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Posted: Wed Jan 25, 2006 7:07 am
Fire Emblem: Land of Shadows
Once, dragons and men coexisted. They shared a peace forged in wisdom, a peace that lasted many generations. All that was lost when mankind disrupted this balance in a sudden onslaught. Man fought dragon in a savage war that shook the foundations of their world. This war was called The Scouring. Defeated and humbled, dragons vanished from the realm.
Mankind vanquished the dragons thanks to the efforts of eight heroes. These eight mighty generals brought peace to Elibe. The continent was divided into nations, and the people enjoyed an easy prosperity. The hero Hartmut settled in the east and founded Bern, famed for its military might. St. Elimine moved west, and her sacred name flourished among the artisans of Etruria. The horseman Hanon's legacy lived on with the nomads of his beloved plains of Sacae. The birthplace of the knight Barigan is now home to the renowned Knights of Ilia. The berserker Durban's final glory was to create a warrior's clan in the Western Isles. The archsage Athos is said to have retired to the barren wasteland of Nabata. The heirs of the champion Roland themselves became the lords of the Lycian League. - Fire Emblem: Rekka no Ken It is twenty years after The Scouring, the generation born during this horrific war has inherited a broken land. Centralized government is nonexistent. Fierce bandit tribes ruthlessly pillage and plunder and the underdeveloped professional armies are to slow to respond to such attacks, chaos engulfs the continent of Elibe. Feudalism takes root, local Lords rein supreme. In Etruria, the largest human army since The Scouring, expertly trained and blessed by Saint Elimine herself, marches across the region in an attempt to unify the people of Etruria. Thousands of bandit tribes are displaced; they flee to the south, inflicting a fatal blow against Roland's Lycia, to which it would never recover. This is a story of politics and the nature of man, a story of atrocity and bloodshed, of sorrow and death. This is Elibe, the Land of Shadows.
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Posted: Wed Jan 25, 2006 7:07 am
Role Play Headquarters
Welcome to the Fire Emblem: Land of Shadows RP Headquarters. It is an Out of Character and Administration thread. It contains updates and news, the profile code, world map, support system, and all the rules for this RP. Enjoy!
Announcements Some things have come up, I am really not in a position to be Role Playing right now. I will still fulfill my tasks as GM of this RP, and I will direct the plot, but I will not be able to remain directly active.
This RP is not dead, it may be inactive right now but I am working on it. The Fire Emblem Calculator v1.0 is 100% Complete and fully functional. The new rules system will be implemented as soon as the resource files are populated with all of the enemy base stats and growth Rates. Meanwhile, we can work on our profiles. I will be sending extended profile forms to everyone, so stay tuned.
News and Updates 2 February 06: Theme announcement. 23 January 06: Role Play headquarters finished and opened. 25 January 06: Role Play Moved to the new Sub-forum.
Navigation Topic Post: Introduction Post 2: News and Navigation Post 3: Sub-forum and Thread Rules Post 4: Profile Code Post 5: The Continent of Elibe Post 6: The Strategist's Guide to Fire Emblem Post 7: A more useful Role Play Guide
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Posted: Wed Jan 25, 2006 7:08 am
RulesGaia Site-wide Rules and Terms of Service. exclaim ~Rules and Guidelines~~Terms of Service~Sub-forum Rules. exclaim
(1) Don't post in the Sub-forum until after your profile has been approved and you have passed the RP entrance examination. (2) You must capitalize your standalone "I"s in all threads, no exceptions (3) Use all other proper writing conventions. (4) If asterisks are to be used, and I would rather them not, use two sets at a time. (5) Don't ask for ROMs anywhere in this Sub-forum.
Role Play Thread Rules. exclaim
(1) You must capitalize your standalone "I"s (2) Use all other proper writing conventions (3) All posts must use this format:
- When a character talks use quotation marks, don't use bold. - When a character is thinking use Italics. - When a character is not talking narrate his/her actions, don't use Italics. - When you are speaking out of character use two sets of parentheses. - Asterisks are only to be used in the OOC part of your post. - You must use two sets of asterisks at a time if they are to be used. - Please, for the sake of uniformity use size 9 font. - Indent every new paragraph with three white hyphens. - You must use one of these three post formats: Say, Shout or Ornate. - All of your posts must be the same color, and it cannot be hard to see.
