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Paleo

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  1. ❈•≫────≪•◦ ❈ ◦•≫────≪•❈ ❈•≫────≪•◦ ❈ ◦•≫────≪•❈ THE STROLL OF THE BEAVER AND THE AZURE TIMES The Valyronn seed long prospered far from the eyes of the other Mali’ame that roamed the realms. In the earliest times of Malin, they were already a solitary and nomadic seed that traveled along the riversides to places where nature provided sufficient resources for their members to prevail. Interactions with the other children of Malin were rather parsimonious and often only occured when their survival utterly required such. Even during the great battle against Iblees, those of the Valyronn seed mostly kept to themselves. Despite this, they often took care of the warriors that had sustained injuries during these periples before sending them back on their way to rejoin their civilisations. After the first migration, the walkers of the Riverside once more returned to their nomadic ways until the Chieftain of those times spotted a beaver carrying a lusty bunch of branches. The entire seed followed the beaver, the favored kin of their patron Mani - Meracahe -, for days in the hopes of finding an abundant grove of life where they may settle. But days passed and the beaver never settled, if not to rest for the night and regain its energy; as early as dawn, the rodent once more picked up its pace on the vast swaths of land. The Valyronn, bewildered by the strange occurrence and steadfast in their beliefs, continued pursuing the animal, certain it was a messenger sent by the Beaver Prince himself. The journey would be known to younger generations as the ‘Stroll of the Beaver’ and to this day, only approximations of its duration are known. What is certain though, is that which the Riverwalkers found at the end of their unexpected voyage. The Beaver had led them to a land that was ripe for construction, easily some of the most plentiful and promising forestlands that these ‘ame had ever seen. The Chieftain took this as a sign to build their settlement there and announced that their nomadic days had come to an end. It is said that they built artificial islands alongside the beaver and its companions on which they would settle. These favorable conditions allowed for a multitude of crops to flourish : they grew wheat, potatoes, corn and many other flora in such amounts that it was sufficient to provide for themselves and the critters they had befriended while still allowing for leftovers. The settlers grew accustomed to their newly found sedentary lifestyle and continued relying on the area’s resources to fuel their constructions and designs. For a long period, roughly spanning 50 years, referred to as the ‘Azure times’, the Valyronn continued to prosper on their own with relatively little known chaos THE ERA OF ISOLATION AND THE GREAT DECLINE As was to be expected, such prosperity eventually attracted the attention of the realm’s crooks and brigands. But one could not reasonably blame these plunderers for preying on the Valyronn for their abundance had made them lazy and easy to pillage. Over the course of weeks, attacks on the seed’s settlement multiplied, throwing the lives of the men and women of the clan into disarray. The Chieftain that had once led the people of the River to greatness, now shivered before an enemy that he was no longer confident in being capable of confronting. In a desperate attempt to restore order, the Head of the seed ordered all of his people to strengthen the defenses in a move that would effectively isolate the Valynnor even further from the machinations of the realm. Weeks of labor would pass before the constructors laid their final hands on the great wall that would usher in the ‘Era of Isolation’. Wherever they would move, whatever realm they encountered, the Valynnor would wander off into the wild and erect their great bubble to disconnect themselves from the realm. Over the course of time, resources dwindled in numbers. The Valyronn, in their efforts to maintain a protective bubble, had only ruined their own opportunities for innovation and growth. Generations passed and younglings were born without ever having known the luxuries their ancestors had bathed in. The companions of Meracahe had long abandoned the seed for more promising lands where they would be able to live without being disturbed. In the face of the downfall of their once great seed, the clansmen and women grew weary. Disputes contaminated the minds of all, and simple ill-will slowly grew into acts that showed themselves to be gradually more violent. A grouplet within the seed, seeing the decay, deemed it necessary to take action against the Chieftain that they considered to be at the source of all their banes. Their zeal culminated in one fateful night during which some of their more fanatic partisans snuck into the Chieftain’s chambers and pierced his heart with a sly sweep of their daggers. The corpse, contrary to customs and honor, was not offered a proper funeral and the Chieftain’s names were scrapped from all the records. He would only be known to younger generation’s as “The Disgraced”. Upon learning of the assassination of their Chieftain, a grand fight broke out between the different parties that had formed within the village. One side spoke of scandalous behavior and could only feel disgust towards the actions of these rogue seedlings. The other considered their actions to be the just enactment of balance in reaction to the degeneration of their once plentiful society. It matters very little to know which cause was most righteous, for the Valyronn disbanded and scattered all over the realm only very little time before the children of the four brothers moved to the lands of Almaris. What was left of the