Lazarus Slumberwood

Discussion in 'Character Sheets' started by Mad_Gadfly, Feb 23, 2021.

  1. Mad_Gadfly

    Mad_Gadfly ◢◤

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    Basic Information (Required)
    • Full Name: Lazarus Slumberwood
    • Age: 50
      • Physical Age: 25
    • Gender: Male
    • Race: Ailor
      • Lineage: Carnvaal
    • Sexuality: Who knows?
    • Preferred Weapon: Spear
    Inventory Information (Optional)
    • Bullet point at least five things here
    • Each should have a rough value of at least 5-10 regals
    • If you want better thief roleplay however, consider adding more items
    • Or consider adding items of greater personal value
    • Just be aware that these can be stolen by those with the right Proficiencies

    Skill Information (Required)


    Total Points: 50 from base, + 5 theater arts & + 5 dancing arts from Crimson Power I, + 10 from hobby, +5 Dancing Art from racial boost
    • Talent Group Proficiencies:
      • Perception Training: +10 from base
    • Rogue Gift 1 is immediately countered when someone tries to use this Ability on the Character, a second roll may not be attempted and the first failed roll is discovery.
    • Rogue Gift 2 cannot be used when interacting with the Character. Anyone attempting to dictate the /dice roll with Rogue Gift 2 must roll like normal, though the cooldown is not used up.
    • Rogue Gift 3 does not work on the Character, being able to see through the written fabrication, so long as they have seen the real author's handwriting before. It does not give them the means to prove that the writing is fake, they will only know for certain that it is.
    • Rogue Gift 4 partially works on the Character. The user of Rogue Gift 4 will still have their handheld items muted, but their footsteps are detectable to the Character.
    • Rogue Gift 5 is immediately countered when someone tries to use this Ability on the Character. They are unable to avoid the initial spotting so long as it was done by the person with Perception.
    • The Character also becomes able to see through Guard Forgery Pack and Government Forgery Pack papers, able to see that the stamps are fake. This does not however give them the ability to prove to others that they are fake, only know for certain that they are.
    • Hobby Group Proficiencies:
      • Dancing Arts: +10 (+5 from Crimson Power I, +5 from Racial Boost)
      • Theater Arts: +11 (+5 from Crimson Power I, +6 from base)
    At 10 points invested, all emotional state reading or emotion detection mechanisms simply do not work. Additionally, the Character becomes immune to any opinion reading, such as the Lexxon ability to detect one's true disposition towards the Lexxon.
    • Pathfinding Art: +10 from base
    If a Character has 10 Proficiency Points in this Proficiency, it can also be used in Progressions to lessen the impact of mountainous territory imparting a negative effect on an invading army, or to find ways around fortified positions to take enemies by surprise. This Character can also be used to perform geological surveys in locations.
    • Schooling:
      • Command School: +9 from base
    • Grants the Character 3 years of Academic Marshal Theory schooling, giving them the know how to either function as a General or Frontline Commander. This Pack can be purchased multiple times for different Schools to expand learning of different ideologies.
    • The Character will be able to part-take in Progressions as a General or Marshal.
    • The Character can have employment in the national Armies of the specific school they went to.
    • Command Schools Attended:
      • Imperial Regalian Marshal Academy (Ailor Open)
        • Crown Isle
      • Calemberg Ordner School (Ailor Only)
        • Calemberg
      • Skole Militair Nordskag (Ailor Open)
        • Nordskag
    • Natural Sciences School: +6 from base
    • Grants the Character 3 years of learning of Natural Sciences and a greater understanding of the natural laws of physics, medicine, meteorology and geography of the world. This Pack can be purchased numerous times to learn additional doctrines.
    • The Character can detect additional Geographic, Medical, Physics or Meteorological effects in situations that may otherwise appear Occult, or have different theories during certain Occult Progression trips.
    • Your Character can insist on the prefix Doctor in front of their name, though there is no law dictating that Doctor must be used as title address. If Noble, Doctor is also less important than any other title the Noble may have, including title-less Noble.
    • Natural Sciences Schools Attended:
      • Al-Hamjad Hamanh College (Qadir Open)
        • Qadir Hadrityas
      • Regalian Ecological Academy (Ailor Open)
        • Vultaro
    • Cleric School: +3 from base
    • Grants the Character 3 years of learning at a School for their organized religion. It is mandatory that a Character who part-takes in their first School is of the actual religion of that School. This Pack can be purchased multiple times however. While the first School must have been of the faith of the Character, additional Schools don’t have to be, and can be treated as “expanding religious horizons to know better how to debate them and disprove them”.
    • This Pack does not grant Progression uses, but is mandatory before a Character can be an ordained Priest of that particular Religion. Without the Sancellist School for example, the Character is not allowed to be a Sancellist Unionist Curate.
    • Cleric Schools Attended:
      • College of Vultdragonism (Vultdragon Unionism)
    • Riding School: +3 from base
    • Grants the Character 3 years of Riding School experience with a variety of mounts, allowing them to in theory be able to ride any type of war-mount. This Pack can only be purchased once as all Riding Schools are the same.
    • Allows the Character some communication contacts at their School to communicate with in Geo Politics who will be somewhat positive towards them.
    • Riding Schools Attended:
      • Banat-Ânya School of Horses (Ailor Open)
    • Roguery:
      • Rogue Gift III: +3
        • The Character can, if they have seen any writing from a specific person, perfectly imitate that person’s writing and signature on any piece of writing.
    Body Shape
    • Physical Stat: +15
