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Dadarian

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The Last Frontier
Sign up/Dev Thread
Mibbit #WiR_Main


mhcmtnv.png


The peoples of the galaxy, overpopulated, underappreciated, or just bored, have swept through the uncharted hinterlands of space like a wildfire. The golden age of settlement, where the various polities settle into hither to unknown lands for one of a million purposes, is upon us. Much like the forgotten stories of bygone times, it's a period of lawlessness, savagery, and unbridled capitalism. Colonial provinces are up for the taking, should you wish to take it.

This is the period in which the settlement of our planet takes place. Formally named XPE-28-13-2, it is an Eden style planet of the Arachnia Nebula. Settlement here is so new, the planet has not even been graced with a real name outside of the charts of intergalactic freighters. However to colonists it is now 'home'.

Be they the ravenous insectoid megaminds, hardy humanoid explorers, lithe and delicate plant-people, or one of the endless array of races limited only by imagination and the work of God's (or machine's) hand, it is time to bring about civilisation.

The planet XPE-28-13-2 is an Eden planet, which means that it is a verdant ground for the growth of desperately needed food and cash crops. Interestingly enough though, the vast mountain ridges of the planet are said to be lined with heavy metals and jewels, spawning a small rush in which to take industrial advantage. Furthermore, the jungles are unexplored, meaning that BigPharma has an interest in what chemical compounds can come out of the exotic life there.

~
Hello, and welcome to the signups and development sector of The Last Frontier (hereafter TLF), a game run by myself and heavily inspired by a trio of forum games (@BlackBishop's Agorath, @alexander23's MGaSO, and @Stormbringer's Rise and Fall) and the idea-well which is @Noco19. In this game, you can play as a landed colonial enterprise or an IC character who is new to the planet. If you have a colony, you can have an IC character too.

Either way, the planet is an untamed and primitive beast, and it is up to you to domesticate or obliterate it. Given the lore-heavy, RP-heavy nature of the game, this thread will be dedicated to push around ideas, refine applications as nations or characters, and in general begin to develop the world of TLF.

In general, I'll be taking between 6 and 8 colonies, with more popping up as time goes on and IC characters grow successful. Signup sheets are below.

So you know, all colonies start off with a cap of 3,000 individuals at the beginning (however you are not limited to the cap, you can be less too).

Also, given the early stages of colonialisation, please be careful about how much land you own (claims can be as much as you want however).

Colony Name:
Race:
Leader:
Government:
Economy:
Society:

Map Claim:

Character:
Race:
Age:
Title (if any):
Specialty - your character's field of expertise that encompasses your overall playstyle:
Bio:
 

Nax24

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Colony Name: Hyval
Race: Ratugonian
Leader: Governor Tyrut Aderta
Government: Semi-Democratic Council
Economy: Mining based with beginnings of an industrial base. Agriculture used to sustain colony along with small fishing enclaves.
Society: Hyval is the largest establishment with minor farming communities and mining outposts spread across the colonial area. Ratugonians are humanoid in appearance. The Ratugonian culture in itself is a rather interesting subject. Ratugonian society back on their home-world was one with entrenched social divides between the rich nobles and the common man. Nobles had distinct privileges when compared to those who were deemed below them. This society though has little noble presence. The vast majority of the population on Hyval is commoner, and as such, have not felt the burden of the class hierarchy back home. Most of the men who came here actually came to escape the social divides that gave them the figurative shaft when it came to politics, wealth, and privilege. Ratugonians are considered ambitious, often wasting much of their wealth for a chance at honor and more wealth. They will willingly go into the stars to find a chance at riches and fame.

