Shadows of the Heart

Rainforest


Adventure Synopsis

Five thousand years in Mungoda's past there were only two tribes, the Henka and the Kentitiwa. The Kentitiwa had in their possession a powerful artefact, powerful enough to control the world. The Henka wanted it, wanted it so badly that they went to war with the Kentitiwa. To protect the artefact, and save the world, the Kentitiwa disappeared from the world, never to be seen again . . .

Five thousand years after the disappearance of the Kentitiwa, a group of adventurers stumble upon a waterfall, following the trail of a maiden. Behind the waterfall they find the city of the Kentitiwa, lost for five millennia.

Kentitiwa, untouched all these years by present day races, are wary of the adventurers, suspecting that perhaps they might be seeking the powerful artefact in their hands. After taking a test the character's are trusted, and given free reign over the city.

But the employer of the group, Geranon, has another motive for coming, to seek the lost treasure of the Kentitiwa, gold and riches beyond the beliefs of even the most greedy. He is a patient man, and waits for the right time to steal what he wants.

His moment comes in the form of an old nemesis of the Kentitiwa. The characters were followed by a group of Henka, who now know the location of the city. They attack the city, and in the cross-fire Geranon leaves with his treasure.

Unfortunately he took the artefact, and is soon pursued by the Henka, and at the insistence of the Kentitiwa, the adventurers must also pursue. For if the artefact falls into the hands of the Henka . . .

Background Information

History of Mungoda

Five thousand years before the present day, and almost two millennia before any modern-day civilisation had been born, there were two great civilisations occupying Mungoda. They were two tribes of Mungodans, split from the same ancestor.

One of the tribes was called Kentitiwa. They were located in the north, their people kind, beautiful and wise. Their civilisation flourished, and they learnt how to live in harmony with their environment.

The other was called Henka. They were located in the south, when it was lush rainforest, but were not content with their lot. They were continually looking elsewhere to expand, and it was inevitable that they would clash with the Kentitiwa. They were continually destroying their land, making it almost uninhabitable (and was were the Cosh Goyope came from) and so had to move further north to survive.

The Henka were, however, a plentiful people, and when their hordes were at the threshold of the kingdom of Kentitiwa, they were a sight to see. The wise men of Kentitiwa forged an artefact of great power, to repel the hordes, and it succeeded, with a price. For the Henka learnt of this object, and they were so consumed with greed that they had to have it. It could not be destroyed, and since it had so much power, the Henka would continue to throw themselves at the Kentitiwa until they had the object.

The Kentitiwa could think of only one solution. They had to disappear, to lock themselves up in their kingdom. And so all the Kentitiwa fled to their mountain cities, and locked them off to the world. The Henka scoured for hundreds of years, but never found the Kentitiwa.

They still search to this day, even though their kingdom has dwindled to a tribe, and they have been almost completely forgotten, an obscure footnote in the annuals of history.

Discovery

The following is a repetition of the cliff hanger located in Waterfall, the first part of Shadows of the Heart. It has been revised and completed to lead on to the heart of the adventure, the discovery of a civilisation lost for five millennia . . .

You start off to the north, slowly scouring the surrounding jungle for the plants. From behind you hear the receding steps of the other four members of your group.

After about an hour of fruitless searching, your throats are dry, and you are feeling hot and dirty. One of you hears the sound of distant water, and at the promise of relief, quickly go off in search of water.

You soon find that the source of the noise is a lake, feed by a huge waterfall. As you look up you notice the mountain range for the first time, which was hidden by the jungle, and supports the flow of the waterfall.

As you gaze into the lake longingly, you notice for the first time that you aren't alone. Bathing in the lake is a woman, back turned to you as she cleans her body. As you move forward, a branch snaps, and she whirls around, naked form poised in defence.

Seeing you, see dives into the water and swims to the edge of the lake. You dash around the shore in an attempt to catch her, but the woman has already raced up a small mountain trail and behind the waterfall.

You follow the trail, which leads behind the waterfall and into a large cavern. The sound of water pounds in your ears. As you turn around you notice the cavern leads into a valley beyond.

Your breath catches in your throat. The valley is gigantic, nestled in the confronting hands of the mountains. It is ringed from above by a river, which you suspect to feed the waterfall. It is a magnificent sight, a spectacular display of nature.