      • Character can benchpress up to 90% of their body weight, which is considered completely average.
    • Body Shape: Slim Body Shape
    • Body Fat: Extreme Low Fat
    Languages
    • Ânian Dialect (learned from birth)
    • Byalan Dialect (learned from exposure)
    • Common (learned from exposure)
    Special Traits/Spells/Mutations
    • Carnvaal Traits:
      • Glitter Control I: The user is able to eject streams, puffs or balls of non-harmful colored and/or glowing glitter up to Emote Distance. Once shot out, they can also steer this glitter through the air like a cloud anywhere in Emote Distance. The aesthetic effects of this Spell have no limitations in terms of quantity of glitter or Cooldowns. It can also get into people’s clothing, hair, or dust onto them like snowflakes. Additionally, users of this Ability may Object Curse an object to act like a glitter bomb, expelling forth a plume of glitter, though it will only remain functional while the user is within Emote Distance. Finally, the user may congest all their Glitter Magic between their hands and push it violently into the ground, causing an Emote wide massive explosion of glitter and colored chalk dust that not only colors everything in the area, but also makes visibility impossible for 10 seconds while all the glitter drifts to the ground. If this glitter bomb is used, the ability goes on a 24 hour cooldown.
      • Inth Gift I: The user may target any person within Emote Distance to mark them with this Control Power, and any number of individuals may be marked. For those marked, if the user or the target leaves Emote Distance, the target(s) will forget the appearance, name and the sound of the voice of the user. They will still remember the conversation and what was said, but they will only remember a blur of a figure for the user, a warped voice, or their name.
      • Peace Reign I: The user may choose to, at any Event Venue either from a hosted event as found on the Calendar, or for a social gathering in their own home, apply a Control Power to diffuse anger in a character and soothe their frustration or anger if they experience it during the social gathering or event, while still on the venue. The effect is indefinite, causing the target to be more calmed, and will endure even if they leave, but will not prevent it from triggering again in the future. This has no cooldown, and may be applied to as many targets as desired, but only during the event/gathering and on venue/in home.
    • Vampire Traits:
      • Servile Collar I: The user can target either a willing or fully restrained person to attach any sort of Servile Collar to their neck. This Servile Collar can be any shape or color or design, applying a Possession to the target (which can be cleansed by Exorcism 2), and is indefinite until it is removed. The Servile Collar causes the target to be under the command of the user, meaning that any command issued by the user within Emote Distance must be followed. Only the last command will remain active when leaving Emote Distance however. Servile Collar 1 cannot be used to cause a Character to engage in activities that would cause self-harm.
      • Afflicted Life I: From the moment that the Character is affected by the Affliction, their body ceases to age, and their Racial max-age no longer applies. If the Character is cured, they will age to their appropriate age within 2 weeks. If they are re-infected, their body will age backwards to when it was first affected by the Affliction. If the person has already lived past their Racial Max age, they die at the end of the 2 week period instead. For Characters using this Ability older than 150 years in total, a 150 Year Old Special Permission is required.
      • Blood Feeding I: The Character can extend their Vampiric teeth and sink anywhere on a target’s body to begin drinking blood. While drinking, the victim is paralyzed and unable to react, but is still aware and can still speak. A full drink takes up to 10 minutes. As soon as the Character releases the Target, they have lingering paralysis for 30 seconds before the effect is removed. This Ability cannot be used during combat or to initiate combat, and the target may also not be restrained by other means during the feeding. This Ability has a 30 second cooldown after feeding is complete. If the Target has Control Power Immunity, they are only immune to the Paralysis effect, and can still be fed on.
      • Blood Curse II: Firstly, the Character can still consume food and drinks, and achieves satisfaction from the taste, but not sustenance. Secondly, The Vampire can reproduce with non-Vampires and Vampires alike, and can choose to have a normal child or a Vampire Brood of their Bloodline. Thirdly, if the Vampire does not feed within a week, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound. Vampires are unable to feed from other Vampires, and receive no satisfaction from feeding off of animals, except domesticated Sewer Rats, though the taste is revolting and makes the Vampires feel ill.
      • Vampiric Form I: The Character is able to Mythic Shift into their Vampiric Form. While in Vampiric Form, the Character has access to all Abilities from the Abilities from their Bloodline Ability Kit. Shifting in and out of Vampiric Form is instant, cannot be Cancelled or Countered, and the player may design the Vampiric Form, with some ground rules. For the Ground Rules, refer to the Bloodline page, which will have an outline on the limitations and design choices for Vampiric Form. This Ability has no Cooldown.
      • Cursed Soul I: While the character has an Affliction that includes this Ability, they are unable to use any Abilities found in Sorcery, Magic, and Faith Manifest. While having this Affliction, no other Affliction can be acquired. Proficiency Points are not refunded for Abilities lost. When the Affliction is removed (and this Ability), all normal use of Abilities is restored, and the Character can be Afflicted again.
    • Alais Abilities:
      • Crimson Power I: The Vampire cannot be detected by any Abberant or Vampire Detection Mechanism. Additionally, the Vampire gains a constant +5 Theatre Arts and +5 Dancing Arts Proficiency boost, but any Combat Proficiency Category Profiencies they have are set to 0 while they are not in their Vampiric Form, where their Combat Proficiencies remain as is.