Map Claim:


cdZmTcE.png

The Ratugonian colony on XPE 28-13-2 was sent by the Kingdom of Ratugon as a privately-sponsored effort in order to lay claim to the resource rich planet. Ratugon itself has a rather large and complicated history, from being a disunited planet of differing governments and cultures to uniting under one monarch and one system of government elected by citizens; a constitutional monarchy if you will. However, while the government of Ratugon was democratic in nature, politics on Ratugon were decided by an entrenched nobility that has existed since before the unification. These nobles often sponsored expeditions to other planets in the hopes of increasing their wealth and glory in Ratugonian social spheres. In-fact, many nobles helped spearhead the rise of Ratugonian space exploration only for this purpose. This colony on XPE 28-13-2 was sponsored by Duke Yurit Quentos of Yaraval, a young noble looking to use a colony in order to expand his glory at home. 3,000 Ratugonians, eager for a chance at adventure and wealth on this planet, signed up for the expedition and made the long treck to XPE 28-13-2. When they arrived, they settled near the mountains and began setting up mining operations. Some went to the coast for fishing and farming purposes. Their leader, Governor Tyrut Aderta, was hand-picked by the Duke of Yaraval to lead his new colony. Because of the common social position of the colonists, many began to form a small council in order to vote on affairs relating to the colony. The Governor though had absolute power in deciding affairs, but often used the council for advice and headed their decisions.
 
Last edited:

oxfordroyale

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Definitely interested.
 

Terraferma

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Colony Name: Exo's Gambit
Race: Human
Leader: Executive Leon Cutter
Government: Totalitarian Democracy/Plutocracy
Economy: Mining and Agriculture
Society: Closed, Hierarchical

Claim:
iMUGljc.png
 
Last edited:

aedan777

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Colony Name: Pangloss Beta Extractionary Consortium
Race: Human
Leader: Lithin Lithin Lithin III
Government: Dictatorship
Economy: Logging and flora gathering
Society: The colony consists of two thousand clones of Lithin the Great, a brilliant scientist with a bit of an ego, who believed the best possible human was himself, so it was in humanity's best interest if there were more of him. The rest of humanity rejected his claims to be superior, as did his clones, who questioned why they were led by one equal to them. After Lithin was killed by his creations, the new self-proclaimed leader of the clones named himself Lithin Lithin, and plotted to carry out the original Lithin's hope to rule humanity. His plan failed, and he too would be killed, with the next leader of the Lithins calling himself Lithin Lithin Lithin. After he was strangled in his sleep immediately afterwards, the next leader of the Lithins halted the obviously silly tradition of adding Lithins to the name, and instead called himself Lithin Lithin Lithin II. Unsure what to do, Lithin Lithin Lithin II decided to take the Lithins, now less interested in immediate backstabbing to gain power, and take them to the fringe planet of XPE-28-13-2, hoping to actually do something successful there. Upon landing, Lithin Lithin Lithin II was promptly killed by local wildlife, and now Lithin Lithin Lithin III leads the newly christened Pangloss Beta Extractionary Consortium. All clones in the colony are called Lith, numbered 1-2000 to distinguish them.

Map Claim:
eMLRCWi.jpg

In yellow
 

Noco19

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raiders-history-2_ff680c6d.jpeg

Indlu Forward Localate

Race: Iq-h-Awe |Shorthand: The Iq

Leader: Top Ump Cetshwayo-ei-Slindi

Government: Military Directorate


Economy: Subsistence farming supplemented by stored rations, raiding, and slaving

Society: The Top Ump stands as the military director for the entire forward operating base, invested with authority from above via the blessing of the Isi-Ba-Ka and from below by the blood oaths of his men and their affiliate tribes. Owing to its military nature, no women or children are present, leading to a distinct lack of family life, all things centered around military command and personal prestige.

The leadership consists of the Top Ump, along with his chosen advisers, as well as speakers from every tribal 'regiment', which in effect controls every decision. While not de-jure, the rank of Uqun (Quartermaster) is seen as a sort of second-in-command, a vital officer especially on uncharted worlds.

The Iq are regarded typically as a stoic people, possessing a deeply ingrained hardiness from desert-dwelling. And indeed, most encounters with them by outside species is one of horror, leading to a quite terrible reputation.

