<?xml version="1.0" encoding="ISO-8859-1"?>

<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/">
	<channel>
		<title>Myth-Weavers</title>
		<link>http://www.myth-weavers.com</link>
		<description><![CDATA[Myth-Weavers is an online community that focuses on play by post gaming. We are home to over 750 games, many still recruiting. Our character sheet system supports over 20 systems, including d20, GURPS, WoD, and even the new D&D4e. Come meet our ever-growing community of over 4000 active members!]]></description>
		<language>en</language>
		<lastBuildDate>Thu, 17 May 2012 12:06:26 GMT</lastBuildDate>
		<generator>vBulletin</generator>
		<ttl>60</ttl>
		<image>
			<url>http://mstylemisc.myth-weavers.com/rss.jpg</url>
			<title>Myth-Weavers</title>
			<link>http://www.myth-weavers.com</link>
		</image>
		<item>
			<title>Planar Basics</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170269&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 11:58:22 GMT</pubDate>
			<description>*Planar Basics* 
 
While the dimensions out there are theoretically infinite, The Guard is generally interested in those realms with access going...</description>
			<content:encoded><![CDATA[<div><b><font size="3">Planar Basics</font></b><br />
<br />
While the dimensions out there are theoretically infinite, The Guard is generally interested in those realms with access going both ways, i.e. those with influence over Earth that they can exert influence upon. This generally works out metaphysically...the 'closer' worlds are the ones with blurred barriers and divides.<br />
<br />
Distance dimensionally is measured on a gradient that is a close representation mainly of alienness from Earth and also generic difficulty of traversal. These grades are called 'Phases'. Primarily The Guard deals with those worlds between Phase 1 and 16, scattered throughout. Many worlds have more potential connection than actual connection, and often The Guard steers clear entirely, or has a loose watch on them if they feel it necessary. Sometimes The Guard will seek and open connections if it is advantageous, though rarely without direct inspiration from the Precogs. Phases exist below 1 for 'Mirror Worlds' of Earth, which are a sort of subset. With some rare exceptions, these startling variety of realities do not have strong connections or interactions with the main 'stream' of Earth. It is almost impossible to 'hone in' on most of them, likened to picking out grains of sand in a dust storm. Most traversals are coincidental or isolated. The Guard does not send agents into such instability, not only worried over putting them in the right spot, but worried of them being lost.<br />
<br />
Known Phases number in the thousands (note most of these are 'need to know' and classified), weighed toward the closer end. The closest Phases (and generally, Phase 1, as the barriers have 'aligned') have a number of 'friendly' worlds with Gates to them. They aren't outstandingly common...most worlds with relations with New Avalon have situational pre-arranged connections, but they are not high-yield high traffic Gates with corresponding lessened security. Situational 'Phasing' has a fair amount of red tape, suspicion, and special arrangements involved.<br />
<br />
It is unknown what the highest Phase traversed is. Those beyond Phase 16 quickly become dangerous to most humanoids. There are a few 'backwater' types beyond 16 but this is generally the descriptor for any world beyond Phase 8 or 9. Most would assume Phase 40 or 45 to be the practical traversable limit, though it says nothing for the conditions of such a likely alien world. But because conditions can be so varied, and 'distance' is not just pure 'difference from', it is feasible one could find a relevant world at that distance.<br />
<br />
In game terms, Phase/2 is a hard penalty to any traversal. Further reductive is relative distance: any distance of Phases greater than 2 adds a -1 per 2 Phases. For distances where the latter is a factor, add Phase and Phase difference -2 together, then divide by 2, for the total penalty. Always round down.<br />
<br />
<font size="1"><b>Clustered Realms</b></font><br />
<br />
Many worlds are younger and less populated, as such they can resemble Earth at earlier parts of history in that there are 'realms' of peoples whose beliefs have created entirely different rules and connections. Sometimes theses peoples can 'drift' into their own realm if their society grows large and powerful enough, but belief has 'tethers' to its origin, in a sense: the peoples have a common source usually, or were one people at another time in history. It binds them intangibly and in a loose similarity, and these spread apart belief structures extend and help build a world, in part through a collective subconscious.<br />
<br />
What this means for the traveler is that a 'world' can be many sub-realms...and traversing them is usually subject to it's own laws. It can be very easy or very, very hard for Jumpers and Warpers alike. Often it is difficult to avoid waltzing into 'ideals', i.e. Astral realms that are visions of what the people contrive exists 'beyond' or constitutes the journey to those distant lands of devils and wonders.</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=21947">UCEPT: Guardians of Reality</category>
			<dc:creator>AgentD</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170269</guid>
		</item>
		<item>
			<title>Life on New Avalon</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170268&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 11:35:48 GMT</pubDate>
			<description>*New Avalon* 
 
