Deus ex Entente Information

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Deus ex Entente Information

Post by JerriLeah7 on 22nd December 2017, 8:14 pm

Welcome to Deus ex Entente
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On the planet of Vecraicarro (Veh-cry-car-o), mankind was near extinct.  A war waged on for centuries against the horde of the void, also known as the Inanis.  These black, twisted creatures were like death itself, devouring all life whole and decaying all that they touched.  The planet, itself, turned black, slowly fading and dying out and threatening to become incapable of supporting life for millions of years upon its ultimate, planet-wide demise.  The Fields of Inanis spread, expanding across the surface and taking its domain within a terrifyingly short time span.

With little left to lose, what was left of mankind scrounged up together, calling themselves the Defiant as they rose to continue to the fight on their own after the armies of man had given up, falling and ready to die.  These defiant mercenaries stood against the ravages of war and they held the line.  With years of battle scars etched into their backs, they saved the lives of thousands, keeping mankind alive and saving life on Vecraicarro as the people would know it.  They became heroes, the defiant, and even as centuries upon centuries passed, children grew up knowing of their deeds.

And so the world lives on, mankind exists and prospers...where it can.  Make no mistake that the Inanis still survive and thrive in within those Fields, the blackened areas that blot out most of the world's surface.  That small area, the region that remains untouched by the Inanis is called Iodenia and, although the Inanis live, Iodenia certainly thrives--thanks to the Progenitors.  

The Progenitors are great beings--immortals that walk among the mortals and keep them protected with their covenants.  Should a human prove worthy, they, too, can join a covenant under a Progenitor of their choosing.  Through this binding, a person will become a magi--gaining magic and boons specific to that Progenitor as they join their covenant and become more powerful and more capable of protecting the light while pushing back the darkness. The hope of all Progenitors, regardless of their domains, is to expand the Iodenia Region and to take from the Fields of the Inanis, slowly moving to wipe them out.

The Capitol City of Hathe contains a massive population of many of Iodenia's magi and non-magi alike--a primary place of commerce, wealth, politics, and competition--the competition of the nine Covenants.  Having such closeness in proximity while also differing so greatly in values and other goals, this causes for some clashing, dueling, and even political wars that could rival some physical battles.  This place is cluttered, tightly knit, and crammed in architecturally.  Despite this, there is a fantastic teleportation transportation system in place that assists with getting around the City of Hathe, as well as getting around the Region of Iodenia.

Mostly the wealthier of humans live within Hathe, though some do also own smaller towns farther out.  The poorer individuals of the world live farther out--the poorer you are, the closer you are forced to live to the edges of the Fields of Inanis.  The outer layers of smaller and poorer villages are often pillaged and plundered, they suffer the visitations of occasional Inanis attacks, as well as suffer a multitude of other problems, but the magi of the various Progenitors do help the poor if it appeals to them.

Magi, members of the various Covenant, tend to be middle class.  Whether or not a magi's covenant will help to bring comfort to their lives relies heavily upon their Progenitor, but magic always assists in gaining additional side jobs and duties that can pay well.  This helps most magi when it comes to make a living--unless they are excommunicated.
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Next Post:  ==> Excommunication, Honor, & Troth


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Re: Deus ex Entente Information

Post by JerriLeah7 on 22nd December 2017, 8:58 pm

Excommunication, Honor, & Troth

In a medieval world where fantastic abilities are abound, only one primary thing sets a mage apart from any other--his oath to his Progenitor where he gains that Progenitor's sigil.  No human is born with magic--they must earn their right to that magic through a trial and a binding to the Progenitor of their choosing.

This is a process during which a person gives their word that they will keep to that Progenitor's values while taking a fragment of their very soul.  This is a sacred bond, a truly honorable pact that should not be broken under any circumstances.  A sigil will inform any Progenitor when this oath is broken and should that occur, the consequences will be direct and, in most cases, unforgiving.  You will be excommunicated.

Stripped of  your boon and blessing from your Progenitor, as well as half of your own soul, you will be cast out into the world with no honor to your name and no trust directed to you as you become shunned by society, considered not only one who is dishonorable, but also one who is unworthy of society's reaches.

Your magic, the base abilities that manifest within your own soul, will be halved.  Your mana pool lowered, your abilities weakened, you will become half of the mage that you were before.  You will literally be nerfed to such a point that your abilities could never dare to rival that of one of those that are a member of a covenant.  

Among those that have been excommunicated, or "purged," as some would say, from these covenants, a group of mercenaries has risen up that medically tattoo their own marks upon themselves, living out on the farther reaches of the Iodenia region and making a living on their own.  Despite their lack of ability to get most jobs that are profitable, they manage to make a living from the very poor at the outer rim that need help against the Inanis more than most others.  

This group of individuals that have been made are known as "The Purge" and although there is the original, primary group of these individuals, there are various other groups of gangs that have popped up throughout the region, taking its name and its identity to do their own deeds as they see fit, using it to their advantage when it will.  The only true way to determine the truth of an authentic Purger is to know their tattoo and to know it well, to be able to identify it and differentiate it from those that would try to mimic that mark in their own creative ways.

Regardless of a Purger's authenticity, one thing is always known for fact:  To work with or to hire a member of the Purged is reputation suicide.  Most those that can afford it will not deal with them and steer clear as far as they can manage.  One could say that it is treated to be such that one of the Purged can "spread" their dishonor as though it were a plague.
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Next Post:  ==> Religion, Realm, Currency, and More

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Re: Deus ex Entente Information

Post by JerriLeah7 on 23rd December 2017, 10:46 pm

Religions & Realms

Within this world, it is the sole realm to exist.  There are no gods or goddesses, nor spirits or ghosts.  There is no spirit realm, celestial realm, demonic realm, or equivalent.  Summoning must solely be done via the physical realm alone, similar to a long-range teleportation.  

Although the common people do not really have religions on a general basis, some choose to worship Progenitors while most do not.  Progenitors discourage the people from worshiping them, each claiming that Immortality does not make a God.  Others follow their ancestors, making shrines and keeping honors to their names, their family values, and keeping them as consistently as they can throughout generations.  

This does not mean that other religions do not exist, nor does it mean that that other theories of Gods or Goddesses cannot exist.  Simply stated, they are less common, less known, and probably newer to the world of Vecraicarro.

The Binding vs. The Trial
The Trial
The Trial of a Progenitor truly depends on two things:  The Progenitor and the Individual.  This Trial must be completed in order to undergo the Binding and until you have completed it, you will be deemed unworthy.  Each progenitor has a general trial type in mind that they keep to, but they tailor it to each individual that wishes to join their Covenant.  In other words, your trial will always be personal and it will never be easy.

Should you choose to create a character that is already within a Covenant, you must specify, with great detail, your personal trial and how you completed it.  Then, your trial and its completion must be approved so that you will know for certain that your trial would be deemed as worthy.

The Binding
The Binding is offered to any individual that has completed his or her trial by the Progenitor personally.  This process is where the new covenant member literally devours a piece of the Progenitor's soul or aura and becomes a mage.  When this occurs, the mage will gain their own, unique powers and then obtain two boons and one blessing that are unique to that Progenitor.

How the Binding is performed and where and how your covenant sigil is marked upon your body depends heavily on the Progenitor as well, and when you join a Covenant, you will have a selection of boons and blessings available to you that you may choose from for your character.

The Second Binding

This ritual will be unavailable to player characters.  The second binding is what it sounds like--when a bound member has earned it after various feats and accomplishments within the covenant, they may be bound to their Progenitor again.  This means they will have more of their Progenitor's soul to consume and they will take on more responsibility with the power that they gain.

Those that have gone through this process are known as the Ascendant and will have access to their Progenitor's Ascendant Ability.  As members of the elite for their individual Covenants, these members of society have high renown and have additions to their sigil to provide evidence of their rank.

Currency, Technology, Transportation, & Trade
Currency & Trade
The common currency is gold pieces, silver pieces, and copper pieces.  All coins, regardless of their material, is rather thick with a circular tree engraving upon them to signify the life of Iodenia and the hope of its spread.    Gold pieces are rarer to see as you get closer to the region's edges and the poorer families are generally forced to trade livestock and crops with their copper pieces due to their hardships.  

Technology
Overall, this is largely a medieval-styled role-plays with high-fantasy twists of certain, specific advances in technology from that due to magic.  The transportation, for example, will consist of a teleportation system between a team of teleporting magi that are members of a specific covenant, though the price is not cheap.  

Most ships sail through traditional sailing methods, but some magically enhanced boats have enhanced speed and manueverability thanks to their magical engines. Spokes that turn and help move them through the water, like a carriage, enables them to go longer distances faster, and to manuever rocky waters that traditional boats could not. These boats range in size; with the largest seeming to be cruise ships for the rich and famous. They are known for their long hulls and spacious decks.

As with any item or tech, most objects can be magically enhanced in various ways, most commonly with elemental additions and bonuses.  However, one should always remember that magical items and gear will always be more expensive, harder to find, and even more challenging to create through a very specific process known as "Aura Channeling."

Through Aura Channeling, a blacksmith or similar item creator must create the item while a channeling mage channels the aura and magic of another mage into that item during its creation to capture it's magic into the very item's essence.  This process is permanent, but never makes an item indestructible.
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Next Post:  ==> Covenant & Caster Ranking

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Re: Deus ex Entente Information

Post by JulietHasAGun on 24th December 2017, 3:17 am

Caster Level & Covenant Ranking

Within the system of this world magi are listed and categorized by two different ranking systems.

Caster Level: Used to determine the power and fine control one possesses over their magic.

And Covenant Ranking: Used to determine the standing and influence one possesses within their own Covenant.

Both play integral roles in how a magi is perceived, and most take great pride in increasing their standing.

Covenant Standing

Covenant Standing is grouped into five separate ranks; Alpha, Beta, Gamma, Delta and Epsilon. Epsilon's are generally entry level members with very little influence within the Covenant, whereas Alpha's have a high amount of pull in how the Covenant functions and often have access to their Ascendant on a regular basis and can speak to them about the functioning's of their group.

Epsilon - An entry level coven member. Little to no pull.

Delta - New member, trainee, or someone who hasn't completed that many missions or has failed to impress their ascendant enough to make an impression.

Gamma - A regular Covenant member. Has a decent amount of pull in the functioning's of the group.

Beta - A respected Covenant member. Has enough pull to sway major decisions and is often tasked will assisting lower ranking members.

Alpha - A highly trusted and respected Covenant member. Can make trusted decisions and is often handed tasks directly from their Ascendant.

**Alpha & Beta Ranks require RPM/RPH approval


Caster Level

Caster level is simply put; power level. It deals in the fine control one has over their magic and helps a Covenant place you in a correct task for your skill set and enables other magi to know what you're capable of.

Caster Level slides from:

Novice - New, barely any understanding of their ability.

Apprentice - A trainee, limited understanding of their ability.

Intermediate - A magi with a good understanding and control of their abilities.

Master - A magi with fine understand and control of their abilities, capable of great feats.

Grandmaster - A magi with precise and exact control over their magical abilities, an impressive specimen; they are capable of marvelous and astounding feats.

