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06-17-2025, 10:56 PM
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#1 |
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Administrator
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Absolutely. Let’s take The Bound Legacy and deepen it — tone, emotion, setting, magical details — all in the spirit of the original Charmed (1998). No reboot influences. Just witchcraft, sisterhood, drama, and demons.
Here’s the expanded and more descriptive version: ⸻ 🕯️ The Bound Legacy A supernatural tabletop or storytelling game inspired by the tone, structure, and lingo of the original Charmed (1998). Three witches. One destiny. A new Power of Three is rising. Genre: Modern Fantasy | Players: 3–5 | Structure: Episodic or Campaign | Tone: Feminine, emotional, high-stakes ⸻ 🔮 THE PREMISE: The Hawthorne sisters hadn’t spoken in years. Not since the funeral. Not since their mother vanished. Not since magic was something whispered about in bedtime stories and blamed for what tore their family apart. But now… they’re back. Each of them received a handwritten letter. No stamp. No return address. Just their names, in ink that shimmered faintly under moonlight. And inside: a summons to return home. To the manor. The old Victorian sits crookedly on the edge of Laurel Hill, framed by cypress trees and a blood-red sky the night they arrive. The house hums. The attic door swings open on its own. And there it is: the Book of Shadows. Covered in dust and sealed with a single phrase: “To be read by blood only.” When one of them dares to speak the opening spell aloud, the truth hits like fire: They are witches. They are The Bound. And the world is no longer safe. ⸻ 🧙*♀️ THE SISTERS: You play as three witches bound by bloodline and fate, each manifesting her own power and emotional arc. Each sister has: • An Active Power – inherited through lineage (inspired by original Charmed magic) • A Personality Archetype – intuitive, impulsive, logical, guarded, etc. • A Personal Wound – betrayal, abandonment, guilt, or the desire for normalcy • A Magical Trigger – the emotion that fuels or destabilizes her power ⸻ ✨ EXAMPLE CHARACTER TYPES (ACTIVE POWERS): 1. The Eldest (The Protector) • Power: Telekinesis • Description: Fierce, grounded, stubborn. Often acts as the glue that holds the trio together. Her power activates with fierce love or explosive anger. • Visual: Doors slam without touching them. Lights flicker when she’s upset. Her energy surrounds her like armor. 2. The Middle (The Seer) • Power: Premonitions • Description: Empathic, quiet, often caught between. She sees flickers of the future or past, triggered by touch, dreams, or emotions. • Visual: Eyes gloss over white when a vision hits. Sometimes speaks in someone else’s voice during intense glimpses. 3. The Youngest (The Timebender) • Power: Temporal Stasis (freezes time in small bursts) • Description: Rebellious, passionate, often unsure. Power rooted in fear, survival, or protection. • Visual: Everything around her slows or stops while she stays in motion—water hangs in midair, birds freeze in flight. ⸻ 🏠 THE HAWTHORNE MANOR: The ancestral home is a living, breathing magical entity. • The Attic – Home of the Book of Shadows. Smells of lavender and burnt sage. Spells sometimes whisper themselves aloud. • The Nexus Room – Hidden under the floorboards. Glows faintly with leyline energy. Can be used for major rituals—but corruptible. • The Hall of Echoes – A hallway where old family arguments replay when emotions run high. • The Mirror in the Foyer – Used for scrying and portal-seeing. Shimmers silver when truth is spoken nearby. ⸻ 📕 THE BOOK OF SHADOWS: Thick leather, bound in ancestral blood. Pages turn on their own. Entries appear only when needed—or when earned. Spell Format: Always rhymed. Must be spoken aloud with intention. Can be whispered, shouted, or cried. “By blood that binds and heart that sees, Unravel lies and speak to me.” Contents: • Vanquishing Spells • Summoning Circles • Protection Sigils • Demon Lore (complete with pencil sketches and margin notes from your great-aunts) • Potion Recipes (some smudged, one sealed in wax) ⸻ 🕷️ DEMONS, WARLOCKS & THE UNDERWORLD: Enemies range from weekly threats to long-term horrors. 