Pokemon: The Cairida Region
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Cairida is an archipelago region located across the sea from Galar. Although the two regions share many cultural and historical roots, Cairida’s geographic isolation allowed its own traditions, architecture, and folklore to develop over centuries. Cairida is a land of contrasts. Its major cities are highly advanced, filled with technology that sometimes seems slightly ahead of the modern world. Yet scattered throughout those cities are ancient castles, stone walls, towers, bridges, and fortifica
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- #1The Cairida Region
Keys: Cairida, The Cairida Region, Cairida Region
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Cairida is an archipelago region located across the sea from Galar. Although the two regions share many cultural and historical roots, Cairida’s geographic isolation allowed its own traditions, architecture, and folklore to develop over centuries. It is a land of contrasts. Its major cities are highly advanced, filled with technology that sometimes seems slightly ahead of the modern world. Yet scattered throughout those cities are ancient castles, stone walls, towers, bridges, and fortifications that have been preserved and incorporated into modern life. An ancient castle might now contain government offices. A medieval fortress might serve as a Pokémon Gym. A city may have been built directly inside the walls of an old settlement. A modern shopping district might surround a thousand-year-old stone tower that nobody would ever consider tearing down. Cairidans don’t see this coexistence as strange. To them, the past is simply another layer of the present. Outside the cities the contrast becomes even more dramatic. Modern roads gradually give way to old stone paths and narrow trails. Electricity becomes less reliable, settlements become smaller, and eventually the landscape becomes dominated by dense forests, misty valleys, moors, mountains, ancient ruins, and rugged coastlines. The farther one travels from civilization, the more Cairida begins to feel like a world from an ancient fairy tale. The Cairidan Archipelago consists of eight major islands surrounded by numerous smaller islands, reefs, and rocky outcroppings: Caerwyn, Caerra, Morven, Eirwen, Brannoch, Tirren, Aveloch, and Dunarraidh. The defining experience of Cairida is the transition between these worlds. A traveler might spend the morning in a modern city, ride an advanced train into the countryside, follow an old trail into the forest, lose their phone signal, and eventually find themselves standing before the ruins of an ancient castle in the mist. And somewhere on the battlements, a Fairy Pokémon watches them.
- #2A Land Between Worlds
Keys: Fair Folk
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Fairy Pokémon are unusually common throughout Cairida and have had an enormous influence on its history and culture. For centuries, Cairidans have told stories of mysterious Pokémon inhabiting ancient forests, lakes, ruins, and stone circles. Many old traditions involve showing respect to these Pokémon, particularly when traveling through remote areas. Modern Cairidans generally regard these traditions as folklore. Most of them still follow the traditions anyway. There are old warnings about entering certain forests after sunset. Some villages leave offerings near ancient stones. Certain lakes are associated with stories of Pokémon that lure travelers away from established paths. Some old roads are believed to be dangerous to travel at particular times of year. Cairida’s people have a saying: “It costs nothing to be polite to the Fair Folk.” And occasionally, someone ventures into the wilderness and encounters something that makes them wonder whether the old stories were ever merely stories. The boundary between the ordinary world and the world of the Fair Folk is believed to be particularly thin in certain parts of Cairida.