This is not what makes you catch your breath.

There is a city in the valley . . . the huge valley.

The city is bigger than Ferromaine.

You have stumbled upon a civilisation that has been undiscovered by man for five millennia. You have stumbled upon the city of one of the first civilisations ever to be born. You have stumbled upon a discovery which would mean fame and riches for yourselves for as long as you live.

Frankly . . . you don't know what you have stumbled upon.

Suspicion

The characters have little time to wonder what they have stumbled upon, as they are snatched up by the city militia. The person they saw bathing was in fact Princess Alinya, the sole heir to the Sun-Throne of the Kentitiwa Tribe. They are immediately taken to the see the Sun-King, and his two most trusted advisers, the High Priest Potushi, and his Counsellor, Kutawa.

As you stare in amazement at the what you have stumbled upon, a crowd begins to form around. They point at you, muttering in a language you can't understand, eyes wide.

Muscling their way through the crowd is a group of what you presume to be the local militia, or the equivalent. They are all carrying spears, and quickly surround you, cutting off any exit.

The characters could fight if they wanted, but no statistics have been provided as this should be highly persuaded against.

They soon hustle you down one of the wide paths that meander their way through the city. They are made out of packed earth, and it looks like the soil is quiet rich here.

You are herded towards the most prominent building in the city, a huge pyramid, with what seems to be a temple placed on its apex. It towers above, an imposing sight.

But it is not the temple which you are taken to, but a smaller, but no less impressive building. It is pyramidal in shape, but is smaller and squatter. It is richly decorated in symbology and hieroglyphics which you can't recognise, in a mixture of gold and emeralds.

You are taken through the front entrance, down a long corridor, and into a huge room. Towards the back of the room is a throne, a huge sun-symbol situated being it. The room is richly decorated in a mixture of plants, golden artefacts and a numbers of feathered totems.

Seated in the throne is a man who has the appearance of middle age, but his eyes suggest otherwise. On his right stands a man with an impressive feathered staff in his hand, cloaked in a long, colourful robe. The man on his right holds an unremarkable staff, but his robes seem to contain every colour in the rainbow, and he is wearing a bejewelled helm.

"Hera Zyla, jer yo?"

The question came from the man on the throne, but you don't recognise any of the words. The man with the feathered staff, steps forward, wiggles his fingers, and mutters a quick incantation.

"I am the Sun-King Zyla, of the tribe of the Kentitiwa. Why have you come?"

The question is more of a statement.

"We have lived in peace and isolation for five thousand years, and you have shattered it. Why?"

The rest of the conversation has to be roleplayed, but anything the characters say will be treated with caution and hostility. Geranon will not be with the character's at this stage, but will be found by a patrol and be brought into the Sun-King's presence. If the characters do not tell the Sun-King about Geranon they will be treated with great scorn, but if the do, they will be treated more leniently.

A scuffle is heard from the back of the chamber, and you turn to see Geranon and his three companions being dragged into the chamber. He is whining on about this outrageous behaviour, but his eyes are wide with fear.

Geranon will of course stress that his party is on a mission of mercy, and stumbled upon the city by accident. He will blubber incessantly, and make everyone quiet nauseous. Eventually the Sun-King will put the character's lives on trial, leaving in up to the Sun-God to decide their fate.

Test

The characters are going to have to take a ritual test that all children must take to pass into adulthood. The Sun-King believe the characters are like children, and if they pass the test, they will become adults and trustworthy. Geranon and his three companions will of course have to take the test as well, and if anyone fails they will all be crucified.

"An interesting story," mutters the Sun-King, looking at you intently. "There is only one course of action, you must pass the test. Let the Sun-God decide your fate."

Test - Stage 1

The first part of the test involves the characters having to walk across a bed of hot coals. They must walk slowly across, without altering their pace, before they are worthy on moving on to the next stage.

You are taken out of the throne room, back through the doors in which you first come, and around the building, heading north. Eventually you see your destination in sight . . . a park.

In the centre of the park is a huge lake, put in front of it are two obstacles, obviously part of the test. The whole of the city seems to have gathered to see you take the test.

The Sun-King steps forward. His hand points to a shallow pit in front of you, filled with red-hot coals.

"The Sun-God is angry. Too long have you wallowed in anger. It is time for you to awaken."