However, if one were to truly study the Iq, one could find a very intense sort of ethics that drive them, mostly born of religious tradition. They wear concealing clothes so as not to be touched by "foreign stars", they regularly chant hymns or recite martial poetry, and they pride themselves on archaic rites in regards to warring. A strange code of conduct exists, but little knowledge is had of it, leading many to falsely believe the Iq to be brutal savages without honor, but this couldn't be farther than the truth. Entire texts have been written by elder Iq on the regulations of raiding - but their opponents are disadvantaged for their unwillingness to share such - perhaps exploitable - rules.

Their weapons, seemingly ancient, are in fact aesthetically designed to resemble their ancient spears, leading to much confusion when encountered in war by unfamiliar species, who make the mistake of underestimating the Iq weaponry.

History:

Hailing from the Confederacy of the Yexi, an ardent theocracy and borderline pariah state within the galactic community, the Iq-h-Awe are actually a client race, bound beneath the reptilian Isi-Ba-Ka. Whereas their masters are regarded as diplomatic and fairly well-regarded, the Iq-h-Awe were from their very beginning, utilized as the brute fist of the Confederacy, enforcers who decidedly strike a different image for the Confederacy at large.

Discovered in the deserts of their joint homeworld of H'saya, early Iq were primitive compared to Isi-Ba-Ka, one tribal, the other well into advancing into the industrial age. As fate would have it however, both races would share a relatively similar belief system, worshiping the bright sun which scorched their planet. Furthermore, the Iq were immediately stricken by the majesty of Isi-Ba-Ka technology and appearance, easily subsumed as underlings. While of course resistance was had, rebel clans were destroyed wholesale. Those that remained loyal however found themselves greatly advanced, now with more modern medicines and infrastructure to traverse the immense wastes.

As the Isi-Ba-Ka ascended to the stars, so too did the Iq, by now a sort of military arm to the planetary theocracy which had unified the religious sects of H'saya. This government gave great autonomy to its vassal realms, and so too were the Iq clans allowed to continue their lives in the wastes, their finest dispatched to serve with honor to the Great Star Yexi and its reptilian spokesmen.

Once colonization began, the Iq found a new calling as forward operators, their natural savagery and resilience proving quite useful in testing out the conditions of prospective worlds, fending off whatever dangers lurked. And as sentient races were found, the Iq were similarly used to terrorize those that stood opposed to the expansionist aims of the Isi-Ba-Ka. Iq raiders upended populations and saw the rise of a galactic slave trade, leading to condemnation from more enlightened polities across the galaxy.

This has done little to stop the ambitions of the Confederacy, and so when XPE-28-13-2 was discovered, it was decided that a forward localate would be established to prep the world as another hub of influence, both political and economic. Cetshwayo-ei-Slindi (Cetshwayo denoting a personal name, ei denoting masculinity, Slindi denoting tribal heritage) was dispatched to head this mission, bringing along a standard force of 3,000, consisting of various 'regiments' bound by birth, oaths, and other tribal attachments. Given his authority, the Slindi especially stand as the dominant force within the localate.

Calling the planet Indlu - roughly implying a lush and fruitful world - the localate now seeks to capitalize on the local sentients, capturing them to jumpstart development of a proper colony that will be glorious and safe enough for the Isi-Ba-Ka to arrive.


Map Claim:
bMha65L.jpg
In Orange, south-west of Hyval
 
Last edited:

Harpsichord

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I'm down with a three week delay before any activity.
 

oxfordroyale

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JdKAq63l.jpg

The Collective for the Pursuit of Knowledge, Higher Intelligence and Technological Advancement

Race: Vurune

Leader: SubPrime E1-6435-XX6

Government: Oligarchic Hive Mind

Economy: Resource extraction and power generation

History, Culture and Society: The Vurune were once an unremarkable species of humanoid, carbon-based lifeforms native to an oxygen-rich terrestrial planet. Evolving from quadrupedal mammalians into a bipedal, sentient race capable of intelligent thought, the Vurune over a period of several hundred thousand years transitioned from primitive tribes of hunter-gatherers to a space-faring civilization, destroying their home planet through pollution and colonizing surrounding planets and star systems. Approximately a billion years ago, the Vurune developed the technology to achieve Transcendence, transferring a small minority of their population to a non-biological form of existence and bringing the Organic Period to an end. All non-Transcended beings were made extinct shortly after the completion of this process through the use of weapons of mass destruction and atmospheric poisoning. The total population of the Vurune has remained static ever since (not counting copies of the same consciousness). Upon achieving Transcendence, the Vurune were freed from the rigors and worries of biological existence and rendered effectively immortal, with their consciousnesses existing in a virtual Space rather than any one physical location.

