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The assimilated elves are the ones that choseor were forced to live among humans by variouscircumstances. Therefore they often meet withdisdain of their prouder kin and open hostilityand intolerance of their new neighbors. Despitethat, it’s the only alternative for many. Theirclothes depend on their profession or social posi-tion, but it’s usually a mix of their indigenousclothes with elements of human clothing. Thisdistinctive style gave us a lot of leeway whendetailing their final image. 153
CHARACTERS | NONHUMANS The world created by Andrzej Sapkowski is still inhabited by small groups of the Aen Seidhe – proud pure-blood elves who still practice the customs and traditions of their people. Before we began work on the appearance of assimilated elves living among humans, we created numerous concept drawings depicting this race’s image in its original, “pure” form. The sketches and drawings depicted on these pages represent but a small fraction of all the projects our graphic artists made before the final image of the classical elven culture was created. This image then served as the basis for other groups and factions associated with that race. All the work done for this part of the game would fill another album.154
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CHARACTERS | NONHUMANS The Scoia’tael, or the Squirrels, is the overallname for all nonhuman freedom fighters. Theseillustrations depict the elves fighting in theirranks. The guerrilla Scoia’tael often lack equipment, food and weapons. We felt it logical that they would sometimes have to use elements of armor and clothing captured during attacks on human caravans or simply looted from the corpses of vanquished enemies. We supplemented this idea by adding trophies in the form of masks worn by the worst of their sworn enemies – the Blue Stripes, the Temerian special forces. Squirrel tails worn as decoration are another interesting detail – the Scoia’tael owe their name to them.156
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CHARACTERS | FRACTIONSThey surrounded them suddenly, swiftly, from all sides. Men in conical helmets, mail and dark blue tunics with the golden-blackcheckerboard of Verden at their chests. They surrounded them, but none approached or touched a weapon.– From where, and where to? – barked a stocky individual in worn green clothes, as he stopped before Geralt, spacing his archedlegs widely. His face was dark and wrinkled, like a dried plum. A bow and white-feathered arrows stuck out from behind hisback and high above his head.Andrzej Sapkowski, The Sword of Destiny The class, age, provenance, height, corpulence or nationality During work on the warriors’ equipment, our graphic artistsdo not matter. Whether because of necessity or lifestyle pref- used both scientific publications as well as historical accountserences, they are all connected by their warrior profession. – paintings, etchings, drawings and fencing treaties. They madeThe witcher will meet many warriors during his journey, from sure that every faction or military formation would have a setsteel-clad knights of the order, through simple men-at-arms of details based on their provenance and training, that wouldto bandits and marauders. They can become either his mortal distinguish them from other groups.enemies or faithful allies.158
The color illustration on the neighboring page depictsthe design of the arms and armor of Adam Pangratt’s merce-naries. These professionals have earned their reputation asdeadly opponents. If the pay is decent, they fear neither man,nor monster, nor witcher. The illustrations above depict a gallery of bandit characters.Modular character design allowed us to create colorful, variedfigures in this case, too. The randomly chosen parts of armor,equipment and headgear from various classes and profes-sions, as well as the diversified weapons, give them a raggedappearance. 159
CHARACTERS | FRACTIONS Kaedwen is a kingdom in the northeast, largely covered in thick forests.Compared to Redania and Temeria, it’s a bit out of the way, so when we weredesigning warriors hailing from there, we decided to stress certain rustic-ness in their appearance. The Kaedweni soldiers are armed with heavy axesand maces, and their helmets are based on early kettle hats. Because ofthe colder climate of their land, they dress warmer than their southwesterncounterparts – the tunics with the unicorn coat of arms are supplementedwith heavy furs placed on their shoulders. 160
The Kaedweni knights also follow the same concept. Their equipment, including the basinet helmets, is historically 100 years older than the Temerian equipment. They also dress warmer, and details such as belt fittings and armor décor in the shape of oaken leafs make them stand out when compared to the knights of other factions. The equipment of Temerian knights is based on 15th century armor. Plate armor isworn over thick gambisons and the breastplates of Foltest’s men are adorned with dis-tinctive lilies. 161
