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Zoobey
Artist

Magical Incubator

PostPosted: Tue Jul 01, 2014 6:41 pm
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You are a horseman.

It is a strange name for your kind, and stranger your legacy as riders. Your clan, your lineage, your kind have spread rumours of who you are, of what deeds you have accomplished, the Fear, terror and horror you have brought upon Humans through centuries.

You are not of Halloween, for your kind existed before Halloween was even created, before there was even a world called Halloween, before Humans understood what the primordial darkness of Fear was.

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Your ancestors were called Old Gods and once ruled the world upon the tower of Όλυμπος. The greatest were the twelve patron gods, but your ancestors spawned many lesser creatures as well, they created a whole world, sponsored entire Human cities, co-existing with Humans peacefully before they were forgotten, before they were discarded and betrayed by the very Humans that they helped develop.

They would have died. They would have become obsolete had it not been for their struggle to be Feared over remembered. Their thoughts became darker, and they no longer sought to just co-exist. They sought to strike Fear into the Humans that betrayed them, and one day, make the Humans remember why they were the most respected and Feared, why they and only they could hold the title as Old Gods. Time passed, and they changed, creating new stories, new legacies, until they became less known as the survivors of the Old Gods and more known as the Four Clans.

That is who you are. You are the Four Clans, the last ancestors of the true Old Gods. Your Fear is older than that of Halloween, stemming from a story forgotten so long, long ago. This is why you are not of Halloween, and never will be. This is why you must create your own path as something greater.
 
PostPosted: Tue Jul 01, 2014 6:43 pm
THE STORY OF THE OLD GODS

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YOU ARE A HORSEMAN

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A horseman of the Four Clans is a creature made of Fear descended from the Old Gods. The old gods once resided on what is commonly known to humans as 'Mount Olympus'. You are directly descended from them, and your Fear cannot be diluted with the Fear from creatures of Halloween, as your Fear is primordial. As a horseman you remain as a legacy that those things that fall in the past can still remain strong. You fight for the same purpose as your ancestors: to be Feared, to be worshipped, to be greater than all of humankind. Horsemen deserve to rule the Human world, it is their birthright, and they will do as much as they can to reclaim this throne.

Horsemen spend a majority of their lives, now that they have reclaimed their home of origin (what was once Mount Olympus), gathering Fear so that they can assemble and amass their ranks to ready themselves for a great war in their favour. They are still few in number now, and require mass tactical and group effort in order to come out against adversity on all sides. They are the archnemesis of all factions, and the most Feared, but because of that, they are also the most versatile as well, one foot in Halloween, one foot in the Human world, but never belonging to either, but instead, seeking to create their own empire from both.

As their title of Four Clans suggests, horsemen are broken into Four different clans. Each clan is a quarter of the entirety of the Four Clans. Unlike Hunters, they are born into these roles, and they thrive best under these conditions. Unlike students, the role they are born into defines them, their tasks, jobs, and duties must stay within their given clan roles to function as a clan in its entirety.

New AND returning horsemen now live in the Four Clans tower. Each tower floor is immense, and harbours training, work, play, and living quarters. Living quarters in the tower have portals tied to any Lairs that the horsemen might have collected prior.


NEW HORSEMEN (STAGE 1) :

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gaia_crown [ New horsemen: ]

- New horsemen are horsemen that have lived away from the Four Clans for a while or have until now, existed as the Lost Clans. They have returned thanks to the call of coming home to the tower. As this Tower of the Four Clans is new to everyone, there is a lot to take in and learn, and a lot to train as they find themselves and their purpose again.
- They are immediately upon Tower return, requested to find a place to stay. Outside the Tower, new horsemen may visit the Human World or Halloween to harvest Fear or gain experience through battling. Inside the Tower, new horsemen are expected to learn more about their history as well as train, through interacting with other horsemen and participating in tasks and classes.
- New horsemen can also be tutored by elder or existing horsemen to catch up with what is going on. As they are new, new horsemen are often requested to be sent into battle as aides and gain battle experience this way.
- New horsemen do NOT have to pick a job class yet, but they will be expected to once they are sent to higher skilled and leveled areas. Once a new horseman has gained enough information of what they want to do, they can ease themselves into a job class, and begin to take more specified roles related to their job class, for example, learning more about jewel crafting by ICly finding jewels and crafting them to gain experience, OR taking classes on jewelcrafting either via NPC or veteran horseman. A new horseman just decides on a job class before becoming a veteran horseman.
- Training, learning, and taking classes important to a new horsemen, they should never refuse the help or assistance of someone far skilled as it is a valuable asset for them to learn more.


