Read-Me File for Banewars Scenario v1.9
By Jack Andersen  1/12/97
Last update: 2/26/98

Here is the Read-Me file. It's called the read-me file because you read it.


***READING IN WINDOWS NOTEPAD? PLEASE ACTIVATE WORD WRAP IN THE EDIT MENU!***


INSTALLING: Back up your original files! Then put all the files that you just unzipped into a new directory. (Example: C:\mps\civ2\scenario\banewars)  Then put all of these nice files in there except for the .wav files. Those you put in C:\mps\civ2\scenario\banewars or wherever you put the scenario, but put them in a new directory, (C:\mps\civ2\scenario\banewars\sound) and you must call it "sound" or the wav. files will be screwed up when you play the game. 


1. OVERVIEW
	
	This Scenario is based on my campaign world in the Dungeons and 
   Dragons Forgotten Realms setting.  For those of you unfortunate enough to 
   be unfamiliar with the Realms world, I HIGHLY reccomend reading various 
   Realms novels and playing the RPG.  Anyway, I was sitting at my computer
   playing Civ2 when I got a crazy idea: make a scenario based on my story!
   So, after a month's work (the map alone took 2 full weeks!) I finished it.
   I have gone through 4 major drafts of this scenario, and I shall continue    to upgrade it as time goes on, and as my scenario making abilities           improve.
   	This scenario is best played with the Scenarios CD.  If you don't       have it, then you cannot experience the events, and some other things        like annoying peace treaties between the warring nations will occur.
	ENJOY!

2. STORY
	
	The ancient tomes speak of a powerful demilich called Gnaag.  There     are many versions of his story, but this is the most accepted.
   During the ancient Cothic civil war, the forces of Bane (god of Strife and    Tyranny), were attempting to overthrow the Cothic Empire, and establish a    empire of dark fidelity towards the evil god. During the descisive Battle    of Caledonius (785 DR), the Cothics were annihilated, and the Banites        slaughtered the people of Coth and burned the cities of the empire.          The ringleader of this destructive force was a warrior called Gnaag.
	Gnaag was one of the first converts to the Church of Bane, 
   and he used his considerable forces to subjugate most of the Ancient         Realms to Banism.  His unholy crusade was eventually thwarted, and Gnaag     was executed.  He was burned to the stake as a punishment for his crimes.    However, Bane was quite pleased at the way and efficiency that Gnaag         used to spread the Dark Word.  For a reward, Bane transformed Gnaag          into a lich. In addition to becoming a lich, Bane gave Gnaag many            different powers and magic to help him spread the word of Bane once          again. Gnaag left the Heartlands to the fabled Island of Sahu, where he      raised an undead army to crush all that would oppose his master.  Before     he cound embark on this dark goal, the gods folied his summoning spell,      and banished Gnaag to the Demi-plane of Dread for all time.
	500 years pass.  The Realms continues on with its existence.  
   Kingdoms rise and fall, heroes and villans are made, wars, treaties, and 
   new religions shape the Realms.  In the Year of Shadows (1358 DR), the   
   gods of Faerun came to the Realms and wreaked havok. (Read the Avatar 
   Trilogy for details.) During the strife caused by the gods, the Magical      Weave that binds everything was disrupted, which allowed Gnaag to esacpe     from his dimensional prison.  By this time, he had developed into a full     Demilich (a more powerful version of the lich), and improved his magical     abilities.  The Time of Troubles passed, and Gnaag emerged from hiding       and unified the Moonsea area.  Instead of independent city-states, he        created a powerful nation called the Holy Zhentish Empire.  Gnaag became     the Emperor. 
	By using the Zhentarim  (a secret order dedicated to controlling the 
   Heartlands), he usurped control of various villages in the Vast and in the 
   Dales.  These cities were long used as Zhentilar or Zhentarim bases. 
	During The Time of Troubles and the Unification, there was an Elven
   ranger called Tarith Swiftblade.  In his youth, young Tarith befriended a
   blind ranger, and he was taught the ways of the ranger.  One day, the        Zhentarim attacked Tarith's cabin, and his ranger mentor was slain.          Tarith then devoted his life towards vengence upon the Zhentarim. 
	One day during the Unification, Tarith went with his brother Torin 
   to discover the flux of power within Zhentil Keep. During a few              adventures, they met some companions, and discovered Gnaag casting a         powerful conjuration to revive Bane. (Bane's avatar was destoyed during      the Time of Troubles.)  The companions disrupted the incantation, and they    and the demilich battled.  In the end, the companions were no match for      the powerful demilich, and Torin was killed in the battle.  Tarith has       sworn eternal vengence upon Gnaag for the slaying of his brother. 
	Tarith continued on his adventures, trying (but unsucessfully) to       stop the demilich from reviving Bane.  During the unification of the         Moonsea, the Zhentish armies invaded Thentia, an independent city on the     Moonsea, and  made it part of the Empire.  During the battle, Tarith and     Schalla (his sweetheart) fought Gnaag near the aqueduct of the city, and     Schalla was defeated and fell into the river, and she was washed down into    the sea.  Again, Tarith was defeated by the demilich, but Gnaag spared       Tarith's life.  When he recovered from his battle wounds, Tarith searched    for Schalla.  His search led him to the oriental lands of Kara-Tur, where    he found his lost love.
	While Tarith was in Kara-Tur, Emperor Gnaag completed the unification
   of the Moonsea cities, and embarked on a crusade to covert all of the        Realms to the faith of Bane...

