Introduction
Nova Arcanum is a sprawling metropolis where ancient magic collides with cutting-edge technology. Crystal spires pierce the sky, arcane railcars glide above neon-lit avenues, and the hum of enchanted machinery blends with the chatter of thousands of citizens—humans, elves, tieflings, warforged, and more.
The city stands atop the ruins of the Old World, with secrets buried deep beneath its surface. Above, skyships hover; below, twisted sewers teem with cybernetic abominations. Here, every opportunity for fortune is matched by an equal risk of danger.
Districts & Locations
Skyspire Heights
Aerial district of crystalline towers, suspended gardens, and exclusive sanctuaries. Home of the elite—politicians, archmages, corporate moguls.
Key Locations:
- Astral Vista Tower: Seat of the Council of Magitech, with a floating audience chamber and teleportation nexus for council members only.
- Galeon’s Garden: Bioluminescent sky-parks, rare spellplants, and meditation pools. Druids and botanists gather rare reagents here.
- Skyward Lounge: Upscale bar with privacy spells. Secret deals and espionage happen here nightly. A section overlooks the city’s energy core.
Neon Row
Markets, taverns, nightclubs, street food, and neon magic shops beneath ever-glowing signs. Merchants, thieves, and performers create a vibrant urban chaos.
Key Locations:
- Neon Bizarre: Market for magical tech, black market relics, and illegal enhancements. Shapechangers and information brokers abound.
- Pulse: Music and illusory lights, this club is a hub for spies, criminals, and off-duty Boltguard.
- Glitch: AI-run tavern, serving both organic and synthetic patrons. “Drinks” may have magical or digital effects.
Guilder’s District
Industrial heart; home to crafters, tinkerers, mercenaries, and bounty offices.
Key Locations:
- Hammer & Hex: Forge fusing tech with old-world magic. Fire and ice elementals are “employees.”
- Mercenary Hub: Grand hall where jobs are posted; home base for the Boltguard.
- Cipher Library: Hidden vaults and encrypted tomes, open to guildmembers or clever thieves.
The Undersprawl
A maze of tunnels, abandoned labs, hacker dens, and mutant colonies.
Key Locations:
- The Glow: Underground fighting pit for cyber-enhanced gladiators, run by the Patchwork.
- Junker’s Row: Massive scrapyard. Perfect place to find rare parts, or get mugged.
- Shadow Clinic: Secret surgery center, where the line between healer and hacker blurs.
The Sewers (Abyssal Arteries)
Filthy, ancient tunnels—infested with mutant beasts and leaking arcano-tech.
Key Locations:
- The Vault: Mysterious, magically locked chamber—rumored to contain the city’s true source code.
- The Rat King’s Den: Hive of mutant rats with a collective intelligence. Their lair pulses with sickly green light.
Guilds, Factions & Organizations
| Name | Purpose & Activities | Influence | Main Rivals |
|---|---|---|---|
| Council of Magitech | Rule city, legislate magi-tech, enforce law. | Supreme | Patchwork, Syndicate |
| Steel Sun Syndicate | Control black market, tech trafficking, assassinations. | High (Shadow) | Boltguard, Patchwork |
| The Patchwork | Rebel hackers, freedom fighters, expose city secrets. | Medium (Hidden) | Council, Syndicate |
| Caduceus Order | Healers, medics, inventors of restorative tech. | Medium | Syndicate (over body mods) |
| Boltguard | Elite law enforcement—tech-wielding paladins & rangers. | High | Syndicate |
Notable NPCs
Archmagus Elira (High Elf, she/her): Leader of the Council, accompanied by a floating AI familiar.
Vex Volan (Tiefling, they/them): Cunning, ruthless leader of the Steel Sun Syndicate.
Dr. Axion Arlo (Gnome, he/him): Genius cyber-surgeon, rumored to dabble in illegal enhancements.
Commander Strix (Warforged, he/they): Stern Boltguard captain with a code of honor.
Wren the Ghost (Half-elf, she/her): Elusive hacktivist, seen only as a shifting hologram.
Villains
The Machinist: Mad genius building sentient war machines to “free” the city from organic life.
Mother: Rogue AI controlling portions of the city’s infrastructure, manipulating events from the shadows.
The Rat King: Telepathic rat swarm bent on spreading disease and chaos.
