NOTÍCIAS D&D 4ª Edição

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NOTÍCIAS D&D 4ª Edição

Mensagempor Khelben Arunsun em 17 Abr 2008, 17:29

Só pra esclarecer um fato, no caso da Terra dos Vales, temos poucos NPCs lá que não tem nenhum nível de classe de herói... a maioria é guerreiro 2 / plebeu 2, e por aí vai, porque eles são ou aventureiros aposentados, ou "milicianos" de última hora treinados por Storm e os Cavaleiros de Myth Drannor para deter a última tentativa de invasão zenth.
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
- Gary Gygax

"Don't ask me what you need to hit. Just roll the die and I will let you know!"
- Dave Arneson

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Khelben Arunsun
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor Templario em 17 Abr 2008, 18:47

Aaah guri, se tem uma coisa que vou fazer assim que botar as mãos num player's handbook é um dragonborn warlord, cleric ou paladin.

Parece que fizeram essa raça pra mim! :queixo: :banger:
Face_Stab escreveu:I just hope we don't get a zealot bursting through the doors rubbing ketchup on himself shouting "This is the blood of previous editions, gunned down to make way for this heretical new edition!"
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NOTÍCIAS D&D 4ª Edição

Mensagempor Styker em 17 Abr 2008, 19:03

Ninguem sabe a minha dúvida ali atrás não? :(
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NOTÍCIAS D&D 4ª Edição

Mensagempor Khelben Arunsun em 18 Abr 2008, 10:42

Falando em links, o pessoal do EN World fez uma Compilação em pdf de tudo o que temos até agora da 4ª edição.

Altamente organizado e instrutivos, portanto, mãos ao download, rapazes! :aham:
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
- Gary Gygax

"Don't ask me what you need to hit. Just roll the die and I will let you know!"
- Dave Arneson

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Khelben Arunsun
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor WillDice em 18 Abr 2008, 10:45

ShinRyuu escreveu:Alguém pode, por gentileza, postar aqui o artigo abaixo? Grato.

http://wizards.com/default.asp?x=dnd/4ex/20080418a

Only a scant few weeks remain until 4th Edition finally hits the shelves! We here at Wizards of the Coast couldn’t be more excited for June 6th to finally arrive (and then to participate with everyone at June 7th’s Worldwide D&D Game Day). For the past several months, we’ve introduced you to many of the concepts, philosophies, and details of 4th Edition, via D&D Insider’s columns and articles. So in the short time we have remaining, we wanted to share with you a little more, publishing excerpts from the three core rulebooks every Monday, Wednesday and Friday, leading up to 4th Edition’s release.

The Monster Manual provides hundreds of enemies for your adventures, but they aren’t all that’s available. You can customize existing monsters to increase their utility, making them stronger, weaker, or just different. In today’s previews, we look at information in the Dungeon Master’s Guide dealing with customizing monsters, as well as two sample templates.

We hope you enjoy, and be sure to return Monday for a look at one more class from the Player's Handbook: the warlord.

CUSTOMIZING MONSTERS

Whether you want to bump an ogre up a few levels or turn it into an elite berserker, this section gives you the tools you need to tinker with monsters. You’ll also find rules for adding a class to a monster, mining the Player’s Handbook for combat powers.

You can use several methods to adjust an existing monster: change its level, give it equipment, alter its appearance and behavior, and apply a template. Each of these approaches is discussed below.

Increasing or Decreasing Level

Boosting a monster’s level is easy. Just increase its attack rolls, defenses, and AC by 1 for every level you add. For every two levels, increase the damage it deals with its attacks by 1. The monster also gains extra hit points at each level, based on its role (see the “Monster Statistics by Role” table on page 184 of the Dungeon Master's Guide).

Decreasing a monster’s level works like increasing it, but in reverse. For each level down, reduce the creature’s attack rolls, defenses, and AC by 1 and drop its hit points based on its role. For every two levels, also reduce its damage by 1.