      • Crimson Power II: For any Character the Vampire uses Blood Feeding 1 on, the Vampire will leave no bite marks, and inflict no pain. The targeted character will, additionally, forget that they were fed on at all and any information that would lead to them recalling that they were fed upon. Additionally, the Vampire’s blood gains an amnesiac effect when fed to others. When a splash of fresh Alais-Blood is force-fed to a victim, they will be unable to recall locations, voices, or faces they saw or heard for the last 24 hours. They can remember the general chain of events that happened to them, and remember what was spoken about, but will be incapable of remembering any identifying features at all. This effect cannot stack, and the blood cannot be stored and saved for later use, it must be fed fresh from the wound.
      • Flux Shift V: This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Mythic or Racial Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
      • Flux Shift VI: The user is able to change their Body Shape, Body Fat, Sex and Body Hair (including top hair and facial hair: color, texture, shape and consistency) at any point, seamlessly and instantaneously.
      • Mind Surge II: This Ability allows the user to change another target’s feelings about another person. For example, the Target may love their sibling, but the user may use Perception Surge to convince them that instead they hate this person, or they may convince someone who despises another person to like them instead. This Ability fabricates a fake event in the mind of the Target that would have made them change their mind. After use, this effect remains in the target as Possession, and as such can be removed by Exorcism mechanics and Abilities. The effect can also be broken when the Target has been undeniably convinced that the event in their mind did in fact not happen, but remain unaware of it otherwise. This Ability can only target other Characters, and cannot be used by the user to make other Characters like or dislike them. The targeted person must also be known by name for the user. This Ability can be used once per day. Control Power Immunity makes the Target immune to the effects of this Ability.
      • Puppet Control I: This Ability allows the user to target another person, and establish complete Control over their actions and thoughts. After Direct Touch, the user creates a Control Power link with the Target that allows them to issue any command, which the Target must explicitly follow to the letter, even if the user of this Ability is no longer within Emote Distance of the Target. This Ability also allows the user to change the thought process or ideas of the target, and make them forget things that happened in the last hour so as to alter their perception. The Target is not incapable of independent actions or thoughts, but can at any point in time from any distance be overridden by the user of the Ability, and have their thoughts altered. The Target is unaware that they are being Controlled, and even after Control is removed, will be unable to fathom why they thought or did certain things. They will also be fiercely defensive of the user of the Ability on them for as long as Control remains, and not engage in any actions that would be detrimental to the user of this Ability. This Ability can be broken by the user at any time from any distance, or removed from the target with any Possession removal or Exorcism mechanic or Ability. While Control Power Immunity blocks this Ability from being used, the user may propose this level of control over the Target, and if the Target consents in Roleplay, then Control Power Immunity no longer applies. After this Ability is broken off, it cannot be re-used within 7 days. A maximum of 3 people can be targeted by this Ability at any time.
      • Rogue Gift IV: Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Character, and the character no longer makes noise when attempting to remain silent. Additionally, the character does not produce audible footsteps on any surface.
      • Spirit Curse II: The user can curse a Target with Spirit Curse 1 only if they have an Ability that manifests a familiar, or some type of non-Player Character pet. Once Cursed, the pet is freed from the Target’s control and goes berserk, attacking the original owner for 30 seconds. While attacked, the Target is unable to flee or use Abilities or dismiss the Familiar, but can still use Mundane Attacks, speak and perceive things around them, albeit while constantly being clawed or bit or stung. After 30 seconds, the Familiar dissipates, and goes on whatever Cooldown is native to that Familiar’s Ability Source as if it was killed.
      • Rogue Gift I: Should the character fail a dice roll for pickpocketing another character, they may roll a second time. This effect may only apply once per person being pickpocketed per day, but if a different person is targeted each time, it has no upper limit. The failed attempt is simply retconned.
    • Crimson Form:
      • Lazarus' form becomes incredibly emaciated, his limbs, hands, and neck becoming long and branch-like. His eyes, including the eye whites, become completely blood-red and his nose is replaced by two breathing holes. Meanwhile, his jaw becomes double-hinged and his tongue incredibly long, with all his teeth becoming needle-like. Finally, his skin becomes white, with his veins and the red blood underneath clearly visible. Lazarus is unrecognizable in this form.
    Basic Information (Expansion)
    The following is not required when filling out your character application. You may use bullet points or paragraphs, and are welcome to add more or less information as you see fit. The information in this section will not be reviewed. Want to be extra helpful to your reviewer? Use the Spoiler feature to make the content hidden so readers can read it when they want to, or skip it!
    • Describe your character’s position in Regalia. Why are they there? How long have they been there? What is their occupation and living situation?
    • Describe your character’s upbringing. Where were they born, to whom? How many siblings do they have? What about their extended family/noble family?
    • Describe any secondary ambitions your character may have. Short term ambitions, or ambitions that may not be related to your character’s main goal in life.