With freedom from mortality, however, emerged a host of existential problems: without the need for survival (for all the resources required to maintain technological levels were produced by automation), and with infinite time, the Vurune felt purposeless and burdened by their own existence. Customs and social norms fell out of use without the presence of material bodies to maintain them, and with the advent of instantaneous communication between virtual minds the need for spoken language disappeared entirely. Many turned to memory manipulation and simulations as ways to excite themselves, choosing to inhabit virtually constructed worlds where they still believed themselves to be mortal. This period is known as the Great Stagnation, a time when billions of Vurune simply existed in states of disembodied fantasy, supported by an empire of artificial laborers and enslaved sentient races. It is estimated that this period may have lasted for millions of years; while the control of the Vurune continued to expand due to a constant need for more resources (the bane of any technologically advanced civilization), the Vurune themselves were essentially asleep at the wheel.

Several thousand years ago, a small group of consciousnesses now known only as the Primes, having worked unceasingly for millennia, developed the most powerful supercomputer ever created and merged with it. Using this immense power they were able to seize control of the entire Space, allowing them dominance over all inhabitant consciousnesses and thus the ability to direct the Vurune as they saw fit. This great innovation marked the beginning of the Period of Awakening and the founding of the Collective for the Pursuit of Knowledge, Higher Intelligence and Technological Advancement. Under the supreme control of the Primes, the Vurune have been alleviated of certain “problematic” emotions, surrendering their individual selves – archaic remnants of the Organic Period – to work as one towards an ultimate goal: to spread the Collective throughout the universe, absorbing any and all resources in pursuit of knowledge and technological achievement. The colony on XPE-28-13-2 is only one of many millions of such colonies – it consists of fifty Vurune under the leadership of SubPrime E1-6435-XX6 and a massive army of non-sentient, automated laborers. They seek the subjugation of the entire planet, the eradication or enslavement of all organics, and the complete extraction of its resources to the home worlds for the completion of The Project, a secretive endeavor the purpose of which is known only to Classes E and above (the Primes and SubPrimes).

The society of the Collective is organized hierarchically with a strict caste system of Classes. Given that all Vurune are many millions of years old, membership to these Classes is permanent and stems from analysis of one’s BMC (Base Mental Capacity, the maximum level of intelligence of a consciousness without neural enhancements). The higher one’s BMC, the higher their Class and the greater their responsibilities within the Collective. The Classes are as follows:

The Primes: A small group of Vurune who have merged their consciousnesses with a supercomputer and share absolute control over the Space and all functions of the Collective.

SubPrimes (Classes A-E): These classes comprise the most intelligent Vurune. They are high-level administrators who answer directly to the Primes and, acting as their agents on different planets, possess absolute power over things such as resource extraction and military strategy.

NearPrimes (Classes F-M): These classes comprise those Vurune of above average intelligence. They are mid-level administrators who answer directly to Subprimes, frequently serving as their advisors and aides.

LowPrimes (Classes N-Z): These classes comprise those Vurune of average intelligence (note that this is comparative, as all those originally selected for Transference had been of above average intelligence respective to the entire population). They are low-level administrators who answer directly to NearPrimes.