** Grandmaster & Master Ranks require RPM/RPH approval

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Next Post:  ==> Progenitor I


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Re: Deus ex Entente Information

Post by JerriLeah7 on 24th December 2017, 3:22 am

[ I ] Kovros of Unity
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Domains:
Community, Nobility, Strength, & Glory
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Covenant:
Noblesse Oblige

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Appearance:
Standing at six feet and three inches tall, his towering height makes up for what he lacks in bulk.  His various battle scars and piercing gaze from his silver-grey eyes tend to whisper at an unknown experience of Kovros' past.  Kovros has a medium build and is usually seen wearing plate armor that has his Covenant's Sigil engraved upon it.  Kovros favors shortswords, but can use any bladed weapon.

Lore: General--
Kovros is the Uniter of all of the Progenitors, the one to guide them all.  Although he does not rule or lead them in any such way, it is well known that he is the one that they can all turn to when needed to ended disputes or quarrels.  All other Progenitors look up to Kovros, respect him, and acknowledge his capabilities as a leader.

As a balance between the Progenitors, Kovros spends much of his time, unfortunately, checking on the relationships between each of his fellow immortals to make sure that they are being civil to each other.  There is always some conflict, so he must split his time between those of the immortals and those of the mortals.  This avoids inner war and keeps all conflict against the Inanis.

The Battle of the Moth & Crow--
Centuries ago, a battle had begun between the Covenants of Progenitors Nyx and Nyhara.  This had occurred at a time when Kovros, himself, was amidst a war of his own with the Inanis at the Iodenia's edge with his own Covenant and word had come to him of many deaths and of more to come.

With swift movement, Kovros had left the war with reluctance and quickly ended Nyhara's neglect of Nyx's values within her boundaries and put a stop to the conflict before it could become a war between immortals.  Though the details have been lost over time, many celebrate this story due to Kovros' sacrifice:  He lost many good men of his own covenant on that day to keep the peace.  To defend Nyx, Kovros had met Nyhara in close combat and although much is rumored and little is known on how that may have turned out, one thing is certain--Nyhara has never drawn her favored weapon since that day.
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Maxim: There is responsibility of privileged people to act with generosity and nobility toward those less privileged.

Trial: Many Hours of Community Service are required before your trial.
Complete several given missions without pay or reward.  

Binding Description: To bind with Kovros, he will gather his nearby Covenant Members, speak of your trials briefly, and express his pride.  He will welcome you, introduce you, and prepare you for the the experience to come.  When this is all spoken, Kovros will give a part of his soul to you as any would give a gift:  With a smile. As part of his own little tradition, he always says the same line when he gives an individual this gift:  "It is a good day to save lives." Your sigil will appear upon your body where you will it and how you will it without pain or notice.

Sigil Prerequisites (If Any): Kovros prefers that your sigil is out in the open, worn in pride.  However, this is never required, nor is a specific location or size required.

Hearth Description: The Hearth of Noblesse Oblige is a stronghold, a massive home with many rooms to house the various nearby members of the covenant and functions much like a hotel.  It is located on the outer edges of the capitol city.  In addition, it houses a massive soup kitchen to feed the hungry and poor--whenever a person shows up at this door, they will never be turned away.  
Noblesse Oblige Hearth:

Ascendant Ability: With this ability, an ascendant can summon Kovros' short sword, Antariel, and they will be able to fight with it for a short time.  During Antariel's duration, its full magical abilities are intact, as well as its inability to be stolen from its holder.

Domain Boons & Blessings:
Community:
● Blessing - (2x Caster Level/Day) - When you need to keep track of comrades who may get separated, this activated blessing allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: Whether it be unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like.
● Boon - An individual that selects this boon will be able to passively detect, within 120ft around them, when a person is near their breaking point.  Whether it be something little, like that they've just had too much strife during the day and they cannot handle any more things going wrong or something large, like the loss of a loved one.

Nobility:
● Blessing - (1x Caster Level/Day) - For a short time, you can increase the morale of your allies that can see and hear you.  This increases their attack, bolsters them from fear, and reduces damage that they take.  However, you must remain conscious, cannot be taken captive, and you cannot suffer damage or you will lose this effect.
● Boon - (3x Caster Level/Day) - When an ally within 30ft takes damage from an attack, you can, should you choose, transfer this damage to yourself. This power also transfers any effects that accompany the damage, but the damage done to you cannot be reduced in any way.

Strength:
● Blessing - (1x Caster Level/Day) - Upon activation, you become invulnerable to all physical harm for a very short period of time.
● Boon - (4x Caster Level/Day) - Upon activation, you become enraged for a short time, increasing the damage you deal as well as your speed and physical strength.  However, due to your anger, you will become reckless and therefore, an easier target.  During this effect, your ability to reason and form complex thoughts or tactics is greatly diminished. When this effect wears off, you will become fatigued and will need to rest.

Glory:
● Blessing - As a passive blessing: When fighting alone or in single combat, such as a duel, you can recharge one of each of your boons upon your enemy's defeat.  However, it could recharge one of your personal abilities, instead.  This only works on foes that are of similar strength to you, rather than those that are significantly weaker.
● Boon - Upon activation, you are the beacon of hope and all allies within 120ft of you cannot lose their hope or determination, regardless of the state of a fight, even if it would normally be hopeless.
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Next Post: ==> Progenitor II

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Re: Deus ex Entente Information

Post by JerriLeah7 on 24th December 2017, 4:55 am

[ II ] Sagacious Nyhara
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Domains:
Community, Chaos, Luck, & Travel
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Covenant:
Cardinal Crowe Company

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Appearance:  Nyhara's long, blonde hair falls down past her back and has a lean build to match her steely, blue eyes.  She would give off the appearance of a businessman's apprentice if not for the scars that adorn her face and body.  She stands at six feet tall and she is often seen in red, business clothing and a single-shouldered dark cape or a red traveler's duster.  Her weapon of choice is unknown, but she has been seen with daggers.

Lore: General--
Nyhara is a powerful asset to have as an ally in any situation, despite her tendencies to avoid battle.  As someone with incredible resources for various situations and circumstances, she's frequently proven herself to be quite handy in times of famine, sickness, and war.  She will always come to one's aid--for the right price.  In fact, Nyhara has even been known to barter in favors, with a keen memory on who owes her what and why.

Assistance aside, Nyhara's focus is her own community--the Company's growth, expansion, and power.  Not only does she focus on commercial and abstract goods, but also on knowledge, using what she learns to her advantage when she is able.  This has made her a dangerous enemy on the political field.

Although discouraged from doing so, Nyhara occasionally takes on a human lover--despite their shorter lifespan, she will only mate with those that she deems especially worthy and uniquely qualified.  These lovers always obtain temporary added boosts to their magical abilities after intercourse with a Progenitor, so it was never imagined that one would not benefit.  However, it is known that it was once discovered that a past lover did not love Nyhara, having admitted once to only mating with her for those benefits.  The penalty for his actions was a slow, sadistic death from his sadist ex.

The First Iodenia Expansion--
During the times when mankind was still near-extinct and the Progenitors were newly ascended, the Progenitors still did a lot of the dirty work against the Inanis on their own.  Much was still needed to be done and the land left alive needed to be kept living.  The borders were kept strictly watched and there was no better combination of force than there was with Progenitors Nyhara and Phaedira.

Together, these two warriors pushed back the darkness, lighting up the life that remained and battling ferociously side by side.  Phaedira and her forces flew threw the air, casting down magic of light upon the enemy as Nyhara implemented and established her now legendary teleportation system between different Company Covenant members.  

With the speed of teleportation, the swift switch off between shifts of the watch, and the light armies of the sky, these two Progenitors kept Iodenia's borders to the North entirely safe and even pushed the darkness back for several centuries, allowing Iodenia to expand for the first time.
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Maxim: Even a dog has its use, but a dog that bites the hand of its master is useless.

Trial: Successfully assist an ascendant of this covenant with a significant, profitable trade or deal.

Binding Description: Upon completing your trial, you will enter a meeting chamber where Nyhara and all her inner circle of ascendant will await you.  The ascendant that you worked with will evaluate your trial before them all.  Upon being deemed worthy, you will be pinned down and branded with the covenant sigil by the ascendant, which is an incredibly painful process.  If you've done exceptionally well, Nyhara will ask where you want the brand.  Otherwise, she will choose, herself.

Sigil Prerequisites (If Any): It is always burned within your flesh with a 2 inch diameter.  If the trial was exceptional, your character chose its location, but if it was not, Nyhara will most likely have placed it on your lower back.  However, if she was unimpressed and found your work to be generic, she would have had it placed on your forehead.

Hearth Description: The Cardinal Crowe Company owns many large and small businesses, so there are various buildings dedicated to those, as well as medium sized houses throughout Iodenia where Nyhara, herself, lives while she travels.
Nyhara's Home in Hathe:

Ascendant Ability: Through this spell, an ascendant can call upon an ability of his or her choosing, one of the four seasons.  Each of these four seasons have different protective effects:
Spring: The Ascendant is wrapped in light vines that protect them from bleeding out or dying after falling unconscious.  These minor healing vines can stabilize a dying ascendant before they bleed to death.
Summer: The Ascendant is surrounded by tiny motes of light that increases their speed greatly for a short time.
Autumn: A cloak of autumn leaves appears upon the ascendant and they are resistant against diseases, illnesses, and poisons.
Winter: A flutter of snow and crisp air surrounds the Ascendant and for a short time, they can move much more easily through icy and snowy terrain.

Domain Boons & Blessings:
Community:
● Blessing - (1x Caster Level/Day) - This blessing grants you the ability to mimic or copy the boon of an ally and you retain a single use of that boon for one day.
● Boon - (2x Caster Level/Day) - Upon activation, you create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work, which has a 50ft radius per Caster Level. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). This ward immediately ends if you leave the area.

Chaos:
● Blessing - (3x Caster Level/Day) Upon activation, this blessing summons a swarm of a randomized type of creatures, which will be unknown to the caster until the swarm appears.  This swarm can be commanded to attack and will last until it is destroyed in mass or until the selected target has been defeated.  The swarm summoned can be wasps, rats, bats, centipedes, army ants, bees, spiders, beetles, scarabs, scorpions, and so on.
● Boon - (2x Caster Level/Day) - This boon grants you the ability to touch one target upon activation, whether that be yourself or another individual.  The effect of this boon is unknown and will only be discovered when the boon's randomized effect takes affect.  

Luck:
● Blessing - This passive ability allows for allies within sight range of you to be significantly less likely to be disarmed, tripped, or knocked prone.  
● Boon - (2x Caster Level/Day) - Upon activation, you can touch a target to lower or raise their luck significantly for a short time.  This cannot be used on the same target more than once within a day.

