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Posted: Tue, 23 Jun 07:21:00 CDT
The world is glitching. Reality is buffering.
This is an adventure outline for Jorts & Jarts where a strange signal corrupts the neighborhood. Players must investigate the source of the "Static," solve impossible puzzles, and fix the world before it deletes itself.
- Type: Sci-Fi Mystery Outline
- For: 2–6 Players (Requires Jorts & Jarts Core Rulebook)
- The Stakes: Trust no reflection. The signal is coming for you.
Posted: Tue, 23 Jun 07:20:33 CDT
You are a kid. You have a skateboard, a pair of jorts, and a pocket full of marbles. But when the sun sets, the backyard transforms into a dangerous frontier of monsters, mysteries, and legends. Jorts & Jarts is a tabletop roleplaying game where you and your friends take on the roles of local heroes battling the unknown in the most familiar place imaginable.
No complex math. No 6-month campaign prep. Just grab your friends, print these pages, and start playing tonight.
Posted: Tue, 23 Jun 07:20:01 CDT
Don’t get caught outside when the streetlights come on.
This is an adventure outline for Jorts & Jarts where the neighborhood twists into a nightmare the moment the sun sets. Players must navigate the twisted shadows to reach safety before the Curfew Clock runs out.
- Type: Horror One-Shot Outline
- For: 2–6 Players (Requires Jorts & Jarts Core Rulebook)
- The Stakes: If you’re caught in the dark, you’re Grounded forever.
Posted: Tue, 23 Jun 06:58:55 CDT
Every neighborhood has a door that goes somewhere else. The question is: will you come back?
This is an adventure outline for Jorts & Jarts where a threshold opens into a beautiful, predatory realm. Players must navigate the "Wonder" track—a measure of how much the Other Side tempts them—while deciding if the cost of staying is worth the price of leaving.
- Type: Fantasy Portal One-Shot Outline
- For: 2–6 Players (Requires Jorts & Jarts Core Rulebook)
- The Stakes: Permanent transformation is real. The door can close forever. Some Kids choose to stay.
Posted: Tue, 23 Jun 06:54:52 CDT
The rain is falling out of rhythm. The spark beneath the roots is dying.
Kethryss is a rainforest world drowned in warm, vertical rain, draped in veils of steam, where fronds the size of sails shudder under the downpour and bioluminescent vines retreat from your touch like cautious nerves. The ground is soft clay and root, shaped by careful hands over generations. Something has begun to go wrong with the rain, and the elders know why.
The stick-folk who live here call themselves the Lathrix: tall, insectile, mask-faced, every gesture economical. They do not build their cities, they grow them, coaxing living wood into bridges and halls. Each Lathrix carapace is etched with the same ritual image, a vessel with wings of light, and beneath their roots an Earth-Spark hums, lighting their homes and powering their studies. Now it is fading.
The lights in the Green Velvet Cafe keep failing. Then Elder Jazz Hands walks in.
The youngest of the elders comes to your table in dire need: the Earth-Spark must be repaired, and he cannot go alone. What follows is a sodden crawl across a rootbound causeway, through beetle burrows and a mantis-run black market, down into a shrine that turns out to be no shrine at all but a cradle, where a cracked core waits inside a lattice of force and a buried tablet whispers of a Silent Forge and a Fractured Sigil.
Will you mend the spark and earn a vessel with wings of light, or leave Kethryss to the rust and the rain?
What's Inside
A complete, ready-to-run seventh chapter for a tabletop campaign of folklore, mystery, and cosmic dread. A rain-soaked rescue that quietly becomes a first reach toward the stars, where mending a dying machine reveals the bones of a starship buried under the clay. Packed onto a print-friendly two-page spread designed for fast reference at the table.