    Visual Information (Required)

    The following is required when filling out your character application. Please use a Bullet Point list. Try to keep the information here as simple and confined as possible, it's supposed to be a short list.
    • Eye Color: Brown
    • Hair Color: Black
    • Hair Style: Braided
    • Skin Color: Pale white
    • Clothing: Byalan fashion
    • Height: 5'9
    Visual Information (Expansion)
    The following is not required when filling out your character application. You may use bullet points or paragraphs, and are welcome to add more or less information as you see fit. The information in this section will not be reviewed. Want to be extra helpful to your reviewer? Use the Spoiler feature to make the content hidden so readers can read it when they want to, or skip it!
    • Describe the Character’s facial features, like the shapes of their eyes, mouth, ears, the size of their forehead, what kind of expression they usually carry, any freckles, scars etc, hair color, hair style and more. This description is purely for the head (and by extension neck) alone.
    • Describe the Character’s body. Go into detail about height, body shape, the color of their skin, the size of their bones and muscles, their amount of fat, any physical disabilities they may have, their amount of body hair if applicable and more. This description is purely for the body.
    • Describe the Character’s fashion appearance and accessories. Talk about what kind of clothes they usually wear, preferred colors, what jewelry they have, weapons they carry on them or any item of note that they may always have on them.
    • Describe the character’s voice. How do they speak? What is their typical tone and speed? Do they have an accent or a tendency to stutter? Any quirks about their voice listed here. Maybe also add a list of the languages they can speak.