Travel:
● Blessing - This blessing allows you to move through non-magical fog, rain, mist, snow, and other environmental effects without hampering.  You'll be able to see clearly, but you will still be effected be the temperatures.  This effect is passive and only works on you.
● Boon - (Unlimited Use) - You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time.
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Next Post: ==> Progenitor III

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Re: Deus ex Entente Information

Post by JulietHasAGun on 28th December 2017, 10:45 pm

[ III ] Vaelus, The Nexus Of Order
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Domains:
Law, Artifice, Rune
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Covenant:
The Artifice Precept


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Appearance: Vaelus is a tall man with dusky skin, standing at 6'1, he is always seen in formal business attire, buttons and hair immaculate. He speaks profoundly, with great purpose and wisdom. He walks deft, precisely and with no wasted movement, and he is never seen with a hair out of place, nor does he indulge in gaudy baubles.

Lore: Vaelus is, above all, a symbol of order. Of law, of the firm pillars which hold up society when all else is set to crumble. It is his firm belief that if the confines of law which keep the depraved refuse of society shackle are placed at any level lower than that of utmost importance, what's to keep it from sinking to the mire? Despite this, he is not above using the twisting pathways of traditional law to his own ends.

Vaelus is often the first person one thinks of then the subject of invention is brought to the table. Despite his rigid fixation with rules and regulations; his creative mind and supernatural talent for creation and advancement solidify his and his Covenants position as a forerunner for societal progress.

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Maxim: It is unwise to temper creatures of flesh and bone like steel and glass.

Trial: Enter into a rigorous training program during which you will have all facts of law, order and artifice burned into you. The prospect will then be submitted to a week long 'trial' during which they must not only prove themselves an expert on all they have learned, but exhibit creativity and a level head in trials the Vaelus and his Alpha's have personally crafted for them. No two sets of challenges are exactly the same.

Binding Description: Once a hopeful covenant member passes Vaelus' trial they are given a formal invitation to his personal office. An appointment time is set; which one is never late for. Once the prospect arrives, they are greeted by Vaelus, who offers them a seat across from him at his desk. He will offer you his personal evaluation of your performance, note areas in which you are to improve, but otherwise note your acceptance into his covenant. He will offer each of his new recruits a choice in where they want their sigil; the back of the hand, the center of the chest, or the top of their spine. If one has done exceptionally well to please him he will accept a suggestion to place it elsewhere.

Sigil Prerequisites (If Any): The size and placement is, again, flexible. One may ask it be larger or smaller to accommodate their size; but Vaelus' marks shrink to no less than 3 inches in diameter. It is expected that all members of the covenant be proud of their mark; as it is a symbol of their brotherhood, their dedication to their group and their leader. A unifying trait. Any magi shown to be purposefully hiding their mark outside of regular and proper fashions of dress will fall into Vaelus' ire. Upon being marked they will feel a brief, heavy, prickling weight on where it appears, but no severe pain is noted.

Ascendant Ability: Unknown

Domain Boons & Blessings:
Law:
- Blessing:(x2 Caster lvl per day) This blessing allows you to touch a target and give them a rule to follow. So long as it is "small" (approvable by RPM/H), the target must follow this rule for the next 24 hours. Examples of rules could be to never speak to a certain person, to stay at home, etc.

-Boon:(x2 Caster lvl per day) This boon allows the caster to 'hold' an Inanis in a paralysis like state by their voice. Caster level determines how long it can be held, and the target must remain within vocal speaking range. For example; a novice caster could hold an Inanis for a few seconds at most- whereas a master could hold the same Inanis for 10, 20 minutes at a time depending on the subjects willpower.

Artifice:
- Blessing:(x2 Caster lvl per day) Magi with this blessing can give life to inanimate objects.
They imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever they initially designate.

An animated object can be of any nonmagical material. Novice's can animate small objects, intermediates can animate medium objects, Grandmasters can animate large objects.

- Boone: Magi with this ability can cast mending at will, using your caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take more significant damage depending on the level of the magi; though the damage itself is not overpowering. This attack bypasses an amount of damage reduction and hardness equal to the magi's caster level.

Rune:
- Blessing:(x3 Caster lvl per day) This blessing allows magi to create a 'blast rune' in any square area around them. Any creature entering this square takes significant damage, raising depending on the magi's caster level. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a duration of time adjacent to the magi's caster level. A magi cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. One can use this ability multiple times per day.

- Boone: Those with this boone are able to read and decipher languages after a brief period of time with them. This ability's effect becomes more efficient depending on caster level, and registers as a passive on most languages; most not including magical languages and 'dead' languages.


Hearth Description: The Hearth of TAP is a large network of builds intricately woven together to form a hive network of communication, brotherhood and learning. These buildings are open to all who wish to learn the ways of Artifice, Law, and Runic study- though the intimidating facade, gleaming of metal and silver, have been known to scare people away. Which suits Vaelus just as well.


Next Post: ==> Progenitor IV

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Re: Deus ex Entente Information

Post by JulietHasAGun on 2nd January 2018, 5:30 pm

[ IV ] Nyx Of The Descent
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Domains:
Repose, Death, Fire, Healing
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Covenant:
The House Of Repose


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Appearance: Standing at a tall, willowy six feet, Nyx gazes down upon those around her with equal parts kindness and wonder. She possesses long limbs, dusky skin and long, finely maintained hair. Her stormy grey eyes both critical and curious. She is usually seen in long black shrouds, leathery overcloaks, and dark colors. She wears practical, but well fit footwear and is usually seen wearing an assortment of baubles and rings.

Lore: If there was one word most commonly used to describe Nyx, it would be 'merciful'. Dedicated to respecting the dead, and healing the living, Nyx possesses a sense of kindness and immaculate bedside manner worthy of a saint. Most in her presence speak of how calming her voice is, how she soothes as she touches- but always carries an air of wisdom and strength.

Nyx is commonly called in to assist in relief efforts, healing, burying the dead and comforting the living. Her covenant is made of people borne of compassion, those with wisdom in their hearts and gold etching their souls- it is said Nyx can tell a persons character merely by looking into their eyes, though she denies this claim. Though one would be foolish to assume she is weak and unaccustomed to combat- for Nyx is every bit as deadly and powerful as the other Progenitors. Few who force her into combat live to see another day.

'The Dawn Of The Dead':

There was once a time when, as Nyx and her covenant were desperately fighting back the tide of inanis against a town potentially staked with death. What most would have deemed a 'lost cause', Nyx saw as a fight still were committing to. Her coven stayed back the tide of death where they could; fighting, using their skills of temporary resurrection to stay the death toll where they could, healing those maimed by the scourge of beasts, and helping put those they could not save to rest.

Nyx knew she couldn't keep such a fight on forever, so she called upon the assistance of one just as accustomed to death as she was. Her old lover and fellow progenitor, Reinhold. He answered her call, as she knew he would, and together they fought back the tide of Inanis and attempted to expel them from the outer reaches of the town. Reinhold bent the Inanis to his will, subjugating them, bringing their mangled bodies back from the dead, forcing their zombified remains to fight their encroaching brethren- as Nyx revived and healed those who had been mortally wounded by the same claws now turned against their enemies.

At one point, Nyx, having just finished routing the last of the wounded back to safety, found herself overrun by the final, rushing tide of Inanis. None of her covenant could get to her, move through the rush of beasts more than an inch to try to fight to her side. None, except Reinhold.

Pushing through the tide of beasts, he managed to pull Nyx away from certain dismemberment, and together they turned the tide of battle and reclaimed the town, and land, they had fought so hard to keep from the Inanis.

Nyx never truly could tell whether Reinhold saved her thanks to some sense of compassion, love or altruism- or if he saved her merely because he knew they would have been doomed otherwise. It did not matter to her- to this day she knows, despite their history, that Reinhold is one person she can count on when there is no one in sight.

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Maxim: Love is rooted deeper than any grave.

Trial: If a magi wishes to join The House Of Repose, they must first pass a series of trials; trials meant to test not only their magic, but virtues which Nyx herself values highly within her guild.

First, a magi is sent, undercover, to the far reaches of the untainted world; at the very edges of the void-like blight caused by the Inanis. After them, Nyx sends a Grandmaster mage from her covenant, hand picked to watch their actions carefully; the identity and the status of this mage are unknown to the prospective covenant member, and they are watched in secret. The prospective member is then left to help those effected by the blight however they see fit; for an unspecified amount of time left to the discretion of the Grandmaster.

From there, if they have passed the initial trial, they are then put to work as an 'apprentice' in The House Of Repose's medical center and funerary home. This goes on for no longer than a month; as they prove themselves to have the patience, compassion, and dedication required of Nyx's covenant.


Binding Description: Once one has completed their trial, they are summoned to the inner chamber of The House Of Repose. Within, they will find Nyx, who welcomes them with open arms. She takes the initiate by the hand, or in whatever form of physical contact they are most comfortable with, and leads them towards the back of the room. The room itself is dim, dark, lit by candle light, hazed by incense. The smell of lilies and sandalwood peppers the air, and heavy curtains hang along the rooms walls. Nyx and the newcomer sit, as she asks them of their trial. They are given a chance to speak, to explain their actions and what their experience over the past month or so meant to them. Nyx shall listen intently, and wait for them to finish, before telling them all they had accomplished in their time, as well as her own personal thoughts. She'll reach back, and dip her fingers into ash, and ask her prospect where they would like their mark. If they hold no preference, she is inclined to place it over their heart. She shall draw the symbol onto their skin with her ashen fingers; and the magi shall feel a growing warmth wherever it was placed. Once the ash has been brushed away, Nyx's covenant symbol will be present as a permanent mark on the new members body. After the mark is set, Nyx, if her new guild member feels comfortable, embraces her new member, and walks out with them to talk about their new assignment within the covenant.

She enjoys this moment of closeness with each and every new member of her covenant.

Sigil Prerequisites (If Any): The sigil may be placed wherever the magi would like, as large as they'd like- but generally Nyx prefers it to be larger, around four or five inches across. She allows her new members to place their own symbols at their leisure, the process isn't painful- no pain, just a pleasant, warm sensation.

Ascendant Ability: Little is known about Nyx's ability outside of the name given to it by her covenant; 'The Ephemeral Phoenix'.

Domain Boons & Blessings:

Repose:
-Blessing: (x2 Caster lvl Per Day) This Blessing allows the user a Ward Against Death; making all in a 30 foot area immune to death effects. Such as energy drain and negative life effects. It does not negate or get rid of effects already in place, nor does it have any dispelling effects. The higher ones caster level, the longer this effect remains active.

-Boone: (x3 Caster lvl Per Day) This Boone grants the user the ability of Gentle Rest, they can touch any living being and fill it with lethargy.

Death:
-Blessing: If a creature is dying and beyond saving, the magi draws forth a creatures ebbing life force to fuel their own power. This communes the beings soul to the afterlife and embues the caster with a boost of power.

-Boone: This boone grants the magi the benefit of Deaths Embrace. The magi can heal instead of taking damage from channeled negative energy. The amount restored gets higher based on caster level.

Fire:
-Blessing: (x1 Caster lvl Per Day) The magi summons smothering ash to turn against their enemies. It decreases visibility for all in the effected area and can be used to wound enemies, and as a shield to defend allies. The effected area and amount of ash summoned grows higher based on caster level. This ability can affect and maim allies; caution is advised.

-Boone: People with this boone gain some degree of resistance to fire. Beginner magi gain resitance to heat and minor burns. Those who have mastered it; grandmasters, gain nigh immunity.