Valyronn traveled the lands in small groups, reflecting on the events that had transpired and caused them to fall so deeply. For they knew deep within that their tale was a cautionary one - one that would be used to teach when balance was lost. Many of the lost ‘ame delved themselves deeper in their devotion of their patron mani hoping for atonement and for a new era of abundance. Others yet, finally decided to break the cycle of isolation they had become a prisoner of. One such being was Avalos Valyronn, who came to the Vale to seek for a new home with the hope of a better future. This is the story of how the Valyronn landed within the Vale of Nevaehlen. ❈•≫────≪•◦ ❈ ◦•≫────≪•❈ PATRON MANI - MARACAHE - THE PRINCE OF BEAVERS, GOD OF ARTISANS, HARMONY AND INNOVATION, GUARDIAN OF RIVERS The Clansmen and women of the Valyronn Seed are faithful to Meracahe. MARACAHE'S COMPANIONS While Meracahe is revered by all those of the Valyronn seed, many other beings roamed the Riverside in Meracahe’s presence. Much like their shepherd, these creatures, while not being mighty and impressive, each have an important role to play in the Beaver’s great schemes. It’s common practice for those of the Valyronn seed to seek the favor of a specific companion to the River Guardian, usually according to their own role within the seed and within society on a larger scale. CORE VALUES Craftsmanship - Those of the Riverside usually indulge themselves in the arts of creation; this creation may manifest itself in very diverse ways : be it through the smithing of a sword, the construction of a building, the organization of a feast, or the brewing of a potion. All such projects are equally regarded in the eyes of the Valyronn for they put their creativity, logic and organization to the test. Orderliness - The Valyronn, unlike any others, show a great attachment to the idea of Order and consider it of utmost importance that all beings know their place in the grand hierarchy of things. Every being, every plant, every object has a role to play alongside the River of life. Piety, and a deep respect for the Beaver Prince and its companions are another by-product of this particular attachment to order. Humility - The greatest quality of the Beaver resides in its humility, regardless of the utter importance of the labor he performs. The Valyronn are utterly aware of their place within the world but also hold the wisdom that without the participation of others, such a world would cease to function. They rarely seek for glory or recognition, for they consider their part in the grand mechanism to be only natural and necessary. ❈•≫────≪•◦ ❈ ◦•≫────≪•❈ TALL TALES These are several of the documented tales that were transmitted from generation to generation within the Valyronn seed. Their recounting is still part of current day education. ILMYUMIER The Ilmyumier are a recent apparition amongst the Valyronn. Mostly explained by them getting accustomed to the ways of the other Mali’ame, the Riverwalkers have come to embrace the Ilmyumier as to mark their identity so that they may be identified by their kin. The Beaver’s tail - The mark of any fully fledged member of the Valyronn seed is the Beaver’s tail tattoo. It is created with a dye extracted from different plants, most notably juniper berries and butterfly peas, which is etched onto the Valyronn’s face. This highly symbolic marking is to remind all Riverwalkers of the Beaver’s greatest tool : the tail it uses as a rudder in swimming, as a way to maintain balance while working on land and to signal danger when slapping it on water. ❈•≫────≪•◦ ❈ ◦•≫────≪•❈ THE TRIALS OF MERACAHE The Artisan’s trial Those who wish to live amongst the people of the Riverside have to show of their capacities first by crafting an item, be it through woodwork, smithing, sculpting or nurturing a plant. During this trial, the aspiring elf is expected to show of their capacity of elaborating intricate works of art. After passing this trial, the aspirant may officially bear the clan name but they will have to pass through the other two trials of initiation in order to be considered as a fully fledged member of the seed. In a notable manner, their vote does not hold weight during seed moots. It is to be noted that children born to the Valyronn seed are often not expected to pass this trial, but may only pass the others at the ripe age of 40 years. The Servant’s trial The second trial is the trial of the servant. In this task, the seed member is assigned to another person by the Chieftain. They could choose another member of the clan or someone that is exterior to it. The youngling is expected to follow the person they were assigned to in their daily life and journal their every day needs and obstacles. Upon returning to the Riverside, the Valyronn newcomer is expected to invent something that might benefit the person that they shadowed. The Dreamer’s trial During the last trial - the trial of the Dreamer -, the almost fully integrated Valyronn is expected to come up with a project of grand scale : the organization of an event, the construction of a new building, etc. The project must display the Valyronn’s understanding of Meracahe and his companions and the ways of the Seed. The Chieftain is expected to approve the project before it is executed. If it is succesful, the seed will gather and perform the rite of marking to show the newly gained status of the Clansman or woman. SEED STRUCTURE The Chieftain Avalos Valyronn ((IGN : Paleo)) The Chieftain is the guardian of the seed and preserves its traditions and tales. They can call Seed moots when required and generally watch over the well-being of all clansmen and women. They see to the education of the Valyronn and all that are interested by the ways of the River walkers. Only the