VETERAN HORSEMEN

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gaia_crown [ Veteran horsemen (Y2 horsemen) : ]

- Veteran horsemen have been around the clans for a while, enough to see the fall, enough to see the rise again. They have chosen Medea, and they understand that their priority is to reinstate themselves as Horsemen and harvest as much Fear as possible for their uprising.
- In this situation Veteran horsemen are in charge of helping out new horsemen, and to help them partake in tasks, give them tests in skills and trials. Veteran horsemen are also obligated to do their roles in their job, to take as many tasks as possible, and reap Fear whenever possible in any way or shape possible. Veteran horsemen should also help each other out as much as possible by fulfilling the aspects of their job class
- Veteran horsemen can also create classes specifically FOR horsemen. These classes can cover a variety of topics, whatever your horsemen is familiar with and can include obstacle courses, weapon crafting, whatever it is your horsemen sees fit. A veteran horsemen who wants to create a class should submit a quick class proposal to the mule WE ARE HALLOWEEN. Once approved, they can set up their class.



LOST HORSEMEN

A small group of horsemen remain lost. This option is only available to horsemen existing prior to the Jun 6th event (2014). Lost horsemen are those who have forfeited the Lost Clans. They reside in Halloween Town as a citizen. They have downpowered abilities, but have the same freedom of a citizen
- Lost horsemen can rejoin the Lost Clans at no penalty simply by returning.
- Horsemen in the existing Four Clans can become lost horsemen but suffer the same penalties. Lost horsemen have no restrictions but are much more like Y2 students in all aspects. Lost horsemen can also take Amityville classes, but are unable to take horsemen classes.
- Lost horsemen cannot visit the human world or Deus Ex
- For a lost horsemen to rejoin the Four Clans (if your horsemen decided to become a lost one and changed their mind ICly) then they can just write a solo to rejoin the Lost Clans Tower.
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Tue Jul 01, 2014 6:43 pm
THE TOWER OF THE FOUR CLANS:

The New Horseman Tower itself is immense and spans over 100 known floors. Every 30 floors is dedicated to a clan, the common floor being the first of the set of floors, with the other floors housing a variety of rooms and other special features of that clan. All horsemen may visit any area, even if they are of different clans, integration is as important as individuality. To reflect the more modern understanding Horseman now have, a lot of the architecture has been modernized.

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gaia_crown [ Base Floor ] The Shrine of the Gods has twelve pillars, and in the center is a large red half-formed crystal. It needs Fear to become stronger and expand the Tower itself, in order to support all the horsemen within.

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gaia_crown [ M Floor ] Basically the general healing floor, a floor for horsemen to slowly recover from ailments, especially Insanity/legacy ones.

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gaia_crown [ WAR FLOOR ]
- The Training quarters is a large open field perfect for flying and running. Horsemen can practice a variety of weapons here on spar or with target dummies.
- The obstacle courses are even more intense training courses dedicated to honing a horsemen's ability to navigate any terrain. They often come loaded with traps and hidden corridors. Horsemen can create their own obstacle courses in this jungle gym of rope, nets, weapons, ladders and extremely tall trees.
- The tree of life is where all specimens indigenous to the War clans have gathered, including a variety of bird and butterfly creatures and local man-eating fauna. Inside the tree is a small sunlit area great for napping.
- The prisoner quarters is where horsemen literally leave prisoners to mostly die and fend for themselves. Most of the time it is empty, as when does a war horsemen not kill their opponents.
- The canopy rooms is where all War horsemen reside *see WAR HORSEMEN below for more information on room layouts

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gaia_crown [ FAMINE FLOOR ]
- The Training quarters is a large room full of smaller weapons. There are alot of obstacles and pillars, and the flooring is very uneven and jagged, great for moving on land terrains.
- The catacombs are a series of rooms that are easy to get lost in. They are the best place for experimenting on creatures and other unfriendlies as well, as well as containing prisoners.
- The oasis conservatory is a large spacious oasis filled to the brim with all sorts of creatures and plant specimens, perfect for cultivating and growing new plant specimens as well, much like a greenhouse.
- The specimen control contains thousands of nests great for breeding and growing insects as well as taming them.
- The underground dens is where all Famine horsemen reside *see FAMINE HORSEMEN below for more information on room layouts


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gaia_crown [ Conquest Floor ]
- The Training quarters is a large room full of weapons where horsemen can spar. This one has a long ceiling for long ranged weapons and has lots of long ranged practice dummies
- The ceremonial chambers is where many horsemen go to craft arts or to refine themselves in their studies
- The conservatory is a large garden full of exotic plants and minipets. It is a great place to bring your minipet on a stroll if you wish as well as cultivate flowers and hope sempai likes you very much
- The water pavilion is a large water platform with pavilions arching across each other in bridges. Thousands of lotuses decorate the water. A favourite spot for meetings and broodings as well as teaching classes.
- The palace rooms is where all Conquest horsemen reside *see CONQUEST HORSEMEN below for more information on room layouts

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gaia_crown [ DEATH FLOOR ]
- The Training quarters is a narrow field full of ground traps (spines) and aerial traps such as swinging weapons and projectiles. This is the toughest of all training courses, and it will require skill for horsemen to overcome all odds.
- The library is where horsemen can peruse the manuals and legacies of their clan. Currently their archive is a little bare, so the only thing it archives are the habitats mostly of wild minipets and some risque romantic adventures by various aspiring horsemen novelists.
- The forge is a large molten area, a giant forge in the center connected by gated off sections to walk through. It is a great place to refine all armour and jewelry with the extreme temperatures.
- The temple of silence are the praying quarters. Here, horsemen may find solace, and also this is the best place to invoke Trance.
- The temple quarters is where all Death horsemen reside *see DEATH HORSEMEN below for more information on room layouts



gaia_crown [ Queen's Palace ] Currently, Medea, who would call herself the greatest descendant of the Old Gods and the Queen of the horsemen, resides here. She is not seen very often though, perhaps there is something troubling to come...