Healing:
-Blessing:(x2 Caster lvl Per Day) This blessing grants the magi the Gift Of Life - A magi can touch a creature that has died within the past minute and grant it a few moments of life, increasing based on caster level. This time allows their wounds to be treated, and their 'life' to be saved. Beings returned to life still feel the effects of their sounds, and still are afflicted with any magic used against them.

-Boone: Magi with this boone gain the ability of Restorative Touch- Magi with this boone are granted minor healing capabilities. The magi's touch can remove minor physical wounds, fatigue, and some illnesses. Grandmasters possess the ability to remove more ailments, novice magi and limited to minor physical ails.

Hearth Description: The Hearth of The House Of Repose is nestled at the outskirts of a city, well within the reach of any who might need the covenants aid. It's walls are cut from heathered grey stone, and candles line the path leading up to the entryway. The building is large, with separate wings adjoining into one, main building. Any seeking healing or comfort, or who wish to lend their skills to the covenants medical center, are welcomed in with open arms- as are any who darken their doorstep. The buildings are tall, with darkened, candlelit windows, with baubles and chimes hanging from the archways. The House Of Repose also owns a large, sprawling graveyard, open to public use for no fee.

Next Post: ==> Progenitor V


Last edited by JulietHasAGun on 5th January 2018, 7:57 pm; edited 1 time in total

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Re: Deus ex Entente Information

Post by JerriLeah7 on 2nd January 2018, 6:27 pm

[ V ] Phaedira, the Torch of War  
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Domains:
Air, Knowledge, Light, & War
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Covenant:
Air Jaunt Battalion

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Appearance:
Phaedira's light brown hair, green eyes, and average height of five feet and seven inches would make her appear as any simple woman within the world if not for her fierce armor and garb, as well as her intricately designed headpiece that announces her ranking within her battalion as its strategist.  Additionally, she is often seen with a halo of light around her head.  Her weapons of choice are spears and polearms.

Lore: General--
Phaedira's primary focus is the slow task of defeating the Inanis.  As a strategist that holds nothing back, she often aids both mankind and other Progenitors in matters of war, and often expects it in return when she calls for it to push back against the Inanis.  Make no mistake, however; Phaedira values peace just as much as she values war and always expresses great pride in her Covenant members that manage to keep the peace among themselves and others.

Additionally, Phaedira personally trains her ascendant in various fighting styles, as well as assists them in specializing in different battle techniques, such as disarming, tripping, bull-rushing, unit charges, shield bashing, and more.  Her ascendant then train the rest of those in the covenant that would have interest in learning.   Only those that are willing to take these types of combat lessons will ever progress to be an ascendant within her Covenant.

The War Without Losses--
There was a time of strife among man when they had strayed far from the values of the Progenitors and did little to earn their keep as they drained resources from Iodenia.  Mankind had become lazy, entitled, and unappreciative.  They expected the Progenitors to do all of the work for them and, through their unwillingness to help as they became tired of battle, Iodenia lost its western border and was almost devoured by the Inanis.  This cost the Progenitors centuries of work and they were displeased greatly.

After meeting, they decided, together, that this would come to an end.  Their ethos became more strict, their expectations of values more upheld throughout their Covenants and hundreds of magi were excommunicated from their sigils and abilities.  This resulted in mass rage, an army of Purge rising up against the Progenitors so as to take them down whilst they struggled to stop the invasion of the Inanis.

Taking point, Phaedira took the art of war to a whole new level.  With her fury, Phaedira vowed that she would not sacrifice a single, remaining member of her Covenant to the blades of such fools.  With the assistance of Vaelus, constructs of great size tore into the Purge, ripping them apart as Phaedira and Vaelus both personally worked their way through the Purge's numbers and wiped them out.  Only those that surrendered survived and not a single Covenant Member was lost in the battle against the Purge.
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Maxim: Death From Above

Trial: You must battle with one of Phaedira's Ascendant.  What counts as "success" will depend on the ascendant and the individual.

Binding Description: Phaedira will stand with her Ascendant that are present and give you the piece of her soul with respectful silence.  After you have gained your abilities, she will take her right hand and cup the left side of your neck and mark you.  There is a soft warmth, but no pain in this process.  While she marks you, she will inform you that this mark will burn if an action you take is close to dishonoring her values.

Sigil Prerequisites (If Any):  This sigil must be on the left side of your neck, the outer wing tips expanding from the very center of the front of your throat to the back of your neck.  (This often causes the spears to travel up the collarbone and down the shoulder.)  Phaedira has never taken offense at hiding one's sigil if they are within her Covenant.

Hearth Description:  The Hearth of the Air Jaunt Battalion consists of various training areas throughout Iodenia, but their primary base is a setting of remote land on the outer edges of the City of Hathe where they have plenty of space for sparring and rooms for rest.
Hathe Battalion Base:

Ascendant Ability: With this ability, any ascendant member can sprout great wings and fly through the air for a short time during battle.  Their flight will not be magically learned--any ascendant must learn to master this kind of battle.

Domain Boons & Blessings:
Air:
● Blessing - (1x Caster Level/Day) - Upon activation, you can unleash an arc of electricity targeting any and all foes within 30 feet of you in any direction.
● Boon - (3x Caster Level/Day) - When you activate this ability, you can unleash a blast of air in a 30-foot line that knocks an enemy back from you by about ten feet out of reach from most weapon attacks.

Knowledge:
● Blessing - (1x Caster Level/Day) - You forge a temporary, hour long telepathic bond among yourself and up to one other willing creature per caster level, each of which must have sentience.  The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.
● Boon - (2x Caster Level/Day) - For a short time, you can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The blessing enables you to understand or read an unknown language, not speak or write it.

Light:
● Blessing - (2x Caster Level/Day) - Upon activation, you channel an energy of Phaedira's divine light in a 60ft cone before you.  All Inanis or undead creatures within this light will take significant damage and will be blinded temporarily.
● Boon - (4x Caster Level/Day) - You can touch any object and it will instantly glow with a bright light that will emit a 60ft glow.  This light lasts for up to one hour per caster level.

War:
● Blessing - (3x Caster Level/Day) - Upon activation, an immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall if it is cast where they stand will take significant damage.
● Boon - This passive ability allows for allies within sight range of you to be significantly more agile and quick to react when engaged in battle.  They will be more likely to get the first blows on most battles.
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Next Post: ==> Progenitor VI

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Re: Deus ex Entente Information

Post by JerriLeah7 on 2nd January 2018, 6:30 pm

[ VI ] Reinhold, the Promise Holder
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Domains:
Binding, Charm, Death, & Life
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Covenant:
Hollowstar Oathbound

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Appearance:
With golden hair, an orange right eye, and an icy blue left eye there is no doubt that this particular Progenitor will always stand out. He's generally seen in black leather armor, fine fur cloaks, and is never seen without a familiar nearby. With a medium build, pale, soft skin, and standing at five feet and four inches, Reinhold often appears like that of an odd and soft man with a simple style. His weapon of choice is the staff, but he can also use whips and chains.

Lore: General--
Reinhold runs his Covenant quite loosely in that he has little to say and is often off and away from his hearth, doing who knows what. He's quite difficult to keep track of, due to his explorative restleessness and his constant desire for fun or adventure. He's the type of person that will see a battle and then sit down with a bowl of tarts and just snack as he watches things burn before him. Despite his love for excitement and conflict, Reinhold also takes his title very seriously: "The Promise Holder." He is often asked to be the mediator between treaties, trade agreements, and other similar contracts. As the mediator, Reinhold is able to use his Oath magic to make sure that people hold to their own promises within those contracts--and if they are broken, he always knows and he is generally the one to act out the pre-arranged consequences for such decisions.

This job of his keeps him quite busy and he often travels from treaty to trade, doing what is expected of him. He is beholden to his own title, but he is also beholden to nothing. If there is an agreement that he chooses not to mediate, then he will refuse. He is too free to make promises of his own the majority of the time in matters of politics, wars, and other serious engagements. Additionally, Reinhold focuses a lot of time on subjugating the Inanis--forcing their will to serve his own and binding them to his summoning magic so that they can be used as a weapon against themselves.

Polluexia's Protective Binding--
As a recent history, Reinhold's very covenant almost lost an Iodenian outpost upon the southwestern edge due to a massive rush of high level inanis. This was sudden, clever, and devestating. Reinhold had to move into battle personally to assist his members against the waves of onslaught as hundreds of his very men died--but not before he pulled Polluexia to his side. Their combined powers of Binding and Protection, their similar free-spirited wills, and their uniquely similar feelings towards the Inanis lead to an odd pairing as they fought with each other and restored the outpost to its former glory. To this very day, Reinhold still holds himself to a debt owed her for her ability and willingness to come to his aid during this matter when he asked.

This lore is known as exceptional out of other outpost recoveries due to the fact that their somewhat creative means of taking back the outpost will never be forgotten. They rushed in against the Inanis with their own kind, taking the fight of the Inanis against the Reinhold's bound Inanis to a massive scale never seen before. Polluexia used her destructive abilites to increase the size of Reinhold's Inanis and cause their battle to become that of a frenzied berzerker while Polluexia's chaotic storms struck the very area with the madness that quickly lead to the enemy's retreat.
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Maxim: There is only power in those willing to take it.

Trial: Reinhold's trial is to survive three waves within the Gauntlet--a sort of gladiator ring where summoned creatures, monsters, and other such mobs will be thrown at a warrior for them to survive through. Although many have died in the Gauntlet, Reinhold does not hold most to fight within the Gauntlet to the death--it is generally by choice. However, as a participant of this trial, it will be made clear that the three rounds spent during your trial will only be considered a sucess when you come out alive.

Binding Description: Upon your survival within the Gauntlet, Reinhold will appear before you in the wreckage, take the blood of your defeated enemies, and draw your sigil outline upon your flesh after asking you where you wish for your sigil to be. When it is done, the blood will appear to fade from the skin and the official sigil of the covenant will take its place painlessly. Additionally, it will be made clear to you that, when making this contract with Reinhold, you are agreeing to be summoned when needed to aid other covenant members in battle. If you are not okay with this and its additional effects, this is not the covenant for you.

Sigil Prerequisites (If Any): There are no prerequisites and you will be able to have your sigil in any location or size. However, one should keep the binding description in mind when choosing their location--because all of the audience of the Gauntlet will watch the sigil be drawn upon their flesh after the battles.

Hearth Description: Reinhold's hearth is a massive arena or coliseum that holds hundreds of people at a time while waves of summoned mobs and creatures of various species, types, and themes are released upon a single opponent or teams of opponents for glory and entertainment. This is sometimes a battle to the death and sometimes, it is not. This is decided and agreed upon before each participant's battle. Bets are also made here and has become quite profitible to the Hollowstar Oathbound as a whole.
Hathe Gauntlet:

Ascendant Ability: An ascendant can cast this ability upon any individual, where they will be given a command or edict that they will be bound to against their will, regardless of how they feel about it. This is generally done with a person's cooperation, but is also used against criminals and other similar persons against their will. As such, it does not have an incredibly fantastic reputation. WHen under the command of an ascendant, the target is required to fulfill the edict or otherwise experience cripplin pain and weakness until the edict is obeyed.