The coals are obviously supposed to symbolise your anger, and you are supposed to walk over them to symbolise his approval.

Each character must make two saving throws vs. petrification, or the heat of the coals burns so much that they run across the coals, thus failing the test. The characters will receive 1d8 points of damage for each round they travel across the coals, and the journey will take three rounds.

Test - Stage 2

The second stage of the test involves the characters being placed in a pit, which is then filled with ants. If they can stay in the pit, without screaming, and without dying, then they are worthy to move on to the next stage.

Moving on you come to a pit. You peer towards, and look inside the pit. It is dark, but you notice on the sides, ants have begun crawling around, and down into the pit.

The Sun-King steps forward. His hand points to the ant infested pit in front of you.

"The Sun-God is angry. Too long have you wallowed in fear. It is time for you to awaken."

The ants are obviously supposed to symbolise your fear, and you are supposed to walk over them to symbolise his approval.

Each character must make two saving throws vs. petrification, or the ants terrify them so much that they rush out of the pit, thus failing the test. The ants have a 50% chance of bitting the characters (do not roll individually, but divide the ants between the characters and treat these groups as one super-ant, thus multiplying damage went hitting).

Test - Stage 3

The last stage is the easiest, as it involves the characters washing the ants and their sins in a large lake situated in the park. This symbolises their purification. Once they have done this, the test is over.

You are removed from the pit, still covered in ants. The Sun-King steps forward. His hand points to the icy lake in front of you.

"The Sun-God is angry. Too long have you wallowed in sin. It is time for you to awaken."

The water is obviously supposed to cleanse you of your sins. You waling through the water is some sort of purification ritual.

The characters must make a single saving throw vs. petrification or they are so cold that they swim to the other side of the shore.

Success

You stand proud, but shivering, on the other side of the shore. You have passed the test, and gained both your life and the respect of these strange people.

A Sigh of Relief

The characters have proven that they are trustworthy, and are so allowed free reign over the city. The characters are most probably going to think this test was very strange, and no real test for seeing wether they are trustworthy or not. This may be true, but the people of the city have strong religious beliefs, and are happy to put their faith in their god.

After your test, you are ushered back into the audience chamber, this time the atmosphere seems a lot more relaxed. The Sun-King stands, addressing both you and the crowd that has gathered.

"It seems Our Lord has faith in you, and so we have faith in you. We can not, of course, let you out of the city quiet yet, but you are no longer prisoners within the city."

He indicates for the two men beside him to step forward. He first points to the man with the feathered staff.

"This is my most trusted adviser, and a great wizard. His name is Kutawa."

He then points to the other man.

"This is the high priest of our city, and also a good friend. His name is Potushi."

He then indicates for you to step forward.

"These men will take you to your lodgings for the entirety of your stay in the city. Please follow them, and don't hesitate to call upon them if you need anything."

Prisoners?

The characters may think they are prisoners, and they are in a way, as they can not leave the city. They do however have free reign over the city, and so can get a feel for the place.

They will first be taken to their lodgings, a house situated in the 'Ruling Houses and Temples' section of the city (see Map 1 below), which will be their home for the entirety of their stay.

You are guided out of the palace, and to a small building close to the centre of power. Potushi indicates for you to enter.

"This is where you will stay for the remainder of your visit. If you need anything please just ring the bell." He points to a bell next to the front door. There is a kitchen for you to prepare food, or we can get a servant to prepare your meals if you wish?"

He guides you through the house.

"You each have your own room, and please feel free to explore the city. I will leave you now."

The house has enough rooms for the characters to each have their own room, and they all lead into a common eating/relaxation room. There is also a simple kitchen attached to the common room, where there is food for the characters to make meals. The kitchen is regularly restocked, so the characters need not worry about buying food. The house is also regularly cleaned, but the character's possessions are in no danger of being stolen.

Exploration

A map of the city has been provided below, so the characters can explore the strange home of the Kentitiwa Tribe. This episode of the adventure has been built so the characters can get a feel for the city, and the people who inhabit it. It should be used to build atmosphere, and let the Games Master put a few events into motion.

Map of City
Map 1 - The Kentitiwa City

General descriptions of the most important people and places in the city have been provided below, and should be used when the characters explore the city.

Geranon will immediately go exploring, but will quickly loose anyone trailing him, as if he is familiar with the layout of the city. He is looking for treasure, and doesn't want anyone following him. When he has found the treasure he will wait for the right moment before escaping.

