I have hereby plonked link into ganondorf’s lap
Bonus Bestiary: Calligraphy Wyrms
(it’s the gold one on the bottom)
CR 2
Neutral Diminutive Dragon
Legacy of Dragons, pg. 26~27
Oooh my god. Oh my god. Oh my god!!! I want one. I want four. I want just an entire library filled with these little guys–seven inches long, the smallest Dragons in all of Pathfinder!–just writing and writing. Calligraphy Wyrms were once the archivists of the sovereign dragons of the land, and have since spread all over the world, taking up jobs as scribes or scroll-sorters in libraries and colleges of every size. They’re driven by a love of learning and a need to record everything that interests them, using ink generated in their claws and throat to scribble down all their thoughts with the precision of a typewriter. They even have a +7 in Craft (Calligraphy)!
Aiding in their duties is a few cute little spell-likes. They can use Arcane Mark and Read Magic at will, and can use Erase 3/day to either undo a mistake or scrub out hazardous rune traps that it may stumble across in its duties. It can even coat over the hazardous rune traps of its masters with a 1/day Secret Page, hiding mundane or magical writings from prying eyes… Or simply covering over their own mistakes until they rest for the day and regain their uses of Erase.
At 7 inches long, Calligraphy Wyrms are obviously not deadly powerhouses. Their gore, in fact, cannot deal lethal damage under most circumstances; it does 1d2-3… But they have a rather odd +2d6 Sneak Attack, letting them give a potentially fatal shanking to pests such as rodents, insects, and level 1 thieves. Their extremely small size combines well with their 80ft(?!) flight speed, letting them strike from undetected angles before retreating and hiding among scrolls and tomes once more. If an enemy is already aware of them, though, a Calligraphy Wyrm can unleash an Ink Spray once every 2d4 rounds. It’s not a breath weapon, as the book adorably notes that the Wyrm sneezes a 10ft cone of ink, forcing everything in range to make a DC 12 Reflex save or be absolutely coated in the stuff, not only revealing invisible opponents in the area but blinding them as well until they take a standard action to wipe the ink away… Which gives the Wyrm enough time to get into position for a good stabbin’.
A Calligraphy Wyrm can deal some surprising blows, but still isn’t exactly made for combat. It’s got some serious utility, but it’s greatest utility is not immediately apparent. As a full-round action, a Wyrm can change from a dragon to a masterwork pen that another being may use to make Craft (Calligraphy) checks of their own… Or just use as a regular pen, I guess. What’s important about this form, though, is that while a Wyrm cannot use any of its spell-like abilities or even move until it uses another full-round to switch back, it still maintains the ability to hear its surroundings… And interpret them with its 60ft blindsight.
Anything with blindsight is difficult to sneak up on, least of all something with it out to 60ft, twice as far as most beings can walk in a single round. Anyone with one of these critters as their ally, sitting peacefully atop their shoulder or tucked inside their sleeve, has an early warning system against any incoming invisible nasties, a talent infinitely more valuable than most people would give it credit for. It’s even more useful for casters; anyone with the Improved Familiar feat can take on a Calligraphy Wyrm as their familiar once they reach level 7. A Wyrm cannot normally communicate in their pen form, but a caster with one as their familiar can wear their ally as a fancy but unassuming implement in their pocket protector and commune empathically with one another, giving the caster a heads up on anything trying to sneak up on them, which typically spells death (or worse) for the critter doing the sneaking.
Ganon is just a himbo pokemon that evolves and become even more beefy and sweet~
I’m certain there is a reason fate has brought us together. Is there such a thing as bad serendipity?
A man of uncannily pallid complexion, garbed in all black with silver accents - embroidery, aiguillettes, a raven skull brooch, and a brocade of pomegranate fruits and leaves decorating the collar. Looking closely, one could approximate that he is roughly in his mid-thirties, but his early salt and peppering hair and conservative posture is more indicative of a man who is perpetually in the early autumn of his life. Dark, sunken eyes occasionally glint behind a pair of simple circle glasses, and he wears a solemn frown, as if anticipating the reception of bad news.
Vampire that’s dirt poor, doesn’t have a sprawling manor or vast riches accumulated by interest. Can’t afford those black leather boots they really want. Travels as a bat to save money not cuz they like it.