- #3Caerwyn
Keys: Crownlands, Royal City, Caerwyn, Champion's Castle, Greenwall
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Caerwyn is the largest island and traditional heart of Cairida. It contains the regional capital, major transportation hubs, large cities, and the Crownlands, the ancient heart of the Cairidan royal kingdom and present-day home of the Pokémon League. The island contains many of Cairida's greatest surviving castles and ancient fortifications. Its landscape consists of rolling green hills, forests, rivers, farmland, cliffs, and large urban centers. Caerwyn best represents Cairida's defining contrast between advanced modern civilization and its ancient history. Royal City: Royal City contains one of Cairida's most famous ancient castles. The original stone keep remains intact while the interior has been restored and modernized. The castle serves as a historical site, museum, Pokémon facility, and Dragon-type Gym. Its battle arena occupies an old castle courtyard beneath a retractable glass roof. The Gym awards the Crown Badge. Greenwall: Greenwall is an old walled town surrounded by countryside. Its medieval character has been deliberately preserved, with original stone walls enclosing modern homes, shops, cafés, and Pokémon facilities. Its Grass-type Gym is built into the gardens of an ancient monastery and awards the Verdant Badge. Crownlands & Pokémon League The Crownlands lie in the interior of Caerwyn and form the ancient heart of the Cairidan royal kingdom. The area is home to the Pokémon League. Reaching the League deliberately reflects Cairida's contrast between modern civilization and its ancient past: travelers leave the developed parts of Caerwyn, pass through older countryside, and eventually follow an ancient royal road toward the League complex. At the center of the Crownlands stands the Champion's Castle, an actual ancient royal castle maintained and renovated for modern League use. Its original stone walls, towers, battlements, gatehouse, and keep remain intact, while the interior contains modern League facilities, elevators, electronic displays, medical facilities, battle infrastructure, and spectator areas. The Elite Four occupy four separate towers surrounding the central castle; these towers were originally part of the ancient royal fortress and have been converted into individual League chambers. The Champion's final battle takes place within the central castle.
- #4Caerra
Keys: Ironkeep, Caerra City, Caerra
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Caerra is the technological heart of Cairida and contains the region's largest concentration of modern industry, research facilities, entertainment districts, and advanced infrastructure. Its largest city was built around an ancient fortified settlement, leaving enormous sections of its medieval walls incorporated directly into the modern city. Glass towers stand beside centuries-old stone structures, while modern transportation passes through gates originally constructed for horse-drawn traffic. The island's landscape consists primarily of heavily developed cities surrounded by low hills and farmland. Caerra City: Caerra City is Cairida's clearest expression of its technological future, filled with glass, metal, screens, holographic displays, and advanced infrastructure. Its Electric-type Gym is a highly technological battle facility incorporating digital displays and moving platforms. The Gym awards the Circuit Badge. Ironkeep: Ironkeep is an industrial city built around one of Cairida's oldest fortresses. The ancient fortress forms the foundation of a modern manufacturing district, with the old castle keep containing the Steel-type Gym. Lower levels of the fortress have been converted into a modern engineering facility, while old castle mechanisms have been retrofitted with modern technology. The Gym awards the Iron Badge.
- #5Morven
Keys: Highland Town, Morven
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Morven is a rugged northern island dominated by mountains, moors, lochs, and dense forests. It is considerably less developed than Caerwyn or Caerra, with small settlements separated by long stretches of wilderness. Some communities still rely heavily on old roads and trails. Morven is particularly famous for its misty highlands. Its landscape includes mountains, moors, alpine forests, lakes, and remote valleys. Highland Town: Highland Town is a remote mountain settlement. Its Rock-type Gym stands at the edge of town and is partially carved directly into the mountainside. The building incorporates an old mountain fortress, with ancient stonework forming much of the Gym's structure. The Gym awards the Cairn Badge.
- #6Eirwen
Keys: Greenwood, Eirwen
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Eirwen is known as Cairida's Green Island and contains some of the oldest forests in the region. Ancient trees dominate much of the interior, with standing stones, ruins, and mysterious clearings scattered throughout the woodland. Fairy Pokémon are especially common here, and many of Cairida's oldest Fair Folk traditions originated on Eirwen. The island's landscape consists of ancient forests, meadows, wetlands, lakes, and woodland ruins. Greenwood: Greenwood is a settlement surrounded by ancient forest. Its Fairy-type Gym occupies an ancient manor hidden within the woods, portions of which appear to be older than the settlement itself. The Gym has a particularly strong connection to Cairida's Fair Folk traditions and awards the Veil Badge.
