits: Fantasy Heroes Whenever you create a new character sheet, one item always seems to get neglected – the character’s portrait. What does Xandros the Wise, budding human sorcerer actually look like? You probably spend a short amount of time telling the rest of your party about your hook nose and eager face, only to immediately involve yourself in adventuring and a...   [click here for more]

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Character Portraits: Fantasy Heroines

Character Portraits: Fantasy Heroines


Character Portraits: Fantasy Heroines Whenever you create a new character sheet, one item always seems to get neglected – the character’s portrait. What does Agnes des Barres, budding human paladin actually look like? You probably spend a short amount of time telling the rest of your party about your hook nose and eager face, only to immediately involve yourself in adventuring and ...   [click here for more]

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Cimmeria

Cimmeria


The homeland of Conan himself is now detailed, for the first time. Explore the original land of barbarians, experience their culture, and develop your own Cimmerian characters. This sourcebook is packed full of in-depth detail of Cimmeria and its people, along with the hazards facing both explorers and invaders.

...   [click here for more]
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Cities of Fantasy - Skraag

Cities of Fantasy - Skraag


Home to over twenty-five thousand rampaging orcs, Skraag is a city of pure brutality, a place of nightmare that even the bravest adventurer will fear to tread. Built from the ruins of an ancient dwarven stronghold the orcs themselves destroyed, the hordes of Skraag range for miles in every direction, bringing slaughter and misery to any community unfortunate enough to be within range of their p...   [click here for more]

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Cities of Fantasy - Stonebridge

Cities of Fantasy - Stonebridge


If there were a place where the written word was priceless, where a painting or a sculpture was worth more than diamonds and where a song could inspire a love that lasts for centuries, would you go there?

If there existed a city where genius and beauty were one and the same, where invention and ambition were prized above martial skill and where dragons and mortals lived together in eter...   [click here for more]

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Cities of Fantasy - Stormhaven

Cities of Fantasy - Stormhaven


Among the mysteries of the sea, Stormhaven stands proud and defiant, a city built upon the relic of an unknown civilisation. Four great pillars support a disk of preternatural stone, its architects an enigma as great as the means of its construction. The new inhabitants settled centuries ago, giving the city its current name because the solidity and endurance it offers against the surrounding o...   [click here for more]

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Cities of Legend: Skarr - City of Orcs

Cities of Legend: Skarr - City of Orcs


Home to over 25,000 rampaging orcs, Skarr is a city of pure brutality, a place of nightmare that even the bravest Adventurer will fear to tread.  Built from the ruins of an ancient dwarven stronghold the orcs themselves destroyed, the hordes of Skaar range for miles in every direction, bringing slaughter and misery to any community unfortunate enough to be within range of their predations....   [click here for more]

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Cities of the Young Kingdoms: The South

Cities of the Young Kingdoms: The South


Alorasaz: frozen city of fur trappers, loggers and miners, deep in Lormyr's wintery southlands. A peaceful place on the surface, but beneath lurk tensions and fears as two competing families struggle to control Alorasaz's wealth. And what of Castle Kaneloon, standing on the very edge of the world? Does the Lady Myshella not exert an influence over sleepy Alorasaz?

Raschil: the bustling,...   [click here for more]

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Crusades of Valour

Crusades of Valour


Using the information in this d20 sourcebook, you can introduce religious conflict into your campaign world as both a background and foreground element for all levels of play. Low level characters can take part in crusades, joining an army or signing up to one of the crusader orders. At mid-level they can undertake special missions to capture or destroy a temple of another cult, as well as lead...   [click here for more]

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Cults of the Young Kingdoms

Cults of the Young Kingdoms


The Young Kingdoms are rife with factions clawing at one another, each attempting to become dominant. Cults of the Young Kingdoms looks at each in detail, allowing players to ally with one or the other in an attempt to rise to credible power. Each cult comes complete with a detailed history and objectives, as well as boons available to those who rise within their ranks.

...   [click here for more]
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Cults of the Young Kingdoms Second Edition

Cults of the Young Kingdoms Second Edition


Cults of the Young Kingdoms expands upon the material found in the Cults chapter of the Elric of Melniboné rules. Herein you will find more information concerning the natures of the Lords of the Higher Planes, new cults, new Gifts and Compulsions, new religious approaches and new professions related to them.