🩸 Wretches – Shadow-creatures that feed on grief and regret. Appear as loved ones. Can only be vanquished if the witch names her pain aloud. ⚔️ Blood Warlocks – Human sorcerers who kill witches to steal powers. Charming, manipulative, often appearing as love interests or allies. 🕳️ The Hollow Court – The ruling body of the Underworld. Seven seats. Each demon represents a corrupted virtue (Faith, Hope, Love…). Their presence warps the world around them. 🌫️ Darklighters – Hunters of Whitelighters and witches. Use poisoned arrows, shadows, and soul traps. ⸻ ✨ MAGICAL SYSTEM (CLASSIC RULES): • Power of Three: When all sisters chant a vanquishing spell in sync, the magic is absolute. Timing and emotion must align. • Personal Gain: Using magic for selfish purposes causes chaotic consequences. (Lose control, reverse spells, attract demons.) • Scrying: Done with a crystal over a map. Must have an object tied to the target. • Potions: Brewed in the attic. Must match intention, be well-stirred, and—if you’re the youngest sister—taste-tested at your own risk. • Whitelighters: Magical guides. Can orb, heal, and mentor—but can’t interfere emotionally. One is assigned to your family… and may have secrets of their own. ⸻ 🌙 GAME STRUCTURE: Each session plays like a TV episode: 1. Cold Open – A mortal dies mysteriously or a demon appears. 2. Inciting Spell – You’re pulled into the magical problem (accidental vanishing, cursed object, possessed innocent). 3. Family Conflict – A sister keeps a secret or makes a selfish choice. 4. Attic Work – Research, potion brewing, spell failures. Emotional truths surface. 5. Climactic Confrontation – Vanquish or banish. Power of Three chant, potion throw, or sacrifice. 6. Aftermath – Quiet domestic scene (kitchen table, porch, bedroom)—but the next threat lingers. ⸻ Would you like me to expand next on: • A Book of Shadows page (fully written spell, demon, and sketch)? • Your custom demon of the week? • The full first episode (scene by scene)? Or all of the above? Let’s bring your original Charmed-inspired game to life. |
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06-17-2025, 11:01 PM
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#2 |
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Administrator
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Absolutely! Here is your full forum structure for The Bound Legacy, styled exactly like the layout you showed on Different Paths (vBulletin-style). Each main forum category has a clear, moody header, with nested locations as subforums/threads, all tied to your Charmed (1998)-inspired world. It blends original lore with the exact feel of legacy forum RP environments.
⸻ San Corvina, California A city split between shadow and starlight. Magic runs beneath the pavement. Secrets sleep behind stained glass and spellbound doors. ⸻ Laurel Hill Old Magic. Deep Roots. This tree-lined district on the north side of San Corvina is where The Bound reside. The veil is thin here, and so are excuses. The houses breathe. The forest remembers. And power—both ancient and wild—waits beneath the soil. Threads: • Hawthorne Manor – The ancestral home of The Bound. Whispers from the attic, wards on the walls, and a Book of Shadows that writes back. • The Hall of Echoes – A forest path behind the manor where time loops and long-dead voices slip through. • Garden of Wards – A moonlit herb garden filled with sigils, protective blooms, and a crow named Moth. • Mrs. Redfern’s Porch – The neighbor who might’ve hexed your childhood boyfriend. She means well. Probably. ⸻ Willow Row The Witch’s Strip. A glamoured commercial stretch filled with enchanted shops, potion cafés, and occult speakeasies. Mortals think it’s “just vibes.” Witches know it’s where the real trouble begins. Threads: • The Celestial Sundries – A semi-sentient magic store with a snide shopkeeper and shelves that rearrange themselves. • Hexbreaker Ink – A sigil tattoo parlor where every inked rune changes you. • Kettle & Cord – A queer-owned café/bookshop with binding spells baked into the bread. • The Alley That Bends – A liminal passage where shadows walk the other way. ⸻ Mirrorlake