Domain Boons & Blessings:
Binding:
● Blessing - (1x/Day) - Upon activations, you are capable of summoning a willing creature that is stronger than you at random or one of your fellow covenant members at random. These summons may be strangers to you, but will be compliant and cooperative in most cases, so long as your commands do not violate their own ethos. The power level, cooperation, compatibility, and ability of what you summon will never be guaranteed to you, but when you summon, they will be compelled to answer the call. Any summoned covenant member will be teleported back to their original place after the duration or just before death so as to avoid loss of life.
● Boon - (1x Caster Level/Day) Upon activation, you may summon a moderately poewrful creature as compared to your caster level that is friendly to you or that you own and compel it to do an action, such as fight for you. After an hour has passed, the creature will return to where it was located before it was summoned. This ability doesn't impart any tactics or intelligence into the creature and will act as it should per its species. However, the creature you summon can understand you, regardless of its language while it is summoned. You can also use this boon to summon a group or horde of weak creatures that are friendly to you and so on.

Charm:
● Blessing - (2x Caster Level/Day) - This blessing allows you to give one, single to double worded command to a target that will immediately be compelled to obey. Examples would be halt, approach, drop, fall, flee, and so on. However, words such as die will not work. You cannot compel one's emotions permanently and you cannot make one commit suicide, fall in love, and so on. Strong willed opponents may eventually overcome this compulsion, as decided by an RPM. This ability normally only targets a single creature within hearing range. However, you can sacrifice a slot of usage per day to add to the number of people effected by the same command within hearing distance. A creature cannot be compelled more than once per day.
● Boon - This passive boon allows your voice to naturally sway those that hear it, improving abilities in matters of persuasion as well as attempts to made to shift their attitude towards you. This includes both methods of intimidation and diplomacy and the effect is greater and improves with your caster level.

Death:
● Blessing - (1x Caster Level/Day) - This blessing, when activated, shoots forth a ghostly translucent and white ray towards your opponent. This ray draws out the essence of life within them, tugging at their aura if it hits and the target's body will begin to shut down with rigor mortis. Weaker foes will instantly become paralyzed and more powerful enemies will have significant difficulty with movement, effectively slowing and weakening them physically for several minutes. This only works on living creatures, rather than constructs and other similar things.
● Boon - When battling, this passive ability makes it more likely for an enemy or foe to bleed out and to take massive damage when a critical or majorly damaging blow is successfully made against an emey.

Life:
● Blessing - Through the blessing of life, you will recieve an animal companion, a companion that must be first approved by an RPM or RPH. With this animal companion, you will have an empathic link and will be able to communicate via emotions. Various animal companions can be used for assistance in battle or other situations and are generally their own personality while also being bound to you and your goals. This does not mean, however, that they are subjagated--this ability is by a willing connection that is earned only.
● Boon - (2x Caster Level/Day) - With this boon of life, you can cause a host of wooden thorns to burst from your skin before receiving an attack. Upon activation, any foe striking you with an unarmed strike or a melee weapon without reach takes moderate damage, especially moreso when unarmored. Armored enemies only take minor damage.
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Next Post: ==> Progenitor VII

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Re: Deus ex Entente Information

Post by JulietHasAGun on 2nd January 2018, 8:29 pm

[ VII ] Shaheayl, Sovereign Of Rebellion
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Domains:
Madness, Liberation, Trickery
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Covenant:
Vox Libertalia Nyxeria


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Appearance: Shaheayl, known to his close confidants as simply 'Hale'. Is a chaotic, untamable force of unbridled energy and passion. He stands at a tall 6'3, slender but well built, his greying main tousled, thick and curly, and his beard immaculately groomed. He dresses in fine suits and waistcoats, with buttons often mismatched. His eyes, despite his dark, tanned skin, are a steely grey, full of vibrancy.

Lore: Shahaeyl's motives, his ambitions, and his purpose within the ranks of the progenitors is unknown even to his fellow immortals. His status as a neutral force of ambivalent chaos has not changed nor been questioned in the many years in which he has been alive. At least, not seriously. Many a mortal have darkened his doorstep with questions as to why he takes the actions he does. His response is generally to offer them a drink and a seat, and explain nothing at all. Lulling them into a sense of happy security before sending them, now intoxicated, on their way.

Shahaeyl, known by his close friends as 'Hale', is keen to place himself in a position between 'good' and 'evil'. Letting morals not dictate his actions, doing whatever he pleases, when he pleases. One day he could be inciting a rebellion of the oppressed low born against their high born masters, the next he could placidly watch a mother weeping over the body of their dead child. Still, once Hale has been given a task, he follows through. Albeit not necessarily in the way one would expect.

He prefers to remain an utmost authority on neutrality and the unforeseeable.

After all, life's always more fun with a little bit of chaos.

'The Vox Populi':

Hale, despite his ambivilant, chaotic nature, has always had somewhat of a soft spot for 'the little guy'. The underdog. It is because of this that he naturally spends his time among the lower castes of society when he's not at his hearth; appearing as a stranger with a rather strange set of mannerisms- having his fun and sewing his seeds of discord before leaving for his own domain once more.

On one such outing, he found out the mayor of the town he had been visiting had been forcing their townsfolk to participate in a sadistic 'raffle'. Whoever lost was set to be stoned to death as a 'sacrifice' to the 'earth' in ensure a good harvest. Hale briefly wondered how far back in history he had been flung, and considered telling Castor for the briefest of moments- seeing the man go hellfire and fury was good entertainment, after all. But, instead, Hale set out to do his own wicked work.

The day of the raffle, a yearly occurrence, Hale eagerly awaited the drawing, perching himself at the edge of the crowd, still disguised. The mayor gave his little speech, about 'the good of the community' and all that drivel- with Hale growing bored with each passing second, tiding himself over with the idea of what was to come. The mayor finally spun his little cage, pulling out his little slip of paper, reading his own little name. The mayors face blanched in horror, as he scrambled to try to hide it- Hale stepped forward, demanding the mayor read the slip out loud. The mayor lied, trying to shout out someone elses name, fling another under the wheels of tradition. Hale moved forward in a flash, plucking the paper from his hands, showing everyone the name on the slip.

The mayor, overwhelmed by fearful anger, demand the guards seize him. However, his 'security detail' were too engrossed in the shocking situation to move so much as an unsure inch. Hale dropped his disguise, introducing himself as the Progenitor, Shahaeyl; reminding the mayor that tradition simply must be upheld. For the 'Good of the community'. He picked up a stone- and, for a moment, the village held itself with bated breath to see if the Progenitor was truly going to cast the first stone on their mayor. Instead, Shahaeyl passed the stone along to a young boy, no older than thirteen. Who took quite an enthusiastic approach to smashing the stone across his former mayors face.

Hale slunk out of the crowd, now falling upon their mayor with stones like a pack of rabid, liberated animals; and now holds this tale as his favorite story to tell at dinner parties.

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Maxim: The aftermath of your life affords you three real options; obscurity, legend, or horror story.

Trial: If a magi wishes to join the Vox Libertalia Nyxeria; they must go to Hale's hearth, where him and his Grandmasters will give them three impossible tasks. The point of these tasks is to complete them through trickery- technically completing what the Progenitor had asked of them, though not in the way it was intended- and then having the audacity to bring forth their 'completed' task. Few have the gall to come forward with such work, but those who do reap the benefits of acceptance.


Binding Description: Once one completes their 'trial', Hale immediately invites them down for a drink with his covenant. He sits with them, pouring them drink after drink- beseeching them to tell his lies apart from his truths- a final, though less important step of his 'trial'. He asks them questions about themselves, seeing if they possess a fondness for honesty or deceit. Once the new magi has been sufficiently drunk under the table, Hale marks them- wherever they had drunkenly requested, or wherever his Covenant had voted upon placing it. Once the new magi comes to, hungover, lost, and missing most of their personal effects and clothing- he welcomes them to the covenant and gives them their first task. Finding their shit.

Sigil Prerequisites (If Any): The sigil is placed at random, either through drunken request or through votes from his covenant. Sometimes Hale shocks everyone and chooses the placement himself, but this is a rarity. He likes the sigils to remain large- and almost prefers them to remain out of sight and hidden- due to his covenant members being 'agents of chaos'.

Ascendant Ability: Unknown, he has made outlandish lies as to the true nature of his ability, however.

Domain Boons & Blessings:

Madness:
-Blessing: (x2 Caster lvl Per Day) This blessing allows the magi to effect everyone within a 30 ft radius with vivid hallucinations- confusing enemy and ally alike. It could be used for a number of things, confusion, to incite panic, to incite those within it against each other. The duration of the ability increases based on the magi's caster level.

-Boone: (x3 Caster lvl Per Day) This boone allows the magi to sew words of descent and madness into a singular targets mind, disorienting them, or turning them against another. The effectiveness and success of this boone increases based upon the magi's caster level.

Liberation:
-Blessing: This blessing allows a magi to break any magical restraints or powers of subjugation placed upon them or an ally, and grants them a level of immunity to certain, lower level effects being placed upon them. The strength of this ability is determined based on the magi's caster level.

-Boone: This boone allows the magi to grant a mild immunity to subjugation or trapping based powers to themselves or an ally. The duration of this ability is increased based on the magi's caster level.

Trickery:
-Blessing: (x3 Caster lvl Per day) This blessing allows a magi to convince anyone they are speaking to of whatever they wish, inciting them to do certain tasks, grant favors, and the like. The more outlandish the lie or suggestion, the higher caster level required. Grandmasters possess the ability to wrangle small groups, whereas novice magi are limited to a single person.

-Boone: Magi with this boone are granted the ability of shadow step. They are granted a brief, short range shadowy teleportation ability. The limit is a radius of 25ft.


Hearth Description: Hale's 'hearth' is, itself, a rather large boat. Outfitted with a casino, a bar, and a great many rooms for his covenants lodging leisure. It is decorated in an eclectic array of tapestries, knick knacks, and large, bizarre items collected over many years. Hale himself usually sits at the center of the boats usual festivities, mingling with his covenant as he pleases.


Next Post: ==> Progenitor VIII


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Re: Deus ex Entente Information

Post by JulietHasAGun on 2nd January 2018, 8:30 pm

[ VIII ] Polluexia, Scion Of The Deep  
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Domains:
Darkness, Destruction, Protection, & Water
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Covenant:
Aquarian Gloria


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Appearance: Polluexia stands at 5'11, with brown, tousled hair and tan skin; she boasts a muscular figure that was crafted from a life spent swimming under crashing waves. She is usually seen with her outer shirt open, wearing comfortable yet practical clothing made of leathery, thick and canvas fabrics. She is usually seen with a bandana somewhere on her person. Her personality is vibrant, rowdy and boisterous; but always loyal and dedicated to the wellbeing of innocents and the people.

