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Taro Rae
Captain

PostPosted: Wed Aug 15, 2007 3:52 pm


HEADER

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Care for Pets
24.4 ~ Bonding to a Familiar
24.5 ~ Needs of Monsters I
24.6 ~ Needs of Monsters II
24.7 ~ Needs of Golems & Hybrids
24.8 ~ Needs of Cicus Pets & Abberations
24.9 ~ Communicating with Familiars
24.10~ Utilizing Lures
24.11~ Utilizing Snares
24.12~ Utilizing Wild Monsters
24.13~ Hunting Familiars
24.14~ Safe Zones
24.15~ Unique Familiar Spells
PostPosted: Wed Aug 15, 2007 10:08 pm


FAMILIARS OVERVIEW

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Monster Lists I
24.4 ~ Monster Lists II
24.5 ~ Outsiders Overview
24.6 ~ Cicus Animals Overview
24.7 ~ Medicinal Cross Reference Sheet
24.8 ~ Monster Magic
24.9 ~ Monster Training
24.10~ Monster Slaying
24.11~ Crafting Cross Reference Sheet
24.12~
24.13~
24.14~
24.15~

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Wed Aug 15, 2007 11:08 pm


Taro Rae
FAMILIARS OVERVIEW

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Monster Lists I
24.4 ~ Monster Lists II
24.5 ~ Outsiders Overview
24.6 ~ Cicus Animals Overview
24.7 ~ Medicinal Cross Reference Sheet
24.8 ~ Monster Magic
24.9 ~ Monster Training
24.10~ Monster Slaying
24.11~ Crafting Cross Reference Sheet
24.12~
24.13~
24.14~
24.15~
PostPosted: Fri Sep 07, 2007 12:14 pm


Taro Rae
FAMILIARS OVERVIEW

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Monster Lists I
24.4 ~ Monster Lists II
24.5 ~ Outsiders Overview
24.6 ~ Cicus Animals Overview
24.7 ~ Medicinal Cross Reference Sheet
24.8 ~ Monster Magic
24.9 ~ Monster Training
24.10~ Monster Slaying
24.11~ Crafting Cross Reference Sheet
24.12~
24.13~
24.14~
24.15~

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Fri Sep 07, 2007 12:19 pm


Monsters I

Ronwe: (plural: Ronwen)
Stats: Initiative: 9 HP: 26 Damage: 4 Action: 8
Int: 5
Spd: 4
Str: 2
Ptcy: 2
Cnst: 4
(Obd: 4)
Food: Striped Apples, Gooseberries, Wild Reeds
Feeding: Serve all foods raw and uncut, as well as spread out throughout the day. A Ronwe particularily likes to 'find' its food as it would have foraged out in the wild. A young Ronwe can eat 2-3 apples, 1 bushel of gooseberries and 3 reeds a day. An adult eats double this amount.
Likes: Ronwen like to watch others work and respond to stimuli. Letting your Ronwe accompany you during excersize, study and work will keep its mind stimulated and lessen the Ronwe's desire to plot and trick those it encounters in order to see how they will respond. Also, exposing the Ronwe to new sounds it can copy will entertain it, such as musical instruments, conversation, technoequip sounds and other audio stimuli not found in the wild.
Dislikes: Ronwen dislike being ignored, especially in conversation. Perhaps more than any other monster, Ronwen cannot be left unattended. They quickly develope feelings of lonliness, separation anxiety and resentment if left in a room without their owner. It is important to keep your Ronwe sealed in a Certed Technoring if venturing to areas they are not allowed in to prevent a cruel disposition.
Natural Habitat: ~W~ Ronwen come from the fields beyond the Red Gate, where they dig shallow burrows underneath brambles, shrubs and small trees. A social creature, Ronwen try to keep together, generally living in groups of three to five Ronwen. While a herbivore, groups of wild Ronwen are known to trick and taunt Outsiders and Empyreans alike to lure them into dangerous situations. Some of the documented plottings of Ronwen include: through the gyser fields, into traps set for other creatures, over landmines, towards the laires of ravenous beasts and monsters etc.