ROOMS:

Individual horsemen reside in their respective rooms belonging to their clan floor. While varied in size and shape, the rooms can now be be a mix of the modern, as well as the traditional room styles as seen below:

- For Conquest the rooms are ornate and decadent and often respectful. Each room is more like a spacious quarter that has individual bathing facilities, a resting area, and a meditation room .
- For Famine the rooms are older, covered in sand, the way they prefer it. It comes with a bathing facility of various cleanliness and a greenhouse area that is made entirely out of open glass.
- For War, they still prefer resting on the treetops, accessible only by flying, or if they are feeling sadistic, a ladder to invite their friends towards . It comes equipped with bathing facilities, a den for all their pelt trophy needs, and a small and personal weapons shed
- For Death the rooms are modest themselves, though the furniture may be extravagant through the rugs and tapestry. The rooms face a small cliff edge, giving them the illusion of being all clustered to one side. They come equipped with bathing facilities, a meditation chamber, and a wide open balcony.
- This is just a general layout of rooms! If you'd like to have a go at furniture with a furniture maker, you can try some online such as this for room layouts!
 
PostPosted: Tue Jul 01, 2014 6:44 pm
CLANS AND INFO

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gaia_crown [ Conquest ] Conquest is the harbinger of the clans. To them, there is the greatness of discovery and of being discovered. They are military and strategic, they are in charge of scouting and locating new warriors and eligible concentrations of Fear as well as training young horsemen in the ways of battle and tradition. They excel at being the first into battle, to surprise the enemy with their tactics of long range and versatile weapons usage. Most Conquest horsemen are versed in both weapons and the arts and value tradition and the academics. It is Conquest that make great tutors and teachers in all aspects and are unparalleled in their skill of the arts.

Theme: East orient themed, the only tribe that rules through lineage eligibility, territorial. Prefer silk/ exotic clothing, hair accessories/ornaments, heavily decorated hair/necklace/etcetc ornaments.


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gaia_crown [ Famine ] To the Humans, there is perhaps no greater Fear than the terrible insect hordes of Famine. Famine clan members are weak in mind and body, but they make up for their personal lack by surrounding themselves in opportunities. Famine clan members may often use concoctions, potions, strange herbs and medicine that they have scavenged to try and make up for their lack in fighting prowess. They are subtle, they are quiet and shifting like the sand, and to them, they would rather create and summon an army of tiny insects rather than run into battle with only a weapon. It is Famine that creates insect creatures, that concoct potions for the other clans to use for their benefit.

Theme: Desert themed, nomadic tribe. Heavily clothed, prefer sandy, pale colours and robes, as well as jewelry and ornaments around their wrists, necks, and legs.


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gaia_crown [ War ] The fierce howls of War can be heard from far away, leaving all who hear is shaking, unable to fight or defend themselves. To War, the greatest gift is that of battle, of focusing their Fear, their body the weapon itself. They thrive on the kill, they thrive to ravage and bring waste to all, and if left unchecked, can waste everything in a terrible frenzy of bloodshed. Their bloodlust is only left checked by their very careful caste system, a system based on trophies. To the greatest War warriors go the spoils of war, pelts and skulls and bones and items taken from the defeated. The more trinkets a War citizen has, the greater their status. They perpetuate conflict and Fear in the human world. It is War that creates competition and spars, that make obstacle courses and challenges to strengthen the clans.

Theme: A tribe that has equally strong female and male fighters of the Amazon. All clan members fight and are well equipped, prefer clothing that can fit them well without hindering their battle, littered in all their spoils and trophies of war. They are a winged tribe that prefers to live in the large forested canopy and prefer natural dyes and colourations.


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gaia_crown [ Death ] Much has changed since Death has been rewritten and in his wake has emerged something both frightening and majestic. The clan of Death has matured, from serving a great concept, to becoming the concept themselves. At the end of the battle they are the reapers that come in, take the prisoners and sacrifices and perform the rituals necessary to reap more Fear. They are reapers and the one at the end of the battle that ties all ends together, cleaning and stilling any complications. Silent, and stoic, they are warriors that do not accept praise other than knowing they have done a job well. Even the Priestesses, once coveted in their role of sending Humans, now do the same, reaping the Fear of Humans and making those Humans surviving remember their legacy, and their Fears. They are the sigils and omens left behind on the battlefield, warning those who dare face them in the future. It is often Death that crafts the weapons for all the clans as well, as skilled jewel and weaponscrafters.

