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The Chronicles of Magesc

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Tags: Magesc, Soudana, Seren, Abronaxus, Dragon 

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Magesc
Captain

PostPosted: Fri May 03, 2013 2:17 pm
table of contents

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» table of contents
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» timeline
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» npcs | which path to take
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» weapons and magic
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» guilds and colleges
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» professions
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» breeding
 
PostPosted: Fri May 03, 2013 2:18 pm
timeline


Quote:
ERA OF THE GODS

"The three gods, Soudana, Seren, and Abronaxus, all fought for the greater good of the newly created land they called Magesc."


The three gods (Abronaxus, Soudana, and Seren) created the world and then began to create the dragons. This was when the three had first built the land and entrusted it with one another. Soudana seized control over the time and created her raguati (initially as instruments of destruction) and when Seren found out, she angrily began the creation of her own race (the asarei). Draco Verrano and Aevah Avi were both appointed as the race leaders.


Quote:
ERA OF GROWTH

"Eons passed and the two races grew, built individual strongholds and created for themselves a place to live on their own shores...The dovaa were created as was their stronghold in the Celestial Plane."


After many years of building their strongholds, many of the raguati and asarei began to fight, starting the Great Engagement (though it wasn't at its full force). The other half continued to build the fortresses and discover and explore foreign lands. Asarei/raguati hybrids became a plentiful quantity during this time.

At the same time, the dovaa were created as was the Celestial Plane. This brought a time of gathering new information, much research on the dragons and growing the knowledge databases of all three races. Marcus Ysaride stood firm and won the bloody battle to be named the dovaa leader during this time period.

As the three populations grew, so did the need for research. It was at this point in time when Astaroth was born to his hybrid mother and dovaa father. He grew, and so began the Lore of the Khehora and the worlds first khehorians. This is also the only hybrid ever in the history of Magesc to be revered for his greatness until now, where badges of honor stand as a firm reminder of the spoils of a war torn world.


Quote:
ERA OF WAR

"Since then, the Great Engagement -- as the war became known as -- is still waging on."


The great raguati, Twilight (Twilight's Pillar on Soudul) as everyone knew him, was born and was the right hand man to Draco at the beginning of the Era of War. He became the most well known raguati, containing the most magic anyone had ever witnessed. He was even stronger than Draco himself, wielding powerful dark magic that no one could contend with. It almost caused the war to be won in the raguati's favor, until Aevah Avi killed him without regret and while he was unaware. Twilight's Pillar was erected over his grave in honor of his deeds and filled with many a dark mage's power, creating a very strong and powerful place to behold on the continent of Soudul.

Research was still being done, the khehora had been a rare sight and many of the world's hybrids had been killed off as the war waged onward and battle plans formed. Much blood has been shed. Years and years passed and thus, we are now currently in the Era of War.
 

Magesc
Captain


Magesc
Captain

PostPosted: Fri May 03, 2013 2:29 pm
npcs

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which path to take

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PostPosted: Fri May 03, 2013 2:34 pm
weapons

These weapons are used for raguati and asarei when they grow into an adept. Each weapon has its own special buff that it gives the character. One thing to remember is that when you receive your weapon, the color scheme will change to your character's color scheme, matching somewhat to what your character looks like. Also, they will change and grow with your character over time. These are magical weapons we call, Imprinted Weapons. They start as a lifeless weapon and upon being accepted, will change into what it feels is best for your character. This means you can create magnificent weapons for your characters using the following categories. The following weapons are simply examples. The purple is raguati styled and the blue is asarei styled. Both have a dragon-like essence to them, but every imprinted weapon is different.

There are many other weapons that you can find in the shop here in the guild. The owner is quite nice, and he will be more than happy to sell you a weapon you desire, but it won't be as powerful as your imprinted weapon.


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» blade :: warrior
Choosing the blade gives your character a permanent increase of +10 ATK and then, when your character reaches master stage, they will receive an additional +30 ATK.

The blade will transform into anything using a blade to attack. Anything from a sword, a dagger, double sided sword, even throwing knives, etc. Anything with a blade to use in battles, this is the weapon choice for you.


Skill Set
Bleed - Every successful attack has a 25% chance to cause the opponent to bleed profusely, causing an additional [5 damage for Apprentice] [15 damage for Adept] [25 damage for Expert] [35 damage for Master] each turn for 3 turns. Roll must be done in a separate thread. (When ATK > 20)


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» blunt :: barbarian
Choosing the blunt weapon will give your character a permanent bonus of +10 DEF and then, when your character reaches master stage, they will receive an additional +30 DEF.

Bashing the skulls of your opponents and having a large enough end to defend is very important! These are most any blunt weapon you can imagine. Maces, clubs, axes, and many others that cause mass bloodshed with a heavier weapon.