- #7Brannoch
Keys: Blackcastle, Stormhaven, Brannoch
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Brannoch is a rugged western island facing the open ocean. It is famous for enormous cliffs, stormy weather, fishing villages, and castles built along the coastline. The waters surrounding the island contain numerous shipwrecks, making the region particularly rich in Water- and Ghost-type Pokémon. Its landscape consists of cliffs, rocky shores, beaches, windswept grasslands, and coastal ruins. Stormhaven: Stormhaven is a major fishing and shipping city. Its Water-type Gym is built around a large lighthouse, reflecting the city's strong maritime identity. The Gym awards the Tide Badge. Blackcastle: Blackcastle is an ancient fortress overlooking the sea. A modern town has grown around the fortress, but the castle itself was abandoned for generations before becoming the home of the Ghost-type Gym. The Gym represents Cairida's idea that history can remain present even after the people who created it are gone, and awards the Wraith Badge.
- #8Tirren
Keys: Tirren, Harveston
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Tirren is Cairida's agricultural heartland, filled with farms, orchards, old villages, stone fences, windmills, and small patches of woodland. The island retains many traditional Cairidan customs and is famous for raising Pokémon alongside livestock and cultivating rare berries. Its landscape consists of farmland, meadows, wetlands, orchards, and rolling hills. Harveston: Harveston is a traditional rural community whose Normal-type Gym deliberately represents ordinary Cairidan life rather than something exotic or supernatural. The community's identity centers around farming, riding Pokémon, cooking, breeding, repairing machinery, and everyday life. The Gym awards the Hearth Badge.
- #9Aveloch
Keys: Aveloch, Veilwood
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Aveloch is perhaps the strangest of Cairida's major islands. It is covered in dense forests and persistent fog, particularly around its interior. Ancient ruins can be found throughout the island, but many locations are notoriously difficult to reach because trails seem to become confusing or change unexpectedly. Locals insist there is nothing unusual about the island, yet travelers sometimes return with stories about places that do not appear on any map. Aveloch has the strongest reputation in Cairida for being connected to the Fair Folk. Its landscape consists of misty forests, bogs, ruins, caves, and isolated valleys. Veilwood: Veilwood is home to an ancient observatory overlooking the surrounding forest. Its Psychic-type Gym is associated with perception, dreams, and prophecy, and its architecture is famously strange and disorienting. It is never entirely clear whether the phenomena surrounding the Gym are caused by technology, Psychic Pokémon, or something else. The Gym awards the Oracle Badge.
- #10Dunarraidh
Keys: Dunarraidh, Seabright, Sunstone
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Dunarraidh is the southernmost major island and one of Cairida's most popular tourist destinations. It has a milder climate, extensive beaches, coastal forests, and rolling hills. Modern resorts and seaside towns dominate much of the coast, but ancient ruins can still be found beneath and around many settlements. Its landscape consists of beaches, coastal forests, grasslands, hills, and seaside towns. Seabright: Seabright is a major seaside tourist destination. Its Ice-type Gym is housed within an enormous artificial ice facility used for Pokémon sports and competitions. The contrast between the warm southern island and the refrigerated Ice-type battle arena is one of the city's defining attractions. The Gym awards the Frost Badge. Sunstone: Sunstone is an old coastal settlement built around the ruins of an ancient fortress. During the day it is a pleasant tourist town, but after sunset its atmosphere changes considerably. The Dark-type Gym operates primarily after nightfall and embraces the idea that not everything mysterious or supernatural is benevolent. Its philosophy is closely tied to the darker side of Cairida's Fair Folk traditions, and the Gym awards the Gloam Badge.
- #11The Green Roads
Keys: The Green Roads, Green Roads
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The Green Roads are temporary natural land bridges connecting some of Cairida's islands. The islands of the archipelago are separated by relatively shallow waters, and under certain conditions sections of the seabed become exposed. Some Green Roads appear during particular seasons, while others emerge only during unusually low tides. Some remain accessible for several days, while others disappear within hours. Because Cairida's islands are relatively close together, travelers may cross a Green Road without realizing they have left one island and entered another. The crossings are well documented scientifically, but they have accumulated countless legends. Some Cairidans believe certain Green Roads are not entirely natural and that some crossings lead to places that exist only when the boundary between the human world and the Otherworld is thin. These stories are officially dismissed as folklore, but most people still avoid crossing unfamiliar Green Roads after dark.
