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16:39, 19th April 2024 (GMT+0)

About the Game/ World.

Posted by All-Seeing All-KnowingFor group 0
All-Seeing All-Knowing
GM, 7 posts
Bossman
Likes Pepperoni
Tue 4 Feb 2020
at 14:59
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About the Game/ World

I'm not starting with a fleshed out world. I've created a starting point and this is the extent of the world thus far (your cue to click on the game map). You are part of the process of building this campaign setting. The pace of RPOL easily allows for world building as we go. When you create your character feel free to have creative control. Name the city/ village you're from. Name the country if you want. Is it in the north south wherever. Is it a Kingdom, a simple country with a name or a city state....let me know what you're thinking. By all means you can come from one of the areas I've put on the map. It's all up to you. I'll work what you're thinking into the world map. We're in this together. (I just have last say..sheepish grin)

Having said that.... this IS NOT a sandbox game. I hate those. This will be module/ story driven. I'm going to take adventures I find online and run them here. Some will be short little distractions other will be longer. So it's not really a single campaign but will be more a series of adventures your characters run through, much like it was back then in AD&D times. (smile with fond memories)

I'm going to try and keep leveling happening at a decent pace, that's something else that drives me nuts on RPOL - slow leveling. I do have a rather novel idea I'm tossing around in my head. For now just know that leveling your characters is a priority of mine. I don't track XP I will use a milestone method (of sorts).
This message was last edited by the GM at 14:03, Fri 07 Feb 2020.
A.S.A.K.
GM, 8 posts
Bossman
Likes Pepperoni
Tue 4 Feb 2020
at 15:34
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About the Game/ World

The world is called The Bower. One hex on the supplied map equals 6 miles.

This is my campaign setting from way back when I played AD&D in the 80's. Having said that not a single map remains so I'm going to rebuild it. This will be done together as needed. The world map will grow as is required to support game play.

As for the gods of the world we'll use them as listed for Eberron. So any of them listed on pg 297 of the PHB are available.

The one geographical area I remember in The Bower not represented on this map is a large span of ground located in the southern region. Its defining characteristic is of gullies, caverns and great fissures in the ground. The soil is lifeless and barren and is about 100 miles square with a massive crater in the center. It's called the Fractured Lands. It was created 600 hundred years ago when a group of wizards tried to harness deep and secret magic. It went poorly for them and exploded causing massive devastation. There are still elves alive that remember the event. Humanity however has all but forgotten the lessons of caution learned on that day. You will likely end up travelling here but not for quite a while if we somehow keep this going for about 10 levels. If you come from the south maybe this plays into your story somehow?

The Bower is divided into three regions each comprising several countries.

The Northrun - A cold and mostly undiscovered tundra.
The Mid-Rule - The central portion of the continent and is comprised of mostly stable countries working more-or-less together.
The Warlands - the southern nations. There is peace at the moment but it's tense and there is little trust.

A NOTE ON SLAVERY - The general policy towards slavers in Tellrain (The nation you are starting in which is located in 'The Mid-Rule'.) is that of indifference. They are neither prosecuted nor given any aid whatsoever. They tend to stick to the 'Empty Road' that passes from Thorfen to the south. It's barren landscape has it mostly free of towns and therefore a not as many prying eyes. As a result many nomadic traders can be found travelling up and down the empty road supplying these slavers with goods. Most of these caravans travel with a sizable armed escort.

THORFEN
The capital of Tellrain. It’s an economic powerhouse with access to the rest of The Bower through the 'Key Road' to the south and access to The Sea of the God’s Mercy. While a very large city it’s relatively free of crime due to work of the city watch. The mayor Helrem Highson believes that order brings profit and he has invested much of the city’s wealth into the watch. Thorfen is not a place to go if you’re looking for trouble. It is home to the head branch of the Bowerguards, a group committed to the safety and security of the realm. 'The Gardens of Hanran' are a popular spot within the city.

