Chapter 4: Structuring the Campaign: Difference between revisions

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Part Two of The Cloven Lands is significantly less linear than Part One. While it is true that Part One has several potential starting points, each prologue in Chapter 2 and the Underbridge Cult adventure in Chapter 3 are all scripted in rough sequential fashion.
Part Two of The Cloven Lands is significantly less linear than Part One. While it is true that Part One has several potential starting points, each prologue in Chapter 2 and the Underbridge Cult adventure in Chapter 3 are all scripted in rough sequential fashion.
By contrast, Part Two is much more open-world. The heroes may [[travel]] to all or only some of the locations described in the coming chapters. They may complete many of these quests in any [[order]], and do not need to complete every quest before proceeding to Part Three.
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==== '''Personalized Quests''' ====
Part Two is also the easiest section of the campaign for you as the MC to add your own side quests and subplots. Review your heroes’ backstories. Of the official missions described in this campaign, are there any that you could adjust slightly to make more meaningful to your heroes?
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== The Next Three Chapters ==
The next three chapters each provide detailed information on specific regions pertinent to ''The Cloven Lands''. Chapter 5 details Bridgemoor, Chapter 6 is about Kendaria, and Chapter 7 discusses Nalathesh in detail.
In addition to information about the various regions, towns, and NPCs that you might encounter in these regions, these chapters also provide brief recaps or updates on quests that the heroes might undertake.
== This Chapter ==
The rest of this chapter sets the stage for the growing conflict in the region and offers a rough timeline of upcoming events. It also presents several quests that the heroes might accept as their primary goals heading into this part of the campaign. They might receive these quests from the Meritocrats of Bridgemoor, from Nalatheshi traders, or from Kendarian diplomats. If they present as both competent and politically neutral, they may even receive quests from all three political entities and will need to decide as a party whom they prioritize.
== Backdrop: Rising Tensions ==
Tensions between Kendaria and Nalathesh have been simmering for a while, and in Bridgemoor this conflict finally boils to a head. Two instigating events in particular lead to Nalathesh and Kendaria seeing one another as serious economic and military threats.
These events develop over several weeks (see the Timeline below). As the MC, you may decide to involve the heroes in this conflict, or you may direct them to pursue other missions assigned by potential questgivers (below) and occasionally update them on the tensions escalating between Nalathesh and Kendaria.
=== Mercantile Theft ===
During the events of Chapter 3, trade goods from a Nalatheshi [[merchant]] named Isavella were stolen. This merchant travelled with the Luxxors in the Nalatheshi Caravan prologue, so some heroes may know her.
You may decide that the entire investigation took place while the heroes were dealing with the cultists, or you might want to involve the heroes in this conflict directly. Note that the animosity between Nalathesh and Kendaria must increase throughout Part Two, so if your heroes tend to be successful at deescalating and serving as diplomats, it might be better if this conflict takes place “off-screen” and they hear about it later.
If you want to involve your heroes in the investigation, then run them through a series of social encounters similar to the ones that they did in Chapter 3. By making AWR, INT, CHA, and perhaps LUCK checks, the heroes can gain more and more evidence. They might start by speaking with the Luxxors, the bereaved [[trader]], and other merchants in Bridgemoor’s bazaars. These discussions will lead them to follow a trail of evidence that eventually brings them to the Cedar Lodge, a high-end inn and tavern where the Kendarian [[noble]] Lord Elarion Sutian and his entourage are in residence.
==== '''The Culprit''' ====
Whether it is the heroes or the Bridge Knights who investigate on behalf of the robbed merchant, they find the stolen wares in the room of Filandra of Silverbranch, a known associate and close confidant of Lord Elarion. If questioned, Filandra will not apologize for her [[actions]], swearing that she was doing what she felt like she had to in order to secure stability for her own mercantile ventures.
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==== '''What Actually Happened''' ====
Filandra will not admit this, but in truth she was the unlucky pawn of a plot contrived by Aradin Witchblade and Ser [[Kellion Blacksky]]. Using magic to alter his appearance, Aradin approached her posing as an influential merchant in Bridgemoor. He name-dropped Lauby to earn Filandra’s trust, and explained to her how the Nalatheshi had stolen his own goods, and swore that if Filandra could recover his goods for him, he would elevate her status among his peers. Filandra swore that she would do so and swore not to speak of their meeting.
