Monday, November 13, 2017

Dekapus [Wermspittle]

“I believe in everything until it's disproved. So I believe in fairies, the myths, dragons. It all exists, even if it's in your mind. Who's to say that dreams and nightmares aren't as real as the here and now?”
John Lennon

Dekapus
No. Enc.: 1
Alignment: Neutral
Movement: 120' [40'] (Levitation)
Armor Class: Head/Torso 5 (as Chain Mail), Limbs 7 (As Studded Leather)
Hit Dice: 3+1 [Advance as Thieves, Spell-casters, and sometimes Fighters.]
Attacks: 2 (Improves by HD/Level)
Damage: 1d4 (+2 to hit), 1d4 (+2 to hit), or by Spell
Save: F4
Morale: 7 [12 if combating Mucoids]

Special: Affected by all spells that target 'Humans.' Dekapus can opt to convert one of their Attack rolls to a Dodge (Roll as 'To Hit,' and if successful they avoid one incoming attack. They receive double the normal bonus for using bucklers/small shields, but cannot use normal or larger shields. They can only wield Light weapons until achieving 4 or more HD/Levels at which point they can use Medium weapons. It is very rare that a Dekapus would ever wield a Heavy weapon and they would likely require serious augmentation to do so effectively. Dekapus receive double the normal DEX Bonus to all their Thief skills. All Dekapus can cast BlurHypnotic Pattern, Obscuring Mist, and Hypnotism once per day and Misdirection up to three times per day.

[Percent Liar: 72%]


The Dekapus is a pseudo-octopoid...these dishonest creatures are actually mammalian, possess ten limbs and claim to be descended from humans. Fierce enemies of the Mucoids and others, the Dekapus are notorious Oneiromancers, Mountebanks, and Thieves skilled in the arts of misdirection and obfuscation alike. Their appendages terminate in a pair of soft-seeming boneless fingerettes that can split into multiple smaller tendrils as needed, granting them a level of close-up finesse much envied by surgeons. For some reason, some claim it is squeamishness, the Dekapusians rarely, if ever enter into any sort of medical profession.

Actors, Performers, Jugglers, Troubadours, Poets (both Accursed and otherwise), Pantomimers, Puppeteers, Artisans, Repairers of Reputations, Insinuationists, Saboteurs, Spies, Observers, Dreamers (Lucid, Deep and otherwise), Reporters...Dekapus have taken on a great many roles throughout Wermspittle, primarily in order to carry on their ages-old conflict with the Mucoids. The mutual antipathy between these two peoples is legendary, fierce and abiding, having persisted across centuries with no clear-cut resolution in sight.

Most commonly Dekapus are Thieves of every sort, but an appreciable number of them become Spell-casters such as Illusionists (including Projectionists), Oneiromancers and Druids with a penchant for the Tulgey Woods, Purple Forest, the White Orchard  and other such Weird Woods.

The few Dekapus that take up the path of Rangers specialize in hunting down and slaughtering Mucoids and have developed a number of peculiar and unique weapons and harmful devices exclusively designed to kill, maim, or incapacitate Mucoids. Their unwavering hatred of the Mucoids is so severe that Dekapus Rangers will also sometimes deign to hunt down Rooftopi, Octoscholars and any other Cephalopodians who resemble Mucoids in even the least bit.

Other Dekapus go to great lengths to ingratiate themselves with all other forms of humanity, no matter how distorted, Infected, teratogenically Afflicted, or aberrantly inclined...just as long as they have no connection to their ancestral enemies...



"My dreams are of water. And my nightmares..."
Siouxsie Sioux

Friday, November 10, 2017

Candlewerm [Wermspittle]

One of the first creatures one learns to Summon, Call or Bind at the Academy is a Candlewerm. The little beasts make excellent 'first servitors' for those students who've never yet had a pet or gained a Familiar. Besides carrying around candles or torches, these things can be taught simple tricks...like the time a student trained a Candlewerm to wield a wand...with rather mixed results.

Candlewerm
No. Enc.: 1
Alignment: Neutral
Movement: 30' (10') [Climb Walls]
Armor Class: 8 [as Leather]
Hit Dice: 1 hit point
Attacks: 1
Damage: 1 point
Save: MU1
Morale: 6 [11 if made a Servitor]

Special: Blind (Immune to visual illusions, Glamers, Figments), Able to climb vertical surfaces, Vague Empathy allows them to mostly understand a few verbal commands.


