Professor Lelaus
Subject: Animal Care
Alignment: Sanguine
Orientation: Journeyman
Position: Gatekeeper

User Image

Lelaus is not only the teacher for animal care, he is also one of the main trainers of monsters in Empyrean. Lelaus has an uncanny knack for putting himself into the mindset of the beasts he faces, and then using his superior intellect to trick, trap or defeat his beastial foes. Lelaus teaches the students the strengths and weaknesses of the beasts, monsters and Outsiders around Empyrean so that they can defend themselves and battle them for sport. Using Lelaus' skills of quick thinking, and mastering how to uncover weaknesses, his students can go on to battle in the arenas, become Gatekeepers and train monsters professionally.


Lesson One: Monsters

The Monsters

While there are many beasts of a mundane nature that live in and around Empyrean, such as wild ponies, swallows, small ferrets, rabbits and snakes, they are seldom of concern to Empyreans.
Monsters, on the other hand are a constant threat, and can be manipulated with magic to make use of their magical properties.
Below are listed the 30 most prominant monster varieties found in and around the City of Empyrean, as recorded by Grigori Tobit of the Melancholy Alignment in his Tome: Monsters of Concern to the Goodfaring Empyrean.

1. Agares - The Agares are a form of lizard that appear to be mostly composed of bone and muscle, with a little scaling on the face and forearms. The most prominant feature of the Agares are their long bottom jaw fangs that they use to bite and attack. While they are not poisonous, their mouths are so filthy that any open wounds quickly become infected. The grip of an Agares' jaw is strong enough to dislocate a limb, or break the bone of an Academic Empyrean.
User Image
2. Cacus - The Cacus are another form of lizard-like creature. They have long sticky tongues that can reach to a maximum of three feet and that are covered in a burning acidic substance that causes a chemical burn on whatever it sticks to. The Cacus use this tongue to catch their prey and to defend themselves. They also possess a row of spines along their large hind haunches that protect them from the attacks of larger monsters or aerial predators. Aside from the toxic throat and mouth area which should be avoided, the flesh of the hind legs, ribs and stubby tail is quite delicious and a very healthful meat.
User Image
3. Astarte - The Astarte is a large moth, about three inches across the back of its wings. It is distinguishable because of its charcoal colourations and distinctive skull and crossbones image on the back of each wing. The Astarte is far more dangerous than it appears, because to come nto contact with the powder on its wings, or to have one land on naked skin will transmit any number of diseases, and to crush one is like striking flash powder. The remains of a crushed Astarte will burst into flame that lasts for about a minute. While this in itself does not seem very threatening, Astarte usually travel in swarms of hundreds, and the amount of pestilence they can spread while sweeping through an area can be devistating.
User Image
4. Fomorians - Fomorians look like Outsiders with the heads of goats. They are able to use simple weapons, like swords, spears and clubs, and they move nomadically around the plains, hunting wild ponies and gazelles. When they encounter Empyreans they will attack if they outnumber the Empyrean group, as they see Empyreans as a good source of meat, just another beast to slay. They are fairly resistant to magic like Hexes and Enchantments, but tend to be very suceptible to Illusions and Possesion.
User Image
5. Bael - Although not an incredibly dangerous monster in strength, but Bael can be difficult to handle because of their interesting ability to become invisible. Their blood also possesses this property. If splashed with Bael blood, the tainted object will become invisible for a time, but this effect lasts longer if the blood is consumed in a properly prepared potion. If improperly mixed, the mixture can be deadly. Bael are about 4-5 feet tall, and have a 7 foot wingspan. They can't support their weight on one foot at a time, and so hop and flutter to move along the ground when not flying.
User Image
6. Deumus - Deumus, while not very intelligent, are efficient hunters, and their prey of choice is young Empyrean (usually Stage Zero or One). While they do not consume the flesh or body of the Empyreans they kill, they do devour the Essence, making it impossible for the Empyrean to be resurrected, and leaving the corpse to become a Mara.
User Image
7. Gaap - A form of monster that is able to teleport from place to place. Gaaps have the effect of intensifying hatred or lve in the Empyreans in their presence. Gaaps are sometimes summoned through Circle Magic or Invoked in Grimoire Magic to enable an Empyrean to teleport. Caution should be excersized as Gaap teleportation is extremely difficult to control.
User Image
8. Furfur - Furfur are one of the few monsters with an ability to speak. Small and furry, with large eyes and a nearly telescopic neck, Furfur have a terrible habit for telling untruths. The only way to force a Furfur to speak a truth is by trapping it in a Magic Circle or Tribal Triangle. Because of the nearly-cute nature of Furfur, they are often chosen as domesticated pets by those with a certificate for monster training. They can be an awful handful though...
User Image