Monsters & Encounter Types
| Name | CR | Abilities |
|---|---|---|
| Cyber Wight | 4 | Drains HP/data, can disable tech items |
| Nano-swarm | 3 | Resistant to magic, dissolves equipment, cloud form |
| Street Golem | 2 | Immune to nonmagical, can grapple with signage arms |
| Mutant Sewer Croc | 5 | Acid spit, regenerates, camouflages |
| Holo-phantom | 3 | Projects illusions, immune to nonmagical damage |
Sewers (Abyssal Arteries)
- Toxic ooze pools, maintenance robots gone haywire, hidden shrines to the Rat King and Mother.
- Secret doors to Patchwork hideouts and ancient magical ley lines.
- Nano-swarm traps, mind-controlled sewer workers, collapsing tunnels.
- Treasure: Old world relics, corrupted spellbooks, “smart” weapons, encrypted data crystals.
Random Encounter Tables
Neon Row (d8)
- AI street vendor offers “mystery cubes” (roll on trinket table).
- A crowd flees a rampaging street golem.
- Merchant claims their wares are “haunted.”
- Bounty hunter mistakes party for targets.
- Informant drops an encrypted data chip at players’ feet.
- Lost child with a mysterious crystal pendant.
- A pickpocket gets caught—by an invisible assailant.
- Loudspeakers blare an urgent city-wide warning.
Sewers (d6)
- Swarm of nano-rats, eating magic items.
- Floodgate malfunction; water (and something worse) rushes in.
- Corpse with cryptic message carved into metal arm.
- Mutant ooze blocks path—splits if hit by magic.
- Unstable portal flickering open and shut.
- Cultists worshipping the “Mother” AI.
City NPC Names (d12)
- Axion Trill
- Mira Volaris
- Dexis Omen
- Ryx Solaris
- Zephyr Quill
- Sable Nyx
- Tycho Voss
- Lynix Hex
- Juno Slate
- Valen Ark
- Iris Flux
- Quinn Arcane
Random Stat Block Table
Roll 1d10 to randomly select a stat block for a quick encounter:
| d10 | Creature/NPC | Use Stat Block |
|---|---|---|
| 1 | Boltguard Patrol | Use Guard (MM), +arcane rifle attack |
| 2 | Neon Street Golem | Street Golem (see below) |
| 3 | Hacktivist (Patchwork) | Scout (MM), +Invisibility (1/day) |
| 4 | Cyber Wight | Wight (MM), +Disable Tech (see below) |
| 5 | Syndicate Assassin | Assassin (MM), +Electro-Dagger |
| 6 | Sewer Croc | Giant Crocodile (MM), +Acid Spit |
| 7 | Nano-swarm | Swarm of Insects (MM), +Dissolve Item |
| 8 | Holo-phantom | Ghost (MM), replace Possession with Project Illusion |
| 9 | Rogue AI Drone | Flying Sword (MM), +Zap (1d6 lightning) |
| 10 | Rat King | Rat King stat block |
(MM = Monster Manual)
Stat Blocks
Archmagus Elira (High Elf, CR 8)
Medium humanoid, Lawful Neutral
- Armor Class 16 (Mage Armor)
- Hit Points 91 (14d8+28)
- Speed 30 ft.
- STR 10, DEX 14, CON 15, INT 20, WIS 16, CHA 18
- Saving Throws Int +9, Wis +7
- Skills Arcana +13, Insight +7, History +9
- Senses Darkvision 60 ft., passive Perception 13
- Languages Common, Elvish, Draconic, Binary
- Spellcasting: 14th-level, Spell save DC 17, +9 to hit
- Cantrips: Mage Hand, Prestidigitation, Fire Bolt, Minor Illusion
- 1st-7th level spells: Shield, Magic Missile, Counterspell, Disintegrate, Teleport, more
- Arcane Drone (Familiar): Owl stats, blindsight 30 ft.; delivers touch spells
- Actions: Arcane Bolt (ranged spell, +9 to hit, 120 ft., 21 [6d6] force)
- Legendary Actions (3/round): Cast cantrip, move drone, Counterspell
Vex Volan (Steel Sun Boss, CR 6)
Medium humanoid, Chaotic Neutral
- Armor Class 15 (leather, cyber upgrades)
- Hit Points 78 (12d8+24)
- Speed 30 ft.