Candlewerms are among the most common, minor forms of Servitors known in Wermspittle. The little things are not suited to service as Familiar, but they are intensely loyal and surprisingly clever--if one takes the time to train them to do more than just lug around a lit candle or carry a torch in their specialized mouth-parts.

Certain obscure treatises claim that it is possible to enhance minor servitors like the Candlewerms, but few spell-casters ever make that much effort as it is considered a waste of time.



A spell-caster may choose to invest as much as 10% but no less than 1% of their recently earned XP to enhance their Candlewerm, allowing the creature to gain additional hit dice as if advancing as a magic-user at 10% of the normal XP cost and never gaining the ability to cast spells...unless further measures are taken to elevate the simple wermic-brain of the creature...but this sort of thing is strenuously discouraged on campus...

Thursday, November 9, 2017

Edge Creeper [Wermspittle]


“Intelligence is the ability of a living creature to perform pointless or unnatural acts."

Arkady Strugatsky​


Edge Creeper
No. Enc.: 1d4
Alignment: Neutral
Movement: 90' (30')
Armor Class: 7 (as Studded Leather)
Hit Dice: 2 [Advance as Magic-User/Thief Dual-Class]
Attacks: 1
Damage: (by Spell)
Save: MU2
Morale: 8

Special: See in all directions, Immune to Sleep, Use Detect Invisible at will, Move Silently gains bonus of +10%, Find Traps gains +20% bonus however they cannot remove traps, cannot be back-stabbed, ignore all damage rolls of 1 or 2.


Silent, patient, playful...these beings are as much animal as vegetable and yet not quite either. Their tall, central body mass is very flexible and they easily contort themselves to get into tight spaces. Their sturdy four legs allow them to clamber about through rubble, debris, or uneven terrain with the seemingly effortless grace of a deer. Eyes of several types and sizes form apparently at will or at random all over their main body, allowing the Edge Creepers to see in nearly every direction. They have displayed a deep and abiding interest in discovering and uncovering all manner of concealed doors, secret passages, lingering booby-traps, unexploded bombs, mines, and so on. Sometimes they leave markers or Warning Signs, but other times they seem satisfied with merely leaving a formerly hidden thing exposed. So far the Wall Guard have not been able to enlist their help along the Inner Ramparts or the Outer Precincts.

Little more is known about them, aside from the few encountered so far have all been spell-casters with an intense interest in the Black Zones and the Glow Field. They seem to avoid the White Orchard for some reason, but may have some sort of affinity for or connection to the Cold Roads. It is rumored that the Edge Creepers first appeared in Wermspittle by way of the Cold Roads, though there are some who are convinced that they first entered by way of the Glow Field or the White Orchard...so far no one knows, so there is a potentially lucrative opportunity for someone to go forth and discover the answers so many Experts and Academics are arguing about...



The creation of something new is not accomplished by the intellect but by the play instinct acting from inner necessity. The creative mind plays with the objects it loves.
Carl Jung

Wednesday, November 8, 2017

Yzel [Wermspittle+]



"Retaliation is related to nature and instinct, not to law. Law, by definition, cannot obey the same rules as nature."

Yzel
No. Enc.: 1d4 (1d6)
Alignment: Neutral
Movement: 120' [Levitation]
Armor Class: 3 (as Plate Mail)
Hit Dice: 3+ [Advance as Fighters, 1 in 100 may be a Ranger]
Attacks: 1
Damage: As Weapon
Save: F3+
Morale: 12

Special: Unaffected by Fear, Confusion, Illusions, Charm, or other mind-influencing powers/spells. All thief abilities are reduced by -4 penalty within 30' radius. Unwavering Morale (Never retreat, never surrender...unless ordered). When engaged in conflict become Mindless/Completely Instinctive with +2 on all Initiative rolls.

Gifted calligraphists of high order, the Yzel can only be addressed effectively in their own unique written language which in some ways resembles something alive unto itself. Any spell-caster seeking to learn this language must undertake a very demanding magical retreat lasting no less than one year in order to successfully assimilate and integrate a beginner's level appreciation of the complex whorls, squiggles and intricate diacritical marks involved in this uncanny textual tradition. Those who invest the time find themselves able to converse, after a fashion, with the Yzel and engage their services as guardians or soldiers.

