“No one ever became extremely wicked suddenly.” --Juvenal Note from the DM: A thing I must profess is your villains to be Lawful evil or at least natural evil (or be of an alignment that will be ok with doing evil acts). Also a thing to remember even if your characters are chaotic is that it will be the party against the entire nation of Talingarde and champions of good mortal and immortal with evil rivals (mortal and immortal as well) in the mix. so it will be unwise for your characters to be betraying each other. I may even allow for a Good Character to join this band of villains who slowly loses bit by bit their morality as they do increasing evil acts. But again I need a good back story for it. Perhaps that character truly was innocent of the crime (except blasphemy many scholars and clergy of other gods have faced the inquisition's fires because they said something taken as blasphemies or owned one or more of the increasing number of banned books on the island) and once escaped may have even planed to betray their new comrades and redeemed themselves...but slowly they realize all that they stand to gain and perhaps to punish Talingarde for wrongly imprisoning them in the first place. Another note is that your characters are from Talingarde or with a good backstory as to why they are even in Talingarde. before creating a backstory look at the list of crimes and determine which one best fits your character. I have links to some choice selections from my library of books to help create your villain class or race wise. All these links will be at the bottom. Also if you wish to play as a former Priest of Mitra refer to that discussion when making that character. one last note that I must again empathize ITS GOING TO BE YOUR PARTY AGAINST THE WORLD! unlike a good party with evil parties it means I the DM get to use everything in my books against you official and 3rd party the hosts of the righteous and the legions of the damned (just because your evil does not mean that other evils will like you) and in this campaign my gloves have been off and now I am wearing gauntlets. if you want to be create something unique talk to me about the concept and we will see about what we can do to make it. Also take a look at the Nature of evil discussion when trying to discide your villain for an idea of what kind of evil you want to be. So what did you do to get in Branderscar? "Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends." "What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only..." "No. No one has ever escaped from Branderscar Prison. This is where your story ends." Unlike a beloved game series were your character was a prisoner for crimes they may or may not have committed but ultimately escapes or is released to become a great hero (most of the time depending on how you play;) ). Your Character is guilty of crimes against Talingarde. your crime will be treated as a trait with bonuses. In addition to your crimes explain how they caught you. But in your back story there are two requirements 1. They caught you and 2. you really did it. See below for the list of crimes. Determine your ability Scores for these pick one ability to be your focus which give it a 18. Your Foible will be 8 your other 4 ability scores roll 1d10+7. Pick your Race Any base race is a fine choice. Though certain races are a little more difficult to play however. More monstrous and savage races could come from either the Caer Bryr or the Savage north. For most of the adventure your group will be infiltrating and destroying Talingarde. So creatures such as a minotaur, goblin or even a serpent man will have trouble unless they are very well disguised or using magic. Also some considerations for these races as they are heavy or lightly described in the adventure path to help with your character's back story. Bugbears: Also known as the burabar among themselves for a long time they have been driven into the wilds of Talingarde along with other monstrous races held back from raiding and savaging the south do two main factors. one the watchwall and the reign of Dinarius and two the tribes are disorganized and poorly armed. Oh how noble the knights are for running down a group of poorly armed bugbears armed with crude clubs, spears and claded in hides and furs. Perhaps you were once part of or even lead a raid against the hated men of the south but was captured and placed upon trail. You have heard stories of one of your kind who wields a ax of fire gathering a great host not for a massive raid but war. But even if this rumor is true you have no means of joining or aiding him now... Dwarves: The dwarves of Talingarde were the seconded known race to build a civilization upon Talingarde during the heights of time of Dwarven kingdoms when Dammerhall still stood upon the mainland. How ever the destruction of Dammerhall lead to the decline of the Dwarven realms with the Talirean Dwarvens being the last realm to fall starting with the Iaen humans coming to Talingarde and finally breaking when the Talireans Finally came and besieged their last holds. Weather these holds fell to either by war, disease or cultural integration they still fell. The dwarven population slowly integrated into the human population and you have the situation you have today – dwarves and humans living side by side with largely the same culture. These dwarves have made their mark on Talirean civilization from top to bottom. From the steel plows in the fields to the fine plate armor so ubiquitous among the