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Can you overcome Spam?

No, I only worship and feed its infinite power! 0.21875 21.9% [ 7 ]
Pshaw, like hell it'll beat me. 0.78125 78.1% [ 25 ]
Total Votes:[ 32 ]
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Super Powered Animal Muncher

Introduction: Hi.

Aim: To take over the FFA one guild at a time and be evil.

Alignment: Evil because we are bad.

Story: There was a little thing and it was bad and we had to fight it and it won so it made a guild and was mean and scary. The Guardians all died, so, there are none, and thus the description which says there are is lying to you! SPAM conquers all!
Rules

Rules:

arrow ToS
arrow Do not Spam

arrow I will outgodmode you if you come up in here with that shite.
Descriptions

General Area: The area itself happens to be volcanic, the sulfur in the air just waiting for the chance to sting someone's lungs and the footing difficult so that the lava below may consume another victim. At times there are reports of living lava monsters as well as other problems along the not too well kept road. The Elevation is well over 4000 feet, and thus the air is thin as it is.

Swinging bridges: These raggedy old wooden bridges with weak ropes are what gets the people from point A to point B... supposedly. There is rumor of a secret path around the area, however no one knows how to access it besides possibly the people of Myreis. They can and do from time to time suffer breaks in their planks, and falling through isn't impossible either. There are four in the ravine, all of them needing to be crossed.

Maximum Weight: 500 lbs.


The Gateway to the Temple: Here you would meet the guards who either let you in or do not, fear not though for usually they are friendly unless you make your intentions to plunder them very clear and obvious. There is no actual structure mind you, just the guards at the point standing on the other side of a very narrow natural bridge. Should you piss them off, they might just send you for a whirl towards the all consuming lava.

Tribal Road: Here along this road are a few puzzles, however the two gates will open easily to those intelligent enough to answer the questions. Those who are not must face a guard in order to get through. The figureheads and other odd objects carved of basalt, an amazingly abundant mineral within these parts, seem to dot the landscape often enough. They aren't magical, or at least do not seem that way.

The Temple: In all its magnificence here lies the Temple itself, no splendor as the shining jet black facade seems to be able to suck away all hope and replace it with doubt. The guards lined in a parallel fashion every twenty feet or so will look straight ahead and not give you any mind as the travel to this place meets it end. Strangely enough there is no one within the first chamber, but let that fool you not, for there within the Temple lies a secret older than time itself.

First Floor of the Temple:

The First Hall of the Temple: Nothing spectacular as there is just a room with two candles, one above the right doorway, and the other above the left. Both seem to be level with the current room, and thus it is safe to assume it is the same floor. You must choose which way to go, and there is a greeter within the room who you may speak to if you wish.

The Right Testing Room: The Room of Physical Might lies here, you will have to face a creature, whos power is depending on how many people are with you. You may choose to go into a room alone if you so wish, but after defeating the opponent you may proceed unto the magic circle which will take you to the inner sanctum.

The Left Testing Room: The Room of Magical Prowess lies here, you will have to face a mage, whos power is depending on how many people are with you. You may choose to go into a room alone if you so wish, but after defeating the opponent you may proceed unto the magic circle with will take you to the inner sanctum.

The Inner Sanctum: Rows and rows of pews, seeming made out of some kind of stone, line the middle way which is about thirteen feet in width and quite long to tell the truth. At the end of this way is the pedestal and apparently some sort of table for sacrifices or something; ritualistic in nature the table is completely clean and thus one can only guess what it is actually used for. The room itself has an oddly outerworldly feel to it as within the place there is light eminated from the glass windows, however to look through them one would see the night sky and nothing for the glass to reflect or shine from. With no source, also one may notice that the shadows of the area are rather fleeting, disappearing completely at times.

