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Posted: Tue Aug 08, 2006 2:34 pm
-------------------- Quick Facts: -------------------- Title: Feretris Genre: Fantasy (Magic), Action (War), Socio-political (Slavery) Moderator/GM: Penden Style: Free-Form Joining Requirements: Character Profile Advertisement Thread-------------------- Opening Prompt --------------------
In a world where magic brings vast destructive and healing powers, the human race retains its basic nature: each person begins life as a bundle of dark and light potentialities. Those with and those without magic share the same core of potential selfishness or selflessness, submissiveness or willfulness, morality or immorality.
But not every one realizes their potential. Someone is always trying to tell someone else that they have no choice, no ability to direct their own life. Someone is always trying to enslave someone else, and eventually the pressure they put on their enslaved mounts into rebellion.
Our story begins in Feretris where a genetic coincidence has given women the power and the excuse to subdue their men as second-class citizens and slaves. After generations of increasing restrictions against their male population, Feretris' socio-political systems are in stark contrast to its neighbors in the nomadic plains to the south east and the country of Tok to the south west. Both neighbors are now wittingly contributing to the over thrown of Feretris' government, and with their help many have or will soon find a measure of freedom and hope.
Our RP determines where this hope takes them. Will Feretris' oppressive government ever change, or are the rebellious merely calling down a swift fist of judgment that will grind their lives to powder?-------------------- Quick Links: --------------------
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Posted: Tue Aug 08, 2006 2:35 pm
-------------------- Instructions for Players -------------------- How to JoinYou need to read this first page and fill out a basic character profile to join. Copy what appears in the box below and add in the required information after each bold tag. You may have more than one character, but I suggest getting one character or character concept accepted first. [b]Name:[/b] [b]Gender:[/b] [b]Age:[/b] [b]Magic?:[/b] [b]Appearance:[/b] [b]Personality:[/b] [b]History:[/b]
You can go ahead and post it here, because unless it looks like you haven't read a bloody word of this thread, you should be accepted into the RP. You can post your profile here before it is finished. I will PM you or post here if I have any major problems with your character or any thing radical to suggest. You may leave your history a bit vague if you plan to RP some of it out. How to PlayThis RP is not just in one thread but in many. I have started some threads to start us off, but you may create your own once you have been accepted. Threads are event based and can occur in the past or the present, which means that you can have the same character in more than one thread at the same time. A thread might end when your characters go to another place or when they go to sleep. This also means that once the event or scene is over I will lock it so that no one tries to post in it after it is finished. You can start a new thread at any time, and you can join any thread when it makes sense for your character to be in it. You do not have to read other people's threads because the important bits will be summarized in the The Bulletin Board (News) post. You may notice some old threads that are locked when this RP starts. A lot of those are with characters that are no longer in the RP. I have left them here in case you are interested in reading them but it is not required. If you were playing one of those older characters you may bring them back and I will add you back to the member's list.
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Posted: Tue Aug 08, 2006 2:36 pm
----------------------------------------------------------------------------------- Places ----------------------------------------------------------------------------------- These are the places that your character can live, where they were probably born, and/or where their ancestory comes from. -------------------- Feretris -------------------- Eldic Estates is the compound where most of our characters will start at, and Eldic Estates is located near the southern border of Feretris. Map preview Click to see the bigger version. Where Feretris is marked is where the capital is. We will be south of there, nearer to Lake Derr. I marked the approximate borders of Feretris on the preview image, and the big ugly dot is where we will be. Those of Feretris bloodline usually have dark olive skin, brown hair, and brown eyes. Feretris is a cold but sunny country made up of many compounds like Eldic Estates and each estate carries the family name. Compounds are like towns or cities that are run by a single family line. Some compounds are extremely specialized and may resemble a large low-tech factory, while other compounds may resemble more closely the large farm estates of the US pre-civil war era. Each compound strives for self-reliance and yet each compound depends in one way or another on its neighbors in Feretris. The rulers of Feretris are a council made up of the family heads of the largest and most influential compounds. These rulers base their decisions in part on the petitions that lower heads of households bring before them at the capital. The current circle of rulers vote out and vote in their own members based on their family estates' monetary value and pre-existing political or economic influence. Eldic Estates is neither a minuscule compound to be dismissed, nor is it large or influential enough to be on the council of rulers. The compound is a vacation resort that grows some of its own food but must import many exotic goods. There are some production shops, mills, etc. that are jointly owned and supply this compound and its neighbors. Slaves that work in these places live on their respective compound grounds. Like other compounds, Eldic Estates houses its owners, the family, in a partially secluded building near the center of the compound. Where are we? We are the compound circled in red, here (purple=recently died off):  Eldic Estates has a signia/family crest of a white lamb backdrop with a silver sword inset. Their colors are white and silver. Something like this:  Other Estates: Terrice Estates is the small compound tucked into the mountains just west of Eldic Estates. -------------------- Nomadic lands -------------------- Some of our characters may start out or end up at the Nomadic planes to the south and east of Feretris and Eldic Estates. These lands are warmer and more humid than Feretris, with more storms and a more noticable change of seasons and unpredictable weather. The soil is dark and fertile where it isn't red clay, expansive feilds occassionally mangled with thorn bushes and spotted with clumps of young trees. Near the mountains to the west and north, a genuine forest grips the edge of the rocky spillover and helps hide escapee slaves. The Nomadic planes are inhabited by Nomadic tribes and recent immigrants from Tok. Many of the tribes that live here originated from further east or much further south. Those from the east follow the migratory pattern of animals, especially wolves and antelope or deer, while those from the south plant for a season and then follow the weather to plant in a new location. The main tribes are: Anjts -- From the South. These tribe members are recognizable by their permanent stylized tatooes and peircings in the shape of wings on their bare shoulder blades. This tribe can often be seen riding horses. Seek new planting grounds every season. Demere -- From the East. This tribe dresses more warmly, and often with elaborate hair ribbons and other decorations. They keep their hair long, sometimes braided. The Demere keep pet dogs that help them hunt and protect their camp. Follow migratory patterns of wolves, antelope, deer. Kiyap Turea -- Mixture. This tribe is more mysterious, adept at hiding. They usually wear very little with very much body paint to hide. The four Families (divisions/classes) of the Kiyap Turea are:
Blæd (Blaed) -- Warrior/spy class (Red) Gemynd -- scholars, artists (green) Hælt (Haelt) -- healers/doctors (blue) Weork -- artisans/craftsman, builders (yellow)
-------------------- Tok -------------------- Fewer of our characters may start out or end up at Tok to the south west. Many who start out at Tok end up in Feretris or, more likely, the Nomadic planes. While people from Feretris call the country Tok, the people of the land call it the Land of Kay, and Tok is actually an acronym for its most prominent man-made structure: the Tower of Kay. The Tower of Kay is a ten-story cylindrical tower in the middle of a valley cusp. It is wide enough and strong enough to allow two dragons to perch on top, made almost entirely of red and purple stone brought down from the mountains to the east and north, and west. This is now the most populated area of the valley, as over the generations people have left the forests of their myths for the solidity of a centralized government. Tok is fairly self-sustaining in part because it is not over-crowded. Its imports are books and fish, its exports sheep and goat products. Many of their young fall the temptation of adventure to the south or else to robbers that ambush them on lonely roads between the most populated areas. Only the capital itself is virtually free of crime, protected by Tok's unused army. The Tower of Kay is also the home of the ruling nobility, who has worked up a sophisticated system of cordial relations and appropriate verbage to communicate amongst themselves. Being a noble means talking and acting differently and holding on to ineffable, abstract principles.
