Tuesday, September 11, 2012
Warlords of Lingusia Index
WARLORDS OF LINGUSIA INDEX I'll provide a permanent link to this post, and collect links to each Warlords Era article as I put them up.
First up, the new Golmadras Articles (and one older scenario set in the region):
Advanced Warlords of Lingusia: Golmadras
A gazetteer and map of Golmadras
The Fearsome Four
Four NPC Adventurers in Golmadras
The Lair of Gug and the Lost Shrine of Degalthor
A C&C statted dungeon adventure set in western Golmadras
Of Additional Interest for the Warlords Era Campaign (from what has come before):
Senempar, City of Shadows
The northern Hyrkanian City-State of Men and Monsters
Orcs of Lingusia
Playing orcs (Pathfinder stats) in the Warlords Era
The Dream Temple of Skaeddrath'Akall
A weird multiplanar temple in the Warlords Era
Origin of the Endreti Trolls of LIngusia
The strangest secrets of Lingusia's trolls
Zaidan's Blight
A plot seed I never finished in the region of Halale Woods, Octzel
An Explanation of the Many Ages of Lingusia
Buried here in this post
Lingusian Social Ranks
Although intended for the "Ages/Empire" Era this article works for the Warlords era as well.
AGES OF LINGUSIA INDEX
This material constitutes a complete campaign set in a specific time period of Lingusia (1,950-1,960 aw) about 1,500 years before the current content in the Warlords era. All of this material is fairly system neutral, but any stats are aimed squarely at 4th edition (with some exceptions). The links in order for this "timeline" campaign are as follows:
Introduction to Ages of Lingusia: The Empire Era
Maps of Octzel and part of the Middle Kingdoms in the Empire Era
(I thought I had posted more maps than that. Hmmmmm.)
Gazetteer of the Empire Era
The City of Kymir
The Heartland of Octzel
Guilds, Cults and Societies
Languages of Lingusia
Kindred of the Empire Era
Dwarves in the Empire Era
Elves of the Empire Era
Fey Kindred
Lawful Kindred
Neutral Kindred
Chaos Kindred
Ghuls
Orcs in the Empire Era
Werebloods and Planar Races
Amazons of the Empire Era
Serpent Men and Naga
Scalykind
Mishrag and Other Minotaurs
Trolls of Lingusia
Sherigras
Monstrous Kindred of Lingusia
Gods and Myths in the Empire Era
Overview of the Empire Era Deities and Pantheons
Gods of the Middle Kingdoms I
Gods of the Middle Kingdoms II
The Elvish and Dwarvish Gods
The Dragon Gods
The Eastern Gods
The Amechian Gods
Chaos Gods of Lingusia
The Death Gods (a very popular article)
Dead and Forgotten Gods
Lingusian Social Ranks
The Planar Realms of Lingusia
Villains of the Empire Era
Heroes of the Empire Era
Campaign Ideas
Scenarios and Plot Seeds
The Caves of Chaos Level 4
The Caves of Chaos Level 3
The Caves of Chaos Level 2
The Caves of Chaos Level 1
Swords & Wizardry / OSR Rules for Ages of Lingusia
S&W Adaptation Article II: Lawful Kindred
S&W Adaptation III: Chaos Kindred
S&W Adaptation IV: Neutral Kindred
S&W Adaptation V: New Combat Rules
The Fearsome Four: Four NPCs for Golmadras in AD&D
The
following adventurers will be portrayed in the snippets and short tales of
adventure and danger as the lands of Golmadras are explored. Each is a noteworthy traveler and explorer of Golmadras, and can serve as NPC encounters or a potentially friendly (or hostile) adventuring party in the dark, wooded dominion of the Final Lands.
Caveats: I used the stat-generation method
V in Arcana Unearthed and assumed everyone started with maximum hit points at
level 1, then rolled for it thereafter; each time hit dice are rolled the
option is available to reroll but the second result must be kept-an old house rule
of mine that goes back ages.
So we have:
Corlance dann Veraskon, a human knight of
the southern Octzellan kingdom of Valance. He was formerly of the Order of the
Southern Crescent out of Pheralin, but left on a journey to earn his noble title (dann) as a knight errant, aiding the poor, defenseless and needy. Corlance chose
the most difficult and demanding task imaginable, in the name of his goddess
Enki: the forsaken lands of Golmadras. Aware that his survival in that land
depends on a measure of will and trickery, he has arrived anticipating the need
to be discreet about his identity. Not long
after arriving he was nearly killed by a rabble of drunken templars in the
service of the Shadow Temple but was saved by the timely intervention of
Syberis Darkmoon and her short ally Quentin Chance. He later made friends with lacuna
Helbyrn, who he attempted (and succeeded) in beating at a drinking contest,
earning a mild amount of admiration from her at his tenacity. The four have
been traveling since, and Corlance plans to see the ruins of Thystivianen next
(naga and lamia be damned).
Corlance
dan Veraskon, human male Age 22, lawful
good Paladin Level 1, native to Pheralin, Valance; STR 14, INT 14, WIS 18, DEX 11, CON 18, CHA 17; HP 12, AC 4; +4 Magical
Attack Adj; +30% reaction Adj.
Paladin Features: Detect Evil 60’ at
will, +2 on all Saves, immune to disease, lay on hands 1/day for 2 hp/level,
cure disease 1/week, protection from evil for 10 feet (constant);
Languages: Middle Tongue (common), Golmadran, Elvish,
Orcish
WP: bastard sword, long sword, battle axe; NWP: Riding 21, Direction Sense 19
Gear: Bastard Sword (2D4 S-M; 2D8 Lrg; THAC0
20); chainmail and shield
XP
Earned: 120
Syberis Darkmoon is an ashtarth (drow)
dark elf and the youngest daughter of
house Plagistron, though she does not advertise this. House Plagistron is a
ruling figure in the northern city of Senempar, but she fled from that dominion
years ago after an altercation that led to a call for her execution. She has
since made her home in Golmadras, where a dark elf on the surface is a common
sight. She provides guidance to foreigners
visiting the land to help them avoid coming into conflict with the
oft-times draconian local laws. She is also a remarkably good fence and
pickpocket.