Theme: Dark, muted colours, fur, coat ruffs, cloaks, often Nordic themes, jewelry heavy.




JOBS AND ROLES

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Job roles are no longer divided by circle. It is what suits the horsemen best at their time. Often, Horsemen may change job roles, and that is fine too, if they decide that a different pursuit suits them better. Job roles however, are limited to the clan that the horsemen is in.


JOB CLASS TEST

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A horseman is not qualified in their job and/or has no skills of their job unless they actually take the test. Any job classes you may have had prior are fine, but they are considered old regime meaning, they only have the name by title and not actually of the ability. In order for horsemen to be officially recognized in the new regime as of that job class, they must take a test.

exclaim The job class test.

Any horsemen with pre existing job classes may change to new ones. After you take a test if you want to upgrade your job class within your clan faction, you may do so too.



LIST OF JOBS :

gaia_crown [ Heir ] There are four Heirs and their roles are versatile: instead of picking one role, they must fulfill all roles of their clan.




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gaia_crown [ Noble - Conquest ]: Nobles are those of Imperial bloodline, who pursue all the dimensions of the arts, battle, and academics. Nobles are meant to be well-educated and well-versed. Their priority is expedition, to go to the worlds of Human and Halloween, and to scout out potential areas of conquest. This can include scouting out areas rich in history and resources as well and retrieving Artifacts that come into their hands.










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gaia_crown [ Scholar - Conquest ]: Scholars are clan members of non- Imperial bloodline who work hard in the literary and academic arts. They are also tasked with preserving the history and traditions of their clans as well as teaching new and old clan members the ways. Their priority is teaching, the instructional arts, informing themselves of the purpose of the clans and passing their knowledge to those new and old. This includes teaching battle styles and tactics as well.










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gaia_crown [ Artisan - Conquest ]: Artisans are members of the non-Imperial bloodline who work hard in the traditional arts, including calligraphy, painting, and crafting. Their priority is creation, to create new works of art including long ranged weaponry and enchanted jewelry for the existing horsemen. This includes architect world and building, helping others create Lairs or restoring fallen horsemen-protected areas.










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gaia_crown [ Imperial Soldier - Conquest ]: Imperial soldiers are the protectors of the clan, the ones that are first dispatched on duty. It is an honour to become an Imperial soldier and can only be obtained by Clan members who are strong in the combat and battle arts. Imperial soldiers are also most commonly the ones who harvest Fear for the clan. Their priority is ranged battle, to come first to battle as archers and long ranged, to fight and bring Fear to Humans. This includes executing and creating small tactical groups that alone, can wipe out hordes of those opposing.










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gaia_crown [ Sage - Famine ]: Sages are the wisest in words of the Famine clan. They excel in taming creatures, especially monstrous beasts and insects for the riders of all clans. They often can be seen communicating to all creates and kinds, never satisfied with just one, but learning the cultures and ways of many so that they may call on them and use them. Their priority is adaptation. Sages often attract many small living creatures onto their being simply because of their ways.










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gaia_crown [ Alchemist - Famine ]: Alchemists are the scientists of the Clan, those specifically in charge with testing of crops, creating and controlling new plagues, and destroying as well as creating material, specifically from crops and agriculture, though this could extend to healing herbs and other sources of poisons as well. Their priority is alchemy, to create potions, drafts, explosives for the items they work with and for other horsemen to use. They usually work together in teams to create "group projects" to showcase.










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gaia_crown [ Scavenger - Famine ]: Scavengers are Clan members who forage, survey the landscape, and are seen mostly in the Human World, wrecking chaos and panic. The name scavenger is slightly misleading, as they are as much a destructive force as they are constructive. Their priority is gathering. Scavengers gather supplies in both the Human World and their clans, and also are responsible for gathering Fear.










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gaia_crown [ Colony Soldier - Famine ]: Colony Soldiers are groups of Clans members versed in the fighting arts, namely to protect and keep order in their colony. They are vicious, often hiding in the sands of the Human World fending off potential hostile opponents as well as their own territories in Halloween from potential invaders. Their priority is swarming to be able to rally and bring whatever support they can into battles.










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gaia_crown [ Chieftain - War ]: War chieftains are the ones who command from the skies. They are skilled in all terrains and obstacles, and thrive in taking orders and executing them regardless of the order or variety of skill needed. Their priority is task completion, to make sure any given task, no matter how great or small, is always completed to their greatest skill, either by themselves alone or with a small group. Because of this, Chieftains are often seen flying solo.










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gaia_crown [ Executioner - War ]: Executioners are War Clan members specifically in charge of harvesting Fear, though they also show strong capabilities in the weapons arts, specifically with close range and bladed weapons. Their priority is close range combat, and are the fastest of their tribe, capable of rendering a fatal kill with a single blow.










