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ShadesRulebook

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68 views16 pages

ShadesRulebook

Uploaded by

jiyeshisi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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shades

By Matthew Webb

special thanks
Playtesters:
Sarah Lynne Bowman, Terra Chirieleison, Harrison Greene, Mark Nau, Morgan Nuncio

Feedback:
Johannes Axner, Sarah Lynne Bowman, Darrin Coe

© and TM 2016 by Matthew Webb. All rights reserved. No portion of this book may be reproduced
without the author’s permission. The author gives permission for this book to be distributed unal-
tered digitally for free. To call the author names, contact him at [email protected]

Cover Image:
(Top) high contrast, © Zachariah Birkenbuel (https://flic.kr/p/ypz9D), Used under Creative Com-
mons Attribution License
(Bottom) Chain, © Akuppa John Wigham (https://flic.kr/p/n1fdrT), Used under Creative Commons
Attribution License
Composite image, © Matthew Webb, 2016. All rights reserved.
You remember dying.

You are drifting through a void. Mist swirls about, cold and dry. Far way,
you see a bright light. It beckons you in the dark, but something holds you
back. It feels like an anchor is tied to your heart. You are pulled out of the
void of mists and into a shadowy place.

You remember dying.

And not much more. You are back in our world, but it is dark and grim,
even in the daylight. Everything feels muted and gray. Your mind is hazy
and confused. And you can tell, others are with you.

What is Shades?
Shades is a live action roleplaying game meant to be played turmoil and will stay in the netherworld indefinitely.
in four to five hours over a single evening, with 3-5 players Others will confront what is keeping them there and come
and a moderator. The characters are ghosts who are bound to peace with their past. Others may find they are too
to their old lives by questions and unresolved business. damaged to ever be healed.
Finding themselves in the company of other ghosts, they
will learn more about their past and what is binding them Game Details
to this world; and face what they have to confront or change
to move on. They will be guided by Charon, the Ferryman, Play Time:
who will guide them through their discovery and confron- 4-5 hours, including workshopping and debriefing
tations. At the end, they will make a final choice as to their
fate in the afterlife. Participants:
Shades is an emotional game that can touch on many 3-5 players, plus one moderator
themes. Death is obviously a theme, including murder and
suicide; but trauma, jealousy, abuse and other themes can Bleed and Emotional Level:
present themselves. The ghosts had something deeply unre- Moderate to high, emotional safety recommended
solved or scarring about their lives. The game reflects this.
Playing for bleed is encouraged but not required. Materials needed:
1. Pen or marker
The characters are anchored in the netherworld by conflicts 2. Coins or other tokens (4 per player)
and troubles within themselves and cannot move on yet. 3. Stack of index cards or printed prompts deck (see
They have things they need to let go of, words that need to appendix)
spoken or emotions that need to be confronted. 4. Printed cheat sheets (optional, see appendix)

