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Posted: Thu Nov 16, 2006 3:49 pm
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Posted: Thu Nov 16, 2006 3:52 pm
Table of Contents
{ONE} title {TWO} table of contents {THREE} about gatekeepers headquarters {FOUR} about nolan {FIVE} position symbols {SIX} positions of the city {SEVEN} gatekeepers {EIGHT} grigori {NINE} seraphim {TEN} chorus {ELEVEN} metatrons {TWELVE} gate passes {THIRTEEN} adventures {FOURTEEN} wars & records {FIFTEEN} registry of officials
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Posted: Mon Jan 29, 2007 7:57 pm
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Posted: Mon Jan 29, 2007 7:59 pm
 (Coloured by Marushii) Nolan Stage: Three Alignment: Sanguine Orientation: Kinesthetic Position: Gatekeeper Career: Gate Guardian Likes: Sparring, skinning Outsiders.... Dislikes: Nephilim, Moloch, Mara. Known for: His six-armed flurry, used in fighting. Keyword: Dedicated.
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Posted: Mon Jan 29, 2007 8:01 pm
Positions of the City
Chorus: The Judges
Grigori: The Watchers (Police)
Seraphim: Magical Warriors, City Protectors
Gatekeeper: Gate Guardians, City Protectors
Position Symbols
Gatekeepers: Keyblade
Grigori: Sword
Seraphim: Tome Crest
Chorus: Crook
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Posted: Mon Jan 29, 2007 8:03 pm
Armory
Armor Class: The Armor Class of something tells you how much additional damage it can block beyond a basic blocking move. It also is categoriezed by material it is made from in durability or method of construction.
A weapon needs to have an armor class rating equal to or higher than to be able to piece a type of armor. This means that a weapon that has an AC3 attack one's arm cannot be blocked by someone wearing AC2 gloves. It also means that someone wearing AC10 helmet will not get any protection from their helmet if a strike is to their kneecap.
AC0 - No armor, basic clothing. Some additions grant a natural bonus to this level which can make a basic unarmed status have a higher inherent AC. AC1 - Leather or padded cloth. Offers minimal protection, but can easily be worn by any addition. It is light and flexible, and will not encumber even the slimmest Academic. Adds +1 to defense. AC2 - Leather or padded cloth reinforced with metal. Still light enough, though slightly stiffer, this offers a more stable protection. Adds +2 to defense. AC3 - Chainmaille. Made of interlocked hoops of metal, this type of armour is good for dispersing blunt trauma, and preventing broad weapon strikes. Chainmaille is still not very protective against Arrows and thin blades. Chainmaille can weigh up to 100lbs, depending on the grade and type of metal. A tunic of maille will increased an Academic's attempts at speed and stamina by 5%. Adds +3 to defense. AC4 - Scalemaille. Made of slightly overlapping discs of metal. More thouroughly protective, it is also heavier and more constricting. Academics are impeded on stamina and agility by 5% for external pieces, adn 10% by a scalemaille coat. adds +4 to defense. AC5 - Segmented Metal. Made of a suite of chainmaille and leather/cloth that has fasted plates of metal bolted to portions of the chain for added protection. Impedes Academics on agility and stamina +10 for external pieces, and 15% on a segmented metal coat. Impedes Journeymen on agility and strength 5% for a coat. Adds +5 to defense. AC6 - Segmented Plate. Made of full cast panels of metal fasted together to move as the body does. Leaves some key openings, but offers solid protection. Can be worn over AC1 or AC2. Impedes Academics on agility and stamina +15 for external pieces, and 20% on a segmented metal coat. Impedes Journeymen on agility and strength 5% on external pieces and 10% for a coat. Adds +6 to defense. AC7 - Full Plate. A full custom made piece of armour that has solid metal articulation points and spanning panels of metal. Full coverage of the area. Impedes Academics on agility and stamina +20 for external pieces, and 25% on a breastplate. Impedes Journeymen on agility and strength 10% on external pieces and 15% for a breastplate. Adds +7 to defense. AC8 - Alloy Plate. Full plate made of metals crafted by alchemists to contain magical properties. These varying effects can make them partially resistent to magical damage in addition to physical damage. Impedes Kinesthetics on agility and stamina +15 for external pieces, and 20% on an Alloy Breastplate. Impedes Journeymen on awareness and strength 10% on external pieces and 15% for a breastplate. Adds +8 to defense; or defends from 2 magical damage. AC9 - Enchanted/Enhanced armor. Full plate enchanted with spells or enhanced with charms/talismans to have specific magical bonuses. These varying effects can make them partially resistent to specific magical damage or status effects in addition to physical damage. Impedes Kinesthetics on agility and stamina +15 for external pieces, and 20% on a breastplate. Impedes Journeymen on awareness and strength 10% on external pieces and 15% for a breastplate. Adds +9 to defense; or defends from 2 magical damage + specific effects (i.e. immunity to Sleep Status Effects, or +4 protection against Fire Magic). AC10 - Blessed/Arefact armor. Full plate touched by Deities or crafted by an Empyrean of the Law of Passage. These varying effects can make them partially resistent to specific magical damage or status effects in addition to physical damage. It can also make certain tasks more easy depending on the deity or crafter. Impedes Kinesthetics on agility and stamina +20 for external pieces, and 25% on a breastplate. Impedes Journeymen on awareness and strength 15% on external pieces and 20% for a breastplate. Adds +10 to defense; or defends from 4 magical damage + specific effects (i.e. +1 karma point per blow taken, or -20% on casting Water Magics, etc.).
Locations of Armor:
Head/Throat: AC1 - Bandana, Earguard, Cowl, Scarf. AC2 - Cap, Circlet, Mantal, Cloak. AC3 - Hood, Camail, . AC4 - Crown, Hood, Camail Coif. AC5 - Skullcap, Aventail. AC6 - Bascinet Helm, Aventail, Bevor. AC7 - Sallet Helm, Bevor. AC8 - Barbute Helm, Gorget. AC9 - Close Helm, Gorget. AC10 - Armet Helm, Gorget.
Arms/Hands: AC1 - Shoulder pads, Elbow Pads, Gloves. AC2 - Ailette, Gloves. AC3 - Ailette, Vambrace, Mitons. AC4 - Aillette, Vambrace, Mitons. AC5 - Lamés, Besagews, Couter, Vambrace, Demi-Gauntlets. AC6 - Lamés, Besagews, Couter, Vambrace, Demi-Gauntlets. AC7 - Lamés, Spaulders, Rerebrace, Couter, Vambrace, Gauntlets. AC8 - Lamés, Pauldrons, Rerebrace, Couter, Vambrace, Gauntlets. AC9 - Lamés, Pauldrons, Rerebrace, Couter, Vambrace, Gauntlets. AC10 - Lamés, Pauldrons, Rerebrace, Couter, Vambrace, Gauntlets.
Torso (including shoulders and waist): AC1 - Leather Doublet, Belt, Gambisson. AC2 - Brigandine, Corslet, Gambisson, Byrnie. AC3 - Cuirass, Corslet, Maille Haubergeon. AC4 - Cuirass, Corslet, Maille Hauberk. AC5 - Surcoat, Faulds, Plate Harness, Culet. AC6 - Surcoat, Faulds, Plate Harness, Culet. AC7 - Tabard, Faulds, Full Breastplate. AC8 - Tabard, Faulds, Full Breastplate. AC9 - Tabard, Faulds, Full Breastplate. AC10 - Tabard, Faulds, Full Breastplate.
Legs/Feet: AC1 - Pants, Knee Pads, Shin Pads, Boots. AC2 - Tassets, Cuisses, Boots. AC3 - Tassets, Chausses, Tassets, Boots. AC4 - Tassets, Chausses, Tassets, Boots. AC5 - Tassets, Cuisses, Schynbalds, Sollerets. AC6 - Tassets, Cuisses, Schynbalds, Sollerets. AC7 - Tassets, Cuisses, Poleyns, Greaves, Sabatons. AC8 - Tassets, Cuisses, Poleyns, Greaves, Sabatons. AC9 - Tassets, Cuisses, Poleyns, Greaves, Sabatons. AC10 - Tassets, Cuisses, Poleyns, Greaves, Sabatons.