Skill Set
Bleed - Every successful attack has a 25% chance to cause the opponent to bleed profusely, causing an additional [5 damage for Apprentice] [15 damage for Adept] [25 damage for Expert] [35 damage for Master] each turn for 3 turns. Roll must be done in a separate thread. (When ATK > 20)


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» ranged :: archer
Choosing the ranged weapon gives you an increased accuracy, negating one miss each battle (two misses for master stage) and making your roll misses smaller by 10. For example, for an adept whose miss/hit is usually 1-40, 41-100. They now have a 1-30 miss / 31-100 hit. This also gives you +5 LUK when chosen. Upon entering the master stage, your character will receive a boost of +30 to their ATK.

Long ranged weaponry is quite important to those who value stealth and surprise. Bows and arrows, slingshots, and crossbows. No guns just yet! asarei haven't figured out how to imbue them with magic as of now.


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» wand :: mage
Choosing the wand grants your character a permanent increase of +5 INT and allows your character to channel the magics of the diabi (raguati) and aedaun (asarei) dragons. When your character reaches master stage, they will receive an additional +30 INT.

Choosing the wand doesn't simply make it a wand. This could transform into a staff, a scepter, or anything to channel magic through.


magic

Magic in Magesc is extraordinary, powerful, and full of surprises! There are many different types of magic within the world of Magesc and many times, can be found in tomes that the mages of old have written down for all to use. All of these types of magic can be found in different tomes around Magesc, whether they be a reward in a specific adventure or bought from the store itself. There are two different types of tomes however. SPELL/BATTLE TOMES and TOMES OF LEARNING. spell/battle tomes are used to cast spells during a battle and contain that spell within it. Tomes of Learning contain information for skills and abilities that have a more permanent effect [ie: how to enchant a dagger to constantly do fire damage or something along the lines of item enchantment (see below)].

Mages can use the tomes to cast spells whereas the fighters can use the tomes to cast enchants upon their armor and weapons. For example. a fire tome could be used by a mage to cast Fireball (25 Fire Damage). Or the same tome could be used by a fighter to enchant their weapon with fire (15 additional fire damage to an attack). These would also apply strengths/weaknesses to the opponent. For any other questions feel free to PM the mule or any RP manager!

Each spell tome holds different magical incantations to be said before use. Each spell tome will come with their "magical words" that need to be stated aloud before it is used. So that when these incantations are said, it allows the character to use it during battle. If they memorize the words, they don't need to worry about taking the spell-book with them into battle. A solo RP having them memorize these special words is a perfectly fine.

PLEASE NOTE that tomes are NEVER going to be as strong as the actual spell the tome may imitate!


The different types of magic that can be found within Magesc are as follows:


» astral
Astral magic is used by most everyone in Magesc. It's the type that all other magic stems from. The astral and celestial forces of the universe are what brings these magics to fruition. Of course, to be a master of astral magic one must dedicate themselves to it day and night, studying the different astral tomes that can be found and learning all that they can. This is where the magical ward defense spell is used. Everyone in Magesc has a magical defense and it's astral magic that it is categorized under. Other astral magic spells that can be learned through tomes are: levitate, teleportation, apparition, illusion, telepathy, transfiguration, telekinesis, empaths, touch-paths, oracle, prescience, and many others.

» blood
Blood magic is a dark art used by many an raguati mage as well as those willing to dabble into it for things it provides. Blood magic is used by harming oneself and using the blood to literally create spells are also said to be a part of the 'dark arts'. Using sacrifices and/or literal blood is the way to create and utilize these spells. Some of which include: blood wounding, finding the sleeping minds of others, influencing others and controlling other beings, etc. This type of magic can become too god-modding, so be sure to ask an RP Manager as well as the other RPer to make sure things are alright before continuing. Of course, using your own characters and your own NPCs is totally fine.

» conjuration
Conjuration magic is a special branch of the astral and blood magics combined. This is the summoning of spirits or elementals to aid the character in battle or in doing a specific deed. All of which can be found within tomes around Magesc. Different elementals exist, as well as the different Oblivion creatures that the raguati seem to call upon during their companion adventures. Also, conjured items such as specialty weapons or armor, raising the dead into zombies to aid you, transformation, summoning the different elementals or Oblivion spirits all falls under the category of conjuration.

» dark
The raguati mages favorite type of magic. Sometimes referred to as 'Shadow Magic' as well, spells in this category allow the character to create and manipulate the shadows around them to do their bidding. The diabi dragon clan is a prime example of the dark shadow magic. Using shadow balls, merging with the shadows, things that the raguati use are all found under dark magic. Tomes have been created for dark magic as well.

» earth
Earth magic is anything falling under manipulation of the earth. The gaili dragon spells are all earth based spells. Hardening your defenses, throwing rocks and boulders, creating earthen walls for defense, or anything other than that is all based under earth magic. Earth and/or rock elementals will always use earth magic.

» fire
A very devastatingly destructive magic, fire magic is the base of the firani dragons and can be used to start up fire attacks. Spells like fireball, fire spin, flamethrower, and even phoenix ashes can be found in these tomes.

» ice
Ice magic is found within the aiskala dragons. They have the abilities of freezing water and then being able to manipulate the ice to do as they wish. Such spells as: ice block, life tap, and blizzard can be found under the ice magic spectrum.