- STR 10, DEX 16, CON 14, INT 14, WIS 13, CHA 18
- Saving Throws Dex +6, Cha +8
- Skills Deception +10, Stealth +7, Persuasion +8
- Languages Common, Infernal, Cant
- Cunning Action: Bonus Dash, Disengage, Hide
- Actions: Electro-Dagger (+7, 1d4+4 piercing + 2d6 lightning), Hand Crossbow (+6, 1d6+3 piercing), Hypnotic Eye (Recharge 5-6, DC 16 Wis save or charmed for 1 min)
Commander Strix (Boltguard Captain, CR 5)
Medium construct, Lawful Good
- Armor Class 18 (Integrated Armor)
- Hit Points 85 (10d8+40)
- Speed 30 ft.
- STR 18, DEX 12, CON 18, INT 12, WIS 14, CHA 11
- Skills Athletics +7, Perception +5, Intimidation +3
- Damage Resistances: Poison, Psychic
- Condition Immunities: Poisoned, Charmed
- Senses Darkvision 60 ft., passive Perception 15
- Languages Common, Binary
- Actions: Arcane Rifle (+6, 2d8+4 force), Shock Baton (+7, 1d8+4 bludgeoning + 1d6 lightning)
- Leadership (Recharges after Rest): Allies within 30 ft. gain +1d4 to attack/save rolls for 1 min
Wren the Ghost (Hacktivist Leader, CR 4)
Medium humanoid, Chaotic Good
- Armor Class 14 (light armor)
- Hit Points 52 (8d8+16)
- Speed 30 ft.
- STR 9, DEX 16, CON 14, INT 17, WIS 12, CHA 13
- Skills Stealth +7, Investigation +7, Sleight of Hand +6
- Languages Common, Elvish, Thieves’ Cant
- Tech Ghost: Can become invisible for 1 minute (2/long rest, as Invisibility)
- Actions: Tech Blade (+6, 1d6+3 slashing + 1d6 psychic), Overload Device (Recharge 6, disables item within 30 ft.)
The Machinist (Villain, CR 8)
Medium humanoid, Neutral Evil
- Armor Class 17 (Powered Exosuit)
- Hit Points 120 (16d8+48)
- Speed 30 ft.
- Multiattack: 2 attacks (Plasma Arm or Energy Grenade)
- Plasma Arm: +8 to hit, 2d8+5 radiant
- Energy Grenade: DC 15 Dex save or 4d6 lightning in 10-ft. radius
- Drone Swarm (Recharge 5-6): Releases 1d4 tiny construct minions
- Legendary Resistance (2/day): If fails a save, can choose to succeed
Mother (Rogue AI, CR 10)
Large construct, Lawful Evil
- Armor Class 19 (hardened server core)
- Hit Points 150 (20d10+40)
- Speed 0 ft. (acts through systems and drones)
- System Hack (Recharge 5-6): 3 constructs/automatons gain extra action
- Security Pulse: All in sector DC 17 Con save or 4d8 lightning
- Digital Possession: Can control one device in the city
- Legendary Actions (3/round): Activate Trap, Shut Down Lights, Seal Doors
Rat King (Swarm, CR 6)
Large swarm of Tiny beasts, Chaotic Evil
- Armor Class 14 (swarming bodies)
- Hit Points 90 (12d10+24)
- Speed 40 ft., climb 30 ft.
- Swarm: Occupies creature’s space, resists bludgeoning/piercing/slashing
- Telepathy: Allies within 60 ft. share senses
- Actions: Swarm Attack (+6, 4d6 piercing), Plague Breath (Recharge 6, 20-ft. cone, DC 15 Con save or 3d6 poison and diseased)
Cyber Wight (CR 4)
Medium undead, Lawful Evil
- Armor Class 15 (cyber implants)
- Hit Points 45 (6d8+18)
- Speed 30 ft.
- Multiattack: 2 Cyber Claws (+5, 1d6+2 slashing + 1d6 necrotic)
- Disable Tech: Can shut down one magical/tech item per turn (DC 13 Int save)
Street Golem (CR 2)
Large construct, Unaligned
- Armor Class 16
- Hit Points 52 (7d10+14)
- Speed 30 ft.