Breeding: Ronwen breed in the wild seasonally, though they are often difficult to breed in captivity. Each spring males will put on displays of their accumulated sounds, trying to show off their most complex and rare sounds to attract a female. Once they have paired, the female will gestate for 6 months and give birth to one or two Ronwe babies, called a Rippa (Rippas plural). The fathers never play a role in raising the young, but the mothers carry them in their pouch for another moth after birth, and continue to suckle them for another month after they leave the pouch. After they are weened off, they leave their mother and make their own way in the wild.
Lures: The Nimbus Lure is the primary lure for attracting Ronwen. The Wild Child Lure also has the potential to lure a nearby Ronwe.
Snares: The Propinwuity and Eschew Snares can be used to capture a Ronwe, though the owner should be careful in which Snare he selects if he wishes to keep the Ronwe for himself. The Absolutum is capable of sealing a Ronwe, but will destroy the creature once trapped.
Training: Introducing a Ronwe to a new sound that the monster particularily likes will create a friendship between monster and owner. Replying or recreating this sound as a means of drawing the Ronwe into trusting the Empyrean is the only known way to bring a Ronwe into service. However, this is not as easy as it sounds. Ronwen are distrustful, and as much as they may like the new sound, they are acute enough to understand that it is being used to lure them. If the Empyrean is gentle and persistent, (lessening the difficulty to lure the Ronwe by 20% each attempt) he may coax the Ronwe to mimick the sound. When the Ronwe finally mimicks the sound, the bond is formed and the Empyrean may offer an apple to the Ronwe. It is recommended that the Empyrean plays with his new Ronwe everyday for the follwoing week and be sure to do so in private so that the Ronwe's attention does not wander.
Precautions: Wild Ronwe are of the highest concern, as they are unaccustomed to Empyrean contact and tend towards spiteful behaviour. They are especially prone to scratching or biting strangers who try to touch them. When tamed however, neglect can cause a Ronwe to revert to its wild state. If not properly cared for it will begin misbehaving within three weeks. When a Ronwe goes feral it will no longer listen to its master and the sound the master initially used to lure the Ronwe will now bring up negative feelings of anger and betrayal in the Rnowe's heart, incensing it all the more. Feral Ronwen are removed from the Empyrean owner, and the Empyrean's license will be put under review.
Illnesses: Ronwen are physically very stout, immune to the sickenesses and poisons that affect Empyreans. Emotionally, however, they're very sensitive, and can become quite physically sick if emotionally unwell. The first sign of an ill or unhappy Ronwe is the most obvious clue: it will begin using its master's voice to say cruel or mocknig things to show its displeasure. If this goes unchecked, this behaviour will subside and the Ronwe may start displaying restless behaviour, especially a habit of needlessly scratching itself. This causes patchy bald spots in its fur, especially aronud the ribs and flank. Swollen redness of the tissue around the eyes and excess saliva with speaking soon follow. These conditions can be remedied by spending an excess amount of time coddling and pampering your Ronwe, but if the lapses continue the Ronwe will go feral.
Abilities: The most notable skill of the Ronwe is its ability to mimick sounds, including music for bardic harmonies, instruments, sounds, speech and the sounds of other mnosters. Because of this underlying ability, the Ronwe can be taught to use its skills creatively to speak and put together sentances of its own. If this ability is honed, the Ronwe can translate for the Empyrean, such as the tongues of the Rakshasas or the speech of Abberations.


