reddosmod: (Default)
Deer Country Mod ([personal profile] reddosmod) wrote in [community profile] doeit2021-06-28 06:21 pm

jobs & employment.

JOBS & EMPLOYMENT
The jobs in Deer Country are intended to serve the community rather than turn a profit. Money does not exist in the game. Jobs are intended to keep each other safe and taken care of. Characters are not required to have a job but it is heavily encouraged for them to contribute to society in whatever way they are capable.

Characters are allowed to have multiple jobs and/or change jobs at any point. They do not need experience in the field - it can be assumed that they can find mentorship/books to aid in training for the job. Characters can work independently or work with others in their field. Any character can work any job regardless of their age/gender/species/etc. There are no official "bosses" but there are NPCs who generally "lead" and help direct people in the field to those who are interested.

JOB FORM

You are not required to sign up for a job. If you do, please fill out the following form and post it down below. You can update your information at any time. We will add your information to our Employment List.



Employment List

To update information, please fill out a fresh form.

Each job is represented by a specific symbol that can be seen on buildings/clothing characters can rely on to find certain work(ers).

If you have any questions about jobs, please ask down below.
BLOOD MINISTER (HEALER)
MAIN DISTRICT: Lumenwood
LAMP LOCATION: The Lumenarium
LEADING NPC: Bausphomette

GENERAL DESCRIPTION: Blood Ministers specialize in the art of blood ministration which is a form of healing in this new world. Blood ministration involves the use of blood magic, blood transfusions, bloodletting, and other similar methods to heal individuals. However, some Blood Ministers use alternative means of healing rather than blood healing. Some rely on healing from their own worlds through healing abilities (no longer warped in Chp2) or traditional healing techniques such as the ones seen in our world (using ice packs, stitches, braces, casts, etc). Blood Ministers have a variety of skill sets and the best typically combine both blood ministration and alternative healing techniques. Blood Ministers are extremely vulnerable to corruption and beasthood due to overexposure to blood.

EXPANDED DESCRIPTION AND SOCIAL STANDING: Blood Ministers are, at their core, healers. Yet the process of Blood Ministration is, ironically, one of the main reasons for heightened corruption and the beast plague as the constant exchange of blood through these means has contributed directly to blood pollution. It is rumored that most Blood Ministers are half-corrupt themselves and particularly vulnerable to beasthood as they interact with blood far more than the average person...No matter how sterile they might try to be about it.

Most Blood Ministers live in Lumenwood. Blood Ministers traditionally work together at the Lumenarium or the Blood Bank. Some take on the darker work of working at Soma - but such evils are necessary sometimes. Some Blood Ministers do go on to open their own clinics, but it is usually cautioned against going to these clinics as it's unreliable as to whether you'll be meeting with a sane Blood Minister or not. Gods know that some Blood Ministers are harvesting blood for their own reasons...

Not all Blood Ministers work with the healing process of Blood Ministration. Some deal primarily in the study of blood and organizing the different blood types and the various effects blood might have on creatures (alive or dead). There are even some Blood Ministers who take more traditional healing routes, using old-fashioned treatments like actual casts for broken bones or real stitches. Many Blood Ministers consider this to be "barbaric" treatment while others consider it to be a cleaner form of healing, one that leads to less blood pollution.

Blood Ministers must collect blood for their healing works. They do this either through making arrangements with other citizens, such as Hunters, through donations... Or through other, more nefarious means. There is a constant need for blood at the Healing Church and it is said that blood ministers are likely to give gifts to those who willingly donate.

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HUNTER (FIGHTER)
MAIN DISTRICT: Prufrock
LAMP LOCATION: The Gate
LEADING NPC: Wayward Watcher

GENERAL DESCRIPTION: Hunters are the protectors of Trench. They are usually the ones patrolling the streets and are on the frontline defense during monster/beast attacks. However, since Hunters are usually in the midst of violence, they are some of the most vulnerable to beasthood and corruption. This has led to the existence of Hunters of Hunters, Hunters who exist solely to keep other Hunters from falling to madness. Hunters fight with weapons, powers, and/or their bodies. Many work independently, but some Hunters are smart enough to team up in duos or groups.