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gaia_crown [ Warrior - War ]: Warriors are clan members who are fight well in aerial combat. They fall from the sky to surprise their opponents, and are highly strong in long range combat with weapons such as spears and bows. Their priority is group combat, they prefer to fight in small groups, of three of four, viciously overwhelming their opponents, and do well as well as a team player in groups from other clans.










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gaia_crown [ Queen's Soldier - War ]: They are not only in charge of warding off hostile forces, but of course, also the protection and safeguarding of their clans. In the Human world, they are the ones who will set the traps against potential opposing forces. Their priority is obstacles, soldiers are well versed in their ability to manipulate all obstacles and environments, and use it to their advantage. This includes building obstacle courses as well.










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gaia_crown [ Priestess - Death ]: All priestesses, are, without fail female. They are born with stronger capabilities, or these abilities manifest in them over time: the ability to sense Fear, the ability to learn the traditions and arts of their clan, and the ability to invoke trance: the art of illusion and realm creation. Their priority is illusion, to create mind hallucinations and obstacles for the opponent to get lost in as they take the Fear needed. They also are able to invade dreams and nightmares of opponents and allies as sigils or omens.










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gaia_crown [ Guardian - Death ]: Guardians are chosen clan members who specifically protect the priestesses, like personal bodyguards. Usually, Guardians are chosen by a certain priestess, as those of higher ranking ask for one or sometimes two guardians: the higher the rank of the priestess, the more guardians they are allowed to seek out. Guardians are the ones who also fulfill the requests of their assigned priestess, such as gathering supplies, including Fear, an enforcing the teachings upon the Clan, and are usually chosen from the ranks of Ashen Soldiers. Their priority is protection, to make sure their Priestess is protected and to protect all clansmen as well around them, their body is a shield.










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gaia_crown [ Jewelcrafter - Death ]: Jewelcrafters have the unique capability of manipulating Fear-imbued gemstones and matter and giving them a stronger power. They also are well versed in metal smithing and weapon crafting, combining their abilities together to create strong Fear-powered weapons, tokens of blessings, and specifically, accessories, Omens, that empower various areas of Fear. Their priority is armoury, to create armour and craft trinkets that will help protect their clan. They can also harvest Fear and embue it into their items.










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gaia_crown [ Ashen Soldier - Death ]: Ashen Soldiers, in another world, would be known as Reapers. Their priority is Fear harvesting, they are the ones that go to the Human world to collect the Fear when it is time, and the ones who bring back Fear on a large-scale basis. Ashen Soldiers also all wield Fear-imbued weapons, rarely ever used, however, in combat. They often carve sigils into their reaping work to mark their presence.












Racial Abilities:

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All horsemen have racial abilities, and these pertain to everyone in their clans.
gaia_diamond [ Summon Mount: ] All horsemen are able to summon a mount to travel. This usually takes an equine form, though may vary from clan to clan. Please go to the MOUNTS GUIDE below for more information!

Mounts can only be summoned off battle and are unable to attack: they are literally an extension, or a "projection" of the Horsemen's own form/ Fear. They hold for as long as the Horsemen has Fear to use, and work like the natural form of many Halloweeners, which means their mounts are also on lockdown in various areas around Halloween.

gaia_diamond [ Mount form: ] All horsemen gain the ability to change into their 'mount' (horse) forms upon becoming Elders (y2). These forms can be used in battle, though they are draining and cannot be used for long durations of time in battle.

gaia_diamond [ Distortion: ] Distortion is now only used to propagate the tower itself simply by harvesting Fear (see tasks below). The battle effect of distortion is now no longer in play.

gaia_diamond [ Change form: ] HEIR ONLY. Horsemen heirs are able to change form into a large, firebreathing horse, approximately 50 feet tall. This ability is very exhausting though and should only be used as a last resort. It also makes them a big target: restricted use in Halloween.



Natural Abilities:


gaia_crown [ Weapons Summoning ]: All horsemen are able to summon a small weapon, a projection of their own Fear, similar to how Reapers are able to summon a weapon. Their weapons have very specific themes however, and are usually very simple starting off. Only Heirs have extremely ornate or powerful weapons. Horsemen are as powerful with a weapon as they are without, but many clans prefer to use weapons to attack. Horsemen only get one natural ability, while Heirs may have more than one.

xxxxxxxxx [ War] : Summon a SIMPLE bladed weapon, has to be dagger OR short sword shaped. Handmade or carved. Cannot be forged.

xxxxxxxxx [ Conquest ]: Summon a SIMPLE long ranged weapon, has to be bow OR short spear shaped. Carved or forged- cannot be handmade.

xxxxxxxxx [ Death ] : Summon a SIMPLE curved weapon, has to be sickle OR scimitar shaped. Forged. Cannot be carved or handmade.

xxxxxxxxx [ Famine ] : Summon a SIMPLE extended weapon, has to be chained OR weighted. Handmade, crude metal working. Cannot be forged or carved.