Vampire that was super ugly in life so the vampiric glow up just made em a solid 5
Vampire too socially awkward to seduce/compel ppl to feed off them. Has to have their Chadier vamp friends to do it or steals blood bags from the hospital.
Vampire who turned into mist in a steam room and couldn't figure out which parts were him vs water, so he got stuck there for weeks
vampire who's afraid of flying so anytime they turn into a bat it makes them incredibly queasy
Vampires having a “wine” tasting trying out different types of blood, discussing various textures and tastes and stuff like that. But one vampire honestly can’t tell the difference cuz they don’t like the taste anyway.
vampires who don’t like the taste of blood so they have to disguise it by adding artificial flavors (fruit punch, watermelon, strawberry kiwi, NEVER blue raspberry lest it change the color too much and the other vampires judge them) in order to stay properly hydrated
Vampire that was obsessed with skincare when they were human, but now mirrors don’t work for them so they’re constantly looking for ways to see their reflection.
vampire that doesn't really need a familiar because when they were human they were just some working class schmuck used to taking care of their own business so they just pal around with them instead
Vampire that brings a night light to coffin cause they’re to scared of the dark
Vampire that while in bat form hangs out with regular bats thinking they’re also vampires. This goes on for weeks before they realize they’re just normal animals.
Diagram:
I AM BEGGING YOU ALL TO PLAY VAMPIRE THE MASQUERADE
Also please go play Vampire: the Requiem (yes, they are two different games set in two different worlds. Of darkness.
POV: the King has risen from his 1000 year slumber and you ask him to hide himself again??? Disgraceful
the scream i scrumpt when rehydrated ganondorf got revealed,,,
i can still barely believe that hes REAL
Powers Master Post
Index
Understanding: Mage and Seer
Manipulation: Witch and Heir
Creation: Maid and Sylph
Destruction: Prince and Bard
Relocation: Thief and Rogue
Exploitation: Knight and Page
Space
Time
Light
Void
Life
Doom
Hope
Rage
Breath
Blood
Heart
Mind
Knight of Hope
The Knight of Hope. One who equips themself with hope and faith as a weapon so that they can protect hope, motivation, and belief.
Literally a paladin.
Knight- an active class that equips themselves with their aspect and exploit it as a tool. They use their aspect as a weapon so that they can protect others.
Hope- major themes of trust, faith, ideals, and positive emotions. Minor themes of blinding light, angels, and motivation.
Abilities
Weaponized wishes
Knights use their aspect as a tool, as a weapon. When the Knight of Hope utilizes their faith they could effectively grant themselves wishes.
Of course, these wishes would be limited. They would be limited in their lasting effect, how many can be granted in a certain timeframe, and how powerful the wishes can actually be. The more faith they have in themselves the longer their wishes will last for.
At lower levels they could harness their hope and true wishes to give themselves hope charged abilities like super speed and increased durability. Their wishes are short term Hope fueled physical capabilities dependent on what they want most in the world at the time, but only one at a time and for very short periods.
At medium levels they could make manifestations. Wish you could just get away from everything? Angel wings for 10 minutes. You want to break down the door to save your Moirail like an awesome hero? Golden armor that makes you near invincible for the next 5 minutes.
The more faith the Knight has the longer their wishes can last for. They would also have a cooldown rate on their wishes and a certain cap to how many can be active at once.
A fully realized Knight of Hope could have maybe 3-4 wishes active at the same time.
Holy items
Knights use their aspect like a weapon and as such always make a weapon using their aspect. The Knight of Hope could materialize faith related objects. Essentially they can summon holy artifacts for their own personal use to temporarily replace their current weapon.
Say they need a sword. This sword is going to be pitch white, glistening gold, and magical. This sword is going to look like it was crafted by the Angels themselves. Whatever their strife specubii are they could summon up a legendary version of them.
Halfway through their progression their weapons could develop special abilities associated with how the Knight views their ultimate weapon. If their idea of a perfect sword is flaming, than their holy sword could deal extra burn damage and turn dying opponents to ash. Their shield could transform into a pure white dome, giving the Knight a perfect defense. So on and so on.
These legendary weapons would be incredibly powerful and only as strong as the Knight’s faith is.