3. CAST OF CHARACTERS
	
	NOTE: What game would not be complete without hidden characters? 
	      Look for at least one!

   1. Emperor Gnaag- The ruler of the Zhentish Empire.  An ancient demilich
	infused with the power of Bane, he will stop at nothing to spread the
        faith of the Black Lord.  The years have made him a powerful warrior 
        as a mortal, and a great mage as a demilich.  He is somewhat 		honorable (as followers of the god of strife and tyranny go), and 	tries to put the needs of the Empire above his own.  There is a 	very mysterious side to him though...
   
   2. Tarith Swiftblade- Ranger Lord of the Border Forest.  The hero of the 
	campaign. A good-natured moon elf, he is a great Ranger and warrior.
	He hates Gnaag and the Zhentarim.
   
   3. King Azoun IV- King of Cormyr.  As the ruler of the kingdom that is
	synonimous with "good", Azoun has combatted many threats to the good
	of the Realms, most recently in the Tuigan Invasion (1360 DR).  All
	of the good nations of Faerun admire Azoun for his courage and               justice.   

   4. Elminster- The most knowledgeable and well-informed individual in the 	Realms.  Is disputably the most powerful mage on Toril. 

   5. Manshoon of the Zhentarim- The leader of the Zhentarim. One of the most 	powerful mages in Faerun. 
	NOTE: If you have read the books, you know that Manshoon has many 	clones of himself in stasis, so in the event of his death, he will 	live again.  So, in the scenario, Manshoon will be revived if he is 	destroyed.  (He will not come back to life if he is: a) bribed, b) 	runs out of "fuel", or c) killed when you do not have the Scenario 	CD.)
   
   6. Vangerdahast- King Azoun's most trusted freind and advisor. 
	(Veteran Mage in Suzail)

   7. Semmemon- One of Manshoon's apprentices. Member of the Inner Circle of 	the Zhentarim. 

   8. Khelben "Blackstaff" Arunsun-  The most powerful mage on the Sword 	Coast.  One of the rulers of Waterdeep.  A former apprentice of 	Elminster. (Veteran Mage in Waterdeep)
	
   9. Flade- Elven Mage living in Shadowdale.  Freind of Tarith Swiftblade.   

  10. Fzoul Chembyrl- Patriarch of the Church of Bane in Zhentil Keep.  
	Member of the Inner Circle of the Zhentarim.

  11. Szchulan Darkoon- High Imperceptor of Bane (formerly of Cyric). 
	Lives in Mulmaster.  Is fanatical about Bane, and sometimes carries 
        this to extreme ends.	
	
  12. The Zhentarim- A secret order of evil warriors, assasins, preists, and 
	other wicked men and women dedicated to dominating trade (and thus 
        power) in Faerun. 
	
	DEITIES 
	-Too many to list, (there are over 30 deities) so I'll only name the 	ones relevant to the scenario.
	-For those of you unfamiliar with a deity's rank, the higher in 	rank (It goes like this- Greater Power, Intermediate Power,                  Demipower, Quasi-Power), the more worshippers it has devoted to 	his or her cause.
   