Voiceless, faceless, telepathically muted, the Yzel are deeply intelligent plants from Somewhere
Else who are renowned as being highly civilized beings, despite being almost totally opaque to all forms of magical scrutiny, psychic snoopery or technological intrusion.

The Yzel are never found unarmored save when they first spawn, but so far no one has discovered where they go to get their distinctive body-casques made from multiple alloys of bronze and beryllium. The armor is so cunningly wrought that it cannot be removed from the creature and upon their death the armor crumbles away into an ultra-fine dust, as does the Yzel's body. They are incapable of being resurrected, raised or converted into undead.

When an Yzel enters into conflict they surrender to their instincts in a manner that renders them mindless, but not in the same way that a Berserker enters their rage. The Yzel in battle is a terrifying, implacable opponent that cannot be read, second-guessed or misled--they become focused completely on just the battle at hand...and that could be seen as a flaw of sorts, possibly leading to their downfall against an opponent willing to sacrifice lesser fighters to occupy the Yzel, allowing one to by-pass them altogether.



"To win any battle, you must fight as if you are already dead."

Tuesday, November 7, 2017

LeDaan [Wermspittle]


“We can't have any weak or silly. Life is real again, and the useless and cumbersome and mischievous have to die. They ought to die. They ought to be willing to die. It's a sort of disloyalty, after all, to live and taint the race.”
The War of the Worlds
H.G. Wells


LeDaan
No. Enc.: 3d6 (6d6)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 6 (as Scale-Mail)
Hit Dice: 1+ {May advance as any Class]
Attacks: 1 (Weapon or Spell, barehanded does 1d4)
Damage: As Weapon, spell or item (Wand/Rod)
Save: F4 [Improves with Advancement]
Morale: 9 [-4 penalty if confronted by Infernal Devices or Implacable Machines]

Special: Immune to most common forms of poison or venom; Gas Masks protect against airborn toxins such as pollen, spores, gas, etc.; wear scale/lamellar armor incorporating under-layers of Gray Flannel, Whitesuit Fabric, or similar textiles that offer them protection from extreme temperatures and resistance to acids; Keenly interested in all Pre-War artifacts; Dedicated enemies of all Mucoids (+4 on Reaction Rolls) and/or members of the Purple Horde or anyone showing clear signs of being compromised/serving the Purple Clouds in any way, shape or form (+6 on Reaction Rolls).


Proud, haughty, arrogant...and resplendently dressed in ornate masks and vibrantly-dyed fabrics, the LeDaan are a fiercely independent people who claim descent from Eloi and Morlock lineages alike, as well as many other forms of humanity with the exception of the Mucoids whom they despise as utterly contemptible traitors. The one other form of humanity they hate above even the deformed and grotesque starborn Mucoids are those who serve the Purple Clouds and march beneath the Banners of the Purple Hordes who are led by the so-called Desert Fathers.

The LeDaan are clever people, skilled in the ways of survival within some of the most terrible Post-War wastelands; they consider the Wilderness their best defense and only venture into ruined cities or approach established enclaves or Redoubts in small groups...always under watch by multiple scouts and trackers. It is not that they are collectively paranoid, so much as the LeDaan cultures that have arisen from the ashes and wreckage of prior epochs retain a keen sense of the danger of complicity and compromise, how collaborators were far more destructive to the old civilizations than even the bombs, the death rays or the Black Smoke ever could have been.

No one recalls ever seeing a LeDaan without their ornate Gas Masks securely fastened-down. Perhaps this is to forever hide their secret shame, the vivid oily-purple irises of their eyes...a lingering trace of their ancestor's former service to the Purple Clouds...



“For a time I believed that mankind had been swept out of existence, and that I stood there alone, the last man left alive.”