Skills
Holy Knight- attack damage and speed double when defending allies, yourself, or your faith
Idol- your stamina and durability are tripled as long as you believe in your mission
Doctrine Daze- 10% chance to stun non-believers before you attack them
“I’m the resident leader of the lost and found”
An Heir of Void aesthetic
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Heir of Void
The Heir of Void. One who inherits nothingness, secrets, and the Void itself.
They’re natural born ninjas.
Heirs- inherit their aspect and are naturally protected by it. They passively manipulate their aspect.
Void- major themes of nothingness, obscurity, and the Void. Minor themes of ignorance, secrecy, darkness and null.
Abilities
Shadow summon
The Heir of Void naturally surrounds themselves with the Void. Their own calling for the Void allows them to be hidden by it. As the Heir learns to tap into the shadows and nothingness that surrounds them they can call the attention of the Void.
At lower levels, when the Heir is in danger, the Void can bring them to a hidden place. The Heir would be impossible to find no matter how hard someone looks. They could hide things simply by not wanting them to be found.
At medium levels they could go beyond merely hiding with the Void and could use it’s protection in a more defensive manner, rather than evasive. They could learn to call upon the Void to surround them like a shield to absorb any damage coming their way.
At higher levels they could learn ti call forward the Void and it’s inhabitants. They could become horrorterror like and use their magic or tentacles.
A fully realized Heir who become fully in touch with the Void could effortlessly teleport between areas of darkness and mystery, blinking between shadows and dark corners. The shadows would guide and protect them, allowing them to move unnoticed and go anywhere unharmed.
Shade
The Heir of Void can call upon the Void and guide it to more favorable places. By guiding the Void around an area the Heir could effectively shade it out, making it nonreactive and hidden to anything outside of the area. Information wouldn’t be able to pass the Heir’s barrier. The shaded area would become completely isolated from the outside world.
At medium levels the Heir of Void progresses they could learn to leave their shaded areas and create larger and larger eclipsed areas, turning a simple shadow into a room of pure darkness. They could turn their shade into fully fleshed out rooms, places that shouldn’t exist in normal space.
At higher levels Heir could create multiple informational dead zones, turning even the smallest shadow into a safehaven. Time might even stop inside the Heir’s shade.
Fade
As an Heir of Void learns to accept and inherit the Void they could turn into the Void itself. The Heir can temporarily flicker out of the session, ignoring anything attempting to harm them. During this time they would be something of a ghost; unable to be harmed, but unable to interact with anything.
At first the Heir could only use this ability when afraid, acting as a subconscious defense mechanism. Overtime the Heir would learn how to calmly enter the Void, fading into it like home, rather than an emergency exit.
As they progress they might become unfazed. They might be near impervious to attack for very brief moments. They could reflexively shift into an intangible form, requiting no organs or physical form for a very brief moment.
At medium levels Heir of Void would learn to bypass all physical restraints. They could turn into shadows, become two dimensional on a surface, or simply become a disembodied voice.
As they progress they could sink into the abyss, the shadow world. Reality would be frozen and the Heir would feel they are are underwater. They could move around in a frozen darkness, untouched by the mortal plane. Seers, Light, and Void players could clearly sense them.
At higher levels they could pull things in with them. Things in the shadow world would blink out of existence when attention is placed on them. People could move around like ghosts. Heir of Void legendary gear: 1 /
Skills
Like a ghost- your presence is undetectable and you walk silently
Nobody- you are untraceable. Fingerprints and footprints disappear over time - - - If you want to commission me or support my content, you can find me @ https://ko-fi.com/kesscal or over at https://linktr.ee/Skywhale09 !
Could you a classpect analysis for a Knight of Hope?
I could indeed!! This one seems… really interesting!!
Title: Knight of Hope
Title Breakdown: One who Actively Defends [wields in defense of, serves, applies, protects] Hope [faith, belief, magic, positive emotion, pure creation]
Role in the Session: So, here we have the Wwhitest of Knights. Straight-up Paladin, right here. Maybe they’re actually religious, maybe they have a more nebulous personal code, but either way, the Knight of Hope is bound to be someone committed to their beliefs to the point of zealotry. Not only are they committed, but they’re also liable to proselytize or project a holier-than-thou attitude, to cover up for an internal sense that their faith is wavering and/or inadequate. Their role in the session is to keep Hope alive – to hold their team together by providing a light on the horizon, and a beacon of faith when rational optimism is all but impossible.