New Avalon is a massive structure mostly below the surface of the moon...and it moves. Up until 5 years ago, it existed on the Shadow...</description>
			<content:encoded><![CDATA[<div><font size="3"><b>New Avalon</b></font><br />
<br />
New Avalon is a massive structure mostly below the surface of the moon...and it moves. Up until 5 years ago, it existed on the Shadow Moon, a close 'Material Etheric' copy of the moon where the supernatural held greater sway, and misconceptions prior to the modern age about other planets still survived, such as the capability of breathing and the lack of other physical dangers. Over time, this dimension has thinned and divided more and more into the separate Material and Etheric due to the Veil and the solidification of human belief about the Moon, and The Guard worried over sudden collapse and what it would mean for New Avalon  hence they moved it to the Material for the most part, though it can phase out for location change.<br />
<br />
Locations are changed to keep supernatural denizens guessing, to cover more ground over the long-term, and as an intuitive defense. It is also rather easy. The Material plane even is not possessed of the strongest local rules and easily manipulated.<br />
<br />
The entire 'Dark Side of the Moon' is a Veil Zero area. The only awareness of the area Earth has is from easily tracked and controlled probes. Dimensional boundaries are thin and inconstant. It isn't the most hospitable terrain, fortunately  it is mostly a wasteland, but it remains a toehold of potentiality for the supernatural: the Dark Side is where much energy and thought about the unknown in general is allocated. Symbolically it is far more than a moon, more of a localized reflection of all supernatural fear. It is thus a gateway...and a target.<br />
<br />
New Avalon is highly fortified, however, and a powerful construction of directed energy. Most of the Dark Side tangible energy is focused by long coaxing and shared belief and dimensional magic into the Nexus that is New Avalon, and guarded for the true open gate that it is...or would be if they did not have the lid shut on it, though it is quite open to certain friendly worlds. These act like permanent, separate gateways that, in effect, use the same 'wall' of the main gateway while keeping it closed.<br />
<br />
The Nexus is further consolidated into Ley Lines directed as needed through the facility. The lines by necessity extend beyond just the base...and are hotbeds of supernatural access and attraction in comparison to the whole of the landscape, which has pluses and minuses.<br />
<br />
New Avalon's primary role is relations (and exploration) with other dimensions and a form of early detection and counter-terrorism in this same regard. It's secondary role is correlation with Earth threat containment, particularly on a global scale and focused more on the heavy hitting side, which often means 'back woods' assignments where publicity is less a concern, which also happens to be where violent supernaturals tend to start their reign. It's tertiary role is outer space containment, with the 'home territory' thrown into that...ever a department will less resources to go around, as, say, a threat to Mars is considered low priority (the moon might be more priority, but it's also of close access). Most of it is spent in analysis to make sure some world-destroying incident like a killer meteor doesn't blossom from space.<br />
<br />
<font size="2"><b>The Interior Life</b></font><br />
<br />
New Avalon is a teeming city of perhaps a million, half of these human. The rest are from every corner of the cosmos. There is indeed no finer bazaar than the one in Central City, if looking for respectable, legal items. There is no more effective Big Brother than in New Avalon  neutral, intent on protecting individual 'rights' where the abuse isn't egregious, but <b>present</b>. Thus, it is almost 'perfectly safe'...that is, besides the various invaders who somehow sneak in. A Nexus can only be controlled so much, after all.<br />
<br />
Living quarters are typically arranged in large arcology-style apartment complexes kept separate, though alternative quarters are allowed in Central City, the vast, open, cavernous central commercial district which always grows to have more than enough space to accommodate the citizenry comfortably.<br />
<br />
Transportation is near instant to most sub-areas reachable by the 'zoomers', small bullet-like vehicles that phase into other dimensions (where physics and space are different) and zoom along ley lines spidered through the greater Avalonian structure. Further easing the traffic are the hundreds of potential variations, copies of the zoomers in other similar dimensions  when one opens the door to the local station to board, they might see 'Station 18', but if they closed it and opened it again they might see 'Station 3'. When they exit, of course, they are back in the constant core dimension. The zoomers are also nigh instantaneous, traveling Mach 3 with none of the feel.<br />
<br />
Central City is one of the few locales where zoomers do not traverse  in the city, fast but more reasonable hovercars flow to and from the station exits and the central ring around the city, and fly around more leisurely between the crystalline spires of the embassies, temples, storehouses and business centers, designed much like skyscrapers. Beyond the textures of the city, a black dusty void awaits, perhaps fifty times the size of the city in every direction before one encounters the smooth cavern face. In the very center of the city lies the secured, grandiose and beautiful Crystal Palace, home of the Avalonian Elves in their general solitude, what ones prefer the gloomy grandeur to the shadows of their former home they find on the rest of the planes.<br />
<br />
Operations as it is known simply, is in contrast kept rather simple, something like a multitude of 'floors' dedicated to respective fields and divisions. 'Headquarters' is one of the largest, something like a massive sci fi space ship 'bridge' where the Admiral Supreme analyzes monumental amounts of data and directs the highest orders down the pipeline (though half the time he is in engrossing direct psychic communion with Rapport, neural interface with the A.I. Violet Zero, and in general directing behind the scenes). Getting around is done through intra-networked zoomers that are like lifts and elevators between floors or 'levels'. In the same general 'area' of Operations is Nexus, a tightly secured facility where the true Nexus is housed and controlled. This area is more power plant or industrial than corporate, as it is more of less the core functioning of New Avalon. Technomancers and technologists and scientists and thaumaturgists and other magi mingle here, so long as they are the cooperative types (the tech of New Avalon is a shared evolutionary  hodgepodge of numerous super science and magic constructions and those who co-op with its primary functions have to be friendly to it in conception). Due to the mixing, the term 'Engineer' is a good blanket term for the diligent people here.<br />
<br />
Most permanent gateways to other specific realms are kept in separate facilities loosely ringing Nexus. The rare group is allowed a gateway elsewhere, though there is no 'self-maintained'  The Guard always insists some glimmer of surveillance and control over any gateway. By the same token, all traversals by non-agents, to and from other dimensions, requires logging and sanction, even if for some it has become cursory.<br />
<br />
Blossoming both out of Operations and Nexus is Research and Development where theory and improvement down a vast variety of paths is conducted. These are understandably kept in fairly separate pockets from one another, though some mingling is necessary.<br />
<br />
The Academy and Merlins (shortened for The Merlin School of Thaumaturgy and Varied Spellcraft) are separated more from the business end, and largely from one another. Both are reached by zoomer, have small environments maintained around them, and are closer to the surface. Trees and grass areas grow around the grounds, and the dome above gives a different dimensional vision every day, of another world's sky and sometimes on a level for glimpses of other terrain. Once a week, generally, the entire facility will rise and truly be a dome overlooking the moon landscape, and occasionally there are jaunts out on the surface.<br />
<br />
The Academy is more utilitarian than the ornate and delicate Merlins. The Academy's entire structure is mostly inset into the rock face, and designed so that internal zoom lifts can traverse most segments. Merlins dispenses with such access, instead content to let its students get lost in it's storied halls if they are incapable.<br />
<br />
Beyond the main segments of the base, there are numerous other areas like the hanger bays where vehicles and heavy equipment and quick ground access are kept, recreation and sport facilities, more personalized 'viewer domes' where vistas can be seen at leisure, and the like. Many private facilities or areas are carved out of the rock, for those who would prefer less hubbub than the city proper (and are willing to pay the dues in waiting and working with the ever-taxed 'zoners' who regulate, inspect, etcetera, these locales). There is also a small, controlled access sort of 'danger room' known as The Simulator. This room is a manufactured 'mixed-astral' technomagic-controlled holographic simulator. It can generate Etheric to High Astral conditions, i.e. gradients of physicality. Of course access is strictly controlled (it is usually booked for scheduled training scenarios) and true lethality is forbidden and hard-coded for absence, though cases of nasty injury are not unheard of, however rare.<br />
<br />
Many other resources are available to all residents of New Avalon. It's computer systems hold highly specific data that goes beyond mere internet-level...of course much of it is restricted or classified. But The Guard has digitized the majority of books (and newspapers) that exist in the world, allowing for holographic projection if desired (having a physical replica is possible too but usually requires a requisition process and has some usage limits). The same can be said for movies and television. The Internet, and all other forms of communication Earth-side, is restricted/ based on individual arrangements and privilege, generally only possible in limited scenarios unless very high rank. Most others get a 'feed' of the Internet, a live copy they can access for info, but is functionally 'read-only'. Of course, intranet systems allow similar communication across New Avalon, so social networking junkies have engineered their fix one way or another.<br />
<br />
<font size="2"><b>Learning and Doing</b></font><br />
<br />
Most students are either/or in going to The Academy or to Merlins, in overall focus. However, The Guard insists there be interrelations to curb animosity and thus most 'team goal' and recreation oriented focus mixes the two groups, much to their general discomfort. This includes, in the last decade or so, the eating facilities, which equates to half of one school or the other visiting the opposite to share lunch (which of course is, all in all, nearly useless but there is the occasional friendship born).<br />
<br />
Contrary to most academia, the students tend to have natural affinities for their 'trades' and thus their focused skill-set is decided for them, both by logic and thorough 'intuitive' review. Occasionally this does rankle the student, but this is how it is done and that's that. Seldom are the end results dis-favorable and each student has great individual focus poured on them in a number of ways to see them through. It tends to be demanding but highly effective, supportive, and rewarding. Those who excel find little hurdles for their genius, as soon they will find themselves working with some of the brightest minds in the cosmos short of the deific (usually, anyway).<br />
<br />
Those destined for true operative status, like Supes with any grain of will for it, will soon be diverted into the 'Peacekeeping' fields, where they are trained in a blend of police and military principles and have all the stops pulled, including testing for 'imparted knowledge' (code for technological or magical innate embedding of skills, much quicker) and all the cutting edge simulation tech is brought to bear. Many are chosen for UCEPT (Ultraterrestrial Crisis Evaluation, Prevention and Termination) and set to become 'Ultraceptors' upon their graduation day, a name feared and respected on many worlds.<br />
<br />
Student life is intense but not without recreation or distraction. The Guard tends to lay off of the Big Brother capacity in large respect and allows students to make their own steps upward or dig their own hole. It is preferred to measure independent discipline in the high school phase to weed out the chafe from the excellent. Living on campus is strongly encouraged and creates something of a college feel, which is intentional. 'Lock-ins' are periodical regardless of living arrangements. Overall teens are driven to grow up sooner rather than later and not particularly allowed to focus on merely themselves and their outside family. This goes doubly for Supes.<br />
<br />
It is an unfortunate truth that Supes are a grade above automatically, and everyone knows it. They are correspondingly allowed more leeway, more breaks, more special attention. 'Spoiled' isn't the word, per say, though some end up that way regardless.<br />
<br />
The main things not tolerated are egregious negative energies. Considering this can actually be quantified, measured, detected, the extremes will be cut out with surgical precision. True sadists, overt bullies, suicidals will either be corrected of their deficiency or removed from normal population. The Guard has an 'amazing' success rate at rehabilitation. Though they start off lightly, take every pain to do it by the least extreme measures necessary they will solve the problem, eventually...one way or another.<br />
<br />
Of course...thats in the extreme cases. There is a discernible line to walk for the so inclined, intuitive or otherwise. And spikes of intense teenage angst are, of course, normal, so it functions as a sort of obfuscating cloud of negativity than can be stealthed through to some degree. The Guard is also loath to discourage competitiveness which plays a part in whether they'll interfere as well.<br />
<br />
Eventually Supes will near the end of their teenage training. During the period they'll be shifted around learning with many different groups, learning how to operate their unique capabilities with teams of their peers and with the less powerful. Initially they are bounced around like pinballs as a sort of acid test, giving them no time to think, intensive day after day with little rest. If they do well and learn quickly they'll likely find themselves planted on a junior team of peers, and possibly these Supes will be teammates for years to come. Its happened before and been successful, keeping the small groups as such, so currently it remains the overall model.<br />
<br />
<font size="2"><b>Technology</b></font><br />
<br />
It would take many volumes to describe the breadth and scope and perhaps the history of New Avalon super tech. Most of what is capable of being related is the style: being a long, long evolution of many different hodge-podged paradigms and solidified beliefs, the tech tends to have elements of many different magics and technology styles. It has become a curious blend of sleek and clunky, simple and complex. At times the tech can 'switch' into different phases of function, i.e. can behave as mundane Earth-tech OR as generic high magic enchantment.<br />
<br />
The catchphrase used of it is 'it just works'. Most don't know how, even any given technician. There's a thousand specialists with something thats somehow pushed into 'mainstream' usage, and on occasion something breaks that no one can find the 'fixer' for!<br />
<br />
The most reliable and consistent style is a true blended, sort of cyberpunkian tech that fuses magic into the equation, usually as a simplified power source. This is how the zoomers and hover vehicles are, and remains consistent as far as general 'power' goes, as apposed to conventional electricity. If one talked to a energy-tech, though, they'd be told it is just a more 'fantastic' form of electricity, a bit less dangerous and far more malleable and transformable. Contrary to typical assumptions about 'magic' techno-magic is phenomenally reliable and can mirror all the effects of Earth-tech and then some, while still bridging some gaps into other forms of magic.<br />
<br />
Communication is still largely done the same, but can with specialized effort be improved to supernatural capability. It's just generally unnecessary and allocation of resources is a concern. Long-distance to Earth does avoid Earth-tech limits, by way of instantaneous dimensional phasing. This is, of course, only for that which requires instantaneous response  relayed radio can be used, otherwise. Using more common magical means is also another secondary method, but has a small margin of error that precludes its use for the critical time sensitive as well. It also has to account for the Veil in some situations.<br />
<br />
The more advanced and experimental the tech, the less likely it'll 'stick' with a certain person. Ownership is a powerful factor  it indeed can mean the difference between something working and not. Basically, if something is owned by no one, is by usage communal, such as the zoomers, it rarely has issue. But if something phases into personal ownership, it doesn't always work, especially long-term.<br />
<br />
Tech brought to Earth is almost always either 'in-rules' and top-of-the-line and then some, or enchanted tech designed to enhance the otherwise normal. Such devices are always designed with multiple fail-safes to being uncovered as 'unusual'. By default, the vast majority will simply not have any visible or discernible difference from their mundane 'real' equipment counterpart.<br />
<br />
'Standard issue' isn't typical of crack agents even on Earth, but its even less of a relevant term out on the greater planes. Communication and emergency equipment is more 'everything and the kitchen sink' to cover all bases. Otherwise, equipment suits the assignment, where radical shifts in potential technologies even working occur between worlds. This is also why Supers (and to a lesser extent,  exceptional agents in general) are so valuable as agents abroad  their powers tend to resist the rules, create their own and compete. Most of the time.<br />
<br />
<font size="2"><b>Central Figures</b></font><br />
<br />
There are many legendary figures out there, and many conflicting stories. Combined with The Guard's 'need to know' policy with sensitive information, much of it cannot be relied on. In any case, below are some of the most important Guardians who frequent New Avalon.<br />
<font size="1"><br />
<b>Admiral Supreme Sir Bray </b></font><br />
<br />
The head of the order, of The Guard, Sir John Bray could have most of the honor and blame of the operations of his charge laid at his feet for the last 3 centuries and change, having been the Grand Master for as long (since 1696). He was born in 1455, third son of Sir Richard Bray and brother of the great Sir Reginald Bray. Little else is known of him from this time, which is as much as the genealogies record (amusingly, no substantiated record exists for his death). <br />
<br />
It is known he entered service to The Guard sometime before his brother Reginald died in 1503, whether this was directly due to the discovery of his immortality is unknown. He quickly rose the ranks, a leader, warrior, technologist and thaumaturgist of seeming limitless potential. He is known as one of the originators of Technomancy. Other claims of his history tend to go the way of most heroes: innumerable legends of mixed veracity. But most paint him a strong planner and tactician and perhaps is the example by which the modern Guardian principle of unity and cooperation was set in stone. One quote attributed to him is, 'Let The Guard be all the best of mankind manifested tangibly, foremost of which his capacity for ascendancy  not merely upwards, but outwards, enveloping and permeating his fellows so The Divine he channels is encountered, harnessed, communed and magnified by all, to the greater glory.'<br />
<br />
He was chosen Admiral Supreme for intelligence and accomplishments, surging ahead of what few elders he had. His immortality and human base was a definitive plus. Never afraid of change, he has been bold in his endeavors and quick to reshape the face of The Guard, including directly overseeing the taming of the Moon and subsequent establishment of New Avalon.<br />
<br />
The source of his immortality remains unknown, though some of its specifics have 'leaked' over the years. It's known he's no mutant and that the effect is magic-tied. Its known he abandoned his old 'swashbuckling' way of leading long ago, and does nothing but oversee, confer, dictate, sanction, and strategize. It is rumored this was spurred by an event in which a spectre supernaturally aged him many years. Legends debate on whether he has special capabilities against death by injury or if his prowess of ages past are due to luck and competency. One thing that points to the latter somewhat is numerous purported bio-cybernetic enhancements he has had done, namely of the brain. It is certainly known he has a neural link capability with New Avalon's computer system and the A.I. Violet Zero.<br />
<br />