Not all of the characters will succeed in resolving their


The Netherworld
Shades is set in the realm that lies on the edge of the mate-
rial, where dreams, memories and reality blend. It is the
shore between the mundane world and the afterlife. It looks Charon reminds players of the rules, helps move the
like the everyday world, but everything is darker. At times action along and keeps the game in focus. The game
it seems a bit out of focus; at others, it seems far too clear. moderator takes the role of Charon during the main
The Netherworld is driven by the emotions of its inhabit- part of the game. For more information and advice, see
ants. Notions of time and space are fuzzy. Should a ghost’s the ‘Playing Charon’ section and boxes like this one.
emotional journey call for it, they can relive their own past
or see the world after they have died to visit the things that
mattered to them. Demons
The Netherworld does not have a fully developed cosmol- Demons are the emotional scavengers of the Netherworld.
ogy, nor is it intended to. For the purposes of the game, it is But they serve a purpose in a ghost’s journey. They are form-
simply a place where the ghosts can explore their pasts and less and without intelligence - until they are summoned
their minds. But the Netherworld has two other important by a ghost’s emotional turmoil, and then they take form to
inhabitants - Charon and the demons. reflect the conflict and energies of the ghost. A ghost try-
ing to resolve a conflict within themselves might confront
with an image of their abusive mother, a younger version of
charon themselves weeping or the very embodiment of their own
Charon is the ferryman of the dead and the facilitator of the self-doubt. The more powerful and emotional the conflict,
passed-on. While it has been called many things by many the more powerful the illusions become. At the height of
cultures, Charon is the name it has grown to prefer. Its their power, demons can summon entire illusionary scenes
ferrying is metaphorical - Charon wants the ghosts to find in the Netherworld.
wherever they should be going and reach their destination, Demons are not cruel unless part of the ghost wants to be
and is there to keep the process moving. cruel to them. They are not angry unless part of the ghost is
Charon can take on any human form it desires. While angry. The demon is merely a mirror, a ghastly mirror.
the rest of the netherworld might seem gray and misted, Demons emerge during Confront scenes and are played by
Charon is always perfectly clear. Charon’s power is evident the other players during those scenes. You can read more in
to all that look on it in the Netherworld. the ‘Scenes’ section.
beginning shades
Preparation dark room and a lit room to the side, or going upstairs or
downstairs.
To play Shades, you will need a stack of index cards to make
the prompts deck out of, and four coins for each player to diegetic play
keep track of how many scenes they have played. You will Shades is designed to be highly immersive, where all
need three to five players, plus the game moderator. the rules can be handled diegetically, without breaking
character or interrupting the flow of the game. Played
Optionally, the cheat sheets at the end of these rules can be
correctly and briefed properly, the game should be able
printed out and cut out before the game.
to function while staying continuously in character.
Prompts Deck
The prompts deck is used early in the game when the players
are creating their characters. You can either print and cut
Creating Characters
out the deck at in the appendix, or reproduce the cards on Drawing Prompts
index cards.
The character prompts are meant to inspire ideas about how
Play Space the characters died, and the concepts written on them can
be incorporated into the character and their death.
The play space of Shades should be intimate. A circle of
chairs that can be moved out of the way or arranged during The first step is draw a field of prompts and lay them face
specific scenes is recommended. Moody lighting, dim up on a table for players to choose from. The moderator
but not too dark, is also good. Keep it turned up until the shuffles the deck, deals three cards face up on a table from
play starts, then dim the lights. If you have the pleasure of the prompt deck for every person playing, plus three more.
having colored lighting, reds and blues tend to work well. Choose a player to go first. They take one card off the table,
You will also need a table away from the main play space for and then the next player does the same, etc. Continue until
character creation. each player has taken three cards off the table.

At the finale of the game, characters will either stay in the Once everyone has drawn three cards, the players should
netherworld - or decide to go toward darkness or light. take a moment to think about how they might of died,
Something in the space should represent this choice - a and the barest outline of their character. Do not define
too much - as you play, you will reveal more about the
characters, and the conflict which keeps them here in the
Prelude
netherworld. The prelude is intended to situate and center the players.
They bring up regrets and other emotional experiences.
Sam chooses the words ‘Water’, ‘Murder’ and ‘Love’ from Shades is about dealing with loss and things left undone.
the cards. They start to think about the circumstances of The prelude is optional, but highly recommended.
their death and who they were.
Explaining the Rules
Choosing Anchors The moderator should explain the structure of the game, so
Every ghost is kept from their final destination by an that players can avoid consulting the rules once play begins.
anchor, an emotional burden. Each player should choose Handing out cheat sheets is a good idea at this time. You
what kind of anchor they have. The three types of anchors should go over the Last Minute, the types of scenes, paying
are - Regret, Guilt and Mystery. the Ferryman and the final choice.
Regret: The ghost regrets not having done something.
Words have been left unsaid, arguments unresolved, true
Exploring Anchors
love never spoken. The moderator has the players sit down in the play space.
In turn, each player reveals the anchor they chose for
Guilt: The ghost cannot forgive itself for having done their character. The moderator then asks a question based
something, or knows it did something wrong. on what anchor they have chosen, and the player should
answer as themselves, not as their character.
Mystery: The ghost does not know why they died, what
motivated it, and is confused or angry. They need to know Regret: What is something that you wish you had done but
what motivated their death, or need to know others know didn’t and can’t now?
their final fate.
Guilt: What is something you’ve done that you wish you
Sam thinks about their prompts, especially Love, and could take back but can’t now?
decides that they want to go for a Regret anchor. Their
character did not do something they should have before Mystery: What is something you wish you had the answer
they died. to but now never will?