Syberis
Darkmoon, dark elf female Age 74,
chaotic neutral assassin/magic-user Level 3/2 , native to Senempar; STR 16, INT 17, WIS 14, DEX 17, CON 11, CHA 10; HP 13, AC 3; +1 damage adj;+2 reaction/ missile attack; -3 defense;
Spells/Day: 2 level 1 spells
Drow
Features: +2 save vs sleep and
charms; infravision 120 ft; surprised on 1 in 8; 1/day: dancing lights, faerie
fire, darkness 5 ft radius; daylight weakness
Assassin
Features: Base Assassination
Chance (level): 60% (1), 55% (2-3), 45% (4-5),35% (6-7), 20% (8-9), 5% (10-11);
disguise; pick pockets 40%, Open Locks 30%, F/R Traps 20%, Move Silently25%,
Hide in Shadows 25%, Hear Noise 15%, Climb Walls 85%, Read Languages 0% ;
Backstab X2
Spell
Book: Affect Normal Fires, Burning
Hands, Charm Person, Comp. Languages, Feather Fall, Friends,
Identify, Jump, Message, Read Magic, Shield, Sleep, Spider Climb,
Ventriloquism
Languages: Dark Elf (ashtarthic), Middle Tongue
(common), Golmadran, Elvish, Orcish, draconic
WP: short sword, dagger, light crossbow; NWP: Weaponsmith 14
Gear: Short Sword (1D6+1 S-M; 1D8+1 Lrg; THAC0 20);
light crossbow (1D4 s-m/L; THAC0 18) with 20 bolts; studded leather +1
XP
Earned: 4,500/4,950 (+10% XP for
magic user only)
Quentin Chance is a sylenic Halfling of
the South Shores and a bold adventurer by the standards of
his people. Quentin had a profound experience on his fortieth birthday when a
gypsy woman of the Avernan Nomads read his fortune and proclaimed that he would
die in the comfort of his own home, unexpectedly. He decided to thwart death by
marching off into adventure, to become a roaming nomad of sorts
(counter-logical thinking being common among the Chance family) and has prided
himself on his adventures ever since. He took a liking to Corlance when he
first met the knight, and has followed him ever since as a loyal companion. Prior to meeting the paladin he had become enamored with Syberis Darkmoon who found him a useful ally when it came to scrounging a living the rough and dirty way she was used to.
Quentin
Chance, Mixed Blood Halfling male
Age 44, chaotic good fighter/thief Level 2/3 , native to the Golmadran Coast; STR 15, INT 7, WIS 16, DEX 12, CON 18, CHA 17; HP 21, AC 7; +2 Magical Defense Adj; +30% reaction adjustment
Halfling
Features: +5 save vs rods, staves
wands and spells; +5 save vs poisons; 30’ infravision; surprise 1 in 4 (or 1 in
2 if door opened)
Fighter
Features: specialization
(scimitar; +1 attack, +2 damage; 3/2 attack rate)
Thief
Features: pick pockets 45%, Open
Locks 38%, F/R Traps 35%, Move Silently32%, Hide in Shadows 35%, Hear Noise
20%, Climb Walls 92%, Read Languages -10% ; Backstab X2
Languages: Golmadran, thieves cant
WP: scimitar (sp), dagger, short bow; NWP: animal trainer 16, fishing 15,
boating 17
Gear: Scimitar +1 (1D8+3 S-M; 1D8+3 Lrg; THAC0 19);
parrying dagger (1D4 s-m; 1D3 Lrg; THAC0 20); studded leather armor
XP
Earned: 3,500/3,500
Lakuna Helbyrn is a human woman in her
late twenties and a former Royal Guardsman of the Imperial Court in Golmadras who
once went by the name Aerys Daion. She was cast out after an altercation that
led to the death of her commanding officer, but for reasons unknown the Emperor
himself intervened in what was ordinarily a death sentence, instead stripping
her of name, rank and status and putting her on the streets. Lakuna adopted the
name of the legendary warrior woman who was written about at length by the
historians during the fabled War of Strife in old Imperial Hyrkania, for her
prowess at laying low a balor summoned by the old armies of chaos, and she
claims that her ancestry can be traced back to that very warrior so long ago.
In any case, she encountered Quentin and became good friends with the scamp,
reluctantly agreeing to assist his new friend Corlance in an exploratory
journey of Golmadras under her assumed identity.
Lakuna
Helbyrn (formerly Aerys Daion), human
female Age 31, lawful neutral fighter Level 2/3 , native to the Golmadras; STR 16, INT 9, WIS 10, DEX 15, CON 16, CHA 18; HP 45, AC 2; +1 damage adj; -1 reaction/defense adj; +35% reaction
adjustment
Fighter
Features: specialization
(two-handed sword; +1 attack, +2 damage; 3/2 attack rate)
Languages: Golmadran, thieves’ cant
WP: two-handed sword (sp), dagger, long sword,
long bow NWP: Blind-Fighting, Riding
13, Swimming 16
Gear: Two-Handed Sword +1, +4 vs. reptiles (1D10+4 S-M; 3D6+4 Lrg; +4 vs. reptiles; THAC0 16 or 12 vs. reptiles); long bow (1d6
S-M/Lrg, Rate of Fire 2/rnd; THAC0 18) and a quiver with 30 arrows, invisible splint mail +1 (may grant an additional +15% bonus to reaction rolls)
XP
Earned: 9,900 (+10% XP bonus)
Monday, September 10, 2012
Love This Giant Download and free copy of "Who"
More precisely, love David Byrne's and St. VIncent's new album, which I linked the video to "Who" a couple days back. You can go to the website here for a free download of "Who" if you liked it, and the album is officially available tomorrow (or today if you buy now).
The video sold me, although I've always been a Byrne/Talking Heads fan. Throw a little light-hearted "David Lynch tries for comedy" into the video and watch my money magically depart my wallet into yours. Walla!
Ah, music. Reaffirming that my circle of fun isn't 100% dominated by D&D and Mass Effect.
The video sold me, although I've always been a Byrne/Talking Heads fan. Throw a little light-hearted "David Lynch tries for comedy" into the video and watch my money magically depart my wallet into yours. Walla!
Ah, music. Reaffirming that my circle of fun isn't 100% dominated by D&D and Mass Effect.
Monday Recap
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| My ME3 multiplayer handle is docfuturity |
No column, article or game content today...hopefully by this weekend I will have some time to sit down and write a new series of articles that tie into the existing projects, including the Golmadras articles for AD&D and the Sarvaelen series for Legend/RQ/BRP. I might even try to do some new material for Chirak, or post up some existing content I've had lurking about.