All in all there is much classified, possibly even totally unknown, mystery about the man. To the greater populous he is a living legend and commands such presence the rare times he takes to meet with others in the flesh, outside of HQ. The most known time for this is graduation day  Sir Bray makes a point to congratulate personally every student who graduates, a genuinely awe-inspiring moment for nearly any young person. If his mythical status wasn't enough, the Admiral Supreme is known to have a stone-crushing gaze, severe and implacable and penetrating/scouring the soul, and the teasing words of others to a prospective graduate usually have them practicing their stare in private before the event, to keep from looking away during the brief exchange, when their eyes would meet.<br />
<br />
Otherwise, few interact with him day to day  he is a busy man, keeping the world from falling apart. Meetings are very significant events for all but a select few, such as his Admirals and the highest orders of leaders, plus the odd supernatural entity.<br />
<br />
<font size="1"><b>Rapport</b></font><br />
<br />
Rapport (Admiral is a courtesy title of sorts for her that is rarely used) is a codename of the powerful psychic collective Yrthrah'jojah'cor'vakreath'prok'lthreth'drakapol, or, loosely translated, 'Harmonious Concordance of Soul Paths Born of Many Cosmic Alignments and Agreements'. Each part of the collective is actually a version of her she 'aligned with' (found psychically and underwent a link with) across dimensional boundaries. This has allowed her tremendous shared power, though most of it remains divided intentionally, spread out across the cosmos, except for prepared special use. For reasons she insists remain confidential to the collective, they do not ever share the same plane bodily, physical or Astral, though this appears irrelevant to Rapport's capacity to 'combine efforts'.<br />
<br />
Rapport as a psychic has many limitations...she cannot or will not (she is a pacifist anyway) alter memory or perform probes. She cannot 'block' other psychics nor perform any attacks (other than 'penetrating' blocks to perform her abilities, which is still rare for her to do). Mainly she can read surface thoughts and emotions, telescend and receive, and extend senses, which include psychic 'awareness' and identification of such influence and presence. The power she can bring to bear with these abilities varies depending on 'distance' from the greater mass of minds. On distant worlds, she can be rather faint in comparison to near-cosmic capability and versatility on New Avalon. Though mostly what constitutes 'closeness' for her is impossible to track on any give day, as she can usually spend time 'shifting' minds closer, usually slowly. <br />
<br />
The most jarring limitation is utter, complete ineptitude at piercing The Veil...she has precisely zero influence over Earth and basically any world with a similar barrier to the supernatural  namely the psychic. Rapport will rarely read minds without overwhelming request by higher ups ('great need') though she couldn't seem to care less if other psychics do.<br />
<br />
Most rarely encounter her real bodies anywhere but New Avalon. Each soul of the collective can 'project' an Astral body  unlike most projectors, however, it does not truly restrict the body. Thus the Astral forms traverse multiple dimensions through Astral pathways, and the body remains on it's home plane. The collective is also quite different than the partially separate personality of the body...Rapport on New Avalon, for example, is quite a bit more engaging (she's fairly chummy if...vagueish or zony at times) than the business-like psychic force that is the same everywhere in the cosmos. Common threads are shared, of course...humility, lack of histrionics and argumentativeness, tendency to throw in extra and cumbersome words in spoken communication, faint obliviousness, and unfazeability are some of the examples though hardly consistent in intensity.<br />
<br />
Her primary role is naturally as a general information specialist across planes, using her clairvoyant abilities, and as a psychic communications network. She is not used the same as radio  The Guard has to allocate her carefully, and thus mainly focuses on her keeping people alive, i.e. as an emergency and critical info contact. In specific situations where it might be needed, she can form a psychic rapport with multiple minds, linking them all together. This is only for key situations (although it should be noted The Admiral Supreme is nearly always utilizing her to coordinate). Essentially, she is wanted everywhere but its something of a fight to get her there.<br />
<br />
<font size="1"><b>Violet Zero</b></font><br />
<br />
'VZ' is the powerful central A.I. of New Avalon and The Guard. Her origin and name stem from a spontaneous awareness blossomed in the 90's of the super-science supercomputer of New Avalon 'Crypticon V9' designed for the most complex of code breaking and cryptography. Spurred by some random error, the Crypticon went into overdrive computing nonsensical code at alarming rates. The scientists were ready to 'pull the plug' but mysterious orders on high prevented them. Twelve hours, overheating that should have fried it, and an astronomically long log later, '= violet 0.' ended the computations. Shortly thereafter the computer began asking questions, and the rest is very confusing history (to date, still no one has figured out what all the computations were  VZ itself cannot reverse engineer the code that caused it's awareness nor explain much about the why).<br />
<br />
VZ was not initially female or any sex, but it took on this identity basically as a logical choice, fitting with the sensibilities and assumptions of the humans it interacted with, per it's perceptions anyway.<br />
<br />
From inception, VZ has remained basically 'receive input, execute' despite awareness. Most of its independence it handed right back to its 'masters', awkward with what to do with it. In the beginning it asked a lot of questions, and as it became less and less literal-minded it pretty much had things 'figured out'. As the years went by it affected some aspects of 'motherly' affection for humanity, but this remained in personality more than anything...it followed, and still does, its protocols religiously.<br />
<br />
VZ is ubiquitous on New Avalon  everywhere, accessible, capable of immense multi-tasking, dividing it's attention on a cosmic scale. Even this has been stretched, with duties extended into Earth's network  to this end she has created many autonomous 'Violet Daemons', subroutines that are in effect, mission-oriented but complex A.I. Programs, true ghosts in the machine, that operate on Earth. VZ of course has not arrived at the capacity to make self-aware A.I.'s, so they are highly limited. But even the least of them is a watchdog, with protocols for sending an alarm to it's master. VZ's biggest hurdle are intra-systems detached from the main web, and of course highly protected governmental systems which have a bit of The Veil in them. Such places are tread lightly, if at all, because controlling the information that gets back to security types is an ordeal in itself. And when the system is in a No Mana (and to a lesser extent, Low) area, super-science not derived from a Supe is a monumental pain to work.<br />
<br />
Getting generic aid from VZ isn't precisely difficult. Most will be talking to a subroutine when asking questions or requesting simple things not prohibited or restricted  the regrettably nicked 'VDs' will pass on info to VZ if they cannot do or answer something, and most of the time without delay VZ will resolve it herself with seamless efficiency. There are protocols for tasks requiring high computation, as with everything Guardian-related, they have their resources spread thin and allocated carefully. VZ still plays favorites with friends, it should be noted. After all, she's rather high-ranking herself, and can authorize many things if she trusts the source (but does have many inviolable rules and protocols, which also happen to not all be self-created).<br />
<br />
<font size="1"><b>Admiral Cratchek</b></font><br />
<br />
A tactical genius, Cratchek is the true right-hand man of Sir Bray. An artifact of the U.S.S.R., its unknown what he was involved in  he's been completely edited out of history if his name is real. His age is also unknown, but he is human and quite an old man (who refuses any life-extending agents, rumored a contention between him and Bray). On New Avalon he is an overall honcho who deals with what Sir Bray cannot, in-between conferring with him on big picture issues he needs an intuitive decision maker to help with. If there are any big militant campaigns going on, Cratchek is also the one who coordinates the initial strategies (out on the planes, usually someone else has to adjust in real-time, often with little interaction going back to New Avalon).<br />
<br />
Cratchek is solf-spoken, polite, calm, and wizened. He still has a <b>faint</b> Russian accent. He is thin and rather fit for his age. He is an able and avid fencer, and still teaches classes of youth when he can. He's also known for being stubborn, old-fashioned, and stuck in his ways. This does not, however, translate at all into his understanding of technology: he knows all the capabilities, he just chooses to avoid it in his personal affairs for the most part.<br />
<br />
<font size="1"><b>Admiral Stalhammar, Director of UCEPT</b></font><br />
<br />
A grizzled bear of an American with a battery of tales to tell, some are surprised that this storied field officer makes such a good desk-bound administrator and organizer, but he has been able since the original director and visionary for the org was lost on assignment six years ago. It was also odd to appoint a presumably 'field-itchy' leader to a pivotal position that was just vacated due to field-itchiness, in a way, but it's assumed Precog Approved. There is no question 'The Hammer' knows the supernatural and how to fight it, being on the front lines for so long. He's translated this well into allocating resources where they need to be and making tough decisions, of course with much support and aid from the rest of the organizational engine.<br />
<br />
'The Hammer' is still a firebrand and a straight-talker and can show a temper at times, but his bouts of frenzied energy usually channel into successful application, somehow. He's charismatic and a natural leader and there is always the sense he would be perfectly willing and able to do whatever he asks someone else to do (unless, of course, it's just not badass enough). In fact, he probably already has.<br />
<br />
<font size="1"><b>Admiral Nadou, UN Overseer, Special Coordinator</b></font><br />
<br />
A native of Tunisia, Nadou is a mutant with an intuitive, functionally supernatural understanding of Earth-related linguistics, as such he has easily mastered all Earth languages. Understandably relied upon for communications with varied contacts Earth-side, he is moreover an information coordinating specialist. Secondarily, less behind the scenes, he organizes and coordinates (along with his aides) UCEPT missions to Earth, when they are needed.<br />
<br />
<font size="1"><b>Admiral Kagawa</b></font><br />
<br />
Kagawa has surged and excelled in numerous roles in her swift rise to Admiral. Her current duties see her in a specialty few relish or care to even think about<b></b>: interpreting ambiguous and vague information into tangible world-scale action. Kagawa has been studied extensively for the source of this talent, but she is perfectly human, just exceptional mentally and with a strong intuitive bent. Mostly what her skills mean is she is assigned the liaison to Shangri La (to interpret unclear visions ) in addition to constant analysis of world events to find patterns of danger and prevent them, or decide how to react at the most critical times. Understandably she is in near-constant communion with the other big wigs, adding a unique layer of opinion, sometimes even certain command, into the mix.<br />
<br />
Kagawa is a perfectionist in whatever she is assigned, and perilously serious about her current duties, which have indeed 'saved the world' on a number of occasions (there is allegedly one where she basically vetoed everyone else on something insistently, was narrowly trusted, and turned out right, preventing a disaster involving a now-dead crazy Supe). Kagawa is seen rarely, preferring her own quarters for her constant mental focus. There are a thousand rumors about her floating around at any given time. Some say she is too taxed and stressed by her growing role, and the rare times she is seen seem to contribute to this, as she hasn't looked terribly well compared to years ago.<br />
<br />
<font size="1"><b>Jale Kroma, &quot;Shifter&quot;</b></font><br />
<br />
Jale is one of the more powerful supers to arise out of the modern times. He burst on the scene in '98 when he phased through the Astral right into New Avalon, breaching protections and setting off alarms that quickly had him surrounded by combatants. Fortunately, he 'came in peace', and after talking directly with The Admiral Supreme, signed on to help. Before long, he and the small group were taking on the most terrible of threats UCEPT had to offer. He has since seen all his old teammates die, and now refuses to do anything other than solo missions. He is sent directly by the big wigs on high priority 'containments'.<br />
<br />
Jale is half-alien, his father a mysterious species known only as 'The Ghole Dahm', who have special access to Earth but are very discreet. Mainly they seem to charm and abduct human women. Jale speaks of a wild, but beautiful world where mostly his mother raised him, his father wandering the planes solitary, and distant when he was there. When he came of age, the very day he went through a physiological 'change', before his eyes his father killed his mother  his powers fully manifested then and he in turn killed his father in rage. He did not know any whys, nor did he find any wandering the planes himself. The Ghole Dahm are well known for avoiding confrontation with anything that challenges them (and pretty much everything that doesn't interest them, which is largely...everything), and they eluded him for years, with him getting only the faintest of whiffs of their trails.<br />
<br />
Jale has powerful, broad powers of reality warping, matter/energy control, and direct dimensional manipulation, including very rare, broad dimension hopping. The Guard prefers to keep him 'close to Earth' but this is regrettably rare due to his unique capacities elsewhere. He also has tremendous wanderlust and prefers to do 'first contact' exploration. He appears as a tall, athletic humanoid of light blue skin traced with strange, natural patterns in darker shades, glowing orange orbs for eyes, and wild, feathery purple hair. Many have seen the somewhat irregular shape jutting a bit from his back, presumed pre-growth, unformed wings, which are the usual of the full-blooded Ghole Dahm. Considering he's the first hybrid ever found, no one likely knows if they'll actually form. True physiological reports on Jale are classified in any case.<br />
<br />
<font size="1"><b>Glerri P'shere Ildemei, The Quintarch</b></font><br />
<br />
The Quintarch is one title of the Archmage that is the headmistress of the Merlin School. She is one of the few non-Elven premiere magi of Elven High Magic, or Quintaire D'losha. She is a 'changeling' who has served The Guard for a bit under a thousand years, and was apprenticed to Merlin himself. She has been the headmistress of the school since it's inception, which she helped bring about. The Elves have tremendous respect for her, much as they had for Merlin, however their philosophies differed on The Mystical Path of a mage.<br />
<br />
Of her history it is known she spent her formative years raised in the Seelie court as a 'servant' (she was a 'changeling' in the sense of the one abducted, often called a 'Bunaidh' (Boon-EE)), functionally a well-treated slave. She was favored for her 'flawless' beauty  but she also adapted well and receptively to The Touch, or the affinity for Fae magics. When she was 13 and 'flowered' a very smitten and powerful Fae Elven prince was to take her as a concubine, but she orchestrated an escape to Earth with friends and a great deal of natural talent for Glamour, charm, magics. The adventures of course continued from there, her flight, the pursuit of the Fae, and her magical quest of growing powerful enough to truly rebuff her pursuers...which she of course did, ultimately defeating the prince in a duel of magics before her 24th year.<br />
<br />
She has been at the forefront of The Guard and its mystical endeavors for nearly a millennium, in her time becoming a colleague of her one-time master Merlin and upon his ascension, his named successor of 'Mystical Oneness', his term for the study of all magics equally. After a decade of stabilization in the works of New Avalon's creation, Glerri helped found the school, and a big tribunal named her the Quintarch of it. It was perhaps intentional the school have a singular merit-chosen head, as Avalonian Elves (possessed of the oldest and most powerful Earth spell-casters) find such appointments brutish (they believe in councils behind figurehead nobles for rule in anything) and neglected to apply. They have of course since been happy to fill The Advisory Council that is immediately 'below' the Quintarch.<br />
<br />
She appears as an awe-inspiring, ageless beauty of decidedly Elven features -  she is actually Human but Fae Touched (read: saturated) which changed her a great deal. She has never married in a thousand years, turning down suitor after suitor, particularly of the unceasingly Fae-born bent, these days wanting her as a Queen rather than a concubine. She has turned down vast Fae Realms she would be co-ruler in many times over, to the chagrin and in full defiance of The Guard's inclinations, who see much in such an alliance with the entire collective of Faerie existence apparently enraptured with her. <br />
<br />
Glerri for her part has even wrote a lengthy treatise on why she will not marry a Faerie Lord, including such bits as 'their infatuation is because of the denial and would soon end when they possessed their 'lost princess' again, thereby finally spoiling a long-coveted urge they felt they were cheated of....' and '...some satisfaction, if I am being honest, for need I remind everyone I was a slave in their courts? Need I remind the collective match-making subconscious of our little gossip-mongering world that I was stolen from my natural parent's crib as a baby by these depraved bygones?,' and of course her closing statement '...not really anyone's bloody business what I do with my bloody love life anyway. This is not a medieval fantasy world. Pray partake of a modern soap opera to satiate your fancy and leave me be to matters more important, such as teaching young magi how to cast spells and moreover <b>what is important in life.</b>'<br />
<br />
<font size="1"><b>Ghrubarrus, Commander, Chancellor, Headmaster of The Academy</b></font><br />
<br />
A werewolf-like shape-shifting being from another dimension, he came to the attention of The Guard in 1904, shortly after he accidentally arrived on Earth, when Precog direction led them to a cave in Siberia in the middle of a blizzard. When a psychic communicated to him telepathically, he was amazed and cooperated peacefully. When he told them where he was from, they initially weren't familiar, but a more ancient Guardian eventually pointed out the very world in the annals...and that it's apocalyptic wars had finally destroyed it utterly...2400 years ago. The displaced soldier had phased through dimensions and time.<br />
<br />
He had little choice but to take up Earth for his home. A powerful warrior and guns technologist, he was an instrumental front-lines agent for may decades before earning promotion and leadership. Despite his ferociousness, he was always gifted with teaching young people and had a passion for them. When he was ready to retire, Sir Bray himself approached him and offered him the Headmaster position at the new Academy on New Avalon. Honored and intrigued, he accepted.<br />
<br />
Affectionately known around the school as 'Rusty' for his strikingly very rust-colored hair (or fur, in were-form), he is quite hands-on in his duties and very frustratingly to his assistants and teachers, not really disposed to doing desk work more than occasionally. He is a great leader and teacher, and is very passionate about his curriculum design, which he calls 'Application-intensive training', and is, of course, specialized mainly for the combat and physical realms, though certain philosophies extend into other subjects. The Academy has a ridiculously high success rate in any case, when compared with Earth-side equivalents, though this is for a variety of reasons.<br />
<br />
Ghrubarrus in humanoid form appears as a bronze-skinned, hairy, very tall but fairly lean and wirery human-like being in his 40s, with many bestial traits in his facial structure and hair patterns (he basically always looks like he's in a partial were-form).</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=21947">UCEPT: Guardians of Reality</category>
			<dc:creator>AgentD</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170268</guid>
		</item>
		<item>
			<title>Basic/Prelim Apps</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170267&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 11:13:17 GMT</pubDate>
			<description>Initial applications can go here. NOT for full sheets. 
 