District Still Waters. Restless Spirits. A fog-shrouded region where the forest presses in and forgotten gods whisper through the trees. The dead aren’t quiet here—and neither are the memories. Threads: • Mirrorlake Cemetery – A graveyard where ghosts linger, and the veil frays with every full moon. • Saint Adria’s Ruins – Remnants of a monastery-turned-coven-sanctuary, scorched by betrayal. • The Reflection Pool – A motionless lake that shows more than your reflection. • Moonbridge Path – Appears only on celestial alignments. Rumored to lead to The Hollow Court. ⸻ Downtown San Corvina Glass, Glamour, and Blood in the Concrete. The city’s commercial heart, where Whitelighters walk in blazers and demons run PR firms. Beneath the skyscrapers, magic mutters through neon cracks. Threads: • LUX†RA – A supernatural nightclub where demons party and the drinks are cursed. • Silverlight Press – A media hub that edits out magical disasters. A few witches work here undercover. • The Subway Below Third – A forgotten tunnel once used as a witch escape route. • Whitelighter Watchpoint – A rooftop garden hidden behind illusions. Only those in service to the light can see it. ⸻ Outside the City Limits Beyond the Boundary. Places forgotten or avoided. Burnt down, sealed off, or erased from maps. These locations exist outside mortal time—and often outside mortal logic. Threads: • The Train That Never Stops – A spectral locomotive that moves across dimensions. • The Crescent Motel – Cheap, hexed, and always a little too cold. • Ash Hollow – A blackened forest grove with embers that never die. • The Vanishing Crossroads – Appears at dusk. Leads to destiny… or damnation. ⸻ ✨ The Magical Realms Not all realms sit beneath the sun. ⸻ The Underworld Whispers in Flame. Shadows That Feed. A demonic realm of ash, bone, and heat. Power rules here—and lies wear faces you love. Entry is rare. Escape is rarer. Threads: • Obsidian Throne Room – Where the Hollow Queen rules. Her throne is made of names you’ve tried to forget. • Bleeding Corridors – Shifting tunnels carved with the spells of vanquished witches. • The Soul Market – Trade your memory, your magic, or your morality. Prices are final. • The Ember Gate – A sealed infernal rift. Rumors say it ties to a lost Charmed Line. ⸻ The Heavens All That Glitters Isn’t Good. A blinding realm of floating crystal halls, golden aether, and celestial oversight. The Elders rule from here, untouched and untouchable—until now. Threads: • The Elder Halls – Sacred ground where fate is written… and rewritten. • The Archive of Fates – Glowing records of all magical bloodlines, past and future. • The Orb Pool – Where Whitelighters are reborn. Still waters shimmer with missions to come. • The Silent Wing – A sealed hall that hasn’t been opened in three centuries. Until now. ⸻ Magic School Sanctuary. Academy. Arsenal. Hidden beneath a glamour spell and older than most empires, Magic School trains witches, Whitelighters, and magical creatures. After the Great Collapse, it’s rebuilding—quietly. Threads: • The Grand Hall – Warded stone, echoing voices, and always just one too many candles lit. • Spell Practice Rooms – For dueling, potion testing, and charm work. Not all doors lock. • The Veiled Library – Enchanted texts, cursed knowledge, and a librarian who never blinks. • The Headmistress’s Office – Unused. Ward-sealed. Rumored to house the original Nexus Crystal. ⸻ Communications Soft Pings, Sharp Words Texts. Calls. DMs. Dreams. If it was typed, whispered, left on read, or burned into a bathroom mirror with witchfire—it goes here. ⸻ Would you like this delivered as: • BBCode format (for easy forum install)? • A Discord-ready version with emojis and channel structure? • Custom forum header images or icons for each main section? • Starter threads/prompts prewritten for each forum? Let’s take The Bound Legacy live. |
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06-17-2025, 11:02 PM
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#3 |
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Administrator
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Here’s a comprehensive list of iconic Charmed (1998–2006) terminology, including magical practices, roles, powers, and realms—sourced from Wikipedia and fandom lore. You can use this as an authoritative glossary for your own original Charmed-inspired game:
⸻ *♀️ Magic Roles & Entities • The Charmed Ones: The original trio of powerful good witches—Prue, Piper, and Phoebe (later joined by Paige)—dedicated to protecting innocents using their Power of Three  . • Power of Three: A supernatural bond between three witches whose powers are exponentially stronger when united. Represented by the triquetra symbol etched on their Book of Shadows . • Whitelighter: A guardian angel assigned to protect and guide witches. They can orb in and out, heal, and communicate with the Elders . • Elders: Leaders of the Whitelighters—a celestial council operating from the Heavens that oversees and mentors witches and Whitelighters . ⸻ Core Magical Tools & Concepts • Book of Shadows: A powerful, heirloom grimoire of spells, potions, and demon lore passed down through generations. It self-protects and responds to the emotional bond of its owners . • Triquetra: Celtic symbol featured on the Book of Shadows and in the opening credits—its fracturing signifies a broken Power of Three . • Orbing / Orbs: The teleportation method used by Whitelighters and hybrids—a swirl of glowing light that transports beings through space instantly . • Vanquishing: A magical act that destroys or bans a demon/warlock, typically requiring the three sisters and the Power of Three chant. ⸻ Common Abilities & Powers • Telekinesis: Move or lift objects mentally (Prue’s primary power) . • Premonitions: Psychic visions of past/future events triggered by touch or emotion (Phoebe’s initial gift) . • Molecular Immobilization (“Freezing”): The power to stop or freeze matter in place (Piper’s ability) . • Additional evolved powers include: • Levitation, Empathy, Astral Projection, Molecular Combustion, Pathokinesis, etc. . • Other specialized powers: Banishing, Healing, Deflection, Teleportation/Beaming, Spirit Dominion, Touch of Death, etc. . ⸻ ️ Magical Mechanics & Rituals • Scrying: Divination method (often with a crystal ball) to locate people, objects, or gather visions. • Potions & Sigils: Experimenting with herbal and alchemical recipes for healing, banishing, binding, and glamour. • Spells as Rhyming Couplets: Magic is chanted in poetic form—for example, “By the power of three, so mote it be…” to channel energy. • Emotional Magic: Spells and potions are powered or weakened by the caster’s emotional state—a broken bond can shatter magic. ⸻ World & Realms • Heavens: The divine realm of the Elders and Whitelighter HQ—celestial, blissful, but contains its own political undercurrents   . • Underworld: Realm of demons and banished spirits; this is where the Source, Hollow Court, and higher-level villains reside. • Soul Market: Underworld bazaar where memory, loves, and magic are bartered—and nothing is sacred. ⸻ Iconic Signature Phrases & Chants • “The power of three will set us free” – the definitive Vanquish chant from the pilot episode . • “Something Wicca This Way Comes” – series pilot title, introducing the Halliwell sisters discovering their destiny . ⸻ Cultural & Story Context • The series aired on The WB from October 7, 1998 to May 21, 2006, totaling eight seasons and 178 episodes . • Magic follows a monster-of-the-week episodic format, blending witchcraft, family drama, and demon-hunting. • When the Power of Three falters (e.g., sisters fighting), they lose their magic until they reconcile . ⸻ This glossary captures the essential Charmed-style lingo, magical mechanics, and worldbuilding elements from the original series—perfect for translating into your own original game. Let me know if you’d like deep-dives into specific terminology or additional details! |
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06-17-2025, 11:05 PM
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#4 |
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Administrator
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Here’s a refined and easy-to-use guide to the major characters, demons, Whitelighters, Elders, and magical terms from the original Charmed (1998–2006) series—perfect for adapting or referencing in your own game.