This weekend I had a couple modest milestones in the world of video gaming: two single-player campaigns I had been slowly working on over many months (a few minutes here and there) at last concluded: Quake 4 (one of the last of the "old school" shooters or one of the first of the new school, depending on how you look at it) and Modern Warfare 3.
This was my second play through on Quake 4 (the first was back on the 360 when it first came out). I think I enjoyed it more now, but it was interesting seeing how the game has aged, and also how id's old school shooter design still resonates. It was funny playing a game again with health and armor counters, healing through health kits and armor pieces, and a metric ton of ammunition randomly scattered about. I don't know whether finding a health kit in the heart of an alien empire or a regenerating health meter is less realistic anymore....with shooters, you sorta go with whatever your audience will ignore for the sake of a good time, I guess.
I know it's a bit late to talk Modern Warfare 3, but I have to say that I can't tell if the MW3 single player campaign was just unusually lackluster or if the Call of Duty formula (it's very, very formulaic) is starting to wear thin. I still enjoy the multiplayer (well, to be fair I enjoy the component of multiplayer that lets you play solo) and the black ops and survival missions are a lot of fun....but the resolution of Price's tale of endless vengeance against Makarov felt just a bit drawn out here. I look forward to a future Call of Duty from Infinity Ward that is not about Russians invading the US and Europe, or how the only guys in the world capable of surviving for three whole games are British Special Forces units gone rogue.
I mean, it seems to me that China or even the Middle East would be a better fit for a Modern Warfare title right about now...
I'll make a prediction, though: a future Call of Duty title will be highly futuristic, maybe even Mass Effect style futuristic, and will take place in Spaaaaace....! And I would be very happy if they did something like that, actually.
Either way, I had to finish MW3; after blowing through Spec Ops: The Line I sort of felt obligated to scrub the grime away with a clean, white-washed game. I admit, though, Price and his motives (even his allegorical name) looked a lot more suspicious in light of playing Spec Ops....
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| "I got your Heart of Darkness right here. Where my boot is. Up your arse." |
I picked up Mass Effect 3 for the PC over the weekend and am glad I did. I don't know why but the multiplayer experience is a more solid and generally better experience on the PC, and I am surprised to say that I am enjoying it more using a mouse/keyboard for controls than the Xbox controller (for whatever reason the Mass Effect series on PC doesn't allow for controller use). This is not the norm; usually third-person perspective titles are generally easier to manage with a controller, and tend to be optimized for the experience (I tried Spec Ops: The Line both ways, for example, and found it much easier to manage with the controller than the keyboard and mouse).
Anyway, having a lot of fun with that....more so even than with the conventional MMORPGs. I want do delve more deeply into Guild Wars 2, but I spent the weekend in a state of mind where playing MMOs started to feel draining. I played a fair amount, in short spurts....but a fair percentage of play time was really "standing motionless" as I'd get the boy to lay down for a nap, then go to play, find myself tired as well and go nap. Or he's wake up. Or it was time to cook. You name it. But I did get a few hours in on both.
Overall Guild Wars 2 is a more interesting and engaging experience but I was put off by the early release crowds. It's difficult to explain, but the short version is its possible to be in a public quest like, "Help the farmer walk over here" and have 120 people all escorting him at once while demolishing menacing spiders you can't even see on screen....so I decided to wait a while and play when the crowds thinned a bit.
I was about to run out of time on Rift and decided to play it a bit, see if I wanted to continue. I extended my time a month, and then sunk a fair amount of time into my Bahmi rogue. What I've noticed about Rift is it's a very rich game, lots to do, in a Wow-esque way, and the rift events and invasions add a special dynamic element to it. But after I hit my early level 20's (past the point at which the game is free to play for everyone) regular players get sparse. Moreover, the grindy element of questing gets noticeable when they keep sending you to roughly the same area over and over, which may be why a lot of people say they like all Rift has to offer, except for the soloing. The game can play like this for hours: find quest hub town, gather 3-5 quests in area, do those quests, come back and turn in, then get 3-5 more quests at the same hub for the same region. Over and over.
So I think I'll continue with Rift....but only because my slow pace on the game makes it less intolerable. It's a game I can play for 1-2 hours and feel satisfied about, but if I tried grinding it for a really long session I would find it tough to stay interested (or awake, judging from my efforts to do exactly that this weekend). In the meantime, I may play a lot more Guild Wars 2 soon, but I like that I can enjoy that game (with its buy-once-play-free model) forever and ever. WIll enjoy more GW2 just as soon as the new player mobs thin a bit and I can see what's happening on screen!
Saturday, September 8, 2012
Friday, September 7, 2012
AD&D vs. 4E

I started a new 4th edition campaign for Wednesday nights (first session should be done and over by the time this sees print) after a year's absence. After three Pathfinder campaigns all reaching high level play, with two of the three now effectively concluded, I am ready for 4E again. I have been reminded of what I liked about 4E and what it did to repair or fix issues with 3rd. I'm also ready to play 1st edition again, and even 3.5, but more on that later! For now let's just say I've had an epiphany that I happen to really like each edition on their own individual merits, and find it very hard now to play favorites.
As I am also busy reading AD&D again, its impossible not to compare where 1st and 4th edition are philosophically and ideologically different, as well as where they are occasionally united. I'm one of very few people out there who feel that 4E was a good spiritual successor to classic D&D, and as I read through the AD&D tomes I can see both why I feel that way and also see compelling reasons for why so many find them to be diametrically opposed. Anyway, I'll have to give it some thought, starting here and with more to come.
A few minor observations so far about points where the two editions diverge wildly:
1. AD&D was very much opposed to experimentation with non-human races (while still leaving such decisions to the DM). 4E embraces this and empowers and encourages the player to experiment (while also discouraging the DM from limiting race options).
2. AD&D focused tightly on keeping the mechanics on the DM's side of the screen as much as possible, to the extent that no single rulebook gives you the whole story (PHB vs. DMG). 4E is the opposite, placing a great deal of mechanical control in the player's hands. The DMG provides building tools and advice, but doesn't contain any play mechanics (to be fair it's been this way since 2nd edition).
3. AD&D has a lot of randomization and probability at play. 4E is generally focused on precision and a design that encourages specificity; encounters are built, items are chosen according to what works best for the players and not randomly (for the most part), and so forth.
