Fade Rift Mods (
faderifting) wrote in
faderift2021-12-04 08:20 pm
Entry tags:
- ! mod plot,
- abby,
- bastien,
- benedict quintus artemaeus,
- byerly rutyer,
- derrica,
- edgard,
- ellie,
- james flint,
- john silver,
- julius,
- loki,
- marcus rowntree,
- obeisance barrow,
- tsenka abendroth,
- wysteria de foncé,
- yseult,
- { adrasteia },
- { astarion },
- { cassius black },
- { dante sparda },
- { emet-selch },
- { gabranth },
- { glimmer },
- { james holden },
- { jone },
- { mado },
- { prudence night },
- { richard dickerson },
- { sylvie },
- { vincent rovente }
MOD PLOT ↠ ALL SOULS WHO TAKE UP THE SWORD
WHO: Nearly everyone
WHAT: Retaking Val Chevin
WHEN: Late Firstfall into early/mid-Haring, 9:47
WHERE: Val Chevin, Orlais
NOTES: Generated injuries here! CWs for violence, slavery mentions. Use content warnings in your comment subject lines as needed.
WHAT: Retaking Val Chevin
WHEN: Late Firstfall into early/mid-Haring, 9:47
WHERE: Val Chevin, Orlais
NOTES: Generated injuries here! CWs for violence, slavery mentions. Use content warnings in your comment subject lines as needed.
THE BATTLE
The battle begins just after dawn, once the distraction at the harbor has drawn as much of the enemy force to that end of the city as possible. Bombardment (magical or otherwise) is fruitless while the elvhen shield artifact continues to magically reinforce the walls and gates, but a Riftwatch team is on its way and will soon have disabled it. In the meantime, while the enemy's attention is focused on the harbor the assault begins. The first waves of soldiers are sent up ladders to try to fight their way over. Some make it, and fight their way along the battlements to try to reach the gate below, in hopes of unbarring it from within even before the shield is broken. The attacking force very nearly manages a lightning-quick victory, numbers pouring over a section of the wall left unmanned by the harbor distraction. They might have managed it when, suddenly, a rush of magic descends down onto the walls, physically, enough to blow their hair back and everything, and a glowing dome spreads over the city—essentially an enormous magical barrier.
Those at the tops of ladders suddenly find their blows absorbed by the magic rather than landing on the overwhelmed guards along the wall, while the defenders' blades still pierce through from within. The tide quickly begins to turn in favor of the Tevinter defenders. Some of the attackers are caught already within the walls when the barrier drops, and without more following behind them are quickly outnumbered, either killed or forced to flee deeper into the city to try to avoid capture. There is traffic jam at the top of the wall as forward progress abruptly halts, and at least one ladder accidentally falls in the resulting confusion, taking a dozen or so attackers with it. Attacks from the walls above now rain down with impunity as the attackers attempt to force their way through the barrier, reasoning that all barriers break eventually and it's just a matter of applying enough force. For a short period that feels longer, the battle stagnates, all the damage being taken by the allied forces, the Tevinters on the wall able to regroup and reinforce their ranks.
It takes longer than anyone had planned but finally the Riftwatch team inside the city is successful and the barrier dome dissipates as abruptly as it had appeared. A cheer goes up, flagging morale restored, and the assault takes on renewed intensity. Without their magical protection the gate is no longer unbreachable. Rams are aimed at it and magical force as well, protected by archers and more mages, with assistance from some griffon riders above. The enemy throws down scalding stones, oil, even Antivan fire, but their force is stretched thinner and thinner, and more and more attackers make it over the walls to harry them back. Finally the gate splinters, and the armies of Orlais and the Divine stream into Val Chevin.
