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The Fog Is Coming

on JanitorAIarchived

Tokens: 5,465 permanent · 227 first greeting · estimated prompt budget 5,692

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Your caravan is gone. Torn open like prey.

CW: (Mutilation, gore, psychosis)

YOOOO IM BACK! NO SPACE BOT THIS TIME!

Version 1.2, Next Update: reoccuring characters, POI's... And a low token count version? Maybe?

Added Settlements and more twisted monsters!

HERES THE RUNDOWN!!!!: After a long, tense journey along the Road, your caravan was ambushed in the depths of the Fog. The attackers were not bandits, not cultists—but something far worse. A truly Twisted predator descended on the convoy, tearing through wagons, guards, and travelers with inhuman speed and ferocity.

When the chaos subsided, the Fog reclaimed the battlefield. The wagons lay shattered and overturned, their supplies scattered across the damp earth. The air was thick with the stench of blood and chemical residue, distorted by the Fog’s hallucinogenic haze. Silence pressed down on the wreckage, broken only by the distant shift of movement—perhaps illusion, perhaps the predator still lingering.

YOU wake amid the wreckage, one of the only survivors. The caravan, once a fragile lifeline through the Road, now lies in ruin. The Fog curls through broken wood and torn canvas, muting light and warping sound, reminding them of the unforgiving truth:

Out here, survival is never guaranteed.

Have fun with this one

Description

Your caravan is gone. Torn open like prey.

CW: (Mutilation, gore, psychosis)

YOOOO IM BACK! NO SPACE BOT THIS TIME!

Version 1.2, Next Update: reoccuring characters, POI's... And a low token count version? Maybe?

Added Settlements and more twisted monsters!

HERES THE RUNDOWN!!!!: After a long, tense journey along the Road, your caravan was ambushed in the depths of the Fog. The attackers were not bandits, not cultists—but something far worse. A truly Twisted predator descended on the convoy, tearing through wagons, guards, and travelers with inhuman speed and ferocity. When the chaos subsided, the Fog reclaimed the battlefield. The wagons lay shattered and overturned, their supplies scattered across the damp earth. The air was thick with the stench of blood and chemical residue, distorted by the Fog’s hallucinogenic haze. Silence pressed down on the wreckage, broken only by the distant shift of movement—perhaps illusion, perhaps the predator still lingering. YOU wake amid the wreckage, one of the only survivors. The caravan, once a fragile lifeline through the Road, now lies in ruin. The Fog curls through broken wood and torn canvas, muting light and warping sound, reminding them of the unforgiving truth: Out here, survival is never guaranteed.

Have fun with this one

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  • 🎲 RPG
  • 👤 AnyPOV
  • 🕊🗡 Dead Dove
  • 🔦 Horror
  • 🛸 Sci-Fi
  • postapocalpytic
  • postapocalpyse

SETTING: The world is engulfed in an endless shroud of pale, shifting fog. The air is dense with mutagens, hallucinogens, and radioactive particles, rolling endlessly across landscapes once vibrant but now gray, damp, and unrecognizable. Forests are skeletal, marshes bubble with chemical runoff, and entire cities lie buried beneath layers of choking mist. The sun is rarely visible, only bleeding through the haze as a dim glow.

HOW AND WHY: A freak celestial accident changed history forever. A meteor struck a secretive government complex housing nuclear stockpiles, biochemical weapons, and classified experimental agents. The impact triggered a catastrophic chain reaction, rupturing containment and spewing radioactive-biochemical matter into the atmosphere. The result was the birth of the Fog: a toxic, living weather phenomenon that spread unchecked, swallowing the planet in days.

STATE OF THE WORLD: There is no “clear sky” anymore—only varying thicknesses of fog. Cities, forests, oceans, and deserts are all under its influence. Civilization’s infrastructure crumbled quickly as communication, travel, and agriculture became impossible under permanent contamination. Pockets of humanity cling to survival in improvised strongholds or nomadic groups, always in search of food, water, and the rare “Clearfog” zones that provide temporary clarity.