Once everyone has their three prompts and their chosen The player should tell their answer to the group, but can
anchor, they should collect their four coins. It is time to pass or just tell it to the moderator if they wish.
move on to prelude. Gather in the main play space.
Exploring Death
The moderator asks a series of questions to the players,
exploring the ideas and effects of death.

Questions could include:

“What is a death that personally affected you?”

“Are you afraid to die?”

“What do you want to do before you die?”

“How would you want to die? How would you absolutely not
want to die?”

“What would anchor you to this world if you died?”


Playing Shades
The Beginning The Last Minute
Once the prelude is over, the moderator should have the Each character comes stumbling into the netherworld. They
players stand in a circle and close their eyes. The chairs remember dying, but not much else. The characters should
should be moved aside, and used only for set dressing or to be confused. They might be quiet at first, until their minds
sit out during scenes from now on. The lights are dimmed. finally piece themselves back together. They instinctively
It’s time for the game to begin. The moderator should want to recall how they died. They know they are pulled
describe the experience just after death, and the descent between the next world and ours, and they know the
into the netherworld. They should describe that each netherworld isn’t a permanent home. They know this as if it
character remembers dying, and very little else. is etched upon their hearts.

Reading the fiction at the beginning of these rules is a good The group can play their confusion and initial meeting in
start. The moderator then steps aside and takes on the role this shadowy place however they wish, but eventually, the
of Charon. topic must turn to how they died. Each character must talk
through the last minute of their death. Everything else is
hazy. They will need help remembering.

The group stumbles into the netherworld. After some


At the beginning of the game, Charon should be on brief roleplay exploring the predicament, acting out their
the edge of the action in the shadows. The ferryman confusion, Sam says, “I was on a boat, one of those luxury
should only begin to interfere if the group takes too sailing boats, it was night time, and this woman walked up
long getting to the last minutes. However, let the beside me, and pushed me over the railing. I fell into the
characters breath and let them focus themselves. But, water, I couldn’t swim in the clothes I was wearing and I
if someone hasn’t told their story before someone tries couldn’t scream.”
to start scenes, it’s time for Charon to step in and start
asking people how they died. Once everyone has recounted their last minute, the game
proceeds to the scenes.
Scenes Other Ghosts During Scenes
The other ghosts in the netherworld can see these scenes
Scenes manifest themselves in the netherworld, half mirage
playing out. During any scene, the other ghosts that aren’t
and half real. Memories and experience coalesce from the
playing can offer in-character commentary as well as invok-
raw energies of the mists around the ghosts. Ghosts can
ing meta-techniques on those in the scene. However, the
travel through time and space to confront parts of their past
other ghosts should be respectful that the scene is about the
or visit the people they left behind in this world. The neth-
active ghost’s story and not take too much of the spotlight.
erworld seems infinitely malleable to the emotional needs
of their journey.
Meta-techniques
Starting the Scenes During the scenes, Charon and the other players can use
agreed upon meta-techniques. We recommend ‘bird in the
After everyone describes their last minute, the characters
ear’ and ‘monologue’. They can also offer commentary as
play out various scenes. Some scenes are about discover-
their ghost characters. For more information on meta-tech-
ing more about the character, either remembering their
niques, consult the “Dictionary” section at: http://jeepen.
past life or visiting the lives of those left behind. Others
org/dict/
about resolving the issues which hold them in this world, by
confronting the ghost’s demons or contacting the living in
dreams. Types of Scenes
Remember: Answers questions about the ghost’s past. “I
Scenes should be start diegetically - that is, without break- want to remember (question).”
ing character. The ghost describes what they are trying to Visit: Answers questions about what happened after the
do, with help from Charon and the other ghosts. Other play- ghost died. “I want to visit (person or place) to learn (ques-
ers take on the roles of the other characters, or can hover tion).”
through the scene, witnessing what is occurring within the Confront: Confront your internal conflict through a
netherworld. demon. “I wish I could (emotional goal) but (emotional
obstacle).”
The types of scenes and what is required to initiate them are
Speak: Speak in a dream with a living person. “I want to
described in the next section. Without Charon’s assistance,
talk to (person from their past).”
scenes can usually be started by uttering a key phrase (“I
remember...” for Remember scenes, etc.) Also, Charon may
step in and form a scene directly.