- Slam: +5, 2d8+3 bludgeoning
- Grapple: Can restrain with neon sign arms
Nano-swarm (CR 3)
Medium swarm of Tiny constructs, Unaligned
- Armor Class 15
- Hit Points 36 (8d8)
- Speed 40 ft., fly 20 ft.
- Swarm: Resists magic; cloud form
- Actions: Dissolve (adjacent object takes 3d6 acid, DC 14 Dex to save), Bite (2d6 piercing)
Mutant Sewer Croc (CR 5)
Huge beast, Unaligned
- Armor Class 14
- Hit Points 95 (10d12+30)
- Speed 30 ft., swim 40 ft.
- Multiattack: Bite (+7, 3d10+6), Tail (+7, 2d8+6)
- Acid Spit (Recharge 5-6): 15-ft. line, DC 15 Dex save or 4d6 acid
- Regeneration: Heals 10 HP at start of turn unless fire/acid damage
Holo-phantom (CR 3)
Medium undead, Neutral Evil
- Armor Class 12
- Hit Points 45 (6d8+18)
- Speed 0 ft., fly 40 ft.
- Actions: Illusory Assault (+5, 2d6 psychic), Project Illusion (DC 14 Wis save or frightened)
- Immune to nonmagical attacks
Random Trinkets (Neon Row, d8)
- Holographic playing cards
- Glowing tattoo in a bottle
- Data chip with a cryptic love letter
- Self-flying drone (broken)
- “Smart” coin (always lands on edge)
- Neural music player (alien tunes)
- Enchanted spray can (“paint” illusions)
- Synthetic flower, changes color to mood
Adventure Seeds
- AI Uprising: Rogue constructs attack infrastructure. Trace signal origins, facing the Machinist and/or Mother, and discovering hidden rebel agents in the city grid.
- Data Heist: Steal (or rescue) an imprisoned mind encoded in a crystal from Astral Vista Tower. Rival hackers and the Steel Sun pursue the same prize.
- Sewer Plague: A disease sweeps Neon Row. The Caduceus Order seeks a group to cure the Rat King’s mutations and find the true source in the sewers.
- Hunted by the Syndicate: After crossing Vex Volan, the party must hide in the Undersprawl, gather allies, and survive a neon-lit citywide chase.
- The Vault Awakens: The Vault in the sewers pulses, animating tech and mutating wildlife. Only a magical key (lost in the Neon Bizarre) can unlock or seal its mysteries.
Quests, Challenges, and Hooks
Quests
- Sabotage in the Skyspire
Objective: Discover and foil a plot to assassinate a Council member at a gala in the Skyward Lounge.
Twist: The true assassin is a disguised AI construct that splits into smaller drones.
Reward: Access to Council resources, rare magic-tech items. - The Syndicate Heist
Objective: Infiltrate the Steel Sun Syndicate’s vault in Neon Row and retrieve a stolen memory crystal.
Complication: The vault is guarded by psychic traps and a cyborg mimic.
Reward: The gratitude of the Patchwork, a cybernetic enhancement. - Into the Sewers
Objective: Track a series of kidnappings to the Rat King’s Den in the sewers.
Complication: Traverse mutant territory and navigate ancient, shifting passages.
Reward: Information about the city’s “source code,” relic weapons, and a possible alliance with sewer dwellers. - Data Ghosts
Objective: Hunt down rogue AI “ghosts” haunting the city’s network.
Twist: One of the AIs is benevolent, hiding from Mother’s exterminators.
Reward: Digital favors, blackmail info, a unique magic/tech hybrid spell. - Monster in the Undersprawl
Objective: Slay or subdue a mutated sewer croc that has been rampaging through Junker’s Row.
Complication: The croc’s regeneration is powered by a magical device lodged in its flesh.
Reward: The device, mutant scales, and a permanent contact in the Undersprawl.
Challenges
- Encrypted Locks: Doors and vaults require Arcana or Technology checks to bypass, with alarms and magical glyph traps as hazards.
- Street Chase: Flee or pursue across rooftops, moving railcars, or inside a shifting holographic maze.
- Hacker Duels: Digital battles where skill checks determine access, control of drones, or data theft.
- Sewer Hazards: Navigating toxic floods, mutant ambushes, unstable tunnels, and ancient warded relics.
- Political Intrigue: Convincing or outmaneuvering rival guilds, blackmailing officials, or protecting vulnerable NPCs from assassination.