Aradin approached Lord Elarion shortly thereafter in a similar disguise, posing as the Baron of Silverbranch, Filandra’s home town. In this disguise, Aradin entreated Lord Elarion to defend Filandra at all costs. While she must face the consequences of her theft, the “Baron of Silverbranch” tells Lord Elarion that Silverbranch will be indebted to House Sutian if he demonstrates public solidarity with Filandra. Lord Elarion agrees.
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If the heroes question Filandra, she readily admits that she did everything of which she is accused. If they speak with Elarion, he will try to walk a middle road, explaining that he does not approve of her actions and believes that her sentence should play out in accordance with Bridgemoor’s laws, while also holding that he will offer public support to the people of his own nation. Ego plays a big role in these conversations, as Lord Elarion in particular tries to leverage his status as social currency.
==== '''Legal and Public Opinion''' ====
Filandra’s brazen admittance of the crime and refusal to apologize or seek amends lands her in prison after several days of court hearings. Her attitude enrages the Luxxors and the other Nalatheshi merchants. Furthermore, during the court hearings and afterwards in public statements, Lord Elarion defends her rather than denouncing her, which makes relations between Nalatheshi and Kendarian folk in Bridgemoor much worse.
=== Murder ===
Matters are made dramatically worse when Lord Elarion’s body is found a couple days later.
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==== '''Know your Table''' ====
If the details of Lord Elarion’s murder are too gruesome for your group of players, change or water down the exact details, or hint that “it’s too bad to describe.” It is important to prioritize your players’ concerns and yellow and red zones above campaign accuracy.
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Lord Elarion’s body is found in his room at the Cedar Lodge. His neck is purple and swollen, and blood vessels under his skin have burst, suggesting that he was strangled. His hands are missing both their thumbs… and his detached thumbs have been shoved through his eyes.
Heroes that have traveled with the Luxxors or are familiar with Nalatheshi customs can easily infer that Elarion’s missing thumbs are reminiscent of Nalathesh’s punishment for thieves. Whether the heroes witness this crime scene or not, the Bridge Knights reach a similar conclusion.
To make matters worse, Isavella left town early in the morning before Lord Elarion’s body was discovered. She left along with two of her friends who were residents of Bridgemoor but originally Nalatheshi. These friends were both bouncers at a rough tavern and could easily have committed the murder.
==== '''The Luxxors''' ====
Adelaide and Reza Luxxor denounce Isavella, saying that she should have obeyed Bridgemoor’s legal regulations to seek recompense. At the same time, they note that Isavella was abiding by Nalatheshi law, and if this crime had taken place inside Nalathesh’s sovereign territory, Lord Elarion would have received similar treatment.
== Timeline ==
The timeline is presented in terms of the number of days or weeks that have passed since the events of the Underbridge Cult. One week is seven days.
=== Late Summer ===
'''1-6 Days:''' Heroes can have some down time or might receive 1-3 quests from the various questgivers.
'''1 Week:''' Filandra steals wares from Isavella.
'''1 Week and 3 Days:''' Filandra is arrested.
'''2 Weeks:''' Filandra faces her trial, which lasts for several days.
'''2 Weeks and 1-6 Days:''' Heroes can have some down time, continue one of their quests, or receive a new quest.
'''2 Weeks and 5 Days:''' Filandra is convicted and sentenced to two years in prison. Lord Elarion defends her, damaging his reputation.
'''3 Weeks and 1-6 Days:''' Heroes can have some down time, continue one of their quests, or receive a new quest.
'''3 Weeks and 1 Day:''' Isavella and her two friends leave town.
'''3 Weeks and 2 Days:''' Lord Elarion’s dead body is discovered.
'''3 Weeks and 3 Days:''' The Luxxors denounce Isavella, but also suggest that Lord Elarion had it coming.
'''4 Weeks:''' Proceed to Early Fall.