(4) No standalone OOC posts! Post them in the OOC/Admin thread. (5) Don't post in any RP threads until we find a place to introduce you and/or the creator of the thread authorizes your participation. (6) No Godmodding, in combat or in story. I am the Game Master, Not you. (7) Don't attach your signature in any thread in the RP except for this one. Please, we don't need to see it all the time.
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Posted: Wed Jan 25, 2006 7:10 am
Profile CodeJust like the old OOC thread, don't post in this thread until your profile has been approved. If you want to join this RP, copy the code below, fill out every field according to the guidelines listed below, and PM it to me. If I like it, I will send you the RP entrance examination. There is not, and will never be, any locked classes. There is however a limit to the number of each type of unit, based on weapon, allowed in each Role Play thread. There is also a three character limit per player.[u]Name:[/u] [u]Class:[/u] [u]Level:[/u] [u]Experience:[/u] [u]Funds:[/u] [u]Age:[/u] [u]Hair Style:[/u] [u]Eye Color:[/u] [u]Height:[/u] [u]Physique:[/u] [u]Clothing/Equipment:[/u] [u]Weapons:[/u] [u]Items:[/u] [u]Weapon Levels:[/u] [u]Training/Education:[/u] [u]Special Skills:[/u] [u]Biography:[/u] [u]Affinity:[/u] [u]Supports:[/u] Name: Your Player Character's full name. Most people on Elibe lack a surname, so if you give your character a surname make sure you state why in your Biography.
Class: Choose one Class from the Trainee or Apprentice Class List. If your character is 12 or younger, make sure you pick one from the Trainee class list. It he/she is 13-17 years old is up to you. Finally, all units over 17 should be an Apprentice. Those ages are not rules, they are guidelines, and they don't always have to be followed. There are and will never be any locked classes, but you don't have to be Myrmidon or a Manakete to be a distinct Character.
Level: Everyone starts at Level 1 unless otherwise stated by me.
Experience: Everyone starts with 0 Experience points.
Funds: You cannot start out with more than 1000 gold. If you start out with more than 400g, make sure you state why in your biography.
Age: Your Player Character's age. This RP takes place twenty years after The Scouring, so your character can be any age over 12 and under 28 years old.
Hair Style: This is Fire Emblem, so if you want bright pink, green, or blue hair, by all means. Include the length and style too.
Eye Color: There are 256 choices; this field cannot be too difficult to fill. You can even have different color eyes, as long as you state why in your biography.
Height: Your Player Character's height. Be reasonable.
Physique: Your Player Character's physical structure compared with other members of his/her Class.
Clothing/Equipment: Describe your Player Character's Clothing and Equipment in a paragraph. Once again be reasonable, no Mages with chain mail or Knights without armor.
Weapons: Your Player Character's weapons. The equipped Weapon is listed first, weapons are separated by commas. Most units start with one E class tome or E class Iron weapon. There are two exceptions; Pegasus Knights start out with a Slim Lance and a Javelin, and Fighters start out with an Iron axe and a Hand Axe.
Items: Your Player Character's items. The equipped Item is listed first, items are separated by commas. Everyone starts out with a Vulnerary, that's all, unless otherwise stated.
Weapon Levels: Your Player Character's Weapon Levels. You start with Level E in every weapon you can use, weapon levels are separated by commas. If you are a Thief, Bard or Dancer you have no weapon level. Clerics and Priests are E in staff.
Training/Education: You Player Character's former training and/or education in a paragraph form. It is the specific part of the Biography that is separated and given its own field because I feel that it is important.
Special Skills: Does your Player Character know Karate? Can he or she climb well, defend well, is he or she faster that your average Knight? Explain his/her special skills in paragraph form here.
Biography: Describe you Player Character's past in detail, you must write a biography and it mush explain how and why your player character is where he/she is in life. No more writing "Undisclosed" at the end of your profile even if you would rather reveal his/her story throughout the RP. Unless otherwise stated.