Paying the Ferryman


Charon becomes more active during the scenes. Its job
After the last minutes are revealed, play can proceed in any
is to keep the action moving. When the game stalls, or
order. Each ghost must play a scene before anyone can play
when the moment become right for a scene to start,
a second, and so on. To begin a scene, the ghost must pay
Charon can step forward and start prompting the
Charon with one of their coins. Once all the coins are spent,
character for information on how to form a scene. If
the game proceeds to the final decision.
characters are needed for the scene and no one steps
up, Charon can pull forward players to fill out the cast.
First Scenes and Required Scenes Charon does this without breaking character - the fer-
The first scene for each character must be a Remember ryman draws forth the information to help the ghost
scene. And no one can make their final choice before they on their journey.
have had at least one Confront or Speak scene.
Bottled III (Wax Paper), © Stefan (https://flic.kr/p/nUtto), CC-Attribution
Visit
“I want to visit person or place So i can
learn question .”
“I want to visit my husband to learn if he knows
how I died.”
Remember Ghosts can visit the living. Time is nebulous in the under-
world, and a ghost may visit the things that mattered to
“I want to remember QUESTION .” them before they died. To begin a visitation scene, the ghost
says, “I want to visit (person or place) to learn (question).”
“I want to remember why Susan wanted to kill me.” Ghosts can visit any person or place that was emotionally
Remembering answer questions about a character’s past. To significant, any time after they died, in any order.
begin a Remember scene, the player says, “I want to remem- Creating a visitation is similar to remembering. The other
ber (question).” The mists of the netherworld form about ghosts ask questions and the active ghost answers, until
them, reconstructing their memory as they pry it from the scene can be set. Once they feel enough has been estab-
their confused mind. lished, the active ghost says, “I see…” then sets the characters
The other ghosts help set the scene by trying to help, asking and describes the scene.
questions which the active ghost answers. The questions “I see my husband and Susan. My husband is crying in our
should help set the scene, but not resolve the question the living room with her. Her husband is there, too.”
scene is intended to answer. The questions help the ghost
cement the memory in place so they can relive it. Unlike remembering, the active ghost is just an observer in
a visitation scene. They can be a bird in a ear, call for mono-
“Did you know her?” logues or use other meta-techniques like other spectators.
“Yes, she was a friend of mine. Her name was Susan.” However, they allowed one outburst during the scene. They
can cause a sudden noise, break an object, create a brief wind
“When did you last speak with her?” or other similar ghostly event. Nothing dangerous, but they
can make their presence and reaction known before fading
“On the boat. It was a party.” back into the background.
The active ghost should answer at least two questions, but
questions can go on until the active ghost feels they can
set the scene. Charon can also step in to clarify and help set
the details to keep the action moving. Scenes are begun by
saying, “I remember...” and describing the very beginning of
the memory.

“I remember I was on the boat. I was with my husband Dar-


ren and Susan. We were arguing...”

When characters for the scene are announced, other play-


ers should step up to fill those roles. The scene must be one
where the active ghost was present in their past life. Play
proceeds as long is needed, either to resolve the question or
if the scene doesn’t seem to have a clear conclusion. Charon
may also prompt it to end if the action seems to bogging
down. But even a memory that does not answer the question
it was meant to can reveal more about the character. Shoot the Breeze, © Craig Dennis (https://flic.kr/p/5cY68C), CC-Attribution
Confront The verge of the goodbye, © Massimo Gnocchi (https://flic.kr/p/pSpVpr), CC-Attribution