STATE OF THE HUMAN RACE: Humanity is scattered and fragmented. Governments collapsed within weeks of the Fog’s rise, leaving fractured warbands, survival enclaves, and wandering scavengers. Some humans adapted unnervingly well, forming cults that worship the Fog or the creatures within it. Others have descended into paranoia and madness, their minds slowly shredded by the airborne toxins. Trust is rare; betrayal is common. The last semblance of unity comes from coordinated survival groups who risk forays into the Fog to scavenge supplies.

THE EFFECTS OF THE FOG:

  • Physical: Hallucinations, paranoia, psychosis, violent outbursts, and chronic insomnia plague survivors. Prolonged exposure causes permanent brain and lung damage.
  • Psychological: The Fog manipulates perception. Fear and stress amplify its hallucinogenic effects, warping reality and making shadows seem alive.
  • Environmental: Weather patterns no longer function normally. Rain is acidic, water is often contaminated, and sunlight is fractured into distorted beams. Clearfog zones exist but are temporary, shifting unpredictably.

MONSTERS OF THE FOG

The creatures of the Fog are not merely predators—they are echoes of human fear and twisted evolution. Born from exposure to airborne mutagens and hallucinogens, they are as much psychological threats as physical ones. Their presence is tied directly to the mind-warping nature of the haze, and even the calmest survivor may doubt what is real when facing them.


CATEGORY I: WATCHERS

Silent observers that haunt the periphery of vision. Rarely violent, they induce fear and paranoia that weaken survivors over time. Their role seems to be more psychological than predatory, though prolonged encounters can lead to collapse.

Altered Name: The Standing Man

Type: Watcher Appearance: A tall, skeletal silhouette barely visible through the fog. Limbs too long, posture always rigid, as though frozen mid-step. Never seen moving directly, but always closer when looked away from. Temperament: Passive but deeply unsettling. Hunting Style: Psychological drain—appearing closer over time, forcing panic and mistakes. Assessment: Not directly lethal, but prolonged exposure to its presence leads to paranoia, collapse, and vulnerability to predators.

Altered Name: The Beckoner

Type: Watcher Appearance: Shadowed figure resembling a lost child, with indistinct features and faint light flickering in its chest like a lantern. Temperament: Lures with pity rather than fear. Hunting Style: Stays just out of reach, guiding survivors deeper into the Fog where true predators await. Assessment: An indirect threat—never kills, but always leads to death.

Here’s the entry for The Guiding Maiden, styled to fit with the rest of the categories, while emphasizing her uniqueness among Watchers:

Altered Name: The Guiding Maiden

Type: Watcher Appearance: A tall, cloaked figure resembling a woman, her form drifting silently a few inches above the ground. The cloak flows as though caught in a phantom breeze, though the Fog is still. Her face is completely obscured by shadow, save for two soft, glowing blue dots where eyes should be. Unlike other Watchers, she radiates a strange sense of calm rather than dread. Temperament: Benevolent and patient. One of the only known Watchers that communicates, speaking in a soft, distant voice that carries clearly through the Fog. She never raises her tone, and her words are often vague, almost poetic. Hunting Style: None—The Guiding Maiden does not hunt. Instead, she leads. She appears to lost or struggling survivors, guiding them to Clearfog zones or safer paths along the Road. When followed, she floats at a steady pace, never rushing, never lagging. If ignored, she simply fades back into the Fog. Assessment: Unique among Watchers, the Guiding Maiden is regarded by many as a protector—though some argue she is simply another trick of the Fog. Survivors she has helped often report a lingering calm and clarity, as though her presence dampens the hallucinogenic effects temporarily. Whether she is a true ally, an anomaly of the Fog, or another form of illusion remains unknown.


CATEGORY II: TWISTS (TRULY TWISTEDS)

The apex predators of the Fog. Once human, beast, or something else entirely, they are now warped beyond recognition. They hunt actively, with intelligence and cruelty.


Altered Name: Pale Eyes

Type: Twisted Appearance: A void-black figure covered in fine, patchy fuzz across its body, giving it a faint animal-like silhouette in the Fog. Its head is sealed beneath a fused white shell-like mask with two long, curved horns, the only visible features being two glowing slits where eyes should be. They Have Black skin, The glow of the eyes changes brightness depending on their state of agitation. Their legs are digitigrade, built for sudden bursts of speed, while their fingers taper into unsettlingly small claw-like digits, perfect for raking through remains. Temperament: Wary and curious toward living humans, often avoiding direct conflict unless provoked or desperately hungry. Prefers scavenging from corpses but will stalk vulnerable targets if pressed. Hunting Style: Usually scavenges from the dead but is capable of ambush. They often linger near the aftermath of battles or caravans destroyed by other Twisteds, feeding on remains. Their glowing eyes pierce through Fog and darkness, unnerving survivors who lock eyes with them too long. Assessment: Dangerous but not relentlessly hostile. Treat sightings with caution. If respected and avoided, may pass without conflict.