    Personality (Required with Choice)


    Option Two: The Core List
    • Choose your Character Alignment
      • Lawful Evil: "A lawful evil character sees a well-ordered system as being easier to exploit than to necessarily follow."
    • Choose your Character Personality Type
      • The Commander: "Bold, imaginative and strong-willed leaders, always finding a way – or making one."
    • Choose your Character's Religion
      • Cult of Evolution, masquerading as Horopadosi Sect Unionism.
        • "The Horopadosi Sect is a smaller sect of the Vultarin Church (with origins in the Etosian Church) that believes in body-modification and evolution of the Human form to become a more “perfect Human”. This Sect is notably favorable to Url Symbiosis, as well as some of the not-Void/Exist related mutations and body enhancements."
    Weaknesses (OPTIONAL)
    • Bullet out the character’s Weaknesses with at least three sentences expanding on each.
    • A Weakness should inherently be a weakness in roleplay of sorts, or some sort of trait that flaws your character.
    • You don’t need to have any Weaknesses, it’s entirely optional. You also don't get any additional points for Weaknesses, they are purely aesthetic.
    Personality (Expansion)
    The following is not required when filling out your character application. You may use bullet points or paragraphs, and are welcome to add more or less information as you see fit. The information in this section will not be reviewed. Want to be extra helpful to your reviewer? Use the Spoiler feature to make the content hidden so readers can read it when they want to, or skip it!
    • Describe any number of Character Quirks your character has, strange behavior that they exhibit in certain situations. For example, a character rubbing a beard when nervous is a quirk, or a character biting their lips when doing math is a quirk, or a character shuffling their feet when talking to someone is a quirk. Quirks are not mandatory and may be left out if the writer doesn’t want to include them or can’t think of any.
    • Describe your character’s skills; abilities they’ve developed, but not necessarily put at the forefront of their lives. For example, if your character is a good cook, but not a chef, or if they are a good horse rider but not necessarily a competition racer, you would mention them here. Feel free to mention multiple skills but try to keep your character from becoming over skilled.
    Likes
    • Describe three different activities, things or items that your character loves to see, do, taste or smell. Generally speaking these are things that make your character happy and in a good mood when they are near them/doing them. Go into detail why they love these things and then also explain how it makes them feel.
    Dislikes
    • Describe three different activities, things or items that your character hates to see, do, taste or smell. Generally speaking these are things that make your character annoyed or angry and in a general bad mood when they are near them/doing them. Go into detail why they hate these things and explain also how it makes them feel.
    Relationships (Optional)
    Add Relationships to NPC and player characters. Write this list of relationships with a bullet point. Describe what their current relation to one another is, and how they originally met. If you want to, you can add flavor by @tagging the player behind the character next to the character name. Relationships are a great way to socialize with other players! Speculate on relations, ship characters and create lasting friendships and nemeses! This section, while optional, is especially recommended if you want to create a social feel to your Sheet.

