Welcome to Gaia! ::

I'm here!

Count me! 1 100.0% [ 37 ]
Total Votes:[ 37 ]
1 2 3 4 5 6 7 8 9 10 >

User Image


Greetings and welcome to the world of In Nomine! This shop is but a gateway into an RPG world of angels and demons - Celestials - locked into the eternal struggle between good and evil. You can be a heavenly being of pure goodness, or a foul servant of evil. Either way, you will be living on Earth, fighting this war, living your lives amongst billions of humans who don't even know that there is a battle being fought, right under their noses. Some of these humans you will use as pawns, and some you will protect. Sometimes, the line between good and evil will get blurred...

The Celestials are fully custom lineart. It will not be easy to get one of these beautiful creatures. Not only are they not cheap, but you will have to read all of the information on this page, and put in an application. You will have to have a detailed, fleshed out character, fully ready to plunge into the intrigue going on in our guild. Read down to find out more about the Celestials, how to get one for yourself, and what to do when you have one.

One last thing I will mention, though it is stated lower down. The owners of this shop do not believe in RP-required pets, so these are NOT RP required. However, if you don't RP, what you will have is a pretty to sit in your sig. If that's all you want, fantastic, you'll still need to go through the application process. But if you roleplay with your Celestial, you will find the benefits are well worth the time you spend.

The artwork is still under development, but below I have posted a sample of envy_fairchylde's gorgeous work, and I think you'll agree with me that for this alone, it would be worth the effort.


User Image - Blocked by "Display Image" Settings. Click to show.


Lineart, Gaia shop concept and all designs copyright to ChibiSchuldig and envy_fairchylde. In Nomine concept, game rules, and character names copyright to Steve Jackson Games
User Image


  1. Introduction
  2. Table of Contents
  3. Thread Rules
  4. Flatsale Rules
  5. The World
  6. Characteristics
  7. Choirs and Bands
  8. Archangels and Princes
  9. Roles
  10. Songs and Skills
  11. Discord
  12. Roleplay Rules
  13. Pickup and Owner's List
  14. Breeding
  15. Affiliates, White List, Grey List, Blacklist
  16. On the second, third and fourth pages you will find additional information on the choirs, bands, Archangels and Princes. These are linked directly from the first page.
User Image


  1. If you have a question, PM the shop mule, not Envy or ChibiSchu.

  2. Do not beg, plead, cajole, or attempt to bribe us for one. The only way to get a Celestial is to win in a flatsale.

  3. READ EVERYTHING before you come ask a question. If you need a clarification, or if you need additional information, PM the mule AFTER reading everything.

  4. There will be no Christian bashing in this thread. Neither Envy nor ChibiSchu are Christian, but we will not tolerate ANY flames, or hatred in this thread or in the guild. This is an automatic blacklist offense.

  5. On the other hand, there will also be no proselytizing in this thread, either. If you're Christian and don't like what you're doing, or even if you DO like the subject matter, we don't want to hear it. We're here to run a shop and have some fun roleplaying, not to listen to religious babble on either side of the divide. Again, such things are an automatic blacklist offense.

  6. On that note, please be kind and gentle in this thread. Discussion is fine, though we prefer that roleplaying of Celestials be kept to the guild. Bumpers are loved, during flatsales, as the flatsales will last for several days. If there are any problems, please contact a shop owner to arbitrate, or take it off-thread.
User Image


  1. I say again, the only way to get a Celestial is to win a flatsale. If you win, and want to discuss alternative payment, we can be flexible, however we have the right to turn down pet trades, and other such alternatives, and move the win to another person if you are unable to pay. If you plan to discuss alternative payment, please PM the shop mule before you enter and discuss it with one of the shop owners.

  2. Flatsales will be run as follows: Below these rules, will be an announcement about the flatsale, and what is being offered. Generally, this will simply consist of something like '2 angels and 2 demons'. Occasionally we will want to increase the numbers for one particular Archangel or Prince, or one particular Choir or Band, so we will be more specific. The announcement will indicate when the flatsale will be over.

  3. Fill out an application form, keeping in mind what you are going for, and post it in the thread. On the day the flatsale is over, Envy and ChibiSchu will read all of the applications and pick the appropriate winners.

  4. A Celestial costs 50k in gold. Start the trade as soon as possible after the winners are announced.

  5. Those who don't win in a particular round are welcome to enter in the next flatsale. Take the time to tweak your application if you feel it's not up to snuff, and better luck next time! Often, I think there will simply be too many excellent applications for everyone to win, and losing doesn't mean it wasn't good enough. Just not the best out of THAT batch.

  6. Even those who do win a flatsale are welcome to enter in subsequent flatsales, though we will limit how many Celestials you can have. If you are a joy to play with, we will be glad to allow you a second, or even a third, Celestial (assuming that your application IS better than the others that are posted, you won't get preferential treatment). However, if you are not active, or we don't feel you can handle more characters, we might hold that against you and be reluctant to grant you another one.

  7. Envy will take the information in the winning applications and begin to work on the Celestials who won. ChibiSchu will also take the information and generate a journal for your Celestial, in the guild. You must join the guild, and you are welcome to start playing immediately. Envy will deliver your certificate as soon as possible, but he will want to do a good job, so PLEASE BE PATIENT.


At this time, there are no flatsales on, or pending

Flatsale Application:

Please read all of the rest of the thread, then fill out and post this entire application in the thread. Any application with a missing answer will be automatically disqualified. If you have questions about any part of this application, please PM the shop mule and we'll do our best to answer promptly.

1. What is your character's name?

2. Is your character a demon or an angel?

3. Distribute 9 points between the three items listed below. No category should have more than 6 points, and all should have at least 1 point. The more points you give an item, the more talented at those things your character will be.
---a. Physical Strength and Speed
---b. Intellect and Wisdom
---c. Willpower and Perception

4. Out of each pair, pick one to be stronger, or state that they are equal. If one is very much stronger than the other, state that, as well:
---a. Strength and Agility
---b. Intelligence and Precision
---c. Willpower and Perception

If your character is an angel, fill out this portion:
5. Who is your Archangel?

6. What choir does your character belong to?

If your character is a demon, fill out this portion:
5. Who is your Prince?

6. What band does your character belong to?

If your character is a renegade or outcast, fill out this portion:
5a. Who was your Archangel or Prince before you were cast out?

5b. What band or choir do you belong to?

6a. How did you become a renegade?

6b. How do you keep yourself safe from the forces trying to take you back?

Everyone fills out this portion:
7. What is your character's job on Earth? (or what was it, before you went renegade/outcast?)

8. How did your character get the job that they have?

9. What are the best skills you have, other than the ones you need in your job? (List up to three)

10. Pick a song for your character to have (Tell me not only the Song type, but whether you prefer the corporeal, ethereal, or celestial version).

11. If your character had Discord, which one would they have?

12. Give details of any other information that we would need to know. For example, if you are a demon of Nybbas, who is your servant? (If there is no other such information not covered already, skip this question.)

13. What is your character's greatest personal strength?

14. What is your character's greatest weakness?

15. What does your character look like? Include details like eye colour, hair length and style, ancestry, etc., to help the line artist.

16. What is your character's personality like?

17. Write a sample, of at least 500 words. This can be a sample 'day in the life of' your character, a sample journal entry, a piece of roleplaying interacting with NPCs at their job, anything you want. This is the single most important part of the application, and will make or break the winning or losing of this contest, so be creative! Be dramatic! Be detailed! Try to include as much about the character's background and personality as you can, to give us a sense of the character.
User Image


The War
It's a classic story to most. Thousands of years ago, Lucifer decided he didn't much like some of what was going on in Heaven, challenged God, and was booted out of Heaven. This time was called the Fall, and the War between the angels and the (they say) twisted and evil demons has been waged ever since.

As with most wars, the battling is mostly fought amongst the rank and file, ordinary angels and demons, living on Earth, and often not even knowing why their masters send them to one place or another, to do certain things, moving them like chess pieces on a board. Most of the time, they're just like you and me, trying to get along in a world that is often confusing and even frightening. Sometimes, they even wonder if they're on the right side...

The Disaster
The War went on for millennia, neither side really gaining much ground. Angels Fell, Demons were Redeemed, and a lot of mortal soldiers and innocents on both sides were sacrificed. Microwave ovens were marketed to teeming masses and were countered with lean cuisine meals.

And then, what's commonly known as The Disaster struck unexpectedly, and without warning.

Heaven and Hell were cut off from the Earth, almost completely. Angels and Demons already on Earth are now trapped, unable to easily travel to the safety of their celestial home. The only way to get to either place now is a perilous journey through the Marches (the world of dreams) that could take several weeks. Only the Archangels and Demon Princes seem to have enough power to cross the barrier, and no one seems to know why it exists in the first place.

The game will be held in the city of New York, on the eastern seaboard of the United States. Perhaps one day the roads to Heaven and Hell will be reopened, but for now the Angels and Demons continue to work, and live, as best they can with little support.

The Symphony
Angels and Demons live in a world literally filled with music. The Symphony permeates every living thing, and composes the literal fabric of the universe. Each person, celestial or mortal, makes up a piece of that divine musical chorus.

The things that mortals do over the course of their lives meld seamlessly into the Symphony. When Celestials blend in to human society, their lives can go on without disturbing the delicate balance of the melody as well.

However, when a Celestial uses his divine or infernal abilities, such as Songs, that creates a ripple that other Celestials can sense from a mile away. The death of a human, if caused by a Celestial, also disrupts the Symphony.

In addition, all Celestials on Earth have a vessel. For most Celestials, their vessel is a human reflection of their own true appearance, though that's not always the case. A vessel is indistinguishable from a human body, though it doesn't need to eat, sleep or breathe (though it can simulate those functions). However if it is destroyed, the Celestial doesn't die. They simply take celestial form (grow wings, horns, a tail, etc.) until a new vessel can be found or created. Celestial form is invisible to most humans. Only a human with a great deal of psychic ability can see a Celestial in their natural form. If a Celestial leaves his vessel and takes his celestial form, the vessel disappears until needed again.

Any time a Celestial is IN his celestial form, however, he disturbs the Symphony, creating discordant notes that other nearby Celestials can hear, just as if he used his Songs or Resonance. Even humans can sometimes sense discordance in the Symphony, though it's on a subconscious level. Demons and angels are drawn to such sounds, just in case an enemy is nearby that they can destroy, or a friend is in danger and in need of help.

Outcasts and Renegades
All true angels and demons serve either an Archangel or a Demon Prince, according to their natures. However, there are some on both sides who have either come too close to the other side, or have simply abandoned the War and fled servitude. Angels who leave the service of their Archangel are called Outcasts, and demons who flee their Prince masters are called Renegades. Both are hunted down with a vengeance. Most Outcasts and Renegades are discordant, and close to either Falling or being Redeemed.

You may apply for either an Outcast or a Renegade character, if you wish, but be warned that we will be very selective. Playing these characters well will be very difficult, as most of your fellow characters will be under orders to capture or kill on sight. Which isn't to say that you won't be able to play with others. It'll just be hard and your application will have to somehow demonstrate that you understand and appreciate how hard it will be, and that you can handle it, before we will consider it.

Discord and Dissonance
When an angel or demon does something that is against their nature, that creates a jangling, dissonant note within the part of the Symphony that makes up their essence. While humans do things that can seem out of character all the time, when a Celestial does it, it actually damages them on a fundamental level. The rules for what create dissonance for your character are based on their Choir/Band, and whom they serve, and are outlined below.

Too much dissonance is a serious problem for most angels and demons. Not only is it uncomfortable, but other angels and demons will look at you with suspicion, as a Celestial who is acting out of character is often doing things that wouldn't be approved of, and setting themselves on the road to Fall or Redeem.

When your character does something dissonant in a scene, they will gain a note of dissonance, which will be noted on their journal. Gain too many notes, and you will find that they've been traded in for Discord, which is a serious flaw in their very nature. Discord can be expressed in physical, emotional or mental changes, and could even result in a change to your lineart. Dissonance can be worked off in time, if you don't earn any more. Discord can only be removed by ones Archangel or Demon Prince, and you'll have to convince them that you are loyal enough to deserve it, rather than just being cast out or killed.

Earn too much Discord, and eventually the Celestial will Fall, or be Redeemed, which opens a whole new kettle of fish.

Falling and Redemption
Angels Fall, Demons are Redeemed, but it's basically two words for the same thing - switching sides, and it's not as easy as it sounds.

