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Sadi Sidhe

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PostPosted: Wed Apr 04, 2012 8:58 am


(4/4 - Day 1 - 3 Horsemen Points)
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Trials of the Priestess

The rituals of Death are everything to the priestesses. Upon walking to the land belonging to the clan of Death, there is a heavy somber weighted silence that descends upon you. Residents around you are busy going on to their business but the faintest glimmer of their shadowed eyes under their cloaks glance at you warily. As you walk in, you are directed to a long line of students about to embark on a walk up some very long spiral stairs. Upon reaching the top, after walking through the skies, you have arrived to one of the tallest spirals. You can see the black cliffs surrounding you, the altar opens into a roofless space. Inside, you step in a circle with four pillars at the edge. There are no gates/walls to prevent you from your unlucky footing or falling to your temporary demise. Why are you headed up to this altar? You are students who are expected to pay their respects in forms of incenses and prayers. However, this isn't a simple task of kneeling and praying. In a sort of test directed towards the students, they must create their own incense sticks to offer towards the priestesses.

OOC

OOC Task: Whether you have a friend or you make it yourself, you are expected to create your own artwork of what you will offer as a prayer towards one of the few altars of Death. (These can be made by paint/grabbing a google image, whatever you deem best!) There are four priestesses gathered around the altar, as you move up the line, you move towards the next available priestess. These artworks will be prayer items only (do not offer your undergarments, death does not want them ok) so it will not be limited to incense sticks. It can be anything from any religion/culture attached to your tih student! Although how you offer your item by rping it out, will be determined by the priestess you roll. (Please keep the images CANON to the SETTING, otherwise you will be disqualified from points as the priestess will be : | at you. All four of them.)

[ Mechanics: ]

-You will need to roll for summoning a priestess and the success of your item
-When your roll is successful in presenting a gift, you can insert your image. If your roll is a fail, you do not need to come up with different items, you simply can gloss over it until you make a successful post and then post your prayer item image.
-You can only roll two times a day that's every OOC 24 hours. (for both the priestess and your success of the image.)
- Please roleplay out all results whether they are pass or fail



Roll 2d100. The first dice will determine your priestess while your second dice determines your success.

1-25 - You are brought to the first altar, with a very stern and solemn priestess. This is Ameton. She has a very no-nonsense personality. She wears a black robe, trimmed with feathers at the bottom. She stands there, with a perpetual frown on her lower half of her face. You can't see the top half, shadowed by the conventional black robe of death. However, there is a sharp glimmer of yellow eyes and a hollow face from what you can see. Her manner is curt and brief. What should you offer to this stern-faced priestess?

26-50 - This priestess has a small smile when you come to the altar, as she offers her hand to accept your offering. She is Kalia. Kalia has two twin tails that are not hidden by her hood, her robe shorter than the rest. She seems to be nicer than the others, although she says nothing. Her figure is shown through the form-fitting robe, lacy design and she seems to have a fondness for cute offerings. It's the way she fingers your offering, with an interested gaze before setting it down or how she might put one to the side, before moving onto the next student..

51-75 - The third priestess is dressed in a skimpy armor, top and shorts. Her name is Vari. She has long blood red hair, her adornments on her outfit crimson-streaked as if she has recently come from battle. While she doesn't speak, the way she stands in an arrogant, haughty manner with her feet apart and side glances towards you. You are apparently of little consequence to her, although her attention is captured easily if you come up with something interesting..

76-100 - The fourth priestess is one you know very well. Or at least, some students do. It is the heir of Death, Aisa. She is sitting at the edge of the altar, her legs crossed, looking quite bored. The question is, what do you offer to this whimsical insanity-ridden heir of Death? Considering she's the heir, you may want to choose wisely. Unlike others, she is prone to talk much more and possibly .. attack. Although the chances of that is very unlikely.


SUCCESS.. or not?