Appearances:


exclaim Please click here for a visual guide! exclaim


gaia_crown [ Clan attributes ]: While each clan remains humanoid in appearance, they are each distinct in various way, even without their clothing or speech to give them away. Children born from two clans is highly rare, as before the Lost Clan existed few horsemen ever left their native island or worked in the lairs of other clans. Even if a child were to be born of two clans the result is much like that of two Halloween species having children- the offspring takes after one parent, and only minorly would have taken any clan like traits from the other parent.

xxxxxxxxx [ War] : All war horsemen have wings. These wings are varied in color and size but they are fully functional BIRD WINGS. They cannot have horns. They have normal or dark skin tone.

xxxxxxxxx [ Conquest ]: Horns are optional, though they are considered a mark of noble ancestry and thus, it is nearly impossible to see a noble lacking in horns. They cannot have wings. They have only normal or pale skin tone.

xxxxxxxxx [ Death ] : Death is not bright in appearances, and are fairly muted in colors. Bright colors are rare, and glowing markings do not exist. Do not have horns. They have varied (usually pale or dark) skin tone. Death horsemen only have wing or horns if they come from a parent from a different clan.

xxxxxxxxx [ Famine ] : Often emaciated though not always. They occasionally show small signs of decay, though they retain function and control of such limbs and joints. Famine can have insect wings, strange horns, the whole mongrel breed. Their wings and horns are always broken, however, never quite complete.
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Tue Jul 01, 2014 6:45 pm
MEDEA AND THE CRYSTAL OF DESTRUCTION:

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There is a humming coming from the base of the tower. Where there once stood a fountain between the twelve pillars, there is now a crystal, emanating an ancient power. It whispers Destruction to all those who near, and for a second, if any are not careful, there is a sensation as if you are being pulled into the crystal.

Medea is waiting at the base, she prevents you from approaching any closer. Tendrils of red wrap around her, her power synchronized with the crystal. "We have chosen the path of Destruction. It is not a dangerous path, and Destruction is simply another word for rebirth. The world will not be destroyed, it will be deconstructed, and from it, we will rise as gods. It is our inevitable birthright and destiny. Accept your fate, and you will be granted a great power. All who live in the tower, who are protected by this tower, bear the mark of Destruction."


YOUR FEAR MANIFESTS

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As you step inside the tower, the power of Destruction fills you with purpose, as your role realigns again. You feel unity as if you belong to something greater, as if you have purpose to fulfill something greater. The tower feels like your home. And, to mark your sense of purpose, you have been chosen. A glowing red tattoo is marked in your skin where your Lost Clans sigil once was, replacing it entirely. Each one has a different pattern, and with it comes a different purpose. It marks who you are as a horseman.

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OOC:
- All the tattoos have different symbols. Select one that best matches your horseman and it will manifest as their "identity". Tattoos MAY change over time if they find a different purpose, as this best represents who they are at this moment. The tattoo is marked where their Four Clans sigil originally was.
- THERE IS A LARGE VERSION HERE for anyone who requires references.
- All horsemen who reside in the tower will need to select one of these attributes. They don't hold power themselves but "define" the horsemen, sort of as a "coming of age" thing, where the tattoo marks what kind of horseman they are and their defining attribute.


QUESTS AND GOALS

The crystal is powered by FEAR, and Fear is obtained whenever a horseman goes into battle with either that of Halloween OR of Deus Ex, or by completing special conditions. When the crystal obtains enough power, perhaps it will give rise to new areas.

OOC: CRYSTAL QUESTS

If you have a new horseman, completing any of these with the correct word limit gives you an additional RP point.

gaia_star [ Battle 1 Halloween student ] Battle 1 or more Halloween student
gaia_star [ Battle 1 Hunter ] Battle 1 or more Hunter
gaia_star [ Spar 1 Horseman ] Spar 1 or more Horseman
gaia_star [ Finish 3 Tasks (below) ] Battle 3 or more tasks
gaia_star [ Finish Job Class test ] Successfully pass your job class test
gaia_star [ Participate in a horseman class ] Participate in a horseman class
gaia_star [ Mentor a starting horseman ] Mentor or show around a starting horseman
gaia_star [ Participate in an ORP ] Participate in an ORP
gaia_star [ Write a reflection solo ] Write a self reflection solo
gaia_star [ RP with 1 Halloween Student ] RP (but not battle) with a halloween student
gaia_star [ Visit the Human World ] Visit the Human World (but no need to battle)


 
PostPosted: Tue Jul 01, 2014 6:45 pm
HORSEMEN AND MODERNIZATION

While horseman may not be the most savvy about the Human World, their recent encounters with Humans as well as any memories they obtained ICly from past events have given them a better working understanding of how Humans operate. Because of this, they may seek to better modernize themselves by updating their clothing, updating their rooms, and learning a little more about how humans this era operate. Some horsemen have even tried blending into Human societies - with varying levels of success (see below)