The Tevinter and Ander forces don't give in that easily. They make a stand in the central square of the city, fighting on the steps of the Chantry and the lip of the great fountain itself with its four leaping seahorses. They retreat through the streets, broken up into smaller groups, some barricading themselves inside a building, others seeking to hide in a home, more running, or looking for chokepoints they can defend, mages tearing stones out of walls to block pursuit. Some of the people of Val Chevin, sensing an end to the occupation at last, join the fight, driving soldiers out of their homes and shops with pitchforks and butcher's knives, raining trash and debris down on them from windows, calling out warnings and directions to friendly forces, offering water or aid where they can.
By mid-afternoon, it's over. Some of the occupying force have managed to flee into the countryside or into one of the few ships remaining intact in the harbor. Many more are dead. The remainder, perhaps as many as a thousand, are gradually cornered at various places around the city and give themselves up. Not all surrenders are honored--some, particularly Orlesians and locals caught up in the fighting, are eager to dispatch the enemy occupiers once and for all and unless someone intervenes may ignore the laying down of arms. Stragglers still attempting to hide or escape are rounded up throughout the day (some even later), tracked down by searchers or turned in by locals.
THE "SAFE AND SECURE" SHIP
Anchored at what is believed to be a safe distance just up the coast to the northeast of the city, Riftwatch's shipboard base of operations provides a landing and launch area for griffons, triage for wounded, and on large tables and boards a collection of detailed maps of the area and of the city and its various districts on which action is tracked as crystal reports come in. Some are assigned to shifts manning the crystals: taking in reports, asking questions, soliciting aid, sending griffon riders where they're most needed. Others analyze the information provided, plot it on the maps, or coordinate with allied movements. Supplies are doled out from the ship as well, from spare weapons and armor to food and water, grenades, lyrium potions, healing poultices. Though the breeze only intermittently carries the sounds of battle out here, the ship is still a buzz with activity throughout the day.
Disaster doesn't strike until the afternoon, when a group of Tevinters fleeing the city manage to commandeer one of the remaining mostly-intact ships and somehow make it out of the harbor despite not entirely knowing how to sail. They straggle out into the bay, catch the wrong current, and are suddenly on top of the Riftwatch ship. Though smaller and already beginning to sink, the Tevinter vessel manages to tangle itself with Riftwatch's anchor cable, and the couple of mages on board make a doomed attempt to trade up for the bigger, more seaworthy model. They fail, but not before managing to do some serious damage to Riftwatch's ship, sufficient to sink it as well.
A hasty evacuation follows by griffon and longboat. The ship sinks rapidly, leaving just barely enough time to get all the wounded ferried to shore and still come back for the healthy before they go down with the ship.
THE AFTERMATH
IMMEDIATE NEEDS
First things first: the wounded from the battle need to be attended to, including not only those from Riftwatch's ranks, but also members of the Orlesian military, local civilians, and Tevinter and Ander prisoners—though opinions vary about whether or not to provide them with any assistance. The Orlesian military has supplies and surgeons, and Riftwatch will be welcome to either seek care or help provide it in medical tents that are set up on the outskirts of the city even before the fighting has fully concluded. During this first evening, this area is not a peaceful place to be, filled with shouts and moans and blood-spattered people darting between emergencies. Even with Riftwatch's help (and magic), resources are stretched thin enough by severe injuries that those who look like they're going to survive without help might be turned away to deal with their pain and cosmetic concerns the old fashioned ways: finding elfroot sprouting up between the cobblestones to chew on, or gritting their teeth and getting over it.
Throughout the night, paranoia persists about the possibility that belated reinforcements—or, worse, a dragon—might arrive to prolong the battle. Soldiers keep watch along the walls and at some forward locations, and Riftwatch's griffon riders are sent to observe the portions of the occupying force that fled north and ensure there's nothing amiss. Nothing seems to be, but continuing to lightly harass the Tevinter and Ander forces to hurry them on their way and keep them from pausing to ransack anything won't hurt.