The War of the Worlds
H.G. Wells

Monday, November 6, 2017

Red Hordelings [White Star / Space Age Sorcery]


Red Hordeling
ARMOR CLASS
5 [14]
HIT DICE
3 [May Advance as Brutes, Fighters, Rangers or Assassins]
TOTAL HIT BONUS
+3
ATTACKS
2 Nano-Obsidian Blades (2d4+2, each)*
SAVING THROW
16
SPECIAL
Boneless, Hyper-Dexterity, Expand/Contract, Bloodheal
Movement
8
HDE/XP
4/175

* Nano-Obsidian Blades ignore most common forms of shielding and inflict double damage on a natural roll of 19 or 20 when striking Machine-based or Cybernetically-enhanced foes. Should a non-Hordeling attempt to wield one of these nasty weapons, there is a10% chance ofthe weapon exploding into a swirling cloud of nanoscale obsidian flakes causing 6d6 damage within a 20' radius...and this chance increases by another 10% every time the weapon is used in combat. All non-Hordelings also suffer a -1 penalty on To Hit rolls using these things as they are arranged for the uniquely boneless grip of a Hordeling.

Boneless: Hordelings are invertebrates with a distributed cartiliginous mesh for a pseudo-skeleton so any melee attacks against them ignore any damage results on a roll of 1.
Hyper-Dexterity: Hordelings can attack in any direction with either hand at no penalty.
Expand/Contract: Anything within 10' is considered within melee reach/range.
Bloodheal: If a Hordeling remains completely stationary for fifteen minutes while bathed/soaking in an opponents blood they can regain 1d6 hit points.


The infamous Red Horde of Trilaxa III are vicious, blood-thirsty invertebrates from a hot, volcanic hellworld who mock all humanoids as clumsy weaklings, especially anyone wielding a ranged weapon. These boneless barbarians can be found in the service to all manner of planetary dictators, interstellar tyrants, crimelords or whomever else desires a private army of ruthless melee-fighters who never question an order and always fight to the very end against any odds as a matter of collective honor.

The Red Horde are ancient rivals to the Jarpha and is is suspected by more than a few academics that the Mistresses of the Horde may in fact have been involved, if not outright responsible for the slow decline of the Jarpha's cognitive processes by way of some very specifically tailored and targeted infectious wetware.



Spellcasters who have attained the Secret of the Scarlet Obelisk gain the means to summon forth a detachment of Red Hordelings in place of the usual creatures they might call forth...unfortunately there is little information provided in the commonly available sources concerning how one might best negotiate a contract with these entities one summoned.

Wednesday, November 1, 2017

What's In The Attic? (Table 2)

His old servant ... had spoken of the strangely aromatic and hideously carven box he had found in the attic, and of the indecipherable parchments and queerly figured silver key which that box had contained: matters of which Carter had also written to others...

