You know what? I am going to join, even known I am not a big fan of fantasy. I can let it pass as long as it includes sci-fi and I make my nation rarely use magic.
I might do something that based on the Order of the Diamonds aka The Great Diamond Authority from the show, Steven Universe. Here's their logo:
You know what? I am going to join, even known I am not a big fan of fantasy. I can let it pass as long as it includes sci-fi and I make my nation rarely use magic.
I might do something that based on the Order of the Diamonds aka The Great Diamond Authority from the show, Steven Universe. Here's their logo:
What do y'all think of that?
Cool Cool, Would be very different from our nations probably as most of the other players seem to be going for more Sci-Fi style civs.
Cool Cool, Would be very different from our nations probably as most of the other players seem to be going for more Sci-Fi style civs.
I think @The Spectre is going for a more scifi civ though, he specifically stated:
You know what? I am going to join, even known I am not a big fan of fantasy. I can let it pass as long as it includes sci-fi and I make my nation rarely use magic.
The Asiv - Every religion has its gods. For the Asivar Theocracy, those are the Asiv. They are the leaders, founders, and guides of the Asivar Theocracy. Serving as beacons of the Faith. They gather the other species' belief for to turn it into actual power. They can be considered gods. Should everyone stop believing they are, they have no power and die. But that is nigh-impossible to happen. centuries of indoctrination has cemented the Asiv so deep within the minds of the people that should the Asiv die, civil strife would be so great that every other species is plunged in chaos. The Asiv have no physical body. Instead, they exist as hyper-intelligent constructs of pure energy. They remain on machines named "Golden Thrones" from where they rule, control or show their power. These Golden Thrones enhance the absorption of Faith, but also serve as relays of the power of the Asiv.
The Umbeliar - Physical representations of the Asiv, or so many claim. The Umbliar are bipedal creatures with 2 arms commonly standing over 2 meters in height. Their triple jointed legs give them an edge in running speed. They only have 3 fingers, each the same amount of degrees away from the other. They can hold things but not like most humans (as they don't really have a thumb). Umbeliar are the great warriors and champions of the Asiv. They can harness the Faith Energy better than any other race, save from the Asiv themselves. This kept them high in all ranks.
The Surrear - The most common "plebs" of the Theocracy. Quad-pedaled insect-like creatures with 2 arms. They rarely grow over 1.7m. Most are genetically engineered to fulfill certain roles in the Theocracy. Natural mutation and development is branded as heresy and evil. For only the true gods (the Asiv) may create living beings. Surrear are neither strong nor particularly intelligent. But work instinctively together to overcome obstacles.
The Yvuïn - A strange, recently discovered race with an aptitude for the Faith Energy similair to the Umbeliar. The Yvuïn are human-like but with small crystal formations on their back. Upon discovery they were still in a medieval time period. Now they serve as proud guardians and warriors for the Asivar Theocracy. Their worship produces massive quantities of Faith Energy so the Asiv are very happy with the new race. The Umbeliar? Not so much. But they cannot deny the species' advantages to the Theocracy.
Goverment
At the head are the Asiv. While all Asiv are equal, some prefer to leave the civil matters to others and dedicate themselves in other fields. Still, all Asiv are welcome in the Divine Throne Council. Where all major civil matters are discussed. While, again, all Asiv are equal, some demand more respect than others. The eldest, often slumbering, sometimes rouse in times of potential crisis or great opportunity. Their words are considered to be the words of aeons of knowledge and experience. Should an Elder speak, his council is almost always honored.
The Umbeliar often control the executive powers. Simply put, what the Divine Throne Council says, the Umbeliar command and the Surrear and the Yvuïn do.
Society
All live in the belief that the Asiv are gods. Every waking day is spent either honoring them through prayers in the temples or through hard work on the fields or the factories. Common Surrear will probably never leave their home planet. They live with nothing too much but nothing too little. Constantly grateful that their bellies are full and minds and souls are pure. These simple creatures desire nothing more. The Umbeliar desire power over everything. They are gathered in Houses, dedicated to an Asiv. For example: the House of Thornthegar has 1.598 Umbeliar as members, whom can each siphon Thronthegar's Faith Energy on demand. These houses vie for constant power and try to take it from the others. While this is not frowned upon by their gods, certain measures (like assassination) are. Though certain Asiv may secretly allow it. Umbeliar are beyond a doubt arrogant and vain. The Asiv are eternal creatures of energy that want nothing more than the entire universe collectively bowing to them. They stand above petty things like war or anger. Saying those are mere distractions towards the light. The Asiv have no doubt that all species in the universe will see the light, their light. Even if it must take aeons.