- #12Kith Battle
Keys: Kith Battle
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Cultural Overview Kith Battle is a traditional Cairidan form of Pokémon combat in which the trainer enters the field as an active partner alongside their Pokémon. Rather than remaining a remote commander, the trainer moves, supports, protects, and — when appropriate — physically engages in the fight. It is not the standard method of battling in Cairida. Ordinary Single, Double, and other conventional Pokémon battles remain by far the most common formats used in Gyms, League matches, and everyday training. Kith Battle is a preserved regional tradition rather than everyday practice. It is offered as an option, not an expectation. Most challengers never request it. Those who do are typically traditionalists, martial-minded trainers, or individuals who wish to test the depth of their partnership with their Pokémon. Gym Leaders and League officials will oblige such a request, but they do not require it. Kith Battles are also performed during certain cultural festivals, holidays, and commemorative events, where the format is treated as a living link to Cairida’s past. Historical Origins The practice originates in the Warring Age, long before the modern region and the Pokémon League existed. In that era, rival clans and petty kingdoms fought with their Pokémon at their side. Warriors did not send their partners forward while remaining safely behind. They advanced together. The old principle that developed from this period still survives: “Never ask your Pokémon to do something you would be unwilling to do yourself.” When the islands eventually unified and open warfare ended, the battlefield partnership did not disappear entirely. It was retained as a martial and cultural tradition — a way of remembering that humans and Pokémon once stood as true companions in the most serious of contests. Modern Cairida no longer goes to war. The League exists. The cities are advanced. Yet the old form is still practiced by those who value the principle it represents. Modern Practice In the present day, Kith Battle occupies a respected but limited place in Cairidan life. • It is an optional format that a challenger may request at most Gyms. • It appears in certain traditional tournaments and cultural festivals. • It is sometimes used in exhibition matches or ceremonial contests. • It is far less common than standard Pokémon battles. Many modern trainers respect the tradition without ever participating in it. Others train specifically for it. A smaller number of traditionalists regard Open Kith as the purest expression of the old ideal. The League recognizes Kith Battle as a legitimate regional format and maintains official rules for its use. Philosophy At its heart, Kith Battle is about partnership rather than command. A Cairidan who chooses this format is declaring that they and their Pokémon fight as companions. The trainer’s presence on the field is not a gimmick; it is an expression of the belief that the bond between human and Pokémon is strongest when both share the risk and the effort. This does not mean humans are equal in power to trained Pokémon. Even the most skilled affinity user remains far more limited than their partner. The point is not to replace the Pokémon, but to stand with them.
- #13Rules of Kith Battle
Keys: Standard Kith, Kith Battle rules, Rules of Kith Battle, Guarded Kith, Open Kith
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Universal Rules (apply to all tiers) 1. Victory is determined solely by the condition of the Pokémon, exactly as in a standard battle. 2. Trainers may move freely within the arena. 3. Affinity techniques are permitted against opposing Pokémon and for support of one’s own Pokémon. Whether they may be used against the opposing trainer depends on the agreed tier. 4. The referee retains full authority to intervene for safety. The Three Tiers Open Kith (Full Contact) Both trainers must explicitly agree to this tier before the battle begins. Trainers may engage opposing Pokémon and the opposing trainer with full physical force and affinity techniques. Grappling, striking, and aggressive physical tactics against both Pokémon and the other human are allowed. This is the traditional high-intensity form — the purest expression of the old battlefield partnership. It is extremely rare. Most trainers never request it, and even among those who practice Kith Battle, the vast majority prefer Standard or Guarded. Open Kith appears almost exclusively among highly experienced martial trainers, certain traditionalist circles, and rare ceremonial or festival contests where both parties fully consent to the risk. Standard Kith (Controlled Contact) The default tier for most official and Gym battles when Kith format is chosen. Trainers may physically interact with opposing Pokémon through blocking, deflecting, restraining, light strikes, and creating openings. Excessive or reckless force is prohibited. Direct attacks on the opposing trainer remain strictly forbidden; any such action results in immediate disqualification. This tier balances the traditional partnership ideal with practical safety. Guarded Kith (Support Focus) The safest tier, intended for younger trainers, beginners, exhibitions, and situations where physical risk must be minimized. Trainers may move freely and use affinity techniques. Physical contact with opposing Pokémon is limited to defensive actions only (blocking, shielding, intercepting, light redirection). Offensive physical contact is not permitted, and the opposing trainer may never be targeted. The trainer’s role centers on support, positioning, and protection. Closing Note Kith Battle is not Cairida’s everyday method of combat. It is a retained tradition — a deliberate choice to keep an older ideal alive in a modern world. Most battles in the region proceed in the ordinary way. But when a trainer steps onto the field beside their Pokémon and declares a Kith Battle, they are participating in something that reaches back to the islands’ deeper history.