R'a, Getot and Herna will be happy to tag along with the characters, and generally stick with them like glue. They weren't told of the true nature of the mission either, and so believe themselves trapped as well.

When the Games Master believes it is a suitable time to move on, go on to The Next Act for details on how the transition between Exploration and Attack should go . . . .

Significant People of the Kentitiwa City

Sun-King Zyla

The ruler of the city, Zyla has supreme control over his people. Statistics and a description have been provided in Characters.

Princess Alinya

The Sun-King's only child, and heir to the throne. Statistics and a description have been provided in Characters.

High Priest Potushi

Spiritual leader of the city, and close friend of the Sun-King. Statistics and a description have been provided in Characters.

Counsellor Kutawa

Both adviser to the Sun-King and the most powerful magic-user of the city. Statistics and a description have been provided in Characters.

House-Chief

The Kentitiwa tribe was formed when a number of smaller tribes banded together to protect themselves from the Henka. To provide unity there was only a singular leader, elected during the historic joining of the tribes. To placate the old tribes, they were renamed houses, and the leader of each tribe was given the title of House-Chief and a seat on the council. The council has no power, but advises the Sun-King, which was considered wise, both politically and intellectually.

The number of houses are numerous (hundreds or more) and are of varying importance. The two most powerful are House Nash'bane, currently ruled by Chief Desc, and House Tenx, ruled by Chief Qoug.

Significant Places of the Kentitiwa City

The following is a guide to Map 1.

Ruling Houses

This area is where the residences of the House-Chiefs are (see above). They are the most elaborate and impressive house in the city, and they vary in size from small single room houses to massive mansions. The bigger and more elaborate the house, the more powerful and influential the house.

Temples

Interspersed through the ruling houses are a number of temples. Before the joining there were also a number of different gods which were worshiped. After the joining there was only one official religion, the worship of the Sun-God, but the old gods are still respected.

Houses

This section of the city is devoted to the housing of the 'rest' of the people in the city. These house also vary widely, but are far less elaborate than those the ruling house area.

Shops

The section, closet to the centre of the city, is set aside for shops and other services that are provided to the inhabitants.

Plazas

There are four minor plazas, and a single major plaza in the city. The minor plazas are just open squares, with a few fountains and statues scattered through them. The major plaza, however, is more important.

The Main Plaza
Map 2 - The Main Plaza

The main plaza has four small fountains in each corner, and a larger statue in the 'shape' of their god situated in the lower south end.

The centre of the plaza is dominated by the biggest temple in the city, dedicated to the Sun-God. It is a pyramid with a small temple placed on top, to show the importance of the Sun-God in the affairs of the city.

The palace is located in front of the temple, and is the second biggest, and the most elaborate building in the city. This was where the characters were first taken when they arrived in the city.

Park

The park is a jungle of life, and is a kind of micro-ecosystem. This is where most of the ceremonies and rituals within the city take place. It is also a place of relaxation and meditation.

The Next Act

The next episode begins the start of the action part of the adventure. As has been mentioned above, Geranon's sole reason for coming to the city was to find the Kentitiwa's treasure. Since he is as much of a prisoner as the characters, he must wait for the right moment to escape. This will come in the form of an attack, hiding his escape.

There is a fine line between the character's exploration and when the attack is to begin. It is up to the Games Master to decide when the character's have explored enough, and the attack will commence soon after (see Attack below for details). Before the attack happens, read the following description to add a bit of suspicion. Geranon will not say where he has been, but the characters can hypothesise.

In the evening, seated around the small table in the common room, you notice Geranon skulk in. Before you can ask where he has been, he slinks off to his room.

Danger

From the moment the characters left Paru, they were being tracked by a group of Henka warriors. They were tipped off by Geranon, who sold his plans to the Henka in exchange for his life and all the treasure he could carry.

The deal allowed the Henka to track the party right up to the waterfall. The Henka then left for backup, and prepared to attack the city under the cover of darkness. This would also allow Geranon to escape in all the confusion.

Attack - First Wave

The Henka warriors know that they would be overwhelmed if they attacked directly. Therefore they have planned their attack carefully. They will only attack under the cover of darkness, as they know that this will be when the Kentitiwa will be at their weakest. To soften up the Kentitiwa, they have made a pact with a group of Jungle Giants, who will attack first. The Henka promised the giants as many of their enemies that they can eat, provided they don't touch any of the buildings.