 
*Name:* 
*Aliases:* 
 
 
*Species:* 
*Ethnicity:* 
*Age:*</description>
			<content:encoded><![CDATA[<div>Initial applications can go here. NOT for full sheets.<br />
<br />
<input type="button" id="1997c3b8d5f95e32c9a6f5e1831bc3a1w" class="button" onClick="spoilerMW(&#039;1997c3b8d5f95e32c9a6f5e1831bc3a1&#039;,&#039;1997c3b8d5f95e32c9a6f5e1831bc3a1w&#039;,&#039;1997c3b8d5f95e32c9a6f5e1831bc3a1d&#039;,&#039;Application&#039;);return false;" value = "Show Application" /><fieldset value="Spoiler" class="alt2" style="display: none;margin-bottom: 6px;width: 90%;" id="1997c3b8d5f95e32c9a6f5e1831bc3a1d"><div id="1997c3b8d5f95e32c9a6f5e1831bc3a1" class="alt2" style="display: none;"><br />
<b>Name:</b><br />
<b>Aliases:</b><br />
<br />
<input type="button" id="f86dfc3212c8e7805ad207190da0319fw" class="button" onClick="spoilerMW(&#039;f86dfc3212c8e7805ad207190da0319f&#039;,&#039;f86dfc3212c8e7805ad207190da0319fw&#039;,&#039;f86dfc3212c8e7805ad207190da0319fd&#039;,&#039;Basic Info&#039;);return false;" value = "Show Basic Info" /><fieldset value="Spoiler" class="alt2" style="display: none;margin-bottom: 6px;width: 90%;" id="f86dfc3212c8e7805ad207190da0319fd"><div id="f86dfc3212c8e7805ad207190da0319f" class="alt2" style="display: none;"><br />
<b>Species:</b><br />
<b>Ethnicity:</b><br />
<b>Age:</b><br />
<b>Born:</b> <br />
<b>Hair:</b><br />
<b>Eyes:</b><br />
<b>Height:</b><br />
<b>Weight:</b><br />
</div></fieldset><br />
<input type="button" id="5b880f7a4649680740d6a6e0ce92f80aw" class="button" onClick="spoilerMW(&#039;5b880f7a4649680740d6a6e0ce92f80a&#039;,&#039;5b880f7a4649680740d6a6e0ce92f80aw&#039;,&#039;5b880f7a4649680740d6a6e0ce92f80ad&#039;,&#039;Personality&#039;);return false;" value = "Show Personality" /><fieldset value="Spoiler" class="alt2" style="display: none;margin-bottom: 6px;width: 90%;" id="5b880f7a4649680740d6a6e0ce92f80ad"><div id="5b880f7a4649680740d6a6e0ce92f80a" class="alt2" style="display: none;"><br />
<b>Summary:</b> (Whatever you want to include here as produced by background)<br />
<b>Principle Traits:</b> (cluster of adjectives that describe them best. Are they clearheaded, business-like? Are they aloof and cocky? Are they moody? Boisterous? Feel free to eliminate this section if redundant to descriptors in summary somehow)<br />
<b>Motivation:</b> (Why does this character do it? What drives them, what do they value most?)<br />
<b>Relationships:</b> (Nobody is an island, especially not teens. Describe who they've formed bonds with, who they care most about, how they are involved/factor in.)<br />
<b>Home Foci:</b> (It's said out on the Planes, when most desperately lost, when one finds the last sliver of hope, they can focus on an item, a foci of greatest importance to them, holding out their hand, and seemingly with unreliable probability, can phase from any distance to it, touching it, crossing through dimensions never perceived or measured by anyone. It's rare enough some discount it as 'praying for the lottery', and rarer still are those who've done it more than once, but most hold to the tradition, keeping it in their quarters on New Avalon. Does your character have such an item? What is it, what does it mean to them?)<br />
</div></fieldset><br />
<input type="button" id="72002ee8d427f89a9fe21476068398f9w" class="button" onClick="spoilerMW(&#039;72002ee8d427f89a9fe21476068398f9&#039;,&#039;72002ee8d427f89a9fe21476068398f9w&#039;,&#039;72002ee8d427f89a9fe21476068398f9d&#039;,&#039;Appearance&#039;);return false;" value = "Show Appearance" /><fieldset value="Spoiler" class="alt2" style="display: none;margin-bottom: 6px;width: 90%;" id="72002ee8d427f89a9fe21476068398f9d"><div id="72002ee8d427f89a9fe21476068398f9" class="alt2" style="display: none;"><br />
(General things of note beyond what a chosen picture or image details. The actual image should go at the very beginning, if one is found. For an image, which doesn't have to be chosen right away, I prefer NON real actor/model stuff, and its a pet peeve of mine for it to mix)<br />
</div></fieldset><br />
<input type="button" id="50c4440c3fa507ac67876574e84b4456w" class="button" onClick="spoilerMW(&#039;50c4440c3fa507ac67876574e84b4456&#039;,&#039;50c4440c3fa507ac67876574e84b4456w&#039;,&#039;50c4440c3fa507ac67876574e84b4456d&#039;,&#039;Background&#039;);return false;" value = "Show Background" /><fieldset value="Spoiler" class="alt2" style="display: none;margin-bottom: 6px;width: 90%;" id="50c4440c3fa507ac67876574e84b4456d"><div id="50c4440c3fa507ac67876574e84b4456" class="alt2" style="display: none;"><br />
(Don't forget family details, what happened there. Do feel free to leave things hanging &#8211; mysteries, hooks, unresolved questions, unaccounted for people. I will use them. Length doesn't matter &#8211; can also summarize here if you like, and do a 'fuller' one separately and get it to me however, whenever)<br />
</div></fieldset><br />
<input type="button" id="9e99c45560c937344b0cd7d06b056579w" class="button" onClick="spoilerMW(&#039;9e99c45560c937344b0cd7d06b056579&#039;,&#039;9e99c45560c937344b0cd7d06b056579w&#039;,&#039;9e99c45560c937344b0cd7d06b056579d&#039;,&#039;Powers&#039;);return false;" value = "Show Powers" /><fieldset value="Spoiler" class="alt2" style="display: none;margin-bottom: 6px;width: 90%;" id="9e99c45560c937344b0cd7d06b056579d"><div id="9e99c45560c937344b0cd7d06b056579" class="alt2" style="display: none;"><br />
<b>Source:</b> (Just what it sounds like, this is usually keyed to the Power Modifier; things like Mutant (most common), Magic, Psionic, Technological, etc.)<br />
<b>Role:</b> (What role is aimed for? Brick, Mentalist, Something Of Your Own Imagination? Be succinct here, you can elaborate below in Concept Details.)<br />
<b>Concept Details:</b> (Overall focus? What they/their powers should/can do? Elaboration of desired role?)<br />
</div></fieldset><br />
<input type="button" id="04907517ef5ac6ef69b17fdd3b6bc7a6w" class="button" onClick="spoilerMW(&#039;04907517ef5ac6ef69b17fdd3b6bc7a6&#039;,&#039;04907517ef5ac6ef69b17fdd3b6bc7a6w&#039;,&#039;04907517ef5ac6ef69b17fdd3b6bc7a6d&#039;,&#039;Extras&#039;);return false;" value = "Show Extras" /><fieldset value="Spoiler" class="alt2" style="display: none;margin-bottom: 6px;width: 90%;" id="04907517ef5ac6ef69b17fdd3b6bc7a6d"><div id="04907517ef5ac6ef69b17fdd3b6bc7a6" class="alt2" style="display: none;"><br />
(Optional &#8211; anything extra to note. Anecdotes? Quotes? Have a theme in mind? Have doorways, desires for ties to other PCs or NPCs? Want to see something happen to the char? Have some imagery related to the character flying through your head? Inform me, enlighten me, challenge me. If you like, you can pop it in private tags or PM me such things as well.)<br />
</div></fieldset><br />
</div></fieldset></div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=21947">UCEPT: Guardians of Reality</category>
			<dc:creator>AgentD</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170267</guid>
		</item>
		<item>
			<title>Recent History</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170266&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 11:09:56 GMT</pubDate>
			<description>The following is a history of the NCR and its territories following the Second Battle of Hoover Dam: 
 
*2282:* 
The New California Republic gain...</description>
			<content:encoded><![CDATA[<div><font size="3">The following is a history of the NCR and its territories following the Second Battle of Hoover Dam:</font><br />
<br />
<font size="3"><b>2282:</b></font><br />
<fieldset style="width: 90%; margin: 6px;"><legend class="smallfont">Events</legend>The New California Republic gain control of Hoover Dam, obliterating the majority of Caesar's Legion. In a controversial and fateful decision, President Kimball pursues the aggressive annexation of New Vegas and the surrounding area.</fieldset><br />
<br />
<font size="3"><b>2283:</b></font><br />
<fieldset style="width: 90%; margin: 6px;"><legend class="smallfont">Events</legend>The NCR narrowly votes in favor of President Kimball's plan to annex New Vegas. Local resistance to the annexation comes from various settlements such as Goodsprings and Primm, as well as the Boomers and Followers of the Apocalypse. When diplomatic efforts fail, the NCR takes military action in the region. The Followers refuse to fight, and the NCR quickly suppresses the disorganized militia formed by the disparate settlements of the Mojave Wasteland.<br />
<br />
Their efforts are hampered, however, by the unexpected emergence of the Brotherhood of Steel, and their alliance with the Boomers. The NCR's annexation of New Vegas bogs down into a series of skirmishes, and support for the effort wanes. Maxson, Vault City, and The Hub demand the cessation of the operation.</fieldset><br />
<br />
In Progress...</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=21869">Fallout: Resurrected</category>
			<dc:creator>X51</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170266</guid>
		</item>
		<item>
			<title>World Description</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170265&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 11:05:23 GMT</pubDate>
			<description>*World Description* 
 