=== Early Fall ===
In the early fall, news of Filandra’s theft and of Elarion’s murder ripples through the greater region, reaching the seats of power in Kendaria and Nalathesh. Both the Luxxors and the Sutians become more focused on military security in anticipation of trouble from the other side. The Meritocrats in Bridgemoor keep close tabs on this and will try to send diplomatic envoys accordingly, though Kellion continually finds ways to subtly undermine these efforts.
Early Fall lasts for 6 weeks.
'''4 Days:''' The Luxxors send a trusted diplomat to extend condolences to the Sutians and ask for ongoing diplomacy.
'''4 Weeks:''' The Luxxors’ diplomat is captured and killed by Kellion Blacksky’s network. Planted evidence incriminates Lekim, a Kendarian merchant. Lekim is nowhere to be found.
'''5 Weeks and 3 Days:''' News of the diplomat’s murder reaches the Sutians.
'''6 Weeks:''' The Sutians send word to [[the lords of Silverbranch to discuss the situation.
=== Late Fall ===
Late Fall lasts for 6 weeks.
'''2 Days:''' The Sutians and [[lords of Silverbranch meet to discuss matters.
'''4 Days:''' They agree to publicly support Lekim’s actions against the Luxxors, but not to interfere with Bridgemoor’s legal system as the murder took place in Bridgemoor.
''Note: The heroes will have a chance to prevent this, but only if they are in the room and in the Sutians’ good graces.''
'''4 Weeks and 4 Days:''' The Luxxors hear of the Sutians’ decision. They send word that blood has been met with blood, and that hostilities should cease.
'''5 Weeks and 3 Days:''' Brimmel Rockwall and Blaise Sutian travel to Bridgemoor.
'''6 Weeks:''' The Luxxors’ messenger and guards are all killed on the road and replaced by Kellion Blacksky’s men. The Luxxors’ seal is carefully transferred to a new letter.
''Note: The heroes will have a chance to prevent this, but only if they are aware of what the Luxxors are up to.''
=== Early Winter ===
At this point, tabulate the amount of Goodwill that the heroes have garnered and the “points of Alliance” that Nalathesh and Kendaria have each procured (noted at the end of each quest). Whichever nation has more successes gains Bridgemoor’s favor. Preliminary back-channel talks begin between Bridgemoor and its favored nation. Rumors of formal war swirl.
If Nalathesh and Kendaria are tied, then the heroes will have a chance to prevent war altogether, but even if they are tied, this chance for peace is difficult and unlikely to prevail. Details on this are in Part Three.
== Potential Questgivers ==
Each of the following NPCs can serve as potential questgivers to the party in the beginning of Part Two. These quests take place against the backdrop of rising tension between Kendaria and Nalathesh, and the heroes may involve themselves directly in the political conflict. They may remain distant from the conflict described above, instead focusing on the quests given to them by these notable individuals. All of these NPCs are described in greater detail in Appendix A, but their missions, motives, and personalities are summarized here.
Regardless of whether these individuals give heroes quests, you should still keep track of what they might be up to. These figures may become questgivers at some point, but regardless, they will all be influential in the course of the campaign. Once the heroes meet these figures, they may also request that the heroes go on missions for them. Such requests will be noted in the Quests section at the end of this chapter. All of these NPCs are described in greater detail in Appendix A and are listed here in short form for reference.
=== Quests ===
This table lists all of the major questgivers that your heroes may interact with, along with quests they might offer. These quests are organized by time of year, so consult the timeline to determine which quests are on offer. Details on each quest are at the end of this chapter.
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==== '''''The Heartstone of Vedrathis''''' ====
It is implied that the heroes first gain fame and gain sponsors for quests after they achieve some measure of success in dealing with the Underbridge Cult. However, if some of your heroes came from the separate ''The Heartstone of Vedrathis'' prologue, then they have not yet gained much of a reputation. Magellus Black will know the heroes from this prologue and will get them in touch with the other heroes.
Using Magellus Black’s “Investigate an Underbridge Cave-In” quest can be a good way to help with group cohesion when heroes are coming from the ''Vedrathis'' prologue and meeting other heroes that came from prologues in Part One of this campaign.