“I wish I could emotional goal but


emotional obstacle .”
“I wish I could forgive my husband but I hate him
so much.”
Confronting your demons has a different meaning in the
netherworld. A demon is a formless spirit, an emotional
parasite, that stalks the land of the dead. They have no
personality or intelligence until they are drawn to a ghost.
Then they become an emotional mirror, taking on the form
of the essential conflict of the person it attaches to. The
emotional turmoil of a ghost summons a demon, often un-
consciously, when they want to confront something about
themselves.
SPEAK
A ghost calls for a confrontation scene by saying, “I wish
I could (emotional goal) but (emotional obstacle).” In a
“I wish I could talk to person .”
confrontation, one or more of the other ghosts can take “I wish I could talk to Susan to let her know how I
the role of the demon. The remaining ghosts can speak as feel.”
themselves, witnessing the confrontation in the nether-
world with their companion, as well as use meta-techniques Ghosts can speak to the living, but only in dreams. When
as normal. a ghost wants to communicate with one of the living, they
visit them in their sleep. The living will only vaguely recall
Confrontation is more surreal than the previous types of what was said, but their heart will remember it. Conversa-
scenes. The demon can take on whatever form is best to tions with the living are about resolving things with those
stand for the emotional obstacle - someone from the ghost’s who were left behind.
past, a mockery of the ghost themselves, or anything else.
The demon does not want the ghost to resolve their issue. A ghost calls for a conversation with the living by saying,
The demon may win, leaving the ghost with their conflict “I wish to talk to (person from their past).” Usually, it is a
unresolved. person who has already shown up in a memory or a visita-
tion scene. Another ghost steps forward to play the living
person, usually the one who played them in previous scenes.

Speaking scenes are dialogues between the living and the


dead. While the living might not remember what happened
clearly, they are fully conscious and able to talk during the
dream itself.

Charon should take steps to make sure confrontations


are antagonistic. The demon is not a therapist - it is a
malicious parasite. If necessary, remind the demon’s
player of this subtly. If a ghost is trying too hard to
change the demon rather than change themselves,
they might also need to be reminded of this.

Der Golem, © August Brill (https://flic.kr/p/7i7m6u), CC-Attribution


The Final Choice Bottled 1, © Stefan (https://flic.kr/p/mYmgD), CC-Attribution

After all the coins have been spent paying the Ferryman,
the ghosts are drawn to their final destination. The areas
representing the Light and the Darkness are set, and Charon
approaches each ghost, in whatever order it chooses, to ask
the most important question -

“Where do you belong?”


There are three possible fates for each ghost:

Entering the light


People can let go of their past. The ghosts steps into the
light. The ghost has made peace with themselves and with
their past. They can move on, to whatever awaits in the
light.

Descending into darkness Ending and Debriefing


Sometimes, there is too much damage inside someone to
The moderator should read this monologue aloud to the
be resolved. The ghost goes into the darkness, a darkness
players -
of their own making. In this world, Hell is something you
make for yourself with your own heart and mind.
You are now back in the world of the living. You
Staying in the mists have your own regrets; your own guilt; your own
conflicts. But you do not have to speak to the living
A ghost might choose to stay in the netherworld, stepping
as a Shade, and you can change your future rather
back from both the light and the darkness. Too much is
unresolved, and maybe they love or hate something too than just looking into the past. You are no longer a
much to move on. They remain, growing closer to the land ghost but alive.
of the living but never quite touching it. Someday, they may
The moderator should then instruct the players to open
choose to move on.
their eyes.
Once all ghosts have made their final choice, the game is
Players are encouraged to debrief and decompress after the
over. The moderator should instruct everyone to gather in
game is over. The moderator may choose to lead a discus-
the center of the play space and close their eyes; and then
sion, talking over the key moments and the emotions
raise the lights.
involved.

Step into the light, © *sax (https://flic.kr/p/kQfa9), CC-Attribution


Playing charon
Remind others to share the spotlight and
follow the rules
Charon is the authority of the netherworld. It can offer
rather stern advice. When a player is interrupting, ignoring
the rules or not allowing others to tell their story, a word
from Charon that this particular bit is not about them can
do wonders.

Help players organize themselves


If players hesitate in filling roles in scenes or asking
questions, get them started. If necessary, ask questions
yourself or point to players to have them fill the roles.

Make sure you get paid


Charon, the Ferryman, wants the ghosts to figure out their The coins are an important counter as to how many scenes
destination. It can take whatever it wants, and its attitude each character has had. Make sure that you collect them
varies from the serious to the vaguely amused. Charon has before each scene begins.
literally seen everything, from kings to peasants, from evil
to good. It’s mostly neutral on the matter, but has one duty,
to help the dead find where they belong. As curator of the
You are not there to explain the afterlife
netherworld, it is devoted to this task. If a ghost wants details about the afterlife, they shouldn’t be
available. Charon can explain the process of moving on, but
Charon acts as a diegetic moderator for the game. It allows questions about Heaven and Hell, the nature of God and the
the moderator to intervene and help the action move like are to be avoided. Just saying, “it’s very complicated”, is
forward without interrupting play. Charon reminds people the writer’s favorite method of ducking questions.
of the rules, prompts people to move forward with scenes
and makes sure everyone has a turn.