Essentially, this book is for those Elric Games Masters and characters w...   [click here for more]

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Deus Vult

Deus Vult


In 1095, Pope Urban II called on the kings and knights of Europe to liberate the Holy Land in a great crusade. As one they lifted their voices to Heaven, crying deus vult - God wills it! This cry was taken up by thousands of knights and peasants, martyrs and madmen, as a great tide of righteous fury flooded across the world.

This cry was heard in the shadows, too. Since the days of the ...   [click here for more]

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Deus Vult

Deus Vult


En 1095, à l'appel du pape Urbain II, rois et chevaliers d'Europe s'apprêtent à partir en croisade pour libérer la Terre Sainte. Une clameur unanime s'élève vers les cieux : Deus Vult ! Dieu le Veut ! Bientôt, la clameur devient tumulte : chevaliers, paysans, martyrs, fanatiques ... par milliers, ils grossissent les rangs des croisés ! Une g...   [click here for more]

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Deus Vult: Sister Devout

Deus Vult: Sister Devout


A young and devout girl, Kaelyn Bright is inducted into a secret order of the Catholic Church in the 13th Century. Charged with defending the ordinary man against the supernatural, she will be aided by two other members of the Order - Tranter and Ember. Her personal feelings towards both of them become increasingly confused as they join forces to battle corruption within the Church of Rouen, ...   [click here for more]

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Dragon Lords of Melnibone

Dragon Lords of Melnibone


Stormbringer: Dragon Lords of Melniboné

Adventuring in a Dark World of Law & Chaos

For ten thousand years the bright empire of Melniboné ruled the world. Her soldiers were ruthless, unspeakably cruel, and skilled at arms. Powerful sorcerers, magic came easily to them, as easy as breathing. They forged eternal bonds with the aloof gods of Law and Chaos, with the hideou...   [click here for more]

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Dream Realms

Dream Realms


The Dream Realms - at once the most alien and most familiar of the myriad facets of the Multiverse, visited nightly by the slumbering masses of the Young Kingdoms yet little understood by even the Sorcerer-Emperors of Melnibone.

Whether the worlds of dreams lie within the dreamer or across the million spheres, they are home to strange creatures and stranger inhabitants.

Dreamthi...   [click here for more]

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Elric de Melnibone

Elric de Melnibone


L'île magique de Melniboné et les Jeunes Royaumes au-delà des mers fournissent une pléthore d'endroits étranges, d'ennemis mortels et de sorts puissants pour le jeu de rôle d'Elric de Melniboné. Naviguez sur les mers du destin dans un monde hanté par les démons, où les dragons parcourent les cieux déchirés par les...   [click here for more]

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Elric of Melnibone

Elric of Melnibone


Elric of Melnibone

The eldritch isle of Melnibone and the Young Kingdoms across the sea provide a wealth of strange places, deadly foes and potent spells for the Elric of Melnibone roleplaying game. Sail the seas of fate into a demon-haunted world where dragons ride the storm-racked skies and the price of dreams is above rubies. Walk the streets of fabled Elwher, steal the lore of...   [click here for more]

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Elric of Melnibone

Elric of Melnibone


Fully updated and revised for RuneQuest II, Elric of Melnibone will transport you to the Young Kingdoms, an eldritch setting providing a wealth of strange places, deadly foes and potent spells for your games. Sail the seas of fate into a demon-haunted world where dragons ride the storm-racked skies and the price of dreams is above rubies. Walk the streets of fabled Elwher, steal the lore of Pan...   [click here for more]

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Elric! Gamemaster Screen

Elric! Gamemaster Screen


Stormbringer: Elric! Gamemaster ScreenGruesome Gamemaster Gobbets!