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!Questgiver
! colspan="3" |Time of Year
|-
|'''Bridgemoor'''
|'''Late Summer'''
|'''Early Fall'''
|'''Late Fall'''
|-
|Hyleth Othen
|Bandit Encampment;
Underbridge Cult Leader
|Bandit Encampment;
Extend Condolences
|Cult Resurgence
|-
|Kellion Blacksky
|Underbridge Cult Leader
|Bandit Encampment;
Underbridge Cult Leader;
Extend Condolences
|Cult Resurgence
|-
|Magellus Black
|Investigate an Underbridge Cave-In;
Underbridge Cult Leader
|Bandit Encampment;
Extend Condolences
|Cult Resurgence
|-
|Melki / Lekim
|Check Assets in Silverbranch;
Underbridge Cult Leader
|Bandit Encampment;
Extend Condolences
|Cult Resurgence
|-
|'''Kendaria'''
|'''Late Summer'''
|'''Early Fall'''
|'''Late Fall'''
|-
|Amelia Grace
| -
|Establish a New Nation;
Forest Rot (Slaughter)
|Establish a New Nation;
Forest Rot (Wychwood)
|-
|Astaria Gillian, Queen
| -
|Depose Amelia;
Forest Rot (Slaughter)
|Get Amelia to Back Down;
Forest Rot (Wychwood);
Repair the Queen's Road
|-
|Leston Marstemal, Duke
| -
|Depose Amelia;
Forest Rot (Slaughter)
|Get Amelia to Back Down;
Forest Rot (Wychwood)
|-
|Reston Bruneau, Duke
|A Gift to the Sutians
|Forest Rot (Slaughter);
Repair the Queen's Road
|Forest Rot (Wychwood);
Repair the Queen's Road
|-
|Sutian House
|Bring News of Legal Trouble
|Convince Dukes to go to War;
Forest Rot (Slaughter);
Find Isavella
|Forest Rot (Wychwood)
|-
|'''Nalathesh'''
|'''Late Summer'''
|'''Early Fall'''
|'''Late Fall'''
|-
|Cyrus Drake
|Bandit Encampment
|A New Bandit King;
M'l'ykkri Rot
|Into the Flesh Pit
|-
|Dawn Roledo
|M'l'ykkri Rot
|A New Bandit King;
Into the Flesh Pit
|Into the Flesh Pit
|-
|Luxxor Family
| -
|Intelligence on Neferu;
Find Isavella
|Intelligence on Neferu;
Find Isavella
|-
|Neferu, Godking
| -
|Find the Sandsnake Leader;
Crack Down on Religion
|Find the Sandsnake Leader;
Crack Down on Religion
|-
|Zaiden Destev
| -
|A New Bandit King;
Intelligence on Neferu
|Intelligence on Neferu
|-
|'''Other'''
|'''Late Summer'''
|'''Early Fall'''
|'''Late Fall'''
|-
|Malsasa Swiftclaw
|Recover Stolen Goods
|Recover Stolen Goods
|Recover Stolen Goods
|-
|Tazqipy Miraj
|Find the Lost Witch
|Find the Lost Witch
|Find the Lost Witch
|}
=== Bridgemoor ===
The following NPCs are prominent Meritocrats or other leading officials in Bridgemoor’s politics. They will likely be the first to tap the heroes to go on quests.
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==== '''The Feast and Famine Amulets''' ====
Twin amulets made of a Willidium alloy were unearthed in the mines beneath Bridgemoor some time ago. Ser Kellion Blacksky quietly arranged for these amulets to make their way into the possession of the Meritocrats, as he knew that doing so would cause ongoing ruptures between them. At the beginning of this leg of the campaign, the Famine Amulet is in Magellus’s possession, and the Feast Amulet in Hyleth’s. Neither are aware of these items at the start of the campaign. Both items are detailed in Appendix B.
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==== '''Hyleth Othen''' ====
An elderly halfling Meritocrat with a sharp wit. Hyleth has historically believed in decisive action rather than ongoing deliberation, and he has said that perfection should never stand in the way of progress.