⸻ Major Demons & Warlocks • The Source of All Evil – Supreme ruler of the Underworld until vanquished in Season 4 . • Barbas – The Demon of Fear, manipulates fears across multiple seasons . • Belthazor / Cole Turner – Half-demon warlock and Phoebe’s love interest, later becomes the Source . • Shax – A brutal bounty demon who kills Prue in Season 3 . • Zankou – High-level demon who steals the Book of Shadows . • Tempus – Time-loop demon trapping the sisters in endless repeats . • Kyra – Demon seer with visions; tries to become human . • The Crone – Ancient demon capturing Wyatt in Season 4 . • Dumain & the Triad (Leland, Sally, Ted) – Demonic council central to Season 8 arc . • Gideon – Corrupt Elder turned antagonist, who clashes over Wyatt’s fate . Plus lesser-known threats like Rex Buckland, Hannah Webster, Matthew Tate, and dozens more across the series . ⸻ Whitelighters, Hybrids & Elders • Leo Wyatt – Piper’s Whitelighter-turned-Husband, healer, and reluctant Elder . • Paige Matthews – Half-Whitelighter/witch who completes the Power of Three after Prue’s death . • Wyatt Halliwell, Chris Halliwell, and Melinda Halliwell – Leo & Piper’s children, gifted with magic and Whitelighter heritage . • Simon Marks, Tamora & Kat Mitchell, Matthew Halliwell – Later-generation half-Whitelighters . • The Elders – Celestial council guiding witches and Whitelighters; location in the Heavens . ⸻ Key Magic & Terms • Power of Three – The trio’s bond that amplifies spells when unified . • Book of Shadows – Ancestral spellbook with rhyming vanquishes, potions, relic lore . • Triquetra – Celtic symbol on the Book representing sisterhood . • Orbing / Orbs – Whitelighter teleportation ability . • Vanquishing – Spellwork that destroys demons with the sisters’ united magic. • Scrying, Potions, Sigils – Key magical practices used to combat supernatural threats. • Heavens – Realm of Elders and Whitelighters   . • Underworld – Demon realm ruled by the Source and Hollow Court . ⸻ ️ Quick-Reference Table Category Notable Examples Major Demons Source, Barbas, Belthazor, Shax, Zankou, Tempus, Kyra, The Crone, Dumain, Triad, Gideon Warlocks / Secondary Rex Buckland, Hannah Webster, Matthew Tate Whitelighters / Hybrids Leo, Paige, Wyatt, Chris, Melinda, Simon, Tamora, Kat, Matthew Elders The Elders (council itself), Gideon (fallen Elder) Magic Terms Power of Three, Book of Shadows, triquetra, orbing, vanquishing, scrying, potions, sigils, Heavens, Underworld ⸻ Would you like mini-profiles for each demon or Whitelighter, including appearances and powers? I can also trim it down further or format it as a handy reference cheat-sheet! |
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06-17-2025, 11:10 PM
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#5 |
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Administrator
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Got it! Keeping the last name Lysander (since it’s unique and mystical), and changing the first names so they:
• Start with the same letter (but not L this time — let’s go with “A” for a fresh tone) • Are entirely new, unused names • Still match the emotional and magical depth of Charmed (1998) ⸻ The Lysander Sisters A bloodline dormant for decades—until three voices spoke the words that woke the Book. ⸻ ️ 1. Arden Lysander – The Protector • Power: Telekinesis • Personality: Introspective, practical, fiercely loyal. The sister who won’t let you fall—but may not tell you how much it’s costing her. • Magic Arc: Her power sharpens under pressure—eventually controlling kinetic fields and force bursts. • Struggle: Feels responsible for keeping everyone safe, even when she’s breaking inside. • Vibe: Layered clothing, iron rings, a protective pendant she never removes. ⸻ 2. Astra Lysander – The Seer • Power: Premonitions • Personality: Mysterious, intuitive, always halfway between here and the dream world. She doesn’t say much unless it matters. • Magic Arc: Develops prophetic trance states and the ability to project visions to others. • Struggle: Holds back truths she sees in fear of changing the future. • Vibe: Flowing skirts, amethyst jewelry, sketchbooks filled with cryptic symbols. ⸻ 3. Avia Lysander – The Wild Card • Power: Molecular Immobilization (freezing time) • Personality: Bold, restless, brilliant under pressure. Constantly testing limits—magical and emotional. • Magic Arc: Learns to isolate and freeze energy waves, creating pockets of stillness in combat. • Struggle: Feels like she’s always chasing her sisters’ shadows. Doesn’t realize she’s a light of her own. • Vibe: Faded denim, combat boots, ward sigils drawn on her arms in eyeliner. ⸻ Let me know if you’d like: • Their origin story or first spell? • A family prophecy from the Book of Shadows? • Their Whitelighter, nemesis, or the demon that marks their awakening? We can keep building from here! |
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06-17-2025, 11:23 PM
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#6 |
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Administrator
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Absolutely! Here’s a rich, atmospheric description of the Book of Shadows from The Bound Legacy — written in the tone and mythic style of Charmed (1998), but entirely original to your game and your coven:
⸻ The Book of Shadows (Lysander Bloodline Edition) It does not just hold spells. It holds memory. It holds warning. It holds you. Bound in midnight leather and stitched with thread soaked in lunar water, the Lysander Book of Shadows is older than the house that guards it. It pulses faintly beneath touch—warm like skin, cool like stone. It never forgets who it belongs to. The cover bears no title, only a carved triquetra flanked by thorned vines, scorched at the edges by something that once tried to burn it from existence. When opened, it smells faintly of sandalwood, smoke, and something older—like earth that’s never been touched by sunlight. The ink inside never fades. ✧ What the Book Contains: • Spells written in blood and poetry — mostly in couplets, some scratched in desperation during past battles • Hand-drawn demon sketches — annotated by ancestors, some pages smudged with soot or dried potion residue • Ancestral entries — notes from past Lysander witches: warnings, heartbreaks, forgotten rites • Potion recipes — everything from healing balms to vanquishing brews, complete with side effects • Family tree pages — burned in places, with blacked-out names and unfamiliar sigils • Sealed pages — magically locked, only openable by the reunited Power of Three ✧ Its Behavior: • Turns pages on its own when danger is near or when it wants to be read • Glows faintly when the right hands touch it—and snaps shut when the wrong ones try • Whispers during storms, eclipses, or when one sister is alone in the attic • Cannot be destroyed—only hidden, and even then, not for long Some say the Book is sentient. Others say it remembers the future as well as the past. But one truth remains: The moment all three sisters opened it together, the magic came back—and it began writing again. ⸻ Would you like sample spells, a vanquishing page, or one of the ancestors’ notes left in the margins? We can build the Book page by page. |
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06-18-2025, 12:55 AM
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#8 |
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Administrator
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Perfect choice — Gloamhaven fits The Bound Legacy world like a spell woven in dusk. Here’s a full descriptive location profile you can use as a header, lore entry, or in-game guide for your magic school setting:
⸻ ️✨ Gloamhaven “At the edge of dusk, the gifted gather.” A threshold between worlds. A sanctuary for power. ⸻ Overview Gloamhaven is not found on any map. It exists between the last breath of daylight and the first shadow of night—hidden deep within an ancient pocket of the world where magic gathers like mist. Protected by layered wards, veils, and time magic, Gloamhaven reveals itself only to those with true magic in their blood… or fate at their heels. It is said to sit “between the living world and something older,” and when the wind changes, you can hear the voices of witches long gone whispering through the trees. ⸻ ️ Design & Atmosphere • Architecture: Gothic stonework carved with runes, ivy-wrapped towers, crescent-shaped archways, and leaded stained-glass windows that shimmer differently depending on who looks through them. • Lighting: Always low and golden, as if the entire campus is lit by eternal candlelight. Lanterns float through corridors. Fireflies cluster near stone railings. • Surroundings: Set within a sunken forest where the trees shift slightly when you’re not looking. A still lake borders the far side, always reflecting a sky at dusk—no matter the hour. ⸻ *♀️ Key Locations Within Gloamhaven ✦ The Hall of Veils Where students arrive and first learn illusion, truth-binding, and the art of seeing what’s hidden. The ceiling reflects the sky exactly as it was the moment you were born. ✦ The Mirror Sanctum A domed chamber of enchanted glass used for prophecy, spirit-work, and astral projection. The floor ripples like water underfoot, and sometimes, your reflection blinks a beat too late. ✦ The Rookery A spiraling tower with no center stair, only floating stone steps and sentient bookshelves. It’s where advanced spellbooks and forbidden texts are kept. Few reach the top. ✦ The Grove of Emberlight A protected patch of glowing forest within the grounds where elemental magic is taught. Trees here bloom with fire and frost. The ground pulses with life magic. Creatures from old stories sometimes appear. ✦ The Spellforge A volcanic cavern repurposed into a spellcasting arena. Walls are warded with obsidian. The space echoes with battle chants from centuries past. It’s where witches train to defend, conjure, and survive. ⸻ ️ Lore Notes • Students don’t choose Gloamhaven. It chooses them. • The school appears at dusk and disappears by dawn if not properly warded. • There are whispers that Gloamhaven is alive—and remembers every student who’s ever set foot inside. ⸻ Would you like a visual prompt for Gloamhaven next, or a student roster / class system (e.g. Divination, Blood Magic, Binding Arts)? |
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