4. AD&D's randomization can lead to swingy characters; you can theoretically roll up an amazing PC, get lucky and gain psionics, and get even luckier with high hit points. 4E contrasts with precision in numbers: you rarely have uncertainty in the values of what you're about to attain. In exchange, however, the system practically guarantees a decent character...effectiveness is baked into the rules.
Now, to be fair 4th edition can support (and even offers rules for) some randomization, as during its development cycle it became clear that many people wanted an element of chance in the game. You can still roll for stats, you can use randomized treasure parcels, and you can build wandering monster tables in 4E just fine (and the rules provide for it). However, 4E's nature by design encourages structure within those random limits: your character's random stats can be re-rolled if they fail to meet certain minimums, treasure parcel rolls still lead to item selections within level and party appropriate suggestions, and wandering monster charts are more complicated in 4E if only because the rules assume you will try and build challenge-level appropriate random encounters. You don't have to by any stretch, but the game's focus on scaling means a more holistic old-school approach can lead to some messy TPKs (or even worse, prolonged battles of attrition).
You can also view player vs. DM agency in 4E as being about "the DM is in control" but with the caveat that, "the rules provide for all, and are meant to be understood by all." In contrast to AD&D this is remarkably different. I think 4E (and 5E when it arrives) are by virtue of D&D's ubiquity in today's gaming culture forced to adopt this posture, because players and DMs alike are all too savvy, too familiar with the mechanics and structure of RPGs today. AD&D was unique in its power to separate player understanding from DM control, because back then the hobby was young and many, many people played the game straight up and without a good understanding of what was going on behind the DM screen.
I like to always drag out Call of Cthulhu as my example of a game that has fundamentally changed over time not due to edition changes (as it has changed little over six editions) but because everyone is either familiar with it or has read Hello Kitty meets Cthulhu. Or, to put it another way, in 1983 when I discovered Call of Cthulhu I could run games that shocked and surprised my middle school cohorts. Even in 1990-1995 in college it was possible to do this. Today, it's actually kind of difficult to find people willing to play CoC who haven't either drunk from the Lovecraft firehose or who think they know what Cthulhu is because they shopped at Shanna Logic once or played CthulhuTech.
So put another way, D&D's current editions can't separate "what the DM knows and controls" from "what the player does and knows" anymore...or at least not easily, and not in a "forbidden knowledge" way like AD&D did it.
The 4E conundrum in item 1 mentioned earlier is an interesting one, and I want to talk about more at length in the next column, but I'll put it this way:
AD&D has expectations for what it's world looks like (which is very Tolkienish, even if Gary doesn't like to admit it in the text). A great deal of work goes into enforcing why this should be so, and the discussion of alternative player races pulls out my favorite straw man argument (player who wants to play a dragon or demon) to suggest that no player wants to be a monster for purposes other than power. It says a lot more about Gary's games and players, I think, as well as the notion of power gaming back in the late seventies than it does about role playing games and D&D as it was shaping out to be. But beyond that Gary does aknowledge that some players may just be experimental, and wraps up with a "it's your table, you decide" approach.
Cut forward to 2008ish and 4E arrives, acknowledging the endcap of what's been going on since Unearthed Arcana in the 1st edition era, the Complete Humanoids Handbook during 2nd edition, Savage Species in 3rd edition and is more or less baked in to the PHBs in 4th edition: players like playing weird things. 4E's philosophy of "a universe where all races are permitted" is a flaw, however, which vexes DMs aiming for specific flavor. But that's another issue entirely.
What's interesting about 4E is that it allows for a range of races, which on the surface seems contradictory to AD&D's premise of "don't let them do it," but that's only half the story. AD&D's actual suggestion is more correctly, "Don't let them do it to be power gamers, but if you've got players who are genuinely curious about running creature X feel free to let them do so and see how it feels for your game." Which is actually exactly what 4E does, ironically. And in fact 4E designs race building in a fashion that both encourages experimentation and prohibits power gaming by design. So...maybe #1 is out the door, after all...
Then again...
My latest 4E campaign has the following lineup: a gnome artificer, shadar-kai spellsinger, shardmind blackguard, dragonborn hybrid paladin/sorcerer, dwarf runepriest, and satyr skald. Not one human among them. I was joking with the group that the only plot lead-in I needed was "the circus has come to town."
It's not hard, I suppose, to imagine why some people might look at their 1E AD&D experience, contrast it with the average 4E experience, and find it difficult to draw comparisons!
Thursday, September 6, 2012
Advanced Warlords of Lingusia: Golmadras
Starting today and evolving for as long as I have energy, I'm going to start presenting a detailed adaptation of my Warlords of Lingusia campaign setting for use with Advanced Dungeons & Dragons, or any other suitable OSR system of choice. With the print editions of AD&D back out, I feel like one can safely say, "This is intended for use with AD&D" without beating around the bush!
For the first installment, I present the dark kingdom of Golmadras (as you may have guessed I have a thing for treacherous kingdoms laden with sorcery). I'll provide a map and overview here, and in the next several installments will elaborate on each location in greater detail, including stats and data to run it with AD&D.
For the first installment, I present the dark kingdom of Golmadras (as you may have guessed I have a thing for treacherous kingdoms laden with sorcery). I'll provide a map and overview here, and in the next several installments will elaborate on each location in greater detail, including stats and data to run it with AD&D.
Golmadras
Capitol City: Eramis
King: Emperor Aruzan Damar (no wife taken yet)
Allies: Saddikar, Al’Jhira, Naminthia, Caratea
Enemies: Etrurias, Octzel, Hyrkania, Sendral
Racial Mix: Most Golmadrans are human, but there is a disproportionately high
mix of surface-dwelling ashtarth dark elves in the region, as well as goblins
and hobgoblins, who are more socially accepted here than elsewhere due to their
loyalty to the emperor. Silver elves who did not abandon the old elvish kingdom
still dwell in Golmadras, either in hidden enclaves of the deep wood or as
lower-class servants of the human kingdom (a few high elves have retained
prominent station in Golmadras as those clans which backed the invaders). A
small but distinct population of sylenic Halflings moved into the coastal
regions of southern Golmadras about two centuries ago, and have been tolerated
ever since.
A thousand years ago the ancestors of the
modern Golmadrans were a mix of southern people, from the kingdoms of Karaktu.