Affinity: There are nine Affinities from the three games released in North America. They are Fire, Thunder, Wind, Rain, Light, Dark, Anima, Heaven, and Earth. Choose one and only one of these Affinities. Affinity is based off of Birthday, here is an augmented form that we will use during this RP.
January: Light February: Ice March: Earth April: Thunder May: Wind June: Anima July: Heaven August: Darkness September: Fire October: Anima November: Water December: Thunder
Supports: This is where you will list your supports, the name of the character you supported and the level of support you have with that character. You cannot have more than five supports.
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Posted: Wed Jan 25, 2006 7:11 am
The Continent of Elibe Bern The land that Hartmut settled in, this land is rich in resources but centralized government hasn't become strong enough to establish trade within the region. Many lords fight each other for power; a long and bloody history awaits.
Etruria A broken land under the control of thousands of bandit tribes. Saint Elimine is deploys a massive invasion force from the land between two rivers that rushes across the region, pushing these bandit tribes out. They have nowhere to go but away from Etruria, into Ostia, Sacae, Nabata, and Ilia.
Sacae The horseman Hanon settled in his beloved plains of Sacae, the land is surprisingly stable and rich. The capitol of Bulgar is the only place on the continent with any trade routes established, both of them into Ilia. If a tribe of savages invades and conquers one tribe, tribes form all around come to the rescue. And there is little internal fighting, the people understand that they are all of the same race. Illian knights are an effective police force in the capitol, nonetheless they are often considered as whores and avoided by the general population.
Ilia Barigan's polar land is experiencing a famine, many people are starving but the trade routes established between Sacae and Ilia pour thousands of tons of grain into the region in exchange for female Mercenaries; Peg Knights that are sent to Sacae to keep the peace. It is not considered Human Trafficking; the peg knights have a distinct pride in serving the people of Sacae. A lot of Druids on southern Ilia made a wall of Vines along the southern boarder to keep the bandits from Etruria out.
Fibernia/Caledonia This is the oceanic region of the Western Isles, home to a warrior clan led by Durban. This region is also the location of a renaissance in advanced Naval Navigation and Naval Technology development, being here means being on the cutting edge of oceanic travel.
Nabata This desert wasteland is the location of Athos' private quarters, as well as the Utopia of Arcadia. Only a handful of people live in this entire region; trade is impossible. There are many artifacts from former societies are buried in the sand for salvage by vigilant scholars.
Lycia At this time Ostia is divided into three districts, the central district of Ostia extends from the capitol into Etruria in the north and Lethonia in the south, the Largest district is Lethonia, extending from Worde to the mountains to the south or Etruria, finnally Riorys is nestled in the north east mountains. Lethonia is warding off wave after wave of bandit invasions from Etruria. The regions of Pherae and Badon are being flooded by convicts from Bern. Feudalism has eliminated trade in the central region every other region, and the marquises of Ostia's plan to establish a trade route is scrapped after the bandit tribes invade.
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Posted: Wed Jan 25, 2006 7:12 am
The Strategist's Guide to Fire Emblem Seima no Kouseki Viewing Units Units are divided into the following types: Player (Blue) Enemy (Red) Neutral (Green) Blue units are controlled by the player. Red units are the enemy units that the player must defeat. Red units will attack both Blue and Green units, so be careful.
Game Flow Units take turn in the following order: 1. Player (Blue) 2. Enemy (Red) 3. Neutral (Green)
Game Over If a main characters Hit Points are reduced to zero, the game ends.
Movement Range The blue area that appears when you select a unit is its movement range. Place the cursor on an enemy unit to see its movement range.
Moving Again Mounted units can move again after visiting homes or villages if they have movement remaining. This is common among cavaliers and Pegasus knights.
Attack Range The red area that appears when you select a unit is its attack range. Place the cursor on an enemy unit to see its attack range.
Weapon Triangle Each weapon type has its own strengths and weaknesses. Swords do well against axes. Axes do well against Lances. Lances do well against swords. This is called the Weapon Triangle.
Trinity of Magic Each type of magic has its own strengths and weaknesses. Light is strong against Dark. Dark is strong against Anima. Anima is strong against Light. This is called the Trinity of Magic.