EXPANDED DESCRIPTION AND SOCIAL STANDING: It is a Hunter's job to patrol borders, patrol the roads, and to keep the regular citizens safe. Hunters will help to transport people from one location to another during dangerous situations. At the end of the day though a Hunter's main priority is to hunt. It is Hunter's law that one must tear down a beast or a monster no matter where that beast or monster came from. It is not a Hunter's job to stop and question if they can save the monster or bring someone back from beasthood. To a Hunter: there is no such thing as saving a beast. That is the Hunter's code, the Hunter's way.

And because of that, there are some Hunters who specialize in hunting other Hunters. A Hunter of Hunters is a powerful Hunter who has seen ages of battles, who understands when bloodlust has seized a Hunter and knows when to take them down and how to take them down. Hunters, like Blood Ministers, are extremely vulnerable to corruption and beasthood due to their overexposure to blood. They are equally as responsible as Blood Ministers for contributing to blood pollution due to how much blood they recklessly shed. They are often coated in blood or have to trudge through blood and the scent can drive an inexperienced Hunter to madness...And sometimes even an experienced Hunter, worse yet. An experienced Hunter turning into a beast is one of the most dangerous possibilities in Deer Country and that's why it's essential for Hunters of Hunters to exist.

It is known that Hunters have a tense relationship with Blood Ministers. The two rely on one another: Hunters need to be healed and Blood Ministers need blood to heal. It is a Hunter's job to stop the madness but Blood Ministration causes the madness and then people need to be healed from the madness but more blood must be spilled to heal and save. It's a lose-lose situation and some Hunters have refused to work with Blood Ministers while others understand the necessity - especially if it is to help save someone they have found. After all, even though the Hunter's code is a vaguely described thing, it is not a law that binds any Hunter and Hunters have been known to veer from what is expected of a traditional Hunter. Some know that a relationship with Blood Ministers is necessary and will make it easier on everyone by bringing Blood Ministers blood in exchange for a reliable place to be healed after tough battles.

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ARCANE SCHOLAR (...SCHOLARS...AND TEACHERS)
MAIN DISTRICT: Gaze
LAMP LOCATION: School of Mutter
LEADING NPC: Never Mind

GENERAL DESCRIPTION: Arcane Scholars value knowledge and wisdom above all else. They either wish to consume all the knowledge they can or share all the knowledge that they can. Regardless of age or experience, an Arcane Scholar can fulfill the role of teacher or student or even both. After all, no one ever truly stops learning. Arcane Scholars typically don't engage with blood and therefore aren't especially prone to beasthood, but their digging of arcane knowledge is known to drive many to corruption.

EXPANDED DESCRIPTION AND SOCIAL STANDING: In such a complicated world there must be people willing to try and understand the unusual histories and stories that have transpired. Enter the Arcane Scholars. These are intelligent people with a passion for understanding the world(s) around them, people who have the drive to research and study new things and old things alike. Arcane Scholars are rarely fighters and because of that, they are most likely to stay indoors and away from blood baths and fights if they can help it. This means it is rare that Arcane Scholars fall to beasthood...But many do become corrupt because of their natural tendencies towards isolation and the general exposure to arcane knowledge.

In this world, insight and understanding mean having to deal with the terrors of the unfathomable universe. It is opening your mind's eye to the trauma of a million beings and accepting that you are a mere speck in the ripple of time and space. An expert Arcane Scholar has incredible mental fortitude and may become naturally resistant to psychological influences. They may be able to see the traces of curious incidents within Deer Country before others. Hunters loathe to work with Arcane Scholars, but often have to in order to better understand their enemies since it is usually an Arcane Scholar who understands the strengths and weaknesses of new monsters before anyone else.

Arcane Scholars are the librarians and keepers of knowledge in this world. They do not partake in what they know, but they keep stock of the information. They may interview the various professionals (Blood Ministers, Architects, Hunters, etc) to better understand what they do and record their experiences in books. Arcane Scholars write most of the books in Deer Country and it is said that they have access to a mysterious, endless library. This library is located in Gaze - the Education District where most Arcane Scholars live and thrive.

The main location of Gaze is The School of Mutter where Arcane Scholars both learn and teach to those who are willing to learn. Arcane Scholars do have many students who aren't Arcane Scholars themselves - after all, Arcane Scholars embrace education...And who knows? With the right push, they may be able to convince more people to join them in Gaze. Arcane Scholars will gladly serve as personal teachers and instructors to those who wish to study specific topics or better understand this world. An Arcane Scholar can give you knowledge and books and to them, that is their currency. Hopefully, you'll appreciate it.