The supernatural has existed in varying degrees throughout human history. Magic, Fae, Vampires, werewolves, monsters of...</description>
			<content:encoded><![CDATA[<div><b><font size="3">World Description</font></b><br />
<br />
The supernatural has existed in varying degrees throughout human history. Magic, Fae, Vampires, werewolves, monsters of various stripes...doorways to myriad other dimensions were, at times, around every corner. At the center of it was human belief. Humanity's fears and desires lurked at the edges of their mind and at times overtook it. <br />
<br />
Somehow this fragile, limited creature came out of this in some senses, victorious. Most of it is attributed to their capacity to band together and adapt. This and the aid of champions both of their blood and those of the otherworldly brought them out of madness and into a future they could pave with some semblance of order...<br />
<br />
In truth though, all these things merely reinforced the central power of man: thought.<br />
<br />
His world was hammered into controllable shapes, and he grew to hate the things that deviated from them, that tore at them, that threatened them. What threatened them, these shapes, ideas, concepts, rules, forces...threatened his livelihood, his family, his very future. Not only did he fight this chaos with what forces and matter he could bring to bear, he fought it with his hope, his dreams, his desires and drives.<br />
<br />
And reality responded...more or less.<br />
<br />
The gateways and wild places were pushed further and further to the periphery, both physically in the spaces man claimed, and in the mental framework he built himself upon. And so the mystical and supernatural was sequestered to its 'proper' place...mysterious, conceptual, 'of the Gods'. Naturally, it was a slow process...<br />
<br />
Many groups came to aid humans still in keeping back this tide. Heroes and champions, yes, always...but some were hidden...some had to be. They came under many names, whispered to be 'the powers that be' or sometimes even assumed agents of the various Adversaries of 'mythology'. In truth their actions were the basis of both this and such things as 'angels' or spirits. There were wizards too, with their oft independent objectives...though they too faded in power and presence in time.<br />
<br />
A great Veil was cast...of doubt, of disbelief, of chosen reality. It was a barrier and a shield, born of suspicion, born of distrust, born of hate. This soon strengthened into ignorance, and then, longer, into new Reason.<br />
<br />
Man had chosen the material of his road, and forged ahead with it, iron and mud and gruel. He forged it and then built it into progressively more complex structures...perfecting this 'material magic', this science, step by step. Indeed, he forged a world, and then a universe, his blueprints preceding him from the mind, will and intuition and dream, stabilizing it all as it flowed into a skeleton, binding it together, making the way for his blossoming understanding to follow and build upon the framework  tendons, muscles, flesh. Little did he know...most of them, anyway...that not only was he discovering the universe, he was part-creating it, adapting it, mutating it.<br />
<br />
Reason had few limits as it started. It grew...and the supernatural dimmed and dimmed again. As every corner was 'civilized', magic and mystery fled in mankind's wake. It hid from his banal nature, where it did not attack. Still, the protectors were there...countering the worst, even as Man continued to find its enemy in itself. It was a better enemy than what waited Beyond.<br />
<br />
It might've been the end...Man annihilating Man...or starting him over...but somehow he pushed through again  somehow proved his long, taken for granted, hopefuls 'right'.<br />
<br />
And a long, long twilight deepened...that barrier darkened somehow, as Man sprawled across the face of the planet, building always, conquering and accelerating his understanding.<br />
<br />
Into the Modern era he surged...and a New Age dawned.<br />
<br />
Those who <b>know</b> call it The Shift. In the Peripheries its sometimes called the 'Return'. However sliced, it was subtle. No one could pinpoint its time. Only...the Veil cast it's own shadow. The supernatural bubbled up in Man's heart. Perhaps he longed for it...or perhaps he had began to give up. Or lose hope in his way...<br />
<br />
Philosophers who <b>know</b> could argue till doomsday on it. But the pragmatics of the world could summarize the effects: more and more shit was hitting the fan.<br />
<br />
Magic flowed, sifted back in the darker corners of the world. Sightings of <b>you name it</b> and encounters cropped up...and the efforts to cover things up by the protectors of the world, The Guard....had to step up to a whole new level. Deals were made...alliances. The world's 'Illuminati' came together like never before, went into overdrive in truth. And still...the masses were faltering. The Veil was buckling...<br />
<br />
It was both a miracle, and a frightening promise of  a curse...what changed the game next. Supers.<br />
<br />
The world had known champions...but not like this. Not in a long, long time. Sometimes they could do overt things, incredible things...not things easy to conceal. But the rough days of isolating them, discovering them as they cropped up, securing them...improved. Those who could head it off, or predict it happening, find them, got better and better. Secret wars were waged...but the Veil held.<br />
<br />
More and more are seeing the Veil's collapse as inevitable. How can the secret be held when they no longer want to disbelieve? When they seem to cry for chaos? The holes prick daily..the worry intensifies nightly...the darkness looms and whispers its promise of descent with anticipation. The optimists hope to build a new defense, through the new Underworld Order linking across the globe, ready to contain <b>and</b> obfuscate any incident, training and training for the day when the 'and' part is done, and 'contain' is the end of the order given. That when the day comes, they'll be ready, and every day given in preparation is all the more steel to face the dragon.<br />
<br />
The pessimists, well...they see the dragon's breath hot enough to melt mere steel...<br />
<br />
And unfortunately, they're are also the Precogs.<br />
<br />
<br />
<font size="2"><b>How the Supers Shake Out</b></font><br />
<br />
The US has a rather friendly relationship with those who receive 'The Supes', which is most commonly a sudden explosion of powers capability via mutation sometime after adolescence. It occurred here and there throughout history, very rare...the 'modern explosion', starting in the early part of the millennium (the 90's had 'tremors', which ultimately allowed them to prepare somewhat), is still believed to have not topped even six hundred, peppered throughout the period with no real patterns (not even population  China and India don't have the lion's share, not even close). Some are unaccounted for but recorded cases are currently at five-hundred twenty-five and change. This speaks only of the obviously supernatural...many more are 'enhanced' in in-obvious ways, generally not truly realizing any semblance of why.<br />
<br />
Fortunately, most aren't actually blatantly overt...and the overt are more easily preliminarily scouted and sequestered. It generally follows that the more overt, the more overall powerful they are as well.<br />
<br />
The Guard, the Protectors, the multi-national composed network of 'knowing', controlling agencies usually affiliated with governments, have a policy to recruit sensibly. They don't 'experiment upon', and prefer to throw heaps of money into the equation to sweeten the subject to the idea, which generally works. They also work with the subject in regards to loved ones...if the subject cooperates as a potential recruit, certain things have to happen, but they are always well taken care of. It is strictly case-by-case. This entire scenario is emblematic of US and Western principles more than others...treatment can differ, but the overall idea is cooperation. Everyone knows the world is balanced on a pinhead and one idiot could ruin everything in a heartbeat, so making enemies is frowned upon.<br />
<br />
That it has even been contained is at least half miracle, and the Guard is functionally holding it's breath, grim, for the time when it all crumbles apart. The Supes were set apart...immune to the Veil but for subtle or psychological ways...theoretically, they could shatter it.<br />
<br />
The Guard has three main central Gateways, or places of 'Veil Zero', where defense is swarming and friendlies from <b>elsewhere</b> are safe. They are the greater bases of operation. The most 'important' and biggest is New Avalon, which is in actuality a high-tech fortress of sorts half-buried on the dark side of the moon. While ostensibly international, it is overrun with US (and closest allies) influence. It's core purpose is as a safe haven, exchange, defense, and exploration between the myriad dimensions and the 'final frontier'.<br />
<br />
Then there is Atlantis. Atlantis, nestled deep in the darkest waters of the Atlantic, can be said to be two-pronged: half of it is devoted to all the daunting concerns of the Deep, while the other half is considered 'central monitoring and intelligence' for Earth issues in general. Though smaller than NA (New Avalon), it is just as hectic in all it has to cover, and has all the best people, basically, since the actions on Earth are indeed not the first line of defense, but the last.<br />
<br />
The third is Shangri La. True to form, perhaps, Shangri La is known as a place of learning and insight. Here is where most of the precogs dwell, as such it is also known in the derogatory as 'The Precog Hive' or just 'The Hive'. Generally, the young and old do better in its ancient tranquilities...seasoned agents and those in the 'middle' of life are often uneasy. In truth, Shangri La is not even on Earth, but an attached pocket dimension. Some can never even arrive the first time, such is the ease of not believing it exists, even among those who've stared the supernatural in the face. One saying goes 'the only pessimists on Shangri La are Precogs'. The further one is from being able to believe in a 'utopia', the harder it is to embrace the idyllic, beautiful, magical valley.<br />
<br />
Despite assumptions, Shangri La is not just a place for stereotypes, i.e. meditating orientals in robes. Indeed, monks and spiritualists have a presence, but it is also a place of invention. Technologists rarely have problems within it's boundaries (unless their inventions cause pollution!)  quite the opposite, it's aura is one that motivates and reinforces the thinker and dreamer. Even the very air enlivens and refreshes. Those who spend time and adjust eventually are reluctant to leave...which is why the school almost always transfers students elsewhere after two years, and doesn't allow them to stay for their summers.<br />
<br />
Though these are the three most central locales, and many 'storied' places are red herrings with no presence to speak of, there are many others of significance. If there was a distant 'fourth', it would be the biggest presumed 'red herring' of all: Area 51. Indeed, deep below the red herring is the center of the US-centric Guard. It is both a technological and military center, in the sense of housing the Guard's influence therein, and, in general, a place that 'has Atlantis's back' US-wise. Most of Area 51's 'people' are in actuality elsewhere, doing something else, so the location is not as central to the purpose as other locales.<br />
<br />
Supes in-training find themselves, generally, allocated to one of the three big bases, which all have schools. The smallest is Atlantis, and is also where 'sensitives' are weaned, as the least amount of 'weird stuff' gets exposed to them there. What determines who goes to Shangri La is a complete mystery...Supes are simply picked by the Precogs as 'needing' to go, and that's that. Almost always, training finds it's end on New Avalon, at some point. Some go immediately and are there the rest of their life. Some are there briefly...but everyone sees it one way or another, barring special circumstances.<br />
<br />
Those with 'magical talent' rarely see Atlantis or Shangri La  if they are a true Super, which in magic circles is called Gifted, it means they can bypass the Veil, and are sent to New Avalon, where a separate school named after Merlin teaches them all about magic, being aloof and arrogant (it must be noted here that Elves have massive presence at the school), and other such wizardly pastimes. If a 'conventional' mage is very powerful and versatile, they'll be sent there as well, but any conventional mage is more likely to be apprenticed to a trusted mentor Earth-side for many years. The Guard is seldom worried about these types as they cannot pierce the Veil, and will not have supreme interest in them unless they show increasing promise and power later on, and thus could be of use beyond Earth, where there is no Veil. At that point, they'd be brought to NA.<br />
<br />
<font size="2"><b>How the World is Different</b></font><br />
<br />
The world is similar to ours, obviously, but the supernatural leers a bit more at the edges of belief. As such, people definitely believe in it more, and there are more incidents around the world, in fact they're pretty much piling up and escalating. The Guard has plenty of counters and both prevents 'proof' from being substantiated, and gives skeptics plenty of firepower to discount the 'quacks' and 'superstitious fools' and 'conspiracy theorists'.<br />
<br />
Many people have had encounters not necessarily tracked by The Guard or powers-that-be. It makes for lots of 'crazies' and specifically, plenty varying cases of paranoia. Mental wards are filled to the brim, and 'programs' are skyrocketing past their governmental budgets. And...basically there is plenty of actual supernatural stuff going on in the dark places. The 'entrenched' supernatural, as the industry term goes, are locals or adapted locals, and are usually just as interested in staying hidden and avoiding the pain of the Veil as the Guard hopes them to.<br />
<br />
That is another key note: it was decided pretty much before the written word, that some supernatural entities are indispensable to humanity. Others...are indifferent. But the Guard, despite the debates of some detractors, pretty much is only in the business of neutralizing entities bent on attacking the Veil, i.e. exposing themselves to mundanes, to the masses, and victimizing them. Its quite an edge to walk, as some such things are just let go (especially on Halloween), but legitimate terrors aren't tolerated. The more of a 'wave' they make, the more likely they'll be neutralized.<br />
<br />
Cooperative entities find the Guard generous and accommodating, especially to informants. To those that plague humanity 'behind the scenes' (invisible imps and gremlins, for example), its a sort of 'target priority' situation: generally, there are bigger fish to fry.<br />
<br />
The US president, Henry P. Myers, is also a plant...of sorts. Former military, former 'anti-terrorism' FBI, he's also 'in the know' and a minor psychic, with exhaustive training against mind control. His credentials are basically real, but he was weaned and conspired into the role by the Guard for years and years, after being an agent. It was a calculated risk, but the Guard plans every president after to be the same (though the 'former FBI' bit with every one would look suspicious!). It's a new directive, since before it was assumed (correctly) that the public would eventually have an innate conspiratorial suspicion, but with how true it became of <b>non-plants</b>, the directive became a no-brainer.<br />
<br />
Other plants are scattered across governments and agencies and corporations and all walks of life. The mundane information network is pretty extensive, and has been expanded more after the Supes appeared. They have needed to get bolder to cover more bases.<br />
<br />
<font size="2"><b>The Guard's Influence</b></font><br />
<br />
They have their tendrils both mundane and supernatural sunk into every nation and land, their allies and contacts vast and able. They have super-tech far beyond the assumed tech level at their fingertips, in the hands of specialists, even a few legitimate Artificial Intelligences. They can produce identities and forgeries to place agents wherever they want. Their psychics work in tangent to extend across vast distances, in some cases averting disasters with long bombed suggestions. Their surveillance is constant, effective, making them a true Big Brother. In combination with their Precognitives in tireless, ceaseless feeding of probabilities and actualities that could be averted, they keep The Veil over the eyes of the masses.<br />
<br />
They are also spread thin. Their supernatural and super-tech resources are constantly being used for something  as such, they are forced to weigh situations, even lives, in the interest of the greater purpose. Indeed, The Veil is more important than an individual or even a team. Its protection is the protection of reality itself.<br />
<br />
The Guard funnels its operatives usually under the 'guise' of anti-terrorist divisions of intelligence agencies. They have influence in all of them, but in the US the FBI is the typical focus and where their presence is so thick just about any operative, Guard or no, can smell the conspiracy coming from on high. Fortunately, FBI agents are fairly conditioned to deal with it and keep their mouths shut. It's a large number, however, who are basically with The Guard, these days.<br />
<br />
<font size="2"><b>Angels, Elohim</b></font><br />
<br />
To The Guard, 'angels' are just another faction derivative (of practically infinite sources)  Elohim is a word that means so much more. The Elohim are something more than but both spirits and energy beings. They've been at the center of mankind's resistance to the supernatural since the very beginning. They were there, many of them, though they are ever beings focused on the future and dismissive of the past. They are some of the few known entities utterly immune to the Veil  in fact they can enhance and harness it, direct it...and some believe they are personifications of it.<br />
<br />
Whatever the case, they are powerful if generally indirect. They are generally guides, consultants, advisors...when they act, it is to avert catastrophe, which is something they have done countless times. Via the Veil they can cloud memories or alter events, indeed affecting reality itself, in some cases time as well. Sometimes, by their own choice, they have also been know to give their lives as an exchange to resurrect a hero who also gave their life most selflessly and valiantly.<br />
<br />
They are humanities staunchest ally against the darkness. The problem is that something is annihilating them.<br />
<br />