Hope as an Aspect is all about conviction, about as opposed to Rage’s nihilism/absurdism, and acceptance/commitment as opposed to Rage’s skepticism. It shares with Time and Doom a fondness for grand narratives and suspension of disbelief, and will probably manifest as a belief in fate, predestination, or some similar force in those Bound to it. The Knight is there to defend and make the most of what little Hope their session has remaining, and in order to rise to the task they must realize that the Hope has been in them all along. As soon as they overcome the hesitance within themselves, they can become the force for truth and justice that their session so desperately needs.
The Knight’s Quest may involve a Planet whose native consorts have become despondent and pessimistic, despairing that any Hope could rise again. Their Denizen, even sleeping, may be a wrathful, depressive force that keeps them in this state, but before the Knight can confront the Denizen themselves, they will have to face their own demons and fulfill their duty of being a Light even in the bleakest of landscapes. Their force of will is their greatest strength, and it will confer an advantage greater than any weapon might; when all else is lost, they’re going to be the ones staggering to their feet and saying, despite all evidence to the contrary, that it ain’t over yet. This is a tremendous task to rise to, and the Knight will certainly struggle at first – it will be crucial for them to fall back on their allies when they must, even when it seems as though those allies’ convictions may not be so strong as their own. A Seer of Doom might help the Knight acquire resilience, understanding of how to press forward in the bleak circumstances they are all but certain to face. A Rogue of Time’s ability to “buy [the Knight] some time”, perhaps by literally sending them back in time to correct whatever the flaw may be in their Session, would be a formidable tool in conjunction with the Knight’s ability to utilize their beliefs in every way possible.
Opposite Role: The Rogue of Rage. Boy howdy are these two gonna have problems with one another. The Rogue’s role is to “appropriate, redistribute, and give their allies skepticism, anger, and destruction” – which is pretty much the last thing the Knight needs, given that they’re already less-than-confident in the strength of their beliefs. I could see a slow-burn of resentment building between the two, culminating in one or both of them Inverting or Over-embracing, and allowing the clash of their mutually exclusive beliefs to tear the team apart. Needless to say, the team should not(!) allow this to happen!! It is absolutely crucial, for the Knight especially, to have people on their side, and the Rogue of Rage is bound to be a real sower of discord. I never say never when it comes to relationships (romantic or platonic) or teamwork/collaboration between two roles, but these ones in particular are like oil and water.
God Tier Powers
The Knight’s Aspect is Culminative-Conclusive-Personal; their Class is that of the Active Defender. This means that their powers are going to draw on their own internal beliefs and conceptions, and be directed towards intensity/concentration as opposed to expansion or diffusion. They are literally carrying their faith as sword and shield, for better or for worse. Here are some ideas as to how that might manifest in their suite of post-Ascension powers…
Divine Grace: The Knight’s faith acts as a literal suit of armor, perhaps invisible, or perhaps made of shimmering white energy. As long as they’re confident that they will not be harmed, they could walk through an explosion unscathed, simply by virtue of their unassailable conviction. While they needn’t focus directly to keep this ability active, their defenses will drop as soon as their belief wavers, so they’ll have to have sufficiently developed in their personal arc to make the most of this ability.
Templar: When the Knight is near a symbolic manifestation of their cause, or their team’s cause, they are both physically and psychologically empowered, using any of their abilities (Aspect-related or otherwise) with greater skill and magnitude as long as they know that the symbol is there. They needn’t even see it directly, as long as they believe it to be present; obvious destruction of the symbol (which could be a flag, a building, or really any physical representation of what they stand for) will almost certainly shatter this belief, but they don’t have to have a direct line of sight, for example.
Hope Against Hope: The Knight can take the smallest glimmer of Hope and turn it into a great, radiant surge. Once they have reached the height of their control over Hope, they can invoke it to conjure up something they need, something fully real but only present so long as they believe it is. This could be a tool or a weapon at the time it’s needed most, or it could be something more abstract – a single moment of opportunity, perhaps, or maybe a message or a sign that the tides are turning. This is a very abstract and powerful ability and its limits are all-but-nonexistent, but it can only be called upon when all Hope seems lost, and the Knight truly relies on their faith against all the evidence that such faith is senseless.