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Posted: Tue Aug 08, 2006 2:39 pm
----------------------------------------------------------------------------------- Recent History ----------------------------------------------------------------------------------- Congrats! You have read enough information to understand what I am about to tell you about what has been going on. In the following posts there is additional information to help you create your character. -------------------- Feretris -------------------- In recent decades, men from the nomadic lands and surrounding areas have been captured to help supplement the slave trade within Feretris. These foreign males have been especially useful to Eldic Estates because of their exotic quality, which tends to please the vacationing guests. The ladies of Feretris did not realize that in the rest of the world, men also have magic; thus the bloodlines have become tainted. A slave named Cedric carried a gene(s) that causes its carriers, male or female, to be bonded to a dragon. See below post for explanation of this magic. Cedric did not know how to use his own magic and spent many years in captivity as a pleasure slave before escaping, fathering many children, some of which may also be dragon-bonded. Many of Cedric's male children have been bought by Eldic Estates if they had exotic blond hair and blue eyes like their father. His children are just now coming of age and discovering or refining their powers, causing many strange events at Feretris in the last year. The first strange event was when a slave's room was destroyed by a powerful creature. Katrina, who trains new slaves and is also dragon-bonded, figured out that a dragon had destroyed the room and took steps to hide that fact. In the mean time, Isabel, the effective head of Eldic Estates, received a visit from a slave-trader who informed her of a new test that can distinguish men who carry the magic gene from men who do not. The compound has been in a hussle trying to test every slave for the gene, leaving their borders with a skeleton defense and threatening to change the jobs and lives of many slaves. Slaves who were for breeding may have to be retrained if they are found lacking; slaves with vast skills in border defense or gardening may suddenly find themselves as pleasure slaves. At the same time, Isabel is also looking for a slave that might father a good child for her. However, such obsessions may fall to the wayside as dragons suddenly appear in the sky over Feretris and dragon-bonded find themselves in Cedric's country of Tok. -------------------- Nomadic Lands -------------------- Feretris may consider some of the Nomadic lands theirs and certainly plans for expansion of its borders. The Nomadic tribes are aware of this and the remnants who have not moved away permanently are just now seeking a coalition of a paramilitary force involving ex-slaves as well as their own warriors. This change was brought on mostly by the influx of ex-slaves and by the realization of how big of a threat Feretris is. Not to mention revenge for fallen comrades and family members. Tribes Anjts -- This tribe was the first to encounter the immigrants from Tok. Anjts have always wandered closest to Feretris, trusting the speed of their horses. They have suffered the most losses to Feretris' slave trade and they have delt the heaviest blows in the name of revenge and recapture. Since the immigrants from Tok have arrived, they have dedicated their skills only to recapture & underground missions and have contributed much to their success. Lately, however, younger men are coming of age who wish to engage in outright war. Demere -- This tribe has suffered losses but almost no captures due to Feretris' raids. Before a few years ago, they considered themselves the main defenders of the plains and occassionally defended the Anjts against raids. In order to keep their numbers up, the Demere have until recently abstained from offensive attacks. In the last few years, ex-slaves and others have joined their ranks or have offered their services in any bloody encounter with Feretris. The general mindset of the entire tribe is turning from solely defense to organized offense. Kiyap Turea -- This tribe is the most elusive, avoiding most of Feretris' raids. Therefore they have been the least affected by Feretris and are the least politically involved. They continue to stay out of most of it, but they accept ex-slaves and other stragglers and help them get back on their feet.
-------------------- Tok -------------------- After announcing privately to his father that he was afraid to take the throne, Cedric suddenly vanished. His father died and the kingdom passed on to his sister, accompanied by confused upsets throughout Tok. Cedric appeared many years later, much to the relief of his family, but none of the details of his disappearance were given before he left the capital to live near the mountains. In the mean time Tok has been working on establishing communication with a country to the far south, some prominent members mapping the outside world and bringing books and other information back. At home, merchants have become more prominent as they become richer, now starting to manipulate politics as well. On a more secretive level, Cedric and his new wife have found a way to bring dragons to Tok-- they have brought quite a number a youth and adults to a secluded area at the foot of the eastern mountains.