9. Ipes - Ipes are one of the least violent monsters. They are flighty and whimsical, and sometimes brandish weapons, though they have never been known to use them to attack. Ipes know of the future, the present and the past, and they can be convinced to divulge this knowledge, though diciphering which era it heralds from is a task left up to the Empyrean. Ipes also instill courage in those they come in contact with, and for this reason are often summoned prior to battle for advice and a boost to the morale. Anywhere from 1 to 3 feet tall, these little creatures are masterful at disguising themselves.
User Image
10. Hiisi - Hiisi are dangerous because they are Essence in its pure form. It can warp and cause the Essence bound to an Empyrean to flux, especially if they have not learned Warding magic. The effects of close proximity with a Hiisi are intense pain, headaches, swelling and mutation of the limbs, rotting of the Additions and if prolongued and unprotected exposure, death of the Empyrean. While Empyreans can be ressurrected from this horrible fate, it takes a very powerful healer to do so.
User Image
11. Jinn - Jinn take the forms of Empyreans, and beautiful or desireable ones at that. Their aim is to seduce Empyreans and steal them away from the City. Jinn can be summoned by Stage Three Empyreans for the alternate purpose of stealing Outsider children and breinging them back to Empyrean City.
User Image
12. Lamia - Lamia are pale and haggard monsters with a basically Empyrean shape. They need blood essence to continue living, and are insatiably hungry. As soon as th blood touches their deadened lips, the vitality of it is lost, and only a small amonut of energy is transferred, while the rest is lost back to the world. For this reason, the Lamia are dangerous because they will feed on any Empyrean they can get their hands on. While they do not outright kill Empyreans, they tend to drain too much, or if they are beaten back after tasting an Empyrean's blood, they will undoubtedly return for more.
User Image
13. Malphas - Malphas are small imp-like monsters that can cast barriers of their own. While this does not so much concern the Empyreans, the Malphas can also break other barriers that have been cast. Malphas do this out of boredom, spite and jsut to test themselves to see if they can. If an Empyrean's barrier or seal is broken by a Malphas it leaves the previouls protected wide open to attack from anything else in the area.
User Image
14. Mara - Mara look like Empyreans, only they are accompanied by a distinctive smell of rot, and are distinguishable by their blindness, darkness to the eyes, death flesh and the murkiness that fills the air and earth around them. They dislike water and fire.
User Image
15. Moloch - Moloch are one of the most terrifying monsters to behold. They look like Outsiders with the flesh stripped off the muscles and the bloody mass of flesh is always dripping and moist. They crawl about on their arms and legs, although the shoulder and hip joints appear severely disjointed so that their running appears more akin to that of a spider, and not very much akin to a bipedal creature. Moloch are extremely dangerous and should be avoided at all costs as they with attack without provocation and will devour the flesh of anything they encounter.
User Image
16. Nybbas - Nybbas have small pear shaped bodies and leathery bat-like wings and long sinewy tails ending in a bladed hook. Their heads are truly just an extension of their bodies and aside from the two pointed ears are rather hard to pick out from the rest of their dark and murky bodymass. Nybbas eyes however are large and give off a lantern-like glow. The gaze of the Nybbas is captivating, and it is a true test of will to tear your eyes away from those of the Nybbas. While under the gaze of the Nybbas, visions will strike the Empyrean and they will speak only in gibberish. Afterwards for up to two weeks th Empyrean will suffer from intense and tiring dreams.
User Image
17. Andras - The Andras live in the forests north of Empyrean, and are often seen riding on hte bakcs of wolves through the forests. They appear as small men with the heads of owls. They quarrel often with each other, alternate tribes of Andras and Empyreans when they cross paths. Do not be fooled by their small stature, they are efficient killers.
User Image
18. Phenex - The Phenex, not to be confused with a Phoenix, is a small pixie-like monster covered in feathers with gossomer wings. They cannot speak, but they sing beautifully with the voice of a woeful child. With this cry they lure Empyreans to their doom.
User Image
19. Rakshasas - Rakshasas are not malevolent so much as they are dishonest, thieving and two-faced. They are talented shapeshifters and can take any form as long as it is beast or organic matter (such as tree or rock). Rakshasas are very good at Illusions, slight of hand and subterfuge, and are constantly trying to Infiltrate the City of Empyrean to steal supplies and secrets.
User Image
20. Vepar - Vepar are fonud in the sea south of Empyrean and occassionally get through the Canal Gates. They are dark, scaled and fishy. They will fight to defend their territory, and are extremely poisonous. Wounds from their teeth, claws or weapons fester and become infected. If these wounds are not treated, they can kill a full-grown Empyrean in three-days.
User Image
21. Shax - Shax are murky monsters that are parasitic in nature, possessing host bodies and leeching off their life force. When they possess a body, they inject their stinger into the throat of their victim and 'melt' into the skin, appearing as a blacking bruise on the neck and chest. The host then becomes ghostly, distant, lethargic and forgetful - as if half-dead. The Shax can be summoned offensively to possess a target, that if confined to a Tribal Triangle will force the host to reveal the truth about spiritual goings on, information about the Essence and the world balance.