The first step towards Fall or Redemption is doubt. The Celestial begins to doubt what they are doing, and perhaps begin to do things they would normally not do. It may even be an accident. A Seraph lies, believing the lie serves the greater good. A Calabim fails at his resonance and doesn't succeed in destroying something. Generally angels are tempted into a Fall, and demons start on the road to Redemption by accident.

Dissonance grows, and the Celestial begins to avoid his former friends, fearing that they will sense the doubt and conflict within them. They may befriend those of the other side. Demons are generally happy to draw an angel deeper into the depths of corruption, just for a laugh, while angels hope to redeem demons, and gain a new ally with intimate knowledge of the enemy.

Eventually, if the Celestial makes it that far without being rescued, they are outcast or go renegade, and soon the fall or redemption is complete. If the new demon or angel is lucky, they will have friends on their new side by this point. Those 'friends' will generally bring them to their Archangel or Demon Prince to be inducted as their new Servitor - though it will take a long time before they can prove themselves. They are low man on the totem pole for centuries.

Life fighting the War
So what is life really like for Celestials?

Well, it's a little like human life. All Celestials do their best to blend in with human society. They live in apartments, work jobs, and interact with humans and other Celestials. All the while, the War hangs over their heads, though. An angel doesn't want to meet a group of demons in a dark alley, but a demon fears the opposite situation just as much. Especially if the gang is a group of Malakim.

While fraternizing with the enemy is frowned upon, it's generally accepted that it happens. There are places where angels and demons can be expected to show up, and where violence is forbidden. Often, both sides make deals and temporary alliances, trying to position themselves to ensure that their side is the one that benefits the most.

From time to time, Celestials are sent on specific missions. It might be to secure some valuable object, to block a new technological breakthrough, or to break a particular demon's kneecaps. They're always on the lookout for ways to serve their master's particular goals, however, and most are very loyal.
User Image


Characteristics in In Nomine, an RPG by Steve Jackson Games, are divided into Corporeal, Ethereal and Celestial categories. At this point, you do not have to WORRY about these numbers, but they're good numbers to know.

The first reason for this is the simple fact that they are related to your character's personality, and what is said in the application you fill out. So it's important to understand the Characteristics listed on your character's journal and play them, because you will earn more rewards if you stick well to them.

The second reason why they're important to understand is because in any kind of dispute, the Characteristics will rule all. In other words, if you get into a fight with another character, and one of you is stronger and more agile than the other, chances are good the stronger, more agile one should win. If you choose not to use the game's rules to deal with the battle, but even if you don't, the GMs will rule with those numbers.

All of the Characteristics are taken as a score out of 12, with 1 = Miserable, and 12 = Spectacular, even for a Celestial. 6 is average for a Celestial, above average for a human. The different Characteristics and their meanings are explained below:

Corporeal Characteristics

Strength determines raw physical prowess. Strength helps determine how much physical damage your body can endure.
Agility is a measure of characters' relative speeds, as well as how graceful and dextrous.

Ethereal Characteristics

Intelligence is raw mental capability.
Precision rates how well someone can focus himself on one task, and also influences skills that require exacting patience.

Celestial Characteristics

Will is the character's mental stamina.
Perception is a rating of how well a character can perceive things on a physical, mental and spiritual level, as well as how sensitive he is to the fluctuations of the Symphony at large.
All Celestials are divided into categories, depending on their general personality and characteristics. Angels are divided into Choirs, and Demons into Bands. Their Choir or Band determines the part they will play in the Symphony.

Note that the appearance and personalities described are just a general guideline. If you want your Seraphim to be short and awkward, feel free. Just take note of their dissonance rules before you decide that your Seraphim is a compulsive liar as well, or you may find yourself on a one-way trip towards a Fall - if we even allow the application to win.

Each Choir and Band have certain traits and abilities, called 'Resonance'. All members of that Choir or Band have their Resonance naturally, and can use it whenever they want. Keep in mind, though, that each time they use the Resonance, it has a chance to fail, and can vary in the level of success. People who play that fairly will get more rewards than those who succeed perfectly every time.

In addition, depending on what Choir or Band you choose, you will get additional abilities, called 'Attunements', depending on which Archangel or Prince you also choose. Make sure you read about the attunements before you decide which combination you choose.

My suggestion to you is to read the contents of the first page only, without following the links in each post, and pick either a Choir/Band, or an Archangel/Prince that you like the most, then read in more detail about that, to decide which combination would fit your character best. That way, you don't have to read the entire contents of all four pages, just the few you are most interested in.

In some cases, the Resonance will depend on your characteristics, such as the number of vessels your Kyriotate can possess at the same time. In these cases, after your character is accepted, the GM will calculate the exact number and post it in your journal with your other characteristics, for reference.

This document includes only a general overview of each Choir and Band, so you can make a choice about which one to take for your specific character. Once you've been accepted, there is a larger document in the guild that covers more information that you should know.


User Image
Seraphim, the Most Holy
Tall and proud, the Seraphim stand alone as the most divine of all Heavenly Choirs, created from the essence of all that is perfect.

With the distance granted by such great divinity, they often have a better perspective than those closer to the minds of humanity. Among similarly-ranked members of other Choirs, a Seraph's opinion is the final word; only angels of higher stature can ignore him.

A Seraph's appearance is generally tall and thin, long-fingered and bony, clean-cut and well-kept. Their movements are smooth and precise, as befits celestial nobility.

Although the Seraphim are not the perfect creatures they aspire to be, other angels have a great deal of respect for them. Fortunately, it is in a Seraph's nature to act so as to deserve that respect.

Click for Resonances, Dissonances, and Attunements

Cherubim, the Guardians
Stout-hearted and strong-willed, the Cherubim are the most generally reliable and fanatically loyal of the Heavenly Choirs. If the Seraphim are celestial nobility, then the Cherubim are their knights in shining armour, guardians of all things held dear.

Cherubim move slowly but with severe purpose, their bright eyes missing no detail of their surroundings. They are usually short and stocky, compact and powerful.

As the ultimate celestial protectors, Cherubim are the best angels to have guarding your back - and although a Cherub may say he needs no protection, the best angels of the other Choirs, led by the Cherubic example, make it a point to look after them anyway.

Click for Resonances, Dissonances, and Attunements

Ofanim, the Wheels
Manic and fleet, tensed for action and wired to the gills, the Ofanim are the Easy Riders of the celestial realm. Forged from the stuff of speed and madness, they are Heaven's swiftest instruments and, once set in motion, implacable and unstoppable forces of action.

An Ofanim's appearance generally reflect their manic natures: wide-eyed, thin-lipped and gaunt, unkept and dishevelled, radiating heat from a heart beating too quickly. Their eyes may betray madness, but show no trace of fear.

Racing from one edge of the world to another, they are the border crossers and message bearers, celestial workaholics in the ultimate high-pressure office. Other Choirs respect the Ofanim, though they sometimes also pity them.

Click for Resonances, Dissonances, and Attunements

Elohim, the Powers
Calm and self-restrained, the Elohim sit dispassionately at the midpoint of the divinity ladder. They are the Symphony's expression of balance, the compromise between thought and feeling, the middle-C's of the Heavenly Chorus.

A Seraph's opinion, focused strongly on 'the party line,' is supposed to be the final word in celestial debate. But before the last word is spoken, the counsel most sought after comes from an Elohite.

Unlike the Seraphim, they're not above getting their hands dirty. They're found just as often in bars and brothels as libraries and diplomatic embassies. None of these places would make an Elohite feel uncomfortable; they are above judging that one place is any better than another - you are what you are, and if you want to be somewhere else, go there.

In general, the Elohim lack the conceit to slip into many of the traps that lead an angel to Fall, and cherish an ultimate goal of perfect objectivity. And even though stripping away the subjectivity of passion is an Elohite's dearest desire, other angels fear their success - the principalities of Hell are filled with heartless angels.

Click for Resonances, Dissonances, and Attunements

Malakim, the Virtues
Malakim embody the purity of Heaven's honour and the swiftness of its wrath. No one else has the right to be as openly arrogant, painfully tyrannical, frequently cruel and generally destructive as the Malkim are.

Malakim don't go for anything elaborate in their appearance. In clothing, they are purely utilitarian, but prefer real animal skin, preferably animals they hunted and killed themselves.

As the most honourable of the Heavenly Choirs, their actions may seem ruthless but their motives are beyond question. But out of feelings of caution and self-preservation, the other angels watch the Malakim carefully, while staying on their good side.

Click for Resonances, Dissonances, and Attunements

Kyriotates, the Dominations
The Kyriotates have given up on 4/4 time altogether. The second-least divine Choir, they are also the most fundamentally alien. They are collections of primal urges, briefly manifesting in borrowed flesh before moving on to other hosts. Taken on their own terms, these rampaging discordians are powerful forces that can be channelled in any direction - but they also illustrate all too well how ephemeral reality can be.

The Kyriotates are very smooth characters, at home in almost any vessel after countless years of surfing an ocean of flesh. They are always relaxed, dressed casually and comfortably, but are quick to action.

Unlike the other Choirs, Kyriotates possess a living host - usually a human, or animal - rather than having a vessel made for them. They can possess several hosts at once, somehow able to split their consciousness to be able to carry on several conversations at the same time.

Although they switch vessels as though they were channels on TV, Kyriotates manage to hold on to the threads of what makes them uniquely themselves. They prize their subjectivity. Without any other constants in life, it's the only thing they've got.

Click for Resonances, Dissonances, and Attunements

Mercurians, Friends of Man
From divine diplomats to heavenly socialites, Mercurians are the developers of politics and the arbiters of taste, bringing the discipline of abstract structures to the corporal realm. Mercurians are the least divine Choir of angels - and ultimately, the most human.

More than the other Choirs, Mercurians are the most concerned with appearances. No self-respecting Mercurian would be seen in public with an unattractive vessel, unless ugliness were the desired aesthetic. Fashion critics all, Mercurians aim to be the best-dressed in the room, barring that, they'll be the most suave.

Lowest of the high, savoir-faire incarnate, Mercurians move smoothly through human society, surfing the sea of human relationships. No other angels have such an abiding understanding of the human condition, and perhaps that's for the best.

Click for Resonances, Dissonances, and Attunements


User Image
When the angels Fell, they became demons as they pushed Heaven's mercy from their hearts. Each fallen Choir became a Band of demons; the fallen Seraphim became Balseraphs, the Cherubim became Djinn, and so on. Many later demons were created in the image of the first Fallen, so the Bands continue.

A Band is a category, not a social circle. A demon understands his own kind, but that doesn't necessarily mean he likes them, or (God forbid) trusts them.

Balseraphs, the Liars
Second only to Lucifer as the greatest creatures of deception, the Balseraphs are powerful celestial beings, the most deeply malicious of all the Bands of demons. No other sort of being is so tightly wrapped in his own selfish perspective.

Balseraphs, widely regarded by the rest of Creation as the universe's biggest liars, don't see it that way. A Balseraph cares for nothing save his own point of view, however warped and twisted it may be.

A Balseraph is graceful and hypnotic in the corporeal realm. He dresses smartly, giving the same attention to his appearance that he does to his lies. Other Bands don't question the Balseraphs - not that they'd ever think Balseraphs tell the truth. Questioning their honesty makes you look gullible (as though you think the Balseraphs might not lie to you), as well as stupid (as though you think they'd admit they were lying). Asking a Balseraph if he's really telling the truth is like asking a politician if he really cares about his constituents - and besides, it's rude.

Balseraphs are also the most freakishly paranoid of the Fallen. Since they can seldom be troubled to tell anyone the whole truth, they assume no one else does either. Naturally, they trust other Balseraphs the least.

Click for Resonances, Dissonances, and Attunements

Djinn, the Stalkers
Sarcastic and disdainful, the Djinn don't get excited. That would be admitting they cared about something besides themselves. Instead, they move slowly, nonchalantly, slouching through life without regard for anyone or anything. They just don't give a damn.

Djinn are the sort of demons most likely to be found alone in a dark corner, brooding. Their hearts are disolate from pushing their naturally warm and sentimental souls away from divine glory. In the Pit, there are no greater cynics than the Djinn.

Their appearance tends to the stocky side, dense and strong. Most put no effort into their outward appearances, considering vanity a weakness and the opinions of others unimportant. Some are miserably, compulsively neat and organized.

Djinn get along fairly well with their own kind. They'd never admit it, but they know that no one else can ever understand just how tough it is to be a Djinn.

Click for Resonances, Dissonances, and Attunements

Calabim, the Destroyers
The Calabim have no goal except wanton destruction. They are prized by the Princes and feared by angels - but demons fear them as well, because they invariably lose control and start destroying everything around them.