Lore: As famous for being wild and untamable as she is for being noble and righteous, Polluexia is much like the ocean itself- an unbridled and unstoppable force of nature. She is famed for her wild antics, her determination, and her unbridled ferocity- but also for her kind heart. Alongside her twin brother, Castor- Polluexia is revered and, in some circles, feared- as a sovereign of shadow. Though, unlike her brother, her powers are not enthralled by mysticism or divination- but rather a dreadful excitement as to the unknown, and the blackness which lives within the depths she calls home.

Her fellow progenitors all know that they can call upon her in any time of need, and, despite her brash and occasionally overly boisterous personality, she is always one they can turn to for a friend. Though she can just as easily hand out barbed insults as kind words.

Vicious and kind, loving and cruel, unpredictable and harrowing- Polluexia, in every way, mirrors the vengeful ocean she dotes upon.

'Strange Tides':

Polluexia is, despite her mixed relationship with the public eye, is often revered as the patron progenitor of sailors. So; when shipwrecks and dead fishermen began washing up on her shores, Polluexia took a rather unkeen eye to it. Rather than set one of her grandmasters out on the task; Polluexia, as Polluexia is want to do, took matters into her own hands. She set out on her own, sailing out amidst the darkened turbulent waves. Polluexia, well accustomed to navigated amidst craggy rock and uncertain fog- was able to conceal her ship from whatever lurked out on the ocean.

Unfortunately; it was no monster- to correct- it was the most common monster. Men. Pirates had been killing and looting fishing ships, scavenging what they could use, destroying the rest, leaving it to rot under the waves.

Polluexia. Was. Furious. She saw red; the red of their blood mingling with seafoam- and rather waiting for more evidence, she dove headlong into the black, turbulent water- and set off on her wicked, vengeful work.

The Ocean, Polluexia resolved, did not take kindly to the murder and pillaging of innocents. So the ocean would, likewise, take back what they had stolen. They would pay their debt to this world, and they would pay it in blood.

The small fleet of three ships were painted in blood the moment Polluexia gained a foot aboard. Dancing from shadow to shadow, she roared, and she rampaged, as the ocean did the same around her- crashing the ships together, breaking them against craggy rocks- ready to claim them in the name of the deep. The thunder cracked, the water raged, and Polluexia roared into the night. Some claim to have heard this bloody spree- but those are rather unsubstantiated tall tales.

All that the common folk really know, that since that day, there has seldom been an incident on the high water; because the ocean and her daughter a cruel mistresses both.

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Maxim: Stare into the abyss, and it will eventually stare back.

Trial: If a magi wishes to join Aquarian Gloria- they must first provide testimony of their kindly deeds. Polluexia takes the word of anyone; fisher, farmer, lord, child. All are equal in her eyes. From there, they are to be cast out on a small boat, and are set to 'commune' in isolation out on the open water. If a magi returns from this; whether it be sane, or half mad- they are free to join her covenant. This process can take days, weeks, sometimes even months- though she will generally assume, in the latter case, that the magi has died. She occasionally sends a grandmaster out to watch over them should she feel them too inexperienced for the task- but, this is a rarity.


Binding Description: Once one has dragged themselves back to shore, Polluexia will come before them, asking them what they have learned. One might expect this to garner something poetic; but no matter what slurred jibberish they force out, Polluexia accepts them all the same. She goes before them, dipping her fingers into the salty water- she will draw it upon their back large, bold, spanning the entirety of the surface. The symbol will crackle- tingling, then cooling like a wave of ice water. Polluexia will then summon two of her Grandmasters to carry the new member off, to nurse them back to health before sending them on their first mission.

Sigil Prerequisites (If Any): Polluexia puts almost all of her covenant marks upon the backs of her new members. She sees it as a sign of brotherhood- in very few cases has she ever relented from this tradition. Very few.

Ascendant Ability: Unknown.

Domain Boons & Blessings:

Darkness:
-Blessing: (x2 Caster lvl Per Day) This blessing allows one to hop from shadow to shadow- unseen and unheard. It functions as a short range teleport. How many times one can take this action in a row varies upon caster level; motion sickness is a drawback that should be expected using this ability.

-Boon: Through this passive boon, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness--you see as you normally would, but in black and white, rather than in color.

Destruction:
-Blessing: This blessing allows the magi the ability of a berserker like rage. Giving them partial resistance to physical attacks, and doubling their strength and speed. They cannot think clearly, their mentality lowering to that of a rabid animal, and the duration of this ability is determined by the users caster level; though it never breaches a span of ten minutes.

-Boone: This blessing passively increases the users physical strength. They consume more calories and grow fatigued easier, but can lift greater weights, and fight harder than their companions. The increase in strength is based upon their average, physical strength, and increases it only be one third. It is possible to overstrain this ability and severely injure oneself.

Protection:
-Blessing: (x1 Caster lvl Per day) This blessing allows a magi to place a protective binding around a person or a group of people. It creates a seafoam colored 'barrier layer' which is resistant to magical effects and physical damage. The resilience of this barrier is determined by caster level.

-Boon: Magi with this boon gain a passive protection ability- they may enchant one item, and item they hold very dearly, and pass it onto another- granting them minor magical protections. They could just as well keep the item for themselves, but it is more often used as a protection between comrades.

Water:
-Blessing: (x2 Caster lvl Per day) This blessing gives a magi the ability of 'undertow'. They are able to summon water from the air and area around them and turn it against their enemies. When used within a body of water, this ability can deal cataclysmic damage in the hands of a Grandmaster.

-Boon: Magi with this boon gain the passive ability to breathe underwater. Its effectiveness has no limit, though it takes some practice to get used to. Initial recruits will find themselves only able to hold their breath for thirty minute intervals, due to the alien sensation.


Hearth Description: Polluexia's 'hearth' is an aquatic 'pier'; cobbled together from driftwood and shipwrecks. The outside may look derelict, but on the inside, it is just as homey and welcoming as any of the other progenitors homes. Though, there is much to say about the smell of brine and pickled fish...


Next Post: ==> Progenitor IX


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Re: Deus ex Entente Information

Post by JerriLeah7 on 2nd January 2018, 11:39 pm

[ IX ] Castor
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Domains:
Darkness, Divination, Earth, & Knowledge
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Covenant:
Shadowcast Diviners

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Appearance:
Castor gives off a feeling a feeling of a shaman with both is appearance and his aura. With white eyes, light brown hair, and a muscular build, there is no mistaking this diviner for one that cannot take part in the melee forms of battle. He stands at five feet and eleven inches tall and his preferred weapon is the bow and arrow.

Lore: General--
Castor's primary focus is generally on divining--the divining of the future so that they may be warned of wars and battles to come. Mostly, this is aimed against the Inanis, so that should they attempt a new method of attack, all of the progenitors will be forewarned. Of course, as with any magic, it is not foolproof and Castor cannot see everything, but what he can manage to see he will not hesitate to use as a weapon for the greater good of Iodenia.

After all, one of his domains is that of earth, but he cannot heal the Fields of Inanis while they still rest there. Should Iodenia grow weaker, so, too, will his powers over this domain. That is not something he will ever allow. Another thing that is sacred to Castor is the planet itself. Not just its trees, its animals and plants, magical beasts of various kinds...but also of its ruins and catacombs. These things are more than just the past of mankind. They speak of legends that those of the current generations will never understand, which is something respected and kept in lore through oral tradition via many of the Diviner members. Due to his connection to the earth, itself, his memory is far more sharp and long lasting than that of any other progenitor, so he is able to assist in keeping these traditions accurate to the history of truth.

The Shadowcast Diviners often visit the places lain to waste by the Inanis--places they failed to save from their ultimate destruction. Here and there, these covenant members find stragglers, survivors among the wreckage and survivors that managed to flee to nearby towns. There, they are recruited for training, but most importantly for revenge. Through vengeance, these survivors are lead to higher potentials with the the hopes that they, too, will become a member of the Diviners when they are strong enough.

The Loss of the Anarathema--
Many centuries ago, the ruins of Anarathema, a great kingdom of the past, was rarely traveled due to how far out into the Fields of the Inanis it rested. Little was known about it at the time, but after this specific incident occurred, the name of Anarathema was never forgotten by the people, though no one really knows why.

Upon the edges of Iodenia, stragglers of weakened and dying foreigners that had never before been seen made their way out of the Fields. Upon their reports, they revealed they came from the Fields, themselves, having adapted and discovered a way to survive and live for generations. This was not to be believed, at first, but their biological evolution were evidence enough for the Progenitors.

When word reached Castor's ears, a single word was spoken that lit the fury in his eyes anew, a rage with depth he had not expressed in such a long time before, that to most, it was new. Anarathema. These people were of the ruins of Anarathema, they claimed, and Castor soon divined this truth. With the information he gleaned with his sight, he rushed to Polluexia's side and spoke this same word that struck a chord with her.

Immediately, these two Progenitors began a warpath through the Fields of Inanis to reach the survivors of Anarathema with their highest level members of their covenant only to find that the remaining survivors had been wiped out days before. The raw anger expressed by Castor in this moment was never before seen by his covenant. His tears of sorrow and his roars of vengeance were soon followed by mass darkness as he plummeted into the ruins to cleanse them of the darkness that was not his.
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Maxim: One must learn to listen to the Earth's pulse within its shadows.

Trial: The start of a trial consists of training that consists of both battle and of respect for the earth itself. It is not uncommon for those that aspire to participate in many missions with covenant members before they are spirited away in the shadows of the night and dumped in the wilderness near the Fields of the Inanis with nothing but the clothes on their backs. Occasionally, a weapon or two is left behind, but that is the most one is generally provided when they are left there on their ultimate, lonesome trial of survival. Due to the brute unexpectedness and harsh surroundings of the general environs of this trial, most do not make it out alive and Castor boasts the highest fatality rates among those that wish to join the Diviners. Unfortunately, this does make his covenant smaller in size...

Binding Description: Castor will collect you after your long night of triumph and spirit you away once more, but this time to a dark cave dimly lit and covered in many shadows. It is said that those left in the dark by Castor spend this vigil listening to the earth's pulse and it is only when light shines into the cave that the sigil of the Diviners appear upon their flesh. Only this much detail is known--further detail has been left to speculation due to the fact that one is forbidden to speak of their personal trial to others--even those of their own covenant.

Sigil Prerequisites (If Any): Your sigil's size, location, etc. is not discussed beforehand. It is never agreed upon, nor are you ever given the choice. Still, even after it has appeared painlessly upon you, no dissatisfaction has ever been felt. It is as though one's subconscious selects the true design of their sigil. This sigil is the most varied from person to person--many members have their own additions and intricacies, save for an Ascendant's addition to the mark.

Hearth Description: Castor's covenant meets in taverns, where general booths are rented out with banners flying over them of the Diviner's sigil. After all, they generally communicate via divination to the general populace of their members. Castor's personal hearth, however, has only been visited by the other Progenitors and Ascendants. This place is his "personal" space that he has demanded to be kept private. It has been seen from a distance at farthest reaches of Iodenia, among the ruins of older generations of mankind.
Castor's Home:

Ascendant Ability: Through this ability, an ascendant can emit a 100-foot aura of forgetfulness around their body. All that pass within this aura have no memory of any time spent inside the area. In addition, magi in the area begin to lose their ability to use their magic as they slowly forget how to use it. The effect of magic loss fades once they are outside of the aura after a few minutes, but they will not recall what occurred while they were there within its range.