CHARACTERS | FRACTIONS The Blue Stripes are an elite Temerian specialforces unit. Created to fight the Scoia’tael, theyproved their worth many times, even in other sit-uations. They’retough veterans armed to the teeth– the best of the best. Work on their appearance began with simpleconcept sketches and designing their overallappearance. The illustrations visible here depictvarious stages of the process. The black and whitesketches concentrate on equipment and weapons.Though they’re not nearly as armored as knights,they’re more mobile and versatile than them. AsFoltest’s most trusted men, the Blue Stripes haveaccess to practically any equipment they need tocomplete their missions. The combination of allthese traits resulted in an equivalent of a modernanti-terrorist unit. 162
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CHARACTERS | FRACTIONS- If you would allow me, lady and gentlemen – a tone all too familiar tothose present entered Shilard Fitz-Oesterlen’s voice, a tone meaning thatthe ambassador considers his next words to be extremely important.- If you would allow me, lady and gentlemen, I shall read the contents ofthe aide memorie I received from His Imperial Highness Emhyr var Emreis,by the Great Sun’s grace the Emperor of Nilfgaard…- Oh no. Not again – Demavend gritted his teeth, and Dijsktra simplygroaned. It did not escape Shilard’s attention, for it could not.- The note is long – he admitted. – Therefore I will summarize it insteadof reading it. His Imperial Highness expresses immense pleasure on howthe negotiations proceed, and as a man of peaceful disposition, he happilywelcomes the compromises and reconciliations achieved. His ImperialHighness wishes the negotiations to progress and end to mutual benefit…Andrzej Sapkowski, The Lady of the Lake The appearance of the emissaries from the Nilfgaardian Empire in the gameallowed us to introduce a plethora of colorful characters that stand out fromthe inhabitants of the North. Work on the final appearance of the Nilfgaardian soldiers took some time. We obviously started with colors – black clothes, golden ornaments and the symbol of the sun. The sketches clearly show that we had some very exotic concepts for the armor and equipment. 164
We finally decided on armament that stylisti-cally resembled the early Renaissance. We focusedon creating the soldiers of an “evil empire” lookinglike a representational company. Elements suchas high topped boots allowed us to optically slen-derize their profiles. The final element contribut-ing to that effect is the form of the Nilfgaardianhelmets, similar to German helmets fromthe first half of the 20th century, crowned withthe black wings of predatory birds. Shilard Fitz-Oesterlen, the Emperor’s emissary, was supposed to looklike a diplomat with years of experience at first sight. The conceptsketches above show the initial designs of this character. The black-and-gold clothes of the Nilfgaardian emissary followthe Imperial fashion. The rings, the cane and the medallion withthe symbol of the sun signify his status and function. The ornatearmored glove on his right hand is a veiled threat in a way – it symbol-izes the Imperial might that he represents. This older man wears a maskof courtesy on his face, but in reality Shilard is a consummate politician,playing his cards like a true master. He’s a completely different kind ofopponent – embodying not personal armed power but the strength ofa truly Machiavellian mind. 165
MONSTERS
168 | Kayran172 | draug176 | DRAGON180 | OTHERS 167
MONSTERS | KAYRAN[…] The Hyphydridae family of the order Amphipoda, that is, Different- The Kayran, known as “the Old Man” byfooted, includes four species. Two of them live solely in tropical waters. In the people of Flotsam, is a river monster related toour climate, however, one can presently, though very rarely, find the small the aeschna. It’s hard to tell whether it is a sepa-Hyphydra Longicauda, and the Zslightly larger Hyphydra marginata. rate species or a singular specimen with a uniqueThe biotope of both species is made up of stagnant or slowly flowing mutation. It dwells in the depths of the Pontarwaters. The species are indeed predatory and prefer warm-blooded where it can remain hidden despite its mon-creatures as sustenance. You wish to add anything? strous size. It consumes nearly everything that falls into its maw. The Old Man hunts its victimsAndrzej Sapkowski, Blood of Elves while hidden beneath the surface, pulling cows, horses or unwary drunk sailors from the wharf or the decks of passing punts. The Kayran’s anatomy contains elements typical to both crustaceans and cephalopods. Its elongated thorax is hidden beneath a knobby chitin carapace, and three pairs of limbs facilitate its movement on the riverbed. Its long, thick ten- tacles allow it to capture prey and carry it to its168
