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Water College this time. Please note .. it's the=20
old version probably the one in the 3rd edition rulebook.
Keith
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>Date: Mon, 24 Sep 2007 16:58:38 -0000
>Subject: [dq-rules] Part 4 - Humorous review of DQ magic
>Reply-To: dq-rules@yahoogroups.com
>
>Rule 57: The College of Water Magics
>
>Obviously, if you aren't in a game where bodies=20
>of water are ubiquitous, you don't want to play=20
>a Water Mage. However, if your game world is a=20
>bunch of islands, or your groups decides to=20
>become pirates, it's loads of fun to be a Water=20
>Mage. I've played one once, in a game where the=20
>regional economy was based around the slow,=20
>massive river that ran through the middle of=20
>everything, much the Mississippi River, emptying=20
>into a ocean with lots of marshlands around. He=20
>was a very useful and sometimes powerful character.
>
>My general house rule is to replace the word=20
>"sea" in all spell names with "water." My=20
>Midwestern bias says "Hey, there'd have to be=20
>plenty of Water Mages nowhere near the sea, so=20
>this should apply to Freshwater Mages, too."
>
>T-1. Predict Weather
>
>ABC. And still worthless.
>
>G-1. Spell of Calming Waters
>
>I have to admit I didn't know the difference=20
>between a wave and a swell before I looked it=20
>up. Now that I've looked it up=85 I still don't=20
>know. Most dictionaries use the word "wave"=20
>when describing a swell, so who knows? My guess=20
>is that a wave is a particular water formation,=20
>above the level of the rest of the sea, and a=20
>swell is the heaving of a more general "section"=20
>of sea. But maybe someone who's been near an=20
>ocean for more than a few hours at a time can enlighten me?
>
>G-2. Spell of Wave Making
>
>A deceptively powerful spell. You can really=20
>mess someone up with this spell. Fer instance=85
>
>DEMONIC FUN: A demon can increase the size of a=20
>wave by twenty-five feet. He can keep the waves=20
>at that height for five hours, with a range of=20
>1,950 feet (a bit over 1/3 of a=20
>mile). Incredibly destructive. Do not mess with Forneus.
>
>G-3. Spell of Speaking to Seabirds (Waterbirds)
>
>While much more restrictive than other colleges'=20
>Dr. Doolittle spells, this one could be a lifesaver: "Which way is land?"
>
>G-4. Spell of Flotation
>
>Target's ability to swim is increased by=20
>50%. Chance of drowning is decreased by 5% + 1%=20
>per Rank. Ummm=85 Swimming rules? What swimming=20
>rules? Fortunately, there are plenty of house=20
>rules floating around out there (Hah. "Floating." Man, I slay me=85)
>
>G-5. Spell of Navigation
>
>More decrease in chances for things that don't=20
>have rules written for them. Actually, this=20
>brings up an interesting point about the way=20
>role-playing games have changed over the decades=20
>=96 specifically, how the way we play RPGs has=20
>changed. I'm sure you've had some exposure to=20
>game theory, and while over-exposure to game=20
>theory can give you a nasty rash, its tenets=20
>sometimes cast interesting light on older games.
>
>Even though there are no explicit rules in DQ=20
>for determining the base chance for running=20
>aground, this spell implies that here should=20
>be. In other words, running aground is a random=20
>event, not a narrational one. Now, if I'm=20
>GMing, and I decided that the PCs' ship is=20
>running aground on the spooky island so they=20
>have to go ashore and deal with the arcane=20
>weirdness there, no amount of spellcasting is=20
>going to change that. The rest of the time, I=20
>don't really care if they run aground or=20
>not. My stance on this means that the need for=20
>this spell is obviated. So how many other=20
>spells might be reduced in usefulness because of=20
>the difference between narrativist and gamist stances?