   1. Bane- 	Greater Power, god of Strife, Tyranny, and Hatred
   2. Mystra-	Greater Power, goddess of Magic
   3. Cyric- 	Intermediate Power, god of Lies, Intrigue, Deception, and    		Murder (used to have all of Bane's titles)  
   4. Torm-	Demipower, god of Duty and Loyalty
  
NOTE: In the actual game, (the books and all), Cyric is a Greater Power.  However, due to the recent revival of Bane, Cyric has lost many of his followers, and thus lost most of his power.  Cyric's remaining forces are represented as Barbarian units scattered around the Realms, mostly around the Moonsea.

4. NATIONS
	-Listed in order of relative strength

   1. The Holy Zhentish Empire- (Usually shortened to Zhentish Empire or The 	Empire.) A fundamentalist nation based in the Moonsea area.  The        	people are generally devious, tricky, and plotters.  The 
        government is a fundamentalism, with the Church of Bane having a 
        strong influence on the politics.  Zhentil Keep is the headquarters          of the infamous Zhentarim.
	Government: Banite Theocracy
	Total Objectives: 25
   	 
	   OBJECTIVE CITIES  		NOTES
	 Zhentil Keep 	x 6	(+2000 coins if captured)
	 Mulmaster      x 4	(+2000 coins if captured-Vast only)
	 Hillsfar   	x 3
	 Darkhold	x 3 
	 Phlan		
	 Melvaunt
	 Thentia
	 Elventree
	 Elmwood
	 Voonlar
	 Scardale
	 Harrowdale
	 Blanaer
   

   2. Kingdom of Cormyr- A civilized and responsible monarchy. The people are 
	loyal to their government and king, and tend to be law-abiding, 
	peaceful, and freindly.  The government is fair and just, and the 
	nation is very respected in Faerun. 
	Government: Kingdom
	Total Objectives: 20
  
     	  OBJECTIVE CITIES  		NOTES
	Suzail		x 5	(+1000 coins if captured-Zhentish only)
	Marsember	x 2
	Arabel		x 3
	Tilverton	x 2
  	Immersea
	Eveningstar
	Hultail
	Skull Crag
	High Horn
	Espar
	Waymoot
	Tarith's Keep


   3. Kingdom of Sembia- A strong merchant kingdom.  The people are 
	money-conscious, with having slight tendencies towards greed and 	avarice.  The governemt is a trade-devoted monarchy, and it tries to 	make as much money as it can.
	Government: Monarchy
	Total Objectives: 11
   
	  OBJECTIVE CITIES  		NOTES   
   	Ordulin		x 4	(+1000 coins if captured-Zhentish only)
	Selgaunt
	Saerloon
	Daerlun
	Yhaann
	Urmlaspyr
	Archenbridge
	Kulta


   4. The Vast- A patchwork of independent city-states. The people are 
	adventurous and open.  Each city has its' own government. (but due to 
	the spirit of advancement, openness, and growth, I made it a         	Republic)
	Government: Republic
	Total Objectives: 5   

	  OBJECTIVE CITIES  		NOTES      
	Tantras		x 2	
	Ravens Bluff	x 2
	Calaunt


   5. The Dalelands- A patchwork of independent farming communities.  The 
	people are independent, clannish, and polite.  Each community has            its' own government. (usually a lord or a council) The people of the         Dales generally dislike the Zhentish and hate the Zhentarim. 
	Government: Monarchy
   	Total Objectives: 10
	
	  OBJECTIVE CITIES  		NOTES      
	Shadowdale	x 4	(+500 coins if captured-Zhentish only)
	Daggerdale
	Featherdale
	Mistledale
	Deepingdale
	Battledale
	Archendale

   6. The Dragon Coast- A group of independent city-states. The people are 
	generally selfish, greedy, and rapacious.  Each city-state has its' 
	own government. (usually a corrupt despotism, or a rule by the local
	theives' guild) City-states in this area are not well liked or               trusted in Faerun.
	Government: Monarchy
	Total Objectives: 3  
	  
	  OBJECTIVE CITIES  		NOTES      
	Westgate   
	Elversult
	Teziir

   7. The Western Heartlands- All the other cities in the Heartlands. Largest 
	city is Waterdeep, the City of Splendors.
 	Government: Monarchy
	Total Objectives: 8   