CRESTBREAK
Tellrain’s third largest city Crestbreak is quite the opposite of Throfen when it comes to security. It’s port is prosperous because not too many questions are asked as long as coin is paid. As a result it is a remarkably busy port and passage to pretty much anywhere can be found. A place of note within the city is 'The Palisades' a brothel unlike any other. Expensive, discreet and frequented by anyone who is anyone. The city also boasts of having one of the best, if not the best, martial training academies in the known world. It's simply called 'The Crestbreak Martial Academy' and many Bowerguards and other militia members around the world attend to hone their skills. You can easily tell one of these graduates from their C.M.A. pin granted after completion of a course.

ORN
A small town on the road between Thorfen and Dwarven. It’s sprouted up from a farming community due to the large number of travelers on the road and it’s one-day distance from Thorfen. Besides the essentials for travelers such as suppliers and several inns, there’s not much more than farming here.

DWARVEN
Not quite what the name suggests as only about 35% of it’s inhabitants are Dwarves. The city was however built near the Dwarven city of Neltrenmanar that descends deep into the mountains. Dwarven allows for trade between the upper world and the Dwarves in the mountain. It’s a city made great from its access to minerals. Gem cutters, traders, and smiths of all types can be found here. It's also the only place you can get a 'Dugger'. A meaty Dwarf BBQ delicacy cooked over forge hot coals. (Yes Dwarves have delicacies, who knew?)

MALTAIN’S TOWER
Established 30 years ago by Maltain Frenz, a captain with the Bowerguards, it’s a safe refuge for travelers on the Key Road and can be reached easily from Thorfen in a single day. A significant detachment of both Bowerguards and city watch from Thorfen can be found here. There are a few Inns and other services available for travelers. The famous Flying Boar tavern is here. Renowned for it’s pork stew and  beautiful serving girls. Its owner Mellissa Fringe is a stunning beauty herself and that is matched only by her sharp business sense. It’s a hot spot for information and its proximity to detachments of the Bowerguards and city watch make it a relatively safe location for meetings of all types.

RELGUARD
Just a moderately sized farming town along the Key Road. Not much of note.

THE EMPTY ROAD
Runs south from Thorfen along the coast. it's a barren area and has few settlement. This provides slavers and other shady types a haven for conducting business as well as trafficking items of all types.

The KEY ROAD
heads south out of Thorfen through Maltain's Tower and connects the city to the rest of The Bower. Due to it's higher level of security many travelers choose this road.

THORFEN/ CRESTBREAK ROAD
Joins Thorfen with Crestbreak. Its name is often determined from where you are traveling to and is equally recognized by either name.
This message was last edited by the GM at 03:41, Tue 25 Feb 2020.
A.S.A.K.
GM, 18 posts
Bossman
Likes Pepperoni
Mon 10 Feb 2020
at 20:35
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About the Game/ World

THE KIGDOM OF ZARKAT
Located on the eastern side of the southern most tip of The Bower in the region known as 'The Warlands'.
(Thank you to Tia'Ri Windchaser)

What sprawling plains exist beyond the inner most depths of the jungle roam the more nomadic Tabaxi tribes, often referred to as Prides by outsiders, these prides are roaming bands of Tabaxi who lean more toward the feral aspects of their races past, who wish to uphold the old ways and traditions of their clans and peoples. Some of these Prides are more barbaric then others so it is always a challenge when crossing into the civilized lands of the Tabaxi with such a barbaric group living on the outskirts, which often leads others to believe that all Tabaxi are barbaric and nomadic, rather than a highly advanced civilization as the Tabaxi are a mostly isolated group, beyond those who set out from their homeland with the wanderlust.

The Inner Jungle rather than being more dangerous is the center of the Tabaxi civilization where the tree top cities and the mountain temples hold the divine schools, the arcane schools, and martial schools of thought, while the city is home to the various royal clans who fight and jostle for power among themselves within the parliament under the High Chieftain. The Chieftain of which can be from any of the royal clans who has proven themselves qualified through Deed, Wisdom, and a majority vote among  all the clans not just the royal clans, which serves to help curb the abuse of most noble and royal clans among the masses, though not in total. Tabaxi society on a whole is an eager one; they are a curious race, always willing to learn something more, to add to their own culture, often called seekers of knowledge and lore.