toothed maw. At the same time, however, they’reone of its weak spots. Unlike the thorax, they’renot covered by its hard shell, making them vul-nerable to attack. Luckily, there are no creaturesin its natural ecosystem that could threatenthe monster in any way. The Old Man is at the topof the food chain in this section of the Pontar.One would need more than a sharp sword to dealwith this monstrosity – those who would hunt itwithout proper preparation and abilities wouldsimply become its next meals. 169
MONSTERS | KAYRAN The Kayran is the main monster that Geralt fights in the first act. Itis based on the aeschna from the novels, which the witcher faced onthe Temerian-Redanian border along the Pontar, near Oxenfurt. As weworked on it, however, the monster’s appearance became unique, and its sizebecame immense. Therefore, we decided to make it a new creature, firmlyrooted in the local folklore of this part of the world. 170
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MONSTERS | DRAUG- Where does it come from? Spells, magic? In the game’s second act, Geralt will have to lift a curse from a battle-- I have no idea, sire. The Sages research these field where the souls of the fallen fight an eternal battle and cannot findphenomena. For us witchers, it is enough to rest. To do so, he’ll have to face a Draug – a creature born of wrath, bloodknow that strong will may create them. We also and hatred, an unchallenged ruler of a cursed domain,like to know how to fight them. The Draug is one of the most dangerous opponents in the entire game.Andrzej Sapkowski, The Witcher The monster’s huge form towers over the lesser wraiths. Its body is made up of remains from the battlefield – remnants of shattered siege engines, broken spears, swords, torn leather belts, bent armor plates, barding and shields. Crackling flames and a crest of smoke crown its shapeless head. The Draug is the battlefield’s master, and it exists only to fight and kill.172
These illustrations feature various phases ofwork on the Draug’s final appearance. Beforethe final version was selected, many conceptswere entertained, especially concerning its head.These included huge fancy steel helms adornedwith shattered horns, a wrought mask, a fantas-tical creature’s skull, a brass bell hovering aboveit, and even a completely headless shape, wherethe head is replaced by a crooked beam witha huge carrion bird sitting on it. 173
MONSTERS | DRAUG The first sketches had the Draug takingthe shape of a ghastly warrior atop an equallymonstrous mount made up of the bones, armorand corpses of the fallen. We ultimately wentwith another version, one less evocative ofa wight and more of a personification of the bat-tlefield itself. 174
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The dragon wound up, crouched on the groundand attacked from above its own back, with itstail, like a scorpion, hitting Garpike who triedto flank it, instead of Boholt. Garpike fell tothe ground along with his horse, to the clangof armor, screaming and neighing. Boholt,approaching at a gallop, slashed with a terribleswing. The dragon dexterously jumped away,avoiding the wide blade. The gallop’s impetuscarried Boholt away. The dragon twisted,climbing to its hind legs, and attacked Sawflywith its claws, shredding the horse’s belly andthe rider’s thigh in one swing.Andrzej Sapkowski,The Limit of Possibility When we decided to introduce a dragon, weknew perfectly well that creating this creaturewould be one of our greatest challenges inthe entire game. Unlike the Kayran or the Draug,which we could create enjoying a lot of leeway,elements of a dragon’s appearance are verystrongly tied to the canon of fantasy. On onehand, we wanted to rise up to the gamers’ expec-tations regarding such an epic monster. Onthe other, we didn’t want to propagate stereo-types or cliches but to develop our own, originalvision of a dragon, worthy of the spot it occupiesin the story. 177
MONSTERS | DRAGON The work, of course, began with a series ofconcept sketches. Determining the reptile’s finalappearance meant we had to prepare a wide selec-tion of test drawings. At this stage we attemptedto create as many different visions as possible,in order to choose the one we found to be mostsuggestive. The presented illustrations are buta fraction of the results of our efforts, but theystill show the distance we covered before we hadthe effect we were going for. 178
Despite its huge size, with its massive shoulders and wide chest,the dragon is not a languid giant. These have an anatomical justifica-tion, too – here the muscles moving the wings during flight are attached.The creature’s torso is, despite all appearances, quite slender and slightlythinner at the waist. The combination of these traits brings a greyhound’sslim shape to mind. The head, placed on a muscular neck, is adornedwith a pair of short horns, and the wide jaws are filled with pointedteeth. The dragon is a terrifying opponent, fully deserving its fearsomereputation. 179