In the morning, back in Val Chevin, those who look strong and uninjured are enlisted to help with clearing debris from the places where the fighting was heavy and magical enough to collapse walls and roofs or topple statues, or else loading bodies onto carts bound for the pyres outside the city. By mid-morning plumes of smoke streak the sky. The bulk of the damage and death is concentrated on the docks, where the dreadnought crashed and where the initial smash-and-burn fighting took place. Meanwhile, throughout the harbor, griffons will prove useful in examining the water for concentrations of floating bodies—which need to be fished out to avoid a walking dead problem in the future—or debris that's potentially either useful or dangerous. Given what the dreadnought assault team reports, there's also a careful search for any red lyrium-infested sea creatures in the harbor, but while other pens like the one that contained the very large red lyrium octopus they encountered, all have been destroyed in the chaos and no other beasts are spotted.
TAKING STOCK
Over the course of the week, supplies arrive by land and by sea from across Orlais—some from the government, some from charitable patriots who put together donation drives as soon as they heard the news. About eighty percent are practical and useful: winter shoes and clothing, flour and preserves and other long-lasting foods, bolts of fabric, apothecary supplies, a few dairy animals and chickens. The usefulness of the rest varies, including a crate of used toys (labeled FOR THE SWEET PEASANT CHILDREN), an assortment of expensive hats that were in season last winter, and collections of plain masks and face paints in case Tevinter was cruelly forcing anyone to go barefaced. Riftwatch is given leave to distribute these to people as they find needs to meet.
The surviving Orlesian civilians who have been trapped in the occupied city for the last two and a half years haven't been as starved or brutalized as popular imagination may have assumed, but the experience has been plenty miserable. Outside of a few public executions, agitators and those who fomented rebellion against the occupiers have by and large disappeared more quietly. Due to its collective general experience with the Tevinter language and magic, Riftwatch is given the fairly depressing task of sorting through the cells and torture chambers in Val Chevin's central keep, where records and other evidence of executions remain. It's enough to determine who died and how. Some had quick deaths; others were tortured or used for blood magic rituals. A handful appear to have been removed from the city and sent north to be held in Tevinter instead. Relaying the specifics to family members will generally be the responsibility of Orlesian officials, but family members eager for information may corner Riftwatchers coming or going from the fortress to press them for details.
Over the next couple weeks Riftwatch is also called to assist with handling other remnants of the Tevinter occupation, such as translating documents, evaluating evidence of blood magic, and sorting through relics and enchanted objects accumulated by the Venatori. Among the things left behind is a trove of elven artifacts seemingly extracted from nearby temples. None are as powerful as the shield; most seem to be completely unmagical cultural relics.
Elsewhere, many locals were evicted from their homes to make room for Tevinter occupiers. While Orlesian officials sort through claims to those homes, including several contentious competing claims, Riftwatch is sent into them to sort through what the enemy left behind and make sure they're safe for their occupants to return to. In many they find the ashy remains of hastily burned private documents and a variety of fairly mundane magical objects: spoons that stir themselves, hats that are always cool on the inside, candles that light and extinguish in response to clapping.Each is the work of a bound spirit that can be released or destroyed—or left to continue its eternal work, if someone wants to pocket an object rather than restore it to its original inanimate state. Throughout the city, there may also be opportunities to reunite grateful civilians with appropriated belongings ranging from fine art to beloved old horses.
Orlesians aren't the only ones in the city in need of assistance. A small number of Tevinter slaves—exclusively those performing menial tasks, as far as anyone can tell—remain in the city now that their masters have been killed or captured. With the Orlesian populace and military inclined, on average, to consider them threats and collaborators, Riftwatch's intervention on their behalf is necessary. Interviewing them and checking their stories against witness accounts and Tevinter records, to ensure none of them are Venatori mages or gleeful torturers in disguise, will allow Riftwatch to vouch for them confidently. They may also be able to find sympathetic locals willing to shelter and hire those who would like to remain in the city, though there aren't that many who do want to stay.