Personality: The Knight of Hope’s zealotry might seem obnoxious to the, uh, less persuaded among their teammates, but it’s also what sets them apart and gives them much of their strength. What they really need to work through isn’t their conviction or stubbornness but rather their tendency towards burnout, and their constant anxiety that their faith isn’t adequate, that they aren’t holding up to their own standards. This doesn’t necessarily mean they should let their guard down or allow their beliefs to lapse or weaken, they’ve just got to learn that sometimes it’s best to let your actions speak for themselves, and to remain fully committed to practicing what they preach. If they can do this, they can do just about anything.
Their interests, outside of their religion or philosophical code, might involve some symbolic representation of belief or personal truth – role-playing, fiction writing, or dramatic reenactment are all possibilities. The common thread is that each activity involves significant creative energy and active, sustained suspension of disbelief – the very forces that the Knight will rely on over the course of their personal journey through the Game.
Songs: I’vve got a feww of these in mind already… 8y wwhich I mean I’m attemptin a rare and highly dangerous x3 Goats combo ::::p
Last Man on Earth by the Mountain Goats
Hail St. Sebastian by the Mountain Goats
Romans 10:9 by noted North Carolina Christian/Pagan ska/metal alt/pop five-piece, the Mountain Goats
Also like, viva la vida by coldplay or somethin
Anywways!! I hope you enjoyed readin this analysis; I certainly enjoyed wwritin it!! Thanks for the ask ^^^^v^^^^
~ P L U R ~
I have been listening to Inherit Nothing, so Heir of Void?
Another Heir, and this time the Mythological Role of a canonical character, Equius Zahaak, who, alas, did not live to fully realize his destiny as the Heir of Void. Or so it would seem. However, Void is a cryptic Aspect, and leaves open all kinds of angles of interpretation when it comes to the notion of realization of one’s Role. Here’s my take on the…
Title: Heir of Void
Title Breakdown: One who passively manipulates [inherits, becomes one with, invites change in, invites others to change] Void [nothingness, vacuums, darkness, oblivion, depth, silence, irrelevence]
Role in the Session: The Heir of Void is a fascinating Role, due to the fact that in a sense, they write themselves out of the story. By becoming one with nothing, however, they gain tremendous power, as Void’s depths could well be infinite. Void encompasses not only darkness, secrecy, and obscurity itself, but also that which lurks in the darkness, the whispered words which comprise the secret, and all those forgotten and abandoned things obscured until the time is right to find them – it is all the potential of an unopened door in a building hitherto unvisited. It would be redundant for me to say that Void is a mysterious Aspect, but, well, it is – the magnitude and character of its power is almost by definition indiscernable. Therefore, when we examine the Heir of Void, it’s probably best to interpret their inheritance not only as “nothing” (though that is applicable) but also “everything within the nothingness”.
Void and the Heir share an interesting quality in terms of their Hero’s Quest and personal narrative/story arc – they both involve absence, leaving home, learning, and making an eventual return. However, because of Void’s proximity to Space and the metaphysical depth of Introspective Aspects in general, I’m not entirely certain that the odyssey undertaken by an Heir of Void would end with the Heir’s return. The Void stretches on forever, and it changes all who touch it. This isn’t an ending without hope, it’s simply an acknowledgement that Void is an Aspect of irresolution. It doesn’t give easy answers or swift resolution, and it makes no promises. It simply renders apparent that which is absent, that which is untouched and unseen and ripe for exploration. Light players cut apart the Void to render it known; Void players bask in the ineffable sanctity of all that which remains unknown. The Heir of Void ultimately becomes one with the Void – that is to say, they learn to take on the ineffibility, become unseen, and in so doing triumph.
An Heir of Void’s ideal co-players are rather hard to pin down, as I think Void players are rather adaptable, but to continue with my pattern of naming players with players whose Aspects share a Trine with the Aspect of the subject of the analysis, I’ll name the Seer of Breath and the Prince of Heart. The Seer is someone who makes a leader of everyone in their party by teaching of freedom and independence, awakening that in even those like the Heir who might ordinarily be loathe to stand out or distinguish themselves; the Prince “destroys the Self” as the Heir of Void “becomes one with nothing” - two concepts that are discrete but clearly overlaps strongly, two lines running in not-quite-opposite directions along the same track.