- A fully realized people, the Lathrix, insectile stick-folk who grow their cities from living wood, plus a charming 1d8 gift-giving tradition table of perfectly shaped wigs, sap-crystal candy, and twig flutes tuned to forest frequencies known as Lathrix Jazz
- A six-area crawl across the rainforest of Kethryss: the Rootbound Causeway, the Mud Burrows, the Veshkar Nesting Burrows, the Silent Stalk, the Shrine of the First Hands, and the Buried Engine itself
- Memorable NPCs, including Elder Jazz Hands, whose recruitment can cost him his life and branch the rest of the adventure, and Mimi Jeggings, a shifty mantis-folk arms dealer with Wits and Guts shop tables for gear and hired mercenaries
- Two original creatures: the dutiful Veshkar stag-beetle warriors and the colossal Thar'Zhul / Thar'Mula, a Threat 5 predator that rules the storm-swept forest floor with Wild Hiss and a wing-borne Wind Tunnel
- A tense core-repair finale, three successful checks before two failures, every miss firing a damaging pulse, ending in a boss strike the moment the cradle gives up its secret
- A 1d6 Rumors table to seed the canopy with hooks, hazards, and at least one passing crow
- Curated treasure: the Fragment of the Vessel, a stabilized engine shard that lets a party build a single-passenger interplanetary Star Ship, plus Earth-Spark Clay Tablets and Rain-Grown Relics
- Hand-drawn map and atmospheric layout, designed by Eon Fontes-May
- Words and structure by Griseo Lupus
At the Table
- Suggested Party: Level 1, 3 to 5 players
- Genre: Space Fantasy
- Format: 2-page spread, print and digital friendly
- System: Built for BXDH, with light, portable stat blocks ready to drop into most OSR and rules-light fantasy systems
A Spark Worth Mending
This is the seventh chapter of the StellaMagus Primer, a campaign of small villages and enormous skies, where the answers a party finds may matter less than the questions they were brave enough to ask. Here a rescue in the rain turns into the first hint that these grown villages were always meant to reach off-world, and that the same Fractured Sigil keeps surfacing wherever the clay is dug deep enough. Perfect as the next step in your ongoing campaign or as a self-contained one-shot of rain, sacrifice, and buried starlight.
The rain is losing its rhythm. An elder is asking for help.
Will your party put their hands in the clay before the spark goes out for good?
Posted: Tue, 23 Jun 06:52:25 CDT
The opera house is not a theater. It is a starship, and tonight something comes to eat the music.
Ferros is a world of slow metallic ash and rivers of molten chrome cutting through black glass valleys, where lightning crawls between antenna-towers and cathedral exhaust stacks. Its machine-folk call themselves the Soothewn: living constructs grown from alloy-bone and harmonic circuitry, faces smooth plates etched with resonance runes, limbs that reconfigure into tools, weapons, or instruments at a tonal command.
Their city of Canticor is built around sound. Streets vibrate beneath footfall, buildings are tuned to structural harmonics, bridges sing when crossed. At its heart rises the Anvil Vox, a grand opera house of black iron whose foundations descend far below the crust of the planet. Its iron sings. Its timbers rot. Both have always been there.
You have tickets to tonight's performance.
What no one in the crowd knows is that the Anvil Vox is a fragment of a vessel, an ancient stellar machine built to carry civilizations through space, still missing the bow and engine that would let it fly. When a saboteur's drones swarm the gear cathedral and a forbidden note wakes the thing sleeping beneath the stage, the evening becomes a fight up and then down through the building itself: across the performance stage, through a shattering dome, into the engine chamber, to the vessel's own control core, while Zhaalthrix, a star-devouring horror that feeds on sound and suns, claws its way toward the same machine you need.
Will your party take the helm before the Devourer does, or be swallowed with the song?
What's Inside
A complete, ready-to-run ninth chapter for a tabletop campaign of folklore, mystery, and cosmic dread. A night at the opera that becomes a desperate scramble for control of a buried starship, set to a soundtrack of sabotage, spectacle, and a god that eats noise. Packed onto a print-friendly two-page spread designed for fast reference at the table.