Weapon Effectiveness Some weapons are especially effective against certain units. These weapons will cause heavy damage to these units. For example, bows are particularly effective against flying units. The weapon icons in the combat information window will glow when your unit is facing an enemy that is weak against that weapon.
Critical Hit Critical hits inflict three times the normal damage to enemies. You chance of a critical strike changes depending on your unit's attributes and the weapon with which you are attacking.
Physical Defense Any attack from a weapon is a physical attack. Each unit's DEF (defense) attribute shows how well he defends against physical attacks. The higher the number, the less damage he takes. Knights and mercenaries have good defense.
Magical Resistance Any attack with magic is called a magical attack. Your unit's RES (resistance) attribute shows how well he defends against them. The higher the number, the less damage he takes. Mages, monks, clerics, & shamans have high resistance.
Restoring HP Restore HP to your unit's by using vulneraries, elixirs, and staves. Vulneraries and elixirs heal only the user, while staves heal only the units on whom they're used. Choose your healing items carefully in battle.
Normal Status There are five abnormal states a unit can enter: 1. Sleep (Asleep and unable to move) 2. Silence (Unable to use magic or staves) 3. Poison (Take continual damage) 4. Berserk (Attack enemies and allies alike) 5. Petrify (Turned to stone, cannot move) These conditions will continue for several turns. They can be reversed with a restore staff.
Strategic Battle Info Here is the information shown if you choose the strategic combat information window: HP: Unit's remaining HP. MT: Amount of damage the weapon inflicts. HIT: Chance an attack will land. CRIT: Chance the weapon will land a critical blow.
Detailed Battle Info Here is the information shown if you choose the detailed combat information window: HP: Unit's remaining HP. ATK: Amount of Damage you unit will inflict. DEF: Amount of Damage enemy attacks will be reduced by. HIT: Chance an attack will land. CRIT: Chance the weapon will land a critical blow. AS: The Speed of each unit's attack, which determines how many attacks each unit makes.
Rescue Any unit can rescue a blue of green unit in an adjacent tile. However, your constitution must be higher than that of the unit you're trying to rescue. The rescuing unit suffers a penalty in speed and skill, but the rescued unit is protected from attacks. If a unit is about to lose all of its HP, use the rescue command do whisk it so safety.
Drop You can drop a rescued unit into any adjacent tile. The dropped unit will not be able to move until the next turn.
Acquiring Items You can purchase items at shops. You can also pick them up by visiting villagers and opening chests. Enemies sometimes drop items when defeated.
Using Items Choose and item from the item list and press the A Button to use it. Items that cannot be used by that unit will be grayed out.
Trading Items You can trade items with units in adjacent tiles. Select trade on the command menu, and then select the unit with whom you want to trade. Next, place the cursor on the item you want to take from the other unit's inventory and press the A Button to receive that item.
Weapon Durability Items have a limited number of uses. Each time you use an item its durability goes down. The number next to an item indicates how many times it can be used. When that number reaches 0, the item breaks and disappears. Be careful not to let items drop to 0 in the heat of battle.
Supply Convoy A supply convoy travels with your main character. If you moved to a space adjacent your supply convoy, you can trade items with it. On the battlefield preparation screen, you can also buy and sell items at the supply convoy. The convoy can store up to 100 items for you.
Armory Move a unit onto an armory and then choose Armory to buy weapons. You can also sell items you've collected here.
Shop Move a unit onto a shop and then choose Shop to buy and sell items, magic tomes, and staves.
Forests & Mountains Forests and mountains give units additional cover. When your units are in these tiles, enemy hit percentages will be reduced. When entering attack range, try to stop in one to these spaces.
Fortresses & Castle Gates Any unit that ends its turn on a fortress, castle gate, gate, or throne region will regain some HP automatically at the beginning of the next turn.
Houses Move a unit to a house to visit the occupants of that house. This is a good way of gaining useful information that might turn the battle in your favor. Visit houses whenever you get the opportunity.
Villages Move a unit to a village to speak with its villagers. You can gain information, items, and even money from villages, so visit them if you have the opportunity.