Many Arcane Scholars become some sort of alchemist. Some people may say this is more suitable to the role of an Architect, but some Arcane Scholars stubbornly refuse to blend the titles and instead will insist that being an Arcane alchemist is a specialty all on its own - and they aren't entirely wrong. Arcane Scholars have unnaturally high exposure to the Old Ones and many believe Arcane Scholars have been spiritually tainted by such experiences. Arcane Scholars also have a high tendency to collect terrifying relics of the past, runes, and strange artifacts which has cursed many Arcane Scholars. This could be why Gaze is such a haunting place to walk through. After all, it is filled with dangerous items that have more or less been stolen from sacred realms.

There is a constant source of tension between the Disciples and Arcane Scholars as they have fundamentally different approaches to understanding the world around them. There are frequent accusations of corruption thrown between both parties. Ironically, they are more similar than not, and would likely be forced to reckon with if they ever set aside philosophical differences. Disciples, discovering a sacred place, are likely to pray and respect the area, flock to it in droves. Arcane Scholars, on the other hand, are likely to take pictures and pieces of the place and bring it back home with them to study.

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NIGHT WALKER (ENTERTAINERS AND EMOTIONAL SUPPORT)
MAIN DISTRICT: Cellar Door
LAMP LOCATION: The Red
LEADING NPC: Madam Generosity

GENERAL DESCRIPTION: Night Walkers are skilled in providing emotional comfort to others whether through word or touch. Night Walkers have a complex history in Trench and have various reputations working against them despite them being an essential effort in halting corruption and beasthood. Night Walkers are also famous for their entertainment skills whether being a musician or artist or other kinds of performers. Most Night Walkers are fairly resistant to both beasthood and corruption, but it still occasionally happens.

EXPANDED DESCRIPTION AND SOCIAL STANDING: Even in eldritch hellscapes people need the simple comfort of companionship and occasionally, a bit of touch-therapy and emotional humoring. Night Walkers are arguably the bravest of the jobs to take up, and probably one of the most necessary, though you won't hear most people admitting as much. Night Walkers might be decent fighters so that they can traverse dangerous places, but mostly, they are here to bring you out of your own head. Maintaining relationships with Night Walker tends to curb becoming corrupt or descending into beasthood. Since many Night Walkers have incredible mental fortitude, they are unusually resilient against both beasthood and corruption.

Night Walkers were once known exclusively as sex workers, but over time, people have come to understand that the services they provide are far more varied. While some still do provide sensual comfort, many more help to provide emotional support after traumatic experiences or to help show compassion towards those emotionally suffering. The ones who are less empathetic have become well suited to entertaining people and distracting them from the terrors of the world for a night with fun performances, parlor tricks, gambling, and other easy fun.

This is why Night Walkers work and live almost exclusively in Cellar Door - Trench's Entertainment District. If you've got an itch to scratch, there's probably some Night Walker about who can help you with that. One of the most popular destinations for Night Walkers is The Red which seems to be the dream destination for most Night Walkers to get to as far as entertainment value goes...But you can find simpler outlets at places like ST69 or Goat Turning.

While thoughtless, ignorant people might refer to Night Walkers as "whores" or "pleasure people" they couldn't be further from the truth. Night Walkers are listeners, they are here to help and they are often undervalued for their help. Because they do not come swinging in with swords, they are not admired for their valiant efforts in this world. They come in swinging with open arms, hugs, kisses, the willingness to hold someone through their madness, and ability to make someone laugh and smile when someone is at their lowest. And if that sometimes results in an orgasm? Well! Why would anyone complain about that? Ignore social stigmas and try to learn a bit more about the true purposes of a Night Walker. This has led to a socially negative reputation, but thankfully, there are plenty more people in the world who respect and understand the true purpose of Night Walkers.

Many Night Walkers provide their services for a price, of course. While some might actively seek out helping people for the sake of helping them, most expect payment in one way or another. Most prefer item-based payments whether through trade goods or food, but some might accept protection or places to live or beautiful clothing, jewels - whatever it may be. Night Walkers have the widest variety of payment options since it usually boils down to the individual Night Walker and what they want.