- A resonant machine-world setting, Ferros, and a fully realized people, the Soothewn, sound-shaped constructs whose city sings and whose opera house hides a starship in its bones
- A seven-area crawl through the Anvil Vox: the Resonant Foyer, the Gear Cathedral, the Subharmonic Vault, the Grand Performance Stage, the Stage Breach, the Engine Chamber Breach, and the Vessel Control Core
- A standout Grand Performance Stage set piece, a 1d20 "Performance Action" minigame where players win over a roaring crowd or eat a pyro malfunction in front of thousands
- A three-phase escalating boss, Zhaalthrix, who climbs from Devourer of Sound (Threat 5) to Consumer of Suns (Threat 7) to a Titanic void overlord (Threat 9), reshaping and healing off the machinery it wrecks
- Two original constructs, the dutiful Venue Wardens and the erratic, swarming Simple Repair Drones turned saboteurs
- A tense control-core finale, three successes before two failures, where seizing the vessel matters more than killing a thing that cannot really be killed, plus a 1d6 Rumors table and a 1d6 marquee of shows now playing
- Curated treasure: the Fragment of the Vessel, which ignites the Anvil Vox's gravity stabilizers and lifts the whole opera house into orbit, plus a Harmonic Navigation Core and Void-Core Residue
- Hand-drawn maps and atmospheric layout, designed by Eon Fontes-May
- Words and structure by Griseo Lupus
At the Table
- Suggested Party: Level 1, 5 to 6 players
- Genre: Space Fantasy
- Format: 2-page spread, print and digital friendly
- System: Built for BXDH, with light, portable stat blocks ready to drop into most OSR and rules-light fantasy systems
A Song Worth Saving
This is the ninth chapter of the StellaMagus Primer, a campaign of small villages and enormous skies, where the answers a party finds may matter less than the questions they were brave enough to ask. Here the Fragment of the Vessel finally takes flight: an opera house that climbs into the stratosphere, a clear escalation toward the starship the whole arc has been quietly assembling. Perfect as the next step in your ongoing campaign or as a self-contained one-shot of spectacle, sound, and a hungry dark between the stars.
The iron is ready to sing. Something has come to silence it.
Will your party take the helm before the last note breaks?
Posted: Tue, 23 Jun 06:48:56 CDT
The storms are dying. At their center, a ship that should be dead is screaming.
Thalassara is a world of relentless, never-resting ocean. Storm bands rip across the sky, rain pours in drowning sheets, and waves surge like living barricades. Thunder rumbles without end, carrying whispers of decay and madness through a void where sound travels farther than sight, and ghostly voices speak from the dark of things best left unseen in the depths.
The people who ride these waters call themselves the Brinebound: slick-skinned and glassy-eyed, webbed hands scarred white by salt and lightning, built to spring between decks and skim the waves. They believe motion is life and stillness is decay, a lesson learned from watching ships rot in calm seas. Their storm-chasing cities draw power from violence, sailcloth woven to drink the wind, lightning rods inherited like bones and named after ancestors, each city forever following tempests across the Sea of Roaming Walls.
Now the storms are weakening, and the elders point ahead, to a tempest that will not move.
At the eye of that stalled storm floats Xin Yam, a ship that is also a body, stitched together from wood, cloth, and flesh by a magus who poured a soul into her and now refuses to let her die. To reach him you descend beneath the waves and climb up through her, past chains fused to living timber, ribbed corridors and pulsing veins, a slow-beating heart and a clenching throat, while she pleads inside your minds. At the top waits Magus Halcrest, weeping, certain he is saving his perfect mother, ready to tear the world apart before he lets her go.
Will you end her suffering and still the storm, or drown in a love that refuses to die?
What's Inside
A complete, ready-to-run eighth chapter for a tabletop campaign of folklore, mystery, and cosmic dread. This is the series at its darkest, a body-horror voyage up through a living, dying ship toward a monster who begs you to understand him. Packed onto a print-friendly two-page spread designed for fast reference at the table.