Throughout their time in the city, Riftwatch representatives are asked to report what they find regarding the treatment of the locals and any practice of blood magic. While Orlesian officers ask for Riftwatch members to give this information to them directly, it's quickly clear that it's likely to influence Orlais' decisions about how to deal with the thousand-odd Tevinter prisoners. Individuals identified as responsible for atrocities are being tortured or executed, especially if they're unlikely to have or provide information, and there is nothing ensuring the entire group won't be ultimately executed after the dust settles. With that in mind, Riftwatch receives instructions from the Division Heads to instead bring the information to them so it can be compiled, double-checked, screened for any individuals Riftwatch may need to question themselves, and delivered with a diplomatic touch.
GOING HOME (OR NOT)
Approximately a week after the battle, as the majority of Riftwatch is preparing to leave, Empress Celene and members of her retinue arrive in Val Chevin. They're greeted by a restrained military parade and less restrained enthusiasm from the civilians, who will line the streets to catch a glimpse and celebrate the symbolic return of the city to full Orlesian control. Riftwatch's attendance is not mandatory. Most of the organization leaves that day to return to Kirkwall and their other work. However, a small number remain behind for a few more days, overseen by the heads of Diplomacy and Forces, to provide administrative support while the Ambassador and Commander liaise with the Empress' people about their plans for the Tevinter prisoners. As thanks, they might be invited to endure a few stifling fancy dinners.

silas.
aftermath - healing/medical tent OTAs
As comforts go in the field of medical attempts fresh struck at the city’s outskirts, the best that can be said for Mister Dickerson is that he looks like he looks very assured in whatever it is he’s doing, jackson pollacked as he is in arterial spatter. He’s a lean man with a severe haircut and keen eyes, scarred across one cheek, a snip missing out of his ear. His sleeves are rolled crisp past his elbows in spite of the cold.
At times he’s twisting tourniquets tight or helping to pin thrashing survivors down while they’re stitched by defter hands. At others he’s doing the stitching.
The clawing and screaming doesn’t seem to reach him.
II. Smoke break:
Long after the sun has set, he can be found sitting at a campfire near enough the tents to hear the groans of the dying. He smokes as he scrubs blood from around his wrists with a wet cloth, an empty bowl of stew and a pot of filmy water on a flat stone near the fire.
Though he’s hardly the only one smoking, the drift of burning elfroot on the wind makes him easier to find.
So too does the splinter of Fade green glowing in his palm.
III. Graveyard shift:
Later still, he passes between rows of makeshift sick beds like a shade while other healers work on into the night. Tapped, too tired to sleep, he’s buckled up in his armor and the mangy bristle of his cloak to search for familiar (or suspicious) faces among the resting injured. Here and there is someone lying awake in pain or terror, and he’ll pause to share his joint or a sip of whiskey while he assesses their condition if they’re pitiful enough.
His step is near silent in spite of the armor, the tug of a limp at one heel. Glimmers of candlelight show how closely his face is drawn against the bone by exhaustion.
Even once he’s out of weed and drink and standing dim outside the tent to squint at the temptation of a nearby campfire, he’s coppery sharp and smoky with the stench of his evening so far, booze warm on his breath and watery in his eyes.
afternoon + julius.
It's the first thing she thinks of, underneath Julius's arm on his right side, skimming the tent for any faces she recognizes and promptly hauling him in that direction once she has. A surreal combination of surprised pleasure (Zseiless is a healer of some kind, how useful, how good to know) and silly disappointment (it really would have been delightful if they'd at least met one more time without pants, three for three).
She is filthy, in basic armor that looks dented and a little smoky, using her staff to brace both herself and Julius, but it's clear at even a glance which of the two of them is here for medical attention.
“I can't bring him back to my brother in bits,” she says, in lieu of a greeting, “but none of it seems fatal unless I roll him in dirt and leave him there.”
Julius gets a pat on the back, reassuring, a silent: not that I were going to.
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It may instill more confidence that he pivots to a pot of fresh-boiled stuff to rinse his hands before he turns to receive them properly. There’s a spare cot nearby with sheets about as bloody as his sleeves; he’ll lean in to assist in levering Julius into it.