Chests Move units onto spaces with chests to open them. Chests are filled with all sorts of useful items. However, you'll need a chest key of lockpicks to open the chest.
Snags If you see an old snag near a river, knock is over to form an impromptu bridge.
Damaged Walls Attack cracked walls to destroy them and create new paths.
Fog & Night Conditions Darkness and fog limit your field of vision, preventing you from seeing distant enemies. Use thieves, torches, and Torch staves to increase your field of vision.
Ballistae These siege weapons fire missiles from long distances. Place an archer of sniper on them to use them.
Acquiring Items On your quest, you will run across many characters who might join your cause. Watch story hints carefully to find who should talk to these characters and convince them to join you.
Retreating from the Front Lines Except in rare cases, if one of your units loses all of its HP, it will retreat from battle and be unable to fight again. Be careful!
Support Conversations Some units have special bonds between them. The longer they spend in adjoining spaces, the stronger that bond will grow. Once this bond is strong enough, the Support command will appear on the command menu. Select it to make the characters share a support conversation.
Support Effects If supportive units are within three spaces of each other, they both gain special combat bonuses. There are three levels of support. The higher the level, the better the bonuses received. Support levels increase each time units share a conversation.
Recruiting Green Units Green units are neutral. They may become allies if you speak to them. If you move to a space adjacent to a green unit, the Talk command may appear. Choose "Talk" to convince the unit to join you.
Recruiting Red Units Some enemy units will join you if you talk to them. Move a character you think might know that enemy unit into a space adjacent to it to see if they can talk. Be careful! Enemy units will continue to attack until you talk to them! Try not to take them out of be out before you have a chance to chat.
Defeat a Boss If you defeat the enemy boss, you clear the map. There is no need to defeat all enemy units.
Seize a Location Move the main character onto a throne, castle gate, gate, or other such location and choose Seize from the command menu to clear the map.
Defeat All Clear the map by wiping out all enemy units.
Defense Hold you against the enemy for a set number of turns to clear the mp.
Suspend Choose Suspend on the command menu to save you game during a battle. The next time you play, choose Resume to continue playing where you left off.
Save Choose Save from the world map to save your game data between chapters.
How to move Place the cursor on a space and press the A Button to move to that location.
Armory & Shop Some areas on the world map contain stores. You can see where stores are located by placing the cursor on a location and viewing the shop icons that appear next to the place name. You can enter any of these stores if the main character is in that location.
Item Management Manage your unit's items by placing the cursor on the main character and pressing the A Button.
Monsters Sometimes, creature will appear on an area you've already cleared. To drive off the monsters, move to that area and battle the fiends.
Preparation Screen Ready your units for battle before entering the battlefield. Choose which units will fight, and manage the weapons and items they will use in the battle. Press START to begin combat.
Leveling Up Units gain EXP (experience points) by fighting and by using staves. They go up a level when they earn 100 EXP. As they go up in level, the characters become stronger, more skilled, etc. The highest level is level 20.
Changing Classes Most units can change classes once they reach level 10. Changing classes dramatically improves a unit's abilities. If you're in a tough battle, be sure to change classes. When changing classes, you will be able to choose between 2 classes. Look at the overall party makeup before deciding!
R Button Info If there's a command you're unfamiliar with, place the cursor over it and press the R Button. This will bring up a simple explanation of the command.
Arena Visit an arena, and bet your money and your life on single combat. Move a unit onto an arena and choose Arena from the command menu to enter. If you win a battle, you'll win twice what you wagered. If you lose, that unit will be gone for good.
Retreat You can escape from battles in towers, in ruins, or with monsters. On the command menu, select Retreat to withdraw from combat in any of these locations.