Ipes: (Plural: Ipesi)
Stats: Initiative: 11 HP: 15 Damage: 7 Action: 6
Int: 6
Spd: 5
Str: 1
Ptcy: 6
Cnst: 1
(Obd: 4)
Food: Favourite foods include: cranberries, acorns, marigolds, bird's eggs (especially Robin), dandelions, salal berries, termites, aphids and dew.
Feeding: Ipesi need to drink dew every day, but depending on the Ipes and the size of the meal, they only need to be fed once every 1 to 3 days. Try to give variety in the Ipesi diet to ensure a healthy and potent Ipes.
Likes: They enjoy their Planeswalking abilities a great deal and appear to take a great amount of joy in the act. They like to sew and bath (especially in rainwater or dew water). They enjoy chasing dust motes and spores through the air, and the company of Ronwe. They also love the sound of birdsong.
Dislikes: Ipesi dislike being patronized, and hate having to repeat themselves, therefore it is extremely important to always pay close attention to them when their assistence is called upon. They are largely fearful and distrustful of many other types of monsters, including Haures, Moloch, Lerajes, Zagan and Belial and will refuse to help Belial regardless of circumstance.
Natural Habitat: ~W~N~E~S~ Ipes can transubstatiate through amtter, which beyond Planeswalking allows them to make homes within flowers, trees, even bird's wings or animal fur without damaging the creature in question. Though there has not been substantial study on the subject, it may be that only those plants and animals that have had an Ipes pass through them are suitable to draw Hybrid samples from. Indeed when a tamed Ipes is introduced to a flower or animal one wishes to make a Sample from, it makes a perfect, potent Sample.
Breeding: Only male Ipesi can breed with male Ipesi, and females with females, and they always produce an Ipes of the same gender type. An Ipes leaves a their Spores in a glowing ball of light called a Sporeball which they suspend in a mesh hammock-like web they craft from cobwebs and grass fibres. When another Ipes of the same gender finds it, they can fuse their own spores together with it. The fertilized Sporeball with grow an Ipes within it in a full cycle of the moon, taking about 28 days. Actual courting is extremely rare, although once a year Ipes from all over gather as sacred lands in the four directions on Samhain and perform the Dances of the Courts.
Lures: The Nimbus Lure is great for catching Ipes and the Wildchild Lure allows a chance to catch them as well.
Snares: Baiting the trap with a fresh Robin's egg or other favourite edible items increases the chance of catching an Ipes. The Propinquity Trap is useful in snaring Ipes, as is the Eschew Trap.
Training: When training an Ipes, the important thing to remember is that to an Ipes, they are never owned or serving anyone, they are merely working with. Therefore the Ipes thinks the entire process is temporary, and must be baited to continue working with the training Empyrean. Promise of knowledge is most alluring to them, but some of the more gluttonous Ipesi will be sated merely with thier favourite foods. Once an Ipes agrees to allow itself to be stored in a technoring, frequent releases are important. While any creature within a technoring is basically paused and without need for food, drink, sleep or excretion, the Ipesi are very sensitive to changes in the world. The longer they are removed from the world, the more changes they will notice upon release again, the more agitated they will become trying to catalogue every alteration, and the less likely they'll be to help or comply with Empyrean wishes.
Precautions: While the Ipesi will not work for the Outsiders, they will talk with other monsters who may be working with or for the Outsiders. As the Ipes are curious creatures and extremely clever they will make efforts to learn from any Empyrean they have dealings with. Caution should be taken not to reveal any information to an Ipes that could compromise Empyrean City. As they are not secretive, and can be boastful of their own knowledge to monsters like the Furfuri, Ronwen, Uvalls and Rakshasas.
Illnesses: Ipesi are extremely susceptible to electrical fields, and this is part of the reason they lurk around Empyrean locations rather than Outsider territory. Wireless and radiation fields of the Outsiders especially will first make an Ipesi's glow diminish and then will cause them to go insane. At the peak of this illness the Ipes will commit suicide. It is believed that Ipesi who die this way become Hiisi. Keeping an ill Ipes in a protective circle of mushrooms or flowers far from such influences can heal the Ipes back to health. Empyrean remedies like Genista and Morina are effective for other ailments.
Abilities: Aside from an extreme intelligence, the Ipesi have a few unique skills. The most interesting is their Planeswalking. An Ipes can move itself through other matter, such as walls and books, trees and water to arrive safely in the first free air on the other side of the object. The older and more skilled the Ipes, the wider these distances can be in one Planeswalk. The Ipes are also able to craft things for themselves, such as clothing, talismans and weapons from the objects of the wild and their own brand of magic. Ipes can learn Empyrean magic, and love to do so. Caution should be taken in the pursuit of which spells an Empyrean teaches an Ipes, as the monster may not always be in Empyrean hands.