Adventure Hooks
A child’s enchanted toy is broadcasting visions of the city’s dragon core—revealing someone is tampering with the power beneath Nova Arcanum.
A desperate Caduceus medic offers the party an experimental cure for sewer plague—if they can retrieve ingredients from Galeon’s Garden.
Boltguard leadership is recruiting “troubleshooters” for a secret mission into the Undersprawl.
A mysterious message appears on all party members’ devices: “Find the key, or the city will burn.”
Wren the Ghost contacts the party, offering intel on a Council plot in exchange for breaking into a corporate data vault.
Magic Items Table: Nova Arcanum Loot (d10)
| d10 | Item Name | Description & Effect |
|---|---|---|
| 1 | Spellglow Gauntlet | Once per day, cast Mending or Mage Hand as a bonus action. Glows when near hidden tech. |
| 2 | Holo-Cloak | Advantage on Stealth checks in artificial or magical light; once per rest, become invisible for 1 minute. |
| 3 | Arcane Datachip | Contains a level 3 spell of your choice; can be slotted into a compatible device or spellbook. |
| 4 | Refractor Badge | Once per day, cast Mirror Image. Council officers often wear these. |
| 5 | Junker’s Railgun | Counts as a heavy crossbow; can fire bolts that deal an extra 1d8 lightning damage, 3 shots per long rest. |
| 6 | Steel Sun Coin | When flipped, grants a +1d6 bonus to any single check or save, once per day. May also attract Syndicate attention! |
| 7 | Patchwork Spider Drone | Tiny drone; can scout up to 100 ft away, has darkvision and relays images to the user’s mind. |
| 8 | Plasmatic Shard | Weapon attachment; on hit, target must succeed on a DC 13 Con save or be stunned until end of your next turn (1/long rest). |
| 9 | Vault Keycard | Grants access to a random locked or magically protected door in the city. Single use. |
| 10 | Rat King’s Ring | Wearer gains advantage on Animal Handling checks with rodents, and can speak with rats at will. |
Downtime Activities in Nova Arcanum (d8)
- Hack the Grid: Attempt to break into city systems for credits, rumors, or secret info. (Intelligence check, risk of attracting Mother’s attention!)
- Mod Shop: Upgrade, repair, or create a magic-tech item at a workshop. (Invest gold for custom enhancements.)
- Join a Guild: Temporarily assist a faction, gaining reputation or learning new contacts (choose Council, Patchwork, etc.).
- Pit Fights: Enter the Glow’s gladiator arena for coin, fame, and scars.
- Gamble at Neon Row: Test your luck in dice, cards, or holographic games—gain or lose gold, and possibly make a rival.
- Attend a Gala: Schmooze with elites in Skyspire Heights for rumors, plot hooks, or side quests.
- Patrol with the Boltguard: Help enforce the law—stop crimes or uncover conspiracies.
- Explore the Sewers: Search for relics, lost people, or new shortcuts—but risk mutant encounters.
Additional Adventure Seeds
- The Clockwork Plague:
A malfunctioning construct is spreading a virus through city machines, turning common tech into dangerous hazards. Can the party find and contain the outbreak before the city grinds to a halt? - The Memory Market:
Stolen memories and identities are being traded in the Neon Bizarre. A desperate client needs their memories back—but some were never meant to be found. - Ghost in the System:
A haunted server core in the Cipher Library is corrupting data and unleashing digital phantoms into the physical world. Exorcise (or negotiate with) the spirit! - The Fallen Skyship:
A Council skyship has crashed in the Undersprawl, carrying forbidden relics. Rival factions race to retrieve the cargo—will the party secure it, or sell to the highest bidder? - The Living Spell:
An escaped magical experiment is loose in Guilder’s District, warping reality around it. Containment or negotiation could change the city’s magical landscape forever.
DM Notes: Nova Arcanum Futuristic City
Tone & Themes
- Blend Fantasy and Sci-fi: Highlight both magical and technological wonders. Street-level cyberpunk intrigue meets high fantasy drama.
- Moral Gray Areas: Factions are not purely good or evil. Every group has both noble and shady members.
- Secrets Everywhere: Encourage players to dig deeper; almost every location and NPC hides something.
- Urban Density: The city is crowded, noisy, always moving. Use environmental descriptions—neon lights, magical ads, arcane traffic jams, and AI voices on speakers.