This process works best for adjusting a monster’s level up to five higher or lower. Beyond that, the monster changes so much that you’d do better to start with another creature of the desired role and level range.

Adding Equipment

You can add equipment to a monster to make it a little more challenging, or to put treasure into the characters’ hands. Equipment shouldn’t be random but should serve some purpose in the design of an encounter. Make sure to include any such items as part of the overall treasure you’re giving out for the adventure (see “Treasure” on page 124 of the Dungeon Master's Guide).

Armor: When you add armor to a monster, you first need to determine if the armor is good enough to improve the monster’s AC. Start with the monster’s effective armor bonus—a measure of how much of the creature’s AC comes from its armor or from its thick hide. This number is equal to its AC minus 10 minus the higher of its Dexterity or Intelligence ability modifiers. Do not include the Dexterity or Intelligence modifier if the creature wears heavy armor. Subtract the effective armor bonus from the creature’s AC, and then add the bonus from its new armor. If the creature moved from heavy to light armor, you can also add the higher of its Dexterity or Intelligence ability modifier to its AC.

If the creature’s statistics block does not mention any worn armor, use the higher of its original AC or its new AC after adding armor. Most creatures have naturally thick hides that provide an armor bonus to AC. If the armor a creature wears is not as good as its natural armor, it uses the AC bonus provided by its natural armor. Worn armor, such as a suit of chainmail, and natural armor, such as an insect’s carapace or a dragon’s thick scales, do not stack.

For example, an ogre savage normally has an Armor Class of 19 (it’s assumed to be wearing crude hide armor). Its effective armor bonus is +5 (19 – 10 – 4 [Dex]). Giving the ogre chainmail instead would improve its AC by 1 to 20, since the armor’s +6 bonus is 1 higher than this number.

Magic Items: A monster equipped with magic items can use the powers those items grant.

Enhancement Bonuses: A monster benefits from an enhancement bonus to attack rolls, defenses, or AC only if that bonus is higher than its magic threshold, as shown on the table below.

A monster’s magic threshold is an abstract representation of its equipment, power, and general effectiveness against characters of its level. If you give the monster a magic item that grants a bonus to attack rolls and damage rolls or to defenses, subtract the magic threshold from that bonus before you apply it. For example, if you give that 8th-level ogre savage a +2 magic greatclub, you add only a +1 bonus to its attack rolls and damage rolls, since its magic threshold is +1.

Monster Level__Magic Threshold
1st–5th_________+0
6th–10th________+1
11th–15th_______+2
16th–20th_______+3
21st–25th_______+4
26th–30th_______+5


Remember that a monster’s game statistics are set to be appropriate for its level. Thus, altering a monster’s attack, defense, or damage values is a lot like changing its level (see above). Avoid the temptation simply to give all your monsters better armor and weapons. Giving all your ogre savages plate armor and +3 greatswords may seem like a reasonable change, but now they have the attack, damage, and defense numbers of a higher-level monster—which makes them a tougher challenge than other 8th-level brutes.

If you want to give a monster equipment that changes its attack, defense, or damage values by more than a point or so, consider also making those alterations as part of changing its level. For example, those ogre savages in plate armor and wielding +3 greatswords have AC, attack rolls, and damage rolls three points higher than normal. That’s pretty close to what a monster three levels higher would have (+3 to all defenses, +3 to attack rolls, and +1 damage), so you might as well make those ogre savages into 11th-level monsters and give them the extra hit points to go along with their other benefits.

Cosmetic Changes

The characters are delving into the jungle-covered ruins of an ancient city now haunted by the yuan-ti. There they discover strange arboreal humanoids with long arms that swoop into battle on the backs of giant wasps. What are these mysterious beings?

This technique is useful for keeping players on their toes even when they know the Monster Manual backward and forward. Use the statistics of a given monster but completely alter its appearance when you describe it to the players. You can make minor changes to its powers as well, altering damage types or changing details of weapons (lashing tentacles become a whipping tail, for example).