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Posted: Wed Jan 25, 2006 7:14 am
A more useful Role Play Guide
Alright, now that you have read the Seima no Kouseki Guide to Fire Emblem, it is time to tell you that it is all but worthless. I simply posted it for reference, anything in this post will override anything in the previous post. Moving on, this is where the more useful Role Play Guide is located. There are nine important things I want to Discuss: Role Play dynamics, Characters, Combat, Experience, Class Changing, Weapons, Items, Inventory, the Convoy, and the Support system. Role Play DynamicsI am the Game Master, therefore it is my responsibility to move the Role Play forward and provide updates. However, it is not my responsibility to make sure that you, the Role Player, notice said update. If is your responsibility to read the RP news and updates in the first post of this thread. Role Play will be text-based in nature, in other words, no heavy strategy elements from the actual games. This RP will be run with the traditional Fire Emblem text-based Role Play format. There are four areas of Role Play: Role Play for Fun, Flaming Journey, Advanced Role Play, and Social Role Play. Role Play for Fun is for your own Role Plays that you can set up with people you invite or otherwise. Flaming Journey is the main story Role Play, it follows Lord Icarus in Ostia. The Advanced Role Play is for the most elite Role Players, it is invitation only and might not start for a while. Social Role Play, or Global Role Play, is for logistics and support conversation related RPs and done via PM's. CharactersYou can have one to three characters as long as they are good enough and you don't get their personalities mixed up. You may collaborate histories with other players, give your characters a special skill as long as it is reasonable, and even equip them with custom weapons. CombatCombat will be text-based, and is generally carried out by the player between the player character and a non-player character enemy. Exceptions include Social RPs or otherwise where two players agree to fight each other. In addition, I may dictate the outcome of combat for you, just to see how you will react, so make sure you are not caught off guard. Experiencekyo_kusanagi831 Battle Exp (hitting an opponent)
(31-(Own Level-Opponent's Level))/ Own Class Value
2. Battle Exp (defeating an opponent)
30+ (Enemy's Class Value x Enemy Level)-(Own Class Value x Own Level)
Modify the final number for 2. if the opponent is:
A Boss: +40 Rogue/Bishop/Valkyrie: -20 Thief: +20 Entombed: +60
Class Values:
Trainee class/Entombed: 1 Soldier/Priest/Thief/Troubadour/Manakete: 2 All other classes: 3
For calculation of levels, take promoted classes to be +20. That means a Level 1 Paladin would have a value of 21. Class Changing When an apprentice unit reaches level 10 it may change class using its class change item, or when a unit reaches level 21 it may change automatically. Some units have two choices, some do not. Trainee classes will automatically upgrade to their apprentice class when they reach level 10, Master class units max out at level 20 but cannot up-grade classes as of yet.
Weapons Units can use weapons with a weapon level less than or equal to that unit's weapon level. Any unit can use any type of Knife except Assassin Swords. Weapon levels use a text-based experience system, the more you learn in the RP the higher your weapon level will become. Weapons don't have a set breaking point, I leave that up to you; however, once again I may dictate when your weapon breaks.
Items There are two types of items, those that are used and those that are equipped. Equipped items can be equipped over and over again with different units, whereas perishable items can only be used once. Items don't break in the Games, nor do they in the RP. It is assumed that your character has enough food to survive.
Inventory Every unit has an Inventory that can hold four Weapons and four Items, one of each equipped, just like the system from Souen no Kiseki. Items can be traded, and if you pick up an item or weapon while you don't have room you must pick an item or weapon to drop or send to the convoy.
The Convoy Later in the RP there will be a convoy that can store up to 100 items, sell items, and organize inventories. It will also include a shop, a blacksmith, an armory, and an outfitter.
The Support System This RP has a Support system that is similar to the one from Souen no Kiseki. Units don't have to be next to each other to bond enough to support; after units spend five battles together, the C class support becomes available, seven more for B, and thirteen more for A. If two characters are married they start off with A in experience. ((Recall Pent from Rekka no Ken)) Siblings do not always get this privilege. Once a support is available you may play out the support over PM's; it does not have to be just a conversation.
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Posted: Wed Jan 25, 2006 7:16 am
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Posted: Wed Jan 25, 2006 7:18 am
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Posted: Wed Jan 25, 2006 7:20 am
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Posted: Wed Jan 25, 2006 7:22 am
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Posted: Wed Jan 25, 2006 7:23 am
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Posted: Wed Jan 25, 2006 7:23 am
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Posted: Wed Jan 25, 2006 7:25 am
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Posted: Wed Jan 25, 2006 7:25 am
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