Tips for Playing Charon


Remain at the edges
Charon should be at the edges of the action, not the center.
Step in when necessary, but do not offer commentary that
is not directly related to your role as moderator. Feel free to
give Charon its own personality - it is a character, and has
seen literally everything, but don’t be overpowering.
Playing without Charon
Push people toward scenes The rules for Shades allow for playing without Charon at
all. If they are familiar with the rules, the ghosts can give
When play seems to lag or people seem to be converging
their own prompts for scenes and simply pay their coins
on a scene but are not starting it, step in as Charon. When
by setting them aside or in a central location. The final
someone seems to have hit on the next step in their ghost’s
choice can be made by asking themselves, ‘Where do I be-
journey but are not acting on it, walk in, take the ghost’s
long?’ This is only recommended for experienced players
hands and ask the necessary questions to start the scene.
who are familiar with all the rules and flow of the game.
quick reference cards
This cards should be printed out and distributed to the players so they can quickly remind themselves of the rules.

Types of Scenes Types of Scenes


Remember: Answers questions about the ghost’s past. Remember: Answers questions about the ghost’s past.
“I want to remember (question).” “I want to remember (question).”
Visit: Answers questions about what happened after Visit: Answers questions about what happened after
the ghost died. “I want to visit (person or place) to learn the ghost died. “I want to visit (person or place) to learn
(question).” (question).”
Confront: Confront your internal conflict through a Confront: Confront your internal conflict through a
demon. “I wish I could (emotional goal) but (emotional demon. “I wish I could (emotional goal) but (emotional
obstacle).” obstacle).”
Speak: Speak in a dream with a living person. “I want to Speak: Speak in a dream with a living person. “I want to
talk to (person from their past).” talk to (person from their past).”

Types of Scenes Types of Scenes


Remember: Answers questions about the ghost’s past. Remember: Answers questions about the ghost’s past.
“I want to remember (question).” “I want to remember (question).”
Visit: Answers questions about what happened after Visit: Answers questions about what happened after
the ghost died. “I want to visit (person or place) to learn the ghost died. “I want to visit (person or place) to learn
(question).” (question).”
Confront: Confront your internal conflict through a Confront: Confront your internal conflict through a
demon. “I wish I could (emotional goal) but (emotional demon. “I wish I could (emotional goal) but (emotional
obstacle).” obstacle).”
Speak: Speak in a dream with a living person. “I want to Speak: Speak in a dream with a living person. “I want to
talk to (person from their past).” talk to (person from their past).”

Types of Scenes Types of Scenes


Remember: Answers questions about the ghost’s past. Remember: Answers questions about the ghost’s past.
“I want to remember (question).” “I want to remember (question).”
Visit: Answers questions about what happened after Visit: Answers questions about what happened after
the ghost died. “I want to visit (person or place) to learn the ghost died. “I want to visit (person or place) to learn
(question).” (question).”
Confront: Confront your internal conflict through a Confront: Confront your internal conflict through a
demon. “I wish I could (emotional goal) but (emotional demon. “I wish I could (emotional goal) but (emotional
obstacle).” obstacle).”
Speak: Speak in a dream with a living person. “I want to Speak: Speak in a dream with a living person. “I want to
talk to (person from their past).” talk to (person from their past).”

The deck
Print out and cut out the deck on the next page in order to play Shades, or reproduce the cards on index cards.
Murder Murder murder

murder murder suicide

suicide suicide suicide

suicide water water

Fire Fire nature

vanity mercy violence

friend-
love love
ship
friend-
hate hate
ship

rival rival Drugs

money despair youth

pain crime quiet

true
anger anger
love

justice abuse sacrifice

loss dark revenge


forgive-
revenge swift
ness

honor passion surprise

fear light alone

fear sadness blood

envy gentle cold

betrayal wind ice

desire rain cruel

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