This package contains play aids, reference cards, forms, a map, and a new scenario for use with the Elric! roleplaying game. Elric! gamemasters and players will find tools inside which will make their game session play more quickly and easily, with no more fumbling through the b...   [click here for more]

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Elric: Secrets of the Steppes

Elric: Secrets of the Steppes


North, beyond the vast, arid wilderness of the Sighing Desert lies a distant land that is usually only referred to by boasting merchants seeking to add to the price of their wares or else tellers of tall stories in the taverns of the Young Kingdoms cities. Secrets of the Steppes gives details on the geography, flora and fauna of the Dakwinsi Steppe and the regions which border this vast tundra ...   [click here for more]

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Encyclopaedia Arcane Abjuration

Encyclopaedia Arcane Abjuration


As with anything that seems purely defensive, the school of abjuration is often thought to be weak. This could not be further from the truth. Magic is a powerful force, capable of slaying a healthy warrior with a single word or laying waste to an entire city. Mundane defences are incapable of repelling just force. Only the spells of abjuration offer resistance to this might, which makes abj...   [click here for more]

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Encyclopaedia Arcane Battle Magic

Encyclopaedia Arcane Battle Magic


Battle magic is about pushing magic to its absolute destructive limits, turning each arcane phrase into a death sentence and every claw-fingered gesture into a deadly magical assault. Make no mistake – battle magic is about mayhem and death, ensuring your opponents are made to pay for their presumption to challenge your arcane might. Whether you wish to deliver death from afar, firing off...   [click here for more]

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Encyclopaedia Arcane Blood Magic

Encyclopaedia Arcane Blood Magic


The ancient practice of blood magic has been outlawed in many civilised societies, for though it allows access to staggering levels of magical power the price can be very high. Savage tribes often respect blood magic, though even they tend to fear and avoid it where possible – its power is the stuff of legend, to be invoked only by those who expect to achieve great things or die in the at...   [click here for more]

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Encyclopaedia Arcane Chaos Magic

Encyclopaedia Arcane Chaos Magic


Chaos magic is not for the faint hearted - those unwilling or unable to maintain the daring or force of will necessary to harness great, unwieldy energies will find themselves destroyed by the very power they sought. The true unfortunates will end their days locked into forms never meant for mortal eyes, let alone mortal flesh. Many are the failed practitioners of this art, and their wildly def...   [click here for more]

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Encyclopaedia Arcane Chronomancy

Encyclopaedia Arcane Chronomancy


A forgotten art, a mystery to even the most powerful archmage, chronomancy is a dark corner of magic, in which few dare to tread. Wizards and sorcerers understand chronomancy as the simple manipulation of time through arcane magic. These ignorant fools take the sacred name of chronomancy in vain, having no idea of the forces they could unleash with their meddling. Chronomancy is far more than t...   [click here for more]

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Encyclopaedia Arcane Compendium, Volume I

Encyclopaedia Arcane Compendium, Volume I


Encyclopaedia Arcane Compendium: Volume I brings together four great Encyclopaedia Arcane titles together for the first time. Demonology, Necromancy, Battle Magic and the all-new Transmutation.

Demonology: Taking your mage along the path of summoning beasts from other planes, sworn to do your bidding but intent on taking your soul. Can you skate the line that separates power from disast...   [click here for more]

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Encyclopaedia Arcane Components and Foci

Encyclopaedia Arcane Components and Foci


This volume presents the first serious study of the long-neglected questions of why material components are used in spells, what logic governs their use and whether or not it is possible to change them. Looking at the typical components used in arcane spells and outlining the key principles on which they work. An exhaustive treatment of the standard arcane spells is then provided which will inj...   [click here for more]

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Encyclopaedia Arcane Conjuration

Encyclopaedia Arcane Conjuration


Conjuration, the art of calling something forth from nothing, is a magic of infinite potential due simply to its very nature. To conjure is to reach past the empty spaces of this world and summon the heart’s desires from beyond. This kind of power can not be overstated or underestimated. To master conjuration is to never be alone, to never face a situation without aid. When one can instan...   [click here for more]

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Encyclopaedia Arcane Constructs

Encyclopaedia Arcane Constructs


Golems wait silently in dungeon corridors, ready to apprehend unwary adventurers who dare defile their former master’s sanctum. Shield guardians follow their owners faithfully, interposing themselves between the holder of their amulet and anything that would bring him harm. Homunculi fly forth, powered by their creator’s lifeblood into a grotesque mockery of life. All of these const...   [click here for more]

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Encyclopaedia Arcane Crossbreeding