There is a statue in the back, behind the altar and pedestal, is of some sort of warped angelic figure; disfigured wings of a dead crow adorn the back of this vile looking guardian-like figure. The robe, like the rest of it, carved of basalt, seems to 'flow' in its eternally stationary state. Standing at a rather small seven feet the face has some sort of band around it which covers the eyes, golden in contrast to the rest of the black, which holds etched into its being letters and symbols of power that are not known to those who are not of the Temple. The Language of Myreis. At times that band glows with an eerie light, but that light also seems to be gracious and forgiving at the same time. The right hand holds within it a book, perhaps that of spells or Truth; either way the pages are again leafed gold with the strange markings upon it. The left hand holds in it a fair of chains for some reason, perhaps representing the chians that Myreis wears. Nothing else is truely amazing about the statue.

The room itself seems to be always busy with the beings within the pews whispering prayers and attendents doing whatever they must to keep the place in working order. The side isles are about eight feet wide instead and the walls are again made of Basalt. Thickness is unknown, however there seem to be, in some places, proof that the wall has been heavily dented and then the indentations were covered poorly by lazy acolytes; that suggests that the walls are not easily breakable though in truth no one knows what exactly is outside. There are various books and things in the pews as well as other little teachings, however there are no instruments within the room at all. The magic circle which you came in on is still right behind you should you decide that you wish to leave and return another day.

The Trials of Myreis:

Meredith's Room: There is a room behind the statue that you may enter into if you wish to speak to the High Preistess of the Temple. Within this room you will find a small basic living quarters area, bed, bath, dressers, a few tables, etc. The room itself is actually decently large, about thirty feet, and with so little in there due to possessions 'tainting' the mind, there is a good square for a rumble or two. Looking closely you can see mechanized things, such as eletrical lights, within the area; however more than one person has failed to notice.

The Cellar: A large room with a high ceiling lies behind the bookcase of Meredith that only she can open. Once you are within the Cellar there will be before you boxes and boxes of things that you could only imagine. Caged animals who are sickly and ravenous will attempt to gnash at this meal which is you, and dotting the area are other little machines and wonders. Here after making your way through this maze of boxes filled with items and equiment which of course is up for grabs, you will meet the first Guardian of Myreis. Underestimating these beings is dangerous.

The Freezing Facility: What looks like a whole new world is in truth just the Temple's overly large freezer. The Temperatures are always low here, at least negative forty, and thus it is imperative that you keep young body temperature up if needed. There is no wind, however the air is also dry making it slightly harder to breathe and thus adding to the physical strain of the area. Looking like a cavern, light does not exactly spawn here, however the reflecting of light off the ice will light quite a ways. Stalagtites and stalagmites of ice seem to dot the area along with the colums and other things; its said that there is a yeti within these parts as well as one of Anita's sisters. Getting through here will be difficult since the flooring isn't always easy to traverse and black ice is everywhere on the metallic surface. There is a control room somewhere within the area which you can use to get rid of the ice. Finding it however is another story since alot of the doors are frozen shut and then frozen over making them look like walls.

The Library: Rows and rows of books in a large and open library. Stepping into the circle of wide space you will meet the next two guardians, both of which are dangerous in their own right. The books contain old spells that might help you learn something if you don't wish to face the guardians just yet, however you cannot proceed past them without combat since this area does not have a door at all. Shelf after shelf you might get lost, and some of the books have seals which protect them and can cause injury or conjure demons to attack you.

The Vault: Glimmering madly are the riches and possessions which taint; rubies, emeralds, gems that have never been seen; crowns, anklets, and other wonderous jewelry. All of it is cursed to the touch, and wearing it only makes you weaker; however there is no aura or other detection process which could tell you that. Within the walls of this rather large and seemingly endless vault is one man sitting upon a throne of pure platinum with areas plated in pure gold who guards all the riches for himself. He was once a trasure hunter, and now that he is filthy rich, he will not leave anything behind, also he won't let you go unless you pay him tribute or defeat him. On the other hand, the vault is filled with secret passage ways, and there is a door at the other end. Getting seen though means you must fight since he will seal the door with his power. Various artifacts can be found within the room.