Other (specific to additions)/Barding (for familiars): AC1 - Rondel, Codpiece AC2 - Rondel, Codpiece AC3 - Rondel, Codpiece AC4 - Rondel, Codpiece AC5 - Lamé, Codpiece AC6 - Lamé, Codpiece AC7 - Lamé, Codpiece AC8 - Lamé, Codpiece AC9 - Lamé, Codpiece AC10 - Lamé, Codpiece
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Posted: Mon Jan 29, 2007 8:04 pm
Gatekeepers
Gatekeeper: The Gatekeepers are the ones responsible for guarding the four gates that lead out into the Outside. There are four Gates the Gatekeepers are charged with guarding. While the Metatrons generally asign Empyreans to the Gate of their Alignment, often there is an imbalance in the number of Empyreans of each Alignment that decide to become Gatekeepers. When this occurs, sometimes the Metatrons have no choice but to assign new Gatekeepers to other Gates than the one of their native Sectors. Gatekeepers-in-training are assigned to the inner gates, also known as the Arches that seperate the Colour Districts from the Essence Districts.
Requirements: In order to become a Gatekeeper, you must be able to fill the following: ~perform at least three spells from at least one type of Magic ~be knowledgeable about all the known types of Monsters ~understand and use at least 5 Technoequips ~posses at least one assistant, whether that be Hybrid, abberation, Golem or other Familiar ~have foguht and won a battle against at least 1 Outsider ~have fought and conquered at least three different types of Monster ~Collected at least 4 Spell or Alchemical components from the Outside.
Responsibilities: Gatekeepers are responsible for Guarding the gate at whicht hey're posted. Not only does this mean they must ensure no one gets in, they also must ensure no one gets out. The exception tot he rule of leaving is if the party wishing exit has the appropriate Gate Pass. If they have a Gate Pass, at least one Gatekeeper must accompany the Empyrean on his or her task. When Danger strikes beyond the walls, the Gatekeeper must protect their charge(s). When Monsters sneak or break into the City through the Gatekeeper's Gate, they must notify The Temple and the nearest posted Grigori.
Symbols: Keyblade. Keyblades are each unique, and with exception of the Skeleton Key, they are destroyed when their weilders die. A Keyblade is fashioned by the Gate Guardian from a portion of his Skeleton Key to activate a specific Archway or Gate.
Authority: The Gatekeepers have final authority on all matters that occur outside of the City of Empyreans. This said, it is also their duty to report reckless or dangerous, or irregular behaviours of Empyreans beyond the city, such as endangering others, disobeying the Gatekeepers, or attempts to contact Outsiders. Within the City they answer to Grigori and the Chorus. They often work in co-ordination with the Seraphim who maintain many Wards to protect the Gatekeepers during raids and wars.
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Posted: Mon Jan 29, 2007 8:06 pm
Grigori
Grigori: Grigori are the Police of Empyrean. They are allowed to Enforce the Law and to send people to the Chorus for judgement. They are also charged with capturing any survivors of the fighting, such as Outsiders, monsters and the like. Grigori use both fighting and Magic to achieve their goals and have full right to use necessary force on any Empyrean or other that does not comply with the Grigori's commands. Grigori are the only Empyreans allowed to wear weapons in the city. They are each granted a Sword, and show their rank and authority by wearing these on their everyday travels and Rounds. Known for their justness and ever watchful eye, Grigori are soetimes referred to as The Watchers.
Requirements:In order to become a Grigori, you must be able to fill the following: ~perform at least three spells from at least one type of Magic ~have been victorious in at least 5 duels against other Empyreans ~understand and use at least 5 Technoequips ~posses at least one assistant, whether that be Hybrid, abberation, Golem or other Familiar ~have foguht and won a battle against at least 1 Outsider ~have participated in at least 1 investigation headed by a Chorus member ~have captured at least 1 survivor in a skirmish whether it be monster or Outsider
Responsibilities:
Symbols: Sword,
Authority:
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Posted: Mon Jan 29, 2007 8:09 pm
Seraphim
Seraphim: Seraphim are like the Gatekeepers in their ability to defend the City. Seraphim, on the other hand, use Magic to defend their city. They can pre-emptively use their Magic to foresee danger approaching the city, combatatively use their Magic to fight enslaughts, or reparitively use their Magics to clean up after fighting has ended. Seraphim are granted a Tome Crest which is fused to their Casting Tome. Once a Tome has a Tome crest fused to it, the book itself becomes a sentient extension of the Seraphim's mind, and it can be summoned, open its own pages automatically to the right spot, and has an unlimited number of pages to use.