Encyclopaedia Arcane Crossbreeding


An owlbear paces round and round the dry moat encircling the wizard’s castle, seeking any creature foolish enough to have entered the moat willingly or unfortunate enough to have been thrown there by the wizard’s minions. Up in the wizard’s stables a pair of night-black pegasi nicker nervously, as they always do when they hear the owlbear’s hungry cries. Their oversized ...   [click here for more]

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Encyclopaedia Arcane Demonology

Encyclopaedia Arcane Demonology


Welcome, mortal, to the Dark Road. Within these secret pages you will find the most forbidden knowledge of all - that of summoning, binding and ultimately controlling the demons, devils and fiends of the infernal planes. This book is not for the faint of heart for only the strongest of wills may dare to dabble in the blackest art of all. The perils are great and the dangers terrifying but for t...   [click here for more]

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Encyclopaedia Arcane Divination

Encyclopaedia Arcane Divination


There are many schools of magic. Some, such as Evocation, are combat oriented and the province of wizards who hurl deadly fire at their foes and wreathe the battlefield with lightning. Others, such as Transmutation, are the domain of those seeking to explore the many forms of reality and how they can be bent and reshaped. Still others are much subtler; the school of Abjuration, for example, is ...   [click here for more]

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Encyclopaedia Arcane Dragon Magic

Encyclopaedia Arcane Dragon Magic


Every wizard, sorcerer and bard knows deep within that his abilities are a pale imitation of the true power that dragons embody, and every new avenue of research is an attempt to find the original path of magic. Dragons continue to practice their arts, looking at the mortals trying to reach beyond their own limits with amusement, worry or admiration. Some of these magnificent beasts even teach ...   [click here for more]

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Encyclopaedia Arcane Drow Magic

Encyclopaedia Arcane Drow Magic


There are monsters in the deep, beasts whose flesh is perfect obsidian, whose eyes shine like midnight stars and who yearn to hunt again beneath the open sky. These beasts are the drow, and it is their doom to never again feel the light and warmth of the sun, until such time as the elven gods are thrown down and all their favoured children slain.

The cities of the drow spread like a ca...   [click here for more]

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Encyclopaedia Arcane Elementalism

Encyclopaedia Arcane Elementalism


Common arcane lore divides physical existence in four basic elements: Air, Earth, Fire and Water. By manipulating these elements, arcane spellcasters create some of the most spectacular effects of magic, raising walls of stone around them or raining fiery death upon their enemies. Unlike druids, who control nature’s resources out of a pact of mutual respect, wizards and sorcerers master t...   [click here for more]

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Encyclopaedia Arcane Enchantment

Encyclopaedia Arcane Enchantment


You wish to study enchantment with me? Are you certain you understand what it is you ask? The school of enchantment specialises in a very powerful but very personal form of magic, making people, places and things affect the minds of others in ways that can be very intimate indeed. With this magic you can make someone fall in love, pledge devotion to a task, or defend a place with his very life....   [click here for more]

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Encyclopaedia Arcane Familiars

Encyclopaedia Arcane Familiars


Familiars have long been a part of the arcane tradition and their fabled past has been portrayed in many a yarn, old and new. They are depicted in the tales as dedicated servants, faithful confidants, and in some cases as unwavering soul mates, but no matter how they are described one thing is certain: familiars are more than just simple companions to keep your feet warm on a cold winter’...   [click here for more]

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Encyclopaedia Arcane Illusionism

Encyclopaedia Arcane Illusionism


Illusionism has always been seen as a weaker form of magic, a school to be ridiculed rather than studied by most self-respecting mages. However, this book shall reveal that illusionism is neither to be scoffed at nor to be trifled with.

At its heart, illusionism is the art of deception, be it benign or malicious in nature. It alters another’s perceptions and tricks their senses. T...   [click here for more]

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Encyclopaedia Arcane Magic Item Creation

Encyclopaedia Arcane Magic Item Creation


Magic items are a staple of fantasy in any form, evoking images of great deeds done, of dragons, of heroism and of terrible villainy. The true power of magic items comes not from their ability to work miracles, but from their ability to evoke wonder in all of us.

Who does not remember the first time they, at the successful conclusion of a hard-fought adventure, lifted a new sword and p...   [click here for more]

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