What stands appart from all of these are the Yvuïn. Honorable warriors, the Yvuïn are blindly faithful to the Umbeliar and the Asiv. Every curious to the limits of the Faith Energy, the Yvuïn have set on to be the first race to discover its true depth. They believe that the Faith Energy is closely tied to a deep understanding of the universe and the eternal cosmic dance.
Military
Ground forces
Yvuïn High Guardians Guards of the Umbeliar and the Asiv. These highly trained, highly skilled Yvuïn soldiers are entirely unarmed. They utilize the Faith Energy to launch powerful bolts of energy towards their enemies. As well as make devastating singularities or almost impenetrable barriers. Very few species can stand against a Yvuïn Guardian in a one-on-one. The only hope you can have in defeating him is temporary sever his connection with his chosen Asiv by destroying the Halo on his back. Though a Yvuïn Guardian is often so skilled that after a few minutes he can re-establish a minor link. Giving him enough power to throw his bolts of energy once more. Yvuïn Guardians are utterly fanatic and will throw away their own lives if that is what it takes to let their Umbeliar and Asiv survive. Often dressed in robes with armor made of nearly a thousand different pieces floating over them.
Umbeliar High Masters A truly rare sight. The Umbeliar High Masters rarely descend upon a battleground. But when this happens, run for your lives. For they wield the Faith Energy like nonother. From atop their Thrones they tear asunder the very ground beneath them. With a single flick of the wrist they can flip a tank into the air. Should they be given the time to assemble enough Faith Energy, their Throne Crystal can be used as a lens to focus it's energy into a deadly beam. Anyone foolish enough to fire at the Throne will realize that a strong barrier is up at all time. Only a near endless barrage of energy could hope to destroy the barrier and leave the Umbeliar inside exposed. Upon which most teleport out of danger.
Yvuïn Shamans The most common users of the Faith Energy. They have practiced their art for long and know how to effectively use it in combat to fight the enemy. At range they will fire off bolts or protect their squads with barriers. While up close they draw their swords to engage in melee. One is not to underestimate a Yvuïn Shaman, for they are often the leader of Yvuïn Squads.
Yvuïn Soldiers More specialized ground forces than their Surrear brothers, the YvuÏn are used as shock troopers, drop troops and zero-gravity fighters. With many different roles, most Yvuïn soldiers are specialized in at least one Path of Combat (frozen worlds, dessert worlds, zero-G, urban). Yvuïn Soldiers commonly use an array of energy based weapons with many different floating parts. Some may use minor Faith Energy powers, though this is exceptional and rarely these individuals are not taken away from the battlefield for Shamanic study. In close combat, some prefer knives, as it is more honorable. They have personal shield generators, but no barriers like Shamans and up. So once the batteries are down, the Yvuïn is left exposed.
Surrear Grunts Canon fodder. Surrear are inherently bad fighters. Though when the need arises, they rise up in greater numbers. Often employed to wash over a planet like a wave, Umbeliar Commanders rarely care about how many Surrear died in combat. As long as they can be replaced once the reïnforcements arrive. Surrear Grunts utilize minor energy based weapons with much less yield as their Yvuïn brothers. No Surrear to this day has been able to use the Faith Energy.
Space forces
Emissary Interceptor-Fighter
The Emissary is often the first sign of a Crusader Fleet arriving. It is a multi-purpose aircraft capable of interception, aerial and space combat. As well act as escort and scout ships. They have a small Enlightenment Engine that allows them to make minor warp jumps. The true danger of the Emissary is it's Void drive. New, experimental technology that lets certain crafts jump very limited distances. In essence, they can blink. In a dogfight, it can suddenly blink out and appear right behind you. The Emissary is armed with 2 small Faith Energy Projectors (or FEPs) which shoot homing bolts of energy. A pilot, when controlling an Emissary, has a synergetic bond with the Faith Engine inside the ship. Should he desire so, he can pull more Faith Energy from his sworn Asiv and enter an Overdrive State where he can launch an incredible amount of bolts in a short time at the expense of his shield. After exiting the Overdrive State the Faith Engine but recharge. In other words, it leaves the ship entirely vulnerable.