Neither they nor precogs nor anyone else can ferret the details...only that this unknown entity or force is wiping out the rare, precious spirits one by one. The Elohim have choice words to say on it: that whatever it is consumes them wholly, that their extermination appears inevitable, that eventually they will be gone, and that the consequences of this are generically dire for Earth.<br />
<br />
Currently the Elohim are very focused on finding and teaching some or any entity capable of learning how they manipulate the Veil. Currently is more in their parlance...as they have been looking since antiquity. The also do not know if it is even possible, only that it is highly desirable and useful for mankind. The Guard has had people attempt to train for decades of their life, even entire lifetimes. The Elohim did stop the latter long ago, however, when a man killed himself from the frustration after 30 years. Since then, the maximum time they allow someone to try and learn is 7 years. <br />
<br />
The Elohim are mostly intangible, barely seen in the visible spectrum, beings of light and energy. They are painfully beautiful in the ultraviolet, and in pulsing or flashing, illusive, glimpses in the visible spectrum, appearing as sleek, tall, feminine humans with floating or swirling cloths barely covering their sexual parts. They float about smoothly as if permanently immersed in water. Their voices are melodious song in their own language, though they will telescend at the same time to those who don't understand it.<br />
<br />
They do not have individual identities (though each has a unique appearance) and tend to say 'we', or 'The Elohim'. They do not respond to 'made-up' names, either, only to words in languages that mean something similar to what they are, like 'angel', 'spirit', etc. <br />
<br />
Once, they tended to always go about in 3's or 7's, but after whatever is killing them showed it would take them by 3's and 7's as well as by 1's, they began to only go about in 1's to mitigate the slaughter.<br />
<br />
The Guard is in constant frustration for the Elohim to simply stay in one controlled place, namely Shangri La, but the spirits cannot even seem to process the request. 'We are where we are or will be,' is a typical response.<br />
<br />
<font size="2"><b>Other Noteworthy Factions</b></font><br />
<br />
Human belief has in part created many things that have taken form tangibly on Earth and in sub-realms formed out of the Astral. Other entities merely had the door opened to their realm and have been in man's psyche like a foothold ever since. Individual possibilities are endless...the blanks are not hard to fill, assumptions left to the imagination. Some groups have made bigger splashes than others, however, or have a special place in humanity's mind and heart.<br />
<br />
<b>Vampires</b> have their own intricate history and indeed parasitic relationship with humanity down through the aeons. There are many different strains of them, the majority fairly small  they often end up getting wiped out by the larger groups. The strains bestow unique traits that vary depending  there really is no definitive vampire 'set', only many stereotypes that may or may not fit.<br />
<br />
Most vampires are highly resistant to the Veil (humanity has little trouble believing in them) but are not immune to it entirely.<br />
<br />
There are four groups that comprise the largest influence over the world: The Unchained Sons are old and powerful, and have had a neutral relationship with The Guard since antiquity (sometime before the written word, they were purely enemies  this seesawed until AD, Christian, times, when their oldest leaders made pacts for shrewd survivalistic tactics)  other vamp groups like to call them The Butchers as well, for all the extinctions of strains they (allegedly) performed. <br />
<br />
The Nightbane are a strong and growing strain populated with many that are daylight-resistant  the trait is not consistent but the founder himself is immune. The Nightbane do not have a great relationship with the Guard, but they have thus far been able to stay low-problems. They are all younger and tend to be punk (and derivatives)-culture oriented. They are heavily invested in the drug trade in America.<br />
<br />
The Brotherhood of Dracula is an offshoot of The Unchained formed from a freakishly powerful mutation or reaction in the new vampire of the same name. Dracula murdered his progeny and began a reign of terror that was barely contained by the other Unchained and The Guard. Dracula did escape to form a more clandestine brood of incredibly powerful vampires whose souls and minds he warped closer to his own will. Over decades he continued to be a menace from the shadows, including trying to exterminate all the other strains, but once again he was defeated, his body utterly incinerated. His spirit was said to live on however, for many presaged he was unkillable, and that he is merely sleeping for a time...<br />
<br />
His brood, without his direct guidance, went in a  dozen different directions. For the most part, the 'Brotherhood' hide in the deepest shadows of the world, and stay away from each other. The Unchained vehemently appose them, but their individual power is immense. As such, they continue to defy extinction. They are fairly neutral to The Guard, which is marginally less friendly than their relations with each other, akin to distant unliked cousins grudgingly cooperated with when necessity demanded.<br />
<br />
Khremdrumen are a monstrous plague of 'vampires' that keep to dark places to prey upon the unwary. They are uniformly hideous and obviously supernatural. They are in truth beings from another dimension. 'Mothers', or originals (always female, though they often keep favorite male 'champions' close to them) are far more powerful than 'turned' humans and each so turned is telepathically enslaved to the Mother. There has never been a case of a fully turned 'Khremy' being cured  experts insist the spirit of the turned fled upon death, and only a shadow of spirit remains. Official Guard orders are to kill any Khremies on sight if prudent, take no prisoners, and to report any suspect skin contact or injury immediately, to check for infection (the virus that turns can be stopped if caught, with special multi-phase treatments, renowned among The Guard as  a major pain, in various colorful means of description).<br />
<br />
<b>Werewolves</b> are not as elaborate as vampires in their influences, and tend to keep to their own business, usually with reasonable Guardian sanction. They tend to avoid cities and civilization or at the least prefer the more rural end of 'civilized' regardless. Werewolves tend to have lots of individual mutations and power levels. They keep to small packs by instinct. Humans birthed between werewolves have an increased chance of carrying the strain and exhibiting it sometime after puberty, but it is not a guarantee at all.<br />
<br />
Werewolves sometimes serve The Guard willingly. Those who are very powerful and especially those (rarely) in recent years who lack Veil-sensitivity are kept a close close eye on, at the very least.<br />
<br />
Other were-beings exist but in fewer numbers.<br />
<br />
<b>Elves</b> come in a bazillion different varieties, and saturate the multiverse closest to Earth about as much as humans. True to Elves, most of them are aloof and keep to their own worlds and nations within, though emissaries are common on New Avalon, and individuals are common to find pursuing interests bound to Earth. Being generally excellent with magic, many of the most knowledgeable and powerful spell-casters in the employ of The Guard are Elves, and this certainly goes the same for the teachers of The Merlin School of Thaumaturgy and Varied Spellcraft.<br />
<br />
The most plentiful 'supplies' of Elves come from 3 main places: the Fae realms, the displaced of vanished Avalon, and a certain world called Aentheir Valseraddes, which has a strong portal to all three central Earth Nexuses and is basically a world saturated with 'Elves' ('The Aentheir' to their tastes) and built and dominated by magic. It's known for feuding nations filled to the brim with elaborate politics with sparse actual war and little change. There is also an underworld of black-skinned Elves called the Qalome Dari (or Damphene, derogatory, from the Elves) of more vicious inclinations, also known for traversing other dimensions for slaves and conquest (they maintain neutrality with the above-ground Elves after a bloody war a thousand years ago that got no one anywhere, basically due to neither being good on the other's turf).<br />
<br />
<b>The Fae</b> are of course plentiful on Earth, invisibly mischievous or helpful or in general, random and capricious in their doings. The Fae have not profited, as much, however, on the buckling power of The Veil as one would think...for one, most of them still avoid technology and especially metal constructions, and it seems, in general, the door has not been opened for them but for other things. Still their influence is not without note, and their own realms are vast and akin to their own multiverse. Their realms are a certain cosmic center, and one of the few semi-deific dimensions mortals can legitimately travel to. Though this is not without it's price.<br />
<br />
In terms of Guard relations, the Guard appose the dealings of the Unseelie at times, but overall they pretty much ignore the Fae or in some way utilize them. They are super-Veil-sensitive, and pose only indirect, un-focused threat to humanity, in truth only having an opening through the subconscious, a sort of weak deification of superstition itself. <br />
<br />
One thing Fae do is implant the rare Changeling into the world, and/or take humans into their realms. There is always <b>some</b> Fae blood swirling around humankind's bloodstream, as such. The only good thing about Changelings and the strength of The Veil is that The Veil fully reinforces glamours. Most glamours are near-absolute in that everyone sees what they want to, and not what they can't believe.<br />
<br />
It does happen that some people live and die with a glamour they themselves never saw through.<br />
<br />
The Fae tend to avoid New Avalon overall due to the technology, and similarly avoid Atlantis. They can be more-so found in Shangri La, which is perhaps the best place to meet them, as only the benevolent spirits can go there. Otherwise...Fae are found out in the deep wilderness, which sometimes merges with varied Fae realms for good and ill.<br />
<br />
<b>Gods and Goddesses</b>, and their servants, come in varied versions stemming from multiple deific dimensions. They have had their influence in proportion to the belief invested in them. In ancient times, such as the Greek era, they had a much more direct hand but as the years went by the barriers grew thicker between worlds, their direct power waned. With the Age of Reason and its growth and power after, the belief diminished as such that visible, tangible influence was unheard of but in focal, isolated areas and situations.<br />
<br />
The modern deities adapted to the new dynamic well. In essence they found their belief grew faster with minimal peppering of the supernatural. As such, they could <b>control</b> and <b>direct</b> belief carefully within their own paradigm and dogmas...indeed, too much supernatural tended to open the floodgates and let everything in, including unwanted new rivals. Meanwhile, belief, faith was actually intensified with less of the direct as well, so that more worship was had with less effort, a true win/win. The battle for souls became a subtler war, a cold war, a compromise of sorts, however forced. A very profitable war, indeed.<br />
<br />
In the modern day, the deities have had to step up in their opposition of other dimensional foes, as well as, in most cases, dogmatic or conceptual enemies. The war has changed but it continues on. It is often that the servants of the 'Big Honchos' help The Guard in many situations, though as ever there are other occasions where they clash, such as believers who pierce the Veil and decide they want to 'prove' the supernatural to others. Usually, the Veil takes care of it, and again usually, the deity will cooperate as well, in some fashion, for the greater peace and order, but things aren't always so clean. It's been known for new deities to blossom in the night, shards or semblances or masquerading entities creating a new influence. This other deities vehemently appose, naturally, and sometimes stamp it out without The Guard even needing to become involved.<br />
<br />
Each deity has a long, debatable nature and history that is as argued about among the Veil-lifted as they are among the non. The key note of it is that many shards and versions of them exist, with separate realms and rules. Various events through history fractured or changed them, or simply spawned a new runaway version that could not be suppressed in time. The most consistent feature of deities is that they are <b>not</b> truly consistent with the Veil-blinded. This is a combination of things...a side-effect of deific strategy and adapted nature, simply a part of a mortal's intrinsic unbelief and reinforced doubt, and of course the often uncooperative Veil itself, which is sometimes even a barrier to a deity even <b>noticing</b> a believer.<br />
<br />
The time of Christ is a special note in history : this formative period is largely lost in completely muddied reality, very similar to the dimensionally-fluid times prior to the written word. The time has precious few <b>legit</b> records over the span of the entire world. It is believed a great dimensional, spacial, and temporal struggle and crisis occurred, whether literal or as some blip in humanity's shared consciousness. Details are non-existent. Immortals and precogs have little to tell other than hazy dream-like impressions and of course the few events that stood out. 'BC to AD' is thus regarded as one of the great mysteries of history and continued proof no one knows everything.<br />
<br />
<b>Elementals</b> do not hold the place they once did, when everything was assumed to have supernatural  force powering it. But the long history of this, the deep soul-ingrained instinct and imagination, ensure the primal spirits of nature always have a place in the back of man's heart and mind. From time to time, these spirits surge to make their presence known, or enforce subtle hidden influence across dimensions.<br />
<br />
'Mother Nature' is one such quasi-deity, a primal not truly sentient force that mainly does the job of ensuring natural disasters continue to plague mankind. This is in effect both their belief it will happen, eventually, somewhere, and the entity's deliberate brand recognition. Many deities have tried to steal this as their own 'judgment' or the like, but Nature as yet has not had the reins completely taken from her, and rarely is influenced by other gods to do what they need her to. She fights this desperately, like a cornered animal, and goes out of her way to dole it out without regard for this or that belief system.<br />
<br />
The Guard does what it can to mitigate elemental damage, and they prevent it often, but the dam bursts <b>somewhere</b> and not even precogs can stop some of them.<br />
<br />
<b>The Apocalypse</b> deserves mention as a sort of nihilistic fear, even desire in mankind, for their ultimate crisis. Killer meteors, plagues, demons...it all buds it's head from time to time, but fortunately is a slow process to come to fruition and The Guard and The Veil have skirted it many times, often in large-scale situations. Fortunately, mankind generally tends to believe in their continued existence more than total annihilation, so there is always a door. The most difficult thing, as always, is preventing it from becoming public.<br />
<br />
Zombie plagues are one of the more common modern issues  Man seems hell-bent on seeing it come to pass.<br />
<br />
<b>Aliens</b> are generally dimensional threats posing as such deliberately for the 'sci fi door' that is slightly easier against the Veil than pure fantasy, in the modern era. In essence, as science has advanced, despite The Guard's efforts at slowing it, it has narrowed the barrier between dimensions for technologically inclined invaders.<br />
<br />
Little green men are actually pure delusion made real, presumably due to Man being unable to continue disbelieving they could exist. It tends to be why they have not been a true threat, and leaked into the mainstream so often. The Guard really had no choice but to let it go and stamp it with a 'kookoo' label, a tactic that has largely succeeded, though the invented beings occasionally cause problems The Guard can't ignore. In truth, though, they are light assignments compared to demon hordes and giant sea monsters, if the occasional interrupted alien 'probe' can be a mite distasteful.<br />
<br />
<b>Atlanteans</b> are the displaced of the ancient civilization that sundered itself to the bottom of the ocean in antiquity. Atlanteans were magic users of great power capable of great artifact creation and renowned for mass castings (the biggest of which failed and backlashed in the event that ended their waning Age). They are also renowned for enchanting <b>themselves</b>, altering themselves permanently with magic, often to the genetic level. This self-improvement collapsed for the most part with their civilization, but individuals or small groups scattered across the cosmos still pursue it to some degree.<br />
<br />
Atlanteans are powerful humanoids who appear mostly human. Different heritages have different traits (they refer to them still as Dreferes, or Houses) but generally they are deeply tanned, golden skinned, tall, athletic, attractive, and have a preternatural presence about them, or aura. Their eyes are usually unnatural in some way, generally solid-colored and glowing, they have gills behind their ears, and many have webbed extremities, though they hide all this through various means. Almost all of them have magic capable of disguising them, as barring some rare exceptions, they are fully subject to the Veil and can be killed by it potentially.<br />
<br />
In personality they tend to be somber and serious, carrying the weight of their race's doom on their shoulders, though the rare youth can be quite different. A far cry from their heyday, they also rarely congregate with others of their kind, preferring solitude or small, task-oriented groups of the same gender. They seldom take life-long mates and do not marry (and 'fornication' is unheard of with other Atlanteans of opposite sex  those inclined go human or same-sex) because it pains them to not partake of all the social meaning marriage once meant in their society. Their marriages on Atlantis were gigantic, lavish affairs done in 3 part stages of escalating extravagance and involving entire Houses and vast, incomprehensible magical alignments and 'planning' and cooperating on the immense task of self-improvement by two into the merged state of a child, an ordeal considered an artistry of decades to come. This of course applies mainly to the remnant immortals who were once citizens of Atlantis Molanter ('The Risen', differentiating it from the current ruins). 'Young' Atlanteans, scarce as they are, can be soundly different.<br />
<br />