>
>G-6. Water Purification Spell
>
>Very handy at sea, or maybe next to a salt=20
>lake. Again, kind of a misnomer. It doesn't=20
>purify water, it desalinizes it. I houseruled=20
>this to be able to purify any water, which I=20
>think brings the spell into line with S-1 Liquid=20
>Purification. With this houserule, you can make=20
>nasty swamp water or even sewer water safe to=20
>drink, which I think any self-respecting Water Mage should be able to do.
>
>G-7. Spell Of Speaking With Aquatic Mammals
>
>C'mon, they couldn't have just combined this=20
>with G-3? One advantage here is the possibility=20
>of speaking with fairly intelligent creatures, like whales or dolphins.
>
>G-8. Spell of Summoning Aquatic Mammals
>
>Similar to other summoning spells. If you're=20
>currying favor with a whaling ship, this is the spell for you ("Here,=
Moby=85")
>
>G-9. Mage Wind Spell
>
>ABC.
>
>G-10. Spell of Water Creation
>
>Another misnomer. You don't create water, you=20
>extract it from the air or from plants. (would=20
>it have been so hard to call it "Spell of Water=20
>Extraction?") In a truly arid desert, this=20
>spell is worthless, but if you're a Water Mage=20
>and your ass is in the desert, you get what's=20
>coming to you. I house ruled that you could=20
>extract water from anything that had water in it=20
>and wasn't sentient. Recently dead humanoids=20
>have plenty of water in them, by the way=85
>
>G-11. Spell of Water Sight
>
>A goggles spell! Dippy, but fun and occasionally useful.
>
>G-12. Spell Of Water Breathing
>
>Since the spell cannot be resisted, this spell=20
>is great fun when cast on random passers-by in=20
>isolated, superstitious communities ("Hey! Ol'=20
>Bromo gots gills! He's a demon! Kill him!")
>
>G-13. Spell of Ship Binding
>
>Taken pretty much verbatim from A Wizard of=20
>Earthsea. A pretty powerful spell, really,=20
>especially if your game goes long enough to=20
>crank it up to rank 15, when you get to make a boat from scrap wood.
>
>G-14. Spell of Seablessing (Waterblessing)
>
>Nice =96 but how do you prove you've actually done=20
>anything? "I bestow upon you this arcane=20
>blessing!" "Sure you did, bud, sure you did=85"
>
>Q-1. Ritual Of Binding Water
>
>Again, the loose language of the binding=20
>rituals. Given the peculiarities and ubiquity=20
>of water, what are the limits of controlling=20
>"all facets of the element?" Can I turn the=20
>bound element into=20
>ice? Steam? Snow? Mist? Ice-9? Can I encase=20
>an enemy in a water-helmet, causing him to=20
>drown? Can I control the water in his=20
>body? Can I have the water change into mist,=20
>float through the air, and then fill my hot tub?=20
>I like that the idea is open-ended, but a little=20
>more guidance would have been nice=85
>
>S-1. Spell of Liquid Purification
>
>(aka The Reverse Jesus Spell)
>
>Super-handy spell. Great for ruining taverns=20
>and parties, or drinking your own urine while adrift at sea.
>
>S-2. Spell of Liquid Transmutation
>
>A somewhat misleading name, I feel, but a=20
>powerful effect =96 it causes any venom to become inactive.
>
>S-3. Waters of Healing Spell
>
>A spell of making healing potions. Water Mage + Alchemist =3D Good.
>
>S-4. Waters of Strength Spell
>
>Wow. D+2 added to ST. That can boost a human=20
>into the giant range. I think this spell would=20
>be a bit better with a predictable increase, say=20
>3 points + 1 per rank or something.
>
>S-5. Spell of Summoning Fish
>
>"Here, fishy fishy=85"
>
>S-6. Spell of Controlling Fish
>
>"Now, baste yourself with butter and lemon, and jump into my Weber=85"
>
>I've always played it so that any non-avian,=20
>non-mammalian aquatic creature can be summoned=20
>and/or controlled. C'mon, you can summon and=20
>control a whale shark, but not a brine shrimp?