Seer Recon Probe
The Seer Recon Probe is often used for long distance observation and reconnesence vehicle. Often mentally controlled by a Seermaster back on a bigger ship, these probes are sent to solar systems with the potential of life. Either to observe it or to deems a planet right for colonization. Further, it is sent to a colony's neighboring solar systems to find resources. The Seer Recon Probe is unarmed but is outfitted with a strong Enlightenment Engine, as well as sublight Messenger Engines to traverse the solar system swiftly. The Seer's Eyes sensor array functions literally as the ears and eyes of the Seermaster controlling it. While not yet used, every Seermaster has something called the Shadow Protocol. Dictating that should they encounter another space faring civilization they would warp out immediately out of the system.
Deliverance bomber
The Deliverance bomber is exactly what it is. It flies in and is generally used to do as much damage in a single strike. Unlike the Emissary it has no Void Drive. It does have an Enlightenment Engine and a very strong Faith Engine powering a Singularity Forge. The forge creates a singularity of Faith Energy capable of melting through most armours and overload most shield generators in a few good hits and releases this as a bomb against the enemy. Should a pilot ever feel so inclined, he can sacrifice his own life and the Deliverance Bomber to create a massive, uncontrolled singularity. Fed by the ship's Faith Drive and Enlightenment Engine the singularity grows massive in size for a moment, consuming every particle (like a black hole) in its path. Leaving nothing behind. Though this sort of suicidal behavior has never been seen so far.
Gate Transport Craft
One of the only vehicles of the Asivar Theocracy to not have an Enlightenment engine. The Gate Transport Craft has but one use: to arrive at a destination and setup a temporary Warp Gate allowing forces to either get on the enemy's ship or on the ground. The Gate Transport Craft in itself does not carry troops. Instead, they stand ready on a larger craft for the gate to open. Should the Gate Transport Craft be destroyed, the Warp Gate is cut off and no more reïnforcements can step through it.
Government (Work in Progress) The Diamond Authority is an imperialistic matriarchy government.
Rulers (Work in Progress) There are four different rulers: Yellow Diamond, Blue Diamond, White Diamond, and Pink Diamond.
Species (Work in Progress) There's only one kind of species in the Diamond Authority and they are called, "Gem". They are characterized by the gemstone embedded somewhere on their body, which is comparable to a brain. There is more than one type of gemstone, and there are multiple Gems of the same gemstone. The gemstone can be located on many different parts of the body, regardless of what type of Gem they are. Gems' physical forms are hard light projections from their gemstone which can be customized at will, with their only constant feature being their gemstone and color scheme (shapeshifting is not permanent, and Gems will return to their "default" form eventually). Although the species has no sexual dimorphism, Gems' physical forms typically have characteristics associated with human femininity. Because of this, all Gems are inherently sexless and don't desire sex.
Gems have many abilities, which can vary from Gem to Gem, including weapon-summoning, fusion, the ability to use their gemstones like a flashlight, and bubble creation. Note that some Gems are not able to summon a personal weapon. All Gems with their own weapon have the ability to direct energy through their weapons. Gems are engineered to adapt to a variety of conditions and cannot die by any natural cause. One way to permanently destroy or "kill" a Gem is to destroy their gemstone. When the physical body of a Gem is seriously injured, they will retreat into their gemstone to regenerate. In addition to their extreme durability, most Gems possess super-human strength which makes them capable of impressive feats of physical prowess and makes them deadly warriors. Some Gems don't have super-human strength and often shamed because of that.
Gems don't naturally reproduce and lack reproductive organs by default. They are made by Injectors, machines that resemble bacteriophages and injects a Gem deep underground. The implanted Gem then drains the life force/energy from its surroundings in order to reach full adulthood. It then forms a gemstone, and emerges from the ground. In addition to being fully developed physically, they are also fully developed mentally. When they come out of the ground, they already know all that they need to know to do their job. While Gems aren't able to breed, it is not impossible for them; while Gems can't reproduce with each other they can create Gem-hybrid offspring. Through shape-shifting, they can perfectly replicate reproductive organs of organic beings in order to reproduce. No-one has ever tried to reproduce before, but it would be disgraceful if someone tried.