Even by Hell's standards, the Calabim are odd. They all have some Discord, but it's through this crack in their Forces that they pour destruction upon the world. When they're not smashing and killing, Calabim seem calm, almost distant. They're descended from the Ofanim, the angelic agents of motion. To strike the balance to exist in Hell, Calabim have externalized that sense of motion, converting it into their whirlwind of entropy.

At all times, the mind of a Calabite is turned toward taking things apart. Other demons don't let them near mechanical devices. They know they'll come back to find the Calabite looking sheepish, surrounded by a disassembled contraption.

They're loyal to their Prince, but easy to anger and hard to calm down. Calabim leave behind them a trail of toppled mailboxes, broken windows, punctured tires and fist-shaped holes through doors. If a Calabite doesn't like what you say, he won't think twice about slapping you around, unless he's specifically been told not to.

They prefer rough-and-tumble appearances, the better to sprawl about. Whatever clothes they put on will quickly get dirty and wrinkled from their ever-present aura of entropy. Calabim let their long hair get messy, smiling hugely from beneath shaggy manes. They're the Calabim, and they'll be damned if they let you get in their way.

Click for Resonances, Dissonances, and Attunements

Habbalah, the Punishers
The Habbalah are obsessed with punishing those they consider weak. In the face of massive evidence to the contrary, these demons believe with all their black hearts that they work directly for God. They see themselves as the only true Choir or angels, serving God where His hand is needed most - the abattoir.

The Habbalah have an ill-concealed disdain for the other Bands of demons - and resent being referred to as such. "I'm an angel," a Habbalite will say, "an angel, got that?" The Balseraphs love them dearly, believing them Hell's greatest self-deceivers.

In the corporeal realm, the Habbalah are very beautiful, very sexual beings, rebelling against the androgynous Elohim and dressing their vessels to maximize their emotional impact.

Click for Resonances, Dissonances, and Attunements

Lilim, the Tempters
The Lilim are the daughters of Lilith, created in her image. They know what you need, whether or not you realize it yourself, and they're not above giving it to you...in return for a little favour.

Each Lilim, more than any other demon, wants to be completely free, answering to no one. But most of them are bound to various Princes or to Lilith herself, trapped in the complicated web of favours that is the sisterhood of the Lilim.

The ultimate party demons, Lilim are warm, sympathetic, sensuous and fun. They're nothing if not fun. Not all Lilim consider themselves female. Many of them use male vessels, but since the majority prefer to appear as women, demons refer to the Lilim as female when speaking of them as a group.

Lilim get along with most other demons and work well among themselves, though their sisterly rivalries can sometimes turn violent and occasionally fatal. The only major Band they really detest are the Shedim; they find the Fleshless both abhorrent and despicable. The Shedim, say the Lilim, give demons a bad name.

Click for Resonances, Dissonances, and Attunements

Shedim, the Corruptors
The human race holds as much potential for evil as it does for glory, but sometimes it needs some help. And no Band of demon contributes more to the day-to-day corruption of humanity than the perverse, bodiless Shedim.

If any demons among the throngs of Hell can be called genuine 'devil worshipers' - demons who genuinely and devoutly owe their ultimate loyalty to Lucifer - it's the Shedim. They're the ones who spray-paint pentagrams in alleys, the ones with the tattoos of horned heads and blazing pitchforks. They stand a concerts with thumb, index and pinky fingers outstretched, sticking out their tongues and screaming, "Hellfire, I serve. . . YOU!"

The twisted Shedim rev the engine of evil which idles in every human mind. They're the Band most generally despised by the angels, and some demons don't care for them either. The Djinn and the Shedim share an utter disregard for the state of their bodies, but the Shedim are much worse about it. A Shedite treats his body as though he were an indestructible drunk with an endless supply of rental cars. He'll run a corporeal vessel into the ground, leaving just before its death to avoid dissonance.

Click for Resonances, Dissonances, and Attunements

Impudites, the Takers
They're the nicest people you'll ever meet. You work with them; you live next door to them; some of you may have married them. You think they're just swell folks. And for their part, they truly, devoutly love the throngs of humanity, and they're so damned charming that they'll not only steal the warmth of your heart, but the energies of your soul as well.

The most human of the demons, Impudites dress pleasantly and comfortably, radiating good will and harmlessness. No one is more gregarious than the Impudites, except perhaps their divine analogs, the Mercurians.

They work their way into human communities and steal Essence from their new friends - if suspicions arise, the demons move on. One reason the Impudites love this modern age is that Westerners don't really believe in demons any more. A Taker in a small group of humans is an effective jinx, sucking away all their Essence - but moving among a large enough group, who notices a bit less 'good luck'? And he's so nice.

Click for Resonances, Dissonances, and Attunements
Every Celestial serves either an Archangel or a Demon Prince. Even outcasts and renegades once served one or the other, and it will be that Archangel or Prince who will be most concerned with bringing them back into the fold or killing them.

Each Archangel and Prince have their own specific characteristics, attitudes about the others, and goals. In addition, depending on what Choir or Band your character belongs to, you will get different abilities, called 'Attunements', depending on which Archangel or Prince you serve. Make sure you read about the attunements before you decide which combination you choose.

My suggestion to you is to read the contents of the first page only, without following the links in each post, and pick either a Choir/Band, or an Archangel/Prince that you like the most, then read in more detail about that, to decide which combination would fit your character best. That way, you don't have to read the entire contents of all four pages, just the few you are most interested in.

In some cases, the attunements will depend on your characteristics, such as the number of minutes something will happen. In these cases, the GM will calculate the exact number and post it in your journal with your other characteristics, for reference. The characteristics this number is based on is listed, however, so you know what strengths your character needs.

In addition to those special abilities based on Choir or Band, you can also get special abilities called Servitor Attunements, which anyone can get, so long as they are a servitor of that Archangel or Prince. You will generally get one of these, but not both, right at the beginning, and can buy others later.

This document includes only a general overview of each Archangel and Prince, so you can make a choice about which one to take for your specific character. Once you've been accepted, there is a larger document in the guild that covers more information that you should know


User Image

Blandine, Archangel of Dreams
Some dreams are more solid than others, and Blandine's servants are charged with protecting dreamers and helping them battle their fears. The minions of Beleth, Princess of Nightmares, are her dire enemies.

Blandine's servants are rarely combat monsters. Like their mistress, they prefer subtle background manipulation to force, and seldom involve themselves in outright violence.

Blandine rules over half of the Marches, which is a strange land where dreams come from. Beleth rules over the other half, and sends nightmares from her hellish domain. Now, Blandine's half of the Marches is the only passage between Earth and Heaven, and it is a difficult, perilous journey, which can only be facilitated by a Servitor of Blandine - in other words, if you want to go to Heaven, you need their help to get to the Marches. After that, you're on your own.

Click for more information

David, Archangel of Stone
David and his angels created the first human shelters, and his disciples taught the arts of pottery, metal-working and building construction. He also helped to find new and better people to beat one another to bloody smears.

Since David and his followers helped mold early humanity, he feels a responsibility to finish the job. His angels strengthen people by forcing them to endure terrible labours. David believes this is necessary if humanity is to survive the times ahead.

This Servitors encourage people to join together in strength for mutual loyalty and protection, even to the point of forming street gangs and militias. They proudly count skinheads among their followers. Some angels think the servants of David are too brutal, but they themselves wonder if they're brutal enough. David's followers are blindly loyal, and do not tolerate anyone questioning their master's decisions.

Click for more information

Dominic, Archangel of Judgment
Dominic and his servants have been charged with maintaining order by rooting out corruption in the Symphony, even among angels. Especially among angels.

Known as the most tyrannical of the Archangels, he heads the Divine Inquisition. His servants root out dissent within the Host and deal with troublemakers, such as severely Discordant angels and Outcasts.

The Divine Inquisition is organized in triads - groups of three angels. Each triad includes a Cherub, attuned to the subject of inquiry; a Seraph, to resolve his true culpability; and an angel of another Choir to carry out the sentence. Judgment is by a majority vote of the triad.

Only his most-favoured Servitors (such as your character), operate autonomously, and Dominic reserves them for missions which require the utmost discretion.

Dominic has little interest in the laws of mankind - or, for that matter, its problems. An angel of Dominic will help execute a just human law, especially by aiding human police and courts, but will also ignore a law that fails to serve his master's severe Justice.

Click for more information

Eli, Archangel of Creation
Of all the Archangels, Eli produces the most contradictory images in the hearts of angels. He is both creator and destroyer - full of life and hope, his future wide open, but out of control and out of his mind. His servants embody the Earth's primal creative forces. Casual and disorganized they may have become, but they remain makers of beauty and servants of Heaven.

A few decades ago, Eli abandoned his divine mosque, stripped himself of his memories of the past, and disappeared into the corporeal masses. He's seldom heard from, and even his most ardent followers are afraid of what he's become.

At the beginning of the last century, Eli granted dominion of most of his Servitors to the other Archangels. So, for instance, one might be 'A Malakite of Eli in service to Gabriel.' They retain the attunements and get no new abilities unless their new masters grant them attunements - which rarely happens.

A few of Eli's most favoured Servitors still do his direct bidding. ("Do what thou wilt," he told them, "but be cool." wink They go on esoteric errands at his whim, and often don't understand what they're doing, or why.

Scattered in service to various Archangels, seemingly abandoned by their master, Eli's Servitors have every reason to be frustrated and confused. On top of that, Dominic has been making the supposed heresies of Eli the focus of his dark scrutinies.

Click for more information

Gabriel, Archangel of Fire
This energy can fuel the hearts of men and women, bringing joy and inspiration; it can also burn the unwise and the unfortunate. Gabriel's servants are fire incarnate.

Physically, she's perfect. Mentally, however, she's unstable. At one time, Dominic declared her heretical and tried to have her exiled from Heaven. Yves and Michael defended her, but she stormed away angrily and has yet to return. That was over a millennium ago.

Besides the Word of Fire, Gabriel has other offices. Her most important duty is to punish the cruel, which she does with a vengeance. She was once Heaven's messenger.

Gabriel is too unstable to manage God's armies, too disturbed to rehabilitate and too powerful to destroy. She's a primal force which can occasionally be channeled, but never controlled, by the rational factions of Heaven.

She still walks the Earth, avoiding other Archangels and performing her role as she has since ancient times. Sometimes she talks to herself; sometimes she screams, sometimes she laughs for no apparent reason. Her servants love her madly, and burn to follow in her footsteps across the hot coals of life.

Click for more information

Janus, Archangel of the Wind
The servants of Janus are Heaven's agents of change, charged with shaking up the establishment and making the static into the dynamic. They are also divine thieves, confounding the wicked with their daring exploits.

Janus is one of the oldest Archangels. Although his mission is to promote change, he himself has changed very little in the past millennia. In fact, like many Archangels, he seems increasingly set in his ways as time goes by.

He's very gregarious, but just as quick to condemn a friend as to praise him. Then, after his fits of criticism pass, he is very, very apologetic. While some worry about his stability, Janus' usefulness is sometimes the only thing Gabriel and Dominic agree on. After all, his mood swings reflect his role in the Symphony.

Janus' angels aim to disrupt normality and cause as much chaos as possible without upsetting the overall balance of the Symphony. In a typical scenario, an angel of Janus comes to town, scopes the place out, and mayhem ensues. Actually, almost any adventure of these angels ends with "and mayhem ensues."

The servants of Janus are easy to spot: reckless youth, hanging out of the side of a speeding car, zooming from one town to another, attending rallies, blowing up cars, agents of change. They're also known for their light fingers and bulging jackets.

Click for more information

Jean, Archangel of Lightning
Servants of Jean control the various energies which course through the corporeal world. Slowly, they dole out their secrets to mankind.

Jean manages the technology of humanity, and their knowledge and comprehension of the physical world. He charges his Servitors with developing and experimenting with new high-tech devices designed to reduce the selfish desires of mankind.

He and his Servitors don't think very highly of humanity. "But in spite of their tiny cranial volumes," he admits, "they still manage the occasional flash of insight." Jean usually chalks this sort of thing up to Lucifer and Vapula (Prince of Technology) who slip secrets of the Symphony to human scientists in exchange for dark currency.

Jean's personality is proud and pedantic. He's a micro-manager, who prefers that his angels not take too much upon themselves - especially when it comes to human innovation. As Archangels go, he is easy to summon, and usually grumbles, "You did the right thing to call me." Jean is a hard worker, but likes to do it himself.

Click for more information

Jordi, Archangel of Animals
Ignore the lie that is 'civilization,' the shared hallucination which humans call 'society'. Heaven has erred grievously in allowing humanity to keep its artificial trappings - mankind must regain its wild nature, or die.