Malphas: (Plural: Malphases)
Stats: Initiative: HP: 23 Damage: 7 Actions: 6
Int: 6
Spd: 4
Str: 3
Ptcy: 4
Cnst: 2
(Obd: 2)
Food: Malphases eat magic, including Spells, Caster Shots, raw Essence in Elemental form, and the magics of other Familiars.
Feeding: Depending on the potency of the magic it can sustain the Malphas for 1 week (for level 0 Magic) to 1 month (for level 3 magic). It is advised to not feed the Malphas incredibly potent magic sources on a regular basis, as it can strength the Malphas beyond control.
Likes: Malphas live for casting magic and take pride in being able to break through the barrier spells of others. They don't enjoy a great deal else.
Dislikes: Malphas dislike being touched physically, being cramped into small spaces, dogs and Faust. Otherwise they are ornery and easily angered creatures, and each Malphas may have additional peeves of his own.
Natural Habitat: ~S~E~W~ Malphas like moist, warm, tepid or cool climates. They don't do well with extreme cold and thus avoid the northern areas. They need a nearby source of water and seem to be some form of amphibious cold-blooded creature. While they can temporarily affect a camoflauge with their environment, it seems to only last so long as a direct attempt to see them is not made. Once one realizes the presence of a Malphas it seems incapable of remasking its location. Ring Burns are a common occurance in Malphas territory, the magical debris of territory battles between Malphases fighting for location. These fights can get quite heated and deadly, and some has supposed that off-firing from these battles may be one of the instigating factors to the creation of a Cicus, though stable recreations of these chance happenings cannot be stabilized and controlled.
Breeding: It appears that all Malphases are genderless. They do not breed, per say, but on full moons, Malphases will do Ring Calls, in which they will send up patterns of their best Malphas magics, and other Malphases will see these, be attracted by them, and add their own to the mix. When certain configurations are achieved, it causes a new Malphas to be 'born' from the Ring Burn where the junction occurred. They are risen from the mud fully formed and with all the knowledge of a standard Malphas. There seems to be no growing or aging in their kind. They simply cease to exist under certain conditions just as they suddenly came into being.
Lures: Helix Lure, Wildchild Lure. Lures for Malphas are best enhanced by placing them within a Circle Magic barrier, or other protective magic, like the Barrier Radius Caster Shell etc. The Malphas will come to break the magic and consume it, if there is one in the area.
Snares: Fractious Trap, Propinquity Trap, Globulous Trap, Voltage Trap.
Training: The best way to keep a Malphas obeying orders is to keep it fat on magics. Malphases are terribly gluttonous, and tend to get sluggish and lazy when overfed. While in normal creatures this would be considered a bad thing, in a Malphas it makes them more predictable and easier to handle. This is by no means a surefire safety, and caution should always be enacted when dealing with these monsters. Under no circumstance should a Malphas be released from its technoring during or near the Full moons, as they become highly irritable, violent, unruly and Essence toxic.
Precautions: Malphases are singularily purposeful Monsters, living for the creation of chaos and disorder. They are spiteful by nature and mischievous to the point of being extremely difficult to train. Even those who have been 'tamed' are barely under the domain of trained. They should under no circumstance be left unattended, even in the presence of other familairs, as they will cause mischief and damage any magic they come into contact with. Caution should be excersized using them in duels against other Empyreans as they may eat their own master's magic if it appeals to them more than their opponents. Another thing to be wary of is the death of a Malphas. When one dies, its lumpy outer flesh sags and peels back from its jaws and drops away like a discarded robe. This discarded skin will disintigrate almost instantly, leaving behind a quivering, oozing gelatinous inner substance that is extremely Essence toxic. Avoid physical contact with it at all costs. If it does contact your skin go to the infirmary immediately for treatment against Monster Rot.
Illnesses: Malphases are immune to poison themselves, but when in their system it gets exuded into their skin tissue and they can transfer it to others, along with infectious diseases and viruses. There is one sickness that is unique to Malphases, called Malphas Fever. It's origin is unknown, and it is unclear how it spreads, though it seems to affect only the Malphases. It causes a Malphas' normally ruddy-coloured flesh to pale to a sickly yellow, and their normally mucousy skin becomes cakey and dry, often cracking into oozing sores. If untreated, the Malphas becomes highly unstable and chances of catching Essence Exposure raise to 90% to those it comes in contact with. Eventually the Malphas' brain cooks and it dies of this disease. There is an Alchemical concoction that can cure it, containing Witch hazel, Mezereon, Leopard's Bane, Poison Nut, Sundew and Oak.
Abilities: The main skills of the Malphas are the making and breaking of Barriers. Its five key Barriers that it can cast are: Tokah (Fire) Which does 3 damage to the person inside if they try to leave the ring or break the barrier, even if successful in breaking it. If unsuccessful in breaking it, it will continue to deal 3 damage on each further attempt. Break difficulty of 45% Hesha (Ether) Prevents anyone trapped in Hesha from casting any magic. Break difficulty of 70% Ngoya (Mind) Causes Hallucinations in the one surrounded and begates targeting with a 20% chance of hitting friends with attacks. Break Difficulty of 50%. Krasah (Earth) Lowers the initiative of the surrounded by half and traps them in a 2 foot radius from which they cannot reach any part of themself (including weapons) beyond. Conversely, weapons, spells and attacks can still enter the barrier to hit the surrounded. Break difficulty 35%. Otsheton (Earth (meaning: Iron)) Fuses the surroundeds feet in place preventing them from moving from their spot. they are in no other way limited. Break difficulty 45%. The Malphas is also capable of a myriad of skills, such as tumble, dodge, jump, scratch, bite, and dash. Which combination varies from Malphas to Malphas, assumably based on age and experience. Any of these skills ranks at its Damage rating.