Fusion Fusion Gems are the product of two or more Gems or half gems, who can fuse with gems. Fusions are formed when the participants are emotionally harmonious with each other. This state can be spontaneous but it is usually achieved deliberately through a synchronized "gem dance". Some fusions have showed that one component Gem can take control of the fusion. It is also possible for different Gems to take control of different parts of the fusion. Certain fusions will cause the loss of individuality between their constituent Gems if fused for long periods of time. While all fusions require consent, a fusion of hatred is inherently unstable. Fusions retain all standard Gem abilities, such as fusing even more, shapeshifting, and bubbling.
In order to fuse, Gems must to be in perfect sync mentally, physically and emotionally. Fusions are formed when Gems perform a synchronized dance. Each fusion's dance is different. If successful, Gems transform into an amorphous mass of energy before fully transforming. During the process of fusion, the gemstones of the participating Gems are visible. If unsuccessful, Gems will be ejected before finishing the entire transformation. Each fusion embodies a relationship between the participants. While some fusions embody romantic relationships, fusion is not inherently romantic, and other fusions can embody other sorts of relationships such as the social relationships between friends, allies or even enemies.
The Diamond Authority allows fusion to only occur with the same gem. No-one has ever fused with a different gem before and if someone would do it, their gem will most likely be shattered.
De-fusion is a process in which a fusion splits into its component Gems. During the de-fusion process, fusion Gems will reverse the fusion process. The fusion will turn back into a mass of light before splitting back into its original participating fusees. During the de-fusion, the Gemstones of the participating Gems are visible at all times. There three types of de-fusions: stable, unstable, and damaged. A stable de-fusion occurs when the participating fusees have a mutual agreement on de-fusing. An unstable de-fusion occurs when the fusees have a very high conflict of opinion. This is shown by the fusees being thrown out of the fusion. And a damaged de-fusion occurs when the fusion takes on severe physical damage. During a damaged de-fusion, the original Gems do not retreat into their gemstones to regenerate, however the damage caused to the fusion will be carried on to the component gem
Regeneration and Damage Regeneration is special in that Gems can make permanent changes to their physical form while regenerating. The length of the regeneration process can range from minutes to weeks, but a "rushed" regeneration can suffer from physical deformities. Regeneration can be prevented if a gemstone is bubbled or otherwise constricted, such as within a mirror, for example. If a Gem's gemstone is damaged, their physical form will deteriorate and "glitch," making their physical form unstable and rendering them incoherent. It is also worth noting that a Gems' gemstone can be used as an energy source, even if damaged.
Gem Shards, the remnants of a shattered gemstone, possess a "powerful partial consciousness" which can grant sentience to their containers and have been used to create drone soldiers. Because Gems are created to regenerate from bodily damage, but cannot heal their gemstone on their own, a corrupted or damaged Gem will simply regenerate into a Gem Monster. Shattered Gems similarly will also attempt to regenerate but will only produce seemingly random appendages.
Culture (Work in Progress) The Great Diamond Authority has great influence on Gems of lower caste and members of their courts. Each member of a Diamond's court wears a diamond emblem on their outfit; the color of the diamond emblem worn by followers depend on the Diamond. Members of a Diamond's court are known to show respect, such as someone call White Diamond "my Diamond". Some members are passionate and enthusiastic about working for a Diamond. Gems who serve under the Diamonds will do anything to avenge their Diamond, if they were to be shattered.
The former symbol order of colors represent the location of the gem in the body of its owner, both Blue and Yellow Diamond have their gem in their chests, so they are equal in position on each side, whereas White Diamond has her gem in her forehead and Pink Diamond has it in the lowest position in her navel, hence in the symbol White Diamond crest is on the top and Pink Diamond's is on the bottom.
The Vorskel Confederacy is an alliance of nations created to avert a catastrophic nuclear war. Since then the Confederacy has taken center stage in administrating colonization and interstellar trade. It also still acts as an intermediary in international disputes. The Confederacy has quite a lot of influence but the nations are still sovereign and maintain their own militaries and government types. All three superpowers, Ghorak, Mesenthia, and Sonique are members as well as many other minor nations. Since its creation wars have been a rare occurence. The Confed's mission to maintain world peace and foster international cooperation has been largely successful. Whether this will last, or if this is simply temporary remains to be seen.