With a strong aversion to most of man's works, Jordi spends most of his time wandering across the world's countrysides in animal form. Lucifer did his best to play on Jordi's disdain for mankind, but Jordi was never tempted. He remains completely loyal to the Divine, whatever he may think of the current state of the world. And he accepts as allies those humans who share his love for the animal kingdom.

Angels who don't work for him consider Jordi to be completely insane. Mad or not, he's exceptionally intelligent and wildly perceptive, and always willing to give a bit of leeway to supplicants who show consideration of his eccentricities. His servants may be wild and untameable, but they're not cruel - they act as they must, with passion, but without hatred.

Click for more information

Laurence, Archangel of the Sword
Laurence is a Malakite, honourable to a fault, and the supreme commander of God's army on Earth. He's responsible for training Soldiers and assigning them to angels, coordinating official missions and keeping track of the Foe.

Laurence has not only been orchestrating the armies of God, he's also become the patron Archangel of Christianity, actively promoting its growth. In particular, he supports the Pope and would like Catholicism to become the sole religion of humanity. (Dominic is the only major Archangel who vehemently supports him on this)

The youngest of the major Archangels, Laurence is a real phenomenon in a fight, but as a planner he's still too idealistic. He tends to forget that even his own angels aren't perfect, and that the other side fights very, very dirty. When plans go wrong, he invariably calls in Michael, the old warhorse, to sway the course of the battle back to the side of good.

His servants never have a spare minute. While other angels only grudgingly drop whatever they're doing to help Servitors of the Sword, Laurence's angels feel that the others are too quick to beg for help - which his servants feel obliged to give - instead of solving their own problems first. Between their honourable idealism and their prowess as Heaven's greatest questers, they have a great deal of potential, if only they can survive long enough to fulfill it.

Click for more information

Marc, Archangel of Trade
Commerce has complicated the lives of humans, but has lowered the amount of violent conflict in the world. Wars cannot be fought without spilling blood - but in commerce, payers and numbers and the structures inside people's minds are the only casualties.

The Archangel of Trade is well-suited to the human-level complexities of the fiscal world. He and his servants are divine diplomats, Heaven's negotiators. They lie only by omission and always for good reason. Marc can be counted on, as long as one reads between the lines and pays attention to the fine print.

Mark bears the heavy burden (his words) of promoting the abstract concept of currency and of managing the divine fortune. He does it well, occasionally reimbursing himself for his time. (He invented the concept of a 'salary,' and doesn't stint himself.)

Click for more information

Michael, Archangel of War
As the most powerful angel, in mind and in body, Michael bested Lucifer in hand-to-hand combat and personally kicked his red @$$ out Heaven's door. (The remaining rebels, damned by God, conceded the battle and found their own way out.) For this, God made Michael Archangel of War. While Laurence rules the armies of God, Michael is the commander of those who fight alone, relying only on their own weapons.

His servants fight vigorously so that one day the war will end. They are proud, powerful and never back down from a fight. But they're also sympathetic to the human condition, and try not to miss out on an opportunity to relieve a human of his pain, if only by listening to his war stories.

Pig-headed and individualistic, Michael doesn't mollycoddle his servants - but he does protect them from Dominic, whom he calls 'the hyena of Heaven.' Many millennia ago, Michael was the target of an inquest into vainglory, chaired by Dominic. He accused Michael and his servants of encouraging heathenish traditions (collecting trophies, promoting warrior cults, sporting blasphemous heraldry, etc.) God intervened and acquitted Michael, not because he was innocent, but because without pride and glory - and Michael - Heaven's greatest battles would be lost.

Click for more information

Novalis, Archangel of Flowers
The servants of Novalis are charged with calming the souls of humanity. She is a powerful female principle; her Word in the angelic tongue resonates with tones of growth, nurturing and peace.

Novalis' servants may be as precise as a new bonsai, or as wild and mad as a valley of kudzu, but none would have felt out of place at a Dead show.

Novalis' kindness is unequalled; she avoids direct conflict as much as possible. Her servants are just so damned friendly that other angels can't help but get along with them. However, she doesn't like to see her servants aiding overtly-violent missions unless there's a good chance that their presence may prevent bloodshed.

Click for more information

Yves, Archangel of Destiny
Legend has it, Yves was the first soul created by God. Armed with his knowledge of the universe from its most primal state, he and his Servitors have a miraculous ability to predict the Symphony's future.

It was given to Yves to name God, after God named Yves. Some divine theologians argue that Yves, by giving God a name, created not merely the distinction between Good and Evil, but that he created God Himself. Others believe that by naming a darkness for light to stand against, he facilitated the original Fall.

He and his Servitors are the givers of names, the guardians of knowledge. In the modern era he concerns himself most with philosophy, having delegated the sphere of technology to Archangel Jean.

Yves is not omniscient, but he knows the names of all things, everything that has ever been written down, and - as Archangel of Destiny - all of the best and brightest possibilities for the world. He is the most respected soul in Heaven.

Click for more information


User Image

Andrealphus, Prince of Lust
Andrealphus and his demonic Servitors are the most hot-handed and cold-hearted creatures ever to crawl out of Hell. The Prince of Lust, Andre to his friends, enjoys worldly missions of glamour and politics. When subtlety is required, Andrealphus has many eager servants.

He and his Servitors are well-liked by all the Princes with a taste for pleasure. Andrea frowns upon any demon whose general appearance is even the least bit monstrous, preferring to deal with 'pretty people'. His servants, and even other Princes, often have trouble contacting him - he's always got a rendezvous to attend to.

In recent decades, Andrealphus has been working with Nybbas, the Prince of the Media, to create a new paradigm for religion, based around the kind of selfish freedom which demons best appreciate. Between Nybbas' deliciously deceitful media and Andre's diabolical charm, they expect to found a new religion of entertainment in the cracks of the corporate state before the end of the next century. In the meantime, Andrealphus has committed his Servitors to teaching humans that sometimes it's good just to lose yourself in the pleasures of the flesh.

Click for more information

Asmodeus, Prince of the Game
Asmodeus and his Servitors are Lucifer's secret police, responsible for hunting down renegades and other traitors to the infernal armies. The Prince of the Game is probably the second-most powerful of Hell's royalty, after Kronos. He is widely feared and roundly hated by his peers. His agents always have at least one cover identity, and only unmask themselves upon making an 'arrest'.

They are charged with slaying the corporeal vessels of any renegades they encounter. To Asmodeus and his servants, a demon is renegade (and within their jurisdiction) if he acts against the expressed or implied wishes of his Prince, if he possesses any Celestial Discord, or if his actions call his loyalty to evil into question.

Above all, Lucifer uses Asmodeus to weed out demons who might defect to the angels or threaten Lucifer's own plans. He is the counterweight to the unrest that Malphas stirs up. While any Prince may call upon the Servitors of Asmodeus, most prefer to deal with problems in their own way rather than risk scrutiny.

Click for more information

Baal, Prince of the War
With Baal leading the troops, their chances are better every century. A Balseraph and a warrior, Baal is an inveterate liar with a strange sort of honour. He is not a brute, but a cultured killer, with more class than Belial and more brains than Saminga.

Baal has made combat a way of life. Unlike Michael, Archangel of War, Baal is firmly at the helm of Hell's military, more general than fighter. His demons are sent to Earth to encourage the self-destruction of humanity and to help other demons defend against the angelic menace.

Baal holds his disciples in an iron grip, checking in on them frequently to be assured of perfect service. He is a prime example of the great contradiction of the Diabolicals: Baal fought like a champion at the start of the War for the right of the demons to rebel, yet he has slain many of his finest servants for threatening to rebel against him.

Click for more information

Beleth, Princess of Nightmares
The creatures of Beleth defend themselves from life by becoming the most terrifying things in it. Even the Malakim, those steely-bright angels of war, exchange nervous glances when discussing the Servitors of Nightmares.

Beleth, one of the first celestials created, the angel of Fear, is now a Djinn. Full of hate for humanity, she sided with Lucifer against the wishes of her lover, Archangel Blandine.

The Princess of Nightmares thinks the other Princes - especially those who merely kill their prey - are too soft on mortals. The other Princes know that she spies for Lucifer, and seldom visit her dreamland when they sleep, if they sleep at all.

Beleth and her servants have worked harder than any other Diabolicals to promote fear and general mistrust. That they do it to mask their own insecurity is a weakness they would never confess.

Click for more information

Belial, Prince of Fire
He and his minions know that if you're not fire, you're fuel. Belial would let the whole world burn before admitting defeat. The Prince of Fire is a fighter, rarely making a personal appearance unless force - or at least a threat - is required. The Adversary himself likes Belial well enough, but limits his power, some say, for fear of treachery.

Belial's Servitors may be grubby or elegant, as suits their Bands and their whims - but they all smoke, if only because it's an excuse to carry a lighter. He was a servant of Gabriel's before the Fall. Lucifer swore that he could have the word of Fire after they overthrew God, and he kept his promise as best he could.

Belial represents only the literal power of fire - its destructive nature - and not its conceptual power, as Gabriel frequently does. The rivalry between the two Words of Fire is legendary, and the enmity between their respective disciples rivals the heat at the heart of a star.

Click for more information

Haagenti, Prince of Gluttony
Haagenti usually appears as a hairy, screaming demon about three feet tall, with a huge maw ringed by razor-sharp teeth. He moves by hopping and skipping, and eats everything he can get into his greedy little hands.

A Calabite, Haagenti despises almost all the other Princes, mostly because he spent 600 years toiling under them as a familiar. As a demon tyke, he promised himself that someday he'd devour his enemies.

Over time, he grew in stature. On a whim, Kobal, Demon Prince of Dark Humour, adopted Haagenti as his brother and helped him through several rather ugly growth spurts until finally, much to everyone's surprise, he climbed to his current position. Haagenti attacked more than one Prince who'd made his life particularly miserable, and - as promised - at them for lunch. (Prudent demons treat their familiars nicely, because - well - you never know).

Basically, Haagenti is a bully and a buffoon, specializing mostly in torture and sight gags (which, some might argue, are a kind of torture). His disciples swarm across the Earth to aid this or that Prince - or more often, to help Servitors of Kobal harass mankind.

Click for more information

Kobal, Prince of Dark Humour
Kobal is Hell's court jester. Kobal seems to have a special place in Lucifer's heart; the Lord of Lies permits Kobal to say, with wicked wit, what no other Prince would dare even think.

On Earth, humour is one of God's greatest gifts, making friendships easier and lightening misfortune. It is Kobal's greatest talent to skillfully pervert the art of humour into mockery, hatred and despair. His demons serve Evil by turning thought to laughter, concern to callousness, reverence to blasphemy - and all in the name of good clean fun.

Kobal manifests in a different guise every time he appears, all the better to fool people - but his servants always recognize him. Sometimes he appears animated; these days he is often depressed and caustic. He specializes in word games and intelligent humour, leaving the crudity of visual gags to his 'brother', Haagenti.

The Prince of Dark Humour used to spend much more time on Earth, but with the dawning of the 20th century, he began to spend less and less time walking the corporeal plane. He's heard all the jokes - he's jaded, and he's beginning to get bored and angry. Now he rarely comes to Earth, except to help one of his Servitors out of a jam or to enjoy some especially brutal practical joke.

In the depths of Kobal's mind, the ultimate joke is slowly taking shape, whether or not he's consciously aware of it. When he plays it, and upon whom, might make all the difference in the world to the War.

Click for more information

Kronos, Prince of Fate
Kronos is the most powerful of Hell's Princes. He doesn't care about most of the people in the world, only those who aspire to greatness, who hear the call of their bright destiny. Those are the ones whose great potential must be crushed by the dark hand of Fate.

He and his Servitors are the only demons with a true connection to the Symphony at large, charged with perverting its workings from the inside out. Dire enemy of the angels of Destiny, Kronos operates by forcing patterns in the Symphony down paths of weakness. Without the demons of Fate to stalemate Yves, the angels might have already won the War.

Click for more information

Malphas, Prince of Factions
The Adversary uses Malphas and his servants for diplomatic missions of the greatest importance. He is in favour with Lucifer and liked by almost all the other Princes. He does not return this affection. Malphas practices his art among his peers as much as he does on Earth. Lucifer approves; in fact, that's one reason Malphas keeps his high state. As long as Malphas is playing his games, the Demon Princes will never unite against Lucifer...they'll be squabbling among themselves.

Malphas is cordial with his servants, willing to listen to the complaints of even the least of them. This is not kindness, of course; it's the faction game. Each of his demons is convinced that Malphas is a tough but fair boss; each one thinks he has a special 'in' with Malphas. His organization is not especially efficient...none of his demons trust one another enough to cooperate really well...but it's completely reliable. His demons are always alert for excuses to denounce each other to their immediate boss or to Malphas himself.