>
>S-7. Spell of Controlling Sea Mammals (Water Mammals)
>
>Anyone else getting an Aquaman vibe from this=20
>college? The paltry range indicates that if you=20
>summon a whale to do your bidding, he will come=20
>back to kick your ass later. (Freshwater mages=20
>have to make do with otters and the like=85)
>
>S-8. Waters of Vision Spell
>
>Neat-o spell, but it only lasts 10=20
>seconds. Still, at rank 5+, it ceases to be=20
>random precognition, and becomes a scrying=20
>spell. Now, define "pool" for me=85 How deep? How big?
>
>S-9. Windsail Spell
>
>I'm not sure how you turn a mess of water=20
>sprites into a sail, but there you go. It must=20
>be an interesting visual. (And again, the=20
>assumption made by the designer is that all=20
>elements are full of spirits=85) I can't see much=20
>use for this unless you wanted to run in front=20
>of a hurricane =96 can you imagine a Viking longship going 40 knots or so?
>
>S-10. Spell of Rain Calling
>
>I'm not sure why you'd want a localized squall=20
>following you for a day, but there you go=85 maybe=20
>to hide in? (Although if your pursuit knows=20
>you're in there, then they just follow the squall=85)
>
>S-11. Maelstrom Spell
>
>Now, if you're aboard ship, does everyone on the=20
>ship resist individually, or does only the ship itself get a resistance=
roll?
>
>S-12. Waterspout Spell
>
>And you thought Water Mages had no teeth? This=20
>is effectively a version of the Whirlwind Spell,=20
>but watered-down (I got a million of=20
>`em=85). Actually it's not: you just get one big=20
>vortex instead of multiple small ones. You=20
>still get to destroy people and scatter their bloody pieces to the winds.
>
>R-1. Ritual of Summoning and Binding Water Elementals
>
>Similar to other such rituals.
>
>Final Notes: Can you believe there's not a Spell=20
>of Drowning? How about a Spell of Water-Walking? Or Surfing?
>
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Water College this time. Please note .. it's the old version probably the
one in the 3rd edition rulebook.<br><br>
Keith<br><br>
<br>
<blockquote type=3Dcite class=3Dcite cite=3D"">To:
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Date: Mon, 24 Sep 2007 16:58:38 -0000<br>
Subject: [dq-rules] Part 4 - Humorous review of DQ magic<br>
Reply-To: dq-rules@yahoogroups.com<br><br>
<b>Rule 57: The College of Water Magics<br>
</b><br>
Obviously, if you aren't in a game where bodies of water are ubiquitous,
you don't want to play a Water Mage. However, if your game world is
a bunch of islands, or your groups decides to become pirates, it's loads
of fun to be a Water Mage. I've played one once, in a game where
the regional economy was based around the slow, massive river that ran
through the middle of everything, much the Mississippi River, emptying
into a ocean with lots of marshlands around. He was a very useful
and sometimes powerful character.<br><br>
My general house rule is to replace the word "sea" in all spell
names with "water." My Midwestern bias says "Hey,
there'd have to be plenty of Water Mages nowhere near the sea, so this
should apply to Freshwater Mages, too."<br><br>
<b>T-1. Predict Weather<br>
</b><br>
ABC. And still worthless.<br><br>
<b>G-1. Spell of Calming Waters<br>
</b><br>
I have to admit I didn't know the difference between a wave and a swell
before I looked it up. Now that I've looked it up=85 I still don't
know. Most dictionaries use the word "wave" when
describing a swell, so who knows? My guess is that a wave is a
particular water formation, above the level of the rest of the sea, and a
swell is the heaving of a more general "section" of sea.
But maybe someone who's been near an ocean for more than a few hours at a
time can enlighten me?<br><br>
<b>G-2. Spell of Wave Making<br>
</b><br>
A deceptively powerful spell. You can really mess someone up with
this spell. Fer instance=85<br><br>
DEMONIC FUN: A demon can increase the size of a wave by <i>twenty-five
feet.</i> He can keep the waves at that height for <i>five
hours</i>, with a range of 1,950 feet (a bit over 1/3 of a mile).