» light
The favored magic of the asarei. Most light magic can create heals and barriers for the character's use. The aedaun dragon clan magic is where this can be found.

» lightning
Electricity is a specialty that takes a bit more to learn. These tomes will have spells that those of the kiandri dragon clan use. Such things as lightning speed and static charge.

» plant
Plant based magic uses the flora around the character to heal or manipulate to do their bidding. Any plant life in the area could be used. The tomes of the plant variety are more likely going to be of the healing type rather than actual plant manipulation. The ysali dragon clan dabbles more in healing and poison than anything else, and because of this, the tomes and plant magic out in the world of Magesc will reflect it as such.

» water
Those who wish to dabble in the water magic will find that it is good with both offensive and healing moves. The peisio dragon clan is well known for their renown water manipulation and healing.

» wind
Those who wish to control the air properties will like what wind magic has to offer. The ayrala dragon clan is the manipulators of air and the tomes used in this category would be any and all spells having to deal with wind or air.  

Magesc
Captain


Magesc
Captain

PostPosted: Fri May 03, 2013 2:35 pm
guilds


The Guardians
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A public guild for any and all who decide they wish to battle alongside others.

Foundation:
Founded about 100 years ago, the Guardians is a special guild dedicated to helping others with their problems. A strong and powerful asarei warrior came together with a couple of other strong archers and barbarians to form the Guardians. Since then, they've risen above, helped many, and overcome thousands of obstacles.

Purpose:
The Guardians' purpose is to help those who can't help themselves. They're bound to the guild and help fend off dragons, thieves, accompany civilians and other battler's through treacherous dungeons and caves all at the price of a few dragon souls. Wherever you need to go, the Guardians will help you through. Those who have a need must just send word for one, and at the price of a couple dragon souls, they will treat you as though you're their king or queen. They have any type of mercenary available. From Barbarians to Warriors, from Archers to Mages. Any type of adventure you're looking for, they have a person to help you through.

Location:
Stationed in their home of Ashen City, the Guardians will be available to any and all who request their services. If you can pay, they can help. They don't worry much about the war, but the guild has been used in the past on the battlefield when paid a good amount by the Ashen City officials. They accept all into their ranks, though those of other races are screened thoroughly before allowing entry. They also have a meeting caravan in the Southwest of Eowyn's Malro Desert for those of different races who request their services.

Public Knowledge:
They are very well known as a traveling mercenary's guild. Most people request their services for dragon or creature hunting, for gathering services, or traveling aid. They do not do anything illegal, for they are a righteous guild and do not wish to take on illegal activities. They say, "That's what the Dark Alliance is for." in situations that are less than kosher.

Leader: General Lee: asarei who wields a great sword, a very honorable and charismatic leader.
Well known figures of the Guild:
    Seraph: a male gaili dovaa who is the Captain of the Ashen City Section. A very righteous man, he is strong and steadfast and values honor and justice above all else. He will always do the "right thing" no matter the situation or the cost to him.
    Leron: asarei (though his skin is darker than normal hinting at a dovaa ancestor) warrior. Captain of the Eowyn Desert Section.
    Milla: asarei Sergeant of the Eowyn Desert Section. In charge of training and testing.

more to come...


Qualifications:
  • Must be at least level 25 (Adept Stage)
  • Must be of the Battler's Path


Acceptance:
PM a staff member to join. A simple 500 word RP must be written in order to gain acceptance IC.

Character who are Members:
Maeron, Raemos


Order of the Onyx
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A private organization working to achieve their wicked end.

Foundation:
The Order was founded some 50 years ago. It's primary founding members were recently 'disgraced' families and their friends who held similar displeased views on their leadership and how the war efforts were going. They broke off from the majority of society over the course of a year; disappearing so it seemed. In truth, a location had been found that the newly formed "Order of the Onyx" could operate out of and as the compound's capacity increased so did their numbers. However, it took several years for the Order to become the organization it is today.

Purpose:
The Order of the Onyx's main goal is to put an end to the Great Engagement altogether. Whatever it takes to make the other races accept defeat. They do not seek to destroy everyone of the other races but instead to place them into eternal servitude to the raguati and their goddess. A lesser known goal is the eventual replacement of Draco Verrano as their race's leader.

Location:
A day and a half's walk northwest of lake Koralifel. The average citizen wandering the area would not get close to the large acreage that makes up the compound. There is an outer perimeter containing wards that warn those on patrol if someone not of the Order is near. Than an inner perimeter of magical and mundane traps that only Order members know all the locations of. The compound itself, should you reach it, has a large stone wall surrounding it along with guard towers.

* No one's characters should be just stumbling across the compound in the same way that you can't stumble into a military base/Area 51. The order will know you are coming before you get close and they have members on patrol for interceptions.


Public Knowledge:
The average person knows little to nothing about the Order. They don't advertise themselves and they don't currently take credit for things they accomplish. Raguati do however have rumors of those strange people who live out in their own private city.