Requirements:In order to become a Seraphim, you must be able to fill the following: ~perform at least 8 spells from at least one type of magic, 4 being from the Stage 3 spell list ~be knowledgeable about all the known types of magic (including Bardic and Druidic) ~posses at least one assistant, whether that be Hybrid, abberation, Golem or other Familiar ~have foguht and won a battle against at least 1 Outsider ~have fought and conquered at least three different types of Monster ~Collected at least 4 Spell components from the Outside. ~have completed at least one Quest in which you have developed/learned/stolen etc a new spell or method of casting
Responsibilities:
Symbols: Tome Crest,
Authority:
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Posted: Mon Jan 29, 2007 8:12 pm
Chorus
Chorus: Chorus are the Judges of Empyrean. They are allowed to condemn any brought before them that they as a group agree are guilty. The Chorus act in groups no smaller than 5, and in the main Chorus House they have hearings of as many as 100s. Aside from punishing Empyreans that have broken the law, they also decide the fate of Outsiders and Monsters. Some Outsiders are reformed and work for Empyrean out of sight, others are executed. Monsters, if they can be tamed, are added to the Fauna Gardens. Chorus members bear Crooks as their symbol of power.
Requirements:In order to become a member of the Chorus, you must be able to fill the following: ~perform at least three spells from at least one type of Magic ~be knowledgeable about all the laws of Empyrean City ~demonstrate impartiality in at least one conflict in which you've mediated the outcome ~posses at least one assistant, whether that be Hybrid, abberation, Golem or other Familiar ~know at least 4 monsters that can be tamed into familiars (one of which must be a familiar) ~have directed at least 1 investigation or managed at least 1 assignment such as delegating a monster to be hunted, or heading an investigation into a possible breach of security along the walls (this can be accomplished with a Quest)
Responsibilities:
Symbols: Crook or Sceptre
Authority:
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Posted: Sun Mar 11, 2007 10:45 pm
Metatrons
Metatron: There are only Four Metatron at a time in Empyrean. There will be one chosen every 10 years from each Alignment. Together the four Metatrons rule Empyrean. Their laws are final, and it takes an appeal from the Chorus to change edicts. Metatron are rarely seen, and there are rumors that they are 3rd Stage Empyreans that have changed into...something else....
Requirements:
Responsibilities:
Symbols:
Authority: Absolute - they are the ruling members of Empyrean City
Current Metatrons: Sanguine - Nova Melancholy - Mephistophiles Phlegm - Fortuna Choleric - Rasputin
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Posted: Sun Mar 11, 2007 10:50 pm
Gate Passes
Gate Passes:
Eastern Gate - The Gate of the Fire Sentries:
Southern Gate - The Gate to the Saltless Sea:
Northern Gate - The Gate to the Wilds:
Western Gate - The Gate of the Spirits:
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Posted: Sun Mar 11, 2007 10:51 pm
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Posted: Sun Mar 11, 2007 10:53 pm
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Posted: Sun Mar 11, 2007 11:02 pm
Roster of Officials
Below you will find information of every registered Official in the City of Empyreans. Below, next to each person's name is the relevant information: position, career, alignment, orientation, years of service, and status. There are a couple Stati that should be explained. Alive - Cursed: Those who are well for all intents and purposes, but must be carefully observed. When these individuals die they will for certain become monsters, due to accumulated taint they've incured in their lives. For this reason when they die their bodies must be destroyed and never attempted a resurrection, because their corpse is certain to reanimate as a Monster if nothing is done to rpevent this. Alive - Broken: Those who are well for all intents and purposes, but must be carefully monitored, as they have suffered such intense emotional or intellectual trauma that sooner or later they will Break. Breaking is different for different people, but the most often responses of those who have broken are: Suicide, becoming Spies, Deserting the City or their fellows, or going Berserk. If the Empyrean hits the Breaking Point they must be extinguished immediately.