Domain Boons & Blessings:
Darkness:
● Blessing - (2x Caster Level/Day) - For a few minutes, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible to creatures without the magical ability to see in the dark.
● Boon - Through this passive boon, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness--you see as you normally would, but in black and white, rather than in color.

Divination:
● Blessing - (1x Caster Level/Day) - With great concentration, you can activate this blessing and peer into a target to analyze their aura. This allows for you to, over time, glean information regarding that target. You will find that you will be able to see their overall health, magic capabilities, emotion(s), and their overall moral disposition.
● Boon - (4x Caster Level/Day) - Upon activation, this boon can tell you whether a particular action will bring good or bad results for you in the immediate future. For further information, ask an RPM.

Earth:
● Blessing - (1x Caster Level/Day) - With this blessing, you can move through tunnels and caves with ease. You can move across any stone surface as if you were a spider, your hands and feet adhesive and allowing for travel, even upside down. While under the effects of this ability, you can temporarily see in natural darkness, but not magical darkness. This lasts for up to an hour.
● Boon - (2x Caster Level/Day) - You can re-shape an existing piece of stone, sand, or earth into any shape that suits your purpose and it will flow slowly from one structure into another. While it's possible to make crude coffers, doors, and so forth with this ability, fine detail isn't possible without spending many hours and days upon a single creation.

Knowledge:
● Blessing - (1x Caster Level/Day) - This blessing brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, this blessing will take significantly less time to cast: Four to six hours. Without those modifiers, it can take days or weeks of concentrated mediation. During the casting, you cannot engage in any routine activities except for: eating, sleeping, and so forth.
● Boon - (2x Caster Level/Day) - You momentarily link your mind with the target and share a single memory of no longer than ten minutes. You can show the target one of your memories, show the target one of its own memories, or view one of the target's memories.
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Next Post: ==> The Excommunicated Ascendant

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Re: Deus ex Entente Information

Post by JerriLeah7 on 5th January 2018, 4:46 pm

Ceallach, the Fallen
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Domains:
None
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Covenant:
The Purged

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Appearance:
Ceallach (See-al--ek), often called Allach (Alec), is five feet and four inches tall and often adorns her face in various styles of finger paint.  She has a soft, auburn hair, frequently pulled back for battle, that reaches down to the center of her back. Generally, she is seen in chainmail or plate armor.  She also has soft, blue eyes and she is covered in soft battle scars from head to toe.  Her favored weapons are great swords, bastard swords, and long swords.

Lore: General--
Ceallach was once the Ascendant of Perimooras, a Progenitor that had reached their status via unnatural and corrupted means.  Unlike other Progenitors, Perimooras had found a way to gain his power without having incredible feats through his mortal life.  Due to his transgressions, Perimooras and his powerful allies were taken down by other Progenitors and the only remaining powerful member of his covenant was Ceallach.  Through her Ascendance, she has managed to keep the powers given her by her late master and has never forgiven the other Progenitors for their actions.

Regardless of whatever Perimooras had done to obtain his abilities, Allach had been loyal to him and suffering the loss stripped her of her abilities and forced her into the Purged.  She remained a member of the Purged, creating her own organization among them and becoming their leader immediately with ease.  Due to her defiant and commanding personality, she has had the ability to convince many to walk into battle with her and die for her, especially due to her mysterious ability to grant boons and blessings like the Progenitors can.

As the leader of the Purged, she lives on the outskirts of Iodenia, assisting the poor from the Inanis and making a living from keeping the various towns and villages out there alive and intact.  She is popular among the poor, but has a very low reputation around Hathe City and the Progenitors due to her lack of cooperation with them regarding how to deal with the Inanis and other significant matters.  She is also too quick to recruit those that are considered "outlaws" or "vagabonds," which also doesn't assist with her reputation among the wealthier.
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Maxim: TBP

Trial: As long as you aren't a covenant member and can listen to commands, you will be allowed to join and remain within the Purged.  Only those that are trusted, powerful, and have been a member for a good amount of time are given an official Purged tattoo.

Binding Description: You will be physically tattooed with the mark of the Purged via a sterilized needle and squid's ink.  This is a long, painful process, but you are still able to have whatever size and location that you desire.

Sigil Prerequisites (If Any):  You must be trusted by Ceallach in order to receive this official mark.  If you are discovered to have betrayed Allach or to have disobeyed her orders in any way, the mark will be painfully and forcefully removed.

Hearth Description:  The Purged primarily reside within one of the larger towns that Allach protects, trading their hospitality for her and her men for protection against the Inanis at all times.  
Deephollow Border Town:

Ascendant Ability: Unknown

Blessings:
Death Knell - (?x Caster Level/Day) - You draw forth the ebbing life force of a creature and use it to fuel your own power. If a targeted creature is dying and unconscious, this can very well take their life.
Dragon's Breath - (?x Caster Level/Day) - You breathe out a blast of energy. Creatures in the affected area take significant damage, though if they manage to dodge this attack in time, they will only take half of the damage.  There are various types of dragon breeds based on their colors and they each have different breath attacks--which dragon's attack you use upon activation of this blessing is randomized.  It will be any of the following:

Black dragon: 60-foot line of acid.
Blue or bronze dragon: 60-foot line of electricity.
Green dragon: 30-foot cone of acid.
Gold or red dragon: 30-foot cone of fire.
Silver or white dragon: 30-foot cone of cold.
Brass dragon: 60-foot line of fire.
Copper dragon: 60-foot line of acid.

Boons:
Hallow - (?x Caster Level/Day) - Hallow makes a particular site, building, or structure a holy site for a short time, which makes the chances for the Inanis decay to spread to those upon it far less likely.  It also makes the area (with a maximum of a five hundred foot diameter) very painful for Inanis to enter or walk through, slowly burning at their flesh until they die, should they stay there for too long.
Healing Thief - (?x Caster Level/Day) - Upon touching a creature that is receiving magical healing, you can steal the healing of the target creature upon this boon's activation.  
Ally Swap - (?x Caster Level/Day) - This spell allows you to switch places with an ally. When you cast this spell, choose a single ally within fifty feet of you. You teleport to your ally's space while your ally teleports to your former space.
Neutralize Decay - (?x Caster Level/Day) - This boon allows you to detoxify the decay of the Inanis within an individual that has been infected within the first two stages of infection.  If they are too far gone within an infection, however, they will be unassisted by this ability.
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Next Post: ==> Iodenian Life, Essence Crystals, & Weaponry

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Re: Deus ex Entente Information

Post by JerriLeah7 on 6th January 2018, 10:09 pm

Iodenian Life

Iodenian Life is a complex system that ranges from non-magical creatures to magical creatures of different power levels.  Creatures that would normally be considered "wild" are mostly more domestic within Iodenia than they used to be--this is due to the fact that there is much less space to share between themselves and mankind and they are far more used to man's company.  Some are sweet and small, with magical tricks while others are colossal in size with the terrifying power that most would never wish to face against.  There are the normal creatures--lions, tigers, bears, and so on--but there are also magical beasts, such as dragons, high wolves, and Anwar.

The most common creatures to be found within Iodenia are humans, wolves, high wolves, oxen, merfolk, and cows.  The least commonly seen and found creatures within Iodenia are crystal dragons, Anwar, and higher animals of any species other than wolves.  Regular dragons aren't common, but they aren't rare--however, crystal dragons are incredibly rare, just as rare as the Anwar.  However, nothing rivals a crystal dragon in power level.

Only the Anwar, Crystal Dragons, normal Dragons, High Creatures (of any species), and Magi Humans have essence crystals.  Information regarding Essence Crystals will be listed below.   In the meantime, feel free to look at just a few examples of the creatures found within Iodenia and if you have any questions regarding them, just ask.  If a creature has an essence crystal and sentience, it is illegal to enslave or own it, because it is too intelligent.

Dark High Wolf:

Light High Wolf:

Anwar:

Crystal Dragon:


Essence Crystals

An essence crystal is a crystallized, solid form of the substances of soul and magic combined.  The longer one lives, the larger and more powerful an essence crystal becomes.  The moment a human being becomes tied to a covenant and becomes a magi, they gain an essence crystal within their body.  This essence crystal does not lengthen the average human life span (300 years), though it has been heard of for ascendant to have lived for longer years than the usual.  Many magi prefer to return from a trial with an essence crystal of a creature of a certain type or with a specific magical ability with the hopes that they, too, will gain similar abilities from it when bound during the Binding.  Essence crystals are frequently involved within the Binding.  This allows for them to combine their own soul with that of another with hopes to not only gain similar abilities, but also to continue tradition if it is within one's family.

There seems to be a correlation between the two, but this is not always the case.  However, it can be quite difficult to procure essence crystals from higher grade monsters and creatures due to not actually being in a covenant.  This generally requires the assistance of willing magi, which are usually paid very well.  Additionally, you can technically buy essence crystals from those willing to sell them, but they are never cheap.  After all, you're talking about purchasing the very soul of a living being and this is always treated with different types of respect.

Essence Crystals for human magi are generally an inch in diameter for their first hundred years of age.  For the second hundred years, they gain up to three inches and for their last hundred years, it's about four inches in diameter for size.  A High Animal can be anywhere between four to ten inches, depending on the animal's size and power.  An adult dragon would be no more than twelve inches in diameter and an Anwar is generally around eight inches in diameter.  Crystal Dragon's have the crystal size of up to ten feet in diameter, depending on the dragon's size.

Additionally, essence crystals are most frequently used to create magical items, such as magical gear, weaponry, potions, and so on.  Some magical items consume essence crystals as fuel in order to continue functioning.  This is due to the fact that permanent magical enchantments are so incredibly expensive and take so much time to create that it is very rare for perfect enchantments to exist.  Additionally, it takes a very high level of compatible essence crystal to create a permanent magical item to begin with, which adds to the type of permanent magical item rarity.  Many people accuse enchanters of creating imperfect enchantments just to maintain business--after all, enchanters make more when you go back to have them recharged, repaired, etc.--but this is not the truth.

Taking an essence crystal out of a living creature (which requires surgery if you intend for it to survive) causes irreparable harm to that living creature:  physically, mentally, and magically.  A creature without an essence crystal cannot use magic.  Any attempts fail and cause further damage to the body, as well as possibly Inanis-like corruption.  Even surgically planting your original essence crystal will not fix this initial damage.  Additionally, surgically inserting other essence crystals within your body will not give you magic or grant additional magics.   It should go without saying that the removal of an essence crystal from a living being without its express permission is illegal.


Weaponry

If it's a typical, medieval weapon that actually physically exists (outside of firearms), it is allowed.  This can range from bastard swords, polearms, bows, crossbows, knives, kunai, etc.  Weapons that are purely come from fantasy and games (as far as design), such as collapsible spears, light sabers, giant throwing stars, firearms, etc., can be approved by an RPM if worked into the world's mechanic as far as how magical they are and the recharging requirements for individual weapons and what they are capable of doing.  