The race leaders and their guards are far more aware of the Order's presence. Once dismissed as rabid fanatics gone off to live on their own, they are now a legitimate problem operating out of a heavily fortified area. For Aevah and Marcus they represent a threat to civilians as their members are willing to attack non-combatants to achieve their ends. Order members will also join in open war against the other races upon approved battlegrounds but at least they are expected and can be dealt with like regular soldiers.

For Draco, things are more complicated. The Order has spies throughout Obsidian City to keep eyes on the general mood of the people and to seek converts. They also seek to track Draco's movements as best they can. The Order wishes to see Draco destroyed and replaced although the exact reasons why are a heavily debated topic even within the Order.


Qualifications:
  • Must be an raguati or hybrid raguati


Acceptance:
PM staff for specifics.

Character who are Members:
Adrastea (Nayal), Akilae


Vendor's Association
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A public guild for any and all who decide to sell their wares.

Foundation:
It was founded many centuries ago by some of the first salesman of Magesc. They helped found and create the College of Aptitude. Those who graduate from the college are automatically accepted for they've gone through the rigorous training that being a true vendor entails. There are no specific leaders of the association, yet they hold annual conventions in various parts of the world for all to be apart of. At these conventions, people can buy discounted goods or trade their wares for another's. They also swap secrets of vending and how to become a good salesperson. Obviously, not everyone who is a vendor in Magesc is apart of the organization, but those who wish to enter are generally accepted if they are, in fact, vendors. The most well known members of the Vendor's Association are: Apicius, Arick, and Ignotus. They are greatly revered and almost like the "unspoken" leaders of the organization.

Purpose:
To gather together the world's great vendors to swap wares, stories, secrets, and more.

Location:
Any of the major city's markets.

Public Knowledge:
Most people are aware that it's out there and easily accessible.

Qualifications:
  • Must be able to create wares to sell. Potions, Enchants, etc.


Acceptance:
PM a staff member to join. A simple 500 word RP with one of our current vendors showing interest in joining is required in order to gain acceptance IC.

Character who are Members:
none


Wild Tribe
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A private organization for those who seek to escape the chains of Civilization.

Foundation:
The Wild Tribe was founded when a group of barbarians grew disillusioned with their cities and gods. Looking about them, they saw hatred for people that they'd never met, loud and dirty cities filled with too many people, and a disrespect for nature. The barbarians had met each other while hunting out beyond the reach of civilization and had gotten to talking to each other. They all, no matter what race they were, loved the wilderness and hated the cramped confines of the Cities. They wanted to live freely, no laws binding them, fight whoever they wanted whenever they wanted. The founders of the Tribe were an raguati and a hybrid asarei/raguai. They just wanted a place where they weren't confined by the Racial Leader's views and treated like weapons or outcasts. So they gathered together many of the people thy had met out in the wild and set up the Tribe. To this day, the majority of the members tend to be barbarians and dovaa or raguati.

Purpose:
To give those who dislike the cities and their confining laws a place to call home, for those who love the wilderness to gather among fellow nature lovers, for warriors to find a place where they can fight and test themselves to the max. To live freely out in the wilderness.

Location:
They have a tribal camp on each continent. Each camp is not permanent and often moves about depending on the camp leader's mood. The camps are primitive, with tents and only what they can carry themselves or on pack animals. The camps will always be far away from towns or cities and usually in difficult to reach spots. Members will be mostly encountered in the wilderness exploring ruins, caves, testing themselves in harsh climates and environments, and out hunting rare and dangerous animals. If they are in a city or village, you can usually find them in a tavern, at a cafe, or in a jail after breaking a law. Very rarely will you find one in a market selling what they have hunted or found. They tend to use Arick's Peddler's Rock for most of their trading.

Public Knowledge:
The Wild Tribe is considered backwards and violent by many. Filled with mostly barbarians, they tend to be too rambunctious and tend to break things when they visit towns and cities. Some recognize that many of the best hunters are Tribe members, but the fact that it is open to all and contains many dangerous people tends to color the public's view of the Tribe. Asarei are especially wary of Tribe members since it was founded by an raguati and has many raguati as members.

Here is a list of Members already made for you to meet. There is a list of the tribes and what you might encounter in each one!
Qualifications:
  • A current member must approach you or you must find one of their camps and prove to them that you are a true lover of freedom, the wild, and fighting.
  • Must be at least level 25 for Battlers or in your second stage for Civilians.
  • 3 tasks will be given to you. They will be mostly hunting down certain creatures, going into cities and creating havoc/breaking laws/causing a riot, testing your knowledge of the wild through asking you to retrieve certain plants/animals/traces of certain animals, or they may put you in a situation and tell you to get something and return to them. It will be within your characters ability to join though! We aren't gonna give you something impossible unless you want it!


Acceptance:
PM staff for specifics. Please mention if you want to be approached by a member (give a reason why the member would think you could be apart of the wild tribe) or hear about them and go looking to join them. You will have to write a solo rp with a minimum of 500 words for the entire 3 tasks. A member would go with you, usually the member who gave you your tasks, and keep an eye on you as you try to fulfill the requirements. This member can be controlled by you, or you can ask for staff to control them.