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Posted: Tue Aug 08, 2006 2:43 pm
----------------------------------------------------------------------------------- Heritage ----------------------------------------------------------------------------------- -------------------- Feretris -------------------- Breeded males Sex slaves will sometimes travel from compound to compound, and must be thought to have the "magic" gene to pass on to whatever female children they have. Men who are not sex slaves will still be trained to some degree in how to please a woman, because any woman can have sex with any man that they want (but not the other way around). However, they can only have children with approval from the government. This means that your character can work as a guard and still be called into a woman's bedroom. Breeding Not just any pair can have a child. A request must be submitted to the government, who responds quickly. If the request is denied, the reason is given in plain speech: for instance, if the two of you are brother and sister or if they do not think that you carry the magic gene. Children who are not sanctioned are treated like orphans. Unsanctioned males are sometimes castrated. Unsanctioned females are taken in in order to perform jobs that other people do not like, but treated well enough. They have no place in politics because they do not have a family name. Birthing Women leave for birthing compounds to have children, unless they are sick. Baby boys are usually sold to the government because they are worth less than a younger boy who can bought from the government, ready to work. Baby girls can be raised at the compound for the first year or so, or at the family's home. It usually costs more to raise a girl at home because a doctor from the birthing compound stays with you until they are old enough. Women are encouraged to stay at the birthing place for at least a year, because it is popular belief that a woman should wait 12 months before having another kid. Family For males, there is no such thing as a family. The women do not tell them who their fathers are, although the owners know their slaves' "pedigree". Therefore, Cedric's children do not know who they are, but they may notice other children with the same unusual features --or the older slaves, who actually saw Cedric, may guess. Women know who their sisters, mothers, etc., are but do not take an interest in their male relatives. Only breeders take an interest in this so that inbreeding does not occur. Extended families live on and maintain the same compound. -------------------- Nomadic Lands -------------------- Ha, that's a joke. There is no standard way to keep track of heritage in the nomadic lands to the south and south east of Feretris. Some tribes are only semi-nomadic and some individuals have decided to try to 'settle' a bit of land as a more permanent home. Within a well organized tribe, however, a person may be able to trace their ancestory back a hundred generations either by the father's or the mother's lineage. What family lineage entails is also different for every tribe, and obviously does not include land ownership. Main Tribes Anjts -- Heritage is traced by father's side, new wifes taken husband's last name. Women are considered part of either their father or their husband's family, and there is prejudice towards men in regards to heritage and leadership. Demere -- Ancestory is written down and kept track of on both sides of the family. A child's middle and last name come from both their parents. There is a slight prejudice in favor of women in regards to tribe leadership and heritage. Kiyap Turea -- Heritage is not traced back more than three or four generations. Teenagers give up their family name as they come of age, choosing one of four new 'families' that determine their job in the tribe. [Families= Blæd (Blaed), Gemynd, Hælt (Haelt), Weork] Biological relations are only kept track of to prevent interbreeding.
-------------------- Tok -------------------- Despite the class difference between nobility and commoners, all people in Tok are proud of their ancestory. This comes from the days when people still remembered that the dragons picked their kind to bond with, although those stories are no longer told. Although many myths have been written down, most people cannot read and their family history is passed down through oral tradition. Emphasis is placed on the heroics of past family members, and in later generations it has become acceptable to revere women for heroic actions that were previously considered male teritory. For commoners especially, any unusual story is too precious to exclude based on something as undeniable as gender. So technically family history is reckoned on the father's side, but more emphasis can be placed on the women's side of things in order to trace ancestory back to a heroic female. Only the family history of the nobility and rulers is ever written down, and even in that case the history only lives for the people when it is told outloud.
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Posted: Tue Aug 08, 2006 2:47 pm
----------------------------------------------------------------------------------- Politics -------------------- Feretris -------------------- The country of Feretris is a theocracy. They believe in a fertility god-goddess pair where the goddess is more powerful than the god. The goddess was able to grant her kind magic, and the jealous male god must be kept at arm's length because he is unable to accept the woman's superior powers. There is an underground belief that women are meant to take care of the males in a more maternal sense. You catch more flies with honey and all that. But most women who believe this still keep men as slaves and believe themselves superior. They are just nicer to their slaves and usually more condesending. If the upcoming rebellion turns to women like these, they may find themselves disappointed. Their officials are not elected by the people but appointed by decree and chosen based on material weath, magical power, and family history. Rulers of large slave compounds, where power is kept "all in the family", automatically have some political power based on the size of their property and other wealth. They are like the mayors/governers of cities. A compound's influence in politics depends on how many women they can send to work in the capital and how much land they own. Women currently working in the capital cannot have children, so compounds outgrowing their limits send more women and have more power, but compounds must also keep enough women at home to run the place and continue the family legacy. See the map in the previous posts to compare the sizes of compounds around us. The current queen is always called Lady Feris, a derivitive of Feretris, the name of the capital and the country. In the capital, which is marked on the map, there is a governmental compound run entirely by women. It is rumored that no slaves are allowed there because there is something that magnifies or grants magic. Factions Powerful Faction: Breeders Breeders have two goals which they work practically and politically to obtain. The first is to increase the percentage of women who have magic and/or can pass it unto their children. Programs that work towards this goal are "generalizing" and proponents of this goal are "Generalists". The second goal is to make the most powerful (woman) mage. Programs that further this are called "maximizing" and proponents of this goal are "Maximists." Usually these goals are compatable, but they do occasionally butt heads. Maximists and Generalists both believe that they are bettering the species and their country and they both tend to disregard a woman's freedom to have children whenever and with whomever she wants. Women technically have this right (not men, of course) but find themselves following the Breeder's programs and advice any way. Breeders and supporters of this political party make up the majority of those in power, but perhaps they do not make up the majority of the population.
Minority Faction: Free Birth These people believe in the exact opposite of the Breeders, thinking that progeny should not be planned or regulated. This party has accidentally given a few men the idea that they should be free to deny the advances of a woman, but that was hardly their intention. This was the majority faction 50yrs or so ago before reliable birth control was found/developed and the Breeders were trying to control women's sex life.
Majority Faction: Nationalists Nationalists believe that Feretris should be completely self-sustaining, economincally and otherwise. Nationalists tend to also be Breeders and vice versa. Nationalists resent the infiltration of languages and goods from other countries (as little as it is!) and Nationalist-Breeders resent all visitors and all foriegn slaves captured to the south/south-east. Nationalists did not have to exist as a political force a hundred or so years ago because at that time Feretris had no contact with other countries. But a country to the North "discovered" them on an expedition southward and has since had limited trade in the form of books and goat meat.