Through the Gates of the Silver Key
by H P. Lovecraft

What's in the Attic? (Table II)
  1. This attic has become overgrown by a patch of Stranglemasses that appear to have been seeded by chance, just down-wind of Glindeng's attic (Table3/Option6). One has to wonder how many other randomly-seeded patches of these foul plants have taken-root in the roofs, eaves and attics around here. Some crazy old lady, they call her 'Mildred', most likely an escapee from one of the broke-down sanitariums along Skinner Row, has been tending to this unplanned-for garden of Stranglemasses for years now. No one knows why the plants tolerate the crazy lady. Perhaps it has something to do with the illegal experiments that were done on her while under the care of Doktor Rommiro?
  2. The people on the floor below have been complaining of an unnatural draft coming from this attic. Even in the Summer. Turns out there's a Weak Point lodged in the back wall. It opens onto an empty, barren, frozen wasteland. Beware the penguins.
  3. Wet, sticky goo covers nearly every surface in here. The stuff is setting-up like so much dried snot in the corners. Everything stinks worse than rotten cabbages. There's a swarm of some kind of pink-banded slugs clustered beneath a messy mound of old rags and newspapers heaped against the back wall, just to the side of the broken window. The slugs will pop into small puffs of poison gas if exposed to heat or bright light. [Save or suffer debilitating nausea (50% penalty to Move, -2 To Hit, -4 to Morale) for 1d4 hours.]
  4. Six dead penguins lay next to a zinc-plated tub. A blood and feather crusted Tsalalian obsidian knife rests on a rickety taboret next to the tub. Why is there a shattered mirror lying face-down on the floor?
  5. An old Zugritti woman bundled-up in tattered old red and yellow blankets sits in her wheelchair at the window, keeping a look out for something she cannot, or will not describe. Once every 15 minutes roll a d6, on a roll of '6' there comes a scratching, scraping noise at the window which drives the old woman to screaming madly. She will be inconsolable, hysterical and extremely agitated for the next 1d4 hours during which time the neighbors, the Constables or other Local Authorities, and others will be attracted to all the ruckus.
  6. Javeer Nerladoux, once a famed investigator among the Secret Police in Narliz, sits quietly in a corner of this old attic smoking a foul-smelling pipe and tinkering with his broken grammophone. Perhaps one of you might know a thing or two about fixing such devices? Javeer has dozens of dusty cylinders originally recorded at the Great Opera House of Narliz from before the war. His favorites feature his nephew Erik.
  7. Five old crates have been set before the windows and filled with dirt and other soil-like substances scraped from the near-by eaves and other sources to form the seed-beds for strange yellow flowers that someone has been tending to for several months now. But what kind of flowers get fed blood, mud and what may well prove to be White Powder residue? and is that a tender shoot from some form of Red Weed just poking up out of the soil in that third make-shift planter?
  8. There is a Loathsome Mass behind an old airship trunk packed with deeply stained and saturated military campaign maps once drawn-up by the map-makers of the Third Logistical Battalion of the Pruztian Army dating back to before the First Occupation. The Loathsome Mass has compromised the trunk's structural integrity--any attempt to move it will result in the trunk collapsing into bits and pieces, and further exposing--and ruining--the maps, journals, correspondence and other papers contained within it.
  9. Seventy-Two little bat skulls have been hung upside-down from red thread pinned to the central rafter. Each one has been lovingly inscribed with an idiosyncratic summoner's personal Noetic Glyph drawn from Unter-Noetica, an illegal manual only ever written-out in Noorstrian, an obscure language that remains on the Banned Languages List to this day. The Board of Community Hygiene offers a reward for information on sites like this...but they would quarantine the place, and possibly detain anyone who has come into contact with the little skulls. Can you hear the tiny, raspy little voices just at the edges of your consciousness yet? Perhaps there is time to locate a Karcist, Medium or someone with a background in purging mischievous spirits and Littelgeists...
  10. Someone has re-built an electric airship motor in the middle of this attic. all it is missing are the batteries...and some way to get it out of here, as it is far too large to pass through either the door or the windows.
  11. Six barrels of Spectral Brine sitting in the dark, slowly rusting away. 
  12. A lonely little Flidder has been trapped in this attic for months now. Who would do such a thing? Why? Will they be mad that you let it go?
  13. A small blue-tinged lens lies in the middle of the floor. It glints coldly in the dark and inflicts 1 point of damage to anyone licking it up, every time it is picked-up. The Lens allows whomever is holding it to locate any of the Cold Roads they so desire to find...but somehow the Lens also shifts them into the Winter-time to do so.
  14. An un-finished gargoyle statue scowls disapprovingly at anyone who enters. The dust is several inches thick in here, so the artist may not be coming back.
  15. Four zinn-plated rolls from a printing-press have been stashed here by a Yellow Kid following a raid on their master's shop due to charges of engaging in Caprichographika. These rolls could be set-up to print out the weird images etched into their outer surfaces, but it might draw the attention of various Local Authorities. It might be easier to auction the things off, perhaps engaging the services of a dealer in curios and antiquities such as the kindly Mr. Cave or someone less scrupulous, but more inclined to handle such objectionable materials. There is a base 45% chance that disturbing the rolls will attract the attention of a Phantasmal Menace.