The proud and mysterious Argoseans with their dark sorcerer kings, the nomads
of the great savannah plains, the dark elf exiles of Yenetai, the amazon
warriors of Laibros, and the warrior-merchants of Shillarth. Karaktu had been
extant in the world for as long as the Middle Kingdoms, and had evolved with
its own parallel purpose and history to the rest of the world. Then the Deluge
brought destruction.
Golmadran lore tells of how the rabble of
old Argosea rose up against the sorcerer king, deceived in to believing he was
a false god by mad prophets who claimed the Deluge was brought on by the
emperor’s hubris. Amidst the time of flooding a civil war broke out. After
several years of intense conflict the Emperor and his closest followers
abandoned the field, and took the faithful across the Argosean Sea to settle a
new land, leaving the old kingdoms to be swallowed by the rising waters of the
Deluge. Thus did the exiles of Argosea come to the shores of Sylvias in the
north, as they willingly went in to exile with a hundred ships and ten thousand
loyal soldiers and their families; or so the official history books claim.
The sorcerer-king Aregas Damar was
charismatic, but the elves could offer only temporary assistance. It was when
Aregas discovered the age-old feud with the ashtarth dark elves of Modra that
he realized he could turn the conflict to his advantage. Offering quiet support
to Modra and the goblins of Eldrannor, Aregas backed them in a decisive and
vicious coup, using his own army against the elves to sieze their coastal
cities and ultimately lead the battle inland. Through clever manipulation he
gained the trust of the Hyrkanians of Old Blackholm and Hyrendan, and in a
matter of less than thirty years Sylvias was in his control. It was a bloody
conflict, and the Suetheinurien elves were scattered.
Elvish stories of this period are muddied by
poor recordings of the time, though the high elves are quick to assert that the
refugees, under rulership of King Aregas Damar, betrayed the elves within but a
few years, siding quickly with the scheming dark elves, forging an alliance to seize
the land. Unaccustomed to betrayal of such magnitude, the high elves quickly
fell and were driven back. Only a few remained as slaves at first, though they
would later embrace the new order. Such was the time that the elves became a
diaspora, spread throughout Lingusia, as they sought a new way of life and a
new home.
The new lord of the land, Damar proclaimed
himself emperor reborn and renamed the lands as Golmadras, which meant the Final Lands in Argosean. Later on he
declared himself god-emperor as well, suggesting that he was immortal and all
his descendants would be as well. He established a state-sponsored church of
worship for himself, though he openly permitted the reverence of the ashtarth
demon gods, so long as they were regarded as inferior to his own divinity. The
ashtrarth chafed at this, and there was a brief civil war, before those who
preferred to enjoy the benefits of cooperation accepted the new laws Damar had
decreed.
More mysteriously, Damar advocated worship
of the “true divinities.” These gods were ones almost no one had ever heard of:
the Shadow Pantheon of Unarak, Phaedra, Eskandar, Zelkarod, Amadan and Yagatas.
The cults of these gods were slow to start, and the mysterious nature of these
largely unknown gods left many openly confused about the emperor’s embrace of
this enigmatic faith. Nonetheless worship began, forced by the demands of the
new empire.
Eventually Damar perished, though he was two
more centuries in to his rule when he was assassinated. His longevity was taken
as proof of his divinity by most, and the children he sired were clearly
immortal (or long lived) as well. He was at last slain by his own kin, and his
son, Garanus Damar, rose to take his place, declaring that his father had been
released from his mortal shell to ascend to the planar realms, where he would
unlock the mysteries of the cosmos.
Unknown to most, the Damar family had been
given immortality by a select few: Unarak and his Shadow Pantheon. During the
flight of the refugees, the shadow god had approach Damar and offered him the
secret of immortality, in exchange for undying subservience. The intent, it
seemed, was for the shadow gods to establish a firm foothold of worship in the
mortal plane, to at last seek out true worshippers.
The real test of power for the gods of the
Golmadrans came during the Plague of Unarak. The hordes of undead somehow never
struck the lands of Golmadras, which became a bastion of safety as refugees
from many lands traveled to seek out the safety of the kingdom, to embrace the
Shadow Gods as their own.
Over the centuries Golmadras has grown
strong, and the once great woodlands of Sylvias have been turned to the use of
the growing empire. The current lord of Golmadras is Aruzan Damar, who
proclaimed himself the new god-emperor, not merely of Golmadras but of the
whole world. Many believe he is even more megalomaniacal than his ancestor.
Luckily he appears not to have a sense of strategy, for military engagements
against his neighbors have proved unsuccessful.
Aruzan Damar is quite insane, but extremely
powerful. As a living descendant of the Argosean sorcerer kings imbued with the
secrets of Prehunate longevity, he seems to excel in sorcery. Damar would like
to attain control over all of the Middle Kingdoms, but he has enough trouble
keeping his empire united as it is, and finds the Hyrkanians and Etrurians to
be more than a match, militarily. He feels that if he can just find true divine
power he will gain the necessary edge. Damar secretly reveres Xorion and
Dalroth, two principle deities of the old Chaos Pantheon, consulting them for
advice via the oracles of Mount Seriphar, a fact which he keeps from most so as
to avoid incurring the wrath of the Shadow Pantheon.
Today
Golmadras is a strict empire; a totalitarian regime which denies recognition to
rival kingdoms and religions within its boundaries. It is comfortable to those
who believe firmly that might makes right, and is a dangerous place in which to
live for those with dissenting thought. Its merchants are generally welcome in
many ports, but Golmadras tries hard to remain self-sufficient, a cultural mark
of the Argoseans from old.
Although bards love to tell stories about
how one day the elves will rise up to reclaim their forestlands, it is an
unfortunate fact that the long war of the elves between their darker kin had
taxed them severely, and the short invasion of refugees led to too many losses
for the elves to safely recover from. Elves can breed but once a century it is
said, and if so, then it may be many hundreds or even thousands of years before
they are strong enough to contest their homeland in the mortal plane once more.
Still, a handful of high elves and sylvan elves remain, quietly, in the dark woods
of Golmadras, seeking time and opportunity to strike against the invaders
whenever possible. These elves will never forgive the loss of their homeland,
and often do not even forgive the flight of so many of their kin to distant
lands, let alone the handful of “betrayer houses” which sided with the
Golmadran emperor so long ago.