-------------------- Nomadic lands -------------------- Here, in the Nomadic lands, is the main crux of the rebellion in Feretris. Many slaves feel disempowered and the only hope they can see for themselves is to utterly escape their masters. However, after a few years of a slow but successful trickle of slaves escaping from Feretris, or locals escaping capture to begin with, a feeling of empowerment has stolen over many people's hearts. Some who have escaped Feretris already wish to form a paramilitary force to further harrass its borders, while those inside Feretris begin to think that an inside revolt might be powerful enough to force negotiations. Nomadic Factions Revolt-- They don't really have a title for themselves yet, but many of these slaves have even elected to stay in Feretris in order to spread the message of revolt to their colleagues. It's a dangerous business, considering that all slaves have been trained from birth to accept and uphold the system. Legends of Cedric and other brave souls who have defied Feretris help fan the flame of their cause. Paramilitary-- This group is made up both of ex-slaves and one or two of the nomadic tribes who are tired of their previously peaceful homeland being invaded. Many ex-slaves that have had military or guard training join this group because it offers them a place to belong and use their talents. Small groups of this ideology have attempted small raids on Feretris supplies with some sucess, but they have yet to pull off something impressive and are hoping to garner more supplies. Underground-- Most of the underground leadership does not wish to draw unecessary attention to themselves by the use of force, as either of the two above factions would do. They are not against force in general, but believe that they are outnumbered and that it would be a losing battle they best not start. Isolationists-- There are very few isolationists, since many have been affected by the recent raids Feretris has conducted on the surrounding lands to capture new slaves. Most who are isolationists tend to move away from the area entirely, but a few stubbornly cling to their land (not being part of one of the tribes) or are simply pacifists.
Tribe Allignment Anjts -- This tribe assists the Underground the most Demere -- This tribe feeds the Paramilitary mindset the most Kiyap Turea -- This tribe holds the most Isolationists, but helps slaves who have already escaped live on the planes
-------------------- Tok -------------------- Most citizens and even the Monarchy leadership of Tok are barely aware of Feretris. The gov. has made no official statement about the rumors of slavery being practiced in Feretris, and there is no trade or active dialogue between the two nations. Just an unspoken and assumed truce. Some of the well-intentioned secrecy in Tok has given birth to a couple of vocal but generally harmless political factions. Factions Dragon Worshipers While most citizens believe that dragons no longer or never did exist, a sizable portion worship the dragons as spirits or mystical beasts. These citizens gather what scraps of legend they can find that their gov. has not suceeded in hiding. Any sudden appearance by the dragons might cause a religious fervor, a band of loyal followers suddenly to be reckoned with. Protectionists Tok already has a reasonably strong and skilled army, but they have not seen battle in a long time. Members of this group vie for a stronger army and research into magic used in war. Despite the name, some members support pre-emptive attacks or shows of force, meddling in the affairs of other nations. Although Tok is building a stronger army, they have no reason to expect or plan an attack beyond vague rumors of Feretris' might and hostility. Overcomers This religious group considers military efforts to be of no value, and focuses instead on individual 'enlightenment' which they expect will bring them beyond the physical plane and unto a plane of pure magic. Their research into their own magical talents has occasionally helped the other two groups more or less on accident.
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Posted: Tue Aug 08, 2006 2:47 pm
----------------------------------------------------------------------------------- Feretris Magic -------------------- This magic is only available to female characters This magic comes from the Feretris bloodline This magic appears in Feretris and possibly in surrounding nomadic areas
There are three types of women: those who can practice magic, those who carry the gene but cannot, and those who have no gene at all. The gene is attached to the X chromosome but will not activate with the Y (male) chromosome. Only one gene on the X chromosome is needed to activate magic: in fact, two such genes cancel each other out (or, more likely, make a different kind of magic that is unknown). This explains why a female who does not have magical ability but is carrying two of the genes is the most likely to have a child who has magical ability or at least has the gene. Breeding programs have accidentally insured that nearly every male carries the gene, but not all of them. This will become especially important if you read about the political climate. For this section, the main point is that most women who have magical abilities will not expect to have children, while those who do not should expect at least two birthings to be assigned/suggested to them in their life time. It also means that your mother will not usually be the one teaching you about magic, because she can't. The percentage of women with two genes is much greater than those with no gene. Because these people do not understand genes properly, they treat every non-magical woman as if she could have magical children. xd That sounded funny! ------------------ So what if my Feretris PC does have magic? ------------------ Any way, the type of magic that this gene carries is empathetic. Even though it all comes down to one type of gene in the end, if this gene is activated successfully there are others that may or may not be present which help determine where exactly the woman will be strong in magic. So, even though they all have the same general type of magic, they are not all exactly the same-- some women are stronger, some are weaker. What the hell does empathetic mean? It means that a woman can make another human being feel like they are being injured, or actually injure them from a distance. Most females are aware/able to affect people in their immediate area. The most prevalent, developed, and used form of empathetic magic is affective rather than sensing. This type of magic can also be used to help, even heal other people-- but Feretris women do not realize their healing potentials and even shun healing as a flaccid, separate gift. These magics work by manipulating matter, such as the electrical impulses of nuerons and the flow of blood. Affecting the nervous system of a human being seems to be the most natural expression, the easiest to learn. However, in rarer cases, magic may be generalized. That is, a woman may be able to affect any organic material (such as animals) or even be able to lift objects (like star wars!) by manipulating matter. Telekinisis is limited by the power it takes to perform. Chemical and physical operations that are easiest in real life would be easiest to make happen with magic. For instance, a feather will float in the air for a short time if it is dropped, but an elephant will not. Therefore the feather is easier to lift with magic by changing air currents. Concentration and practice are key in precision. If all you need to do is take in or let go of an electron (well, one per atom) then yes, you can change platinum into gold, but only if you can concentrate hard enough to only affect that electron. rofl Roka_Shotar on a Healing Magic Rant Healing is a complicated system, considering that the body is more complicated than we usually assume. Different processes and different bits of magic are needed, and at times, mundane healing is preferable. The main tissues of a human body are Epithelium, Connective, Muscular, and Nervous. Each tissue has its own unique purposes and functions, and there are different ways to heal each type. A true healer must consider that health is more than just wounds, and wounds are more than just gaps. The difficulty to heal tissue varies amongst the type. Epithelium tissue is by far the easiest, requiring quick mystical knitting and mending. The connective tissue is after the epithelium, which usually require a bonding enchantment to ensure the growing is properly placed. Muscular tissue is the third easiest tissue to magically mend, due to the entire structure of a muscle and how the tissue works as a whole. The hardest and most dangerous tissue to heal is the nervous tissue, due to the delicate structure of the entire nervous web in the body. Since it is so difficult to right-out heal, growth encouragement charms are common to mend nervous damage. To properly heal someone’s physical wound, the healer must first remove anything inside the wound. A cleansing spell or a sanitation charm can work here, which disinfects and cleans out the wound, inside and out. Due to the different types of physical wounds, the next step varies largely. For superficial wounds, a mending spell of the Epithelium tissue is a wise start, since the skin falls into this category. By mending it using magical means, the body doesn’t create any scar tissue, allowing the wound to be visually gone. However, the nervous tissue is missing from this patch of skin. A growth encouragement charm based on the nervous tissue would be intelligent, because regrowing nerves properly using magic alone is a dangerous move. For deeper wounds, you might need to bond the connective tissue before the epithelium, since that can help create a strong foundation. For even deeper wounds, muscular tissue is healed before connective. Generally, the order of healing is: cleaning, connective, muscular, epithelium, and then nervous. It is also strongly recommended, for when dealing with illnesses, poisons, and diseases, to strengthen the immune system of a person instead of outright destroying the illness. That way, the immune system can still learn how to defeat the virus/bacteria/poison and gains an immunity to it, instead of it vanishing.