Chieftain may decide if someone is to be allowed to pass the trials of initiation. The Marked The Marked are those of the Valyronn that are of adult age and have passed all of the rites of initiation, having proven their comprehension of - and devotion to - the ways of the Beaver Prince. The marked may be called upon by the Chieftain to perform special task, conduct certain important rites and has a vote during Seed moots. Walkers Walkers are those who have completed the trial of the Artisan and can thus count themselves amongst the Valyronn. They are expected to become familiar with Meracahe and his companions and still have much to learn about the ways of the River walkers. They are regularly invited by clan elders to participate in rituals and clan activities so that they may learn more of the traditions. ❈•≫────≪•◦ ❈ ◦•≫────≪•❈ INTERESTED IN ROLEPLAYING A VALYRONN ? Contact @Paleo through discord @ Paleo#1196 CREDITS WORK IN PROGRESS CHANGELOG
  2. This lore honestly brings a nice twist on already available potions and lore and balanced enough to make it an interesting mechanic in the game while not falling in the 'pew pew gun' category. +1
  3. A tall figure could be observed approaching the mage's guild, a soft limp to his stride. His leather bag dangled by his side before he came to a halt. He scoffed for a moment "You people have a way of hiding your entrances.". The mali'aheral shook his head while taking out a piece of parchment and moving to scribble something on it. "Dear Magi, I have returned from my travels and wish to reunite with my own. The tides within the void have shifted gravely and I believe it is necessary for me to return to you once more, in the search of answers. - Filanir ILMORIEL" The end of the note bore a rough approximation of his family symbol, which those that would have known him would recognize.
  4. Name: Filanir Ilmoriel ((MC Name)): Paleo Age:  Nearing the 400ds Published Works(If applying to become a Scribe): N/A Allegiance: Haelun'or What amount of time can you dedicate to the Remembrance Guild? ((How active are you, on a scale from 1-10? Please state timezone as well)): 7/8 (GMT+1)
  5. MC Username: Paleo What you would be interested in? (Select one option): Profile picture Favoured Contact Method: Discord Contact Username: Paleo#3834 Number of Personas to be Requested: Two Race of Character(s): Wood Elf/High Elf Background Preferences (Select one option): Complex Your Donation (Optional): We can discuss this privately
  6. To keep the answer short and concise, no. In the redlines it is stated that greater souls are too complicated to work with. Why not for an animal or so. Examples coming up.
  7. It’s reasonable yes. But that would imply the magic would not be able to start teaching and thus spreading until after a few months. Crucial months to pass for example an activity trial that the LT put in place. But that’s something that can be considered for a change and doesn’t impact things a whole lot.
  8. Seeing into the future is essentially useless since there's millions of possible futures that are unlikely to even take place. A mage wouldn't have any form of foresight, as it has been detailed within the redlines. Seeing into the past requires being there with a person that witnessed something in the past. There's many more requirements than even mental magic has. So I would not judge this as overpowered. The system that was put in place ensures that time can only be manipulated in a linear amount of ways.
  9. That's not what Aelesh is getting at. What he's saying is that you're applying some of the abilities in the magic in real life right now as to predict what will happen to the magic. It was not supposed to be taken literally. Bottom line is, we do not want this as a combat magic, it should not be. And I am sure the LM will do everything to keep it that way.
  10. I would ask you to read all of the red lines, and take a step aside from your previous experiences. This magic has purposefully been crafted so it could not apply to combat or force anyone into not very enjoyable situations. Give it a serious read before giving it your approval or disapproval. And if you consider it such after giving it a serious look, please consider submitting any form of constructed criticism and suggestions so we can improve this magic.
  11. “You will never ‘find’ time for anything. If you want time, you must make it.” -- Charles Buxton While the denizens of Atlas went about their normal ways two particular characters were brought together within the library of Dragur, analysing their way through all of the dusty tomes that were stacked up on the shelves. They stood there in the search of something that laid in their common interest, time. They were hunting the unhuntable, the untouchable and the unchangeable to attempt and defy those given rules. They spent restless days digging through infinite amounts of tomes before the elven clockworker finally yelled out “Come back here!” to his partner in research. A few fallen books later the red haired wood elf stood by his side, his eyes darting over the map that the clockworker had spread out before him. “I think we’ve got it.” Avalos the red haired then commented. The map, unlike any other did not show traces of any landmarks or landscapes but much rather showed a large amount of what they at that moment considered to be gibberish curves. Long lines stretched the papers possible to have been the productions of a drunk madman. A peculiar mark within the middle of the map though made them realise it was a bit more than that. It had the shape of an hourglass, intricately designed to catch the eye of anyone that were to be observing the papyrus. A few letters were marked just below in common tongue: “Where body and mind breach the wall, he who seeks shall gain control.”