Character who are Members:
Kadryn


colleges


College of Aptitude
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A public college for any and all who decide to take up a craft.

Foundation:
The college was founded by a Master Alchemist centuries ago with the help of many vendors from the Vendor's Association wanting the world to learn more about creating wares. He also wanted to create a place of study for those devoted to their crafts. If you wish to take up a craft, going to the college will actually help you master it twice as fast. (( This means that each Training RP you do for learning your craft, you will gain 2 points, not just one. )) Since then, the school has been run magnificently and without a hitch. People come, they master their craft and then they go. It's as though it's a quick trade school for fast track learning. They have every craft under the sun. From alchemy to enchanting, tailoring to blacksmithing, anything you want to do or become, they will help you with.

Purpose:
They're main purpose is to help the people of Magesc grow and learn their craft completely without judgment. Any and all people are allowed into the college, free from discrimination. If you're willing to learn, there are instructors here that will teach you.

Location:
They have outposts in all major cities.

Public Knowledge:
Everyone is aware of the college, being an outside place of study if one so desires. Each individual race's leader isn't necessarily happy with the running of a massive College like this, but none have decided to act against it's formation.

Qualifications:
  • Must be willing to take up a craft.


Acceptance:
PM a staff member to join. A simple 500 word RP must be written in order to gain acceptance IC.

Character who are Members:
Ainsley


College of Sorcery
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A public college for any and all who decide to take up a school of magic.

Foundation:
Founded in the beginning, the College of Sorcery was created by a select group of dovaa, with the help of a few asarei and raguati mages. Their goal was to learn and acquire as much knowledge as possible about magic in all schools, and apply that to their arsenal. Magic, being the forefront of most all Magesc, as well as everyone's innate magical abilities lead itself to needing more study and knowledge. The creators of the college died many years ago, but they're still revered for what they have done for Magesc as a whole.

Purpose:
To expand everyone's knowledge of Magic and to help those who are magically inclined to realize their true potential.

Location:
There are three stations of the college. One for each race. It stems from an inner sanctum in each of the major cities strongholds. There is some communication between the three colleges even if it is quite limited.

Public Knowledge:
Everyone knows of the college and what it does.

Qualifications:
  • Must be a mage or dovaa (staff must be contacted first if you wish to have a khehora join).


Acceptance:
PM a staff member to join. A simple 500 word RP must be written in order to gain acceptance IC.

Character who are Members:
Tohru, Roseryn, Kekeovonnai
 
PostPosted: Fri May 03, 2013 3:22 pm
professions


Many Magescians have come to realize that they can take up a craft of some sort. There are many crafts to utilize, but one can only take up three total until their plate is just too full. Once they've mastered them all, they can acquire more. The different major professions one can take up are as follows: alchemy, enchanting, engineering, tailoring, smithing, and cooking.

There is a basis for each and every one of these professions you decide to study. These base professions include: mining, skinning, herb hunting, and fishing. The base professions do not require any leveling, but are needed in order to give attention to the main professions above. These are mostly done through the "Adventures" we have set up. You can do the herb hunting adventure to obtain a specific herb you're looking for. Dive into the mines and mine some different ores needed. Go to the many lakes and go fishing for some food. Or take up skinning which will definitely help you in your tailoring profession. Feel free to do all sorts of Solo's on these! Plus solo's on you learning your professional skills as well if you want! They won't count unless you actually craft something using a Learning Tome/Recipe though.


Guide to Leveling Professions
Leveling the major professions is actually quite easy.
You will need several things: the professional tool (Cauldron, Quill, Sewing Kit, Anvil), the ingredients, and the Learning tome called Recipes.
The ingredients, and some Recipes, can be found in Adventures. You may also purchase them from the Shop. One you have all the items, you do a Training Solo. More on that below.

To keep track of your progress, a new "stat" will be added to your character's profile. There will be a separate one for each profession. These will have a fraction beside it starting at 0/15. This is your character's level to mastery of the skill. After each Training Solo, you gain 1 point towards that stat!
Ranks of Skill level:
Basic (0 to 3 Training RP's done)
Initiate (4 to 10)
Advanced (11 to 14)
Master (15 and more Training RP's completed.)

Each training solo you complete will get you one Skill Point in that profession (this will up the number from 0/15 to 1/15, 2/15, 3/15 and so on and so forth). Once you've hit 15/15, you're a true master of your Profession and can gather greater Learning Tomes/Recipes and craft nicer stronger items which will be able to be sold to Arick Skyeforge for Dragon Souls. The greater the items, the more rare they are, and the more quantity of dragon souls you can get. You will also find rarer or more complex recipes in Adventures or they may be given out in Events.