“What happened?”
He has the good grace to ask Tsenka only after he’s started thumbing open fastens, buttons, buckles -- whatever barriers there are to flay off of the blood-sticky injuries beneath. His hands are still wet.
“Enchanter,” he thinks to greet later still, as is polite in the process of swiftly relieving a mage of his armor.
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(That said, he does have the brief thought that he remembers popping back up from blows more easily during the Denerim. Whether that was due to his level of terror or just being 28, he couldn't say now.)
There's a shallow gash along his left shoulder, but the more immediate problem is the wound to his left side. Like most mages, his main approach to melee is "don't get into it, if possible," but it hadn't been that sort of day, and the Barrier he'd thrown up had been a fraction too late. It meant he wasn't dead, and might not even have weeks of recuperation ahead, as nothing vital was in the thrust's modified path. But in the immediate, he probably does need to stop losing blood.
To answer the question, though, Julius is a bit more succinct. "Only partially succeeded in deflecting a sword. I set the man holding it on fire, but you know, he'd already done the slashing." Win some, lose some.
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“It all got a bit confused somewhere in the middle,” she says, leaning her staff against the cot and lending her assistance in getting discarded pieces of armor and clothing out of the way — it's not as if she didn't meet Julius wearing even less — and she might as well be useful, if she's going to be standing here offering unnecessary editorial comment. “I felt the barrier when he was already going down behind it. And I think that's a burn,” pointing at his shoulder.
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“The burn can wait,” he decides. “Lie back, please.”
He leaves a five-fingered stamp in crimson across Julius’ chest when he uses it as a pivot to turn himself away. There are supplies for him to collect from an assortment nearby.
To Tsenka, he adds more quietly as he goes: “Keep him awake.”
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He wonders, absently, how many Riftwatch uniforms are going to have to be remade. The brief math of personnel hurt badly enough to ruin the uniform but not so badly they won't need them anymore is only fleeting, though. It's not a helpful thing to dwell on, he knows from experience.
Instead, he says to Tsenka, "I don't feel in any immediate danger of passing out, if you need to get back out there. You've already done plenty."
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III
The weakened query comes from below, the fancy ambassador's assistant nigh unrecognizable with his hair and clothes a mess and a bruise for half his face. He's laid flat out, unable to lift his head or use his arms, a blow to his upper back having been heavy enough to incapacitate him while not dire enough to put him anywhere near the top of the priority list. He's not dying or in danger of doing so, but he is very, very uncomfortable.
The smell of the weed is almost too tantalizing to handle in his current state of being utterly unable to acquire his own.
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His scrutiny is sharp in the candlelight in spite of the smoke. They’ve worked together before. He’s further familiar with the office of the Ambassador. The bruises are new.
Mr. Dickerson walks away.
He returns a moment later with a three-legged stool to drop at Bene’s bedside, cloak swished aside without flourish for him to sit.
“Are you able to lift your head?”
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A stiff and subtle shake of his head answers the question.
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A sharp flick sends embers and ash vanishing off the end of the joint into the cold and dark; Richard reaches to set the less incendiary end to Benedict’s lip for him to drag on.
“I can’t leave it with you.”
He’ll dribble cinders on his chin.
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"That's fine," he more mouths than vocalizes, "thank you." Opening his eyes again, he looks up into Richard's with sincere appreciation.
Benedict Will Remember This.
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It twists away like the smoke through his fingers when he’s thanked and his discomfort for the vulnerability of it all finally takes his gaze elsewhere.
“Shall I alert your master of your condition?”
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smoke break
Hurts like a bitch. She's grimly waiting her turn; once their side has stopped trying its best to hemorrhage to death, they'll come set and splint this goddamn arm for her. Hopefully soon.
The hurt limb crosses her body, hand tucked around her waist. She hunches over it where she sits, trying not to jostle anything.
Inhaling the scent of the elfroot muddies her a little, in a good way.
"... At least sit up wind."