	  OBJECTIVE CITIES  		NOTES   
	Waterdeep	x 6	(+2000 coins if captured-Zhentish only)
	Evereska
	Baldur's Gate
   
   8. Amn (Represented by barbarian cities in the west)- A large merchant 
	kingdom. 

5. NEW UNITS
	-All mounted units (Rangers, Paladins, etc.) now have a movement of 3

NAME	        ATTACK\DEFENSE	   ABILITIES	    NOTES

SETTLERS-the hardworking citizens of your nation.
Slaves,         0a,1d,  2h,1f,  000000000000000	Zhentish only
	-People enslaved by the church of Bane.
Peasants,       0a,2d,  2h,1f,  000000000000000 All but Zhentish
	-Loyal people that tend the fields.

INFANTRY-standard foot soldiers, grunts, men-at-arms, etc.
Archers,        2a,2d,  1h,1f,  000000000000000 
	-Trained bowmen, armed with longbows.
Dales Archers,  3a,3d,  2h,1f,  000001000000000 Dales only
	-Trained woodsmen from the Dales, they can wreak havok in the forest.
Pikemen,        1a,2d,  2h,1f,  000010000000000 
	-Trained pikemen, armed with halberds or pikes.
Infantry,       4a,2d,  2h,1f,  000000000000000 
	-A trained army ready to fight with swords and armor.
Banites,        3a,3d,  2h,2f,  000100000000000 Zhentish only
	-Fanatical followers of the church of Bane and the Emperor.
Crossbowmen,    3a,3d,  2h,2f,  000010000000000 Crossbows tech
	-A trained army of crossbowmen; excelent on defense.
Adventurers,    3a,2d,  1h,1f,  000001000000011 Adventuring tech
	-Volunteers ready to scout, fight, etc.

CAVALRY-mounted warriors, cavalry, etc.
Sembian Cavalry,4a,2d,  2h,2f,  000000000000000 Sembia only
	-The horsemen of the merchant country of Sembia.
Vast Knights,   4a,2d,  2h,2f,  000000000000000 Vast only
	-Tormish knights hailing from the city-states of the Vast.
Purple Dragons, 5a,2d,  2h,2f,  000000000000000 Cormyr only
	-The elite army and protectors of Cormyr.
Holy Knights,   5a,1d,  2h,3f,  000000000000000 Monotheisim tech
	-Basically, highly religious knights.
Heavy Cavalry,  3a,2d,  2h,2f,  000000000000000 
	-Standard cavalry.
Zhentilar,      5a,2d,  2h,2f,  000100000000000 Zhentish only
	-The elite forces of the Zhentish Empire.
Rangers,        4a,2d,  1h,2f,  000001000000000 All but Zhentish\Ranger Lore
	-Woodsmen respected by all for their prowress in all fields.
Paladins,       5a,3d,  2h,2f,  000000000000000 All but Zhentish\Holy Arms
	-Devout knights in the service of Torm.

ARTILLERY-the seige engines.
Catapult,       8a,1d,  1h,2f,  000000000000000
	-Launches flaming balls at the enemy.
Cannon,         8a,1d,  2h,2f,  000000001000000
	-Shoots through city walls.

SHIPS-hopefully this is self explanatory.
Merchant Ship,  0a,1d,  1h,1f,  000000000000000
	-Transports goods across the seas.
Gunboat,        3a,2d,  1h,1f,  000000000100000
	-Used mostly for coastal naval support and raiding.
Warship,        4a,2d,  2h,1f,  000000000000000
	-Standard warship.
Adv. Warship,   5a,2d,  2h,2f,  000000000000000 Advanced Warships Tech
	-Better armaments than the standard warship.

DIPLOMATS-again, this should be self-explanatory.
Envoy,          0a,0d,  1h,1f,  000000000000010 All but Zhentish
	-(Diplomat)
Zhentarim,      0a,2d,  1h,1f,  000000000001011 Zhentish only
	-Zhentish spies, hated and feared in the Heartlands.

TRADE-merchants, traders, etc
Traders,        0a,1d,  1h,1f,  000000000000010
	-Private traders, seeking to make money from the war.
Merchants,      0a,3d,  1h,1f,  000001000000010 Guilds Tech
	-A large guarded caravan of merchants from a guild.