- A storm-ocean setting, Thalassara, and a fully realized people, the Brinebound, amphibious storm-chasers whose whole culture is built on the belief that to stop moving is to begin rotting
- A nine-area dungeon that is itself a living body: the Submerged Moorings, the Ribbed Corridor, the Veinwalk, the Temple of Veins, the Heart Chambers, the Drowned Ascent, the Antechamber of Breath, the Throat, and the Mouth of Xin Yam
- A Stability-driven horror crawl, where the dying ship's pain, phantom touches, and pleading voices wear at the party's nerve round by round rather than just their hit points
- A disorienting 1d20 Heart Chambers table that scatters the party through random loot, ambushes, and false exits until the sea spits them back out, plus a 1d6 cache that might yield a black cat or Xin Yam's own armored gown
- An original creature, the Brineclaw Tribal Warrior, a risen crab humanoid that moves on land or water alike and grows far deadlier in a swarm
- A tragic, sympathetic villain, Magus Halcrest, a Threat 8 StellaMagus who stitches life into wood and flesh, perhaps not a monster but a grieving man drowning in sorrow, armed with Sinew Lash, Needle of Life, and a Terror of the Dying
- Curated treasure: the Fragment of the Vessel, recovered from the bow of Xin Yam as the remnants float ashore near the Zooth Isles in a quiet state of undeath
- Hand-drawn maps and atmospheric layout, designed by Old School Jelly
- Words and structure by Griseo Lupus
At the Table
- Suggested Party: Level 1, 4 to 6 players
- Genre: Space Fantasy
- Format: 2-page spread, print and digital friendly
- System: Built for BXDH, with light, portable stat blocks ready to drop into most OSR and rules-light fantasy systems
A Storm Worth Stilling
This is the eighth chapter of the StellaMagus Primer, a campaign of small villages and enormous skies, where the answers a party finds may matter less than the questions they were brave enough to ask. This one leans hardest into the dread the series promises: a grief-soaked descent where the Fragment of the Vessel surfaces yet again, this time pulled from something that was loved too much to be allowed to die. Perfect as the next step in your ongoing campaign or as a self-contained one-shot of storm, sorrow, and the things that float in the deep.
The storms are dying. A ship is screaming at their center.
Will your party give her peace, or join the things best left unseen in the depths?
Posted: Tue, 23 Jun 06:47:42 CDT
A dead world is calling. Wake it, then defend it.
Rulth was once temperate, a planet of dense burgundy forests and roaring waterways that carved the land into valleys and plateaus, a foaming blue and purple ocean dancing beneath an azure sky. Now it is a mass grave. An astral desert spreads across it, mutating and crawling, denying all else. And still, in its silence, it calls out to anyone who would restore it.
You were summoned by a force you do not understand. You answer across ten thousand years.
The work begins in the soil. Your party plants the first fields of a silent world, then watches seeds turn into endless wheatfields and eggs hatch into beasts. A thousand years pass and your territories rise into city-states woven together by trade routes. Ten thousand more, and an Onyx Tower blots out the sun while dark beasts tear open the land and the rivers froth with poison. At the center of the ruin, on a throne of ebony bone and cinder lace, Magus Dallin Ra'Null waits. A champion turned nightmare of rotting flesh and rusted metal, certain he is the one who silenced this world, offering himself as its only salvation.
Will your party bind a thriving world back into form, or join the mass grave beneath the astral sands?
What's Inside
A complete, ready-to-run sixth chapter for a tabletop campaign of folklore, mystery, and cosmic dread. This one trades a single night for ten thousand years, a sweeping world-building epic that your party literally draws onto the map as a dead planet comes back to life. Packed onto a print-friendly two-page spread designed for fast reference at the table.
- A three-epic structure spanning the slow rebirth of a world: agriculture in the first epic, cities and trade routes in the second, and final battlements against a siege in the third, with a thousand years and then ten thousand more passing between them
- Five playable species to roll or choose, each with signature starting gear: the resonant Noxari, the forge-born Pyaxis-Vey, the crop-singing Lumunarae, the dream-bound Kardians, and the Auralithe, who arrive already braiding iving mounts
- A resource and illustration system across three tracks, Guts and Bloodshed, Shadows and Subterfuge, and Arcana and Influence, where players roll for what their world produces and then draw it directly onto the map as their civilization grows
- The Great Siege, a three-wave mass-combat finale against Ebony Orcs, Nightshade Goblins, and Astral Troll Mages, where committed resources, shared rolls, and accumulated Progress decide how weak the final boss is when you finally reach him
- An original villain, Magus Dallin Ra'Null, a Threat 9 StellaMagus with a full backstory, a writhing throne-room encounter, summoned mages, and commandable minions
- Curated payoff: a restored, thriving Rulth, time returned to the party with all their growth left intact, and a Fragment of the Fractured Sigil buried in a cavern beneath the world's new crust
- Hand-drawn maps and atmospheric layout, designed by Rebecca Dorr
- Words and structure by Griseo Lupus
At the Table
- Suggested Party: Level 1, 4 to 6 players
- Genre: Space Fantasy
- Format: 2-page spread, print and digital friendly
- System: Built for BXDH, with light, portable stat blocks ready to drop into most OSR and rules-light fantasy systems
A World Worth Saving
This is the sixth chapter of the StellaMagus Primer, a campaign of small villages and enormous skies, where the answers a party finds may matter less than the questions they were brave enough to ask. Here the scale opens all the way up: a chapter about building something across ages, and then standing between it and the thing that wants it silent. Perfect as the next step in your ongoing campaign or as a self-contained one-shot of creation, conquest, and consequence.