The Tabaxi Temples settled within the deep mountains of the jungles hold vast records pertaining to just about everything that those with the wanderlust have managed to accumulate. From lore and music from the most distant reaches, to unearthed Arcanum and the relics of old gods long passed from the world. The temples are a veritable cornucopia of knowledge gathered from all over. Most of the more profound knowledge to be found within gathered from the Test of Wisdom undertaken by the High Chieftain candidates.

One of the most prominent structures that lays before the great valley of the mountain temples is the Lore stone, which was once just a large rock from the distant past upon which the tribes would chisel their deeds upon, has through the millennium become a constructed series of obelisks with the written deeds of the most prominent clans and their members. It is here that the lore of the Tabaxi is written and added to twice every year, from the hunting of Dragons, the forging of a magical weapon, to great discoveries. It is here that one who seeks to be a chieftain must have their name and deed written down through the clan vote, to see if their deed is important enough to become Tabaxi lore.

The gods of the Tabaxi are many and vast; they do not believe in just one singular god, nor do they see one god as more important than another, which is why they have a vast array of temples dedicated to the gods found within the world whether they are evil or good as the majority of Tabaxi are chaotic and neutral in most matters.
This message was last edited by the GM at 02:10, Wed 12 Feb 2020.
All-Seeing All-Knowing
GM, 19 posts
Bossman
Likes Pepperoni
Mon 10 Feb 2020
at 23:34
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About the Game/ World

ETHNOLOGY - THE GOBLIN
(Thank you Zoccola)

Nobody is precisely certain where Goblins came from - only that they have been around as long as any other people throughout The Bower and are so numerous as to rival the total population of any other race.  They appear en masse in literally every region, climate, and city.  What Goblins lack in a cohesive society they more than make up for in their knack for adapting, surviving, and being a general nuisance.  Every culture and group throughout the world has their own dealings with Goblins, for better or worse.  Some cities do their utmost to ensure there are no Goblins within their borders, but it is widely seen as inevitable that a few will manage to find their way in sooner or later.

There are many varieties of Goblins as they appear to be heavily influenced by their environment, rapidly adapting to suit their situation.  Goblins who hail from cold, mountainous regions tend to have thicker hides and dull, earthen hues to their skin.  Goblins that live deep underground often develop larger, more luminous eyes, where those that fill the forests tend to be just as green as the plants and as swift as any woodland creature.  Surprisingly enough, Goblins who exist near larger populations of other races or are otherwise readily exposed to non-Goblins during their formative years tend to both appear and behave more like their companions.  No matter where they appear, Goblins are more than capable of thriving - they can eat seemingly anything, are naturally resistant to disease, and rapidly reproduce in such great numbers they have often been likened to rodents by disapproving peoples.  Even unlearned Goblins have a knack for swiftly figuring out how to use technology, spellcraft, and other assets they come across or scavenge from others.  They appear to be especially skilled at picking up new tactics on the fly, albeit often in a clumsy imitation of what they witness initially.  Goblins are chaotic, outside-the-box thinkers who readily toss aside perceived norms, taboos, and well-documented safety precautions in lieu of experimenting.

A Goblin's biology is a mysterious thing not well-understood despite much study having been put to the task prior; it is theorized there may be some innate magic at play which influences them.  Regardless, as a Goblin rapidly matures to adulthood within two or three years of birth, their first years of life are a vital period of development that determines who they will be from then on.  Those Goblins who grow up in the wilds with no exposure to civilization tend to be little better than near-feral monsters that move about in nomadic packs, acting on instinct purely for the sake of survival.  On the other end of the spectrum, Goblins who grow up among any measure of civilization - even just a single slightly better-behaved fellow Goblin - rapidly adopt similar traits.  It was long believed that Goblins were stupid creatures by nature and that any sign of higher intellect or charisma among them was a fluke, but the opposite appears to be the truth.  They are merely victims of their own biology and the majority of Goblins are condemned to a monstrous life purely due to a lack of opportunity.