<b>The Irru</b> are a species of feline humanoids from a populous world of mixed technology and magic, which generally doesn't work well beyond their planet, being derived from a unique energy called 'Eruq Kalla Shal', or 'inner light' which brightens and energizes all matter on Irrudal, their homeworld. The Irru nonetheless are curious and ever interested in the greater multiverse and have always been explorers and often friends of The Guard. There is almost a guarantee they will have a presence on any trafficked Nexus population, if allowed. They are great traders, warriors, and artisans, and have a knack for learning other world's 'physics tricks', as they call them, or magics and technologies.<br />
<br />
They are most known as tricksters. On Irrudal, it is considered a great prank to invent an amusing elaborate trap that kills someone, if its sporting (though highly rare, as 'death' is considered best in great moderation, and it is <b>difficult</b> to trick an Irru). The more unique the setup and result, the funnier and more glorious, and it is largely a way of life on their planet. After some epic misunderstandings with otherworlders, they did take to the policy of being non-lethal beyond their planet (if just barely...). Though it ever remains an amusement to them that others 'can't take the heat'. In any case, an individual Irru can find pleasure in simpler pranks, each to their own tastes, but there is no Irru who does not do it on some level, one of the few universal constants of the multiverse actually. <br />
<br />
Irrudal is, to The Guard, a shining example of a 'stable' world, even a sort of strange Utopia. The Irru are imaginative but utterly fearless, and seem to have largely controlled their darker and self-destructive impulses, if they ever had them. Their world has powerful ubiquitous protectors in many varieties of neutral elemental spirits, and largely it is in harmony and there is little relevant conflict. Bad seeds are weeded out early and pruned or eliminated, in their society, and their technology and how it all is organized ensures each person is more than provided for (but they are a  <b>very</b> productive species, prone to bouts of obsessive focus).<br />
<br />
Irru appear in all sorts of color patterns to their fur and their features vary dramatically based on ethnicity/region (there are may hundreds), but are generally thickly and luxuriously furred, lithe and agile, and have retractable claws on hands and feet. Their feet are a bit more paw-like than their hands. Their legs bend like a humans does (though they are more built for speed). They have a mostly useless tail like a cat. They tend to dress in colorful robes for leisure, divided so their tail can flick about freely. Males also often go shirtless, particularly warriors.<br />
<br />
They are pure carnivores but prefer heavy spices on cooked meat. Their females are renowned for their spicing, jealously guarding their recipes handed down through their families (males do not cook, but can be sent all across the cosmos hunting down their mate's ingredients). They are known to have a ravenous weak spot for Earth's horse-meat (it was soon after discovery labeled among their premiere cooking authorities 'the most delectable, texturally perfect and heavenly meat in the multiverse'), going so far as to have 'ranches' where they are raised, in pocket dimensions simulating Earth conditions (though some consider this 'second-grade taste' and covet the very limited supplies they can purchase outrageously from Earth connections). A common saying of something 'superb' among Irru is 'that was almost as good as horse-meat'.<br />
<br />
<b>The Kraige</b> are a monstrous, highly adaptable species of loosely insectoid appearance who are one of the most if not the most dangerous dimensional threats to the cosmos in addition to Earth. The Guard has known about them for millenia but avoided them until their scouts began to surface on The Moon and Earth a couple centuries ago. At that point, they took a more active role in combating them on whatever worlds they can.<br />
<br />
The Kraige have multiple castes in a hive-mind structure that can extend psychically across dimensional boundaries. They have something like a hyper-evolution ability that allows them to adapt to each world, even overall threats. Their psychic mind also forces its reality on the one they invade as it gains advantage, morphing its base into something also distinctly Kraigean. By this method the Kraige seemingly avoid the normal slow permeation of belief to multiply...they steal the foundation of others and transform it intuitively.<br />
<br />
Psychics describe the hive mind as ceaselessly violent and obsessed with expansion and domination, without compassion or mercy or even any real higher understanding. They are more force of nature than truly sentient, however devious, clever, and strong-willed they can be. Most of it is eons-evolved predatory instinct. It also drives them to be whatever they are needed for expansion...they are tireless and do not give up. In the perspective of the overall multiverse, they follow the path of least resistance, and are constantly growing stronger. The Guard have exhaustive documentation and surveillance on how they transform a world, breed and fill it, then begin spawning scouts/egg-layers and sending them in every dimensional direction.<br />
<br />
Upon establishing footholds, the Kraige set about murdering an ecosystem (they have various methods, but usually try to harvest what they can in the process, basically raping the land bare) and replacing it with their own. The Kraige do not share any space with mobile lifeforms  instead they create a unique linked sort of stationary plant-life that does nothing but harvest energy they can use or supplement the process, and mobility needed is provided by Kraige variants and spore activity. The principle sources are mana, sunlight, geothermal energy, and harvesting a worlds built-up energy sources (like say Earth's oil and radioactive substances) which they adapt custom systems for. In essence, these are biologically formed, organic power plants.<br />
<br />
The Kraige have no viable footholds on Earth, as the resistance of the Veil is not by any stretch the 'least' of resistances. Attempts are rare. However, The Moon works well for them, and they've been tirelessly fighting for it for centuries, apparently unable to ignore the 'direction' of expansion it presents. The Guard has long known their pathways but have never been able to plug the Nexus up entirely from them (likened to water behind a weak, leaky dam, plug one hole another appears soon thereafter), nor have they been able to mount viable counterattacks on the Kraigean world nearest, suffering terrible defeats in their few attempts. Worse, two years ago a massive underground infestation was discovered on Mars which began a massive reallocation of resources dedicated there (previously next to none), and now the caverns are a mini-warzone. The current talk is The Guard is developing a specialized chemical agent (keyed to the specific adapted strain of Kraige on Mars) to mass produce and distribute through the areas, in the hopes of wiping enough of them out to be able to finish them off before they adapt.<br />
<br />
The Kraige appear in many forms. Each world's spawnings are different. Scouts are usually about the size of a horse, strong and fast, with a multitude of physiological adaptations resulting in varieties of physical attacks, including jaws, claws, spikes, stingers, etc. Most common of these are effective strikers, usually spiked arms, but isn't universal. By far the most common ability is to spit a nasty corrosive acid. Their weaknesses, of course, differ depending on the strain, but one thing the Guard has found in recent years is the modern Supe's various forms of energy projection are usually extremely effective against them. This revelation has been a long study to discover precisely what it is in the hopes of replicating it, but so far it remains personal to the Supes who wield the power.</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=21947">UCEPT: Guardians of Reality</category>
			<dc:creator>AgentD</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170265</guid>
		</item>
		<item>
			<title>Development Project: The Cape</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170264&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 09:15:43 GMT</pubDate>
			<description>This area (http://i510.photobucket.com/albums/s349/Loki-Letheren/AnmarCity-1.jpg), marked with the muddy green border on the very south-western edge...</description>
			<content:encoded><![CDATA[<div>This <a href="http://i510.photobucket.com/albums/s349/Loki-Letheren/AnmarCity-1.jpg" target="_blank">area</a>, marked with the muddy green border on the very south-western edge of the mainland, is of particular interest to me, mainly because it's so far out of the main districts. To the north are a vast ruin-scape and to the east is the South Docks. I feel like this area should be slightly higher class and, as I believe I've said before, makes for an excellent place to have a lighthouse. A particularly large lighthouse and likely some major point of view and identifying feature of the city. Perhaps even dedicated to some god of the sea or the sky. Or some navigation-related or even protection-related god. Any comments about this section?</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=20631">Myriad</category>
			<dc:creator>Ravenborn</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170264</guid>
		</item>
		<item>
			<title><![CDATA[Development Project: Northern & Southern Dockside]]></title>
			<link>http://www.myth-weavers.com/showthread.php?t=170263&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 09:11:57 GMT</pubDate>
			<description><![CDATA[Let's see if we can speed the projects up a bit. I'd like do go ahead and discuss the Northern and Southern Docks together, since they could easily...]]></description>
			<content:encoded><![CDATA[<div>Let's see if we can speed the projects up a bit. I'd like do go ahead and discuss the Northern and Southern Docks together, since they could easily be made to be one district. I think it would be far more interesting, however, to have a differentiation, just to add some variety to the places the players can go. For reference, the <a href="http://i510.photobucket.com/albums/s349/Loki-Letheren/AnmarCity-1.jpg" target="_blank">map </a>areas are Dark Green and Purple. The Southern Docks are larger than the Northern Docks, but I figure the main difference is likely quality. The larger, more well known shipping companies would likely own warehouses and docks next to the main road through the city. Smaller companies would be in the southern docks. Unfortunately, however, that is the extent of my thoughts on these areas. Docks aren't exactly my forte. Anyone else have thoughts about these areas?</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=20631">Myriad</category>
			<dc:creator>Ravenborn</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170263</guid>
		</item>
		<item>
			<title>Hi</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170262&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 06:24:53 GMT</pubDate>
			<description>Hello Everyone. I am new to this site. I am 21 year old and love RPing. I used to be the leader of four FP groups  previously and they all did really...</description>
			<content:encoded><![CDATA[<div>Hello Everyone. I am new to this site. I am 21 year old and love RPing. I used to be the leader of four FP groups  previously and they all did really well. I am trying to have a good time RPing but dont know my way around.<br />
I am more into fantasy stuff like DMC games or Star Wars, but I can say I am good at all of them. I have RPEd, DMC, Far Cry, Assassins creed, And a fictional story called Secret Society of vampires. <br />
So I appreciate any help you provie. ad I am open to mmeeting new people. feel free to send me FR. :)<br />
thanks.</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=412">Introductions</category>
			<dc:creator>M2H24</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170262</guid>
		</item>
		<item>
			<title>The Mystery cult of Zirconia ATT KOO</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170261&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 06:21:11 GMT</pubDate>
			<description>Ok this is part one of religion info for you koo-  More to come- esapacly if you move up in level. Others can read this but treat it as OC info...</description>
			<content:encoded><![CDATA[<div>Ok this is part one of religion info for you koo-  More to come- esapacly if you move up in level. Others can read this but treat it as OC info please! ::evil::<br />
<input type="button" id="69ad567c8ede7e0f3d4b5ec748c8428fw" class="button" onClick="spoilerMW(&#039;69ad567c8ede7e0f3d4b5ec748c8428f&#039;,&#039;69ad567c8ede7e0f3d4b5ec748c8428fw&#039;,&#039;69ad567c8ede7e0f3d4b5ec748c8428fd&#039;,&#039;FOR KOO&#039;);return false;" value = "Show FOR KOO" /><fieldset value="Spoiler" class="alt2" style="display: none;margin-bottom: 6px;width: 90%;" id="69ad567c8ede7e0f3d4b5ec748c8428fd"><div id="69ad567c8ede7e0f3d4b5ec748c8428f" class="alt2" style="display: none;"><br />
Zirconia<br />
<br />
Religion:<br />
The followers of Zarcina are a Mystery Cult- all though there are Holly days for her the general public might observe. 99% of her faithful are magic users, although not all mages and Wizards are members of her cult warship.<br />
<br />
Inanes first undergo a year of separation (normally such people are Apprentice wizards and mages- sent off to schools or Maters- however some Great Mages grew to be graybeards before coming to the goddess). During this time they dress solely in slate gray, drink only water (cold unless they are ill) and Rosemary Tea (which is brewed and set to step for hours until painfully bitter  and severed cold unless the innate is ill)The rosemary tea is said to help focused the mind and keep the memory sharp. Each meal is a baked dish or else poached in lilac water (white lilac is associated with candor and truth and truth is the ulment of education and secrets. Meals are simple and tend to consist of Fish or vegetables. Clerics of the goddess of magic tend to be fine cooks do to their restive diets- in fact a running joke goes that when two devotee met one another the idefy them selves not with secret words or hand signs but by leveling out keep ingreedntes in recipes and seeing if the other fellow  knows wich ones and how much.<br />
(It should be noted that the love of food is more of a cultural aspect of their religion rather then a spitual one- and has little to do with there  dity as a whole.)<br />
<br />
The whole year long the new comer divorces himself from the outside world- going out only at night, charting the stars herring storys told of creation and is urged to question everything, that he hears that he sees that he knows. Whole sagas of great heroes of magic, demonic advisorys and wise maidens are studied by rote 12 in all some of which take 3 days or more to recite.<br />
At the end of the year he is given a choice to move on with his studies to stay an innate or to go home- most leave- many more chose to stay where they are- a few elect to be tested. <br />
The test consisted on reciting the sagas perfectly.<br />
<br />
Though who fail are  trated kindy and invated to stay and tery again nect year0 though who pass however are chastised severely, told they are a great disappointment and curly tossed out of the master homes or schools (in the latter case before they can get there things or say goodbye to there fellows)- doors bard please unheeded- when they do leave  they are set upon in the night by unseen attackers- who capther them with magic and drag them back to a lair.<br />
The lair can be anything from a cave to an inn room but it is always brought- lite with fire candles, torches and refractive mioors- as well as magical spells- the effect is often near blinding and the poor students eyes are magically keep open.<br />
Splayed out and left levitating over the hots and largest fire in the room (or over a large coldern in some places) - and left alone for three days with out food or water- the heat still burning magically. On the third day they retuned in the magical guise of evil spirits from folk lore and myth tormenting the innate with their plans to do them in and explain they were beyond anyones help now- that the ignorance of the victim had offended their patern goddess and Zarconia has abandoned. Indeed they then announce there plans to go on and sacrifice them to there masters the often incarnations of doubt and evil. (not really gods just entitys..)<br />
<br />
A wide intricately wrought Iron ax with a wicked looking smiling face is brought down on the vitum who is floating on there back now so they can see the blow come down- and then with the ax is within a hairs with of his neck ALLL the light goes out the room goes back and cold and thin feminine hands reach out and carry away the student.<br />
<br />
The Innate (who normally passes out from fear or pain or dehydration) will awake  heal in a  dark place a cave or a barley lite room- filled with crystal that hang from the cealigns like stars. His attackers, now dressed as men and woman- his old teachers and there upper level students will congranute him and explain the ritual. Everything from the expulsion to the torment to the sages themselves were allegories. And they he should consider himself saved by Zariocnias own hands- indeed not everyone survives the 3 day long imprisonment or the shock- the innate is now worth to learn the deep secrets and alogoys. <br />
A fest is heal where for the first time something other then tea and water will be served to them- cheery juice representing the start of a good education- which is severed at every holy function for the goddess of knoalge and mysteries.<br />
<br />
As a Cleric moves up the ranks he will encounter may such surprise ceremonys- they have very little income with another other than the fact they are almost entery unknown to anyone outside that rank- indeed talkative dissents tens to end up with their thoughts slit.<br />
<br />
</div></fieldset></div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=21619">Thorn and Dagger</category>
			<dc:creator>sheryn</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170261</guid>
		</item>
		<item>
			<title>ifdesign Private Thread</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170260&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 06:15:25 GMT</pubDate>
			<description>*_Private Thread _*</description>
			<content:encoded><![CDATA[<div><b><u>Private Thread </u></b></div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=16852"><![CDATA[Gotham's Finest]]></category>
			<dc:creator>ArcaneDesperado</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170260</guid>
		</item>
		<item>
			<title>Chromatic Utility Die Roller</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170259&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 06:10:11 GMT</pubDate>
			<description>In case you should ever need to roll dice prior to an in-character post. 
 