Uvall: (Plural: Uvalls)
Stats: Initiative: 10 HP: 45 Damage: 10 Action: 8
Int: 6
Spd: 4
Str: 4
Ptcy: 6
Cnst: 4
(Obd: 2)
Likes: The Uvalls are warriors for justice, balance and evening of the odds. They live to lessen the mighty and bolster the underdog so that they face one another on an even playing field. They are upright, deeply moralistic and absolutely incorruptible. They do not "like" any one group any more than others. They serve the world, and the flow of time.
Dislikes: Injustice of any sort, which should not be confused with compassion. They abhor abuse of power, retraction of promises and compromise of principles. They cannot abide unsportsmanlike conduct or 'cheating'.
Natural Habitat: ~W~E~ The actual natural Habitat of the Uvalls may very well be another plane of existence or another world outside of our own, as they share in many respects the qualities of ancient 'Angels'. However, their sightings in our world are in the sands of the northern West desert and tundra. They have also been seen in the dustbowl of barren lands around the crater in the East. They are never seen in 'settlements' and are not known to have any cities or organization amongst themselves. They are always seen striding across the landscape by themselves, occassionally interferring in uneven situations to ensure a fair fight.
Breeding: As far as we know Uvalls are immortal and cannot or do not propegate their kind. There are both female and male Uvalls, but they never show any amount of lust or attraction when in the presence of each other, and as much as possible try to distance themselves from other Uvalls. The current belief is that at the time when the boundaries were weakened and Belial and Mechiresa were released from Hell, the Uvall were also released from where ever they come from. Some believe them to be spirits from long ago, soldiers for justice to try to rectify the wrongs done to the planet by the ancient Kanadins. Others believe them to be angels from a heaven counterpart tot he Demons of Hell. The uvall themselves, when asked have said only that "They are because the must be, they come because there is need for them." In the same respect, when they are 'slain' they merely dematerialize into dust (if in the East) or sand (if in the West), though later sightings of the exact same Uvall have been reported. If they truly are Immortal, or have multiple reincarnations breeding may be a moot point for them.
Lures: Nimbus Lure, Wildchild. There is no coercing an Uvall. The only way to really lure them is to be put at odds against something, and requiring help or to be cut down by these enigmatic warriors.
Snares: Fractious Trap, Propinquity Trap, Eschew Trap. It is possible to jsut catch one by chance, and these are theluckiest of methods to catching one.
Training: There is no training that can be done. In many respects, the uvall are more wise and more skilled than we Empyreans can ever hope to be. However, a situation can be brought to their attention, and if the Uvall deems it crucial enough he or she will fight to even the situation out. However, they will not fight to win a battle, they will merely keep things even, and leave the moment the odds have squared and they are no longer needed. They also are generally aimiable enough about answering questions and imparting knowledge. Their goal is always to enlgihten so that those they tech reach a higher state of balance and consciousness with their world. If they ever feel their knowledge is not being heeded or properly employed they are likely to stop co-operating.
Precautions: As they fight not for any side but for a cause, if an Empyrean has the upper hand and calls upon an Uvall, expect to be struck down and hindered. Uvalls have no sense of obligation or debt to anyone, even one who has helped their cause. You cannot buy favours and cannot compensate them in return for later help. They act only on a situation as needed basis. Likewise they hold no grudges against those who have failed them or done wrong. They will always help those in need, including monsters and Outsiders.
Illnesses: The Uvall are not known to be suceptible to any illnesses. Some have suppositioned that they are in fact wraiths, and undead themselves. While they are very tangible to the touch, there may be some truth to this. While they cannot succumb to illness, they are a very potent creature and prolonged exposure to an Uvall can cause extreme Essence Exposure and in some cases Monster Rot.
Abilities: The Uvall are extremely talented in the arts of warfare, especially ranged weapons, like javalins, bow and arrow, throwing knives, chain weapons, flails, whips and pole arms. For every strike they do in damage, they do 6 points of physical damage and 4 to energy systems (Essence in Empyreans and Electricity in Outsiders). They also have abilities to stun and still time, to paralyze and shock. Uvall Stun: Halves strength to attack or defend for the next three turns, and increases difficult on speed by 10%. Uvall Shock: Electocutes the target, doing 10 points of damage, and rendering the target unable to use energy systems for three turns following damage. Uvall Paralysis: The Uvall latches onto a target with their weapon - such as a whip or garrote - and during the time they choose to keep contact the oppnent is rendered immobile. It takes a will check of 70% to break this paralysis, and normal methods of curing the Paralysis have a heightened difficult to bring into effect of 20%. Uvall Chronos: The Uvall can freeze time for a maximum of five turns. They can focus this ability on an entire area, or on specific targets or weapons, etc. While in effect, the Uvall always remains free to move within this time and can change things as they please, such as sabotaging weapons, injuring someone who was too strong etc. When they release their chronos events continue as if nothing had happened and no one else is the wiser, unless they had witnesses the ability from outside its area of affect. Uvalls have all of the martial arts skills and combat skills required of their weapons.