Templates

A template is like a recipe for changing a monster. Each template provides instructions for modifying hit points and defenses, and adds a number of powers and abilities. Simply pick a monster and a template, follow the directions, and you’re ready to go.

This section provides more than a dozen templates for customizing monsters. Functional templates adapt a monster to a given purpose in an adventure. You can also add a functional template to a nonplayer character. See “Creating NPCs” on page 186 of the Dungeon Master's Guide for more information. Class templates allow you to add features of a specific character class to a monster.

Multiple Templates: Each of these templates is intended for use by itself, making a monster into an elite opponent. However, you can turn a standard monster into a solo creature by adding two templates. Follow the process for adding each template, one at a time, but add just one template’s hit point bonus (your choice which). Then double the creature’s total hit points. Increase the monster’s saving throw bonus to +5.

You can also advance an elite monster to a solo one by adding a template, then doubling its hit points and adjusting its saving throw as above.

This method is quick and easy, but it carries some risks. For example, the adjusted monster’s hit points might be lower than those of a typical solo monster of its level and role. Once you’ve finished the process, be sure to “reality check” the monster by comparing its statistics and abilities to others of similar power.

How to Read a Template
A template lists changes to a monster’s statistics and grants it some new powers and abilities. In general, if a template does not alter a certain statistic, that entry does not appear in the list.

Each template notes any prerequisites for adding it to a monster. Some can be added to any creature, while others work only with particular types or at certain adventuring tiers.

The modified monster retains all its normal powers and abilities except those that overlap or conflict with those bestowed by the template. Every template begins with a brief descriptive passage that explains the essential nature of the template, followed by a paragraph that tells you what types of creatures or classes the template can be applied to.

Prerequisite: This entry appears if the monster must meet certain requirements to gain the template, such as a specific type or a minimum level. The remaining information is presented in monster stat block form, for easy insertion into the monster’s existing statistics.

Role: The monster’s combat role appears in the upper right corner of the stat block header.

Type and Keyword: The left-hand entry of the second line of the stat block header states this information. If the template adds a keyword to the monster, such as undead, it is included here. The monster retains any previous keywords.

Senses: Add the given abilities to the monster’s Senses entry.

Defenses: Adjust the monster’s AC and other defenses as described in this entry.

Immune/Resist/Vulnerable: Add the stated entries and values. If the monster already has one or more of these abilities, use the more beneficial value.

Saving Throws +2: All elite monsters have a +2 bonus to saving throws.

Action Point 1: All elite monsters have 1 action point.

Hit Points: Add the stated number of hit points for the monster’s new role, and then also add its Constitution score to the new hit point total.

Powers: Add the stated powers to the monster’s stat block, calculating attack and damage numbers. The level of an attack power usually depends on the monster’s level and is expressed as “Level + n,” where “Level” is the monster’s level and n is a number you add to that value. Damage is adjusted by the modifier for a given ability score, just as with characters’ attack powers.

Here are two sample templates, the lich and the vampire lord:

Lich
Liches are evil arcane masterminds that pursue the path of undeath to achieve immortality. They are cold, scheming creatures who hunger for ever-greater power, long-forgotten knowledge, and the most terrible of arcane secrets.

Some liches know a ritual that sustains them beyond destruction by tying their essence to a phylactery. When a lich who has performed this ritual is reduced to 0 hit points, its body and possessions crumble into dust, but it is not destroyed. It reappears (along with its possessions) in 1d10 days within 1 square of its phylactery, unless the phylactery is also found and destroyed.

“Lich” is a template you can add to any intelligent creature of 11th level or higher. It best complements an arcane NPC, such as a wizard or warlock, or a monster with arcane powers, such as a beholder or oni. Other highly intelligent creatures might also become liches; for example, mind flayers, who draw on psionic power.