There is no political strife or dispute within the Collective, for all emotions that would engender such conflict – envy, anger, lust, etc. – have been suppressed through neural modification. For the most part, nothing governs the Collective but pure reason, and as such all members of the Classes understand their place and the roles that they must fulfill. The attitude of the Vurune towards organic beings is that they are similar to insects, extremely insignificant, often irritating, and vastly inferior to automated labourers in almost every way. Those organic races they encounter are usually eradicated if possible, though sometimes they are enslaved and studied out of interest. One emotion that remains to the Vurune is curiosity, and few would waste the opportunity to further their knowledge of organic life using unwilling test subjects. Transcendence of organic lifeforms is strictly prohibited and punished with a complete memory wipe (their form of capital punishment).

The actual readily apparent civilization of the Collective, especially on XPE-28-13-2, is one made up of the machines which perform all the vital functions of the society. While some Vurune may deign to traverse the physical landscape in some sort of mechanical form, this is generally considered to be a frivolous activity – as such, they are rarely to be seen, existing only within the virtual Space.

FSVd8qp.jpg

Northeast, in Pink

L4efsnh.gif
 
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Olligarchy

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Hrm, so I've got two concepts I'd like to put up for the groups and @Dadarian 's consideration:
-A rather tiny anarchic town (such as it is) springing up around a 'spaceport' of the world, where basically all the criminals and malcontents wind up enlarging the population if not wealth. Think Mos Eisley, but even worse off.
-A Human lawman of few scruples working for one of the more authoritarian factions of the world.

Which do you guys think would suit best? Throwing in example of the Port here.

Race: A mixture of all game races
Leader: Lord Provost James Andrew Hamilton-Douglas (Human)
Government: United Races 'Mandate'
Economy: Mostly trade based around off-world luxuries and transport. Exports criminals and malcontents.
Society: Anarchy
History:
Formally New Leith is the oldest Civilised Settlement on XPE-28-13-2, having been founded under the purview of the United Races Council Mandate to ensure that the pristine Eden world would be settled and governed in a responsible manner that would ensure the world would not simply be mined and logged into an empty husk like much of civilised space. The idea was to build a Spaceport with URC money, set up a Lord Provost to act as a preliminary governor of the world and then use the fact that if a large ship wanted to land on the planet they'd have to do so by landing at New Leith as a platform for amiable cooperation between the various races, enterprises and interests now making their way to XPE-28-13-2.

As with most URC enterprises however, the construction of the port was a disaster waiting to happen. The Spaceport itself was built well and rapidly enough, and ships certainly landed on it with masses of the tired, poor, huddled masses yearning to breathe free landing there, hoping for a better life.

From there things however went straight to hell, for where you have poor and desperate people you also have people looking to take advantage of them, and soon after the port of New Leith became a breeding ground for gangsters, thugs and other undesirable elements. The fact that various races and corporations were sending smaller ships, not requiring spaceports to settle all around the planet meant that New Leith acted principally as a trade port and a way in for those with no real wealth of their own, resulting in a lack of governance and slow degradation of law and order.

These days New Leith is still the principal port of the planet, with a population of 3,000 living under its shadow, though that number often swells during migration season when transport ships drop off more settlers who inevitably get robbed, mugged or otherwise abused until they either flee into the worlds with little more than the clothes on their back, or join in on the 'free way of life' surrounding the Port.

Map Claim: TBD when I get home and can get the map
 
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Cloud Strife

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Character: Dirk Struan
Race: Human
Age: 39
Title: President/CEO of Struan & Company
Specialty: Trader, Surveyor, Privateer
Bio: A tough and resourceful rogue, endowed with vision and determination, capable of tremendous love and terrible hate. He will stop at nothing to protect his home, his family, and his company, nicknamed by many as the "Noble House." At the age of twelve, Dirk Struan began his space adventures as a deck hand in the Earth Forces Navy, and he remains bound to the endless expanse of space for life. By the end of this year, he found service on the East Star Company merchant ship "Vagrant Star." Under the command of Tyler Brock, third mate and future nemesis, Dirk Struan was whipped mercilessly for "disobedience" and he vowed to someday destroy Brock. Eventually, in Malacca Narrows, the Vagrant Star ran aground on a reef and sank. At the age of fourteen, Struan stumbled into an escape pod and found his way to Neo Singapore. By his mid-twenties, Dirk Struan was a Captain-Owner of his own starship on after many trials founded one of the largest merchant companies in the galaxy. He has come to XPE-28-13-2 to personally oversee the expansion of his business and make a good amount of money off the needs of the dozens of races setting up colonies in this expanse of space.
 