Furfur: (plural: Furfuri)
Stats: Initiative: 8 HP: 20 Damage: 4 Action: 5
Int: 5
Spd: 3
Str: 2
Ptcy: 2
Cnst: 2
(Obd: 6)
Food: Salted Fish, Flower heads (esp. pansies, carnations and other spicy wild flowers), grubs, apples, corn on the cob, fish heads, gizzards, raw liver, dragonflies, snakes, spiders, acorns.
Feeding: Serve selected foods twice a day, morning and night. A Furfur usually prefers a dish or bowl that it can call its own to eat from. Examples: A young Furfur can eat in one day (two meal total) 1 fish, 2 cups of flowerheads and 6 grubs. An adult eats 2 fish, 1 cup of flowerheads and 4 grubs a day.
Likes: Furfuri like to cause mischief, but not generally with the intent to seriousy harm. The love to play hide and seek, telling jokes, playing with toes (their own and others'), and dressing up in their master's clothes.
Dislikes: Furfuri dislike no getting attention, being squeezed too tightly, having to fight for their food, being threatened by predators. As mouthy as Furfuri can be, they are cowards by nature and dislike being intimidated in any way.
Natural Habitat: ~N~E~W~ Furfuri can be found throughout the northern forests living in the tree branches in nests like monkeys, in the eastern fields in burrows and shrugs, and in the west among the ruins. They are fairly creative and can use crude tools to modify supplies in their environment to make their homes more comfortable, concealed and personalized. They generally collect together in groups called Habas, which range from 5 to 18 Furfuri. The problem with Habas, is while they offer protection in numbers, they also mean less food to go around. Generally Habas break apart into smaller groups when they grow too large to peacefully sustain. Their bickering and squabbling can often be heard throughout their area when these fights break out. Furfuri are scavengers and tenacious despite being prey to so many larger hunters, both monster and mundane. They like clinging to larger prey animals for safety when stranded on their own, and it is often because of this that they find Empyreans in their area rather than the Empyreans needing to find the Furfur. When the Furfur come across Outsider raiding parties, they are often taken captive, but due to their poor treatment, they almost always remain feral, and eventually forget how to talk.
Breeding: Furfuri tend to mate seasonally, once in the spring and once in fall, able to produce 2 to 6 furrins (baby Furfuri) at a time. Of these young, in the wild, roughly half will survive the following year to maturity. While Furfuri are normally light-hearted, carefree creatures, they tend to take the death of their young very hard. If a mother loses the entire batch of furrins before the next breeding season she will often refuse to breed until the following year. Mating is not followed up socially, and the orgies often become so tangled, that it becomes impossible to tell which Furfur fathered which furrins. In Captivity it was discovered that Furfur females can actually 'store' different mate's sperm and in a single batch of furrins have young fathered by seperate males. In this sense, the genetics are well spread out, and less damage occurs from siblings of a batch interbreeding when they reach maturity. Furfuri also are known to sing to their furrins, especially lullabies, though the males also sing hunting songs and dirges to mourn the dead at the end of the year. Socially, Furfuri are one of the most complex monsters out there, and as of yet the full breadth of their culture and community Habases are unknown.
Lures: Enigma Lure. Baiting a lure with a fish head is a great way to attract a Furfur as they have a hard time getting them normally in their habitat. Disguising them with shiny baubles, bits of coloured textiles, or toys also interest the curious Furfuri.
Snares: Fractious Trap, Propinquity Trap.
Training: Training a Furfur is a time consuming and intense affair, taking anywhere from 1 to 3 months. The Trainer must show firmness for control, but also show playfulness and love towards the Furfur. The Trainer must win over the Furfur, making it feel at home and trusting towards the owner. They must feel safe and get plenty of attention. Meals should be eaten together with the Furfur. Games should be made of the training, like teaching the Furfur to gather laundry can be made into a scavenger hunt, or using utensils can be played with airplanes. Remember they are high energy, easily distracted and require positive reinforcement.
Precautions: Furfuri are pranksters and often are poorply behaved thenr they are left unattended. They have nimble fingers and toes and can get into things otherwise sealed with clasps, zippers, buttons, strings and some simpler locking mechanisms. They'll also eat and drink almost anything they can get their jaws around, including potions, unactivated Golem Shards, technorings etc. Furfuri are able to regurgitate almost anything they consume within 10 minutes of swallowing and enjoy making use of this overactive gag reflex. Furfuri also tend to steal and hoard items they take a liking to, like jewellery, dolls, cutlery, tools etc.
Illnesses: Furfuri are suceptible to lice, flea and tick infestations, as well as internal parasites. Signs of sickness include developing a paunchy belly, molting fur and feathers, redness around the eyes, and blackening of the teeth. Furfuri can also go feral and spiteful if poorply treated, confined for long amounts of time or neglected. They will begin behaving horribly and eventually become violent, throwing trantrums and curses at their owner. They can also become quite jealous of other familiars it feels are a threat or favourited above themselves.
Abilities: Furfuri have a potent bite and scratch. They also can Jump, Tumble, Dodge and