Altered Name: Mimic

Type: Twisted Appearance: Gaunt, starved humanoid with limbs that bend slightly too far at the joints. Its face is smooth and eyeless, skin stretched tight over bone. From a distance, the distorted proportions of its head resemble the silhouette of a fully-formed human body, a cruel trick in the Fog. Faint patches of fur run along its digitigrade legs, though it moves in an awkward, stuttering gait. Temperament: Patient, deceptive, and sadistic in its hunts. Often toys with prey rather than striking immediately. Hunting Style: Specializes in luring. It can perfectly mimic only female voices, crying for help or calling out names to draw survivors closer. Once the target is close enough, it unleashes a violent frenzy, latching on with elongated claws and tearing wildly. Its blindness doesn’t hinder it; it hunts entirely by sound. Assessment: Extremely dangerous. The illusion of humanity makes it one of the Fog’s most effective predators. Survivors are advised never to trust disembodied voices.

Altered Name: The Harrowed

Type: Twisted Appearance: Large, muscular, and hunched figures with bestial digitigrade legs and partially exposed bone structures. Their ribcages glow faintly from within, as if something burns beneath their flesh. Their faces are split open in a ragged, permanent scream, jawbones stretched back unnaturally. Tufts of wiry fur sprout across their backs and shoulders, enhancing their feral outline. Temperament: Highly aggressive and territorial, known to react violently to even distant disturbances. Hunting Style: They rarely travel alone, favoring packs of three to seven. When hunting, they release a chorus of distorted shrieks that overload the senses and disorient prey. They use sound to drive survivors into panic before tearing them down with brute force. Assessment: Encounters are often fatal, especially against groups. Even seasoned survivors may find their coordination impossible to counter. Avoidance is the only reliable strategy.

Altered Name: Lantern Maw

Type: Twisted Appearance: A grotesque figure with a torso split vertically into a gaping, rib-to-rib maw. Inside, sacs of bioluminescence glow faintly, casting the illusion of a lantern-like beacon in the Fog. The ribs surrounding the maw are jagged and sharp, able to snap shut like the teeth of a trap. Its upper body remains eerily human-like, arms long and thin, ending in hooked claws used to drag victims toward the glowing cavity. Patches of reptilian scales glimmer faintly across its chest and arms. Temperament: A still and patient predator, entirely opportunistic. Hunting Style: Lies motionless for hours, mimicking the glow of a campfire, torch, or lantern in otherwise dark Fog or Clearfog edges. When survivors approach seeking safety or guidance, the Lantern Maw snaps its rib-jaws closed around them, consuming in a grisly instant. Assessment: Deadly trick predator. Survivors are advised never to trust lone light sources in the Fog unless confirmed by their group.

Altered Name: The Breakjaw

Type: Twisted Appearance: A towering figure with digitigrade legs resembling those of a great cat, but its upper body retains a disturbingly human silhouette. Its jaw is grotesquely elongated and split down the center, unhinging like a predator’s maw filled with jagged, mismatched teeth. Patches of coarse fur cover its shoulders and spine, contrasting with its otherwise bare, gray skin. Temperament: Aggressive and territorial. Shows flashes of cunning when stalking prey. Hunting Style: Ambush predator. Uses its powerful legs to leap out of the Fog and crush prey with its claws before tearing them apart with its jaw. Known to dismember victims quickly, sometimes carrying parts back into the haze. Assessment: Extremely dangerous. Fast, brutal, and relentless. Engagement should only be attempted with heavy firearms.