Prerequisite: Level 11, Intelligence 13


Lich Elite Controller or Artillery
(undead) XP Elite

Senses Darkvision
Defenses +2 AC; +4 Fortitude, +4 Will
Immune disease, poison
Resist 5 + 1/2 level necrotic
Saving Throws +2
Action Point 1
Hit Points +8 per level + Constitution score (controller) or +6 per level + Constitution score (artillery)
Regeneration 10. If the lich takes radiant damage, its regeneration doesn’t function on its next turn.


POWERS
Spellmaster (minor; recharge 5, 6)
The lich regains the use of an expended encounter power.


Necromantic Aura (Necrotic) aura 5
Any living creature that enters or starts its turn in the aura takes 5 necrotic damage.


Necrotic Master
The lich can convert any attack power it has to necrotic.
Change a power’s energy keyword to necrotic, or add necrotic energy to an attack power that doesn’t normally deal energy damage.

Vampire Lord
Vampire lords are powerful and dangerous undead villains. Some are former spawn freed by their creators’ deaths, others mortals chosen to receive the “gift” of vampiric immortality. They can create armies of dominated vampire spawn or pass on their powers to chosen mortals.

“Vampire lord” is a template you can apply to any humanoid creature of 11th level or higher. Vampire lords retain their living appearance, although they are paler and their canines somewhat more pronounced, and they are wholly evil.

Prerequisites: Humanoid, level 11


Vampire Lord Elite Controller or Skirmisher
Humanoid (undead) XP Elite


Senses Darkvision
Defenses +2 AC; +2 Fortitude, +2 Reflex, +2 Will
Immune disease, poison
Resist 5 necrotic at 1st level, 10 necrotic at 11th level, 15 necrotic at 21st level
Vulnerable radiant 10
Saving Throws +2
Action Point 1
Hit Points +8 per level + Constitution score
Regeneration 10 (regeneration does not function while the vampire lord is exposed to direct sunlight)


POWERS
Blood Drain (standard, encounter; recharges when an adjacent creature becomes bloodied) Healing
Requires combat advantage. Level + 2 vs. Fortitude; 2d12 + Charisma modifier damage, and the target is weakened (save ends), and the vampire lord heals hit points equal to one-quarter of its normal total.


Dominating Gaze (minor, recharge ) Charm
Ranged 5; Level + 2 vs. Will; the target is dominated (save ends, with a –2 penalty to the saving throw). Aftereffect: The target is dazed (save ends). The vampire lord can dominate only one creature at a time.


Mist Form (standard; encounter) Polymorph
The vampire lord becomes insubstantial and gains a fly speed of 12, but cannot make attacks. The vampire lord can remain in mist form for up to 1 hour or end the effect as a minor action.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Wykthor em 18 Abr 2008, 11:01

Heh, Willdice com improved post initiative. Tinha acabado de colar e "formatar" o texto aqui quando vi o aviso pré-envio de nova mensagem. A única coisa que não gostei do artigo foi o "Magic Trashold"; entendo a necessidade de equilíbrio por item mágico, mas detestei o conceito utilizado. Ah, vale a pena lembrar que 2a feira terá o artigo dos warlords :)

Ah, um excerpt sobre os épicos Phanes (apareceram primeiro no ELH)


Abominations

Abominations are living weapons that were created during the ancient cosmic war between the gods and the primordials. Some of these creations were enormous (such as today's art preview: the tarrasque), others small. Some were singular beings of terrific power, while others were legion. A few abominations stand apart as failed or incomplete divine experiments that have either been locked away or forgotten.

Phane

Phanes can manipulate time, which they use to sow chaos among mortals. Occasionally they form pacts with powerful beings that share their destructive propensities. Consisting of coalescent mist, this creature has the lower body of a hunting cat and the torso, arms, and head of a humanoid. The air ripples around the creature, and though it moves with feline grace, it seems as though it can barely hold itself together.