Species
Vorskel
Biology
The Vorskel are a mammalian humanoid race whose average height ranges from four feet six inches to five feet eight inches. They have digitigrade legs ending in four toed feet. A short coat of fur covers their bodies. The Vorskel's fur is usually tan, brown, or black; their underarms and belly have lighter tones usually. With age it becomes gray, silver, or even white. Some have long fox-like snouts while others have short blunt snouts. Sharp triangular ears sit atop their heads. Their eyes are yellow, orange, brown, or green. Their hands have four long fingers (one of which is an opposable thumb) ending in short blunt claws. A pair of small vestigial wings sprouts from their back. They were once like bats, but since they increased in mass the wings fell into disuse. At current the wings are mostly useless and its not uncommon for some to be born without them altogether.
Government
Vorskel Confederacy
The Vorskel Confederacy is a non governmental organization or NGO that exists to facilitate the peaceful resolution of conflicts between nations and negotiations between said nations. It also offers financial assistance to developing nations as well as medical care and foodstuffs to particularly impoverished areas of Kesh. It is composed of several branches including the General Assembly, Security Council, International Court, and the Tripartite. The General Assembly is where all members meet to decide on budget, accepting or denying new applications, and elects bureaucrats in other branches. The security council is responsible for the maintenance of international peace and security. It has representatives from the four permanent members, the superpowers of Ghorak, Spetses, Sonique, and Mesenthia. The court is where disputes are resolved and international laws are drafted. The Tripartite is the defacto leader of the Confederacy. The General Secretary, Lord Marshal, and Merchant General along with their cabinets reside here. They are responsible for social, military, and economic matters respectfully.
Military
The Confederacy doesn't have a standing military technically. The closest thing is the Peacekeeper Corps which is composed of military units provided temporarily from member states to deal with a dispute that has failed to resolve itself peacefully. There is also the council chamber guard, but they're considered more law enforcement than military. But the guard aren't pushovers, they have the skill of professional soldiers. The Peacekeepers can be composed of ground and space units and are deployed off world when the need arises. But generally the nations are responsible for guarding their holdings.
Technology
The pinnacle of Vorskel technology is perhaps the warp drive, which allows travel to the stars in days or weeks rather than years. This miracle of engineering is the most expensive piece of machinery ever produced. For power generation they use nuclear fusion reactors. Additionally they have highly advanced capacitors for power storage. Other than that however, they are rather conventional. Energy shielding is something not yet used by the Vorskel. So for protection they rely on armor or agility. For weapons they use particle beams, lasers, railguns, coilguns, and missiles. Their computers are far more advanced than what 21st century humans would know, with 512 bit operating systems. Their ground forces just use old fashioned guns and missiles that wouldn't be out of place on a modern battlefield. Some specialist units use railguns, however.
Culture
Culture varies from place to place but generally the Vorskel are a conservative people. Bodily augmentation is frowned upon for one. Secondly, traditional gender roles are observed, and deviating from them isn't encouraged. They aren't a particularly pious people, many opting for agnostic atheism. Though, religious followers aren't that uncommon. They generally form life long monogamous pairs and having multiple romantic partners is highly frowned upon. There are exceptions with certain nations, however. As a result they do practice marriage to cement a union. Homosexuals are tolerated but not all that liked. They do not have a rigid caste system, but they still do have class differences.
Name of nation: Solsys Network Species: The Solsys network originated on Earth/Terra and has a large amount of terran derived population.
The Solsys network is a technologically advanced nation that wholly embraces cybernetics, AI and to a lesser extent genetic engineering, The difference between "AI" and "Human" is blurred with the Solsys network as most members are cybernetic lifeforms or fully digital. As the Solsys Network had its beginnings on earth the majority of them are at least based on humans Neurologically.
Description of government: The Solsys network is a sentient social network capable of making decisions based on the will of the people but also not a complete "slave" to mob rule. The Network is distributed throughout Solsys explored space and different "nodes" have some degree of independence. Reputation plays a major role in Network politics and economy, those with a positive reputation tend to get more support and thus greater access to resources. Those who manage to piss enough people off enough might hit rock bottom. Any conceivable thing can gain reputation. Generally, Higher Reputation entities are trusted more so that when they give someone rep the rep means more.