HORSEMEN IN THE HUMAN WORLD


gaia_crown [ Expedition ]

Horsemen can "create" their own expeditions with these two conditions:

1) LAIR PRP. If a horseman has a human world Lair they obtained ICly in the past or with RP points Here you may rp them in their lair. You can also if you have a lair, create it in the DEUS EX CLASSROOMS FORUM and mark it as a [ LAIR RP]. Any Hunter can come visit your Lair. If they do, you can set up "trap" mechanisms, etc etc to scare Hunters or try to capture them. Other horsemen can also wait in your Lair.
2) EXPLORATION PRP A horsemen can "explore" parts of the Human World in disguise. They can be disguised as a "hipster", "goth" or "small child" and go into the Human World and explore places. This is entirely up to you as they could go anywhere from exploring New York and Disneyland, to exploring Tokyo. This is all incognito of course, since exploration is knowledge, but you shouldn't give yourself away too early. You are free to invent "local people" npcs to interact with as well.

gaia_crown [ Task ]
- Horsemen can go participate in tasks in the human world. For tasks, simply post them in this subforum HERE. Check HERE for Human World specific tasks.

gaia_crown [ Battle ]
- Horsemen can battle HUNTERS in the Human World. Simply post in the Deus Ex Classrooms forum called [ HORSEMEN BATTLE ] and have them wandering around anywhere in the Human World, where Hunters are also stationed or go to mission on. Hunters can just ICly write it as they were stationed on a routine "check up" mission to that area when they scout horsemen. Horsemen can also appear in Hunter EMs as guest opponents if the Hunters would like, meaning horsemen can "guest" RP anytime a Hunter visits OFF Deus as long as it isn't a GM RP (and horsemen rpers have permission from the Hunter rpers)

gaia_crown [ Prisoners: ]
- Horsemen can take Hunters as prisoners by trapping them in their Lairs. How you want this RP to play out is up to you. This applies only to horsemen who have Lairs, by earning them through Final Stage RP bonuses!



HORSEMEN IN HALLOWEEN

gaia_crown [ Expedition ]
- Horsemen can go still explore Halloween and Amityville, and even visit classes though they may not get much out of it. They can also wander Halloween Town, as there are often goods that horsemen may be interested in.

gaia_crown [ Task ]
- Horsemen can go participate in tasks in Halloween. For tasks, simply post them in this subforum HERE. Check HERE for Halloween specific tasks.

gaia_crown [ Battle ]
- Horsemen can battle STUDENTS in the Haunted House as per usual. Horsemen do gain Fear from attacking students (with successful hits)
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Tue Jul 01, 2014 6:46 pm
INTERNAL (TOWER) ACTIVITIES:

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gaia_crown [ JOB CLASS SKILLS ]

- Horsemen can now change/adopt/ and/or acquire job class skills! You can only choose a job class relevant to your faction, however if you pass the test, you gain special abilities for being of that job class! These abilities can be used ICly and are great for fun RP occurrences between horsemen. For instance, Famine alchemists that are qualified by passing the job class skill can actually make alchemy potions for other horsemen to use. Horsemen can swap between job classes of their faction just by passing the test related to the new job class they want to be

- You cannot use any of these abilities in the job class test unless your horsemen passes this test. That means even if your horsemen is a Priestess, they do not get the priestess abilities from the test or are acknowledged as official priestesses of the new order UNTIL they complete the exam.

exclaim GO HERE TO TAKE THE TEST

gaia_crown [ Classrooms ]
- Horsemen can also participate in horsemen classes that ELDER (Y2) horsemen can create (send a class room proposal to mule + get it approved) or by training with other horsemen/ asking them questions. It is not uncommon to see younger horsemen apprentice under a senior horsemen as well.



EXTERNAL ACTIVITIES:

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gaia_crown [ Horsemen Tasks ]

- Horsemen can now participate in TASKS. These tasks are used to as requirements for job classes and bonus rp points! Check them out HERE
 
PostPosted: Tue Jul 01, 2014 6:46 pm
THE MOUNTS GUIDE

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All horsemen come with a mount that is summonable to ride on to travel. It CANNOT be used in battle. Y2 horsemen however, can change into their mount forms, as well as summon one additional mount. Please take the time to look at this mount guide here.

gaia_crown [ Conquest ] - 'White horse'/ White, any coloration or marking cannot be over 10% of their coat. The are ornate only in decoration such as manes and saddles. ONLY HORSES AND PONIES.

gaia_crown [ Famine ] - 'Black horse'/ Emaciated/slightly decayed equines. Dark blacks and greys with little ornamentation. They get limited decorations similar to those of war minus saddles. Only famine scavengers and sages can summon and oversized insect mount.

gaia_crown [ War ] - 'Red horse'/Any large war horse, feline, canine, and bears with a few markings in red warpaint. Cannot use extinct creatures. LANDBOUND birds only. Saddles are typically strips of leather or simple woven cloth. If it cannot be made by hand, it wouldn't be on the mount. Think crude, simple accessories.

gaia_crown [ Death ] - 'Pale horse'/Ghostly they can be any deer, horse, or "equine" creature that can be ridden normally. May have "armour" plated decorations and jewels. No bright colors/glowing markings on the actual pelt. No wings or horns.