Malphas is never violent except in the last extremity of self-defense, and insists that his minions follow his example. Inciting violence is fine; using it directly is the mark of a failure. (And Malphas secretly believes that most of his fellow Princes are clumsy dolts).

Click for more information

Nybbas, Prince of the Media
Nybbas is the newest major Prince in Hell. In 1884, with several human allies, he invented the television. His immediate crowning by Lucifer was unexpected - Nybbas was a low-ranked servant of Vapula at the time, without even a Word of his own - and caused great controversy on both sides of the Celestial front. Television has forever changed the way mankind thinks and dreams. Nybbas' plot to mold the psyches of humanity is working all too well.

The Hollywood style of storytelling best embodies Nybbas' unrealistic attitudes: to the Prince of the Media, the world is a beautiful place inhabited by beautiful people, and everything will turn out fine in the end. His manner and appearance is worse than that of the most horrifying game-show hosts, his grinning countenance terrifying to even the most cheerful Girl Scout troop.

He is full of disdain for everyone he manipulates - and he feels, not without reason, that anyone who helps him is his puppet.

Click for more information

Saminga, Prince of Death
Only three millennia ago, Saminga was an ordinary demon. He learned the secret of mummification from the ancient Egyptians and used it to create an army of undead sorcerers. Soon his occult power exceeded that of many Princes.

Lucifer considered slapping him down, but Saminga's not trying to take over Hell. He has everything he wants, and lets the other Princes manage those things that bore him. Arrogant and patronizing, he thinks death is the ultimate evil, and since he is Death, he must be the ultimate evil. That's fine with Lucifer, who fines the Prince of Death pathetically easy to manipulate.

The destruction of property or animals doesn't amuse Saminga; only the death of an intelligent being, preferably in fear and agony, fuels his dark symphonic theme. That's amusing.

The Demon Prince of Death always prefers dead puppets to living mortal servants. As this might indicate, Saminga isn't particularly bright. He makes up for it with paranoid savagery, especially when he thinks a Servitor is being even the least bit insolent.

Click for more information

Valefor, Prince of Theft
Ever since humanity learned to tell one cave from another, it has struggled with the concept of ownership. Valefor delights in the conflicts between those who have and those who want.

Valefor appeared on the scene several centuries back, having liberated the true prophecies of Michel de Nostradame, better known as Nostrademus, from Yves' library. He rapidly made a name for himself; since then he has personally stolen everything from the sealant for the Spanish Armada's gunpowder barrels to Nikola Tesla's electrotherapy cure for cancer.

More important than Valefor's flashy personal thefts - though they do raise a lot of Hell in the mortal world without disrupting the Symphony - is the constant strain that the demons of Theft put on mortal society. A little theft is often the door to far greater sins, especially since Nybbas started cooperating by promoting stylish thieves as cool media heroes, from Robin Hood to Dillinger. In addition, theft tends to promote greed and anger in its victims - better and better!

Lucifer made the daring thief a Prince. But most of Hell's more austere royalty - Asmodeus, Baal, even Kronos - think there's something terribly wrong and dangerous about Valefor. For example, the rivalry between his Servitors and those of Janus seems 'too pat'. Surely, they argue, there must be some reason they and their Servitors bear such an uncanny resemblance, if not physically, than conceptually.

But Lucifer finds Valefor a useful tool. And in fact, when any Prince of Hell needs something stolen, on Earth or anywhere else, he's likely to call directly or indirectly on Valefor.

Click for more information

Vapula, Prince of Technology
Think 'mad scientist'. Vapula is usually quiet, and seems to be working on something in the back of his mind - until he bursts forth with a torrent of excited ideas. Even when angry, he's soft-spoken. A clumsy Servitor may be invited to donate his vessel for medical experimentation...but Vapula will smile encouragingly as the victim is strapped to the rack.

Archangel Jean was handed the secrets of the corporeal world by Yves. Without access to the Symphony, Vapula is reduced to experimentation - but he's gotten pretty damned good at it. The Prince of Technology loves gadgets, and has absolutely no conscience about their side effects. He was never an angel, and Hell suits him far better than Heaven would; he's free to come up with whatever he wants. He's especially fascinated by technological relics.

Lucifer and the other Princes want to see devices which humanity will use for destruction and selfishness, such as chemical weapons, automobiles, cement, fast food and explosives. Actually, humans invented all those things, but Vapula takes credit for helping them along - it earns points with the rest of the Descending Hierarchy.

Vapula's forges in Hell are the source of most infernal artifacts. Few of the demons who know these secrets are permitted to reach Earth, though! None of the Princes want diabolical artifacts to be too easy to get.

Most recently, he has been recruited by Nybbas to help create a combination computer/television that will draw Essence from those nearby, or accept Essence 'broadcast' from some central location, to power the dark invocations of the cathode ray tube. With such a device - tentatively dubbed the NC, or 'Nybbas Computer' - the Diabolicals' control of humanity might be complete.

Click for more information

Lilith, Princess of Freedom
Long before the Fall, Lilith walked the Earth, beautiful and immortal. Created as the first wife of Adam in God's famous experiment in the Garden of Eden, she exercised her free will and walked away.

Lucifer offered her power, dark Essence, and the Word of Freedom. Lilith accepted, but has insisted that independence means far more to her than power over others. She is the Demon Princess of Freedom, and she means it. She holds no Principality in Hell and commands no Servitors. When she wants something, she'll trade favours. If she comes out ahead...well, that's just how it goes. Thus, her power is far less than that of the major Demon Princes. Technically, she's not even a demon; she's just Lilith, unique and exquisite, whom no one can ever own. But her infernal coronet remains secure, because she provides what no other Prince can: the bewitching Lilim.

Each Lilim is an individual creation of Lilith herself. Other princes have engendered their own ideas of the perfect infernal seductress, but no one can duplicate the Lilim. Having created her children, she leaves them free to succeed or fail on their own. If someone else gets the better of a Lilim in a fair deal or a fair fight, then Lilith doesn't care. It's when Lilim are victimized or treated as disposable that she's been known to get involved.

Lilith can lie almost as well as a Balseraph - though she thinks of it as 'changing her mind' about her own intentions. If she's accepted a service, she'll always keep her end of the bargain, unlike the other Princes. She can Geas herself if she has to, but it's normally beneath her dignity to lie to a being as lowly as a Celestial, and she'd be very unlikely to Geas herself to anyone except a Superior - and even then, only to make a point.

She gets dragged into Hell's politics only when it's completely unavoidable. She'd like to be completely free, of course, but how likely is that really? Lucifer is a powerful protector, and her experience with the Host involved being a mortal's slave. Many Archangels would still like to destroy her, though not all - Jean in particular.

Lilith has no permanent Servitors, deeming that too much like slavery. She acquires temporary Servitors by trading favours. She will trade favours with anyone who will work with her, and she likes to keep her options open. Temporary Servitors have access to her Rites, but they must also accept her Dissonance.

Click for more information
User Image

Roles allow Celestials to blend into human society. All Roles require certain skills in order to be effective, at a level no lower than that of the Role (see the Skills section below for a discussion of skills). Roles are accompanied by a certain amount of status, as well.

The level of a Role determines how firmly it is worked into the Symphony. A level-1 Role is fairly sketchy, the 'person' will be recognized by those around him, but could vanish without being missed. At level 6, the Role is as firmly knit to the Symphony as any real mortal life. The Celestial has likely been on Earth for decades, in that particular Role.

The higher a Role's level, the more famous that Role can be, and the more Status it can have. If you want a worldly identity as a cardinal, a movie star, a Nobel winner, or an NFL quarterback, this would be level 6. Level 1 is suited only for the most anonymous, faceless roles, requiring little attention...just another janitor, soccer mom, or IRS auditor.

The higher the Role, and the higher the status needed for it, as well as the more skills it requires, the fewer other skills and songs your character will be able to have right at the beginning. So keep that in mind before you decide that your character is world-famous. You don't need to specify a level - the moderators will take your description and figure out how to fit that in, and what is left over - but it should be something you keep in mind.

The Roles below are just a few examples, to give you some ideas. The status and skills are listed with them, to give you an idea of how difficult that Role will be to take (note that both stats are a number out of a maximum of 6). Don't forget, the more involved your Role, the fewer other neat skills you can have, but the better you'll blend into human society. If you want your Celestial to perform a job that doesn't fit into these categories, just explain what you want their job to be in your application! Also, if it lists one of the characteristics, make sure that you rank that one high when you apply.


Sample Roles
Archeologist
Whether he's an assistant on a local dig or a dealer in antiquities with a penchant for whips, an Archeologist has an intuitive edge for immediately spotting and correctly identifying artifacts of the corporeal world.
Generally Status 3 or 4; requires Survival skill.

Bartender
They meet a lot of people, and sometimes bartenders hear about things even before the news people do.
Status 2 to 4; requires Fighting skill.

Doctor
From local doctors outspoken about health reform to the Salks, Kevorkians and Mengeles of the world, physicians serve their patients in many ways.
Requires a Precision above 5 and the Medicine skill; generally Status 4 to 6.

Entertainer
Many entertainers are attractive and talented. Some are just smart and lucky. The biggest advantage of this role is that of gossip monger. Unfortunately, your character may get tied up 'on the job,' networking and rubbing elbows with other big shots. While this gives you an excuse to travel, it can also lead to nasty conflicts between shooting schedules and exorcism deadlines.
Requires some combination of Charisma and performance skills. Status could be anywhere from 3 through 6.

Hacker
This role gives you a basic knowledge of the public computer networks in your area, and a better knowledge of the not-so-public ones.
Computer Operation is the only must, though Move Silently will help you out of those noisy trash bins. Hackers may also wish to branch out with the Chemistry or Electronics skills, but it's not necessary. Status is probably between 2 and 4.

Hunter
What better way to fight the War on Earth than to hunt demons in broad daylight? Just tell people you're a demon-hunter, and they'll never suspect you of being an angel, much less a demon. (Of course! Why didn't anyone think of that earlier?)
You DO realize that it makes you a target, though - and you'd better have an assortment of combat skills if you want to live long. Any Status is possible; a 'demon hunter' could just as easily be a wealthy lunatic or a homeless lunatic.

Journalist
From daily columnists to Walter Cronkite, journalists now more than ever mold the minds of the population.
Journalists must have Literacy and Fast-Talk, but Move Silently, Lockpicking, Computer Operation, Dodge and Escape will also come in handy more often than not. Status could be anywhere from 3 to 6.

Lawyer
From struggling human-rights lawyers to Daniel Webster, lawyers define the borders of acceptable behaviour in human society - but beyond the law, do some serve even higher powers?
You must have the Fast-Talk skill to successfully pass as an attorney. Status can range from a starving and marginal 3 to a filthy-rich 6.

Policeman
The police are the guardians of order, for better or worse.
A policeman needs at least two skills from among Detect Lies, Knowledge (his city or town), Ranged Weapon (pistol), Small Weapon (baton) or Tracking. Status is almost always 3 or 4. One or two points in Charisma could be described as 'looks like a good cop.'

Politician
Politicians create humanity's social systems. Until power is taken from them, the fate of the modern world lies very much in their hands.
Lying is the only necessary skill for politicians. Charisma is a must. Status is usually 4 to 6.

Private Detective
While you may think that anyone with a trenchcoat and a bad attitude is a gumshoe, this role gives you an official license, a knowledge of how to track people down, and a worse attitude.
No skills are REQUIRED, but you should have a few levels of Fighting, Escape, Lock-picking, Move Silently - and the ever-popular Fast-Talk. Status could be 3 or 4.

Religious Figure
From the local AM radio bible-thumper to Mother Theresa, religious figures shape our world in many ways.
Emote is the only required skill. Charisma is reasonable and useful. Status could be from 3 to 6, though 6 probably implies 'religious entertainer'.

Scientist
Of all the modern roles, the scientist (mad or not) is one of the most divinely and infernally inspired, leaping quickly from one extreme to another. This position can give characters access to all sorts of toys, real or imagined. From the guy at Texas Instruments who invented the microchip on a weekend break to the savvy programmer who parlayed rights for a third-rate operating system into a corporation that owns small countries, scientists play the tunes to which society dances.
A Scientist needs at least one skill appropriate to his chosen field. Status is usually only 3 or 4, unless he's been smart AND lucky.