Description of military: PMC Overwatch: Many Private military Contractors exist throughout Networked space, Protecting employers assets in exchange for sweet sweet reputation. Overwatch exists to police them, those PMCs who join overwatch are given better equipment and are generally better trusted due to the codes they have to follow. PMCs are still largely given freedom of who they work for but "Using force to acquire Reputation" is strictly forbidden. If the need among the network is high enough, Overwatch may organize PMCs into a true military to deal with threats to the Network as a whole.
CommGuard: Commguard is a paramilitary organization who dedicate themselves to defense of Interstellar communication and trade. In a society such as the Solsys network this job is considered of utmost importance. Commguard Security forces defend planetside communications equipment while in space they command fleets of escort ships to protect wormholes and traders.
Technological Overview: (WIP for now) Cultural Overview: The Solsys is fairly multi-cultural however some ideologies have become more common, in general most members of the network are accepting of augmentation technology. Over the years the network has become more focused on information rather than physical objects. (WIP) History: (WIP till Terran Union posts) The Solsys network traces its routes back to ancient Social media on earth, Early human AIs started to gain some rights through "Legal Shenanigans" one of these AIs was originally tasked with being a social network. This network gained a massive amount of followers becoming the dominant social network in the west. As the old government of the United States began to crumble from corruption and attempts to correct the corruption The Network remained. Under a new reputation based economy the corporate landscape underwent major changes, some old companies could no longer survive while others thrived. Eventually the network spread to the SpaceX mars colony and eventually the entire solar system becoming the "Solsys Network" While having vast ideological differences with the Terran Union the Solsys network was its ally during the war against Fascism in Europe, The Solsys network and Terran Union still have qualms with one-another but very rarely openly fight, often working with one-another. The Solsys Network created a large interstellar communication network using wormholes that allows FTL communication between Systems close to earth, they plan on expanding coverage whenever possible, The Commguard protects these wormholes to ensure they are not sabotaged by hostile forces. Other:
Man, I really want to join this, but I'm really not sure what to use. I was originally going to go with 'ringworld space police robots' as soon as I heard about this, that used really high technologies to basically be, well, space police. Galactic-standard-protocol-setters. However, now I'm toying with the idea of semi-majyk based, pacifistic moth people who want to change the galaxy through the use of magic-based biotechnologies and helping other societies with the aforementioned technologies.
I'll write both their sheets up and think about it some more I guess.
However, now I'm toying with the idea of semi-majyk based, pacifistic moth people who want to change the galaxy through the use of magic-based biotechnologies and helping other societies with the aforementioned technologies.
Sounds like what the Lothrians are but with hyper advance technologies
Pardon my ignorance but did anyone make a human faction yet. I might have a fun idea with them involving them not yet meeting any aliens. If somebody took them but human splinter faction is not out of question then perhaps I can still do a modified version of this.
I'll be working on a civ akin to the Federation from Star Trek, except with quite a number of twists. Which is why I want to have some exclusivity on humans as race, if possible. Basically the newest iteration of these guys: roleplayerguild.com/posts/3419300
I'll be working on a civ akin to the Federation from Star Trek, except with quite a number of twists. Which is why I want to have some exclusivity on humans as race, if possible. Basically the newest iteration of these guys: roleplayerguild.com/posts/3419300
Sorry bout this, but I kinda yoinked Earth. My history allows for plenty of splinter factions though, so you can still easily play as humans. Just PM me if you want some more details and maybe we can work something out.
Sorry bout this, but I kinda yoinked Earth. My history allows for plenty of splinter factions though, so you can still easily play as humans. Just PM me if you want some more details and maybe we can work something out.
Well, that puts damper on quite a few things. I can still make this faction but I have to change almost everything about it.
I have two ideas which can work. 1.) They are descendants of colonists participating in a long range FTL jump experiment. They were thought to be lost but actually they were sent to a distant planet while also displaced in time. They built up their own unique civilization which barely resembles yours.
2.) Parallel development theory. Star Trek loved this excuse. Basically we are humans that developed on a different planet but very similar to Earth. Our language and culture has eerie level of similarities at times yet we are also quite different in other ways. If you watched the original Star Trek series you know what I am talking about.
Ironically I think 2.) violates our suspension of disbelief the least. We just need to come up with a name which makes my humans distinct from yours, at least when we refer to each other.