Approval Required Weapons include magical weapons with added abilities, such as elemental enchantments, levitation, durability boosting, etc.  However, there will be no fantasy-based materials, aside from those that could normally be gotten from creatures that you hunt or kill (such as bone, hide, etc.)  Potions, wands, and staves also require approval.  Common materials for weapons and armor found within Iodenia would be Iron, Steel, Bronze, Brass, Copper, Silver, Gold, Bone, Leather, Wood, etc.

It should go without saying that the more magically enhanced your weapon is and the more exotic it is, the more that it will cost you to use and keep it charged.  The smartest decision to make would be to just ask if a specific material, magical ability, or weapon type will be acceptable for a weapon or for armor.  From there, an RPM will work with you to make sure that it'll fit into the world and to explain to you just how much your desired weapon or armor will cost you, as well as what the upkeep for its optimal uses and capabilities will be.
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Next Post: ==> Humankind, Crystal Coalescence, & the Inanis


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Re: Deus ex Entente Information

Post by JerriLeah7 on 6th January 2018, 11:28 pm

The Inanis

There are various breeds of Inanis.  The original Inanis, also known as the "Purebred" Inanis, have a twisted, monstrous form all of their own and are far more difficult to find, see, and destroy.  Not only are their crystals pure black and corrupted, as well as toxic to humans upon long term contact, but they also tend to infect any living creature by touch alone.  Purebred Inanis are as intelligent as the most intelligent among humankind and tend to travel, move, and fight alone.  However, they are also capable of summoning nearby hordes of infected allies.

Other Inanis are simply infected creatures that have been infected by the purebred Inanis, simply echoes of of their former shells with the black, twisted veins of the Inanis enveloping their bodies.  It takes more than a touch or a scratch to become infected by this type of Inanis, but they are still quite deadly and you will find they are far more dangerous than their non-Inanis creature type.  These Inanis share intelligence levels with the creatures they were before infection and tend to travel in groups or hordes that vary in size depending on their power levels.

Inanis are all black with twisted veins upon their bodies with red motes of power that surround them.  They each move incredibly quickly and have the ability to blend into the shadows at will--due to this, they are more predominantly found at night.  A purebred Inanis can melt a person to the bone after just a few seconds of physical contact, but others must bite and tear at individuals deeply in order to damage them with the same level of burn and decay.  

Infection appears on a normal human being or a normal, living creature with the appearance of black veins that begin to spread from bite, scratch, or decay burn wounds.  Additionally, all Inanis have a magical ability where they release a burst of energy around them in all directions by sixty feet that is a field of both negative energy and decay, which will instantly kill any plants, grass, or life rooted within the planet.  This channeled energy will magically damage any living creature that is not rooted within the planet significantly if they are in range of it.

As the living embodiment of decay and death, they are all about negative or "unholy" energy and their weakness is is positive energy, also known as "holy" or "divine" energy.  Holy magic is generally from Progenitors or healing magic.  A healing spell is a form of holy or divine magic.  Healing spells would damage undead creatures, infected creatures, and Inanis critically.  


Humankind

The average human life span is three hundred years, though the maximum life that has ever been lived by a human is five hundred and thirty years.  Most ascendant live to be five hundred whereas grand masters and masters tend to live to be four hundred.  

There is no specific skin color--it varies greatly from red to yellow to white to brown to black, etc.  As long as it is a natural skin color in this world, it is a natural skin color in Iodenia.  Some people will have pointy ears, others will not.  The level of pointedness does not matter--all pointy ears are still a common trait among humans.  

Hair and eye colors are all common--even from blues to pinks to oranges and so on.  Hair, eye, and skin color, as well as other physical traits are typically hereditary, but these are all also subject to change after the completion of a Binding, especially if an Essence Crystal is involved.  Skin color and ear point changes are less frequent than hair and eye color changes. As far as culture goes, it does not match anything that we have in the real world. Culture combinations are allowed, but too much similarities between any real world culture will be pointed out and requested to be changed. Additionally, upon character creation, we request that no character is a repeat from a previous role-play, nor do we wish it to be too similar to a character from an older role-play.

There is no discrimination based on hair color, eye color, ear shape, skin color, gender, sexuality, or other such superficial traits.  However, bestiality and pedophilia is still not acceptable within this realm.  Humans reach adolescence when they are 30-50 years of age (this means they look like adults).  However, they don't reach sexual maturity until they are 70-100 years of age (when they really are adults).  

An age chart is listed below! One must understand that aging varies greatly from human to human. Where as some may hit puberty or sexual maturity at ninety, others may hit that point at seventy-two. However, pretty much all humans have hit that point by one hundred, so that is the legal limit for sexual activities. ^^

DEA = Dues Ex Age; RLE = Real Life Age Equivalent;
APP = Age Appearance; SM/L = Sexual Maturity/Legality



Crystal Coalescence

Crystal Coalescence is a ritual that is performed for taking two essence crystals and tuning them to the same vibration of life.  This is a similar process as the actual formation of a crystal during the Binding, though this is not exactly the same.

This ritual is optional for marriages, though is sometimes used as an additional vow due to the fact that once you are bonded to someone, you will be unable to bond with anyone else while you are bonded to them.  After a coalescence has been broken, the bond cannot be repaired.  

Additionally, this ritual is performed for an animal companion quite frequently, especially if it is a willing, intelligent participant.  This solidifies the agreements between the two companions and any limitations they have placed within their contract, as well.  If a contract or the values of an animal companion are betrayed, the coalescence will be broken and the essence of the magi will be damaged.

Crystal Coalescence requires heavy meditation with the partner involved, a mutual, willing agreement, and physical stability for both participants.  If you are not well rested, if the partner is willing only via other magical reasoning, or if your meditations are interrupted, the coalescence may fail and if it does, it will have to be attempted again at a later day.  You cannot try to coalesce more than once in a day.
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Next Post: ==> Additional Inanis Information


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Re: Deus ex Entente Information

Post by JerriLeah7 on 7th January 2018, 5:35 pm

Purebred Inanis :
Narrow Blindspot to the sides: almost 360 Degree Vision, but the eye has to turn to view each individual side clearly. Central eyeball can rotate to see forward and behind. Significantly greater sight range.
Can see in non-magical darkness with ease.
Movement Speed surpasses that of a human in short term. Lower endurance.



Human Inanis Hybrid:
Blindspots are similar to humans, but has longer vision range.
Movement Speed equals humans, but has greater endurance for long term pursuit and hunting.
Cannot see in the dark, but does have soul sight, allowing them to detect life.

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Re: Deus ex Entente Information

Post by JerriLeah7 on 25th January 2018, 6:02 pm

Dues ex Terms:

Kaird (Kay-erd):
Noob | Newbie | Beginner | Cub | Fledgling | Novice

Antar (Awn-tar):
The name of a "God" that the Progenitors once claimed to have given them the powers that they now have.  The story given is that this God is now dead, but that this God was the only "true" God to have ever been.  Due to this, the name is still respected.  Often used in phrases such as "I swear to/by Antar" (Equivelant to "I swear to God") or "By Antar's Grace!" (Equivalent to swearing with "Jesus Christ!").

Vialla (Vee-all-uh):
Vialla is a popular, historical sexual figure that was not only a consort or prostitute of high standing, but was respected among all social classes and all regional territories within Iodenia.  Although she was a lover and not a fighter, there was a massacre in the past where she alone survived against the Inanis with mysterious methods that are still unknown to this day.    After the incident, Vialla would not speak of the incident, but her methods and attitude changes of political standing and battle did not go unnoticed.

Vialla became a force to be reckoned with, setting aside her bedside manner and pleasure offerings to stand up for rights--for those on the outer rim, those in need, and those suffering from sexual abuse.  Her battle technique, then refined, became a mixture of soft, sultry dancing movement and near-invisible bladed attacks that would bring a quick end to anyone distracted by the visual complexities of her sexual appeal and her body art.  

Since then, Vialla has long since died, but there is a single school (albeit an expensive one) that teaches defense fighting, as well as Vialla's very own battle style that she created herself.  Of course, one could not implement the battle style to its fullest effect without the right set of skills, so this set of courses is and always has been highly selective.  The school, battle style, and title of any of these warriors and/or consorts are all called "Vialla."  

The Vialla School is currently owned by Aquarian Gloria, as the Progenitor of the covenant is not only her past lover, but also the only single being trusted to carry the respect that she desired most for it--in that it be fully free to run as desired by any current Head Viallan Dancefighter.  

Crystal Drunk:
Power Hungry | Power Drunk;  Crazed from power, generally not properly earned or owned by "natural means."

Sheigoth (Shy-guth):
A derogatory name or insult for a mage--one indicating they are of low status, implying lesser capabilities and standing than that of the Purged.  This is the equivalent of calling a black man the N word and other similar things.

Huweigoth (Huh-why-guth):
A derogatory name or insult for a person that just shouldn't be a mage, implying that they're too stupid or weak or incompetent to have magic.  This term is applicable to non-magi.

Sleeps with Inanis:
What one would say about a person that has done a terrible deed or treats others poorly.

The Void:
The void is the equivalent to the Fields of the Inanis--the state of decay and death.  It is also the equivalent to "hell," as there is no hell in a non-religious world, such as this one.  Instead of saying "go to hell" or "I'll see you in hell," one would say "Meet the Void," "Go to the void," etc.   There are so many different ways this word can be used and phrased.

Inanis:
Void | Empty | Hollow; Another word for the void and for the species itself.  To say a phrase such as "May the Inanis find you in the afterlife" or "May the Inanis feed upon your family" is to wish someone to hell for eternity after death, to curse their deaths and the deaths of their families of future and current generations with the deepest of miseries and bitterness.  It is not only unkind, but the equivalent of more than just spitting in someone's face.

Pravus:
Corrupt | Wicked; A title referring to a sub-culture within Iodenia.  The Pravus are those with a large amelgamation of wealth, or those of high birth, who use their money and status to augment their bodies with magitech and magical prosthetics. They gain satisfaction and noteriety with their new found 'magical' augments; though many find their 'addiction' distasteful. Different covenants possess different views on the matter, though plenty similarly hold them in disdain. 'Pravus' itself is a term cultivated by the common folk for them, rather than a name they call themselves.

Inanecho:
This term refers to the thrumming, reverberation, or vibrations within the air that occurs as an Inanis figure or swarm is nearby. This particular phenomenon of the atmosphere is caused by unknown reasons, but it is known that many are researching this effect extensively. All who experience Inanecho are warned to flee at any cost, to avoid contact with the Inanis, and to seek the nearest Inanis Shelter.

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Re: Deus ex Entente Information

Post by JulietHasAGun on 6th March 2018, 7:38 pm

STATS: Training And Leveling

A magi can learn more abilities than those they possessed when they are initially bound. However only abilities that manifested at the time of binding are part of the magi's natural affinity. Other abilities require years of study, as well as a teacher who is at least rank 3 in whatever magical art they are attempting to teach. Learning an ability outside of one's natural affinity also takes twice the time and effort of mastering something within a magi's natural affinity.

A non-magi, a regular human, can also not exceed rank 3 in any stat. Ranks 4 and 5 are considered 'superhuman' and only achievable for magi, or through magical intervention.

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