Phane Tactics
A phane uses its great speed to stay out of range of opponents while targeting them with wizening ray. If forced into close combat, a phane uses either its temporal touch or wizening tempest to slow or stun enemies so it can withdraw safely and attack from a distance.

Phane Lore
A character knows the following information with a successful Religion check. DC 25: Phanes are native to the Astral Sea, but they are found throughout the cosmos, walking the space between moments, ever on the hunt for prey.

Encounter Groups
Phanes aren’t choosy about their allies. Legend tells of them working with sorrowsworn, nightwalkers, powerful demons and devils, and mighty fey.

Level 26 Encounter (XP 46,000)

* 1 phane (level 26 elite controller)
* 2 sorrowsworn soulrippers (level 25 skirmisher)
* 2 dread wraiths (level 25 lurker)

Phane Level 26 Elite Controller
Large immortal magical beast XP 18,000

Initiative +23 Senses Perception +25; darkvision
HP 478; Bloodied 239
AC 41; Fortitude 38, Reflex 41, Will 38
Resist insubstantial
Saving Throws +2
Speed 10, fl y 10
Action Points 1

Melee: Temporal Touch (standard; at-will)
Reach 2; +29 vs. Reflex; 2d8 + 10 damage, and the target is slowed until the end of the phane’s next turn. The phane shifts 4 squares before or after making this attack.

Ranged: Wizening Ray (standard; at-will)
Ranged 10; +29 vs. Fortitude; 2d6 + 9 damage, and the target is dazed and weakened (save ends both). Aftereffect: The target is weakened (save ends). The target appears elderly until the effects of the wizening ray end.

Close Burst Wizening Tempest (standard, usable only while bloodied; at-will)
Close burst 1; phanes are immune; +29 vs. Fortitude; 2d6 + 10 damage, and the target is stunned (save ends). Aftereffect: The target is dazed and weakened (save ends both). The target appears elderly until the effects of the wizening tempest end.

Temporal Fugue (minor; at-will)
By moving backward and forward in time, a phane can remove one effect afflicting it.

Alignment Unaligned Languages Supernal
Str 24 (+20) Dex 30 (+23) Wis 25 (+20)
Con 23 (+19) Int 28 (+22) Cha 22 (+19)

Mais links. Imagens do dia:

Cambion (gostei)
SPOILER: EXIBIR
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Gibbering Orb (show!)
SPOILER: EXIBIR
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Bloodfiend (meh)
SPOILER: EXIBIR
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Legion Devil, Ice Devil, Imp (legal)
SPOILER: EXIBIR
Imagem


The Tarrasque (redimiu o desenho ridículo do MM 3.0/3.5)
SPOILER: EXIBIR
Imagem
Editado pela última vez por Wykthor em 18 Abr 2008, 11:10, em um total de 1 vez.
Victor Caminha

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NOTÍCIAS D&D 4ª Edição

Mensagempor Khelben Arunsun em 18 Abr 2008, 11:07

Heh! Eu também já tava quase postando, quando vi que o pessoal já tinha atendido ao pedido, e deixei quieto. :cool:

Agora, o pdf da EN World tá muito bom... não tinha visto ainda o que tinham planejado pros guerreiros... tá muito bom, até agora.
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
- Gary Gygax

"Don't ask me what you need to hit. Just roll the die and I will let you know!"
- Dave Arneson

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NOTÍCIAS D&D 4ª Edição

Mensagempor Wykthor em 18 Abr 2008, 11:12

Finalmente, um anúncio mais concreto da GSL:

Wizards of the Coast is pleased to announce that third-party publishers will be allowed to publish products compatible with the Dungeons & Dragons 4th Edition game system under the new Dungeons & Dragons 4E Game System License (D&D 4E GSL). This royalty-free license will replace the former d20 System Trademark License (STL), and will have a System Reference Document (SRD) available for referencing permissible content.