. The two mages furrowed their brows momentarily before a slight smile broke onto Vassago the Clockworker’s face first. “We have found it.” he stated solemnly, making sure to keep a straight face in front of his colleague. Vassago dragged Avalos by the arm and outside of the library. Avalos grabbed onto his leather bag while on his way out. “We’re going to find it!” The purple skinned clock maniac then exclaimed, his voice vibrant with his hopes and expectations. After weeks of running around the planes of the realm, as their stocks reached all time lows, they decided to call it a night for one last time; camping outside under the starry skies. The map they had acquired earlier hadn’t started making any more sense to the both of them. Their previous giggles of enthusiasm had now been replaced with deep sighs of fatigue. They had traveled almost all possible places and seen all corners of the realm at that point. The improvised campfire that they surrounded illuminated the face of a now almost limpid Dark Elf, staring away into the fire, and a Wood Elf, doing his best to concentrate on his meditations and enjoy a moment of peace and quiet. As the wizard took a few deep breaths his expression suddenly significantly changed, his eyes widening noticeably. “It is not a map to a physical location.” he remarked, the echoing of his voice awaking his companion. “I am seeing similar anomalies within the void.” Avalos boomed, surprise clearly noticeable within his voice. The newly made breakthrough had the two rejoiced and energised once more, ready to take on the challenges that w0uld come to them while they pursued that what they so desperately wanted, the control of time. Little did they know that they were not the first ones to tread within this area of the voidal arts. Many hundreds of generations before them a discrete wizard, capable of discerning the strange anomalies in the void, also managed to harness them and use them in his casting. This wizard would go to be known as the first Chronomancer. When bringing word of his boons back to his people, the populace reacted in an ambiguous form of awe. Noticing the mayhem the lord of the village summoned the wizard within his halls and asked the wise man for a demonstration. After the caster showed him what he wished for the lord gave a wave of his hand and his men tensed in place. A few barked commands later they surrounded the old sorcerer and prepared to usher him towards the dungeons. With no power left to fight the sudden revolt, the man complied and spent the rest of his days in a lonely dungeon cell. Afraid that his discoveries might go to waste he asked for ink and a scroll, that the tower guards so kindly provided him. Days he spent scribing away his thoughts and findings before noise echoed through the corridor. “The lord is having him executed!” a solemn and stern voice then called out. Throughout the sudden moment of panic the wizard knew what he was left to do. He grabbed the parchment and sent it into the future, hoping it would reach the hands of others capable of heeding his words. Time is a river. It flows as straight as the arrow flies. No wind can hamper it, no hill can deter its onward path. The future tumbles effortlessly into the present as the past is swept away into the abyss. Causes birth effects. Effects are born, flourish, and die in but a heartbeat. The world marches steadily onwards towards the end. The Void watches this with infinite interest. Thousands upon thousands of horrors marvel at the strange order of the universe. The newly lit flame, the blazing inferno, the dying ember, the black, charred coals. Every moment is a moment of death. A moment of transformation in which the laws of the universe transfigure matter and energy into new forms and states. The universe ticks like clockwork. Hidden gears grind endlessly in the background of reality as they regulate the laws set down by our Maker. Our universe is a great machine that dances to the rhythm of time. One would think such a great machine might cause a ripple in the ocean beyond. A great ripple, in fact, a ripple so great and complex that it might best be referred to as an ocean all of its own. The Ocean of Time is a sea of possibility that surrounds the Veil. As the great shield of energy fluctuates with the movement of matter within, it feeds the Ocean with ripples of change. As a fire is lit, a new ripple is added to the sea, a new string of changes that cause the universe to fluctuate ever so subtly. As the wind blows, as the earth moves, as souls are born and killed, the Veil ripples and gifts those ripples to the Ocean. In that tapestry of ripples can be found the Void’s witness of time itself. Every change that has ever been wrought upon our world has been carefully stored in a reservoir of energy. It is a tome that contains within it the stories of every minute change our world has enjoyed, every notch that has been scarred in its flank. Where the universe is wounded by the scathing claw of time, its blood leaks into the Ocean and builds the endless tale of its history. This ocean is the source of a chronomancer’s powers. Once they have established their connection to the Void, a chronomancer learns to search through the ripples for those of their target, before manipulating them in various ways to bring about their desired result. The Displaced Form: chronomantic spells require that a chronomancer interact with the Ocean of Time. Being a sea of Voidal energy, it is difficult to interact with when one’s body is comprised of unwieldy flesh. Flesh is slow and imprecise. Trying to manipulate the ocean with a mortal hand is like trying to build a fine sculpture out of liquid light; no crude material form could possibly hold light in check long enough