A world fell silent. You were summoned to answer.
Will you build something strong enough to outlast the throne of ebony bone?
Posted: Tue, 23 Jun 06:05:11 CDT
Space Station Generator · A Sci-Fi Horror RPG Toolkit · 226 Tables
You need a space station by tonight. Now what?
You can sketch a map and pick a corporation to own it. But your players will dock, step through the airlock, and ask the one question a map can't answer: "What's wrong with this place?"
That's where most tools stop. This is where this book starts.
What This Book Does
The Space Station Generator turns an empty floor plan into a station that feels lived-in, dangerous, and wrong. 226 rollable d20 tables across 19 chapters build the place from the ground up: who runs it, what keeps the crew breathing, what's already failing, and the wrongness waiting underneath.
Roll the full sequence and you have a playable station in about twenty minutes. Or crack open a single table mid-session, when a player opens a door you never prepped, and answer them before the silence gives you away.
Built for Mothership and the Alien RPG, system-agnostic by design. No stat blocks, no mechanical dependencies. Just specific, gameable wrongness that drops into any sci-fi horror campaign.

What You Get
- 226 d20 tables across 19 chapters. Every table is exactly twenty entries, every entry a compressed scene seed.
- A built-in escalation arc. Chapters climb from the mundane (who built it, what it smells like) to the impossible (physics quietly breaking, the crew coming apart), so your horror always has somewhere left to go.
- A Quick Generation recipe. Roll six to ten key tables in order and walk away with identity, crew, crisis, and atmosphere, ready to run.
- Paired truth tables. Roll the same number on "The Official Report" and "What Actually Happened" for an instant cover-up your players can unravel.
- 270+ pages of content, almost entirely rollable tables.
The 19 Chapters
Arranged to build. Roll in order for a full station, or jump to any chapter for instant texture mid-session.
The Mundane: Station Identity · Station Layout · Station Systems · People & Power · Factions · Daily Life & Economy
The Unease: Station Atmosphere · Abandoned & Sealed Sections · Threats & Crises · The Creature · Horror Elements · Found Objects & Documents · Station History
The Impossible: Wrongness · Deterioration · The Unknowable · Infection & Transformation
The Toolkit: NPCs · Missions & Hooks
How a Station Comes Together
You don't have to read anything first. Roll these tables and a station appears:
- Station Type and Current Status: what this place is, and what's already wrong with it
- Current Crisis: what's happening right now
- The One Thing That Seems Off: what the crew clocks the second they're aboard
- Strange Event: the detail that makes them stop joking
- Crew Role + Hidden Secret: the first face they meet, and what it's hiding
Add the optional rolls (faction tension, a failing system, a found document, the creature) and the station gains depth, danger, and a story hook. Contradictions between tables aren't bugs: broken life support plus a perfectly functioning AI equals paranoia your players will chase for an hour.
Who This Is For
GMs who run sci-fi horror and need a station faster than they can build one by hand. If you've ever wanted Alien and ended up with a warehouse, this book was written for that exact moment. Crack it open, roll, read, run.
Posted: Tue, 23 Jun 06:05:02 CDT
Bienvenue à Londres dans les années 1830. Un odd Londres, où la City est une zone interdite parquée derrière un mur, où rode un fog vorace de sang, où les arcana, des objets aux propriétés étonnantes, gisent dans les souterrains de civilisations oubliées... Vous êtes un enquêteur et un explorateur urbain à la façon des feuilletons du XIXe siècle. Vos aventures vous mettront en relation avec des personnalités singulières de l’époque comme les érudits du Cercle orphique ou la communauté jamaïcaine de Brixton, vous confronteront à des adversaires aussi divers que la police de la Tamise ou des créatures venues d’ailleurs, vous révéleront des mystères allant du passé celte de la ville à de terrifiants et imminents dangers…
Mystères et nouveaux mystères de Londres est un supplément de contexte et une campagne en 7 scénarios d’enquêtes et d’explorations pour Into the Odd, jeu de rôle d'horreur industrielle et d'étrangeté cosmique à l’ambiance unique et aux règles simples et modernes, inspirée par les thèmes et les systèmes des jeux de rôle old school.