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Posted: Tue Aug 08, 2006 2:49 pm
----------------------------------------------------------------------------------- Dragon-Bonded (Tok) -------------------- This magic is available to male & female characters This magic comes from the Tok bloodline This magic appears in Tok and Feretris
-------------------- The History of the Dragon-bonded. -------------------- IMPORTANT: this is the most likely form of magic for men to have, but girls can have it too. If you have this type of magic your character will be younger than 23, either as a first generation or second generation. "First" generation dragons are Cedric's children. "Second" generation are his grandchildren. Cedric escaped 16 years ago after 7 years of captivity. That means that second generation character can only be 8 yrs old, tops, and first generation can be between 16-23. Magic Probability Tree. Magic leaking into the gene pool from the west is not in the form of traditional mages, but in human beings bonded to magical creatures: dragons. First I will explain how and why they are bonded. Many years ago, dragons were dying out. They were like the gaurdians of the earth, but as humanoid species grew and learned how to take care of their home, the earth seemed to need them less and less. Being sentient species, dragons did not want to die out and found a way to prevent or at least delay their extinction. They did two things: first, they bonded what was left of them to humans in countries where they had good relations with the ape-like creatures. They choose humans because, although not as powerful and arguably less intelligent, humans were still sentient and at least knew what magic was. This was necessary because otherwise the mental-exhange between the two bonded species would turn the lesser being into a drone. They also choose humans because humans reproduce a heck of a lot faster than dragons were at the time. Secondly, they created or found an alternate world/dimension to live in. They wanted to live in a place where time ran comparably faster so that the life span of the humans would match up with their more mature years. Other wise dragons might be dying too soon or humans might be living much longer than they were intended to, which would be cool for us but would disturb what the dragons considered to be the natural order of things. Another world was also convenient so that the humans and dragons could live separate lives despite the fact that, on one level, they were the same person. -------------------- How the Bond Works -------------------- IMPORTANT: unlike the local magic, both males and females can be bonded to dragons. A bonded human + nonbonded human = 50% chance of the child being bonded regardless of gender. Example.The bond still exists between the worlds, which means that when humans reproduce so do the dragons (even if they means that they just get pregnant out of nowhere), when the dragon is hurt the human is too, and they live the same length of time. Physically, the bond affects the humans very little on a day to day basis. Humans that do not even know about the bond may be insensitive to its affects. For instance, they may dream about lizards and not know why. Dragons are more automatically aware of their counterparts and can even lend them magical powers on a temporary basis (just as they can for non-bonded beings, but it's easier to give power to your other half). The first thing that the bonded pair will learn to do is usually to switch places. That means that mr. joe is standing in the street, and a little magic happens, and then it's his size-of-a-house dragon instead. Meanwhile mr. joe is wondering where the street went and whether or not he should be afraid of the large lizards that surround him. During this exchange, physical mirrors become more intense (I've got a headache? Now you do too!) and the mental exchange is nearly complete. Both bonded parties may experience momentary disorientation, especially if they aren't used to it. They get a fast look at memories, both recent and distant, and whatever the other party had been thinking at the time. It's like the way you have a lot of memories about yourself stored up, but only a few will be activated at one time-- the exchange is like the immediate conscious thoughts + a random accessing of memories. Humans may have some powers when their dragons consciously lend them, but beyond the bond they have no powers. (Unless they have inherited them from another source, which is unlikely in the general setting) It is the dragons who are the mages, whether they are a healer class or a warrior class. Dragons have had a good amount of time to repopulate and rebuild their culture and knowledge, so they have developed distinct magical classes/abilities (got any more ideas on this? cuz I don't). However, some of these may not work in the "Real" world, where the physical properties affecting time and other things are different. Simple healing spells and the like will certainly work, but it may take your dragon a little time to get used to using magic in a different universe. In the mean time, they can still stomp around and breath fire (which is a phsyical thing, not magical) and generally scare the horse s**t out of people. Dangers with the bond: (Besides what is above mentioned) The biggest danger with the bond is the mental exchange. In the country over to the west, the dragon-bonded are also royalty and keep their magic a family secret. Over there, they have some things in place to help protect their unknowing youngsters, who they do not educate about these things until they are 21. The reason for this is because a young dragon is still a very wild creature. As bonded humans, you're lucky that you can handle a mental glimpse into the calmer mind of an adult dragon. A young, wild thing will break down a person's sanity. This is not just because of the major/minor disorientation that bonded can experience, but because the mental affects of a young dragon mind are so strong that it will affect the chemical/hormonal balance in the human brain, especially after repeated exposure. Those who switch places at a young age can experience any thing from mild and temporary insanities, like strong phobias or feelings of insecurity, to more long term problems like schizophrenic paranoia. The Dragons' Magic Visual Aid Chromatic-- Chromatic Dragons are the most upfront of the Dragon community. They tend to have direct, bold effects. Because of the large, strong nature, Males tend to bond to these dragons easier than females.