MONSTERS | OTHERSElemental- Sorcerers – explained Krepp – draw their power from natural forces, or, more precisely, the socalled Four Elements or Roots. Air, Water, Fire and Earth. Each element has its own Dimension,called a Plane in the sorcerers’ argot. So there is a Plane of Water, a Plane of Fire and so on.These Dimensions, inaccessible to us, are inhabited by creatures called genies.Andrzej Sapkowski, The Last Wish Just as genies are the native inhabitants of the elemental arms command great strength. Instead of prehensile hands,planes, elementals are lesser creatures born of the magic it was given bludgeoning maces bristling with splinters ofdrawn from one of the Elements. They are radically different wood – they are used to smash and crush anything in its way.in appearance and size. When properly controlled, they’re com- The elemental’s head and fists are wrapped in bands covered inpletely obedient to their owners’ will. Powerful magic is neces- magical symbols and arcane signs. These animate its body andsary to create one, therefore they’re usually only created by make it unfailingly obedient to its mistress.experienced sorcerers. Most often they are employed for tasksthat do not require finesse, but brute strength alone. They’reexcellent as guardians of important items or places, ready tokill either all intruders or just those who they were told to.They know no pain, they do not tire, they do not sleep, theyshow no mercy or fear, they are unflinchingly loyal and neverdemand raises – in a word they’re ideal servants. The elemental in Philippa Eilhart’s laboratory was certainlynot made with gardening or dusting in mind. Made of clay andwooden beams, it’s not the epitome of finesse, but its mighty180
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MONSTERS | OTHERSHarpyThe list of creatures that can be blamed for the deed is quite long. It’s opened by a pack of savagedogs, a plague quite common in wartime. You can’t imagine what such dogs are capable of. Halfthe victims ascribed to chaotic monsters is in reality the work of packs of savage backyard mutts.- So you rule monsters out?- Not at all. It could have been a striga, a harpy, a graveir, a ghoul...Andrzej Sapkowski, Baptism of Fire The harpy is a winged humanoid. It’s as large as a man, but When we were creating this monster – half human, half birdits wingspan stretches several yards. Its body is a mockery of – we wanted to make it really repulsive. The nearly hairlesshuman appearance – wrinkled skin, sagging breasts and an body and drooping skin should remind people of carrion birds.oval head covered in thin, long hair make it resemble an old One sketch includes several variations of the harpy’s head.woman from one angle and a carrion bird such as a vulture or The atrophy of its eyes is a result of the monster depending ona condor from another. The front of the face has a bony beak its scent and psychic abilities to locate its victim.which the harpy uses to rend its prey’s flesh and to crush bonesto get to the marrow. It also uses its prehensile front limbs tothat end. Both its hands and its feet end in sharp talons. These creatures are known for their telepathic abilities. Theycan penetrate a victim’s mind and steal its dreams. Their talonsand wings are equally dangerous. The former are used to shredopponents to pieces, the latter to land mighty blows. Harpiescan create primitive weapons and baubles from the bones ofkilled animals and humans. They build their nests and lairs ininaccessible places – among mountain peaks and rocky ravines.182
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MONSTERS | OTHERSNekkerClaws scratched on the beams to the left and another monster suddenly jumped from beneaththe bridge. The others ran forth in amazing leaps. The stranger turned in place, his sword,unsheathed gods know when, flashed. The head of the creature climbing the bridge was catapultedtwo yards into the air, trailing blood. The white haired man jumped into the midst of the othercreatures, swirled, hacking swiftly left and right. The monsters, flailing their arms and howling,lunged at him from all sides, not caring for the luminous blade cutting them like a razor.Andrzej Sapkowski, Something more The creation of the nekker was inspired by the creatures that Despite their small size, nekkers should not be underesti-Geralt fought in one of Sapkowski’s short stories. The scene mated. They’re mortally dangerous because they hunt in packs.featuring the fight against the misshapen horde of murder- Though one nekker is a meager opponent at best, a large groupous midgets was so expressive that we began working on is a terrifying killing machine that is constantly hungry. Manythe appearance of a new opponent. The nekker is the final unwary travelers of woods and forests have become victimseffect, and though it’s somewhat different from the monsters of their appetite.from the literary original, it certainly is their worthy successor. Nekkers are small, humanoid creatures that live in forests.There, according to rumor, they dig underground tunnelswhich they use to move about swiftly and efficiently. Stoopinghumanoids with long upper limbs that stretch almost tothe ground and end with sharp claws, they resemble mis-shapen, deformed children. Their hairless heads tucked ontothe torsos make them look comical, but this is countered bytheir toothed maws.184