OTHER-you cannot build these, except for assassins.
Mages,          6a,4d,  2h,2f,  000000000000001 
	-A wizard.
King,           4a,4d,  2h,2f,  000000000000000
	-The King of the country. (Zhentish have Emperor Gnaag as a leader)
Assassin,       6a,0d,  1h,3f,  001000001000000 Zhentish only
	-Zhentarim assassin.

HEROES-under NO circumstances can these be made! (unless you cheat)
Tarith,         6a,5d,  4h,3f,  000001000000011	Cormyr
King Azoun,	8a,5d,  3h,2f,  000010000000001 Cormyr
Elminster,     10a,5d,  3h,3f,  000000000000001	Dales\Cormyr
Flade,		5a,3d,  2h,4f,  010001100000001 Cormyr
Emperor Gnaag, 12a,6d,  6h,3f,  110100001000001	Zhentish Empire
Manshoon,       9a,4d,  3h,3f,  000000000000001	Zhentish Empire
Semmemon,	8a,5d,  3h,2f,  000100001000001 Zhentish Empire
????????,	?a,?d,	?h,?f,  ???????????????	??????
????????,       ?a,?d,  ?h,?f,  ??????????????? ??????

   000000000001000 = Stealth (Zhentarim)
   000000000000001 = Two space visibility
   000000000000010 = Ignore zones of control
   000000000100000 = Ship must stay near land (Gunboat)
   000000001000000 = Negates city walls (Cannon)
   000001000000000 = Alpine (treats all squares as road)
   000010000000000 = x2 on defense versus horse (Pikemen, Crossbowmen)
   000100000000000 = Free support for fundamentalism (Banites)
   001000000000000 = Destroyed after attacking (Assassins)
   010000000000000 = x2 on defense versus mages (Gnaag)
   100000000000000 = True sight, ignores stealth (Gnaag)


6. NEW TECHNOLOGIES 

   	Adventuring-	Allows (Adventuring) and Adventurers
	Alchemy-	Different name for Chemistry
	Cannon Tech-	Allows Cannons
	Magnetism- 	Allows Advanced Warships
	Holy Arms-	Allows Paladins
    	Crossbows-	Allows Crossbowmen
	Guilds-		Allows Merchants and Merchant's Guilds
	
7. NEW GOVERNMENTS

        To represent the various nations better, I fiddled around with the     governments.  
	Since Cormyr is a nation of good, (read above) it would not make       sense to have lots of corruption, so I made it Communist. For the            purposes of this game Communism is basically the same as Monarchy except     corruption is spread out more evenly and it's easier to keep cities happy.
  Also, Cormyte religious centers are not penalized like they are in           Communisim.
	Banite Theocracy is just Fundamentalisim renamed.
	
	OLD GOVERNMENT				NEW GOVERNMENT
	Funadmentalisim				Banite Theocracy
	Communisim				Kingdom

8. NEW WONDERS

   Actually, they're not new, but they mostly have different names and icons.

	OLD NAME				NEW NAME
	Pyramids				Pyramids of Mulhorand    
	Hanging Gardens				Elven Gardens           
	Great Library				Libraries of Myth Drannor    
	Oracle					Temple of Torm's Comming 
	Great Wall				Dragonwall               
	King Richard's Crusade			King Azoun's Crusade    
	Marco Polo's Embassy			Volothamp's Journies    
	Michaelangelo's Chapel			The Black Lord's Altar  
	Copernicus' Observatory			Elminster's Tower        
	Magellan's Expedition			Voyage to the True World
	Shakespeare's Theatre			Azoun's Castle         
	Leonardo's Workshop			Temple of the Divine Craft
	J.S. Bach's Cathedral			Zhentarim Headquarters  
	Issac Newton's College			Tower of Mysteries    
	Adam Smith's Trading Co.		Council of Merchants    
	Statue of Liberty			Bane's Avatar
	Cure for Cancer				Gnaag's Castle

9. TACTICS

   Zhentish Empire- You have a strong army, and an execlent economy.  
	The Church of Bane will give tithes to help the war effort if you 
	construct temples and cathedrals in the defeated cities.
	Due to the history behind your various cities, your reputation is            Atrocious.  
	TIPS:  Use Emperor Gnaag with care: he is the strongest unit in 	the game, so don't be careless and let him get wasted.
	