You need to do a 500 word solo RP to create the item you wish and up your Profession's level. This 500 words will dwindle each and every time you create a new item. So, the first two training RPs you do will need to be 500 words each. Then it will go down to 400 for the third, forth, and fifth. After that, from the sixth to the tenth, they will only need to be 300 words each, and from the eleventh through the fifteenth you just need to make 200 words each post. After the fifteenth, your word count will dwindle to only 100 words and that will be the end of it. The first ten training RPs you do will count as 1 Solo each for an RP requirement for the character. After that, each one you do will count as 1/4 the requirement. So it would take 4 training RPs to count as 1 full RP for a growth requirement after the tenth one. [[ any questions feel free to PM Brolis. ]]


» alchemy
Requires the Cauldron.
....You combine odd and strange herbs, rocks, animal parts, liquids and much more in the cauldron to create potions, balms, and poisons. This is a quite lucrative business as warriors are always looking for healing potions, or potions to give them an edge.

....Khehora's have a difficult time with this as they do not have hands. It can be done, but it will be difficult

» cooking
Requires the Cauldron. Really should have an oven and access to a kitchen as well for your rp's!
....All things baking, cooking, grilling, and food making are involved here! The majority of the training solo's will actually be you making food with something magical about it. We will eventually have some Adventures created for more normal cooking skills to be honed. There are usually places for you to work, inns, rich people's homes, that sort of thing. So it is quite easy for a cook to find work.

....Khehora's have a difficult time with this as they do not have hands. It can be done, but it will be difficult.


» enchanting
Requires the Blood or Astral Quill and matching Ink depending on the type of enchantment.
....You take an existing item, commonly armor or weapons, and imbue it with magic. Quite often the effects are adding elemental damage, but some can increase one's skills. This too is in high demand and can be used as a money maker for your character. You do not use a lot of your personal magic, you take the power of the ingredients (usually ground up into fine powder and added to the ink) and imbue that magic. This means even those with lesser magic can do this.

....Khehora's have a fairly easy time with this. Their claws can be used in place of the Quill to enchant things... And yes, one may enchant their claws should they so desire! Shoot a PM to the mule if you are going to try this! We'll talk it over to see how it will work. You cannot enchant your own paws, but may enchant another's claws. Certain restrictions will apply, like Peisio will not want to enchant themselves with lightning damage.... That will end up hurting them and not work.


» engineering
Requires an Anvil(?). This has yet to be expanded upon. We are looking for ideas on how to handle this one!
....The creation of large works like buildings, bridges, mining excavations, building wagons, mechanical items, that sort of thing.
....Khehora's have a tough time with this as they do not have hands. It can be done, but it will not be as easy as if they had hands.


» smithing
Requires an Anvil and some require the "Small Hammer"
....The hot and hard work of pounding metal to forge swords, armor, and tools. You can also carve stone armor, and create jewelry with this skill! The more intricate your work, the higher the price, so you can make a decent living forging for people!

....Khehora's have a difficult time with this as they do not have hands. It can be done, but it will be difficult.


» tailoring
Requires the Sewing Kit.
....This is the profession of sewing, weaving, all things combining cloth and leather together to make clothing and some types of softer armor! From the rough leathers of a huntsman, to the fine and elegant ball gown of a noble, to the magical vests of mages; you can make them all! Again, this is very lucrative and the more ranks you have the higher price you can demand of your customers!

....Khehora's cannot do this until they have the hands from their Khehorian form.
 

Magesc
Captain


Magesc
Captain

PostPosted: Thu May 23, 2013 2:05 am
breeding of magescians


» Types of Breeding and the RP Requirements
Each type of breeding will require a total of specific 5 rp's. The topics depend on what characters are breeding. If it doesn't give you requirements for all 5, then assume that the unclaimed rp's can be on any topic so long as it includes both you and your partner.

»Between two Different Sex Characters: The 5 required RP's must be between the two breeding Magescians.
2 of the 5 must involve the development of feelings. (Can be love, lust, deep friendship.)
Another of the required 5 rp's must be where your characters do one of several things: discuss starting a family, an accident happens (drunken night out?) which could potentially result in a child, or meeting the other characters family.

»Between same Sex Characters:This option is called adoption or surrogacy. The same rp requirements apply as between two characters: 5 rps, 2 of which involve feelings developing, and 1 where you discuss starting a family.
If you wish for your character to go and approach another NPC/character and have them be a surrogate (since you and your partner can't conceive) you may do so as well. The Surrogacy option means you will need to have an extra rp required where you do this! So 6 rp's total if you go that route with the 6th being you approaching and rp-ing with another character.

»Single Character Breeding: This is when you are either going to have no partner for your character (single parent adopting sort of thing) or one of the partners is an NPC. The NPC may stick around and become family, or they may leave after the conception of the child.

If you are a single parent, and adopting, for your 5 required RP's in 2 of them your character contemplates adopting a child and talking with your family/master/friends about it. Another 2 of the 5 rps will then need to be you going out and looking for a child or trying to find a child you encountered earlier and wished to adopt. The last of the 5 required rp's is up to you, but it have a theme of children, starting a family, adoption, getting the house all set up for said kid, that sort of thing.