Locations
in Golmadras
Eramis the Capitol
Eramis is the rough capitol of the land,
centered on a vast ziggurat-palace from which the god-emperor and his house
rules. It is a harsh city of blackened soot and vast urban sprawl, where
cruelty and violence seem to be normal, for suffering is regarded as the only
correct state of mind in the Golmadran religious state. The only open worship
permitted in this city is to the god-emperor himself and the Shadow Pantheon,
though worship of the ashtarth demon gods is permitted in their barrio
district.
Eramis is known for its cruetly and harsh
living conditions, but it remains the most popular trade port along the Iron
Gulf. Merchants from far and wide are welcome here, as the emperor long ago
relaxed all trade limits and tariffs to encourage growth. A side effect of this
influx of foreign merchants and goods is a brisk underground economy that
specializes in everything from illegal imports unattainable elsewhere to a
brisk but very dangerous trade in religious artifacts, iconography and texts
for those beliefs that are forbidden in the land.
Mount Seriphar
This vast lone mountain was once the
Oracular center of communion for the Silver Elves, but has long since been
turned in to a monastery and enclave for the oracles of lost Seriphar, those
ancient witches who advise the emperor in his schemes.
Anethar
This remote mountain fortress is located on
the remains of an even older elvish fortress, where it is rumored the emperor
likes to go as a vacationretreat. The mountains are being pillaged with deep
mining operations for previous metals, including mithril.
Golvad
Golvad is another bustling town, but this
time for being a center of pilgrimage, as it is nestled along the base of Mount
Seriphar.
Shelmadir
This coastal port along the Inner Sea is the
center of the Golmadran navy in that region, which is tantamount to saying “a
lot of pirates that work together.” Though they can put a huge number of ships
to sea, the Golmadrans seem unable to organize such fleets in a convincing
manner, insuring they are unable to do more than raid and pillage along the
coasts of their antagonistic neighbors.
Zulgoth
This coastal port is the center of the
southern navy and is much like its northern cousin, rife with pirates. Zulgoth
is also home to the largest demographic of nonhumans in the region, including
many survivor species from sunken Karaktu. It is ruled by the rakshasa Kadraen,
a good friend of the emperor’s, who lets Kadraen do as he will in his strange
city.
Ryvarin
This is the only occupied city to retain its
elvish name, and has a meaningful elvish population. The silver elves who dwell
here chose to be subjugated rather than leave their homeland, and they have
been persecuted heavily, treated as an underclass throughout Golmadras. The
city is ruled by the emperor’s favored concubine, Elatta Sectaraine, given rank
of governess and the will to do as see sees fit in a once holy elvish city now
turned in to a vast bastion of sin and debauchery.
Thylanalien
The woodland elves of Sylvias’s eastern
Eflin were not quite ready to leave their homeland. Located deep in the fey
woods of their mountain valley, Thylanalien stands strong. Several times now
have the Golmadrans climbed the nigh-uncrossable mountains to this deep wood,
and each time have they been destroyed by the sylvan elves. Some believe that
Thylanalien exists in the Weirding at the same time as the mortal plane, but
none know for sure. Unfortunately for the sylvan elves, the emperor has found
their resistance amusing, and he has declared their extermination a sport,
encouraging young warlords to seek his favor by forging armies to climb the
mountains and seek out the fabled sylvan city and raze it.
Wachalen
This eastern castle oversees the only safe
past between the Southern Hyrkanian deserts and Golmadras. It is fairly
nondescript, but has the usual sooty, burnt architecture so common among the Golmadrans,
and is usually fair warning to those approaching that the kingdom beyond is not
a pleasant place to journey for anything less than official business.
Ruins of Thystivianen
The vast ruins of Thystivianen are but one
of many lost elvish cities, though this one was laid to waste by the dark elves
themselves. The city contains the spectral remains of the old Tree of Life,
slain in battles long ago by the dark elves, though it is said that the young
god Poltrietie grew from the last of the sacred seeds of life from this tree.
To this day the haunted ruins are occupied
by diverse factions of dark elves, goblins, naga, trolls, orcs and other beings
seeking to inhabit them, while Golmadran treasure hunters try to find lost
elvish treasure and occasional parties of vengeful silver and wood elves will
arrive to slaughter the defilers as best they can.
Modra
The dark elves of the old war who sued for
peace and allegiance to the emperor continue to dwell here, in a city both
above and beneath the forest, named for its greatest leader, the dark queen
Modra who had the vision to imagine the ashtarth rightfully retaking the sacred
elvish homelands for their own. Though the ashtarth of Modra seem content,
there is to this day much discord among the dark elves, envious that the
Golmadrans so effectively invaded and expelled the silver elves, yet they seem
to treat their dark elf allies like barely tolerated second class citizens.
Kalevarsh
Deep in the heart of Golmadras is said to have been an ancient
subterranean realm, where the last of the old elvish knights sought to destroy
the goblin kings of old during the era of the Early Empires. The goblin kingdom
was called Kalevarsh. Little is known of this subterranean realm, but it holds
a nearly mythic quality to the goblins of Skazdras.
Urnaman
This relatively nondescript port is home to
a large population of Yenatai draconian, the weredragons of mixed dark elf and
dragon blood.
Aldromos
This port city is largely
independent of immediate Golmadran influence, and is rife with Etrurian
influence as well. It is notorious for being an open port to all, including
pirates.
Eldrannor Hills
These ancient fey hills
are overrun by goblinoid tribes who thrive in the region, occasionally growing
so quickly that neighboring cities must call for a periodic culling, which
turns in to a minor war between humans and goblins for a time, until the beasts
are driven once more deep in to the earth.
The Bleakwoods and the Goblin Swamps
This vast track of
western land beyond the Great River of Light (which bisects the western and
eastern dominion of Golmadras) is rife with monsters, especially the dozens of
tribes of the so-called Skazdras, the Goblin Kingdoms. Noteworthy in this western
region is the port of Aldromos. Several small townships can be found along the
coast, but almost no human settlements can be found in the Bleakwood, and none
at all in the swamplands. Among the dark elves there are several remote
settlements, and a handful of fortresses paid and managed by mercenaries hired
to handle the dirty work of protecting the overland roads in the region.
Aside from the many
monsters and goblinoids in the region it is known that the last indigenous
tribes of elves can be found within the Bleakwood, where they have dwelt for a
thousand years and will continue to do so. These small but vigilant tribes of
silver and wood elves struggle against the occupants of their land, taking the
rare opportunity to strike out and do damage whenever possible, thus
necessitating the reason several well-funded mercenary garrisons are stationed
in the region.