User Image
22. Uvall - Uvall are tall and regal monsters, clad in clothes of the desert and armed with either a long spear, longbow or dire-saber, these Warriors are timeless and know no death. They speak only the tongues of the ancient world, which have sice been lost to the Empyreans and Outsiders alike. The Uvall do not fight for either side in specific, but from time to time they will appear out of the Ruins to the east and join the side they feel are at a great disadvantage. The Uvall are noble, incorruptable and fighting always for the balance of the world.
User Image
23. Zagan - The Zagan are long serpentine monsters that have terrible faces with rolling eyes and a multitude of sharp teeth. The Zagan are not malevolent but are a conflict of opposites. they foul whatever they touch that was once good, and better whatever they touch that was once foul. Everything with them falls into transition, causing weapons to rust, food to rot, seeds to sprout, eggs to hatch, etc.
User Image
24. Nephilim - Little is known of the Nephilim, only that they seem to be the Watchers of the Monster realms. Nephilim are rarely ever seen out of shadow or cover. They are described as havingthree or more beady red eyes that never blink, and they stare at Empyreans watching their every action. The Nephilim seem tobe drawn by a lot of magical casting in a short time span by an Individual, or a large amount of casting in a group at once.
User Image
25. Ronwe - The Ronwe are slender beasts half-way between a gazelle and a monkey. They live in the grazing plains to the west and can often be heard talking in many tongues beyond the wall. The Ronwe can throw not only their own voices, but other sounds as well, often getting parties of Gatekeeper hunters hopelessly lost in the tundra.
User Image
26. Leraje - Where as the Uvall are fighters for Balance, Leraje fight for chaos and imbalance. The Legend has it that once Leraje was a mighty duke of the Old Kingdoms with legions of soldiers at his command. Leraje delved int dark and poisonous magics and gambled the fate of his soul, and the souls of his people on winning his war. If he lsot the war, his soul would forever embody the essence he sought to control, if he won the war, then he would be able to command chaos as a tool. Obviously Leraje lost the war, and now is classified as a monster. Though undead, Leraje has lost none of his hypnotizing beauty, and appears as a battle-archer with impacable aim. Leraje strike chaos in skirmishes, firing arrows of plague into the ranks indescriminately.
User Image
27. Cimejes - While Leraje kept his oneness in his undead state, his sister and consort Cimejes was not so lucky. Cimejes was a seer, and helped Leraje get as far as he did with the war an the dark powers he tempted. Cimejes' punishment was to be split into a million fragments, each granted the gift of Rhetoric, and each with a small string of fate to pull, but none with the omniscience or control to organize a destiny. Fragments of Cimejes are still summoned for guidance and forsight on the hidden, and on the nature of possible fates.
User Image
28. Haures - Haures are monsters with fearful faces with glowing eyes, leopard bodies and a terrifying ability to possess. While there are convoluted ways to remove a Haures from a host body, they are dangerous and painful as the Haures are too strong to excorsize. Legend has it that the first Haures was created when a mortal - whether it was Empyrean or Outsider is unknown - died, and a passing flow of Ether snatched up its spirit and fused it with that of a leopard. Retaining its sentience and its will, the soul wanted out of its new host, and kept trying to possess the bodies of those mortals it came in contact with. As the Haures multiplied, they became more and more ruthless and efficient killers, posing in the bodies of men and women and devouring their souls/essence until the carcases are dry and lifeless. An interesting fact about Haures: they are hermaphroditic, bearing functioning organs of both genders. They do not mate, but rape each other, and whichever Haures is subjected to the rape will bear the child. Even while pregnant, a Haures is still capable of empregnating other Haures, but generally, if a pregnant Haures is raped, its young will die.
User Image
29. Mechiresa - Mechiresa is the Duke of the Monsters and governs them in as much order as can be mustered on the occassions when the monsters join the war. For the most part, Mechiresa lords off in his castle hidden deep in the wastes beyond the Shadow gate and the tundra of the east. (The one on the right below)
User Image
30. Belial - Belial is another Duke of the Monsters, and in fact is the younger brother of Mechiresa. Belial rebelled against the rule of his brother and took whatever monsters and beasts were still loyal to him and went to the Outsiders to ally his forces to theirs. It is for this reason that the monsters attack the Empyreans as relentless as they do. Belial himself is said to be terrifying and over thirty feet tall in his natural form. He hides this form in enchantments and forbidden magics ad hosts himself in the skin of the faithful he has slaughtered. (The one on the Left Above)
31. Faust - The Faust are a new type of monster designed and crafted by Belial himself to form a trained and efficient army. We do not as of yet have more information on them, but they seem to be specifically designed to fight and destroy Empyreans.
???
User Image