Red - Red dragons tend to favor large bursts of energy and damage, but can range from a smoldering wreckage to a living bomb. Favored magical gifts: Element(fire), Energy White - White dragons love to halt enemies, and then they like to make them enfeebled. Favored magical gifts: Element(Ice), Enfeeblement Blue - Blue Dragons love flashy things, and are very swift. Always eager to show off their sparks, Blue Dragons range from a Speedster to a Thuderhead. Favored magical gifts: Element(thunder), Speed/Agility Green - Green Dragons are the most subtle and devious of the Chromatic dragons. They are often the most planned and clever, showing stealthy tactics like ambushes or suprises. Favored magical gifts: Element(Earth), Poison, Invisibility Black - Black Dragons are the most emotional of the Chromatic dragons. Due to their feminine stature, and their emotional flares, these dragons are most often held with the Feminine movement. Favored magical gifts: Empathy, Emotional Shock Metallic Metallic Dragons are the least direct of the Dragon Community. They favor supportive or subtle actions. Because of Metallic's large range of gifts, both genders bond well with them. Gold - Gold dragons love to halt not just creatures, but their attacks too. With clever skill, they range from someone who weakens damage at the source or prevents it at the attacked. Favored magical gifts: Shields, Buffing Silver - Silver dragons are the main line of backup support in a group. Their talents vary from healing to illusions. Favored magical gifts: Restorative, Illusionary Brass - Brass dragons love their psychic gifts, and they often use them to create simmilar effects to most of the other dragons. Favored magical gifts: Psyonic Manipulation, Telepathy/Telekinesis Copper - Copper Dragons love their social nature, and are therefore the most social of the Metallic dragons. Their magic is hardly used for a battle or most forms of combat, so they rarely bond to non-warrior humans. Favored magical gifts: Charisma, Diplomacy Bronze - Bronze Dragons are the most industrial and hard-working dragons in the Metallic dragon group. They are masters of the forge, weapons, but their mystical powers do not directly help the battle. Favored magical gifts: Enchantment, Creation Gem Gem dragons are the most elegant, socially apt dragons out of the entire Dragon population. Due to their lack of explosive nature (and more taste of civilized manner), these peaceful dragons bond well to Females. Diamond - The Diamond dragon is a crsytaline figure of utmost beauty, glittering in any light shining on her. She specializes in convincing people to believe in her cause, and some claim the gift is mystical. Favored magical gifts: Diplomacy, Persuasion Emerald - The Emerald dragon knows how to turn her delicate words into new ideas in unsuspecting victum's minds. She can convince light to be dark, truth to be fiction, life to be death. Favored magical gifts: Bluffing, Deciet Opal - The Opal dragon is pure and clean, reflecting what is there and at times what isn't. They seem to know what is unknown, and they are often the draconic sages. Favored magical gifts: Extra perception/clairvoyance Ruby - The Ruby dragon uses her natural gift of emotional enhancing to plant aspirations deeper than thoughts into the souls of creatures. Favored magical gifts: Seduction, Emotion Obsidian - The Obsidian dragon is dark, elegant, and shimmers with her own internal light. Using the gifts of simple truth and blunt honesty, she persuades those around her to ignore the illusions given to them. Favored magical gifts: Revealing, Truth
-------------------- Dragon Appearance -------------------- Size comparisons for full grown adults: GuyGalBoth
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Posted: Tue Aug 08, 2006 2:51 pm
----------------------------------------------------------------------------------- Magic in the Nomadic Lands ----------------------------------------------------------------------------------- ...and the rest of the world. In general, the rest of the world outside of the more isolated countries of Feretris & Tok sports a wider variety of magic. In fact most magic does not seem to be inherited at all, or else the genes involved are very complex. A person, male or female, can have more than one type of magic or no magic at all. The common folk of Tok have long started to intermingle with their neighbors to the south so that this principle is becoming true there as well. Although magic is varied in the Nomadic tribes, a couple of staple magics reappear in each tribe. Main Tribes' Magic Anjts -- wind/weather, fire and other elementals, speed & strength Demere -- speech with animals, ability to understand new languages, metamorphosis Kiyap Turea -- light play/illusions, speed, charisma, healing
Blæd (Blaed) -- speed & illusions Gemynd -- charisma Hælt (Haelt) -- healing Weork -- other
Roka_Shotar on a Healing Magic Rant Healing is a complicated system, considering that the body is more complicated than we usually assume. Different processes and different bits of magic are needed, and at times, mundane healing is preferable. The main tissues of a human body are Epithelium, Connective, Muscular, and Nervous. Each tissue has its own unique purposes and functions, and there are different ways to heal each type. A true healer must consider that health is more than just wounds, and wounds are more than just gaps. The difficulty to heal tissue varies amongst the type. Epithelium tissue is by far the easiest, requiring quick mystical knitting and mending. The connective tissue is after the epithelium, which usually require a bonding enchantment to ensure the growing is properly placed. Muscular tissue is the third easiest tissue to magically mend, due to the entire structure of a muscle and how the tissue works as a whole. The hardest and most dangerous tissue to heal is the nervous tissue, due to the delicate structure of the entire nervous web in the body. Since it is so difficult to right-out heal, growth encouragement charms are common to mend nervous damage. To properly heal someone’s physical wound, the healer must first remove anything inside the wound. A cleansing spell or a sanitation charm can work here, which disinfects and cleans out the wound, inside and out. Due to the different types of physical wounds, the next step varies largely. For superficial wounds, a mending spell of the Epithelium tissue is a wise start, since the skin falls into this category. By mending it using magical means, the body doesn’t create any scar tissue, allowing the wound to be visually gone. However, the nervous tissue is missing from this patch of skin. A growth encouragement charm based on the nervous tissue would be intelligent, because regrowing nerves properly using magic alone is a dangerous move. For deeper wounds, you might need to bond the connective tissue before the epithelium, since that can help create a strong foundation. For even deeper wounds, muscular tissue is healed before connective. Generally, the order of healing is: cleaning, connective, muscular, epithelium, and then nervous. It is also strongly recommended, for when dealing with illnesses, poisons, and diseases, to strengthen the immune system of a person instead of outright destroying the illness. That way, the immune system can still learn how to defeat the virus/bacteria/poison and gains an immunity to it, instead of it vanishing.
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Posted: Tue Aug 08, 2006 2:54 pm
-------------------------------------------------------------------------------- Jobs for Characters -------------------------------------------------------------------------------- -------------------- Feretris -------------------- Men Only: Cleaning/Maintenance Gardening Tending the Animals Serving Meals Manual labor, such as carrying water Personal servants (pretend to listen, get them things...) Bed Warmers.