The Bleakwood and its
accompanying swamplands are also the location of ancient ruins, belong as best
can be determined to a civilization that arose in the region about four
thousand years ago, which prospered for a time before collapsing sometime
around the era of the War of the Gods. Old Hyrkanian historical texts exist
which name this land Erekantas, but
little is known of this lost kingdom and its people. Elvish records that
survive the period are curiously lacking on any details, though the elvish
records of occupation date back eight thousand years.
Scarsad (Gorgoth Isle)
The mysterious island of
Scarsad is said to hold a great temple to the Ancients, where the ancient prehunates
are worshipped openly. It is even rumored that the physical forms of the
prehunates themselves can be found here, engaging in cosmic meditations.
Occasional heroes have sought to gain entry to this mysterious temple but the
island is guarded by ferocious monsters that have successfully repelled all
attacks.
Wednesday, September 5, 2012
AD&D the First Part One: Bards, Psionics and Armor Adjustments
Welcome to the first article on my observations and musings on Advanced Dungeons & Dragons, spurred by my acquisition of the recent Premium editions, giving me the first real chance in years to read through these books again with the jaded eyes of an old gamer veteran, a far different experience I can safely say from what my childhood self experienced with these rules! It's sort of like being able to see out of only one eye and then suddenly one day you wake up and the other eye works, opening you up to the amazing world of depth perception.
I'm not going to be charitable and gushy toward the rules....I'm going to be straight forward about it. I feel a lot of people for reasons unknown to me have sort of enshrined Gary Gygax and his writings in a way that almost makes him like some sort of hobby saint. It's creepy, to be honest. But I think he did a tremendous amount of good for what he started, and while his actual rule set might be a strange and sometimes uncomfortable ride, it was all we had back in the day and I'm frankly impressed that the game even managed to come into existence in the first place.
I'm not bothering with Original D&D, because I don't own it anymore (I wish I did, for collectability alone), the version I do is Swords & Wizardry Complete, and I actually like S&W a lot chiefly because it manages to strain from the messy coagulant that was 0E something resembling a cool rules lite system that is eminently playable. Not that the working parts weren't there in the first place--obviously they were--but as a youth I found it easier to read B/X D&D in conjunction with AD&D to figure out how to play than I did trying to puzzle through the OD&D rules which I had bought after the fact (them being cheap at a local used bookshop in 1981ish). I wonder if they're still on the family ranch somewhere, with my old Arduin stuff, Thieve's Guild books, Dragon Tree Press publications, Judges Guild, and All the World's Monsters? I know I had it all at one point...and not a damn thing seems to have made it to 2012 in my possession. Sigh.
So first up, while reading through the Players Handbook I ran across lots of oddball bits that I find curious in light of today's gaming evolution. I'll try to contrast what I noticed today by what I remember from my attitude toward the same 30+ years ago. To begin...
Weapon Proficiencies and the Lack of Skills
This is old hat, nothing big, although I don't remember using them until later on (when I got more rules-savvy), chiefly because there was confusion in my youth about the weapon lists attached to classes and this other thing. So were fighters not actually proficient with all their weapons? Were they just proficient with weapons trained in? As a kid it was easier to ignore.
Today, with AD&D 2nd long dead and sorta buried, I know that the rules were intending for classes to show weapons permitted and proficiencies to be the rules for which of those weapons one was skilled in. Even today the list seems fairly limited; I liked how 2E introduced weapon groups to fix the issue....and of course 3E's feat system for proficiency.
It still surprises me that we didn't see non-weapon proficiencies until the Wilderness and Dungeon Survival Guides. The secondary skills chart in the DMG was the only nod to skills in AD&D with the core books. I know today that there's this thought in the OSR movement that skills are bad, for various reasons (discouraging puzzle-solving on the player's own merits, or confusing the process of player/DM negotiation, or not accounting properly for the broad ideal of what a class might know, and so forth) but back then as now the value of skills as features that could define a character who was above and beyond the scope of the player seemed like a good idea to me. I remember using various skill hacks for AD&D, T&T and other games after I discovered Runequest and later Dragonquest.
I think...when you're a kid, you're a lot closer to the era of "cowboys and indians" so the idea that you need something to help arbitrate when someone claims knowledge for a character that might not otherwise obviously have such comes up. "I'm a wizard, I study alchemy." Sure, prove it. Plus, if you apply the "new old school" approach that says that skills are crutches to real player interaction...well, I do wonder sometimes just how those games work these days. Maybe I'm too out of touch with the old guard to remember, but I know as a kid I often wanted to play characters that knew things I as a player never could. It was part of the charm of role playing. I think the same still can be said today. But...well, there's more about this later, when I discuss the DMG and some of Gary's philosophy on how the game plays and what the game is.
Weapon Adjustments by AC
I love this chart now, and if I get a chance to run 1st edition I plan to do so RAW with all rules turned on, including weapon adjustments by armor class, because it seems so ridiculously specific and appropriate. Now, that is! Back then I thought this chart was a pain in the ass and designed specifically to screw people up. I know why, too. The chart is using AC as defined by specific armor types....but if you wrote down armor with your DEX adjustment factored in, or with magical modifiers, then technically it would muck up the chart, right? And that meant a lot of look-up/book-keeping/adjustment for what averaged at most to be a 5-10% payout. It was easier to decide it was all a wash and move on.
I did the same with Speed Factors back then, although I used their revised version religiously in 2nd edition. I'd use speed factors now, RAW, except for one problem: they're basically tie-breakers in combat....he who has the smaller, quicker weapon hits first. This is ironic, because Runequest does it the opposite way, with bigger weapons getting the extra reach necessary to pull off an attack when the opponent with shorter reach closes. Ironically Runequest was allegedly based on some rough eyeballed empirical data gathered from SCA events, so presumably they noticed that having a bigger reach provided a consistent advantage. Not sure if it's all a matter of interpretation (i.e. AD&D based the rule on similar but differently interpreted data from mock fights) or if AD&D's rules were more of a "wargamer armchair resolution" rule. I suspect the latter.
The Bard
Ah, the first prestige class well before its time. I don't object to the bard, except for the fact that the requisites leave many questions vague. So you need to have 5 levels of fighter...easy enough. Then you take a level in thief. Are you taking thief because you're destiny is bard, thus you are choosing an arbitrary range of class levels? Are you really dual-classing? How does a half-elf qualify, since he can't dual-class? Does that mean a multi-classed half elf can qualify?