- #14Type Affinity
Keys: Type Affinity
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Type Affinity In Cairida it is believed that humans and Pokémon share a distant common ancestry. In that ancient time, the beings that would eventually diverge into the two groups possessed true typings. As the lines separated over immense ages, humans lost the full expression of those typings. What remains in modern humans are only faint ancestral traces. These residual traces are what Cairidans call affinities. An affinity is not a complete typing. It is a diluted, incomplete remnant of something that was once far stronger. That is why even a highly trained human can only produce limited techniques — they are working with a mere echo of what their distant ancestors once carried. A Pokémon of the same type still inherits the full measure of that power. How affinity typically shows itself: • Greater ease understanding and bonding with Pokémon of that type • Faster or more natural progress when training them • Heightened intuition or tolerance related to that energy • Natural talents that often align with the qualities of the type For the large majority of people, their affinity remains dormant. They never train it, never develop it, and may live their entire lives only vaguely aware of it. Rarity of multiple affinities: • One affinity is the norm (usually left dormant). • Two affinities is uncommon — noticeably rarer than one, but still known to occur. • Three affinities is extremely rare. At any given time there are believed to be only around ten such individuals in the entire world. • Four or more is essentially unheard of. Many Cairidans do not believe it is possible. Progression Affinity is only potential. Through deliberate training a person may learn to resonate more deeply with their residual ancestral trace. A smaller number eventually develop personal techniques that function in ways similar to Pokémon moves. These techniques remain weaker, narrower, and more taxing than those of actual Pokémon. The path is commonly described as: Affinity fi Resonance fi Technique Even the most gifted humans remain far more limited than a trained Pokémon of the same type. The point of affinity is partnership and reconnection, not replacement. Affinity does not dictate personality, morality, or occupation. It simply describes which ancestral thread still runs most clearly through a person.
- #15The First Kin
Keys: The First Kin, First Kin
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The First Kin is the traditional Cairidan ceremony in which a child’s natural affinity is revealed. It is normally performed around the age when a young person is preparing to become a trainer — before they meet a Professor and receive their first Pokémon. The knowledge is meant to help them understand which type of partner they are likely to bond with most readily. The ceremony itself varies by island and community, but commonly involves some combination of: • Ancient stones or crystals • Exposure to different forms of Pokémon energy • The presence of Pokémon • Meditation or quiet focus • Simple physical or sensory tests As with many old Cairidan practices, there is no single agreed explanation of what the ceremony actually does. Three interpretations coexist: Modern scientific view: It measures a child’s natural physiological and energetic compatibility with different types of Pokémon energy. Traditional view: It reveals the residual ancestral affinity the child was born with. Older Fair Folk view: It shows which part of the Pokémon world still recognizes the child as kin — because some faint thread of the old shared nature remains. This last interpretation carries particular weight in Cairida. If humans and Pokémon once shared the same typed ancestors, then an affinity is not an arbitrary preference. It is a surviving recognition: the Pokémon world still sensing, in that human, a distant relative. Most people simply accept the result of the First Kin and move on. It is treated as both a practical milestone and a quiet acknowledgment of an older connection that has never fully disappeared. Cultural Place Type Affinity and the First Kin sit alongside other retained traditions such as Kith Battle. They are part of Cairida’s long-standing belief that the boundary between humans and Pokémon has always been thinner here than in most regions. In the modern day, the majority of Cairidans live ordinary lives with dormant affinities and never feel the need to develop them. A smaller number train their resonance. A rarer few push far enough to develop techniques. And a very small number of dual- or triple-affinity individuals are regarded with a mixture of respect, curiosity, and, occasionally, unease.