Eleuthero ~ Prime Chorus Career: Philosophy Professor Alignment: Phlegmatic Orientation: Academic Years of Service: 77 Status: Alive
Tamerind ~ Chorus Career: History Professora Alignment: Choleric Orientation: Journeyman Years of Service: 76 Status: Alive
Danek ~ Gatekeeper Career: Hunter Alignment: Phlegmatic Orientation: Kinesthetic Years of Service: 74 Status: Alive - Broken
Bellona ~ Prime Seraphim Career: Magic Theory Professora Alignment: Melancholy Orientation: Academic Years of Service: 71 Status: Alive
Bardane ~ Chorus Career: Law Professor Alignment: Phlegmatic Orientation: Journeyman Years of Service: 70 Status: Alive
Kortus ~ Gatekeeper Career: Crafting Professor Alignment: Choleric Orientation: Kinesthetic Years of Service: 69 Status: Alive
Sable ~ Grigori Career: Hunter Alignment: Melancholy Orientation: Journeyman Years of Service: 68 Status: Alive - Cursed
Keramik ~ Gatekeeper Career: Apothecary Chemist Alignment: Sanguine Orientation: Journeyman Years of Service: 68 Status: Dead
Nolan ~ Gatekeeper Career: Gate Guardian Alignment: Sanguine Orientation: Kinesthetic Years of Service: 65 Status: Alive - Cursed
Quenda ~ Chorus Career: Botany Professora Alignment: Choleric Orientation: Years of Service: 57 Status: Alive
Paxar ~ Chorus Career: Mathematics Professor Alignment: Phlegmatic Orientation: Years of Service: 57 Status: Alive - Broken
Melonia ~ Grigori Career: Rhetoric Professora Alignment: Sanguine Orientation: Journeyman Years of Service: 54 Status: Alive
Taevis ~ Gatekeeper Career: Bard Alignment: Choleric Orientation: Academic Years of Service: 54 Status: Alive
Abrid ~ Seraphim Career: Science Professor Alignment: Choleric Orientation: Journeyman Years of Service: 54 Status: Alive
Gavroche ~ Grigori Career: Scout Alignment: Phlegmatic Orientation: Kinesthetic Years of Service: 48 Status: Dead
Orrys ~ Gatekeeper Career: Physical Education Professor Alignment: Sanguine Orientation: Years of Service: 42 Status: Alive
Requiem ~ Career: Prime Librarian Alignment: Phlegmatic Orientation: Academic Years of Service: 40 Status: Alive
Vorrian ~ Gatekeeper Career: Gatekeeper Alignment: Choleric Orientation: Journeyman Years of Service: 40 Status: Alive
Nehna ~ Chorus Career: Music Professora Alignment: Orientation: Years of Service: 35 Status: Alive
Euphrasia ~ Seraphim Career: Apothecary Shop Chemist Alignment: Phlegmatic Orientation: Academic Years of Service: 24 Status: Alive
Ardys ~ Seraphim Career: Dreaming Pool Prophet Alignment: Phlegmatic Orientation: Academic Years of Service: 24 Status: Alive - Cursed
Elias ~ Grigori Career: Astronomy Professor Alignment: Phlegmatic Orientation: Academic Years of Service: 22 Status: Alive
Dameron ~ Grigori Career: Literature Professor Alignment: Melancholic Orientation: Academic Years of Service: 22 Status: Alive
Lus ~ Gatekeeper Career: Careers Officer Alignment: Sanguine Orientation: Kinesthetic Years of Service: 18 Status: Alive - Broken
Tryna ~ Gatekeeper Career: Cooking Professora Alignment: Sanguine Orientation: Academic Years of Service: 18 Status: Alive
Gregor ~ Grigori Career: Weapons Smithery Crafter Alignment: Sanguine Orientation: Journeyman Years of Service: 18 Status: Alive - Broken
Lorissa ~ Gatekeeper Career: Wizard Alignment: Melancholy Orientation: Journeyman Years of Service: 14 Status: Alive
Raelyn ~ Seraphim Career: Art Professora Alignment: Melancholy Orientation: Academic Years of Service: 10 Status: Alive
Metro ~ Gatekeeper Career: Technomage of Technomagus Majore Alignment: Choleric Orientation: Journeyman Years of Service: 10 Status: Alive
Lelaus ~ Gatekeeper Career: Animal Care Professor Alignment: Sanguine Orientation: Journeyman Years of Service: 6 Status: Alive
Vanga ~ Seraphim Career: Hex Dealer Alignment: Albino Orientation: Journeyman Years of Service: 5 Status: Alive
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