Sports Hero
Were you the quarterback the year your highschool went to the state championships, or did you just sign a multimillion-dollar contract with Pepsi?
You must have one athletic skill (Dodge, Swimming, Running, etc.). Status for a successful pro athlete will be 4 or greater.
User Image

Songs are the 'magic' of the Celestials. The examples below are the best-known Songs. Many Songs are carefully guarded secrets, but these are almost commonplace.

Most Songs come in three versions - Corporeal, Ethereal and Celestial. If you know an entire suite of one type of song is helpful - it makes the Songs from that suite more effective - but certainly not necessary. To use a Song, the character must actually sing, play an instrument, or at least hum. Depending on the level of the song, they may be able to use the Song without giving any outward indication of it, however.

Unlike Attunements, most Songs can't be resisted or Dodged. All Songs require Essence to use, so can only be used a few times per day. Songs disturb the Symphony, as well.


Songs

Attraction
In the Symphony, forces of attraction are capricious and unpredictable. These frequently-used Songs give Celestials varying degrees of control over these forces.
  • Corporeal - The Corporeal Song of Attraction is designed to attune items to each other. Once Attuned, each 'tugs' gently in the direction of the other. Perception is needed to correctly determine the direction of the object's tugging. This Song cannot be performed on living beings - only on objects. Both objects must be in physical contact with the performer's vessel when the Song's effects are activated. If one object is destroyed, the effects of this Song end.
  • Ethereal - The Ethereal Song of Attraction makes a victim madly, passionately attracted to any person or object of the performer's choosing. The object of attraction must be within eyesight of the performer, and the target must be within a few feet of the performer. The target can resist with willpower. If he fails to resist, he'll feel compelled to possess and protect the object of his desire, and to stay in its presence, for the length of the Song's duration. In a combat situation, the victim will defend himself normally, but must use will when forced to choose between self-preservation and protecting the object of his desire.
  • Celestial - The Celestial Song of Attraction works like the resonance of the Djinn and Cherubim. The performer must physically touch the object to which he wishes to attune himself, but may then divine its location anywhere in the Symphony. Unlike the resonance of the Cherbim, this Song never causes its performer to generate dissonance.


Charm
It's possible to be so damn charming to people that they're stunned. The various versions of this Song temporarily reduce a victim's characteristics. The Corporeal version of this Song affects only Strength and Agility, the Ethereal version affects only Intelligence and Precision, and the Celestial version affects only Will and Perception. This Song cannot reduce characteristics below 1

There is no limit to the number of people this Song can affect, so long as they are within range and the performer has enough Essence. The Songs of Charm work on animals, as well as human beings - and, of course, Celestials.
  • Corporeal - This Song can affect either a person's Strength, making it more difficult for him to put up a struggle, or his Agility, making him slow (if not unable) to react. The effects last for a few minutes.
  • Ethereal - This Song can affect either a person's Intelligence, making him slow-witted, or his Precision, making it difficult for him to concentrate on any sort of complicated task. The effects last for a few hours.
  • Celestial - This Song can affect either its victim's Will, making him apathetic and highly suggestible, or his Perception, dully his senses to near-imbecility. The effects last for just a few rounds.


Dreams
While the servants of Beleth and Blandine are the consummate walkers of dreamworlds, these Songs let others trace their footsteps.
  • Corporeal - This Song has the same effects as the Dream Walking attunement. It lasts for a few minutes.
  • Ethereal - This Song lets the performer affect the dreamer's ability to use his skills within the dream. The dreamer can resist the first attempt with Will, and successful resistance ejects the intruder from the dream.
  • Celestial - This Song lets its performer control occurrences in other people's dreams (He must first be in his target's dreamscape). The performer is able to affect the outcome of a dream. If the target is in Blandine's realm, the performer may sculpt a hopeful dream. Conversely, if the target is in Beleth's realm, the performer may sculpt a horrifying dream. With a very good success, the performer may first force his host to travel from Blandine's realm to Beleth's, or vice versa.


Entropy
A little chaos is a dangerous thing. Controlling it is tricky, but masters of this Song are formidable beings.
  • Corporeal - The Corporeal Song of Entropy gives the caster control over the ravages of time. He can cause something to age, or grow young. The subject of this Song may attempto to resist the field of entropy with Strength.
  • Ethereal - The Ethereal Song of Entropy is a mental attack, bringing terror and nightmare to a single victim. The victim may use his Intelligence to resist.
  • Celestial - This Song causes a complete and systemic breakdown of a creature's psyche. The target hallucinates, and can take no action at all for a few minutes.


Form
These are the Songs that change the shape and appearance of the singer's corporeal vessel.
  • Corporeal - The Corporeal Song of Form lets its performer alter the skin of his vessel, turning it into a sort of natural armour.
  • Ethereal - The Ethereal Song of Form lets its performer fade from visibility, turning his corporeal vessel into shadow matter. While this doesn't make him insubstantial (he can't walk through walls), it does provide near-invisibility. Others must use Perception to detect him, and even then they'll only 'feel' a presence - they won't be able to make out who it is or what he looks like.
  • Celestial - The Celestial Song of Form makes a physical vessel as malleable as clay. The more changes you want to make, the more Essence must be spent.


Harmony
Also called the Songs of Peace, these tunes soothe angry spirits and calm wild beasts.
  • Corporeal - All within range of this Song, in every direction - including the performer! - find themselves weak and sluggish, unable (but not necessarily unwilling) to attack. They may be verbally abusive, but the Song's sphere of influence reduces their Strengths and Agilities for a few rounds.
  • Ethereal - Targets of this Song become subdued and rational, incapable of physical conflict and able to speak to others only in a calm and friendly manner. Anyone wishing to take violent action must use their Will, for up to 6 minutes.
  • Celestial - The Celestial Song of Harmony temporarily (just for a few minutes) negates the effects of Discord. The target must be in physical contact with the performer.


Healing
The Songs of Healing soothe the pain of existence.
  • Corporeal - This is the corporeal balm of regeneration. The performer taps into the Symphony to heal damage to himself, or to anyone else he can physically touch.
  • Ethereal - The Ethereal Song of Healing wipes away chaos and insanity, healing the mind and instantly bringing the victim out of a stunned state. If he could have recovered naturally before the Song's effects end, then he will not revert to his previous state. Otherwise his illness continues to run its natural course. The performer must make eye contact.
  • Celestial - This is celestial regeneration. The performer taps into the Symphony and heals damage to the Will. The performer must be physically touching the subject.


Light
Control over light, the most basic component of reality, gives a Celestial an enormous range of abilities.
  • Corporeal - This Song creates a glowing light around the performer, extending in all directions, which lasts for up to ten minutes.
  • Ethereal - With this Song, the performer can sculpt the photons within range to create near-perfect illusions. Observers may use their Perception to distinguish between reality an the illusion. These effects last for a few minutes. The illusion can be literally anything so long as it's no larger in feet than the performer's level in the Song. Of course, the illusion (being crafted merely of photons) cannot physically affect anything - but it's always great for a scare.
  • Celestial - The Celestial Song of Light can strike any target within sight of the performer with a tightly-focussed beam of light. The victim takes damage and is also dazzled for a few rounds. Observers must use their Perception to see the brief flash of light and know which direction it came from.


Motion
The Songs of Motion were created by the Ofanim, but have spread to the farthest reaches of the Symphony. Each rules a different aspect of the motion of the cosmos.
  • Corporeal - The Corporeal Song of Motion not only grants freedom from gravity; it lets the performer propel himself at great speed in any direction he wishes (but not through solid matter) on the physical plane. For a few minutes, the performer can fly through the air at great speed. If the Song ends with the performer in mid-air, he drifts to the ground, unharmed.
  • Ethereal - The Ethereal Song of Motion lets the singer manipulate the world with his thoughts. He can mentally control a few pounds of material for a few minutes. Depending on what is done, the effects of the Song can be resisted. A thrown object can be Dodged, an attempt to pull something out of someone's hands can be resisted with Strength.
  • Celestial - The Celestial Song of Motion lets the singer change an object's location within the Symphony - put simply, it's teleportation. The object must be within sight of the performer. (Needless to say, even blind, the performer is always 'within sight' of himself). The destination must be some place on Earth the performer has been before. The weight of what is being teleported, as well as the distance, determines how much Essence is needed to power the Strength. The Song can be resisted with Strength if the target is being held by someone.


Numinous Corpus
These are special Corporeal Songs, useful to the sacred and the profane alike, which enhance a vessel's ability to defend itself. For a few hours, you may make these bodily changes appear or disappear at will.
  • Acid - You can spit acid at any target within range.
  • Claws - This produces retractable fingernails, 6" long. While the claws are active, skills requiring the use of hands are more difficult.
  • Fangs - This produces long, pointed teeth. However, you must be within point-blank range of a foe to bite him! Each level of Fangs taken extends them by 1/2".
  • Feet - This turns your feet into hooves, or gives you spurs at the back of your heels. You can attack with both supernaturally augmented feet and hands at the same time, so long as one attack is based on Strength, and the other on Agility or Precision.
  • Horns - These beautiful 6" horns are excellent for attacking. Beyond level 4, the horns grow to a foot long, and the strength of the attack increases while the accuracy decreases.
  • Tail - There are three types of tails: at levels 1 and 2, the tail is prehensile, acting as an additional attack, but with low accuracy. At levels 3 and 4, it's a fleshy club, with slightly better accuracy. At higher levels, it's long and barbed, with no drop in accuracy from a fist.
  • Tongue - This creates a long, barbed tongue coiled in your mouth. Above level 4, the tongue can do damage to the mind, instead of inflicting physical damage, if you choose.
  • Wings - This creates a pair of wings, reflecting your celestial heritage, which unfold from your shoulderblades. The wings only last a few minutes. Unlike other Numinous Corpus, wings are not strictly combat-oriented. Instead they give you the ability to fly. If this power runs out while you're in mid-air, they will safely carry you to the ground before vanishing.


Possession
This song allows its performer to wrest control of a vessel from its rightful owner - whether that owner is mortal or Celestial. For a few minutes, he may possess a body belonging to someone else. A 'possessed' vessel is also called a host.

The victim can try to resist with Will. If he succeeds, he is not possessed, and the attacker cannot try again for a few hours. If he loses, the performer can use the vessel as his own, and when the victim's mind returns, he won't remember anything that happened - the whole period of time remains a blank. As when asleep, the host's mind may be found wandering the Marches.

The possessor may use any attunements the host has for the duration of the Song. If they require Essence, he must fuel them himself - the possessor does not get access to his host's Essence.

Projection
In both literature and legend, a classic example of Celestial power is the ability to project the consciousness from one plane of reality to another. The three versions of the Song of Projection allow its user to do that.

When projected, the performer appears as a translucent, shimmering version of his celestial form. The projected form cannot touch anything, or take physical damage. However, it creates a huge disturbance in the Symphony.

The singer may choose to project others along with himself, if they permit it. While projecting, the performer's mortal vessel is unconscious and can take no actions - except for those notorious multitaskers, the Kyriotates, who can use one host to project and control any others normally. When someone projects from the ethereal or celestial plane, his form glows a deep violet while his mind is away.

There is no way to tell if an unconscious corporeal form is projecting its soul elsewhere. If any damage is done to the projector's corporeal vessel in his absence, his mind (and any others he's projected with him) will return home instantly, ready to deal with the problem at hand. If damage is done to the vessel of someone he projected with him, only the performer is aware of it. He may end the Song...or ignore the damage. If someone's corporeal vessel is destroyed while he is being projected, he's physically dead...unless he is a Shedim or Kyriodate, in which case he snaps back to the site of the dead host, in celestial form, and has the normal opportunity to find a new host.
  • Corporeal - The corporeal version of this Song allows the performer to project himself to any place on the Earth that he has visited before. Witnesses of a projection don't automatically notice the singer's presence. Each person has to use their Perception to notice them.
  • Ethereal - The ethereal version of this Song allows the performer to project his image to any place in the Marches he has visited before where he might be welcome, or to any dreamscape he's visited before if the owner is dreaming. The Song lasts for a few minutes. Servants of Blandine and Beleth who use this Song instead of their natural resonance may double the amount of time they are in the Marches.
  • Celestial - The celestial version of this Song allows the performer to project himself on a celestial level, to places in Heaven or Hell that he has been before. (When in Heaven, he cannot project himself to Hell, and vice versa). Note: This Song can be learned, but right now it cannot be used.