It is unclear how long a Goblin's lifespan is.  Their childhood is no more than a few weeks as they rapidly mature through adolescence and into adulthood within a few short years.  However, the vast majority of Goblins live a brutal and inevitably brief lifestyle of violence and ill-advised misadventures.  There has never been a single documented case of a Goblin dying of old age.  Some theorize that they are functionally immortal as a few especially secluded Goblins have been found to be ancient and withered yet still kicking, lending credit to the theory that they are innately magical beings.  Regardless, it is the combination of a rapid development into adulthood and a lack of safe environments that directly lead to Goblins having never established a culture or society of their own.  There are some loosely shared elements and behaviors that appear commonly among Goblin-kind (such as their cunning, lack of situational wisdom, and sometimes oddly charming antics), but nothing cohesive enough to be evidence of a greater culture.  Due to the sheer number of Goblins and their lack of a unified society, individual clusters of Goblins frequently develop their own micro-cultures among their own numbers, resulting in limited pockets of tradition, briefly realized religious practices and deities, and frequent clashes with other Goblins when their local attitudes don't mix well with those of a neighboring group.

When it comes to interactions with other races, Goblins who are more than just brutish monsters are seen as something of a novelty.  Those that exist within civilization are often viewed with some level of suspicion, yet widely tolerated as being exceptions to the rule.  Naturally there are cases of those who see all Goblins as monsters - perhaps due to unfortunate past experiences with the more feral variety - and persecution against civilized Goblins is fairly commonplace.  They are often considered to be second-class citizens and any Goblin who raises themselves to a position of authority and respect is considered to be an incredible individual.  There are a few cases of Goblins who marry, are taken on as concubines of influential individuals, or seen as exotic assets in houses of ill repute, but seem unable to reproduce with any non-Goblin species.  Even Humans - who are widely considered to be able to reproduce with anything - cannot yield a Half-Goblin offspring.  While Goblins are as varied as can be, they do generally share some common behavioral traits; other races often note that Goblins tend to be innately selfish, often short-tempered, and prone to an uncouth, callous sense of humor that delights in mayhem.  Goblins tend to have difficulty empathizing with others and are generally self-serving, which makes them especially shrewd in matters of business.  While they can seemingly subsist on nearly any form of food and drink, they prefer extremely strong, almost foul flavors and textures that are often completely inedible to others.  It's not at all uncommon for Goblins to be seen eating rotten, moldy garbage that is - to their palate and iron stomach - perfectly good food, or to show absolute disdain at delicate meals other races laud as being gourmet.  It is little surprise that Goblins almost universally love bitter alcohol and strong, burning spirits.
A.S.A.K.
GM, 20 posts
Bossman
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Tue 11 Feb 2020
at 02:30
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About the Game/ World

THE SSA'RASHIZAR DYNASTY
Located on the south western edge of The Bower in the region known as 'The Warlands'.
(Thank yo to Tia'Ri Windchaser)

To the south west of Zhua’ Arque Nkato or commonly known as the Kingdom of Zarkat, lies the Ssa’Rashizar Dynasty were the Yaun-Ti rule, though most people call the Dynasty Sa’Rash the two nations have been in a complicated relationship that has spanned a few centuries a relationship that has encompassed conquest, wars, and alliances through the years. Some wars bitter, with one side claiming victory over the other, but without much real gain for either side. Particularly with the ending of a recent twenty years war that has left both sides without a clear victory, a tentative peace treaty has been signed for the time being.

The Dynasty of Sa’Rash shares much of the same geography as Zarkat save for its more southern lands which encompass a sprawling desert  dotted with Oasis’s, one of the reasons they have tried for conquest with their neighbor Zarkat. Though much of their Dynasty encompasses desert, they have a flourishing silk industry as well as multiple breakthroughs in the field of Alchemy and the tinkering sciences. Something that has flourished through the constant wars propelling the industry forward, just as the Arcanum and divine schools have progressed within the Zarkat kingdom. Both however have martial schools that have advanced significantly from the constant warring, a pride for both nations who once a year will stop hostilities to throw a joint fighting tournament to claim a champion. The champion of which is heralded by both nations as a figure of admiration despite hostilities between countries.