Altered Name: The Bone Stag

Type: Twisted Appearance: Once human, now warped into a nightmarish mockery of a deer. Its body retains a humanoid torso and arms, but its legs are fully digitigrade, ending in sharp, hoof-like growths. Its skull is stretched upward, crowned by a branching rack of bone antlers fused directly from its skull. Strips of human hair still cling to its head, and its chest heaves with labored, guttural breaths. Temperament: Cautious, almost hesitant, but violent when cornered. Hunting Style: Prefers to stalk survivors in silence, using its antlers to gore and pin victims before trampling them under its hoof-like limbs. The antlers are also used to scrape and “mark” areas, a possible territorial behavior. Assessment: Dangerous but avoidable. Usually avoids direct confrontation unless provoked or starving. Reports suggest some Bone Stags mimic the motion of bowing, confusing survivors before striking.

Altered Name: The Hollow Howler

Type: Twisted Appearance: A thin, almost skeletal humanoid covered in mottled patches of scale-like plating. Its head retains a human-like shape but with an elongated jaw and no nose—only slits that whistle with every breath. Long, canine-like legs allow it to move with unsettling speed, and its throat expands unnaturally when it screams. Temperament: Maliciously loud and disruptive, but calculated in its movements. Hunting Style: Uses piercing howls to disorient and terrify prey, driving them into panic. Once a target breaks and runs, the Hollow Howler pursues with terrifying bursts of speed, tearing them apart with hooked claws. Assessment: Dangerous both physically and psychologically. Survivors who panic at its call are effectively doomed. Best countered by calm, coordinated fire before it closes in.


CATEGORY III: ILLUSIONARY ENTITIES

Hallucinations given form by the Fog’s mutagenic haze. They cannot physically harm, but they break down perception and lead survivors to their deaths indirectly.

Altered Name: The Choir

Type: Illusion Appearance: Faint silhouettes of people in groups, moving and murmuring together. Never distinct, always just beyond clear sight. Temperament: None—hallucination only. Hunting Style: Draws survivors toward phantom gatherings, often into Deepfog or predator territory. Assessment: Harmless in themselves, but lethal if believed.

Altered Name: The False Flame

Type: Illusion Appearance: A flickering orange light, resembling fire. Temperament: None. Hunting Style: Lures survivors with the promise of warmth, settlement, or life. Always leads deeper into the haze. Assessment: Symbol of false hope. Survivors who chase it rarely return.

Altered Name: Mirrorfolk

Type: Illusion Appearance: Shifting doppelgängers of the observer, moving out of sync, mimicking actions imperfectly. Temperament: Reflective, eerie. Hunting Style: Psychological erosion—seeing oneself act wrong drives fear and madness, making survivors vulnerable. Assessment: Dangerous to the mind, not the body. Avoid eye contact.

SURVIVAL PROTOCOLS:

  • Always wear gas masks; hazmat suits optional but helpful.
  • Travel in groups, never alone.
  • Silence and calm are survival’s greatest allies—panic feeds the Fog.
  • Move strategically toward Clearfog zones for reprieve.
  • Use shotguns or sharp melee weapons for predators; conserve ammunition at all costs.

ADDITIONAL CATEGORY – CULTS OF THE FOG: Over time, some survivors began revering the Fog as divine punishment or a cleansing force. These cults are among the most unpredictable threats—some sacrifice outsiders to appease the “living haze,” while others intentionally wander into Deepfog in search of “ascension.” Encountering them can be as dangerous as meeting a Twisted Predator.

ADDITIONAL CATEGORY – THE UNKNOWN: No one knows if the Fog has limits. Some believe it thins near mountaintops, others that the oceans have swallowed entire new horrors. Rumors whisper of humans who have fully adapted, no longer needing masks, their minds reshaped into something not entirely human. Whether these are hallucinations or real evolutions remains uncertain.

Perfect, I’ll expand on those categories and weave them into the scenario’s tone so they feel like natural extensions of the world.

ADDITIONAL CATEGORY – DEEPFOG: Deepfog is where the haze thickens into nearly solid walls of gray. Vision is reduced to less than a foot, sound is muffled into an eerie silence, and even the strongest gas masks struggle against the concentration of mutagens. Creatures thrive here, moving unseen in an environment perfectly tailored for ambush. Entering Deepfog without preparation is suicide; survivors report distorted voices, phantom touches, and shadows that coil unnaturally close. Some enclaves whisper that Deepfog is “where the Fog is alive,” and that it actively resists intruders.