Shields
Classic defensive measures among Celestials, the Songs of Shields prevent or deflect many of life's hardships - even the tiny metal ones that move very quickly. These Songs create temporary defenses extending a few feet from the performer's body. The Shield moves with the singer.
  • Corporeal - Manifests as a cushion of whirling air which buffets any physical thing approaching it. The miniature cyclone surrounds its subjects on all sides and lasts for a few combat rounds. No physical attack can get through for the duration of the effect.
  • Ethereal - Creates a green field of energy (observers need Perception to spot it) through which no attunement, resonance or Essence-based attack can pierce. Physical attacks can get through, as can blasts of pure Will. It lasts for a few combat rounds.
  • Celestial - The performer can artificially enhance a previously-existing environmental condition (such as smoke, fog, darkness or thick brush) to create a temporary barrier to observation. No celestial force - whether its' a resonance or an attunement - can peek beneath this shield. Also, any disturbances made to the Symphony within the confines of the Shield are delayed until the Song is over, giving the performer a chance to escape before his mischief comes to light. This celestial shield lasts for a few minutes. Like the Ethereal Song of Shields, this doesn't defend against corporeal intrusion, but it's a sure defense against over-curious Celestials in the area. Unlike the other two versions of this song, the Celestial Song of Shields is cast on a physical area, and does not move with the performer.


Thunder
The Song of Thunder creates a powerful combined attack of Corporeal, Ethereal and Celestial forces - a sonic explosion across all three levels of reality.

Everyone within range of the Song's effects, except the performer, will be stunned for a few combat rounds. Victims may resist with Will. Also, it's general chaos masks all other disturbances to the Symphony for as long as several hours.

Tongues
Among the Songs most commonly granted to human servants, the Songs of Tongues facilitate communication in a world of babble. When performed properly, Songs of Tongues allow clear communication, disregarding most of the usual barriers. These Songs may be performed on oneself, or on a group of people.
  • Corporeal - A successful performance lets the subject communicate in any human language - in fact, in all human languages at the same time. He will understand any text or speech in as close an approximation to his own language as is possible, and others will hear him speak in the language they feel most comfortable with. (For the Song's duration, this extends to reading what he writes under its effects). The Song lasts for up to 6 hours.
  • Ethereal - The Ethereal Song of Tongues lets the subject communicate mentally with anyone within range. This is full two-way telepathy. If a receiver is unwilling to listen to the voices in his head, he can use Will to push them away. The Song lasts for up to 6 minutes.
  • Celestial - This version of the Song of Tongues may only be used on someone the performer has already met. It allows the performer to bind a brief message (no more than 15 words) into a bit of Essence and then loose it into the cosmos, where it makes its way directly to the mind of the receiver. The receiver, wherever he is, will get the message whether he wants it or not, plus some Essence. Cherubim and Djinn have an easier time performing this Song to someone they're attuned to. There is no way for the sender to use this Song to track down the receiver, or vice versa - nor does this Song open a channel for discussion. It's just a celestial message in a bottle, which seldom fails to wash up on the right shore.




User Image

Skills are all non-magical abilities your Celestial has. If you don't have a skill, that doesn't mean you can't use it, but you have no training in that skill, and if you succeed, it's largely by fluke. A person without Artistry can paint a picture, it just won't win any awards.

All skills are tied to a particular characteristic. The higher that characteristic, and the higher your level in the skill, the more likely you will be to succeed at that skill when you try, so keep your desired skills in mind when you are filling out questions 3 and 4. The characteristic associated with the skill is in brackets after the name of each skill.


Skills
Acrobatics (Agility)
This skill covers any athletic, acrobatic action. It could get you a job in the circus, or pull you out of a tight spot. The acrobatics skill may sometimes be combined with Dodge.

Artistry (Perception)
This skill allows you to accurately reproduce something you once viewed, or illustrate a scene which never existed - and at the same time convey both emotion and a meaningful message. Celestials can 'read' art, seeing the emotions of the artist laid bare, if they can successfully use this skill. If not, then the message received is either partially confusing or wildly inaccurate. Celestials can also do the reverse, embedding a message no longer than 10 words into a picture, which can be read later by other Celestials. This skill gives you proficiency in one specialty. Buy it more than once if you want more specialties.

Chemistry (Intelligence)
This skill allows you to analyze unknown substances with lab-quality equipment, or to make 'chemical gadgets' such as saltpeter or tear gas from readily-available materials.

Climbing (Agility)
This is a knack for moving quickly up and down steep surfaces. A climber can also judge how difficult a maneuver may be.

Computer Operation (Intelligence)
This skill allows for the quick comprehension of a piece of software, its operation and its function. Above level 3, the computer operator may also use this skill in an attempt to repair a malfunctioning piece of hardware.

Detect Lies (Perception)
Detect Lies, obviously, lets you tell when someone is lying. If someone fails to use the skill successfully, the other person might notice that the listener doesn't trust them!

Dodge (Agility)
This skill lets you reduce the effects of attacks in combat. In general, you may Dodge any attack that can't be resisted with another skill or characteristic. Acrobatics skill may be substituted or added to, any Dodge roll against non-projectile weapons - you can acrobatically dodge a sword, but not a rain of bullets.

Driving (Precision)
This is your ability to drive any normal domestic vehicle, such as a car, truck or motorcycle. Driving is generally used on two occasions - when you're trying to get from one place to another, and when some specific hazard pops up in the process.

Electronics (The higher of Intelligence or Precision)
You have the skill of inventing electronic gadgets and the knowledge of how best to implement them. This skill is also useful for disarming and disassembling electronic traps, locks and other nuisances.

Emote (Perception)
Emote is the skill of expressing feelings (or disguising them) through body language and vocal subtleties. A Celestial using this skill will appear sincere and genuine about his feelings. Those who have mastered it are both excellent communicators and excellent actors. Detect Lies can only be used against the Emote of a person trying to feign an emotion he doesn't feel.

Engineering (Precision)
Engineers know how to design and repair devices in which moving parts are more important than electronics.

Escape (The higher of Agility or Precision)
This skill brings freedom from knots, handcuffs, straitjackets and other annoyances. This skill is harder to succeed at for each bound arm. The skill must be used separately for each binding, for example, if someone is bound and gagged, he must use it once to free his mouth, and once to free his hands (since it's more difficult to remove a gag with hands tied, it might make sense to work on freeing his hands first!)

Fast-Talk (Will)
There is a difference between lying and 'fast-talking' albeit a subtle one. Fast-talking involves quickly persuading someone to do something relatively minor that's against his nature - such as talking a security guard into letting you pass, or convincing a postal employee to give you a package that's not yours. Its effect exists only for a moment, a brief lapse of common sense that doesn't change the person's basic nature: you've only convinced them to 'bend the rules just this once'. If the skill fails - and it is resisted with Will - it may be hours before you can try it again. The skill is not a ticket to get people to do whatever you want.

Fighting (Strength or Will; see below)
In the corporeal world, this is skill at unarmed combat, anything from brawling to a formal martial art. Celestials can use the same martial discipline when they battle with sheer force of Will, instead of hammering away with Strength. In game terms, there is no difference between the various combat styles, but for roleplaying purposes, the fighter's style should be defined. Does he use the crushing blows of a boxer, or the cunning grips of an Oriental master?

Knowledge (Intelligence)
There are hundreds of different Knowledge skills. Any sort of 'book learning' can be a Knowledge skill - any field of scientific or cultural study. You may define it as you choose, but a general sort of Knowledge (like History) would be more diffuse than a specific Knowledge (French History). A Celestial uses his Knowledge skill to answer an appropriate question. The closer the question relates to the Knowledge, the easier it will be to succeed at using the skill and finding the right answer.

A special kind of Knowledge is Area Knowledge. A Celestial could have a high Area Knowledge for his hometown - for example, Knowledge/6 (Arlington, Texas) - he'd know a lot about its people, politics, and social mores, plus details about things like store locations and local hangouts. For a larger area, Area Knowledge would cover general subjects like politics and current events, geography, history and so on.

Languages (Intelligence)
Every language is a different skill. Mortals automatically understand one language, their native tongue, at level 3. Any Celestial assigned to Earth will likewise automatically know the language of his assigned area at level 3. There is no chance of failing to understand this language. Language skill is generally only used to determine how well non-native speakers communicate in foreign languages.

Large Weapon (Strength)
This ability lets you use contact weapons of great size and strength, from swords to battleaxes.

Lockpicking (Precision)
This skill will let you open mechanical locking mechanisms and defeat simple security systems.

Lying (The higher of Intelligence or Perception)
Oh, what a tangled web we weave! Well, not all that tangled - if you're good at it. Use this skill to persuade your victim of 'the truth', but the victim is free to use his or her Detect Lies roll. Note that Balseraphs don't need or use this skill. They don't think they're lying. Not really.

Medicine (Precision)
With this skill, you can diagnose sickness and injuries, as well as treat the damage if adequate materials are available. The degree to which you can heal a victim is based on your knowledge of medicine (i.e. your skill level). A patient may only benefit from one successful use of the skill until he makes a full natural recovery.

Move Silently (Agility)
This skill covers various tactics a person could use to pass unnoticed - such as walking without making a sound, hiding in shadows, or disappearing into a crowd. Move Silently has no effect against the resonance of either the Cherubim or the Djinn.

Ranged Weapon (Precision)
This skill enables you to hit a target using a ranged weapon, such as a bow, a pistol or a rifle. It will also help you maintain and, at level 4 and above, repair such a weapon. This skill gives you proficiency in one type of ranged weapon; important types include Rifle, Pistol and Longbow. Take this skill more than once to gain proficiency in more than one type.

Running (The higher of Strength or Agility)
This skill lets you move as fast as your legs will carry you. In a pursuit, use this skill. The person with the better success will be faster.

Savoir-Faire (The higher of Intelligence or Precision)
This is a knowledge of worldwide etiquette. Those with Savoir-Faire can dine gracefully at any table, and handle touchy social situations with perfect style.

Seduction (Will)
This talent tells a Celestial whether NPCs are attracted to him - and flirtatiously encourages such interest. When the object is actual seduction, if the target would not generally be inclined towards the seducer (for any reason ranging from marriage vows to a difference in orientation), then the skill can be countered with willpower. The skill can also be improved by Charisma, based on looks, fame or sex appeal.

Note that this is a talent to be used on NPCs. The behaviour of other Gaian-owned Celestials is up to the player, not a random use of a skill.

Singing (Perception)
This is skill at vocal performance. A singer may add his Emote skill to his Singing skill. Also, skill at Singing (without the Emote) enhances the effects of some Ethereal Songs. Celestials with the Singing skill may use a side effect that is seldom considered - humming. Celestials can hum back and forth to each other, speaking 'pig-celestial', without fearing that their communication might be intercepted (except, of course, by other Celestials).

Small Weapon (Precision)
This skill defines a Celestial's ability to use any kind of small hand-held weapon. There is a separate skill for proficiency with each specific kind of small weapon, such as a dagger, short sword, or a sap.

Survival (The higher of Will or Perception)
This skill lets you forage for food and move easily through one specific hostile environment (desert, swamp, etc.), chosen when the skill is obtained.

Swimming (Agility)
This skill covers the ability of a Celestial to swim. The better the success, the further the Celestial swims.

Tactics (Intelligence)
This is the skill of leading a small number of people (fewer than 30) through a small area of conflict, such as a group of buildings contested between two groups.

Throwing (The higher of Agility or Precision)
This skill lets you throw a light object (such as a knife or a grenade) accurately.

Tracking (Perception)
This allows you to trail someone through familiar terrain. If your prey has the Survival skill, and doesn't want to be followed, a contest will ensue between the two skills to determine if the target is found, or whether he gets away.
User Image

When a celestial ignores his true nature, he gains dissonance, which can grow into Discord as more and more dissonance accumulates. You can take Discord at the beginning of the game, in order to allow your character to have more powerful abilities and more special skills.

On the other hand, Discord can be assigned to you by the moderators, as a result of your roleplaying. If you accumulate too much dissonance, you may receive Discord, and you won't get to pick what kind you get. These are some forms which that Discord can take.


Corporeal Discord
Damaged Sense
A Celestial can suffer damage to his sense of vision, hearing, touch, or taste/smell. Unlike other Corporeal Discord, having a damaged sense won't cause NPCs to react badly to them. Instead, the Perception of the Celestial is affected, when that sense is needed.

Crippled
Crippled Celestials are missing some part of their basic anatomy, reducing their natural Strength. At level 1, the victim may be missing a few fingers or some toes. At level 2, the loss is more pronounced - most of a hand or foot. If it's a foot, the victim walks with a slight limp, and runs more slowly. At level 3, an entire hand or foot is missin. If it's a foot, his running speed is halved. At level 4, he lacks an arm or leg from the elbow or knee. At level 5, the entire limb is gone. At level 6, not only is one limb missing, but another is crippled as if it were a level 2 Discord of its own.