  16. A young man lies dead in his ramshackle bed set below the central gable window. A trail of little red footprints reveals that this was the work of a score or more Little People who appear to have returned to their domains within and between the walls after dispatching their enemy. The young man was something of a Dreamer, even now in death his dreams permeate this space and if one is careful not to use too bright a light source, or to cast damaging or disrupting spells, there are 1d6 Oneiric Codices on the little nightstand next to his bed that could be perused if one so desires. These books are made-up of dream-stuff and will disappear instantly if there are any loud noises, bright lights, spells cast within the room, or if anyone attempts to move or disturb the dreamer's body in any way. Each book has a base 30% chance to contain 1d4 spells that an avid reader could attempt to memorize. Doing this means they must remain still, quiet and entirely focused on the task at hand, disregarding all else, or the attempt fails and the books dissolve into so much oneiroplasm. Each time a spell is successfully memorized, roll a d6, on any result other than a 1, the books all disappear. On a result of '1' the current book dissolves, but the others remain and can likewise be consulted if desired. Any spells gained in this manner can be immediately cast and lost, or it is possible to attempt to inscribe them into a grimoire, journal or spell-book...but unless the caster does so while asleep, the inscription will fail and the spell will be lost.
  17. (1d6) Ravens are on the windowsill, taking turns tapping out competing rhythms or patterns in order to annoy a cat that no longer lives there.
  18. Three glass plates prepared for use in Ectography and wrapped in black fabric lie next to a broken camera and related apparatus. A calling card for B. Jazmir, Master of Ectographry can be found on the floor near the table. It seems that Master Jazmir ran afoul of a cabal of Fantomists. It is just possible that the Fantomists have left someone to keep an eye on this attic studio in order to capture any of Jazmir's possible associates, suppliers or clients. The Fantomists might take an interest in the players if they poke around in this attic for very long...
  19. A partially visible and quasi-fossilized Horla hangs suspended from the rafters by a stout chain affixed to an electric winch. Someone has been making detailed anatomical drawings of the creature.
  20. A broken case containing three partially-chewed bars of Lear's Soap.
  21. A black-iron spear mounted with a battle-lamp has been jammed into the floor-boards. The cable is missing, otherwise it is in working order. When powered, the spear can emit an Actinic Ray capable of causing an additional 3d4 damage to any creature susceptible to sunlight struck by the blade, or 1d6 damage if used as a Ray Attack (Ranged). Typical battery-packs yield 6 attacks at full-strength.
  22. The ceiling is encrusted with a Scabrous Froth.
  23. An old barber used to make this his home, before he got mixed-up in some nasty business with a pair of Wall Guards and a missing Electric Mitrailleuse. In the battered old chest at the foot of his un-made bed there is a large glass jar containing a dormant Corpuscular Sludge. A pair of Lesser Nosferatus have been watching this place, waiting for a chance to gain entry and recover the Sludge for their Mistress. Both wear Rings of Rat's Teeth and will cast Vile Residue to facilitate their escape if necessary.
  24. Something Squick and Ichorous can be found here, as can be a mop with a broken handle and three rusty buckets.
  25. A trowel for fighting Gobbling Grouts and Jellies has been left on the windowsill.
  26. The spell Unnatural Acromegally has been carved into the floor-boards by a pair of Thumblings who are still caught-up in their argument about the best methods for adjusting this spell to have the most impact upon their hated enemy.
  27. A Black Key dangles from a blue ribbon looped over the handle to a closet door. For a moment you might be able to hear the waves crashing across the rocks below the Gormenstille of New Chillon, but perhaps that is all just in your head
  28. A magic circle has been botched. The outer perimeter is clotted with shiny little lumps of congealed Purple Amber, while the inner border still smolders with a foul-smelling green flame that is taking an extremely long time to burn itself out. An enterprising Forager might be able to scrape-away a few samples of the Purple Amber, but doing so runs the risk of coming into contact with the green flames...and they do not consume anything physical, but rather they consume spiritual things. A close examination of the rest of the attic will turn up a small ivory carving of a Peryton in the classical Franzikaner style. This little item is an un-charged Charm Against Perytons suited to use within the Purple Forest. Perhaps a Jaladari might help make the Charm work, or offer you something for it?
  29. Ruttolfen, a Gleiben Rat-Killer stayed here in this garret in-between jobs exterminating vermin in the Near Deeps under a Sewer Militia contract. Several pairs of half-shredded banded-leather gauntlets and some other bits and pieces litter the floor and there might be Something Under his Bed. No one has seen or heard from the guy in over a month. Some of the other tenants are concerned enough to ask you to consider looking for their friend. they might be able to put together some kind of reward if pushed.
  30. An un-exploded cannister of Black Smoke protrudes into this attic from the ceiling. Some one really did a shoddy job repairing the roof and did not bother checking the spaces below for whatever made the hole. Tampering with the cannister runs a cumulative 30% chance to set it off. Loud noises, jarring contact, excessive heat or electrical discharges within the room and most forms of spell-casting will all incur an additional 10-40% chance to detonate the cannister...so it might be better to leave well enough alone and maybe report this UXB to the Local Authorities. Of course, there are those who would pay handsomely for this cannister, and others who would be willing to purchase the details of its location...but that's a matter of conscience and/or commerce...


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