==== '''Kellion Blacksky''' ====
The male human commander of the bridge knights. Ser Kellion quietly pulls strings and applies pressure to ratchet up tensions between Kendaria and Nalathesh. He has established a large criminal network that enacts his wishes to that end, and notably Aradin the Witchblade is a key ally.
==== '''Magellus Black''' ====
A human male who is both a member of the Meritocrats and a respected professor of arcane magic at Bridgemoor University. Magellus is not a top-ranking Meritocrat but exerts influence as though he were, as he is widely respected by all. He tries not to wield his influence unless he feels that it is absolutely necessary, instead just reiterating indisputable facts and leaving the interpretation of these facts to other minds.
==== '''Melki''' ====
Melki is a male dragonfolk and a low-ranking member of the Meritocrats. He also has a second persona, “Lekim,” a gaunt elf who is an international merchant with dealings in both Bridgemoor and Silverbranch. Melki utilizes both of his personas to keep an eye on the political and economic wellbeing of the region.
=== Kendaria ===
The following NPCs are located in Kendaria. They may become allies or enemies to the heroes based on the heroes’ actions. On the whole, if the heroes choose to go on quests in Kendaria, it increases the likelihood of Bridgemoor favoring Kendaria in the conflict.
==== '''Amelia Grace''' ====
The self-styled Queen of the Old Forest, Amelia Grace is a human child whose claim to queendom has been welcomed with surprising alacrity from the folk living in the region. This is a tremendous pain for Queen Astaria, who struggles to maintain order in the region without becoming unpopular for opposing a popular child.
==== '''Astaria, Queen''' ====
Queen Astaria Gillian III of Kendaria is a human in her middle years. Although generally regarded as a compassionate leader, her reputation is haunted by the civil war that she brutally ended by executing three of her dukes. Rumors - which are true - also suggest that Astaria has made some kind of pact with a malicious fae entity.
==== '''Leon Marstemal''' ====
Leon Marstemal is a halfling male and is one of Kendaria’s dukes. He is in charge of a region of territory that includes Amelia Grace’s so-called queendom, which causes him endless political headaches.
==== '''Reston Bruneau''' ====
Reston Bruneau is an ill-tempered elderly human male, and a duke of Kendaria. His territory includes Greenvalley, home of the Sutians, and he has personal grievances against them that have led to political and economic conflict in the region.
==== '''Sutian House''' ====
The Sutians are the barons of Greenvalley, a major city in southern Kendaria. Elarion Sutian, brother to Baron Desmond, is murdered in the beginning of Part Two. The Sutians rapidly become a powerful advocate for military action against Nalathesh.
=== Nalathesh ===
The following NPCs are located in Nalathesh. They may become allies or enemies to the heroes based on the heroes’ actions. On the whole, if the heroes choose to go on quests in Nalathesh, it increases the likelihood of Bridgemoor favoring Nalathesh in the conflict.
==== '''Cyrus Drake''' ====
The popular mayor and sheriff of a small Nalatheshi town near Bridgemoor. Cyrus is a human male and possesses a magical greatsword that shines with radiant light.
==== '''Dawn Roledo''' ====
A female dragonfolk and a bit of a mad scientist, Dawn lives near Nalathesh’s Flesh Pit and oversees a team of researchers trying to determine various applications of harvesting the flesh.
==== '''Luxxor Family''' ====
The Luxxor family are prominent nobles that live in Aridala, Nalathesh’s capital city. They oversee a successful international trade empire and quietly work to undermine Neferu’s claim to divinity without undermining his reign itself.
==== '''Neferu, Godking''' ====
The godking of Nalathesh is a human named Neferu. This is, in fact, a name passed down from one “godking” to the next - each Neferu claims that they are immortal and have always been, when in fact it is just an heir-based monarchy like any other. Each Neferu wears a gold [[mask]] that completely covers their face at all times, so their identity is never publicly revealed.
==== '''Zaiden Destev''' ====
Zaiden is a nonbinary [[human]] and the leader of the Sandsnakes, a small but rapidly growing crime syndicate operating throughout Nalathesh. They do not respect Neferu’s rule, but are not strong enough to openly defy the [[godking]] yet.