MOUNT DESIGN TEMPLATES

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You can use these templates below to design your own mount! This will be their official look! We unfortunately don't have some species such as large birds. You can use theses for the relevant factions.

gaia_star Small pony (Conquest, Death)
gaia_star Female pony (Conquest, Death)
gaia_star Male pony. (Conquest, Death)
gaia_star Draft Pony (War)
gaia_star Famine pony (Famine)

Optional other sketches (super sketchy you have a special snowflake mount version)
Deer (Death)
Wildcat (War)
Bear (War)

 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Tue Jul 01, 2014 6:46 pm
HORSEMEN GROWTHS AND YOU!:

ALL HORSEMEN REGARDLESS OF CIRCLE (outer OR inner) start at BASE STATS. That is 40/40 HP, 2d8-6, REGARDLESS.

- As Horsemen grow, their Fear levels begin to grow as well! At first their Fear is extremely weak, because with the sundering of their homelands, they lost a lot of the ambient Fear they worked with. HOWEVER, the more they grow and immerse in the Lair and in Halloween, the stronger their Fear will become.
- Unlike the other classes, Horsemen work with each other! That means even if they grow in Fear, they do not "rank" up, and simply, choose to stay in whatever class they wish. That means a horsemen with extremely high Fear could stay a Famine Colony Soldier their entire life! It is simply a matter of choice! Horsemen DO NOT RANK UP, EACH JOB IS AS IMPORTANT AS THE OTHER.
- Horsemen never pull rank on each other as each job is considered equal unless they are a Protector, the High Priestess, or of course one of the four Horsemen Leaders.

The breakdown is as follows:

gaia_crown FEAR LEVEL 1: This is the equivalent of the "starting" stage for the Horsemen. ALL HORSEMEN REGARDLESS OF CIRCLE (outer or inner) start here. Once again, they have 40/40 HP, 2d8-6, and one T1, two T2 abilities. For more information on battling, please go here

gaia_crown FEAR LEVEL 2: This is when a Horsemen begins to progress in Fear, simply by immersing themselves with the world. They will feel stronger, become better at what they do in their job. They also have a choice as always to change jobs. Though they are more efficient in what they do, they will never belittle others, simply contribute to the Lost Clans as a stronger community member.
- All Horsemen need 125 growth points to progress to this stage. Once you have reached 125 growth points you will to post here IN THE GROWTHS THREAD for a special growth Task, simply to acknowledge that they have grown in Fear and are willing to proceed further along their Path/ take on harder tasks.
- Please note there is a 6 month cooldown between Fear level 1 and 2.
 
PostPosted: Tue Jul 01, 2014 6:47 pm
HORSEMEN Q &A


Where do horsemen journals go?
- Still here!

What dice roll/ battle Mechanics do horsemen starting off get?

- You roll 2d8 with a -6 modifier for battles, with only one target. You get one Y2 Fear and you start off at 40/40 HP. For more information on how to battle, see the Battle Guide.

Do Horsemen Grow?

- Horsemen CAN grow, it takes 125 growth points to grow to a horsemen's final stage with a 6 month cooldown.

Do Job classes affect what stage my Horseman is at/ its power level?

- Other than a potential social ranking, not at all no, @ battle stats.

Why would I want to grow my horsemen?

- You can get potentially new growth stage art, upped battle stats, and you will also be able to gain a new natural ability (shapeshifting into your mount form).

Explain to me mounts in detail

- Horsemen mounts are something of a literal projection of the Horsemen's own Fear. Think of it as how werewolves can turn into wolf form, but instead of shapeshifting, starting level horsemen can only summon that form and use it as a mount to travel from point A to point B. It cannot attack, and they can only retain this ability for a very limited period of time

- In their second year/ growth, Horsemen will be able to turn into their mount forms, sustaining this ability for a longer period of time.

Explain to me weapons in detail

- Weapons are non-sentient and simply a projection of the Horsemen's Fear, similar to reapers. They do not grow like how Hunters grow, and a horseman can easily attack without summoning a weapon, as many horsemen do not use weapons to attack, also depending on job and clan. A weapon is something of a security blanket as well as more of a sign of status that they are not just typical Halloween commoners, they are the Four Clans.



 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Tue Jul 01, 2014 8:06 pm
ADDITIONAL GRAPHICS:

(Feel free to use them as long as it is TiH related and you are not actually selling them)

gaia_star Four Clans in the Redbubble shop!

- Job class graphics (no backing)
- The Four Clans
- Conquest
- Famine
- War
- Death
 
Reply
{ The Lost Clans } -------------- Lost Clans Reserve/ Lost Clans Home

 
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