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MONSTERS | OTHERSTrollOne day, I ride up and what do I see? A bridge. And under that bridge sits a troll and demands everypasserby pays him. Those who refuse have a leg injured, sometimes both. So I go to the alderman:“How much will you give me for that troll?” He’s amazed. „What are you talking about?” he asks,“Who will repair the bridge if the troll’s not there? He repairs it regularly with the sweat of his brow,solid work, first rate. It’s cheaper to pay his toll.”Andrzej Sapkowski, The Voice of Reason After years of living near human abodes and some level of found for abandoned, acquired or stolen items produced bycoexistence, it’s difficult to clearly classify trolls as monsters. their smaller neighbors.It’s an intelligent race (though one should not count on a highlevel of that intelligence) that can be reasoned with. Trolls are We wanted The Witcher trolls to be different than the ste-good craftsmen, especially when it comes to wooden construc- reotypical image of the species, widely popularized by gamestion – a troll living under a bridge and collecting tolls for cross- and films. As you can see, the final concept is far removed froming it is nearly proverbial. One must keep in mind, however, the initial sketches. The squat body, long hands and short legsthat above all else trolls are huge, not very bright brutes. Trolls still make it misshapen and grotesque, however we decidedform a family with a single partner, similar to marriages, and that an inversion of proportions was in order. The troll’stheir family life often resembles that of humans, with all its overgrown head is firmly placed on the torso, thus it seemsbright and dark moments. the creature has no neck. The appearance and singular traits of individual specimens differ, as can be clearly seen from As they have lived near humans for so long, trolls have the above combinations.adopted some of their customs, like the use of primitiveclothes. They’re also familiar with jewelry, though it’s notcertain if they properly understand the function and meaningof the items they use as such. Still, a wagon wheel wornaround the neck, a lantern or armor elements seem to fit theiraesthetic tastes. Their superior size allows them to use largesacks or barrels as small pouches and containers. The illustra-tions present a gallery of troll figures, along with the uses they186
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MONSTERS | OTHERSRotfiend- Geralt pointed out the last hanged man, who, though dangled high, had bloody stumps gashed withclaws and with visible bones. – Look. It’s the work of ghouls.- Wraiths? – Zoltan Chivay stepped back and spat.- Necrophages?Andrzej Sapkowski, Baptism of Fire Rotfiends are the distant relatives of ghouls, members of Just like other necrophages, the rotfiend is also a post-con-the broad family of necrophages – creatures feeding on human junction creature, the result of the Conjunction of the Spheresand animal corpses. When making this creature, our graphic – a magical cataclysm that brought new species and monsters,artists had a lot of leeway to give it as disgusting a presence usually hostile to humans, to the Witcher universe. The rot-as possible. They achieved it by combining an anatomically fiend doesn’t have an ecological niche, so one doesn’t disturbnearly human appearance with disgusting deformities. the balance of natural relationships by killing it. The rotfiend’s head draws attention immediately. Its eyes dis-appear in folds of white, dough-like flesh. Its maw is a gapinghole filled with crooked yellow teeth. The back of its skull,covered with outgrowths, is swollen with the gases gatheringinside. The creature’s frame resembles a lean humanoid, butthat’s all it has in common with any living creature. The rot-fiend’s body is almost skinless, revealing knots of muscles.These grant it dexterity and agility, its main combat assets.The front of its chest is adorned with sharp breastbone andrib spurs.188