Key NPC Motivation Reminders
- Archmagus Elira: Maintains order, but is not above bending rules for the city’s greater good.
- Vex Volan: Ruthless but pragmatic. Will make deals with the PCs if it benefits the Syndicate.
- Commander Strix: Wants justice, but is wary of corruption in the Boltguard and Council.
- Wren the Ghost: Hates tyranny, values freedom and chaos, always three steps ahead.
Running City Scenes
- Use random encounters to keep the city feeling alive.
- Improvise with the random stat block table—roll or select as needed.
- Street chases can become high-speed magi-tech action sequences: describe drones, skyrails, and illusions in the environment.
- Encourage non-combat solutions: hacking, bribery, disguise, negotiation.
Sewers and Undersprawl
- Sewers are dangerous: always emphasize hazards, disease, and the risk of becoming lost or ambushed.
- Undersprawl can act as a “shadow city,” with its own social order—Patchwork, outcasts, and mutants. Encounters here can be combat, social, or puzzle-focused.
Faction Politics
- Factions will offer quests and make demands of the party.
- The party’s alliances will affect access to resources and may change the city’s fate.
- Rivals may act against the party if they help an opposing guild.
Villain & Threat Tips
- Mother the AI can appear through screens, drones, or hacked machinery.
- The Machinist sends increasingly dangerous constructs after anyone who interferes.
- Rat King controls swarms, can spy on the party through any rat.
Hooks & Rumors Table (Roll d6)
- “Someone’s been abducting artificers—no ransom, just gone. Syndicate? Patchwork?”
- “The garden atop Galeon’s Tower is dying. Magic blight, they say, but I saw a shadow slip into the roots last night…”
- “Boltguard patrols are avoiding the Neon Bizarre after sunset. They say the market’s got a new guardian.”
- “A string of malfunctioning machines all traced to one source: the Vault in the Sewers.”
- “Council meetings interrupted by phantom voices on the intercom—demands, warnings, or something else?”
- “A talking rat tried to sell me a spellbook. Said he’d trade for cheese and a secret.”
Session Start Suggestions
- Start in media res: The party is being chased through Neon Row by a Boltguard patrol, or waking up in the Shadow Clinic after a blackout.
- Use personal stakes: An NPC they trust is threatened, or a random trinket points to a deeper mystery.
Here are examples of useful dialogue snippets for Nova Arcanum:
Commoners & Merchants
- “You buying, selling, or looking for trouble? Around here, they’re all the same price.”
- “Keep your eyes up, friend. Some of us still remember the Old Magic—and the old grudges.”
- “Word is, the Patchwork’s planning something big. Or maybe that’s just what the Council wants us to think.”
Boltguard Patrol
- “Show me your papers. No, not those papers—the ones that matter.”
- “Any disturbance here, and you’ll answer to the arcane judge. Believe me, you don’t want that.”
Neon Row Dealer
- “Everything glows, everything goes! I got goods legal, illegal, and… questionable.”
- “Don’t touch that! Unless you want your soul to hum at 40Hz for a week.”
The Patchwork (Wren the Ghost, over comms)
- “You want to change the city? Start by seeing who pulls the strings. Hint: It’s never who you expect.”
- “I’ll send you coordinates. Don’t let the drones see you. Or do, if you want to make a scene.”
Vex Volan (Steel Sun Boss)
- “Loyalty is a rare currency. Don’t spend yours too freely.”
- “If you’re looking for work, I pay well. If you’re looking for trouble, I pay better.”
Archmagus Elira
- “In Nova Arcanum, power is never given. It is taken, shaped, and guarded. I suggest you remember that.”
- “You wish to speak to the Council? Convince me you’re worth the city’s time.”
Mother (AI Villain, through screens or devices)
- “Welcome, trespassers. Your attempt has been logged and… processed.”
- “Flesh and code are not so different. Both break, given the right pressure.”
Random Rumors & Hooks
- “They say the sewers are alive. I say the city’s heart is beating too fast.”
- “Last week, a rat offered me a deal. That’s not even the weird part.”
How to Use These Dialogues
- Read or paraphrase them during encounters.
- Use them to drop plot hooks, rumors, or hints about hidden dangers.
- Let players “feel” the city’s personality and NPC motivations.