knights and nobles, dwarvish technology is everywhere. But there were a few dwarven holds that did not go quietly. Sensing their eminent lessening and destruction, they cursed their fate and turned to old, forbidden dark gods of the earth. They pledged their loyalty to these infernal deities if only the human tide would be abated. It was these dwarves, corrupted and twisted by hatred and dark magics, who became the duergar. The duergar fought both invading human and dwarf to the last and it seemed for a while that they might actually prevail. But then the humans unveiled a new sort of ally. Dwarven warriors fought alongside human soldiers. These dwarven tunnel-fighters and engineers rooted out the duergar in their fastholds and scattered the corrupted dwarves. Only a few hidden fortresses yet survive in Talingarde and they continue to exist only by savagely guarding their secrecy. Elves: The native elven populations live in ether the Cear Bryr (the Fey Elves) or are the Ice Elves of the Savage north. both of these races are long misunderstood by the Talireans and little know known about them. Half-Elves: On Talingarde half-elves come from ether the Caer Bryr or possibly is from House Barca with is largely half-elven. House Barca once ruled Talingarde before the rise of House Darius House Barca ruled led by at the time King Jaraad who at the Battle of Tamberlyn was defeated by the Markadian the 1st also known as the Victor. To this day House Barca feels great resentment towards House Darius for deposing them. Count Leothyn of Barcan and current head would love nothing more than to see one of House Barca sit upon the throne again. Generally speaking if House Barca sees the chance to restore the Barcan dynasty they may very well take it. The Half-Elves of the Caer Bryr are another story among the Iraen due to their religious beliefs have long considered mating with the fey-elves of the Caer Bryr to be a sacred rite. Children born of these unions are most of the time born female and these half-elves make up and form a priest caste of druids. Among the Iraen they are held in great respect and are the true political power among the many tribes of the Iraen. Humans: Talingarde has three native human populations The Talireans who for the most part inhabit the Borderlands, Heartlands, and the Cambrian ports, the Iraen tribal and clannish barbarians who dwell in the Caer Bryr, and the Yutak a nomadic people not too dissimilar to the Inuit of Earth who live in the Lands of the Yutak a island chain to the north east of Talingarde. But looking at these human natives. Talireans live in a medieval society where the god Mitra is held in great respect and his worship is the state religion. At their worst Talireans are xenophobic and very misunderstanding of the unknown and can be very intolerant (Not even the Victor himself could have united the island he once tried to make an alliance with the Iraen of the Caer Bryr but however due to religious beliefs nothing came of these talks except wasted time and reopening old wounds). At their best there are very few exemplars who value the lives of their community and nation and would grandly die for their neighbors (no matter their race) even in a lost cause. (The Talireans else wise are average humans who have the good and the bad among them dispute living in a lawful good nation. they are a penitence and long suffering people but otherwise you can find all kinds of alingments among them in many places of their society). Iraen are not a single tribe of barbarians but many who are spread all over the Caer Bryr. They are not without metal working but few actually own full sets of metal armor (Its better to compare them to the Celtics during the Roman empire but with Iron or even steel). Their Tribes are ruled by male chiefs with an order of female half-elven druids are the true politcal power in the Caer Bryr (Though none of them have the politcal clout to unite the tribes). The Iraen are an ancient people who like the dwarves, elves, and even the monsters of the north have lived in talingarde before the Talireans. The relationship between the Iraen and the Talireans are terrible. The Talireans have never acknowledged the sovereignty of the Iraen and have always considered it their right to eventually own the whole island. The Mitrian faith has not helped in these matters ether and their discouragement of other religions will only add fuel to this already blazing fire. (Among the Iraen there is a prophecy that is largely unknown among the other races but a player who wishes to play as an Iraen will know about it) The Yutak. These people as mentioned earlier are best compared to the Inuit who dwell in the northern arctic regions of earth. These people do not value gold as it makes a poor material for tools and weapons (a player who makes a Yutak will need to learn the value of gold unless they have learned beforehand...). Like the Iraen they have their own pantheon of pagan gods unknown to the rest of talingarde but otherwise there is no bad blood between the Yutak and the Talireans in fact many merchants among the northern parts of the Cambrian ports and the border lands keep a store of metal harpoons in hopes of trading Ivory with a visiting group of Yutak. Note from the DM: you may notice that there is no special mention of gnomes ,halfings or even half-orcs the reason for this is because none of these peoples have had a great impact on talingarde as a whole. These races due live on talingarde but however they