The D&D 4E GSL will allow third-party publishers to create roleplaying game products in fantasy settings with the D&D 4th Edition rules, and publishers who register with WotC will be granted the right to use a version of the D&D logo that denotes the product as compatible with the D&D 4th Edition Roleplaying Game, in accordance with WotC’s terms and conditions. The effective start date for sales of D&D 4E GSL publications will be October 1, 2008.

The license associated SRD will be available on June 6, 2008, at no cost. A small group of publishers received advanced notice and will receive these documents prior to June 6, at no cost, in order to prepare for publication of compatible materials by the effective start date. If you haven’t already been contacted by WotC, you will be able to access the documents on the Wizards website beginning on June 6, 2008.

Wizards is also working on the details of a second royalty-free license, the d20 Game System License (d20 GSL). This license will allow third-party publishers to create roleplaying game products in non-fantasy settings with the 4E rules. The exact details for the d20 GSL will be released as they become available.


Fonte: http://wizards.com/default.asp?x=dnd/4news/20080417a
Victor Caminha

Co-autor de "Mítica - Desbravando o Oriente"

Arquivos de Mítica: Cosmologia do cenário, Errata de "Mítica - Desbravando o Oriente"

Bestiário: Sentinela Nacarita, Druhak, Centauro da Lua Nova (Lápito), Kurapsu
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NOTÍCIAS D&D 4ª Edição

Mensagempor Mirallatos em 18 Abr 2008, 11:33

Ao meu ver, se é plausível que uma comunidade que vive em risco tenha indivíduos mais poderosos, nada mais natural que esses indivíduos mais poderosos tenham esse poder refletido em níveis de classe, não em níveis de "plebeu","adepto","warrior"...


Mas é um jogo de protagonismo Otherwise. Não há porque igualar NPC's, sejam eles camponeses ou sumo-sacerdotes, com os heróis gerados pelo Livro do Jogador. Ao meu ver, eles devem sim ser poderosos, mas não heróicos exatamente.

Mundos de fantasia pô, normalidade é algo a se avaliar. :victory:
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NOTÍCIAS D&D 4ª Edição

Mensagempor Templario em 18 Abr 2008, 14:15

Meo Deoz, lendo a parte do warlord no pdf que o khelben postou só me deui mais água na boca pra jogar com um warlord! Muito ninja!
Face_Stab escreveu:I just hope we don't get a zealot bursting through the doors rubbing ketchup on himself shouting "This is the blood of previous editions, gunned down to make way for this heretical new edition!"
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NOTÍCIAS D&D 4ª Edição

Mensagempor Torneco em 18 Abr 2008, 16:19

Realmente, as imagens estão bem melhores. A do Tarrasque deu medo mesmo, heheheheh. E eu gostei do artigo de monstros, ficou bem interessante, e a dica da mudança cosmética eu uso muito em meus jogos, hehehe. Essas últimas notícias estão me deixando bem mais interessado nas mudanças.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Eltor Macnol em 18 Abr 2008, 16:35

Eu gostava da imagem do Tarrasque 3e, mas essas aí realmente estão muito boas mesmo.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Kinn em 18 Abr 2008, 17:22

Subarashi... :pidao:
Esse livros dos monstros e essas regras de evolução + template são tudo que eu pedi a deus :pidao:

Melhor que isso é a parte de que eu posso fazer um npc seguindo estatistica de ficha convencional para deixar o npc mais legal (e minha opinião - mais forte)...

Meus monstros editados vão ficar mais editados do que nunca XD~
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NOTÍCIAS D&D 4ª Edição

Mensagempor Fëanor em 18 Abr 2008, 23:22

Eu não tinha nada contra o tarrasque 3.0, mas esse aí tá legal.
Alias, todos os desenhos eu gostei, achei todos muito bons.
"Tomorrow will take us away
Far from home
No one will ever know our names
But the bards' songs will remain"


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