After the characters have been exploring, and the moment is appropriate, read the following passage.

The night is still, only occasionally pierced by the cry of some strange creature, a bird perhaps or maybe something a little more exotic. As you try in vain to fall into a fitful sleep, your rest is cut short by -

- a cry

It cuts through the air like a knife, only to be cut short almost as quickly as it came. You dash out of your rooms, only pausing for a moment to arm yourselves, before you find yourself enveloped by the cold night air.

A thudding sound brings your attention to a group of figures approaching you. They are enormous . . . they look like giants.

Attack - Second Wave

Once the inhabitants of the city have been soften up by the giants, then the Henka will get to work. They are unfamiliar with the city and be ill at ease in the city. They will, however, sweep the city systematically , searching for the object of their attack, a powerful artefact.

After the characters have defeated the giants, read the following passage.

The sounds of battle seem to have spread throughout the city, though there doesn't seem to be much pillaging.

You dash off towards the palace, believing that it is there where the attack will be centred. A few fires dot around the city, but damage seems to be limited.

As you approach the building, you notice there seems to be another group who have entered the fray of the battle.

They are built like the Kentitiwa, but seem leaner and a lot meaner. A small group of them notice your unusual dress, and head straight for you, fanned out in attack formation.

I doubt they have your best interests at heart.

The characters will only meet a small group of warriors at first, though there is a large number of them in the city. The Henka are being led by Teqwa, a warrior chief, but the characters wont have the pleasure of her company for a while yet. To keep them occupied, a few Henka warriors have been supplied.

Henka warriors are trained warriors. From the day they are born they must survive in the harshness of the jungle, which soon becomes their world. There first lesson is kill, or be killed.

They are very loyal to one another and understand the value of team work. They are also very shrewd, understanding the value of numbers and how to work effectively as groups.

Groups of twelve Henka warriors are called Marigoes, and they excel in working in numbers. The sum of their skill is more than the sum of their individual skill. The only way to defeat them is to cut them down, one by one, as they work less effectively in smaller numbers. They will faint, and jab, constantly exchanging position and tactics.

Defence

The Kentitiwa are anything but weak, and are fearlessly defending their homes. They are overrun, as the have been caught by surprise.

They could beat the force currently attacking their city if it were a siege, but the Henka planned their attack well. They have a small attack force of about one hundred and twenty men, divided into ten Marigoes, all led by Teqwa. There are also about sixty giants, who have no leader, nor do they care.

Under Cover

There is one last event that has to occur, one which will turn the tide of the battle. It is about fifteen minutes into the battle when Geranon scarpers off, treasure in hand. He has, however, taken something that is not his.

At this time, the Henka have been reduced to about eighty, and only ten of the giants are left alive. Once the Henka see Geranon scarper off, they know he has switched the deal, and has taken the artefact. At this time they will all leave to go after Geranon, and hunt him down (see Hunting below).

Once the characters have defeated the Henka Marigo, read the following passage.

As the last warrior falls, you notice a lone figure run through the city, with a large sack over his shoulder. As you look closer you recognise him . . . Geranon.

Bad Tidings

After the characters have seen Geranon rush off into the night, they should continue on to the palace. If they don't, Alinya will find them and beg them to come and see her father. This should get their attention, and nudge them in the right direction.

Once they arrive at the palace, the Sun-King will explain what has been going on, and then ask for the character's assistance in retrieving the artefact.

You make your way to the palace, and are soon accompanied there by the princess, Alinya.

"My father has been looking for you."

She guides you to the room where you were first taken when you arrived in the city, and is known to the citizens of the city as the Sun-Room.

Alinya's father is seated on the throne once more, his face drawn and grave. His gaze is focused on you, and you alone.

"I have grave news for you my friends." He turns his head, his gaze now focused out of something distant . . . something lost. "The city was attacked, as you might know, by a band of giants. Normally they are not this organised, but they were in league with a group of our enemies, the Henka."

The atmosphere in the room has changed, and the people's faces around you have hardened.

"The Henka followed you here, they have been tracking you since you left Paru. It seems that your employer sold the rights to his trip. In exchange for showing the Henka the location of this city, he would be given his freedom and as much treasure as he could carry.