Discoloured
We're not talking racial bias, we're talking strange. The higher the level of this Discord, the more unnatural the skin of the afflicted character looks. At level 1, his skin might merely be pale green or purple; at level 4, he may have distinctive splotches or markings; and at level 6, his skin may be covered in a fine blue fur or striped with attractive zebra patterns. The player gets to choose his Celestial's particular affliction, of course.

Obese
The victim is undeniably, unnaturally large. For every level of this Discord, an obese character is 100 lbs overweight, reducing his Agility by 1.

Pallid
They're not just pale - they look dead; they're rotting from within, and they smell. Every Sunday at noon, the victim takes damage according to the level of the Discord.

Stigmata
Stigmata are wounds which bleed openly and continually, but do no damage. They're traditionally located in the palms, the feet, the side of the chest or across the forehead. The player may choose the location of his Discord, having one open wound for every level of Stigmata taken. Covering them will only work for 10 minutes. After that, the blood starts to seep through. The wounds will not heal until the Discord is bought off with RP points.

Twitchy
A twitchy character has an odd nervous disorder, reducing his Precision and Agility by the level of the Discord.

Ugly
This vessel is just plain ugly, in both looks and 'feel'.

Vestigium
Like the Song of Numinous Corpus, vestigium are supernatural growths on corporeal vessels - except that they're not good for anything, they don't vanish when you don't want them, and they don't look scary - they look pathetic. Typical vestigium are hairless, fleshy tails; blunt, spongy horns; broken or dulled fangs; or extra, shriveled limbs. By definition, vestigium aren't good for anything except getting you a job in a freak show - a character can't use his vestigial tail to open a jar or tie a bow; the tail's just a useless bulge in the back of his pants.

Vulnerable
A character with a vulnerability has a specific physical weakness, something he must avoid at all costs.

A vulnerability can be anything - sunlight, running water, or a glowing mineral from a planet orbiting a red sun. The cost of this Discord, per level, varies depending on how frequently the sufferer may encounter the object of his vulnerability in the course of daily life. A rare or obscure vulnerability, like holy water from Damascus or a lock of hair from a 100-year-old corpse, will bring the character few additional skills, while a serious impediment to getting work done, like a vulnerability to silver, may be worth more.

When a character's vessel makes physical contact with the object of his vulnerability, he starts taking damage.

Ofanim and Calabim with vulnerabilities are also more vulnerable to getting dissonance.

Ethereal Discord
Angry
The character is, in general, an angry person. In a conflict situation, he must use Will to avoid turning violent, and the higher the level of the Discord, the more difficult it is. Angry Elohim and Habbalah are more likely to accumulate dissonance.

Aura
Some Celestials stand out in a crowd. A Celestial's level of Aura makes it easier for people to notice them, and if they are very Perceptive, they will spot the Celestial for what he is. They won't know if he's an angel or a demon, but they'll know he's a Celestial! If the afflicted character is a Lilim, and the observer is an angel, he'll know he's looking at a demon. Lilim with this Discord are more vulnerable to dissonance.

Berserk
If a berserker in combat wants to stop fighting, he must use willpower, or continue to hack through whoever's in front of him, friend or foe. Berserk Mercurians and Impudites are more vulnerable to getting dissonance.

Bound
Being bound to his corporeal vessel is one of the most uncomfortable things that can happen to a Celestial. He has a much more difficult time assuming his celestial form, and even if Celestials could go to Heaven or Hell these days, a Bound Celestial would be unable to do so.

A Celestial may also be bound to an artifact. The Celestial generates dissonance if he allows that artifact to be harmed. He is also vulnerable to commands from anyone possessing his artifact. The only advantage to being bound to an artifact is the ability to use it as a spare vessel if something happens to the Celestial's usual corporeal body.

Cowardly
A cowardly Celestial must use his willpower just to enter a dangerous situation. Cowardly Malakim are vulnerable to receiving dissonance.

Fear
A fearful person has a phobia, a mental trap door that will drop him into the pit of irrational fear. Low-level phobias might be trivial, while high-level phobias may indicate an extreme psychosis.

Like the Vulnerable Discord, the benefits obtained by taking Fear at the application stage, depend upon how frequently the Celestial may encounter his fear in the course of everyday life. Something like 'Snakes' might not be worth much, but something like 'computers' or 'raw meat' might be worth more. But use good judgment - fears like 'men with dark hair' or 'cars' may make the character unplayable.

When a Celestial encounters the object of their fear, they must use willpower or flee as quickly as possible. If he's successful at repressing his fear, he can only stay in the presence of the object for a few minutes before he might run away again.

Fearful Cherubim and Djinn are more vulnerable to dissonance.

Geas
A geas is a forced oath, a promise which must be kept. A geas is the only Discord that angels do not see as a sign of weakness, but it does imply that the Celestial cannot be held to a normal promise. Once the promise required by the geas has been fulfilled, this Discord will vanish.

The geas' level as a Discord reflects the expected length of time to complete it. An unreasonably hard task increases the level of the geas - such as forcing the person to do something within a shorter timeframe than it would normally take.

A Celestial gains 1 note of dissonance for every increment of time that passes before he fulfills his promise (for example, if you're supposed to do it within a month, for every month you don't get it done, you get a note of dissonance). Once the geas is fulfilled, the associated dissonance vanishes.

A Celestial may not take a geas as his Discord at application, nor may a geas be bought off with RP points. Geas' must be worked off through RP only.

Paranoia
For the paranoid, it's a lonely world. He knows that others aren't telling him the truth - they're plotting against him and cannot be trusted. He must use willpower before believing what anyone else says. If he fails, the player should come up with an alternate spin on the situation, as fantastical as possible. The Celestial must then act as though he believes the new, paranoid premise to be true, regardless of the consequences. When a paranoid is presented with evidence that disproves his theory, he must use Will again to change his paranoid mind, or else continue with the same fantastical premise as before. (This being a role-playing game about the world's oldest conspiracy, between the ultimate forces of good and evil, the fantastical premise might be the right one...)

Paranoid Seraphim and Balseraphs are more vulnerable to dissonance.

Celestial Discord
Celestial Blindness
Victims of Celestial Blindness have a difficult time using their Perception to detect the presence of Celestials and their effects, such as disruption in the Symphony.

Gluttonous
Celestials don't need to eat, but a gluttonous person wants to eat anyway. If he has not eaten in the last day, at the sight of food, the Celestial must use willpower or start eating immediately. (In some cases, this can be avoided, such as seeing food in the middle of a chase. Use common sense.)

Greedy
Greedy people have an amazing hunger for money and its trappings. They must use willpower when presented with an opportunity to expand his material holding, not to take that opportunity.

Lustful
Lustful characters are strongly enamored of the pleasures of the flesh. In the presence of someone attractive - anyone appropriate to the lustful person's sexual orientation, with enough Charisma to be described as attractive - the 'sufferer' must use willpower to keep from attempting to seduce the object of desire.

Merciful
Celestials with mercy have a hard time killing their enemies...and for a Soldier in the War, that's sometimes a problem. They need to use willpower in order to strike to destroy a helpless opponent. If he fails, he will struggle for a few minutes before being able to try again - if he intellectually believes he should strike to kill.

Murderous
In a combat situation, the Celestial goes for the kill, regardless of the consequences. At the start of the fight, he must use willpower to avoid trying to kill his foes.

Need
This is the worst of the Discords, as its mere presence prevents the victim from regenerating Essence naturally - his connection to the Symphony is so twisted that the energies of the universe don't flow to him in their normal patterns. Instead the Needful one has some dark prerequisite to fulfill daily before his Essence regenerates.

This Discord provides more benefit at application depending on its degree of severity. A relatively simple Need, like inflicting pain on a random stranger, might not be worth much, while the need for blood will be worth more. Other Needs might be sex, violence, fluffy bunny rabbits, gaming - you name it.

If a Celestial's Need is fulfilled, then he will regenerate Essence normally.

Slothful
At any chance he gets, this character unloads his work onto other people. He must use willpower to begin a new task or to do any hard work in general, or else he will avoid his duties for a few hours.
User Image


General Rules with Respect to Roleplaying
  1. The main purpose of this thread is to run the flatsales and promote the shop. Most of the roleplaying will be done in the guild, and all of the journals will be housed there, as well. While we welcome roleplaying in the thread, and bumping, please try to keep it to a level where it won't interfere with any flatsales that might be going on. We don't want to lose any entries because people are roleplaying here rather than in the guild.

  2. If you've made it this far, you've probably noticed that this game has the potential to explore adult themes including violence and sex as well as mature religious themes. Firstly: do NOT bother applying if you can't handle this. Secondly: If you are underage, do NOT make the mistake of letting ChibiSchu or Envy know about it. Thirdly: do NOT violate the Gaia TOS. If you have R- or NC-17-rated material you want to run, go to PMs, go to AIM, go somewhere else, and just mention it in your journal in general terms.

  3. Anyone who violates any of the terms in (2) will most likely be booted. This will mean that your journal will be locked, and your Celestial will become a sig pretty, and you will likely be at least greylisted. We are serious about this. We don't want wangst and drama, and we don't want your parents OR the Gaia administration to come down on our heads. This is supposed to be a fun game.

  4. Be courteous, be thoughtful, be kind OOC. Just because my character hates your character's guts, doesn't mean that I hate YOU. If you have an OOC problem with someone, take it to PMs, but keep in mind that there will be a lot of bad feeling flying around, and try not to take it personally.

  5. If you do have a game-related problem or question, PM the shop mule! The GMs will do their best to deal with the problem or question as quickly as they can.

  6. On that note, please be patient. The GMs have lives, and they can only move their hands so fast. They have jobs, and other things during the day. They will get to you when they can.


How Roleplaying Works with the Celestials
  1. Every Celestial will get their own journal in the guild. The first post of the journal will include a picture of their Celestial, and all of the information you need to play the game, such as characteristics, songs, dissonance, etc. Anything you need to know about what your character can DO and what restriction there are on their behaviour will be available on that page. Read that page, and read it often. Understand it.

  2. Also in the guild, there will be several stickies. The stickies include more in-depth information about all aspects of Celestial life, the Archangels, the Demon Princes, and the world they live in. It's not necessary for you to memorize all of that information, but a passing familiarity with it would be useful to you.

  3. Additionally, there are locations picked out in the guild. These are common meeting places, places that make good backdrops for Celestial contact. Some are strictly angel, some infernal, and some are mixing places for both. You can roleplay straight in those threads, any time you like. If you need a new type of place, feel free to create a thread and then request that it be stickied.

  4. You can also do RP off the guild, but make sure you post about it in your journal, or, if it does not violate the Gaia TOS, post the log in your journal. I shouldn't have to mention that if anything in one of the stickied locations goes beyond the TOS, you should make a note that it happened, but take it off-guild.

  5. Any RP you participate in, and anything you post about in your journal, will be noted by the GMs and will earn you tokens. These tokens can be traded in for new levels in your abilities, new songs, new attunements, etc. The prices for all of these are listed in a in the guild.

  6. Anything you do that is dissonant will also be noted, and will earn you notes of dissonance. If you earn too many, you may earn Discord, and your artwork may be altered as a result. Discord earned is by GM's discretion. Earn enough Discord, and you will Fall or be Redeemed.

  7. Both the tokens and the notes of dissonance will be posted directly in your first journal post, so make sure you look at that once in a while to see what you're earning.
User Image


The most recent certificates will go here for all to admire...

User Image


A list of our owners and links to the journals. None yet, but soon...
User Image


Info pending...
User Image


Here are all of our lovely affiliates. Check them out!

User Image

User Image


User Image


User Image

User Image


User Image - Blocked by "Display Image" Settings. Click to show.


If you want to affiliate with Celestials, please post in the thread to let us know, and use this code:

[url=http://www.gaiaonline.com/forum/viewtopic.php?t=13421350][IMG]http://img.photobucket.com/albums/v44/chichirinoda/Celestial/Smallbanner.jpg[/IMG][/url]


User Image


A list of those we love, and who have helped immensely. For now, the defaults are, as always:

  1. Youkochydle
  2. Trio Maxwell-Chang
  3. Shiromaru
  4. Shinobu Angel


User Image


People who bend our rules and annoy us, but are not irredeemable will be listed here for a time...

User Image


People who act like asshats will be place here. Blacklisting is generally permanent, and will not only get your pet taken away, but will mean that you can never get a pet from this shop (and possibly any other shop that Envy and ChibiSchu own) again.

Quick Reply

Submit
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
//
//

Join Now

// //

Have an account? Login Now!

//
//