- #16Pokémon League
Keys: Pokémon League, Champion, Elite Four
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Cairida has twelve official Pokémon Gyms distributed across its eight major islands. All twelve are legitimate and recognized by the Pokémon League. A challenger must earn any eight of the twelve Gym Badges to qualify for the Pokémon League. This means challengers are not required to follow a single fixed Gym route; different trainers can travel through different parts of Cairida and earn completely different combinations of eight badges. The Crownlands lie in the interior of Caerwyn and form the ancient heart of the Cairidan royal kingdom. The area is home to the Pokémon League. Reaching the League deliberately reflects Cairida’s contrast between modern civilization and its ancient past: travelers leave the developed parts of Caerwyn, pass through older countryside, and eventually follow an ancient royal road toward the League complex. At the center of the Crownlands stands the Champion’s Castle, an actual ancient royal castle maintained and renovated for modern League use. Its original stone walls, towers, battlements, gatehouse, and keep remain intact, while the interior contains modern League facilities, elevators, electronic displays, medical facilities, battle infrastructure, and spectator areas. The Elite Four occupy four separate towers surrounding the central castle; these towers were originally part of the ancient royal fortress and have been converted into individual League chambers. The Champion’s final battle takes place within the central castle.
- #17The Champion
Keys: Champion, The Champion, Champion of Cairida
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The Champion The Champion of Cairida is more than the region's greatest Pokémon Trainer. The title carries an expectation of leadership, protection, and service to the people of Cairida. The Champion is not formally the ruler of Cairida, nor are they elected to govern the region. Cairida maintains its own elected officials and civil institutions. Nevertheless, no other individual possesses quite the same combination of public trust, prestige, and influence as the Champion. The Champion is regarded as Cairida's foremost protector and, in matters concerning Pokémon, the League, or threats to the region's safety, their word carries tremendous weight. Gym Leaders, Elite Four members, government officials, and other prominent figures are expected to cooperate with the Champion when the Champion acts in defense of Cairida. The Champion's influence also extends into the broader direction of Cairidan society. Major changes to the region's laws, customs, institutions, or cultural priorities rarely succeed without the Champion's support. The Champion does not possess the authority to simply decree such changes, but their public endorsement can rally the people, encourage government officials, and persuade other influential figures to follow their lead. Conversely, a proposal openly opposed by the Champion will often struggle to gain enough support to succeed. This makes the Champion an unusual figure within Cairidan government: they govern without ruling. Their authority comes not from a throne or election, but from the trust placed in them by the people and the prestige earned through their position. A Champion who speaks carries considerable political weight because the people of Cairida naturally look to their Champion for guidance on matters affecting the region's future. With great authority comes great responsibility. A Champion is expected to remain willing to personally confront serious threats, investigate dangers that threaten the people or Pokémon of Cairida, and come to the aid of communities in times of crisis. They are expected to use their position for the good of the region rather than for personal wealth, political ambition, or influence. The people of Cairida therefore view the Champion much as they might view a knight sworn to protect an entire kingdom. The Champion is afforded considerable respect and privilege, but these are understood to be earned through service. A Champion who refuses their responsibilities, abuses their authority, or places personal interests above the safety of Cairida can quickly lose the trust that gives the title much of its power. To become Champion is to prove that one possesses the strength to stand above all other Trainers. To remain Champion is to prove that one possesses the character to stand for everyone else.
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