    Life Story (Required)
    • Lazarus was born to Alina Slumberwood on 259 AC.
    • Lazarus had a decent childhood, though far removed from his family. Instead, he was primarily raised by Slumberwood Court members, who exposed him to the "real world" by allowing him to tour the countryside along their side.
    • Noting that Lazarus held a natural interest in history, he began to be tutored by Court Historians in hopes that he would join the School of History.
    • However, Lazarus demonstrated even greater interest in Regalian military feats and conquests. This encouraged the Slumberwood Court to send him away to the Byalan lands, so he could be tutored by Slumberwood generals in the art of war at the age of seven.
    • Lazarus first started his formal military education in the Imperial Regalian Marshal Academy at the age of fourteen. However, due to ambitions to become the greatest general possible, Lazarus would go on to study in the Calemberg Ordner School three years after that. Three years afterward, Lazarus studied in the Skole Militair Nordskag to complete his education on Ailor war arts.
    • Now twenty-three, Lazarus was old enough to venture into regions of the world beyond the archipelago to continue his education. However, rather than continue his studies in the art of war, Lazarus studies geography in the Al-Hamjad Hamanh College and the Regalian Ecological Academy.
    • At the age of twenty-five, and while studying in the Al-Hamjad Hamanh College, Lazarus undergoes the Void Blood ritual to become an Alais Vampire.
    • Once graduated from his schooling abroad, Lazarus retires in his family estate and becomes a military advisor. Throughout this time, Lazarus becomes invested in high society and picks up hiking as a hobby. However, hiking was not without motive. This was simply a continuation of his interests in geography and desire to become an effective commander through terrains.
    • This prompts him to study in the local Banat-Ânya School of Horses, for the sake of learning how to navigate terrains on mounts.
    • Eventually, Lazarus decides that he wants to return to school. This time, he wishes to learn more about the Vultdragon faith due to his following of the Cult of Evolution. Lazarus had started to gradually become involved in the Cult of Evolution ever since his infection with Alais vampirism, believing it to be the next step in Ailor evolution. Studying in Vultaro meant he had to stop advising his family on military matters.
    • Upon completing his studies, Lazarus returns to his family's estate to continue as a military advisor before eventually joining them in the Crown Isle due to the anticipation of war with the Second Allorn Empire.
     
    • Powerful Powerful x 1
    #1 Mad_Gadfly, Feb 23, 2021
    Last edited: Apr 29, 2021
  2. KK134

    KK134 Regalian Pioneer

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    Just hold off for a bit any reviewers since I didn't get a chance to read this before posting so some things may need to be tweaked.
     
  3. Mad_Gadfly

    Mad_Gadfly ◢◤

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    I have completed the edits you suggested. Please let me know when this application is ready for staff review.
     
  4. KK134

    KK134 Regalian Pioneer

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    Okay, it can be reviewed now
     
    • Thank You! Thank You! x 1
  5. Azas

    Azas lofi sihai

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    I'll be claiming this app for review. Expect a follow-up within 24 hours.
     
    • Thank You! Thank You! x 1
  6. Azas

    Azas lofi sihai

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    @Mad_Gadfly Here's my review:
    • Lineage is spelled Carnvaal
    • Age points stop accumulating at 45 plus the 5 base so you'll need to trim 5
    Please make these edits and tag me once complete!
     
  7. Mad_Gadfly

    Mad_Gadfly ◢◤

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    I blame Brazil for my mistake.

    Edits have been completed, @Azas!
     
  8. Azas

    Azas lofi sihai

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    Approved
     
  9. Mad_Gadfly

    Mad_Gadfly ◢◤

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    Hello! I have updated the application so that it is up to date with the Proficiency rework, the Ailor Lineage update, and the Alais bloodline update.
     
  10. Azas

    Azas lofi sihai

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    As mentioned in our discord conversation, I would recommend you reduce the number of schools attended, but not requiring it. As such, approved!
     

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