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MONSTERS | OTHERSArachasBecause even an orchid only resembles a flower in Ysgith sometimes, and in reality is a venomousarachas. We’ll have to keep Dandelion on short leash, make sure he doesn’t touch anything. Especiallysince there’s no shortage of plants that like to supplement their chlorophyll diet with a piece of meatthere. With sprouts rivaling the effectiveness of arachas venom in contact with skin.Andrzej Sapkowski, Baptism of Fire Before the above final appearance of the arachas was as do the various versions of individual specimens. The “forest”settled, many other concepts of its visage were created. variants are especially interesting, as the creature uses eitherThe Polish name, crabspider, was our main inspiration - a tree-trunk or a huge pinecone – with the latter helpingmainly things associated with the animals it’s composed of. its camouflage and mimicry. Thanks to such camouflage,We knew from the beginning that the creature would be an the arachas is able to blend with its surroundings perfectly,overgrown hybrid of both arthropods. Its camouflage abili- and await clueless victims.ties and the symbiosis that real-life hermit crabs share withsea anemones inspired our artists to make it similar to thatcreature. The predator’s uneven armor provides its thorax andforelimbs with ample protection, but the monster’s vulnerableabdomen requires additional protection. The specimen guard-ing the entrance to Iorveth’s hideout covers its hindquartersin a huge shell. Only a few casual notes about the creature can be found onthe pages of Andrzej Sapkowski’s novels. What does a creaturethat is a hybrid of a crustacean and an arachnid look like?Why is it called what it is? On one hand, the lack of a moredetailed description made our work more difficult, but onthe other, the artists designing the creature had more leeway.The illustrations of the evolution of its appearance prove that,190
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MONSTERS | OTHERSWerewolfHe pulled the pouch from under the pillow and quickly counted the ten crown coins. A hundred andfifty for yesterday’s manticore. Fifty for the fogler killed on contract from the alderman of a villagenear Carreras. And fifty for the werewolf exposed by the settlers in Burdorff.Fifty for the werewolf. A lot, considering how easy the job had been. The beast put up no defense.Cornered in a cave with just one entrance, it kneeled and waited for the sword strike. The witcherhad felt pity.But he needed the money.Andrzej Sapkowski, The Time of Disdain A werewolf is a man cursed with lycanthropy, which peri- of an ailing animal. With its lean, wiry frame, the beast is asodically turns him into a creature that is half man, half wolf. unnaturally gaunt as an underfed stray dog. The creature’s furThe change occurs at night, often when the moon is full. seems tangled by blood and filth. Its long arms stretch almostScholars and mages debate the root cause of werewolf aggres- to the ground, ending in oversized paws and sharp claws.sion. Some claim it derives from the shock of transformation The werewolf is eternally hungry and half mad, a dreadfuland the sudden surge of animal instincts into the human aberration, the nightmare of all those who inhabit secludedmind. Others contend it comes directly from the curse. Of forest settlements and isolated villages.the afflicted, a few prove strong-willed enough to rein in theirmurderous instincts, which clearly supports the first of thesetheories. Most of these troubled souls recall none of their actionsonce transformed. Come morning they are shocked to dis-cover their clothing tattered and dirty, their joints aching,their hands bloodied, and the metallic taste of blood in theirmouths. If their curse is not lifted in time and their vengefulneighbors don’t kill them first, madness slowly consumes theirminds. They become a threat to all around them, susceptibleto outbursts of uncontrolled rage, and begin to crave raw meat.When the call of the wild grows too strong to resist, they fleeto forests where they live in exile, hunting unwary travelers,foresters and lumberjacks. On occasion they sneak into humanhomes and abduct children from cradles to feed on in theirlairs. In designing the werewolf’s appearance, we had to keep inmind that the transformation is a curse rather than a gift.Thus, the man/wolf hybrid our artists created bears the traits192
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FLASHBACKS 196
The player’s decisions and choices have con-sequences for their story. Helping Vernon orallying with Iorveth, defending Vergen, relievingthe Scoia’tael – these events are recalled throughretrospections – partly animated drawings,illustrating important moments and the story’sturning points. These drawings also depict another, equallyimportant element – the memories of the witch-er’s past. Combined with the narrative, theyshed some light on certain facts that our herohimself was not aware of until now. The combi-nation of retrospections and memories completesthe background of the story told in The Witcher 2:Assassins of Kings. This and the following pagesdepict some of them. 197
FLASHBACKS 198
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