   Cormyr- Your army is strong, and your economy is good. Your nation is             revered throughout Faerun, and the other nations will help you out if         they can.  Protect your people from the Zhentish, and liberate the           conquered cities of the Dales.  Cormyr is probably the only country 	in the scenario with a chance of stopping the Zhentish.
	TIPS: Your normal troops will probably NOT be able to beat Emperor 	Gnaag, even on Chieftain level, so try to get Tarith to be a veteran 	and have Gnaag fight him in a walled city or on mountains.  If 		Elminster is defeated in the Dales, he will convert to your 		cause.

   Sembia- Your army is moderate, but your navy is the largest in the                Heartlands. Because you are a merchant kingdom, you have the largest         treasury at the start.  Remember, you're in this for the money!
	TIPS: Because you have such a large navy, use it to raid the Zhentish 	coastal towns.  

   Dalelands- Your army is poor, mostly archers and the like.  An 
	agricultural community, you do not have very much money to begin             with.  Get help from the other nations or the Zhentish will         	quickly overrun you!
	TIPS: Prepare for the fight of your life.  Resort to guerilla 		warfare (pillage roads, burn farms, etc), and sell improvements (City 	walls) in the cities that are about to be taken to raise money.  	Use Elminster with extreme care- he is probably the only unit that 	gives you a fighting chance.

   The Vast- Your army is on par with Sembia's and you have a good economy.  
	Liberate the cities taken from you by the Zhentarim!
	TIPS: If you push the Zhentish all the way to Mulmaster, you will get 	some money.  Then, you can finish off the Zhentish.
   
   Dragon Coast- Your military is nothing to write home about, neither is            your economy.  Fix both.  This nation is really weak and it may not          be fun playing as them.

   Western Heartlands- These cities are only here as trading partners 
	(or conquests).  Don't play as these guys.

  DESIGNER'S NOTES:  If you are the Zhentish,  you will have a pretty easy time defeating the other nations,  so for decent opposition, play on Emperor or Deity.  If you are one of the "good guy" nations (Cormyr, Sembia, Vast, Dales), spend your economies on barracks and city walls until you can get enough troops to push back the Zhentish.  If at all possible, get rid of Gnaag, and conquer the major Zhentish cities.  
	Oh, and about the hidden character, please do not peek into the events.txt or rules.txt. to see what he is.  It may ruin the story for you.
			(You know who you are)

10. MISCELLANEOUS

   A. OTHER STUFF
	1. To accomplish a marginal victory, the Zhentish must conquer the 		Dales and Cormyr.  For a desicive victory, the Vast and 		Sembia must fall as well.
	2. The Zhentish are defeated when their objectives are reduced to 3.
	3. Cities need an Aqueduct to get past size 5.
	4. Cormyr and the Dales are at PERMANENT war with the 				Zhentish if you have the Scenario CD.
	5. If you capture certain objective cities or kill heroes, then you  		will get some sort of reward (usually thousands of coins) if 		you have the Scenario CD.  	
   
   B. KNOWN BUGS (No, not the roaches and fleas downstairs, but game bugs)
	
	1. Once, I quit the scenario after testing it, and loaded an old             saved game.  The events still kept playing. It was wierd having
	a barbarian Tarith (He was a partisan) conquer the Spanish and have a 	barbarian empire.  That only happened on the first draft of the 	scenario, and it hasn't happened since.
   
	
   C. BOOKS RELATING TO THIS

	1. The Avatar Trilogy- about the Time of Troubles
		by Richard Awlinson 
	2. Prince of Lies- about Cyric and his mad schemes
		by James Lowder
	
   D. CREDITS
	
      CHARACTERS
	1. Emperor Gnaag- Jack Andersen
	2. Secret Character- Jack Andersen
	3. Tarith Swiftblade- Felipe Grau
	4. Everyone else- TSR
      MAP
	The basic design is from the map that comes with the Forgotten Realms
	Campaign Setting, but I made the Civ2 map all by myself.
      GRAPHICS
	1. All units, city improvements, and wonders that are not supplied 	   with Civ2 I got from various scenarios on the Internet.	
      OTHER
      	1. Civilization II is a copyright of Microprose.
      	2. Forgotten Realms is a copyright of TSR.
   

   E. QUESTIONS, COMMENTS, ETC?
	Send any of the above to scarn@worldnet.att.net

	
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