Agares: (Plural: Agarees)
Stats:
Food:
Feeding:
Likes:
Dislikes:
Natural Habitat: ~W~E~N~
Breeding:
Lures: Enigma Lure
Snares: Fractious Trap, Propinquity Trap, Globulous Trap
Training:
Precautions:
Illnesses:
Abilities:

Cacus: (Plural: Cacusi)
Stats:
Food:
Feeding:
Likes:
Dislikes:
Natural Habitat: ~N~W~E~
Breeding:
Lures: Enigma Lure,
Snares:Fractious Trap, Propinquity Trap, Globulous Trap
Training:
Precautions:
Illnesses:
Abilities:

Bael: (Plural: Baels)
Stats: Initiative: 9 HP: 43 Damage: 9 Action: 10
Int: 3
Spd: 6
Str: 4
Ptcy: 5
Cnst: 4
(Obd: 3)
Food: Grubs, insects, sweet grasses, moss, toadstools, moths and bees.
Feeding: For any live foods, make sure they are alive when feeding a domestic Bael. They must be given privacy as they dislike being watched when they eat. Sometimes they will hide their food to consume it later.
Likes: Baels love to do an aerial dance to drum beat music, to fly with their fellows, soft music, warm bedding, and to be stroked gently.
Dislikes: Baels dislike sudden noises or movements, angry emotions, stressful situations, being all alone and the Shax monsters.
Natural Habitat: ~W~N~E~S~ Found in the ruins of the east, the quarries of the north, the valleys of the west and the cliffs of the south. Baels like areas where they can easily build nests in secluded locations, covered, and protected. They also need to have an environment that provides plenty of material for building nests, like grasses, mosses, leaves, grain, branches, etc.
Breeding: When Bael pair, they pair for life. If they lose their loved one, they often die of heartbreak. They have nests and raise their eggs having only one child at a time called a Balkin. Both parents will teach the balkin to forage for food, fly and how to defend itself. After 2 years the young balkin will be fully grown and males will build their own nests in the hopes of attracting a mate.
Lures: Helix Lure.
Snares:Fractious Trap, Propinquity Trap, Globulous Trap, Voltage Trap. Snares are best disguised as hay nests like those the Bael sleep in.
Training: Gentleness, soft speech, kindness and patience are required to earn a Bael's trust. They are fearful creatures, but when you put one at ease and give it peace, they develope a loving bond that is hard to break. Frequently reward the Bael and give positive encouragment and praise. This affirmative behaviour encourages the Bael to work hard and be obedient. Force or violence should never be used.
Precautions: While against their will, Bael can be captured and brutalized by Outsiders, who feed Bael blood introvenously into their Grafting systems, rendering them temporary invisibility that they can switch on and off a limited number of times. While naturally meek and docile creatures, their wings can deliver a blow capable of seizing a heart, shattering ribs or caving a skull. Care should be taken when working in close proximity with Baels to not startle them lest they should lash out.
Illnesses: Bael are suceptible to illnesses like the pox, blood fever, parasites and flus. Empyrean treatments work very well on them, and short exposure to Sanguine Channelling can revitalize them. When ill, the Bael loses some control over its invisibility regulation, causing it to pop in and out at random. A lot of this flipflopping releases hormones that attract a plethora of other monsters like Shax, Hephili, Haures, Zagan, Lamia and Hiisi.
Abilities:

Gaap: (Plural: Gaaps)
Stats: Initiative: 9 HP: 43 Damage: 9 Action: 10
Int: 3
Spd: 6
Str: 4
Ptcy: 5
Cnst: 4
(Obd: 3)
Food:
Feeding:
Likes:
Dislikes:
Natural Habitat: ~S~E~
Breeding:
Lures: Nimbus Lure
Snares: Fractious Trap, Propinquity Trap, Eschew Trap
Training:
Precautions:
Illnesses:
Abilities:


Cimejes (Plural: N/A. millions of fragments of one entity)
Stats: Initiative: 7 HP: 4 Damage: 7 Action: 7
Int: 6
Spd: 1
Str: 1
Ptcy: 6
Cnst: 6
(Obd: 5)
Likes:
Dislikes:
Natural Habitat: ~W~E~S~N~
Lures: Nova Lure
Snares: None
Training:
Precautions:
Illnesses:
Abilities:
PostPosted: Fri Sep 07, 2007 12:21 pm




Agares
Stats: Initiative: 9 HP: 24 Damage: 5 Action: 10
Int: 3
Spd: 6
Str: 2
Ptcy: 3
Cnst: 4
(Obd: 3)

Shax
Stats: Initiative: 4 HP: 20 Damage: 7 Action: 7
Int: 3
Spd: 1
Str: 1
Ptcy: 6
Cnst: 6
(Obd: 1)

Jinn
Stats: Initiative: 10 HP: 32 Damage: 10 Action: 5
Int: 6
Spd: 4
Str: 4
Ptcy: 6
Cnst: 1
(Obd: 1)

Lamia
Stats: Initiative: 7 HP: 26 Damage: 11 Action: 5
Int: 4
Spd: 3
Str: 5
Ptcy: 6
Cnst: 2
(Obd: 1)

Haures
Stats: Initiative: 8 HP: 50 Damage: 11 Action: 8
Int: 4
Spd: 4
Str: 5
Ptcy: 6
Cnst: 4
(Obd: 1)

Moloch
Stats: Initiative: 8 HP: 48 Damage: 12 Action: 9
Int: 2
Spd: 6
Str: 6
Ptcy: 6
Cnst: 3
(Obd: 1)

Mara
Stats: Initiative: 2 HP: 12 Damage: 8 Action: 3
Int: 1
Spd: 1
Str: 2
Ptcy: 6
Cnst: 2
(Obd: 6)

Astarte: (Plural: Astartes)
Stats: Initiative: 7 HP: 2 Damage: 5 Action: 7
Int: 2
Spd: 5
Str: 1
Ptcy: 4
Cnst: 2
(Obd: 5)
Diet:
Likes: Bright lights, Hiisi, feeding on other insects.
Dislikes: Hiisi burning them, flame, fire magic.
Natural Habitat: ~N~E~ Astarte gather in huge flocks ranging from 40 to several hundred, especially over battlefields and crops, spreading disease.
Lures:
Snares:
Training:
Precautions:
Illnesses:
Abilities:


Taro Rae
Captain


Taro Rae
Captain

PostPosted: Fri Sep 07, 2007 12:23 pm


Taro Rae
FAMILIARS OVERVIEW

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Monster Lists I
24.4 ~ Monster Lists II
24.5 ~ Outsiders Overview
24.6 ~ Cicus Animals Overview
24.7 ~ Medicinal Cross Reference Sheet
24.8 ~ Monster Magic
24.9 ~ Monster Training
24.10~ Monster Slaying
24.11~ Crafting Cross Reference Sheet
24.12~
24.13~
24.14~
24.15~
PostPosted: Fri Sep 07, 2007 1:18 pm


Taro Rae
FAMILIARS OVERVIEW

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Monster Lists I
24.4 ~ Monster Lists II
24.5 ~ Outsiders Overview
24.6 ~ Cicus Animals Overview
24.7 ~ Medicinal Cross Reference Sheet
24.8 ~ Monster Magic
24.9 ~ Monster Training
24.10~ Monster Slaying
24.11~ Crafting Cross Reference Sheet
24.12~
24.13~
24.14~
24.15~

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Fri Sep 07, 2007 1:19 pm


Taro Rae
FAMILIARS OVERVIEW

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Monster Lists I
24.4 ~ Monster Lists II
24.5 ~ Outsiders Overview
24.6 ~ Cicus Animals Overview
24.7 ~ Medicinal Cross Reference Sheet
24.8 ~ Monster Magic
24.9 ~ Monster Training
24.10~ Monster Slaying
24.11~ Crafting Cross Reference Sheet
24.12~
24.13~
24.14~
24.15~
PostPosted: Fri Sep 07, 2007 1:22 pm


Taro Rae
FAMILIARS OVERVIEW

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Monster Lists I
24.4 ~ Monster Lists II
24.5 ~ Outsiders Overview
24.6 ~ Cicus Animals Overview
24.7 ~ Medicinal Cross Reference Sheet
24.8 ~ Monster Magic
24.9 ~ Monster Training
24.10~ Monster Slaying
24.11~ Crafting Cross Reference Sheet
24.12~
24.13~
24.14~
24.15~

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Fri Sep 07, 2007 1:30 pm


Taro Rae
FAMILIARS OVERVIEW

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Monster Lists I
24.4 ~ Monster Lists II
24.5 ~ Outsiders Overview
24.6 ~ Cicus Animals Overview
24.7 ~ Medicinal Cross Reference Sheet
24.8 ~ Monster Magic
24.9 ~ Monster Training
24.10~ Monster Slaying
24.11~ Crafting Cross Reference Sheet
24.12~
24.13~
24.14~
24.15~
PostPosted: Fri Sep 07, 2007 1:33 pm


Taro Rae
FAMILIARS OVERVIEW

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Monster Lists I
24.4 ~ Monster Lists II
24.5 ~ Outsiders Overview
24.6 ~ Cicus Animals Overview
24.7 ~ Medicinal Cross Reference Sheet
24.8 ~ Monster Magic
24.9 ~ Monster Training
24.10~ Monster Slaying
24.11~ Crafting Cross Reference Sheet
24.12~
24.13~
24.14~
24.15~

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Fri Sep 07, 2007 1:37 pm


Taro Rae
FAMILIARS OVERVIEW

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Monster Lists I
24.4 ~ Monster Lists II
24.5 ~ Outsiders Overview
24.6 ~ Cicus Animals Overview
24.7 ~ Medicinal Cross Reference Sheet
24.8 ~ Monster Magic
24.9 ~ Monster Training
24.10~ Monster Slaying
24.11~ Crafting Cross Reference Sheet
24.12~
24.13~
24.14~
24.15~
PostPosted: Fri Sep 07, 2007 1:40 pm


Taro Rae
FAMILIARS OVERVIEW

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Monster Lists I
24.4 ~ Monster Lists II
24.5 ~ Outsiders Overview
24.6 ~ Cicus Animals Overview
24.7 ~ Medicinal Cross Reference Sheet
24.8 ~ Monster Magic
24.9 ~ Monster Training
24.10~ Monster Slaying
24.11~ Crafting Cross Reference Sheet
24.12~
24.13~
24.14~
24.15~

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Fri Sep 07, 2007 3:15 pm


Taro Rae
FAMILIARS OVERVIEW

24.1 ~ Header & Table of Contents
24.2 ~ Familiars Overview
24.3 ~ Monster Lists I
24.4 ~ Monster Lists II
24.5 ~ Outsiders Overview
24.6 ~ Cicus Animals Overview
24.7 ~ Medicinal Cross Reference Sheet
24.8 ~ Monster Magic
24.9 ~ Monster Training
24.10~ Monster Slaying
24.11~ Crafting Cross Reference Sheet
24.12~
24.13~
24.14~
24.15~
Reply
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