Incredibly destructive. Do not mess with Forneus.<br><br>
<b>G-3. Spell of Speaking to Seabirds (Waterbirds)<br>
</b><br>
While much more restrictive than other colleges' Dr. Doolittle spells,
this one could be a lifesaver: "Which way is land?"
<br><br>
<b>G-4. Spell of Flotation<br>
</b><br>
Target's ability to swim is increased by 50%. Chance of drowning is
decreased by 5% + 1% per Rank. Ummm=85 Swimming rules? What
swimming rules? Fortunately, there are plenty of house rules
floating around out there (Hah. "Floating." Man, I
slay me=85)<br><br>
<b>G-5. Spell of Navigation<br>
</b><br>
More decrease in chances for things that don't have rules written for
them. Actually, this brings up an interesting point about the way
role-playing games have changed over the decades =96 specifically, how the
way <i>we play</i> RPGs has changed. I'm sure you've had some
exposure to game theory, and while over-exposure to game theory can give
you a nasty rash, its tenets sometimes cast interesting light on older
games. <br>
<br>
Even though there are no explicit rules in DQ for determining the base
chance for running aground, this spell implies that here should be.
In other words, running aground is a random event, not a narrational
one. Now, if I'm GMing, and I decided that the PCs' ship is running
aground on the spooky island so they have to go ashore and deal with the
arcane weirdness there, no amount of spellcasting is going to change
that. The rest of the time, I don't really care if they run aground
or not. My stance on this means that the need for this spell is
obviated. So how many other spells might be reduced in usefulness
because of the difference between narrativist and gamist
stances?<br><br>
<b>G-6. Water Purification Spell<br>
</b><br>
Very handy at sea, or maybe next to a salt lake. Again, kind of a
misnomer. It doesn't purify water, it desalinizes it. I
houseruled this to be able to purify any water, which I think brings the
spell into line with S-1 Liquid Purification. With this houserule,
you can make nasty swamp water or even sewer water safe to drink, which I
think any self-respecting Water Mage should be able to do.<br><br>
<b>G-7. Spell Of Speaking With Aquatic Mammals<br>
</b><br>
C'mon, they couldn't have just combined this with G-3? One
advantage here is the possibility of speaking with fairly intelligent
creatures, like whales or dolphins.<br><br>
<b>G-8. Spell of Summoning Aquatic Mammals<br>
</b><br>
Similar to other summoning spells. If you're currying favor with a
whaling ship, this is the spell for you ("Here,
Moby=85")<br><br>
<b>G-9. Mage Wind Spell<br>
</b><br>
ABC.<br><br>
<b>G-10. Spell of Water Creation<br>
</b><br>
Another misnomer. You don't create water, you extract it from the
air or from plants. (would it have been so hard to call it
"Spell of Water Extraction?") In a truly arid desert,
this spell is worthless, but if you're a Water Mage and your ass is in
the desert, you get what's coming to you. I house ruled that you
could extract water from anything that had water in it and wasn't
sentient. Recently dead humanoids have plenty of water in them, by
the way=85<br><br>
<b>G-11. Spell of Water Sight<br>
</b><br>
A goggles spell! Dippy, but fun and occasionally useful.<br><br>
<b>G-12. Spell Of Water Breathing<br>
</b><br>
Since the spell cannot be resisted, this spell is great fun when cast on
random passers-by in isolated, superstitious communities
("Hey! Ol' Bromo gots gills! He's a demon! Kill
him!")<br><br>
<b>G-13. Spell of Ship Binding<br>
</b><br>
Taken pretty much verbatim from <i>A Wizard of Earthsea</i>. A
pretty powerful spell, really, especially if your game goes long enough
to crank it up to rank 15, when you get to make a boat from scrap
wood.<br><br>
<b>G-14. Spell of Seablessing (Waterblessing)<br>
</b><br>
Nice =96 but how do you prove you've actually <i>done</i> anything?