Back then I was so confused about the bard I simply never used it....which was easy since no one would likely ever qualify anyway, even if you assumed the laxest interpretation on the requisites. Today, I think the bard is best looked at as being a class that simply dictates it's first 5 or so levels are fighter, and then at least 1 but no more than 3 levels are thief, after which you gain the first level in bard. So long as you meet the bard requirements, its not the same (not entirely) as dual-classing. And half-elves can do this because it says so.
I'd allow this bard into a 1E game today, but I gotta admit, the bard (especially after the Complete Bard book) in 2nd edition was a fantastic revision, a dramatic improvement in play and accessibility over its 1E version.
Psionics
Back in the day psionics were just a weird rare option that was interesting but for which the chance of seeing in play was snivellingly tiny. It really served as a warning marker, to be honest; if you met a guy who had a portfolio of characters, of which 80% had psionics, then you knew he was a munchkin and a cheat, plain and simple. I didn't ever see actual psionics in play until 2nd edition....and those of us who played a lot of 2E may remember the mixed feelings and many issues about the revised psionics rules. My favorite iteration is what came later in Skills & Powers, which benefited from hindsight.
But you know what I am amazed about today is how while writing the Players Handbook neither Gary nor anyone else thought it would be interesting to turn the psionic rules into a viable class option. It would have been trivial to do so, and I am thinking about writing up what that class would look like now. Makes me wonder if anyone ever tried that, or if an option for such ever saw print (such as in Dragon). My Dragon collection was full of holes, so its always possible, I imagine.
(EDIT: After a bit of creative searching I found it: the psionicist appears in Dragon #78)
Okay, enough for today....more next time! Including the Straw Balrog Premise and the curious nature of what is worth XP and what is considered fun. Also, the reason insanity charts show up in every Palladium game, possibly revealed?
Tuesday, September 4, 2012
To Dream
The post can be found right here over on Back Screen Pass. It is one of the coolest actual play posts I have ever read and I am envious, that's a game I'd like to be playing or running. That doesn't happen often.
Seven liches projecting their minds into a giant black sphere which amplifies their abilities and turns them into gods....very cool stuff. And I love Antillia the Albino Minotaur Warden.
Anyway, just wanted to share.
Seven liches projecting their minds into a giant black sphere which amplifies their abilities and turns them into gods....very cool stuff. And I love Antillia the Albino Minotaur Warden.
Anyway, just wanted to share.
Post-Labor Day Weekend Recap: Guild Wars 2, Mass Effect 3: Leviathan and More
Well, I haven't got any articles or new material in queue right now so for the moment it's just more of me blathering on about stuff I'm into at the moment (which, as you may have noticed, seems to be mostly a mix of D&D and video games).
My wife and I grabbed Guild Wars 2 this weekend. I enjoyed it, played a few hours, can safely say that the game is very dynamic and does a lot for the MMO design by culling the best concepts from across the board and adding in a distinctly new feel and pace. It's a fantastic game. I'm intrigued to see just how much of the original Guild Wars is in there, in the sense that GW2 plays very little like its predecessor, yet so many bits and parts evoke that Guild Wars style, from the looks (much sharper but still "Guild Warsian") to the soundtrack and general ambience.
I'll talk more Guild Wars 2 later, because this game does a lot to move the entire concept of the MMORPG into the future, but playing it resparked an interest in my other MMO love, RIft, which I also played more of. Rift is more traditional, but it is traditional with some innovative twists, and playing it in contrast with GW2 actually improved my appreciation for it; Rift is dynamic and open world in a different way, with a metric ton of oddities to collect, pursue and figure out, but in a very methodical fashion. GW2 is almost frenetic in its pace, so the more leisurely approach in Rift suddenly feels sort of distinct. The fact that I can't even play WoW for two minutes before deleting the game again is only helping the case for the future of MMOs. There are some very good games out there now, and they all blow WoW out of the water. Forget about numbers; if the discerning gamer prefers quality and substance over volume, there's a veritable buffet of MMORPGs to choose from.
And despite all of the MMO madness I still somehow managed to fit in some Max Payne 3 time (I absolutely love this game, it's storyline is oozing noir and bullet time in the best way possible) and I am methodically working my way through a new Mass Effect play-through, this time with male Shepard, and on the PC (having just acquired ME3 on the Labor Day sale). Also, it's really difficult to play games on the TV while Marcus is sleeping; his room is positioned so he can look through his door (which he is now able to reach and open from his crib) and see the TV. He gets very frenetic when the Xbox is on. Dad likes hearing sound but doesn't have any headphones with a good reach, so its easier to hide in the study where the PC provides more options and is not visible.
(Which means yes, I own or have owned all the Mass Effect games and DLC on both PC and console, making me officially Bioware's bitch.)
I also snagged Mass Effect 3: Leviathan and while its good so far I seem to have gotten stuck on the creepy base with the mind-controlled miners. Can't figure out if I'm overlooking something (a security terminal) or if the game is bugged out on me.

EDIT
So I had a long bit here about my general dissatisfaction with gaming followed by a bit of clarification that I have bipolar tendencies which often cloud my perspective on things, and sometimes gets in the way of my sense of enjoyment in RPGs. After some thought I realized that this was yet another case of "feeling off" so I figure I'd better just snip that bit away and leave the remainder of the summary as follows:
Read more AD&D Premium books, will comment on lots of interesting bits and observations soon!
My Saturday campaign wrapped up at long last after almost three years, retiring their Pathfinder characters at level 14-15. It was a satisfactory conclusion and I am happy to see another high-level campaign die, albeit spectacularly.
I am tempted to play 4E again but my Wednesday group has talked me into going for a new low level Pathfinder game instead. I'm going to start a new one in Chirak. But I really have an urge to play 4E. I like that system, at least the way I run it. I am continually bothered by the fact that the hobby seems to have run into an outer threshold that won't allow it to grow past a certain point, or at least be accepting of whatever interests we all prefer.
I think, in the end, I'd be happy if WotC also reprinted the core for 4E with full errata and updates, to go along with their reprints for 1E and 3E. That would go a long way toward aknowledging that D&Ders are a diverse lot, even if we ourselves tend to decry the "others" amongst us who are busy having the wrong type of fun.
More gaming articles to come as soon as time permits!
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