The Night Walker's ability to calm those is so powerful that it is sometimes said Cellar Door is one of the safest places you could be. Beasts are rarely seen in the area and that could be due to Madam Generosity or it could be because so many Night Walkers maintain such a constant state of calm that they've practically rendered the district invisible to monsters and beasts.

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ARCHITECT (CREATORS/FARMERS/ARTISTS)
MAIN DISTRICT: Willful Machine
LAMP LOCATION: The Canals
LEADING NPC: The Tower

GENERAL DESCRIPTION: Architects are arguably the most crucial members to society since they are the ones who build the homes, who provide the food, and who provide other valuable resources. "Architect" is an extremely broad term that in this world simply translates to "Intelligent Creator." There is no iconic trade good Architects are known for. Instead, Architects are masters of their own trade, whether that be blacksmith, stone masonry, alchemy, or other such things. They sell goods throughout Trench and help keep society afloat. Depending on what an Architect's focus is, some are rarely exposed to blood and therefore resistant to corruption and beasthood...But others, such as the farmers who live beyond Trench, are extremely vulnerable to beasthood due to living in areas infested with beasts.

EXPANDED DESCRIPTION AND SOCIAL STANDING: In most worlds, an architect is someone who creates buildings. In this world, an Architect is someone who creates anything. These are the inventors and artists of this world and they are called Architects because of their ability to envision an object and make it real. Most Architects create day-to-day items such as buildings, tools, machine parts, blown glass for vials, clothing, but some are also from worlds that allow them to make higher-tech inventions such as music players and the like. This is perhaps the most encompassing, broad job available in town and many Architects will divert from the generalized title and refer to themselves more specifically with terms like "blacksmith" or "mechanic" if they feel the urge.

Willful Machine is the best spot to find all the latest goods created by Architects. Willful Machine is open every day, all day, and Architects rotate their booths in shifts so that everyone gets a fair chance at selling their goods. Most Architects have personal shops as a permanent residence for their creations and where you can reliably go to find their goods, but most Architects use the Willful Machine as a way to bring their goods into the heart of the city and sell to a broader audience. It helps to let people know about their independent businesses and sometimes an Architect needs only go once to the Willful Machine to get their personal business off the ground.

They serve society and provide the goods everyone needs to live in. They are an essential part of this world. There is a special kind of Architect known as an "agronomist" who specializes in crops and farming production specifically. Most Agronomists live beyond Trench and in Trenchwoods, facing the harshest conditions of the world just so the rest of it can eat.

Architects have generally positive relationships with everyone in the city since everyone in the city kind of needs something from an Architect. The Blood Ministers need their medical supplies, Hunters need someone to make their gear, Night Walkers want their jewels and clothing, Arcane Scholars need their ink and paper, and even Disciples need their supplies for making incense.

Since they are the most flexible for work in this world, they are also some of the most vulnerable to beasthood and insanity because they are inconsistently in and out of places with monsters, beasts, and excessive blood. Most never learn the trades of blood because they don't really need to, so they never build resilience against blood pollution. The only positive thing on their end is that they might have the most resources to combat the various problems that arise in the world. They know the best places to harvest unique items and how to create and forge powerful weapons. So maybe they can't be resilient, but they sure might be able to make an item that is or know someone who can help them out. After all, they have connections everywhere.

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DISCIPLE (FAITH)
MAIN DISTRICT: Cassandra
LAMP LOCATION: The Pale Sanctuary
LEADING NPC: Moss King

GENERAL DESCRIPTION: Disciples value faith and respect for the unknown powers that be, appreciating that maybe some things should be left unknown. Disciples are religiously dedicated to spiritual healing/knowledge and dedicate their lives to appreciating the Old Ones, Pthumerians, gods of other universes, or simply practice a life based on a spiritual connection to the world around them. Disciples keep their home of Cassandra shrouded in incense smoke which helps to keep beasts and corruption at bay. However, Disciples sometimes stray a little too close to the powers that be...and some have been known to go mad with what they see.