The Tunnel: Descent into this area is difficult, however upon entering you will meet a rigid opposition; there is a fan in the back which generates a huge amount of wind, but instead of blowing it towards you, it strives to suck you in. The floor is metallic, however jumping within this room usually ends in death; the suction is extremely powerful and the fan is uncovered. This is the ventallation system for the Temple seeing as all the sulfuric gases have to go somewhere, which means that this is a sulfuric nightmare as well as a deathtrap. Turning off the fan is possible if you can reach the control room, and the actual length of the room itself is about a mile and a half, thus getting to the other end is not easy. Within the control room is another guardian, but its not easy to get to or beat him since he actually can control the fans operational abilities telekinetically. No one else can turn it off mind you, and its been coated in spells to prevent jamming since the people of the Temple don't want to suffocate.

The Garden: Flower upon flower tons of things within this area are beautiful to the eye, however on the other side many of them are poisonous, carnivoirus, or just down right death. Here resides one of the Greater Goddesses, Anita. Mana strings and chains flowing and striking out of the ground in jolts and bursts are not not uncommon within the area, and that being said the acutal safety level of this place is very low since you could be the triggering of some burst which comes from beneath your feet and kills you. There is no exist to this floor, but a certain flower triggers the magical circle you need to escape the Mana Goddess unless you believe you can beat her.

The Cemetary: Upon welcoming to the area you note that there are headstones, and surprisingly enough you land in a grave. Once you crawl out of course the headstone has your name on it, you and your party will be seperated once entering this area and must deal with graverobbers, necrophiliacs, skeletons, ghosts, and other freakish things of the night. Once you find eachother you will need to head towards the center of this area to continue forth in your quest.


The Badlands: In the center of the Cemetary is where you meet the next guardian under the statue of the angel you saw at the beginning only magnified a good hundred times. Very tall, very strong, and probably very deadly.

Blank White Room: Drake's hideout; nothing here, but beating him will allow you to continue on. Its all just white and spotless.

The Hangar: Its a hangar with an android, a mech, and a very angry preistess. Beat her and you are free to pass into the next area.

???: Zetos awaits you, and then the Diety; ther area is pitch black and light does not penetrate; thus sight is disabled here.
Defenses:

1. SPAM and its members

Natural Stuff
Random Monsters
Random Competitors
Random Randomosities
Application:

Post something cool:


Members:

SPAM

Archer Tate


------

Profile for SPAM:

Basic Information

Name: Super Parasitic Aggrivating Monster
Alias: SPAM
Occupation(s): Destroyer of Literate Roleplaying


Physical Description

A tiny bright blue ball that looks harmless at first, though when attacked with literacy and roleplaying shows its true nature! The spherical azure has no other defining traits besides its overly glossy body. The size of this thing is about a millimeter in diameter; which makes it extremely small and hard to hit, or hell find for that matter.

Mental Assessment

Its SPAM. A monster with no intention of ever stopping its consumption of the universe. All planes, and even the most powerful of beings, bow down to its power to take up more space than available and kill threads and worlds with ease.

Religion

It has no religion

Equipment

Battle

Illiteracy: It makes the eyes of gods bleed purposefully by being barely comprehensible in its language and overly grammatically wrong.

Retardation: This ball is made to turn other people into idiots, forcing them to retaliate and make it stronger with every OOC post.

World


Abilities

Battle

Overpowered Do Anything Without Recoil: It can do it all, wipe out whatever, blow up whatever, it doesn't have to think or put forth any force it just happens because it said so and its evil and can bla bla bla you to death and you have no choice and guess what you lose because it says so.

OOC Eater: For every character in an arguement it gets plus a bajillion to each of its stats thus making it the strongest thing known to things that are strong.

IC Eater: For ever character in an RP with good relevancy it loses a bajillion HP and almost dies but can't.

World


Bio

There was Bobby, now Bobby thought he was doing the world a favor when he told Tommy that his gf was great last night in a joke using OOC, however an OOC war broke out; this was the first of what is now perpetual energy for this beast and its birth has been completed! RAWR!
Reserved shite.
Resevered
7/7
Extra Spot
// *Lurks* what have we got here then
[ I'm running behind... sweatdrop I'm so lazy! ]
SOMETIMES I WONDER WHAT DRUGS I AM TAKING AND HOW MUCH I AM TAKING!
OPEN!

Drake opened.
Carla the Initiate scratches her leg.
Carla bleeds from her scratching and goes to find some medicine.

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