for the sculpture to be even begun. The Displaced Form was perhaps the breakthrough discovery that allowed chronomancy to function. The first step in any chronomantic spell is to search for one’s own ripples in the Ocean before allowing those ripples to flow into the mortal realm by way of one’s connection. In doing this, part of a chronomancer’s body is transformed into a strange, ghostlike form that glows with mana and aura. The more difficult a spell, the more parts of the body that must be transformed into their Ocean-wise counterparts. Chronomantic Marks: these circular marks are invoked by chronomancers as they work. Left as trails of mana and Voidal energy that dangle from the chronomancers Displaced fingers, these Marks are crafted from the ripples of the Ocean. All uses of chronomancy require that a chronomancer can easily draw their Chronomantic Marks so that they can manipulate their targets ripples. These marks glow with the colour of a chronomancers aura and partake of any other effects a chronomancers aura might have. Chronomantic Seals: used most often when enchanting with chronomancy, Seals function much like bookmarks or checkpoints. Once ascribed to an item, they allow an enchantment to rewind or run forward time, such that the appointed bookmark can be reached. For example, an enchanted sword could have a Seal placed upon it after it has been newly forged, allowing the enchantment to rewind the state of the object to the time that the Seal was placed upon it. These Seals are entirely dependent on mana from their mana gem and otherwise function identically to other enchantments. Lodestones: solidified from redundant ripples floating in the ocean, a lodestone is a crystalline shard that is used to sustain certain chronomantic abilities. They are generated during certain rituals and are left as anchors for long term spells. Should they be shattered, the spell to which they are tied would fail as its anchor is destroyed. All of a chronomancers abilities are tied to the degree to which they can harmonize themselves with their ripples in the Ocean of Time. As a chronomancer grows more competent, they will be more and more able to transfigure their body into its Displaced Form. Each additional Displaced bodypart requires one emote; so, to begin Greater Moving, a chronomancer must first spend one emote connecting to the Void, and an additional two emotes Displacing their arms and legs, and additional emotes for drawing their chronomantic marks and performing the Moving itself. This progression of understanding manifests itself in the ability to transform more and more parts of the body. The Arms: the first tier of transformation, a chronomancer who can Displace only their arms is considered a Tier 1, and is capable of Lesser Moving. Lesser Moving requires that a chronomancer Displace their arms. The Legs: the second tier of transformation, a chronomancer who has learned to Displace their Legs is now considered a Tier 2, and is capable of Greater Moving. Greater Moving requires that a chronomancer Displace their arms and legs. The Torso: the third tier of transformation, a chronomancer who has learned to Displace their Torso is now considered a Tier 3, and is capable of Suspending. Suspending requires that a chronomancer Displace their arms, legs and torso. The Head: the fourth tier of transformation, a chronomancer who has learned to Displace their Head is now considered a Tier 4, and is capable of Folding. Folding requires that a chronomancer Displace their arms, legs, torso and head. The Soul: the fifth tier of transformation, a chronomancer who has learned to Displace their Soul is now considered a Tier 5, and is capable of Travelling. With further practice a chronomancer can learn to Glimpse. Travelling and Glimpsing require that a chronomancer Displace their arms, legs, torso, head and soul. Credit: Nolamom3507 | Deviantart Lesser Moving: the act of searching through an object's ripples, past or future, before moving the target object either backwards or forwards through time to achieve the desired state. Greater Moving: the act of moving an area either backwards or forwards through time, displacing it from the present with a veil of mana and Voidal energy. Suspending: the act of sundering a target from the flow of time, freezing either an object or an area in the present. Folding: the act of secreting an object within the Ocean in such a way that, when a specific date arrives, the Fold will be reopened and the object will be revealed. Travelling: the act of walking along the Ocean’s currents into one of many potential futures, vanishing from the present after a long ritual focused on encircling oneself with Chronomantic Marks. Glimpsing: the act of peering into the past or future by using a persons soul or a lodestone lens as a focus. As comes to some of the Out of Character aspects. We wanted to bring some form of time magic back to LotC because the idea of it is grand and it gives a lovely flavour to some of the RP. We tried to avoid most of the things that the community disliked in the past with magic such as Muun and attempt to create a much more open environment for this ability to bloom in. As for implementing the magic, our characters will grandfather the magic, much like has happened in previous magic and teach the next few generations. This is of course if the LT accepts this piece of lore. The Origins story is also set up so that it may lead up to some sort of event that could invite people to interact with and discover this new set of voidal abilities. Written by Sorcerous_, Paleo and Sug. We are currently searching which people made the pieces of arts in the proposal, so proper credits will be attributed soon.
  12. I think now would be a great time to send in GM applications.