EXPANDED DESCRIPTION AND SOCIAL STANDING: It is known that the Great Ones, the Old Ones, the Pthumerian have existed in this realm for a long time. It is known that blood has unusual power. The Disciples exist to worship and pay tribute to the Greater Powers That Be. There is great superstition in this world that proper worship to the universal unknown and to blood itself is essential for keeping the world in balance. The Disciples do not care to understand or know the ancient secrets of the universe - they merely exist to respect and worship them. This causes some conflict with the Arcane Scholars, as Disciples believe, to some extent, that it is an abomination to try to know the unknowable. They believe Arcane Scholars are arrogant and spit in the eye of powers greater than they could ever know...

Granted, not all Disciples believe that. Disciples aren't especially liked in society because of their overbearing beliefs and nearly manic levels of devotion. They are caught in a strange place where they are in a constant state of near-corruption because of how close they are to the Great Ones, but they are also coincidentally protected from corruption also because of how close they are. Disciples are often eccentric people who seem a little off balance no matter how hard they try, and they seem to be more resistant to both complete corruption and beasthood. That isn't complete resistance. They say a corrupt Disciple is at times more dangerous than any other job-ranking becoming corrupt due to their closer relationship to the old beings of this world. They keep away from using unnecessary blood magic, generally speaking, and they excessively use incense all throughout their district, Cassandra, to keep beasts at bay.

Disciples tend to live and serve in various temples throughout Cassandra but the most popular temple is The Pale Sanctuary where most group prayer takes place. Whether it's the incense or a combination of incense and continual prayer, the Sacred District is one of the consistently safe places to be during terrible times. It can just be a little dangerous to get to those places in the first place - but Disciples seem to have a relatively healthy relationship with Hunters and many have struck deals with Hunters to have them bring vulnerable people to their temple. Disciples will take care of weak and weary souls without asking for anything in return...But again, there are rumors that some Disciples depend on these wandering souls to use in sacrificial tributes to the Old Ones or hope to brainwash people into their ranks. Many Disciples are good, honest people...But there are plenty who have become corrupt and have hidden it well from others.

Some disciples have worked with Architects to construct their own personal temples. Many Disciples are plagued with extensive nightmares that possibly prophesize monsters that are coming. Unlike Arcane Scholars, they cannot usually determine weaknesses, but they might be able to understand the strengths of monsters and why the monster exists, what is at the core of its being, and how it might operate. An advanced Disciple is even capable of temporarily "seeing through the eyes" of a monster and through that can determine an exact location on monsters or beasts and figure out safer routes for Hunters and Civilians alike.

Disciples have a mixed reputation in the city. They have a known history for causing mass hysteria by preaching madness and beasthood in the streets and accusing various citizens of madness/beasthood without any affirmation. They rave about curing people and have been known to start "purifying" fires. Many Disciples are gentle souls, but there have been plenty of violent ones throughout history. They have saved countless lives and have worked to provide safe, non-violent alternatives to avoiding beasts such as their personal use of incense. There have been incredibly compassionate Disciples and incredibly sadistic Disciples. It seems to be a toss-up which you'll wind up with. You'll want to pray you get the good ones if you ever come across a Disciple.

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CIVILIAN (ORDINARY/OTHER)
The reasons jobs exist is to benefit civilization and what is civilization without civilians? Not everyone is a master class in fighting or can stomach being a Blood Minister. Some people might have no faith and might have no skillset eligible for being an Architect. There is always a place for civilians and civilians are why the major jobs even exist in the first place. They are the driving demand behind everyone's work. They are who Hunters try the hardest to keep safe, they are the majority customers for Architects, they faithfully listen to Disciples, they seek Arcane Scholars for their wisdom during terrifying times, and they rush to Blood Ministers when they are sick or hurt.

Civilians are primarily composed of ordinary humans, but there are occasionally Sleepers who will fit the role of a civilian. This is a good option for people who either can't decide what job they want for their character just yet or it could be a good option for characters who would never want to partake in any of the jobs/don't have the skillset for the jobs. Remember! You can always change jobs so you can start your character out as a civilian and upgrade them later to have an actual job. Civilians usually make a living by doing small trades of items they have come across or maybe even take up donating blood. They make good workers for your taverns, bars, libraries and such, and are generally seen as good for the whole of society as much as anyone else.

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CHARACTER BUSINESSES
CREATING A BUSINESS/LOCATION

You do not need to obtain mod permission to create a business/unique location. We do have some basic guidelines we ask everyone to follow when creating a business/location and if we notice you are bending out of these parameters, we will speak with you privately to ask for adjustments.