Lesson Two: Cicus Pets

Now then, in the Old World there were a loooot more animals than are left around today. In our modern day you may see a few insects, birds and vermin, but the days of large land animals is mostly past. We're lucky that there are still some wild herds in the west to feed us, but for the most part, wild animals are hard to find.
Now and then, however, a wild animal somehow manages to bind itself to Ether, taking essence into its body like we Empyreans do. These creatures are called Cicus animals. The Cicus animals are stronger and more resilient that their native counterparts, and these animals can be absolutely anything!
The Cicus animals choose you, not you them. They do this by selecting an Empyrean they wish to bond themselves to, and when they speak through Telepathy, the bond is formed with the one who hears the message. This telepathic bond enables silent communication between Cicus and Guardian, ad it also allows this pet to be stored within a technoring modified for animal storage.
Cicus are distinct by their varied colours that tend to mix what we would term Alignment colours, and their glowing emissions usually in a talisman marking on their bodies. When Cicus animals stay with an Empyrean for a long time, they can sometimes develope the ability to cast magic or use magical items on behalf of their Guardian.

Lesson Three: Specialty Familiars

There are a number of specialty Familiars an Empyrean can train to tame and keep. While these are generally restricted to those with a history of training other creatures, they merely require the proper training and care.

Monsters: Only some Monsters can be kept as pets. Some of those that can be kept need to be confined to a Certed Technoring when not in service, while others are safe to let roam about their living space.
In order to keep a Monster as a pet, one must first complete their Monster Training program, to get their Monster Trainer Certificate.
The following Monsters can be kept freely without a Certed Technoring:
Agares, Cacus, Bael, Furfur.
The following Monsters can only be kept in Certed Technorings and released for use:
Gaap, Ipes, Malphas, Phenex, Zagan.
No other Monsters may be kept, under any circumstances.

Hybrids: Hybrids are made from the delicate art of Grafting. Hybrid Samples are taken from the different sources desired for the final product. A minimum of two and maximum of five Samples can be fused, and may be drawn from the existing animal and plant kingdom. Specific qualities of the Samples can be grafted to create an ideal pet. Hybrids are useful for domestic or career-oriented tasks, but cannot be used for fighting. They can be trained and charged with specific tasks, like an intelligent dog, such as "Water these flowers" or "watch over and maintain this alchemical potion" or "guard this doorway". While one specific Hybrid can learn up to a maximum of three tasks, they can only be taught one at a time. Hybrids cannot breed, but require to be fed and/or watered depending on if there are both plant and animal components. Hybrids cannot use English, but they can communicate with their own sounds and noises, and are among the most demanding of Familiars for attention and praise. They can become quite ill or spiteful if neglected, especially if they are left alone to do tasks for their masters and never thanked or rewarded.
User Image
Murmel is an Animus Hybrid, part Dandelion, Toadstool and Maggot. He belongs to Quenda.

Abberations: Abberations are the residual Soul representation of any of the minerals or rock types of the world. There can only ever be one of a specific Abberation at a given time. For the full list on Abberations known, and the Owner's list, see the Apothecary. Abberations can be summoned through their Abberation Stone which appears as a small chunk of the host mineral or rock. This Abberation Stone can be kept in a pouch, or stored in a regular Technoring. When summoned, the bust of the Soul pours up from the Abberation Stone and can assist you in battle or Duels. Each Abberation has one attack, one defensive move, and one specialty move that is unique to that Abberation alone. Their abilities are all magical in nature. Abberations show considerable intelligence, and can augment the casting of magic, although they cannot cast spells other than those that belong to them. They can also perform their own skills without the request or command of their owner, if the owner is unable to call for their help. In order for them to take such initiative, they need to already be summoned at the time of their need.

Golems: Golems are grown from Golem Shards, and must be stored in Certed Technorings to allow them to recuperate after use. Similar to Abberations, Golems are raised as assistants in battle or duels. They cannot learn Magic, but are capable of learning physical attacks, and each tends to have a specialty attack unique to it alone. Golem Shards can be purchased or found in the Outside ruins. They are the remnants of ancient powers long since extinct from the world. In appearance, each Golem reflects the Shard from which it was grown. While they have a vaugely humanoid appearance, their anatomy is little understood. Golems cannot breed, but do require feeding and plentyof rest between excursions. It has also been documented that many Golems display limited child-like emotions, such as frustration, delgiht in simple things, particular fancy for certain objects, pets or foods, and loyalty.