"I bestow upon you this arcane blessing!" "Sure you
did, bud, sure you did=85"<br><br>
<b>Q-1. Ritual Of Binding Water<br>
</b><br>
Again, the loose language of the binding rituals. Given the
peculiarities and ubiquity of water, what are the limits of controlling
"all facets of the element?" Can I turn the bound element
into ice? Steam? Snow? Mist? Ice-9? Can I
encase an enemy in a water-helmet, causing him to drown? Can I
control the water in his body? Can I have the water change into
mist, float through the air, and then fill my hot tub? I like that the
idea is open-ended, but a little more guidance would have been
nice=85<br><br>
<b>S-1. Spell of Liquid Purification<br>
</b><br>
(aka The Reverse Jesus Spell)<br><br>
Super-handy spell. Great for ruining taverns and parties, or
drinking your own urine while adrift at sea.<br><br>
<b>S-2. Spell of Liquid Transmutation<br>
</b><br>
A somewhat misleading name, I feel, but a powerful effect =96 it causes
<i>any</i> venom to become inactive.<br><br>
<b>S-3. Waters of Healing Spell<br>
</b><br>
A spell of making healing potions. Water Mage + Alchemist =3D
Good.<br><br>
<b>S-4. Waters of Strength Spell<br>
</b><br>
Wow. D+2 added to ST. That can boost a human into the giant
range. I think this spell would be a bit better with a predictable
increase, say 3 points + 1 per rank or something.<br><br>
<b>S-5. Spell of Summoning Fish<br>
</b><br>
"Here, fishy fishy=85"<br><br>
<b>S-6. Spell of Controlling Fish<br>
</b><br>
"Now, baste yourself with butter and lemon, and jump into my
Weber=85"<br><br>
I've always played it so that any non-avian, non-mammalian aquatic
creature can be summoned and/or controlled. C'mon, you can summon
and control a whale shark, but not a brine shrimp?<br><br>
<b>S-7. Spell of Controlling Sea Mammals (Water Mammals)<br>
</b><br>
Anyone else getting an Aquaman vibe from this college? The paltry
range indicates that if you summon a whale to do your bidding, he
<i>will</i> come back to kick your ass later. (Freshwater mages have to
make do with otters and the like=85)<br><br>
<b>S-8. Waters of Vision Spell<br>
</b><br>
Neat-o spell, but it only lasts 10 seconds. Still, at rank 5+, it
ceases to be random precognition, and becomes a scrying spell. Now,
define "pool" for me=85 How deep? How big? <br><br>
<b>S-9. Windsail Spell<br>
</b><br>
I'm not sure how you turn a mess of water sprites into a sail, but there
you go. It must be an interesting visual. (And again, the
assumption made by the designer is that all elements are full of
spirits=85) I can't see much use for this unless you wanted to run in front
of a hurricane =96 can you imagine a Viking longship going 40 knots or
so?<br><br>
<b>S-10. Spell of Rain Calling <br>
</b><br>
I'm not sure why you'd want a localized squall following you for a day,
but there you go=85 maybe to hide in? (Although if your pursuit knows
you're in there, then they just follow the squall=85)<br><br>
<b>S-11. Maelstrom Spell<br>
</b><br>
Now, if you're aboard ship, does everyone on the ship resist
individually, or does only the ship itself get a resistance
roll?<br><br>
<b>S-12. Waterspout Spell<br>
</b><br>
And you thought Water Mages had no teeth? This is effectively a
version of the Whirlwind Spell, but watered-down (I got a million of
`em=85). Actually it's not: you just get one big vortex instead of
multiple small ones. You still get to destroy people and scatter
their bloody pieces to the winds.<br><br>
<b>R-1. Ritual of Summoning and Binding Water Elementals<br>
</b><br>
Similar to other such rituals.<br><br>
Final Notes: Can you believe there's not a Spell of Drowning? How
about a Spell of Water-Walking? Or Surfing?<br><br>
__._,_.___ <br><br>
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