Women only: Teaching children Training slaves Training animals Supervising slaves Making Schedules/Assigning Duties Buying things Keeping Records
Both: Guarding various things + people Escorting young adults + children Skilled/industrial labor
-------------------- Nomadic Lands -------------------- In addition to jobs that every body needs, such as child care and cooks: Main Tribe Jobs: Anjts --
Taking care of the horses Horse breeding Horse Training Weather reading/affecting Planting/harvesting crops Tatooing, peircing Warriors/Messengers
Demere --
Dog/pet care Translating for animals-- seeking their advice Textiles, clothing & hair decorations Study of animals & migratory patterns Hunting Warriors -- specialized defense & some offense
Kiyap Turea --
Blæd (Blaed) -- Warrior/spy class Stealth spys Stealth warriors Studying the forest Gemynd -- Developing & applying paints & dyes Studying the forest Diplomacy Hælt (Haelt) -- Weork -- Shelter Making of Clothing Making of Weapons
-------------------- Tok -------------------- Nobility Army Leadership Teacher -- adults Ambassadors Leading national festivals
Commoners Farming Skilled artisans Warrior Teacher -- children
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Posted: Tue Aug 08, 2006 2:54 pm
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Posted: Tue Aug 08, 2006 2:55 pm
These profiles are as accepted/originally written. When updated profiles can be found in this subforum, the link to the new profile will be provided. Some characters are no longer in play. These characters will be in grey. -------------------- Members -- Characters -------------------- Penden -- Cedric, Tony & Jack, NPCs Punk Fox TH -- Daerin
Fenrir SongMoon -- Viecada Shadow of the Devine -- Aimus Messloro Kax Sparkson -- Abwyviel JackOfEverMore - Jack DinenKai Karasurei -- KatrinaZelyhon -- Aemelia Karenth, Merideth Anos, Sae Illsinshizuka_kage -- Aela[.Y.a.v.i.e.] -- Morganlvl880 -- Adina Sigi User Error -- EszrahDisgruntled Peony -- Drea Sevarez Dark_samurai_2007 -- Prothel amaranthine_misery: Alexiel Yanagi Yoko - Kayu Nathien Bloodguard - Nathien
hm103 -- GaleTesunie - Tesunie Roka_Shotar -- JhovamLittle_Phantom -- Nejdemadaha -- Sverrir Elric Zelknolf -- Hammon [Knight Of Cydonia] -- Eska GrimPsychopath Fool - Cain Perteres [Black.Hayate] -- Mælily Blæd` Nonagon - Maelyn Blaed MestiruDraconian23 - Arril K. Shepherd KGB123 - ZebulunEuphoric Ghost - CrooforRonyo Storm - Kal’daka Tepuli’ JestRonyo Storm - Ronyo Storm Cloud-------------------- Characters by Origin -------------------- From TOK: Cedric, Tony, Jack From Feretris: Isabel, Katrina, Aimus, Adina, Drea, Aemelia, Merideth, Sae, Tesunie, Jhovam, Nej, Zebulun, Kal'daka From Kiyap Turea Tribe: Kayu, Mælily Blæd, Maelyn Blaed From Anjts Tribe: Prothel (born in Feretris), Alexiel, Gale, Ronyo (and Demere) From Demere Tribe: Aela, Morgan, Nathien, Eska Grim, Arril K. Shepherd, Croofor
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Posted: Tue Aug 08, 2006 2:56 pm
-------------------- NPC Character Profiles -------------------- You can PM me (School of Dedicated RPers or Penden) to have an NPC added here. NPCs can be played by any one. Most of the NPCs I play I'd be glad to give up if some one wants them. Just ask smile Name: Isabel Eldic Player: Penden Gender: Female Age: 30 Magic?: No. Appearance: Brown hair, brown eyes, and dark olive skin. Personality: Isabel is sensible, as you would hope from some one who runs so much. She can hold numbers in her head and remember a lot of what people say to her, meaning that she remembers complaints and instructions. For this reason, she can hold a grudge and isn't afraid to be spiteful to people who have been mean to her in the past. History:Marean Eldic -- Former head mistress. Marean was the woman who owned Cedric originally, and has been working to buy many of his male children for the compound as a status symbol. She was obsessed with Cedric, finding him exotic and finally trusting him more than he was worth, so that he escaped. She started rumors that Cedric did not escape, but was bought by another compound run by a friend of hers. Marean currently still owns the compound but has handed over most of its day-to-day needs to her daughter, Isabel. Marean is about 50 years old. Nae Eldic -- Marean's sister (Isabel's aunt). Nae is jealous of Isabel because she had envisioned her own daughter running the compound some day. But she doesn't have one. Approval from the government was never a problem; getting pregnant and not aborting the baby was. Nae went to serve her country in the capital. She has been there for over five years and has just come back. Hafiz -- An old gardener who helped the previous slave trainer train new gardeners, and now helps Katrina do the same. Sherel -- Cedric's wife. Kiyap Turea tribe signifies the leaders of the four families with colored arm bands. Here is the leader NPCs name and the color of each. Blæd (Blaed) -- Warrior/spy class (Red) Leader: Craze Gemynd -- scholars, artists (green) Grinder Hælt (Haelt) -- healers/doctors (blue) Thole Weork -- artisans/craftsman, builders (yellow)Bilboa Fabel -- an acquaintance of Vania (played by Roka_Shotar) and a friend of Isabel, who helped free Nej from Eldic Estates, and who is part of the underground of Feretris. Lilith -- a friend of Tony and Jack who aided in the raid on Eldic Estates. Geffry -- a poor hapless slave who was "freed" by Prothel and probably got killed or re-captured after the raid. Geff and Leone -- thugs that aided Fabel in questioning Jhovam, but then got a talking to from Jhovam's dragon because of it Selve -- a woman of the Kiyap Turea tribe who helped Aela and Kayu Amil (Amilatchaeus) -- a white dragon that Jhovam rides on his way (back) to Feretris. The opal dragon that Sherel rides is unnamed. Anth -- the woman who owns Hammon and is sent to carry a message to Terice Estates The Flaming Mercs Brigade -- a band of renegade Anjts women who aid Feretris (played by hm103) Russet -- Gale's father (played by hm103) Rh'Delle -- the dragon who kidnapped Katrina Tesunie's mother: Mearia Kataren Tesunie's father: Luca Aunt (magic user): Minlee Kataren King Harlan -- king of Tok, Cedric's brother Dheadrix - Cedric's dragon Maura -- Harlan's and Cedric's younger sister Kik -- poor guy got attacked by Seyu Keraitelixch - Maura's dragon who ran off with a group of young dragons to Feretris. Gold dragon (halting magic) Captain Liam Neliesh - the first tiny person (Kokiri, who ride Iki) to make contact with one of the characters, Tesunie Delai -- Liam's wife, who travels to the plains to scout out the situation with the dragons Teria - Kiyap Turea healer who helped Tony + Lilith after the raid Cheryl - a less-than-radical member of the underground who fights more for her own selfish interest rather than any of the number of noble causes available to her.