1. The location must be realistically sized to the city. Castles and skyscrapers are completely within reason, but massive ships that are half the size of the city itself are unreasonable.

2. Underground locations are allowed. These can be somewhat larger than what's allowed above ground but still be reasonable.

3. Locations can be enchanted with blood and spells to operate in a certain way but please respect game parameters. It should be impossible for characters to make a location that can teleport them to other universes/leave the game.

4. Be realistic about any inventory in your business. Characters can obtain a variety of items through abilities, events, and Pthumerians. It is realistic for someone who can conjure up chocolate with magic to run a well-stocked chocolate shop, but the same character might struggle a lot more if they try to run a taffy shop. This world has limited supplies and most businesses should generally function as such.

5. You are allowed to have your character be a boss/manage a company and have employees beneath them but please do not misuse this position or mistaken it for a genuine authoritative presence in the game. Character businesses do not give players any special privileges or advantages.

6. Buildings can be made out of any material that a character could realistically obtain through the setting or blessings/events. Characters can either build their unique locations themselves or "find" them and claim them for themselves.

7. If a character drops it will be assumed their business has dissolved unless other characters decide to take it over (with player permission).
Serious stuff aside - we do want players to have fun with businesses. You are not required to fill out a Character Business template, but we strongly encourage all players to make a post to [community profile] doeit about their business if they go that route. You can use this template as a guideline for what you could post or you can make your own! This is a great way to let other players be involved and aware of your character businesses.

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CODING
demonicbeauty: (Roses)

[personal profile] demonicbeauty 2021-07-15 03:46 am (UTC)(link)
Hi Mods!

Could a refugee from Deerington potentially bring over a Deerington business that they didn't own, as one of the items on their app?

Specifically, I'm wondering about Ring Around the Roses.
demonicbeauty: (Default)

[personal profile] demonicbeauty 2021-07-19 01:43 am (UTC)(link)
Fair enough! Thank you!

Perhaps Airy will open a flower shop of her own...
egyptologist: dm for credit on all unmarked icons (Default)

[personal profile] egyptologist 2021-09-07 01:05 am (UTC)(link)
Hello! I have a question about Evelyn's shop! I brought it in on her app, but thinking on it it's full of stuff from Deerington - which was heavy in 4th wall. She could get nearly anything, but since DC doesn't have that same focus, I'm wondering what the limitations would be on her supply? thanks!!
commediadellarte: (Default)

[personal profile] commediadellarte 2021-11-26 06:26 am (UTC)(link)
Hello! I'm considering apping into Deer Country in the near future and a specific niche that's apparently lacking here caught my eye as something my character would try to fill.

What kind of job umbrella would a private investigator/detective fall under? Outright murderers probably become beasts very quickly so I imagine if you're investigating foul play combat expertise and Hunter membership would likely help, but is there a job to find other kinds of wrongdoers, such as thieves, organized crime (if it exists), etc.? While there aren't any official courts or enforced justice system outside of attracting The Reckoning's attention, would there be a call for such a service?
Edited 2021-11-26 06:36 (UTC)
delilah_dirk: (Default)

[personal profile] delilah_dirk 2022-01-01 08:19 pm (UTC)(link)
Hello, mods!

Posted the character business as described, but it appears the player business page is nonexistent? Just checking to make sure I'm doing things right.
unphase: (Default)

[personal profile] unphase 2022-09-09 12:04 am (UTC)(link)
This is probably the dumbest question ever, but I can't find the skip 20 link and I'd like the code to set up a business. If you link me I'll bookmark it and you'll never hear from me again! 😉
unphase: (Default)

[personal profile] unphase 2022-09-10 01:06 am (UTC)(link)
Unfortunately, the skip 20 link isn't showing on my browser! It's surely the fault of my browser, it doesn't like to acknowledge skipping portions. Sorry!
unphase: (Default)

[personal profile] unphase 2022-09-10 01:52 am (UTC)(link)
Unfortunately, even when I use that nothing shows up and the tag isn't visible. I'm really sorry for my stupidity, but nothing's working! Sorry!
nothinglikea: (Default)

[personal profile] nothinglikea 2022-09-14 01:40 pm (UTC)(link)
Okay, I'm literally the biggest dumbass in the world. Because now I found it and bookmarked it, just in case. I'm sorry! 😅