With the current peace treaty in place, trade has once more returned between both nations, creating a current boom in both countries’ economies, for as long as the peace will last, some speculate months while others think a year or so at most. Barring outside interference the peace might last a few years or more depending on further negotiations. Though rumors exist about an alliance and the invasion of another nearby country with a promise of spoils and land being bandied about, though its surely just rumor.
This message was last edited by the GM at 02:11, Wed 12 Feb 2020.
A.S.A.K.
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Bossman
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Tue 25 Feb 2020
at 03:15
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About the Game/ World

BUYMARKS
A Buymark is someone who is bound to a very ancient way of life. Think of them as gypsies only with a moral code. They have no home and are at home everywhere. Buymarks can be found in all corners of The Bower doing business and running errands for people.

A buymark can be hired for a specific purpose such as the delivery of information or items. They have performed services for people as mundane as raising children and as dark as murder. Once a Buymark has been hired for a job they will see it though to the end.

When not in the employ of another individual they will normally travel about looking for someone who needs their services and conducing businesses buying and selling various items to earn a very comfortable life.

When a Buymark offers you their hand in a deal it is a contractual gesture. However until hands are joined counter offers may be made. Hands extended to symbolize your own commitment to your counter offer.

CHA checks to influence a Buymark are made with disadvantage.

It is very foolish to cross a Buymark.
This message was last edited by the GM at 13:19, Thu 27 Feb 2020.
A.S.A.K.
GM, 149 posts
Bossman
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Sat 7 Mar 2020
at 03:27
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About the Game/ World

ETHNOLOGY - THE FEY

The Nature of the Fey
Although they fey are capable of making choices, feeling emotion, and acting in surprising ways, the key difference between mortals and the fey is that the fey do not have free will. Mortals can change drastically over the course of years, turning a new leaf, so to speak, but the fey are unchanging in nature. Queen Mab will always be a ruthless predator, for example. She would never even consider the possibility of acting against this nature. Such an act is as impossible as a human sprouting wings and flying to a different plane of existence without any magical involvement. More broadly, the fey cannot break their Laws, and they cannot go against their natures. Their natures are more fluid than their Laws, however, which allows for different personalities, unlike the rigid Laws.

The fey see power in the number three. There are three Queens in each Court. Three hags gather to form covens. The Mothers are rumored to be the Fates, of which there are three. In spells and rituals cast by the fey, the number three is often involved in some way. When hunting in a group, many fey species prefer to hunt in groups of three. A question asked or a promise made thrice when asked in this way by the fey shows that they are not actively trying to trick someone.

The fey deal in half-truths and lying by omission. Except for very specific circumstances, fey will not be straightforward. They will tell only what they have to, and twist their words in such a way that, while they did not tell a lie, their information is often confusing, muddled, or subject to interpretation, with all of the more likely ways of seeing it actually being false. The fey do not ponder their words before speaking. Such things come naturally to them. Many who deal commonly with the fey believe that, even if they wanted to, which they most certainly do not, the fey cannot give the straight truth unless they are hard-pressed or threatened. Even then, it is difficult to be certain whether information given was correct.

In general, it is a bad idea to accept anything offered by the fey, including food, drink, and other pleasures, unless you know exactly what the price is. If a mortal enters a deal with a fairy, they all-too-often are made into eternal servants or playthings. The fey often give items that, while they may help in some way, often leave a way for manipulation in the future, or else cause danger to follow the owner. The only time it is safe to accept something from the fey is if you are greeted as a guest in their dwelling and accept the status.

The Laws of the Fey
Nearly all fey are bound to a specific set of rules. Some fey can break some of these Laws, but for the most part, they can be seen as a static code among fairies. Fey are physically unable to break these laws. Moreso, they do not see these laws as boundaries, but simply as the way things are. A fey creature cannot comprehend the idea of telling a lie, for example, although they know that mortals are able to, and are always on their guard. The rules of the fey are known as the Laws, and are worded in three simple commandments.