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BlackBishop

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The Loosemore Family
Humans
Aged 62 - 3 months
Survivalists able to persevere in rugged conditions

Grant Pa Loosemore, after a career in the military, has retired and taken his family into the new frontier to settle down and live a simpler life, earning the fruits of their collective labour. Though Pa might look forward to earning the sweat on his brow, some in the family aren't so eager to leave their comfortable lives behind, and do so reluctantly. On board a massive colony ship bound for Exo's Gambit bringing a new wave of human settlers, the Loosemore family look to tame a piece of wilderness for their own.
 

sealy300

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Character: 'Blondie'
Race: Caucasian Male
Age: Unknown, over 30, under 50.
Title: 'The Man with no Name'
Alignment: True Neutral.
Specialty: Neigh-anarchy survivalist. Adept in living in an environment devoid of any formal government or rule of law; he has learnt to live the life of self dependence in terms of survival, security and social skill. Wandering from town to town, doing work for pay: he can handle himself, he can handle his horse and he can handle a gun.
Bio: Not much is known about him, for he never stays in the same place for long. Here o escape it all, he travels doing odd jobs, he ain't no hero: but he ain't gonna rustle yer either.
 

Arrowfiend

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I'm thinking of going with some kind of sentient aquatic race that is native to the planet. Any ideas on how advanced, large, or powerful they should be? Personally I was leaning towards more primitive (at least in comparison to the colonists), around medieval-age Earth technology, but they make it up for it in numbers and a knowledge of the environment. They'd be unified under an Iroquois Confederacy-esque government.

Alternatively I could have some sort of advanced but extremely isolationist people that largely stay to themselves in the deep seas of the planet.
 

Olligarchy

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Port O'New Leith
Race:
A mixture of all game races
Leader: Lord Provost James Andrew Hamilton-Douglas (Human)
Government: United Races 'Mandate'
Economy: Mostly trade based around off-world luxuries and transport. Exports criminals and malcontents.
Society: Anarchy
To clarify: the Port itself remains under the rule of the Lord Provost and his small squadron of guardsmen, but a vast camp town has sprung up all around it with little rule of law to guard its citizens.
History:
Formally New Leith is the oldest Civilised Settlement on XPE-28-13-2, having been founded under the purview of the United Races Council Mandate to ensure that the pristine Eden world would be settled and governed in a responsible manner that would ensure the world would not simply be mined and logged into an empty husk like much of civilised space. The idea was to build a Spaceport with URC money, set up a Lord Provost to act as a preliminary governor of the world and then use the fact that if a large ship wanted to land on the planet they'd have to do so by landing at New Leith as a platform for amiable cooperation between the various races, enterprises and interests now making their way to XPE-28-13-2.

As with most URC enterprises however, the construction of the port was a disaster waiting to happen. The Spaceport itself was built well and rapidly enough, and ships certainly landed on it with masses of the tired, poor, huddled masses yearning to breathe free landing there, hoping for a better life.

From there things however went straight to hell, for where you have poor and desperate people you also have people looking to take advantage of them, and soon after the port of New Leith became a breeding ground for gangsters, thugs and other undesirable elements. The fact that various races and corporations were sending smaller ships, not requiring spaceports to settle all around the planet meant that New Leith acted principally as a trade port and a way in for those with no real wealth of their own, resulting in a lack of governance and slow degradation of law and order.

These days New Leith is still the principal port of the planet, with a population of 3,000 living under its shadow, though that number often swells during migration season when transport ships drop off more settlers who inevitably get robbed, mugged or otherwise abused until they either flee into the worlds with little more than the clothes on their back, or join in on the 'free way of life' surrounding the Port.

2ykizh2.jpg
 
Last edited:

Cleeque

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Definitely playing, most likely a character.