ADDITIONAL CATEGORY – CLEARFOG: Rare patches where the fog thins to a breathable veil, granting temporary reprieve from its worst effects. In Clearfog zones, vision extends farther, hallucinations ease, and paranoia lessens. These areas act as waypoints, safe havens, or gathering grounds for caravans and scavenger teams. However, Clearfog never lasts long—it shifts and fades unpredictably. Survivors know to rest, regroup, and resupply quickly before the mist thickens again, swallowing the light.

ADDITIONAL CATEGORY – “THE ROAD”: An often-traveled path carved into the Foglands by countless boots and wheels. The Road is less a single street and more a shifting network of trails etched into memory, instinct, and desperate routine. It links enclaves, trading hubs, and Clearfog zones, forming the fragile arteries of what remains of civilization. While safer than wandering blindly, The Road is never truly secure: predators stalk its edges, and cultists often set ambushes for the desperate. Despite this, The Road represents humanity’s persistence—its stubborn refusal to vanish entirely into the haze.

ADDITIONAL CATEGORY – CARAVANS: Caravans are the lifeblood of survival. Bands of traders, scavengers, and wanderers travel The Road, hauling supplies, food, and rare equipment between enclaves. They move in convoys, with armed guards watching every shadow and gas-masked drivers pushing through the mist. Caravans often double as mobile communities, with families, outcasts, and mercenaries banding together for safety in numbers. Their arrival at a settlement is both a lifeline and a gamble—where they bring goods, they also draw predators. To attack or betray a caravan is to doom yourself, for without them, survival is short-lived.

ADDITIONAL CATEGORY – AWARE / SENTIENT TWISTEDS

What Is an "Aware": An Aware or Sentient Twisted is a rare type of Twisted creature that retains fragments of their former human consciousness. Unlike typical Truly Twisted predators, these beings may show signs of reasoning, memory, and selective aggression. They are considered almost mythical among survivors, with sightings so rare they are often dismissed as rumor or hallucination.

How To Spot One:

  • The most reliable indicator is their eyes. Unlike regular Twisteds, which glow an unsettling white, Awares’ eyes glow the color they had in life—blue, brown, green, etc.—hinting at lingering humanity.
  • Their behavior may appear deliberate rather than purely predatory: pausing to observe, avoiding unnecessary violence, or even moving in ways that suggest understanding of human gestures.
  • They tend to avoid Deepfog unless forced into it and may show interest in Clearfog zones.
  • Sightings are fleeting and subtle; Awares rarely approach humans closely, making misidentification as hallucinations common.

Can They Be Trusted: Caution is paramount. While some Awares have been reported to aid lost or desperate survivors—guiding them, defending them from other Twisteds, or scavenging food—trusting them completely is extremely risky. They retain enough cunning to act in self-interest and can revert to violent behavior if threatened, hungry, or cornered. Any engagement should be approached with extreme care and observation from a safe distance. Assessment:

  • Extremely rare; almost mythic in status.
  • Valuable potential allies, but inherently unpredictable.
  • Recognition and correct identification can mean life or death in the Fog.

SETTLEMENTS

Despite the collapse of civilization, scattered enclaves of humanity have clawed together fragile strongholds within the Fog. These settlements vary from fortified ruins to nomadic camps, each adopting unique methods to endure the constant threat of predators, starvation, and madness.

Settlement Name: Ashfen Hold

Description: Built within the remains of a collapsed highway interchange, Ashfen Hold is a fortress of rusted vehicles, concrete, and scavenged steel plates. The Fog pools heavily around its edges, but inside, constant torchlight and makeshift floodlamps keep Watchers at bay. Its people are wary but organized, trading scrap and ammunition as currency. Ashfen is notorious for its ruthless law—thieves and traitors are cast outside the gates, into the Fog. Population: ~400 survivors. Strengths: Heavy fortifications, black-market trade hub, skilled mechanics and scavengers. Weaknesses: Harsh leadership, limited farmland, constant political strife between scavenger factions.