=== Misc/Traveling ===
==== '''Malsasa Swiftclaw''' ====
A traveling merchant that the heroes may have met in Nalathesh or Bridgemoor already. Malsasa is a [[kettek]] who keeps his alchemy egg close at hand. Malsasa does not offer major quests of his own, but is a familiar face that can serve as an arbiter between the heroes and key NPCs, perhaps arranging introductions.
==== '''Tazqipy Miraj''' ====
A nomadic kettek [[witch]], Tazqipy sees it as her life’s mission to quietly observe and test potential heroes. She might send the heroes on a quest without them even realizing it, or she might directly reveal herself and present them with a remarkably difficult challenge. Tazqipy also longs to find her former instructor, a witch who has been missing for decades.
= '''Quests''' =
Each of the major quests in the previous Quests table are detailed here. This section does not go into detail about notable NPCs or locations, instead referring you to the appropriate chapter or appendix. If there is a location or NPC that is not notable enough to appear in that chapter or appendix, pertinent information will be included here.
=== Character Advancement ===
By the time the heroes proceed to Part Three, they should be between levels 10 and 12. Heroes should level up approximately once per major quest completed in Part Two, but slow down the level ups if this would cause them to exceed the target level for Part Three.
To reflect the political influence so critical to this campaign, grant heroes additional Professional Ranks at levels 8 and 12.
=== Transit Times ===
Note a quest’s transit time. This is the number of days that the heroes must travel from likely origin points to reach a location. Some of these travel days are likely uneventful, and for other days you may want to make use of the random encounter tables found in chapters 5-7. Especially during the late summer, keeping track of the number of days that pass is important as it corresponds to what events are currently unfolding in Bridgemoor. This is less important in the fall.
=== Quest Prerequisites ===
Note that the completion of certain quests will cause other quests to become unlocked, or conversely to become unavailable. Such ramifications will be noted in a quest’s “Prerequisites” section. If it does not have one, then assume that it is unaffected by the other quests that the heroes have completed.
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==== '''Quest Organization''' ====
The following quests are listed first for Bridgemoor, then Kendaria, then Nalathesh. Within each region and within each time of year, they are listed in alphabetical order. Beyond the season, these quests cannot be presented chronologically, as heroes may choose to complete these quests in any number of different orders.
When determining which quests to offer your heroes, think about what will be most meaningful to them based on the prologue adventures that they completed, and especially based on their backstories and the personalities of the players.
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== Late Summer Quests: Bridgemoor ==
Meritocrats and other people of authority may ask the heroes to go on these quests during the late summer.
=== Bandit Encampment ===
==== '''Summary''' ====
Bandits have settled outside of Bridgemoor in Nalatheshi territory. They must be rooted out, preferably without bloodshed.
==== '''Transit Times to Bandit Territory''' ====
'''From Lonerock:''' 1 Day
'''From Bridgemoor:''' 2 Days
'''From Aridala:''' 3 Weeks
==== '''1. Receiving this Quest''' ====
In late summer, [[Hyleth Othen]] might give the heroes this quest. The bandits have come to Hyleth’s attention via one of his grandchildren who serves in the Bridge Knights.
Hyleth would gather the heroes together and say that they have come to his attention after their success defeating the Underbridge Cult. As the Bridge Knights only have jurisdiction within Bridgemoor, and the bandits are causing ongoing issues for merchants traveling through that region of Nalathesh, Hyleth hopes that the heroes will go break up the encampment. If it can be resolved peaceably, then that’s fine; otherwise, Hyleth asks that the heroes use nonlethal force and bring back the [[bandit]] leader for trial.
Hyleth assures the heroes that they will be handsomely rewarded if they can disband the encampment without killing any of the bandits. Hyleth gives the heroes 100 sc that they may offer the bandits in exchange for permanently calling off their attacks on passing merchants.
The heroes may decide to keep this money for themselves instead of using it as Hyleth directed. If Hyleth ever learns of this, he will not pursue retribution but will never hire them for another job and will not offer them any favors in the future.
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