If you wish for the brief encounter or breeding with an NPC, then you will need 4 rp's of you meeting your partner, falling for them, being seduced, or trying to seduce them; that sort of thing. Since they involve an NPC, development of said NPC must take place! Tell us a bit about him/her, description, personality, maybe a bit of history. Not all of them have to involve you developing feelings for them, it may just be that they are persistent and keep meeting up with you. But there needs to be 4 rp's in which the NPC is involved with you in some way.
If the NPC is sticking around and going to become part of your family, then the last of the 5 rp's must have the two of you discuss starting a family.
For the encounter type where the NPC won't be sticking around, the last of your 5 required rp's will need to be where a child may potentially be conceived. No rp-ing the actual deed though! Have them wake up and find the bed empty (abandoned by your partner), or sneak out while they are sleeping (you fiend!) and involve your thoughts on what just happened. Consider the implications of your actions, perhaps you came to love them but they didn't care for you enough to stick about. Or vice versa.


» Rules and Restrictions
Characters must be in their Second stage of growth. Infant stage counts as stage , so if you started out and infant, Apprentice is still stage 1 and the stage after that(Adept) is what you need to be to be able to breed!

2 Hunts = 1 RP for the purpose of Breeding. This does not apply for Growth RP's, just Breeding. You may reuse any hunts/rp's in Breeding for Growth.

Do NOT rp sex! Just no! We will wipe that rp from existence and you won't be able to breed for 6 months. You can have them flirting, kissing, but no further! Put in ~~~ and then have them wake up the next morning or something... we do not want to see anything not PG in here! If you really have to do it, then do it in PM's or off site. Just not in Magesc.

Breeding multiple times: You must wait 6 months in between breedings for your character. During this time we will need 3 rp's (2 hunts = 1 rp) that involve your family in some way. An additional fourth rp is where you and the partner will discuss having another child.

If you wish to split from your previous partner and start a new with another, then you must start all over again! So if you were a single parent who adopted the first time or had an encounter and your partner left, you are going to have to start all over since you will be considered "split" from your previous partner. So instead of 3 rp's with family, you need 5 with the certain topics determined by the types of partners.

Single parents may only adopt/breed with an NPC once! Multiple breedings are only allowed between characters!

If you partner suddenly goes MIA, you may either rp a solo where you split from them and start over or wait for them to return. Same with the child going MIA. Rp a solo where you confront the possibility of them dying in the wild, leaving you, something. Because to your character, they have vanished. This will meet all Family rp requirements. This is only available if the owner of the character hasn't touched the character in 6 months.

To avoid some potential problems, we are saying you can not have 2 of your characters breed with 2 other characters from the same person and hog the majority of our breeding slots. We only have about 3 slots (potentially more once we get bigger) for the entire year and we would prefer different people be allowed to get an infant. You may have one of your characters breed with one person, and another character breed with a different person and that is okay. Just no 2 couples that belong to the same people can breed in the same year unless no one else is ready to breed and you are. That is the only way we'll let you do so.

In addition, since we open Breeding up at the end of the Custom Months, you may either Breed a character, or go for a Custom. You may not do both! If the owner of your character's partner gets a Custom, then you may not breed with their character that month since they received a Custom.

» Costs
2 million per child. You may get up to 2 infants from one breeding. We will want 1 mil from each parent. One parent may pay more; but that is rather unfair, so please try to split the cost evenly!
This cost will pay for all growths, though it must be provided completely at the time of breeding. No payment plans. Send the entire thing to the mule; we will then split it up and send the artist their 1.5 Mil since 500K will be for the mule and the rest for the artist.

» Availability
Each custom month a special breeding slot will open up at the end of the month. This slot, if there are multiple parents who want to try, will be given to a randomly selected person who has fulfilled all the requirements. If they don't answer in 24 hours to claim their spot and send the trade, then we chose another person. We will give each of you a number and roll in the thread for all to see. If there is an extra unclaimed slot for a custom and the artist is willing to use that slot for breeding, then we will allow additional breedings to occur.


» Who gets the Child

Only one person may own this infant! No co-owning allowed. You may discuss between the parents which one wants the infant, you may give it to another person, or give it to Magesc to give away in a mini-event. Whoever gets the child must not already have a character who is an Apprentice. The rule is that you must grow your Apprentice to an Adept before getting a new character. This rule will always apply.

If you do buy twins, one person may not have both! They will have to go to 2 different owners.

» The Child's Looks
You, as the parent, get to decide 3 physical traits you wish your child to have. You may also choose the gender, which does NOT count towards your 3 choices. You may include something that neither parent has, but only if you can trace it back to the parent's parents. The artist will get to decide all other things. Feel free to request more, but the artist is not obliged to meet all your demands. You may not request any tattoos! A baby is too young for them. Request this once they grow.

If one of the parents is a hybrid, the child will resemble the non-hybrid parent more but will have some from the hybrid parent. This is because the child will be half the non hybrid parents and only a 1/4 or less from each the hybrid parents races. If your hybrid parent is 1/2 some thing and 1/4 two other things, the 1/4 will minimally visible.

Adoption Route: You may choose to have the child look like you (in which case go by the normal rules) or you may choose to have them look different. In that case, choose a race, gender and 3 physical traits. All else will be decided by the artist.

Make sure you give the artist a good description of your NPC lover if you went that path! The artist will need some of his/her features so that the child resembles bits of both parents!