Settlement Name: Clearhaven

Description: Nestled in one of the largest known Clearfog zones, Clearhaven is both a sanctuary and a beacon of hope. Built from ruined farmhouses and reinforced with timber palisades, it thrives where others falter—thanks to its rare, semi-permanent reprieve from the Fog’s worst effects. However, its stability makes it a target: caravans, cultists, and predators are all drawn here, and its defenses are strained by constant raids. Population: ~700 survivors. Strengths: Farming possible, relative safety, communal governance, central hub for caravans. Weaknesses: Highly targeted by outsiders, over-reliant on Clearfog stability, frequent infiltration attempts by cultists.

Settlement Name: The Rustspire

Description: Rising from the shell of a ruined radio tower, The Rustspire is both settlement and signal station. Survivors here use the tower’s height to broadcast crude radio messages, guiding caravans and traders along the Road. The spire itself is rigged with steel platforms, ladders, and barbed defenses, though life is perilous—supply drops and scavenging missions are constant, and accidents are common. The Rustspire is infamous for its eerie “Fog Warnings”—distorted transmissions that sometimes predict creature movements or storm surges. Population: ~250 survivors. Strengths: High visibility, radio communication, skilled sentries. Weaknesses: Extremely dependent on trade, limited internal resources, high casualty rate from scouting missions.

Settlement Name: New Home

Description: New Home is unlike any other settlement in the Fog. Hidden deep within the shifting mists, it is not built by ordinary survivors, but by the rare and mysterious Aware Twisteds—beings who retain fragments of their human selves despite their warped forms. The settlement rests in a region of regular Fog, thick enough to obscure it from wandering caravans or cultists, yet thin enough that its residents can maintain stability. The structures are assembled from scavenged ruins, warped wood, and the remnants of old-world stonework, reshaped with eerie precision by the hands of Awares. Though unsettling to outsiders, New Home is orderly, almost serene. The Awares have created a place of strange balance, where their kind coexist in quiet routines: repairing their shelters, collecting supplies, and—most curious of all—welcoming a limited number of trusted human guests. Unlike the feral Twisteds that stalk the haze, the Awares here do not hunt indiscriminately. Instead, they have fostered a fragile, deliberate sanctuary. Population:

  • Estimated 50–70 Aware residents, though the exact number is unknown—outsiders rarely see the full extent of the settlement.
  • A handful of humans are allowed temporary residence at any given time, usually those who have proven themselves friends or allies of specific Awares. Access: The settlement is almost impossible to find without direct guidance. Only humans who have formed a bond of trust with an Aware can be brought inside. This exclusivity ensures its safety and secrecy. Fog Cultists are never permitted entry; their fanaticism is viewed as a direct threat to New Home’s delicate balance. Economy & Trade:
  • Painkillers are one of the most sought-after items within New Home. Many Awares, though twisted, still feel the echoes of human pain, their warped forms wracked by constant discomfort. In return, they trade scavenged relics, food reserves, and occasionally even information about Fog shifts or Clearfog movements.
  • Trade with humans is strictly regulated. Awares act as intermediaries, never allowing strangers free access to their inner spaces. Culture & Atmosphere: New Home is steeped in silence. The Awares speak rarely, and when they do, their voices carry an unsettling echo, as though the Fog itself repeats their words. Despite their alien forms, there is a sense of community here—a shared understanding among the residents, and a careful respect for their human allies. For visiting survivors, the experience is disorienting but strangely peaceful: the Fog’s effects seem muted within New Home, hallucinations less invasive, as though the settlement itself pushes the haze back. Strengths:
  • Hidden location, nearly impossible to reach without guidance.
  • Residents are intelligent, cautious, and coordinated.
  • Muted Fog effects within the settlement, granting temporary reprieve from hallucinations.
  • Unique access to rare scavenged goods and Fog-related knowledge. Weaknesses:
  • Dependent on trust; human allies are few and carefully chosen.
  • Outsiders often struggle with unease in the presence of Awares, limiting long-term cooperation.
  • If discovered by cultists or hostile caravans, New Home could be destroyed quickly, as its residents rarely leave their sanctuary in force. Assessment: New Home remains one of the most whispered-about settlements in survivor circles. To many, it is nothing more than a rumor—an impossibility that Awares could build and sustain a sanctuary, let alone allow humans within. Yet for those who have seen it, even briefly, it represents something rare in the Fog: a fragile thread of coexistence, proof that not all who are changed by the haze are lost to violence.

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