Opposite Role: The Mage of Light. The Mage of Light, as noted in our analysis of that Role about a month ago, is a performer – the Active Understanding Class, and bound to the Aspect most strongly associated with information, attention, and awareness. Light is arguably the more “active” Aspect here, as well, given that light can illuminate darkness, while darkness itself cannot quench light, because darkness doesn’t exist any more than cold or silence do, on a physical level. Void permeates the totality of these concepts, lining the metaphysical walls of the spaces, the absences, the Voids where some thing or another is absent. The Mage, who actively involves themselves with, and teaches others of by example, Light, is opposed to the Heir of Void almost by accident – not due to any normative discrepency between the narrative arcs of the two Roles, as is so often the case with opposite/Inverse Role, but simply because the Mage’s very presence destroys the Heir – literally preventing them from becoming Void by depriving them of their nonexistence, forcing them, intentionally or otherwise, to be real or to be seen. The Heir’s only recourse here is, well, that which is so often a Void player’s only resource – to leave. If the Heir makes themselves absent, they are free to do their work; they need only stay one step ahead of the Mage, or come to an agreement to stay away from one another. There’s a whole lot of potential for drama here.
God Tier Powers
Void is the Actual-Introspective Aspect, which probably warrants some as it makes the unnecessary (A/N: 8ut true!!!) metaphysical assumption that reality can understand itself, and it also seems to directly contradict what Void is all a8bout – Void players tend to be associated with unreality and somewhat avoidant of self-examination. I see Void as Introspective because it looks inward in the same way that Light looks outward. It’s Actual in that the abyss it is gazing into isn’t one’s own psyche/soul – that’s Heart’s area of concern. Rather, Void looks at what we can’t see, at the negative left behind by Light’s (meta)physical photography. Engaging with Void is like searching for lost time, or for a forgotten phrase, or for the path through a darkened city that you once knew well to a familiar place from which you have long been absent. Once you get close enough to it, you begin to realize that the search is the object.
The Heir is the Passive Manipulation Class, and the counterpart to the Witch. The Heir inherits, invites gradual change in, surrounds themselves with, and ultimately unifies with their Aspect.
One With Nothing: The Heir of Void ceases to exist, in part or in whole. They don’t actually die, of course – they just set their consciousness or their body out of phase with reality, leaving a Void where it once was. They can return whenever they will, and this ability can be employed as both a long-term tactic for secrecy and espionage, or as a simple means of phasing through matter and across distances unimpeded.
Hole in World: Matter, energy, and information tend to spiral towards the Ascended Heir of Void as though they themselves were a singularity, amassing a literal or metaphorical accretion ring which could be used for any number of purposes – a weapon, a shield, or an implement of area-control in strife, preventing encroaching Underlings or Dersite soldiers from engaging directly.
Circle’s Summoning: The Heir carries their inheritance with them – as our Heir of Void becomes increasingly suffused with the Void, they are drawn closer and closer to the maddening knowledge and enfeebling power of the Furthest Ring and its occupants. “Becoming the Void” sounds a lot like going Grimdark to me, but I imagine the Heir would have somewhat more… discretion? over their access to the power of the Noble Circle of Horrorterrors, perhaps being able to access Grimdark capabilities without entirely losing control of their identity.
Personality: The Heir of Void would likely be somewhat quiet and self-isolating, and may struggle with the concept of identity in general – attaching themselves to a particular label instead of engaging in deeper introspection. This may lead to tension in personal relationships due to the Heir’s apparent emptiness and attachment to a smokescreen of structure. The Heir isn’t deliberately concealing their identity here – they’re just transferring their sense of identity to an artifact in a conscious or unconscious attempt to avoid the, well, Void within them. Their soft-spokenness and idiosyncracies can cause them to be overlooked or disappear in social settings, which may cause a no small amount of longing and angst. For the Heir to fully develop as a person and a player, they need to look inward – Void being as it is an Introspective Aspect – and forge for themselves an identity independent from extant structures or formulae.
(A/N: For the foreseea8le future, I’m afraid I’m goin to 8e retirin the Songs section, 8ut do feel free to send playlist requests regardin specific Roles.)
I hope you enjoyed this analysis!! It has, 8y a wwide margin, set the record for the longest time I’vve t8ken to complete an analysis, for various reasons (computer difficulties and also some reconsider8ion of Void as an Aspect. Thanks for your request ::::)
~ P L U R ~