Your baby will be born with out any scars, unless you request a child that is crippled; like warped legs, hunchback, missing limb, that sort of thing. You may request this and it counts towards the 3 things you can ask for, but we will not give this to you unless you ask!


breeding of Khehora


» Requirements and Restrictions
You must be a Feral Khehora or Khehorian. Bondeds have all most all their magic put into their bond which means there is no magic to help in other areas; as such they are no longer fertile enough to lay eggs. And no, Bonded's cannot adopt either, sorry. Bonded's are not eligible for Breeding as of right now. (May change one day, but that's how it is for now!)

There must be 1 male and 1 female to actually lay eggs. Should you wish to have a same sex pair, then you can only adopt. Adoption has the same requirements, but usually involves a nest being abandoned or having it's parents killed for you to get it. Breeding must be between characters due to the sheer amount of Khehora characters we have and their easier availability than Magescians. There are no one night stands allowed for Khehora and we will allow only a VERY FEW to have NPC mates. Contact us to see if you can go the NPC route... some exceptions will be made for well designed and often roleplayed NPCs.

Both Khehora must be at least level 20 (for Battler's) or have 8 rp's for Civilians as well as being in their Adult stage.

A Female Khehora may only breed every 10 levels for Battlers or 5 rp's for Civilians in addition to the same 6 month waiting period as the Magescians.

The Khehora may clutch again only after all their eggs have hatched and been Orakoir for a month. They won't clutch when they still have babies to take care of. Like birds of prey, current eggs must leave the nest to make more for others

RP Requirements: You need to have 5 RP's between the characters for them to breed; 2 of the 5 must involve the development of feelings. (Can be love, lust, deep friendship.)
Another of the required 5 rp's must be where your characters do one of several things: discuss starting a family, an accident happens (drunken night out?) which could potentially result in a child, or meeting the other characters family.

Adoption: This is exactly the same as normal breeding of Khehoras. The only difference is you are required to have 1 of the 5 RP's be the two of them discussing adopting a nest!

Khehorian: If a Khehorian is breeding with a Khehora, use these requirements! If they are breeding with a Magescian (which is allowed!) then go by the Magescian rules. Khehorian females mating with a Magescian need to stay in their two legged form while pregnant. And they need to stay in their Khehora form while pregnant after mating with another Khehora. Khehorians may breed with another character or an NPC.


»The Eggs
Costs:: Both you and your mate will both pay 200K. So a total of 400K; If they don't have the money and you do, or you're just feeling nice than you can pay all 400K, but both people should pay to make it fair. The total is less than full price for 2 semi custom eggs, and odds are you'll get 2 or more eggs so we feel this is a fair deal. Please send the trade to the Colorist who is offering the Slot for Khehora Breeding during Customs month! If there are multiple applicants, we will randomly pick by die roll in main thread who gets the slot.

Colorist will give you a nest from 2 to 5 eggs. They may ask how many you want, or just give you a random number. Do not pester them for 5 eggs! Doing so will get you only a nest of 1!

As for egg colors: Colorist have complete control, though it will be based off of the parents coloring. You may suggest a type of design/color combinations and the colorist will take it into consideration, but don't be upset when your eggs don't match it. Parents don't know what their babies look like before they're born, so why should yours? Though we will definitely do our best to see that your babies are beautiful!

The clan of the babies will be one of the parent's clans! You cannot get a Diabi from an Aeduan and Ayrala breeding. You may have either an Aeduan or Ayrala, you get to choose which though after you see the eggs hatch!

About the line edits (called Mutations). There is a 25% chance the Mutation is passed down! The colorist may also decide to bless you with a random mutation should they be feeling nice! Do not ask for them though, if you do you'll get no line edits!

Adoption route: If you are adopting, it is the same as a normal breeding. Clan of eggs will be based off the character's breeding, as will any chance of mutations. Yes your character's did not make that nest.. but it'll still look like them!

» What to do with the Eggs
You decide what to do with them. You and your mate may split them between yourselves and get more characters, or you may give them to friends. Or you can give it to Magesc and leave it to us to find a home for them! Just PM the names of the owners for your eggs to the mule and let us know where they'll be going.

However! If you are giving it to a person who owns a character and wishes to bond with the egg, they must RP with both of the mating pair to show them either stealing the egg and the Khehora's reaction to it, or them talking to both of you and you agreeing to give the egg to them to look after and cherish. Or something like this. Feel free to improvise and have fun with the situation!


» The Orakoi born from your Egg
These Orakoi must have at least 1 rp with both parents. It can be a 3 way rp, or they may do 1 rp with each parent. Each Orakoi should know their parents, unless you have an RP in which their egg was lost due to a storm, flood or something, then of course they wouldn't know. Except for some vague memories of sound from when their mother talked at them when they were in the egg.

If you do have the egg that gets lost then that Orakoi is on its own and may ignore this requirement. But they should have a blurb in their history making an note of how their egg was lost from its nest and the new owner will need to remember who their parents are, since they may one day be reunited.
 
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