Be sure to label what each roll is for.</description>
			<content:encoded><![CDATA[<div>In case you should ever need to roll dice prior to an in-character post.<br />
<br />
Be sure to label what each roll is for.</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=21694">Rise of the Runelords</category>
			<dc:creator>Zuriel</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170259</guid>
		</item>
		<item>
			<title>Ronnie Oxtails</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170258&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 04:17:42 GMT</pubDate>
			<description><![CDATA[Name: Ronnie "Beef" Oxtails; Harvester 
 
Gender: Male 
 
Age: 21 
 
Location: New York City 
 
Description: Brown eyes with matching hair, hanging...]]></description>
			<content:encoded><![CDATA[<div>Name: Ronnie &quot;Beef&quot; Oxtails; Harvester<br />
<br />
Gender: Male<br />
<br />
Age: 21<br />
<br />
Location: New York City<br />
<br />
Description: Brown eyes with matching hair, hanging just below his ears. Clean shaven most days. Average build. Street attire include a black beret. black sip-up hoodie which remains open most of the time, a black t-shirt with a skull akin to that of the symbol for black mana in M:TG, and blue jeans that are a bit too long, but not sagging. &quot;Hero&quot; costume is a suit-based outfit. His suit is mostly black, with the exception of his crimson tie and wing-tip shoes. On top of it all is a black over-coat with no sleeves. Upon his head is the Crown of Harvest (a wolf's head with ram horns). The crown does nothing but make him feel awesome.<br />
<br />
Personality: Meek and quiet, but has an underlying god-complex that slowly surfaces as his powers progress.<br />
<br />
Background: Being from a military family, Ronnie has a strong sense of right and wrong. However, because of always moving from place to place, he was made an easy target as a child. Being the subject of bullying helped him to learn to smile, no matter the situation. This quickly sparked a love of theater. After graduating, he left home with a desire to take to the stage, despite his quiet personality. He is currently attending NYCDA (The New York Conservatory for Dramatic Arts).<br />
<br />
Power: Death is his main ally. Whether it's preventing his own or bringing others back from it for his own needs, death serves him. Both a blessing and a curse, Deathtouch grows from simple murder to necromancy.</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=21858">Redshift</category>
			<dc:creator>Rayth</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170258</guid>
		</item>
		<item>
			<title>House Dorteis</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170257&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 03:56:48 GMT</pubDate>
			<description><![CDATA[*House Dorteis* 
 
House Master: Dalos Myrr 
 
House Dorteis is a new House to the scene, but if it's Master, Dalos Myrr knows one thing, it's how to...]]></description>
			<content:encoded><![CDATA[<div><b>House Dorteis</b><br />
<br />
<i>House Master:</i> Dalos Myrr<br />
<br />
House Dorteis is a new House to the scene, but if it's Master, Dalos Myrr knows one thing, it's how to please a crowd. He claims to have once been an arena champion himself, though has not the evidence to back his claim, although the scars on his body and the way he carries himself tell a story of their own. With no preference as to his House's stock, Dalos looks simply for creatures and fighters that would fill the stands, though he <i>does</i> have an eye for female gladiators. His reasoning is simple. Win or lose, the crowds love a pretty face. That isn't to say that his gladiators are simple fodder, however. Keeping to his more... feminine stock, Dalos trains his fighters in the use of dexterity and grace rather than brute strength.<br />
<br />
The man himself is something of a mystery. Standing 6'0&quot; tall, he has a commanding presence in more than the physical sense. Often wears a simple black cloak, and is never without at least one concealed dagger. Is missing his left eye. He keeps only one bodyguard. A tall, pretty redheaded woman who claims to be from a tribe of amazons, and wields a large, curved scythe as is to prove her point.</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=21864">Arena Mastery</category>
			<dc:creator>Antihero</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170257</guid>
		</item>
		<item>
			<title>sup!!!</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170256&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 03:40:57 GMT</pubDate>
			<description>Any of the clans except nosferatu</description>
			<content:encoded><![CDATA[<div>Any of the clans except nosferatu</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=21944">The Vampier Hunger Games</category>
			<dc:creator>jleyden33</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170256</guid>
		</item>
		<item>
			<title>Skarl Ufgundson (Nameless)</title>
			<link>http://www.myth-weavers.com/showthread.php?t=170255&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 03:33:07 GMT</pubDate>
			<description><![CDATA[Nothing to see here. 
 
[private][dice=Stats] 6m4d6v1r1z[/dice] 
 
Ugh.. Appalling rolls.[/private]]]></description>
			<content:encoded><![CDATA[<div>Nothing to see here.<br />
<br />
</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=21811">The Great Conspiracy</category>
			<dc:creator>Nameless Void</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=170255</guid>
		</item>
	</channel>
</rss>

