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@@ -411,18 +411,6 @@ object {4-14}
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'taldane' (x1)
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[privateNotes] : string {4-14.system.details.privateNotes} (same value: '')
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[publicNotes] : string {4-14.system.details.publicNotes} (2 different values)
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'<p>The efreet are hateful and merciless genies from the Plane of Fire, where they build metropolises and massive trade centers that draw extraplanar travelers from across the multiverse. They are cruel slavers, vengeful warmongers, and sinister wish-masters; there are many tales of mortals who made pacts with efreet only to have their words twisted to suit a genie\'s capricious and malevolent whims.</p>
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<p>Efreet do not readily treat with other genies; they share an eternal feud with the djinn, disdain marids, regard jann as weaklings unworthy of the genie title, and only occasionally tolerate alliances with shaitans. At 12 feet tall and weighing 2,000 pounds, efreet are formidable opponents and cow their chosen victims with a glance.</p>
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<hr />
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<p>A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.</p>' (x2)
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'<p>Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.</p>
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<p>An existing skelm can transform any evil humanoid who\'s overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.</p>
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<p>Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they\'re more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don\'t offer healthy ways to experience and process anger.</p>
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<h3>Mockeries of Masculinity</h3>
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<p>Skelm women don\'t appear to exist. The few researchers who have tracked skelm mating behavior have found skelms\' offspring are undifferentiated members of the mother\'s ancestry. The fact that skelms are cruelly manipulative shapeshifters, but all male, has led to the theory that skelms are the mystical male counterpart to hags.</p>
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<hr />
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<p>Street skelms abuse the deference given to elders and the well-to-do in public spaces, appearing as such so they can verbally or physically punish those who dare defy their cruel sensibilities. To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat the target poses to the community\'s social order. These rantings can rally a mob to carry out the skelm\'s violence against his target, some of whom even act out of fear against becoming the skelm\'s next target. Street skelms have little of the magical talents possessed by their more powerful peers, mostly relying on brute force.</p>
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<p>Street skelms typically dress in old-fashioned styles, always including a hat or hood that can cover their distinctive features. They often walk with a cane, walking staff, or other prop suitable for bludgeoning those who offend their delicate egos or challenge their tenuous sense of control.</p>' (x1)
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[reset] : string {4-14.system.details.reset} (5 different values)
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'<p>The trap deactivates and resets if no hostile creatures remain outside.</p>' (x2)
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'<p>The trap deactivates and resets if 2 minutes pass without a creature inside the room.</p>' (x2)
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