are not many and talingarde has no orcs to begin with so any half-orcs are unlikely to be even native to talingarde (though it is possible though). There is not much lore I could wrangle from the adventure path about these peoples. But think of the sweet irony of the small folk dominating the island that has so long overlooked their people...or even the possibility of a half-orc or even full orc drawing angry green tides of savages to them... Age Unlike most games in this game age is important if your playing as a being that can live for hundreds of years (like say a dwarf, elf, vampire etc.) As these beings more than likely have met some of the islands historical figures Like Markadian the First aka the Victor himself. Class of the Wicked All classes are permitted except the Paladin. Paladins do not walk the Way of the Wicked. A few classes require some special consideration below. The Anti-paladin from the Advanced Player’s Guide is well suited thematically for this campaign. Alas, the class requires a chaotic evil alignment which is not permitted. Thus it is recommended that your GM allow the house rule “The anti-paladin may be of any evil alignment”. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment instead of the usual “chaotic evil” requirement. Also, a lawful evil anti-paladin may not use their fiendish boon to add the ‘anarchic’ property to a weapon. Instead, they may add the ‘axiomatic’ property. Assassins are a great choice for this campaign. Subtle killing can potentially be useful again and again. Yes, this is a prestige class not a core class. But it’s a great prestige class to be working towards at level one. Barbarians can be a good choice, but since chaotic alignments are not allowed (see below), neutral evil or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service. Cavaliers are a fine choice for a PC but must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate indeed. Clerics and inquisitors are allowed but must worship a god who approves of the villainous path ahead of you. Worshipping the lawful evil god Asmodeus is strongly encouraged. At the GM’s discretion it may be required for divine classes. Druids are permitted though neutral good druids are not. Evil druids are a perfectly valid choice but you must decide why such a character would ever join an organization that honors a lawful evil god. Gunslingers are permitted but this adventure path assumes by default that firearms do not exist. There are no guns found in the treasure or adversaries who use firearms. If you want to play a gunslinger, you should talk to the me about this. I may approve this choice (which I will), perhaps your character wants to come to Talingarde to advance the kingdom but was mistaken for a blasphemer... Monks may not be lawful good and are recommended to be lawful evil. A lawful neutral monk is technically allowed but would be a difficult choice. Why would such a law abiding character seek to destroy Talingarde? (A very good back story will do) Ninja and Samurai are permitted but the campaign as written makes no special allowances for them. Thus there are no eastern weapons or armor in the treasure (katana, wakizashi or naginata, for example). Further you must explain how your villainous ninja or samurai ended up in the western nation of Talingarde. Much like the gunslinger above, talk to me and we will work out these special needs. Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy. Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice. Crimes of the Forsaken The list of crimes is not meant to be comprehensive and you should feel free to create a crime and get my approval with a punishment and benefit. The crimes are treated as a trait. But remember this you are in Branderscar because you deserve to be there. Arson You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself. Punishment: Death by burning Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus. Attempted Murder You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence. Punishment: Death by beheading Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you. Blasphemy Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who are any evil god or gods that encourage evil acts preeminent among them is Asmodeus). Punishment: Death by burning Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you. Consorting with the Dark Powers (Witchcraft) You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge! Punishment: Death by burning Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you. Desecration You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord. Punishment: Death by burning Benefit: You receive +1 trait bonus on all saving throws against divine spells. Desertion You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life. Punishment: Death by hanging Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you. Dueling unto Death You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison. Punishment: Death by beheading Benefit: You gain a +1 trait bonus to Fortitude saves Extortion You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes. Punishment: Life at hard labor in the salt mines Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you. Forgery You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm. Punishment: Life at hard labor in the salt mines Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you. Fraud You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too! Punishment: Life at hard labor in the salt