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Posted: Tue Aug 08, 2006 2:57 pm
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Posted: Tue Aug 08, 2006 3:01 pm
-------------------- The Story So Far -------------------- In Feretris[FINISHED]A red dragon appeared in the air over Eldic Estates, swooped down, and kidnapped Katrina. Every one thinks that she is dead. In response Isabel has ordered something like a state of emergency; people are to travel only in groups, try to stay indoors as much as possible, and brush up on inventory and military training. Every one who was outside probably saw the beast and soon every one on the compound will hear some version of events in addition to Isabel's orders. To complicate things further, elite guards arrive from the capital and set up camp at a fortress at the southern border of the compound (see raid info below) [Here][INACTIVE]: As the word reaches the guard Adina, Adina must reign in a stubborn visitor named Drea and get her and her servant Kurt to safety. [Here]. [FINISHED]: Seyu (Aimus' dragon) spells trouble as he flies over Eldic Estates and lands in front of a small military band, where he is killed and his body later used in an attempt to demoralize the Feretris underground. [Here][FINISHED]A raid on Eldic Estates led by Jack clashes on the prison-converted fortress in the dead of night. [Here.] Watching the raid (hey, war isn't a spectator sport!), Alexiel puts herself in danger. Gale, Tesunie, and Nathien join the group but are broken up by a Chimera and a mercenary band sent after the raiders. [Here.][Past] Tesunie's birth leads his mother to attempt to defect from Feretris, but she meets trouble along the way. [Here][FINISHED] After the Anjts raiding party was broken up, Gale is captured and sold back into slavery, only to find himself closer to Tok than ever before when Calen, a dragon, picks him up.[Here][INACTIVE] After the raid, Anth, Hammon's owner, is sent with a message to Terice Estates. On a wild goose chase for the owner of the compound, they find instead a couple of runaway giant lizards. [Here][FINISHED] When Jhovam switches with his dragon, Fabel finds herself scrambling to help free one of the slaves, Nej, and not get eaten. Nej and the dragon leave Feretris, leaving Fabel behind. [Here][INACTIVE] Sverrir tries to spy on Fabel and Nej but instead finds himself examined by Vania, who is looking for dragon-bonded. Fabel, Nej, and Vania will then be leaving the compound to meet up with other members of the underground. [Here][ACTIVE] Fabel, Nej, and Vania discover Cain in the stocks and free him; They go to a rebel meeting where every one is captured and, after viewing the corpse of a dragon, start a riot and escape into the plains. [ Here] [FINISHED] Run away young dragons cause trouble in Feretris; Gale and Calen return to the group of runaways to find only Kera still waiting for them. The three soon find themselves in the middle of a violent slave rebellion at Terrice Estates, and so become separated. [Here][ACTIVE] Auri survives the slave rebellion at Terrice Estates and travels with Kera to the mountains. [ Here] [ACTIVE] Iskvaeri, Auri's dragon, finds a way to the human world out of desperation to help Auri, and not a little bit of "luck". [ Here] [ACTIVE] Gale is captured by unicorns after his star fallen has killed many of the slaves and their owners at Terrice Estates, causing him to be abandoned by Kera and Calen. [ Here] [INACTIVE] This story is the long and tiresome trek of Nej and Ygrashmak out of Feretris, over the creeks, past the towns and estates, through the forests and hills, up the mountains, and to the impending intersection with other characters. [ Here.] [ACTIVE] Arril finds himself entangled in the mysterious (to him) society of Feretris after helping an injured escapee slave. [ Here.] [ACTIVE] Kal attempts to protect Shelah as they are both transfered to the uncaring eye of Viecada after Shelah's mother dies. [ Here] In the Nomadic Plains[FINISHED]: Jack organized a raid on Eldic Estates because of the appearance of a dragon there. Morgan joined him as they scouted out the area before the raid. [Here][INACTIVE]Tony contacts the Kiyap Turea tribe to make preparations for the injured and the escaped slaves after the raid; they are spied on by Aela. Aela then makes contact with Eszrah of the Kiyap Turea, and he and his brother Nalum lead her to their tribe where they meet Kayu. [Here][INACTIVE] Lilith and Tony meet up with Eska and Mælily as they escape back into the plains. They are overrun by pursuing guards and are somehow split up. [Here][ACTIVE] The Kokiri (tiny fox riding people) venture out into the plains, where Delai + Croofor meet Maelyn camping out during the Anjt lockdown started by the raid. [ Here] [ACTIVE] The Anjt tribe provided support for the raid here, but the horses and the characters were split up by ruthless pursuers. Now only Tesunie, after meeting up with the Kokiri, remains at the edge of the woods and the plains. Liam, a Kokiri, has brought him there, where they meet up with Tony and Lilith. [ Here.] [FINISHED] Ronyo is unsuccessful in attempting to free a Feretris slave. [ Here] [ACTIVE] Ronyo and his father meet the Kiyap Turea to hear an announcement that they will not like. [ Here] In Tok[ACTIVE]Katrina was brought here by the dragon (not eaten, lol) where she has been shown a hiding spot for dragons that have just been brought to our world by Cedric and his unknown helpers. Aimus now joins them as well, but Aimus is left behind when Cedric and Katrina fly off to the Tok capital to do goodness knows what. [ Here] [INACTIVE]Jhovam, after ending up in Tok when he switches with his dragon, joins Sherel in chasing after a couple of young escapee dragons, back over the mountains to Feretris. [ Here] [Past]How Gale got his powers.[Here]
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