    1. Show previous comments  3 more
    2. Zhulik

      Zhulik

      Unblacklist me first and I will! I did nothing wrong! I sent in an appeal in the past but Harrison lied to the staff and plotted against me!

    3. Zindran

      Zindran

      :thinking: To apply for a worse sleep schedule or not to... @Paleo

    4. rukio

      rukio

      Oh well I suppose.

  13. Once more the FM is looking for people! Come join us!

     

  14. Memory in a bottle Description and effects: As its name indicates, the memory in a bottle is literally a memory, which would have been extracted by a mental mage and then placed in a bottle together with a fair dose of liquid essence as to keep the memory sustained within it. The formed substance would be coloured and it appeared that gases would flow at its surface. The colour of the substance depended on the nature of the memory, happy memories giving some sort of yellow substance, memories of traumas black etc... (This is up for interpretation and the like by the bottler) If this bottle of memory is then drank the user might experience visions and a state that could only be described as an ‘enlightenment’ where the memories that were just consumed would once more appear before them. If the bottle is not closed correctly or not applied correctly, it has been shown that the memories would lose in detail and precision due to the gases (which contain part of the memory) escaping. It is also noted that the mentalist would have an easier time manipulating the memories within the bottle due to them being separated from the mind of another. Finally, if the memory of another person were to be applied, it is important to take caution, because the mind might reject the memory, causing mental harm. Tread with caution, mentalists. Recipe: Base: Liquid Essence (Created by the mage) A memory (Extracted by the mage) A water symbol (Fluidity) An earth symbol (Structure) Author: Paleo LM Approval Required: Yes, but only for the first potion as to verify that they have learnt how to do this properly and that they are a mental mage.
  15. Send in your FM applicationsnow, we are looking for new additions to the team once 

    more!

  16. I am quite afraid you will have to recreate a thread, other than that, I see no problem with creating this club.
  17. As this club seems to be nothing more than an attempt at trolling and shows a lack of effort in terms of application, I have decided to deny this application. Do not hesitate on uploading another application (Which of course would have to be written with more detail.
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