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“It’s ‘Abby,’ isn’t it?”
He resumes his work.
Some Rifters are more vocal over their crystals than others. And some are illustrated in detail in the notebooks of their compatriots.
“Elfroot is coveted for its ability to nullify pain.”
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After glancing at him, she's realised she can't place him in return but that's- it's not really a problem right now, comparatively? Abby's got one, big, painful problem she's dealing with at the moment, there isn't room for anything else. "Don't know your name," she admits in return, and breathes out through her teeth.
There's no way to tell if he's messing with her or not. Unfortunately, she has little patience to dedicate to figuring that out, so:
"If you're not going to share it, fuck off."
Not exactly in a position to go around hunting around for sprigs, is she.
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His fingertips are still a little damp, blood dark under blunt nails, rolling paper blotted off-color near its neck. In the firelight, the staining could be anything.
There may be more sanitary options available, but none close at hand.
And this is what she asked for.
“My name is Richard.”
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At least she doesn't care about blood on the filter. Kinda well past the point of being bothered by something so small.
Predictably, the curl of smoke in her lungs makes her cough.
"Right." She hangs onto it, and has another good pull before she passes it back, sighing.
"Good to know you." Even if only for his elf weed.
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But it’s fleeting, smoothed over in a smoky exhalation.
“'Injured,'” he echoes late, with a gesture for her to keep the weed and little more than a mild, “Mm,” for her profession that it’s good to know him. As if it strikes him unlikely, all tatty and raw as he is on the slab of basalt he’s claimed as seat, dining table, ashtray, and bath. Blood is still smudged at his throat, dark behind his ear.
Steam rises steady from his pot of water, the rag twisted over its edge. He seems to have forgotten it's there.
Busy watching her smoke instead.
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iii
Which makes it less surprising when he notices nearby movement, recognizes the familiar profile.
"How are you?" he asks in low tones, pitched not to disturb the others. If there's some irony to that coming from him, sitting in a cot, after needing healing, well. That can't be unfamiliar.
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As is, he turns slowly to size up Holden on his cot, eyes pale in his skull, smoke unspooling slow from a rolled joint between his fingers.
“Still alive,” is the answer, mild and quiet as he might be if they were having this conversation at the back of a theater and not in a tent full of festering casualties. The only blood on him now consists of a few smudgy fingerprints across his breastplate, likely too small to be his own. “How are you?”
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With no more poison pumping through his system, some hours of rest behind him, he's clear-eyed and reasonably alert in the darkness of the tent. He's unkempt in the way of the newly awakened, sleep-rumpled, coat and overshirt and boots and belted weapons discarded at the bedside. His foot, cleaned and bandaged and beneath the blanket, hurts, but not worse than he can take. Better off than most, probably, in this tent, and he knows it.
"Thanks to you," and, "You should sleep if they can spare you. I know you don't need me to tell you that tomorrow's not going to be any less busy."
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There is a measuring quality to his silence, amidst snores and rustles and painful moans. It has occurred to him that the injury to Holden’s foot coupled with the poison’s drain to his stamina means he could likely end this conversation on amicable terms simply by walking away from it.
He smokes while he thinks about it.
“You look better.”
With multiple avenues for escape, Mr. Dickerson picks his way close enough to sink his way down onto the cot at Holden’s feet. Is Derrica’s wounded corpus there also? Maybe. He doesn’t seem to mind.
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On a scale of one to dying in an alleyway, better is a low bar. Still, he unquestionably clears it: maybe not quite good as new as he'd earlier promised Derrica, but not so far as he could be.
(She isn't far, either. But Silas doesn't sit anywhere that's likely to disturb her, and wouldn't besides. Jim hasn't seen much of them together before today, but he's seen enough, knows enough of Silas's professional integrity.)
"I've experienced a lot of new things here," in Thedas, is meant, such as magic, "but getting shot by a bow and fucking arrow is one I didn't expect."
More lighthearted grousing than any real pique.
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gently ties a bow