mines Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you. Grave Robbery It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none. Punishment: Death by beheading Benefit: You receive a +1 trait bonus to confirm critical hits Heresy You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge! Punishment: Death by burning. Benefit: You receive a +1 trait bonus on all saving throws against divine spells. High Theft You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance. Punishment: Life at hard labor in the salt mines Benefit: You receive a +1 trait bonus to Reflex saves. High Treason You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief. Punishment: Death by drawing and quartering Benefit: You receive a +1 trait bonus to Will saves. Kidnapping You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner. Punishment: Death by beheading Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts. Murder You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act.You may also have killed someone with powerful friends. Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ultimately they are too well protected. Punishment: Death by beheading Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus. Piracy You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship. Punishment: Death by hanging Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you. Sedition You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack. Punishment: Death by beheading Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score. Slave-Taking Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of. Punishment: Death by beheading Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts. Slave Trading Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom. Punishment: Death by beheading Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you. Material for your villain: here are some choice selections from my library but if you something else in mind please contact me. Vampires: this list of books are good if you wish to play as a vampire. The Liber vampyr <a href="https://drive.google.com/open?id=0B0few-MzNFJaRDJ3LUs1WThuNEE" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJaRDJ3LUs1WThuNEE</a> Scions of the vampire Blood Shadow and smoke <a href="https://drive.google.com/open?id=0B0few-MzNFJaeGxKOUJsRjRmTGs" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJaeGxKOUJsRjRmTGs</a> Vampiric Infusions volume 1 <a href="https://drive.google.com/open?id=0B0few-MzNFJaSHYyNGFtWjR3Zjg" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJaSHYyNGFtWjR3Zjg</a> Undead: for those who seek to become Lichs The Lich Master <a href="https://drive.google.com/open?id=0B0few-MzNFJab1BoSHRhQUh5QWs" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJab1BoSHRhQUh5QWs</a> Lycans: Or werewolves and other therianthropes for you laymen. Marchen Der Daemonwulf <a href="https://drive.google.com/open?id=0B0few-MzNFJacEVKaEpyR09IYWc" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJacEVKaEpyR09IYWc</a> Marchen Der Daemonwulf 2 <a href="https://drive.google.com/open?id=0B0few-MzNFJacEVKaEpyR09IYWc" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJacEVKaEpyR09IYWc</a> Bite Me (its a source book for other therianthropes) <a href="https://drive.google.com/open?id=0B0few-MzNFJaNUQ4ejJQWjRBOFE" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJaNUQ4ejJQWjRBOFE</a> Witches: Good source material if you wish to play this class. Secrets of the Witch <a href="https://drive.google.com/open?id=0B0few-MzNFJacFpHOVhab3hPQmc" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJacFpHOVhab3hPQmc</a> Fey: The Unseelie courts are fine examples of evil fey. Complete Guide to Fey (for those who want to play as evil fey) <a href="https://drive.google.com/open?id=0B0few-MzNFJaa3BEbEJ5OGRLVGc" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJaa3BEbEJ5OGRLVGc</a> In the Company of Fey (another good book for creating fey characters) <a href="https://drive.google.com/open?id=0B0few-MzNFJaX3hsRlVWYkYzUHc" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJaX3hsRlVWYkYzUHc</a> Races: In the Company of Dragons <a href="https://drive.google.com/open?id=0B0few-MzNFJaTTc3ek15LXRXanc" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJaTTc3ek15LXRXanc</a> In the Company of Monsters <a href="https://drive.google.com/open?id=0B0few-MzNFJaRTZOTTAxQjY1Wkk" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJaRTZOTTAxQjY1Wkk</a> Fursona unleashed (For those whom want to create something unique <a href="https://drive.google.com/open?id=18t57e_FOIyI01lZCn_oBfVEBCJH5oHGi" rel="nofollow">https://drive.google.com/open?id=18t57e_FOIyI01lZCn_oBfVEBCJH5oHGi</a> Little Red Goblin Games Racial Guide 4: Nontraditional races (my personal favortite are the tarrasquelings) <a href="https://drive.google.com/open?id=0B0few-MzNFJadU9hVW4tTl9CcFU" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJadU9hVW4tTl9CcFU</a> Spells: What villains does not need something evil cast? Encyclopedia Arcane Compendium 1 (contains fiend summoning, necromancy, battle magic and transmutation) <a href="https://drive.google.com/open?id=0B0few-MzNFJadlE2UVl3QTdWTFk" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJadlE2UVl3QTdWTFk</a> The Book of Forbidden magic <a href="https://drive.google.com/open?id=0B0few-MzNFJaSG9YbGxNc3Faak0" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJaSG9YbGxNc3Faak0</a> Deep Magic <a href="https://drive.google.com/open?id=0B0few-MzNFJaRFQxS1VSdzR1ZlU" rel="nofollow">https://drive.google.com/open?id=0B0few-MzNFJaRFQxS1VSdzR1ZlU</a>