"The Henka were after an artefact we had in our possession, one powerful enough to allow them to control the world. That is why we have been hidden for so many years, to protect this artefact.

"Geranon has it now, and is attempting to return home. The Henka will stop at nothing to get it, and so will we. We need your help to recover the artefact, as you know which way Geranon has gone. I can give you men to go with you, but I need your help. Will you?"

Once the characters have agreed to help, the hunt is on, and so see Hunting below. Alinya, twenty of her men, Potushi and Kutawa will also go with the characters to aid in their fight.

Hunting

Geranon is making his way back to Paru, travelling along the same route that the characters came up to find the city (see Background Information and Waterfall for more details on the route). They will finally catch up with him at the temple, and when the characters do reach the temple go to A Lost Friend below.

The Henka will arrive later, having gone for backup first, before making their way to the temple (as they know they can track Geranon as easily as they can track a bird).

In this stage of the adventure, it is important to give the characters a feeling of the atmosphere of the hunt. They are running against a clock, namely the moment Geranon reaches Paru and his ship. They also know they have definite hostiles tracking them, as well as unknown dangers lurking somewhere in the forest.

Dark Shadows

So the characters don't think this is a simple search and rescue, an encounter has been provided. More are of course suggested, but at least one must be provided.

This encounter can be place anywhere between the city and the temple, as it is at the temple that the final act is played out.

Camped for the night in the heart of the jungle, your thoughts weigh heavily on you. You are just about to turn in for the night, when you hear a rustling in the bushes next to you.

Suddenly, half a dozen figures burst out of the underbrush and attack . . .

A Lost Friend

The characters will catch up with Geranon about a week after they leave the city, when they arrive at the temple where Geranon found his first piece of treasure (see Temple of Waterfall for more details). It took them two weeks last time to make the journey, but the characters have pushed themselves a lot harder.

You enter the clearing where you first found the strange building Geranon was so interested in, and which you now know to be some kind of temple.

In the clearing around the temple, you notice a small campsite, and next to the now cold fire, sleeping like a baby, is your old employer, Geranon.

The characters can now have a little 'chat' with their former employee, but they will soon found that they are not alone.

Confrontation

Soon after the characters have been reunited with their old friend, they will find themselves in very hot water.

A cry cuts through the jungle, and you ignore it, thinking it is just a bird. Alinya believes otherwise, and indicates for you to prepare for battle.

Just as you have gotten ready, warriors seem to appear in the clearing as if from thin air. You are quickly surrounded by dark faced warriors, who don't seem to have your best interests at heart.

The warriors are being led by Teqwa, and the characters can at long last meet their new nemesis. The warriors will fight to the death, except for Teqwa, who realises the benefits of cutting her loses when appropriate.

The Journey Home

The characters must now return to the city, even if they have other ideas. Potushi, Kutawa and the princess will make sure they return, and the characters also have to return the artefact anyway.

The return journey takes two weeks, as the party strikes out at a much more leisurely pace.

Leave Taking

Once the characters return, they are thanked by the Sun-King.

"Your help has been invaluable. You have earned the respect of the Sun-God, and the gratitude of a civilisation."

The Sun-King's face becomes grave.

"I can not let you go, until you swear by whatever god you believe in, that you will never reveal the location of this city. Will you swear?"

If the characters do not promise not to reveal the location of the city, they will be executed. If they do promise, then they will be released but note before receiving a reward.

"That is good. Soon we must part ways, for we will have to close out gates once more to the world. It was nice to know that your civilisation has matured."

The Sun-King indicates a small pile of objects which have been heaped near the throne.

"These items are a small token of our gratitude, for we can never truly repay you. You must bear a heavy burden I fear, for your discovery could make you rich."

The Sun-King rises, smiling once again.

"But enough of sombre thoughts, for we must celebrate your departure."

And so you celebrate into the night, and well into the next morning, feasting, drinking and dancing.

A few days later you stand in the cave which changed your life, the entrance into the lost civilisation. The Sun-King, his two friends, and the princess which first led you on this adventure, stand at the gate to bid you farewell.

As you leave, a gate shuts. An ominous thud resonates through the cave. Perhaps one day they will open their gates again.

For now, your last memory of this wonderful civilisation is the waterfall. The force of nature.

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