Speak No False Words
A fairy cannot knowingly tell a lie. This does not mean that a fairy cannot spread deceit, or trick an adversary into believing a falsehood. It simply means that a fairy cannot speak false words. By nature, fairies never tell the full truth, weaving their words in such a way as to avoid lying while at the same time leaving an impression of something false or incomplete in the mind of the one they are talking to. The closest thing a fairy will give to an absolute truth is their answer to a question asked three times in succession. If asked in such a way, a fairy is bound to give some sort of answer or promise that is true and not misleading. No more than three questions may be asked of a fey in this manner. If more are attempted this will be considered a slight. (See Harm No Outsiders).


Break No Oaths
A deal made by a fairy is absolute, and a fairy cannot willingly break a deal. Fairies, by nature, try to make deals with other creatures that they want power over, often with the payment owed to them seeming much smaller or easier to pay than it truly is, or else not mentioning a return payment until after the deal has been accepted. Failure to pay within the given time results in the fairy having power over the dealbreaker, which was the original goal. A deal a fairy offers will always be equal, and anything offered by a mortal, should it be anything other than equal payment, will be seen as either an opportunity or an insult. Fairies hate to be in debt, and cannot give or take anything for free. Accepting a gift from a fairy is the same as accepting an open-ended deal, and the fairy can extract payment as they see necessary. At the same time, giving a gift to the fey puts them in debt, which they hate. While they are forced to repay their debt, they will also look for an opportunity to harm the gift-giver, except for very special circumstances. Similarly, promises made to or by the fey are binding, and must be fulfilled. An oath of fealty can only be broken through an agreement on both parties. Additionally, a vassal must fulfill all of the orders of their master, and their master cannot order them to break any previous oaths, and can only inflict harm on them if they fail to complete their orders to the master's satisfaction. Prisoners are automatically considered vassals.

Harm No Outsiders
A fairy belonging to a Court, even temporarily, cannot directly harm a fairy or mortal that does not belong to the same court, or is not ranked lower than themselves, unless if they are slighted by the individual beforehand. Duels are accepted, and open combat between the two Courts is also allowed. Because of the specifics of this rule, predators who wish to hunt prey that does not belong to them try to enter a deal with their prey or cause their prey to slight them, allowing them to hunt to their heart's content. Different types of fey have different definitions of a slight, and these definitions are absolute. If a creature intrudes on a malk or kumonga colony's territory without offering something to the resident fey or proving their strength in some other way, it is considered fair game, and is hunted down mercilessly, for example.

Types of Fey
This does not address the many varied species of fey but instead their origin. There are High Fey and low Fey and a Satyr, for example, may be either High or Low.

High Fey are those who are from the Feywild and spend the majority of their time on that plane of existence. This guide directly represents the behaviors and beliefs of the High Fey.

Low Fey are those who dwell primarily on the material plane and their interactions with others will be of a more temperate variety than listed here. the influences of the material plane ground them more closely to the behaviors of other beings on that plane. A low fey for example may very well speak directly and honestly. A low fey may even change their behavior become more righteous or less depending on their circumstances. Low Fey can indeed change.

In any respect, High or Low fey are chaotic and it bodes well for those dealing with them to have caution and speak with thought.
This message was last edited by the GM at 12:40, Sat 07 Mar 2020.
A.S.A.K.
GM, 677 posts
Bossman
Likes Pepperoni
Thu 27 Aug 2020
at 12:03
  • msg #8

About the Game/ World

A NOTE ON DWARVEN
There is a river that passes by Dwarven, the Axebeard River. This river if taken upstream will arrive at a small lake.

If you look at the map you'll see in the bottom left corner this small lake. Just to the north is a large spire of rocks called Rocky Point. A small fort is located there by the same name.

The river on the right bottom is also accessible from the Axebeard. The settlement there is called ForestLink and it trades with the dwarves in those mountains.

More info will need to be gathered by speaking with locals/ shopkeepers.

The Axebeard is used to carry a great deal of the trade between the dwarves in the mountains and the city of Dwarven and as such is well patrolled.

Sorry to not have conveyed this before. I know I was asked by one of you if those areas were settlements and I answered no. At the time this was true but this is a sandbox game of sorts and is being developed as we go. I have added a few things and a few settlements exist.
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