Ce pack numérique Mystères et nouveaux mystères de Londres VF, adapté au jeu dématérialisé, contient :
- Le livre de supplément (144 pages) au format PDF avec signets hiérarchisés (code couleur, mise en évidence des aides de jeu et outils du MJ)
- La carte symbolique de Londres (version MJ et version joueurs) et 5 plans de donjons
- 4 aides de jeu
- 14 illustrations de créatures et 5 portraits de personnages prétirés
- 37 pions (14 pions monstres et adversaires, 5 pions PJ en deux variantes, et un lot de 13 pions vierges)
- Une carte interactive pour le logiciel Obsidian (tutoriel fourni)
- La fiche de personnage inscriptible (thèmes Mystères de Londres)
Note à propos de l'IA : l'intégralité des textes du JDR, les plans, les illustrations et les photographies dans les collages ont été réalisées à la main (voir l'auteur et les artistes cités). Certains éléments graphiques sont issus d'une source pour laquelle nous n'avons pas été en mesure de déterminer si l'IA générative a été utilisée, c'est pourquoi nous avons préféré ne pas renseigner la catégorie "handcrafted".
Posted: Tue, 23 Jun 04:43:39 CDT
The Corpse That Wouldn’t Stay Dead
A gothic horror adventure for five 5th-level characters
Lord Tharion Vell is dead.
That should have been the end of it.
Three times, his corpse has been sealed inside the family crypt. Three times, it has clawed its way out before dawn.
Now Lady Mira Vell seeks adventurers to spend one storm-lashed night inside Vell Manor and make sure her husband stays where he belongs. The job seems simple: guard the crypt, watch the corpse, and survive until sunrise.
But Vell Manor is not a quiet house.
The portraits bleed. The candles whisper. Old wards fail. Servants hide dangerous secrets, family members accuse one another, and somewhere beneath the manor lies the truth of an ancestral pact that refuses to die.
To end the horror, the characters must discover what Lord Tharion tried to stop, why his body keeps rising, and whether the curse can be broken before the Watcher at the Gate claims the living as well as the dead.
The Corpse That Wouldn’t Stay Dead is a compact gothic horror adventure built around investigation, social tension, supernatural manifestations, and a climactic ritual confrontation. It is designed for a single long session or two shorter sessions.
This adventure includes:
- A haunted manor adventure for five 5th-level characters
- A mystery built around an undead noble, a cursed bloodline, and a hidden family pact
- Five key NPCs with secrets, motives, and conflicting suspicions
- Eleven keyed manor locations, including the crypt, portrait hall, library, and hidden ritual room
- Supernatural manifestations to escalate tension throughout the night
- A final confrontation that can be resolved through combat, ritual, sacrifice, or dark bargain
- New monster and NPC statistics
- Magic items, player handouts, DM quick reference material, and atmospheric conceptual manor maps designed for GM reference
The dead are not resting at Vell Manor.
They are waiting.
May all your adventures be grand!
Posted: Tue, 23 Jun 04:24:55 CDT
High within the mountain ranges of northern Maikhohoto stands Ganraku, greatest among the strongholds of the Ishi-no-ko and seat of the Warden entrusted with its care. Built directly into the face of an immense peak, the fortress appears less constructed than carved from the mountain itself, its walls and terraces descending in layered rings that gradually blend into the cliffs below. From distant valleys, Ganraku resembles a stone crown wrapped around the mountain, its towers half-hidden by mist, waterfalls, and dark pine forests clinging to the slopes beneath it. To the Ishi-no-ko, however, the fortress is not merely a city or citadel, but the physical embodiment of endurance, wisdom, and stewardship, shaped across centuries by guilds seeking to prove their worth through works that might outlast kingdoms themselves. Such claims are repeated with great conviction by those who dwell there, and though I cannot fully speak to their origin, the scale of the works lends them a certain weight.
- Regular
- Autumn
- Winter
- Desert
- Ruined
- Foggy
- Rainy
- Shadowfell
- Parchment
- B&W
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