1-20 - You chicken out before you get to the priestess. Perhaps you decide your prayer simply isnt good enough or that there was a priestess you didn't want to approach.. For whatever reason* you did not come up, you go back to the end of the line to start over.
21-40 - Success! You did not forget your item or lost it, you have mustered up the courage to walk and give it to a priestess! However, you seem pretty breathless or tired. Depending on the priestess you drew, you get a variety of reactions. Ameton disregards you with a disapproving stare, Kalia offers you a drink of water, Vari scoffs at you and Aisa .. Well, she's laughing. She looks like she's hoping you fall off the edge. Either way, you have a point to spend now!
41-60 - You forgot your item or you dropped it somewhere on your way here. Damn, time to run back and find it, get it or make/bring an entirely new one. Shoot, how do you tell the priestess you forgot/lost it?
61-80 - You managed to walk up .. but right before you reach the priestess, an unlucky event* like the wind or your unsure footing in these uneven rocks leads your item to fall to it's inanimate death off the spiral. Shoot, looks like you need a new item..
81-100 - Success! The priestess has either reluctantly or happily accepted your offerings and you earn one point to spend in the raffle or shop!

*means you can make up any reason corresponding to the loss of your item, relevant to the prompt!

POINTS DISTRIBUTION


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[ Horsemen Points Distribution: ]

- You obtain one horsemen point every SUCCESS you obtain (max two this way)
- For every picture you hand draw you get another +1 point! You can only obtain a maximum of 3 points daily with the SUCCESS and hand drawn image points totaled).


PostPosted: Wed Apr 04, 2012 9:04 am


Luidaeg thought it would probably be prudent to pay his respects to their hosts for his first task. He fiddled nervously with his silk-wrapped offering, hoping it would please. He knew well how fickle female tastes could be, especially those in a position of power.

Sadi Sidhe

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Sadi Sidhe rolled 2 100-sided dice: 5, 97 Total: 102 (2-200)

Sadi Sidhe

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PostPosted: Wed Apr 04, 2012 9:10 am


Luidaeg walked up the spiraling stairs. And up. And up. By the time he reached the top, he was slightly winded. His legs were much more used to the motions required for swimming than climbing, something he would have to work on. Looking around, he shivered slightly upon seeing that nothing stood between him and a very long fall should he get too close to the edge. Stepping carefully, he began to approach the altar...
PostPosted: Wed Apr 04, 2012 10:06 am


Finally reaching the altar unscathed, Luidaeg kneels gracefully, if a tad shakily, before the priestess, glancing up through his eyelashes without doing anything so disrespectful as raising his head. Deepest black feathers adorn the hem of an equally black robe. Looking up further, he can see the stern frown and merest hint of yellow eyes that tells him the priestess Ameton will be the one he has to please. He breathes a sigh of relief that it is not the mercurial Heir, Aisa, and offers up his gift, allowing the silk to fall open in his upraised palms and reveal the dried purple starfish from his home waters. "If it please your holiness." His prayer, at the moment, was mostly that she find his offering acceptable and not take exception to it. Among his people, its rare purple color made this particular species of starfish much valued for ornamentation or ceremonies, and it was in that capacity that he offered it.

Apparently his prayer was answered, for she took the starfish without comment. While she did not show any special approval at the offering, neither did she appear angered by it, and he counted that an adequate victory. With a final deep bow, he made his way down from the platform.

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(made by me in Paintshop Pro X)

Sadi Sidhe

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Sadi Sidhe rolled 2 100-sided dice: 64, 92 Total: 156 (2-200)

Sadi Sidhe

Shameless Nerd

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PostPosted: Wed Apr 04, 2012 10:10 am


Having been so successful the first time - relatively speaking - Luidaeg decided to risk a second attempt. This time with an actual prayer. He'd meant to pray that he some day be allowed into the human realm, but had been to scared to focus on his dream. This time for sure! He once more took his place at the end of the line, to begin the long trek up the stairs.
PostPosted: Wed Apr 04, 2012 10:33 am


Upon reaching the platform once more, Luidaeg approached with, if possible, even more politeness than before. Glancing up, he was dismayed to find the even more formidable priestess Vari looming above him. After a moments hesitation, he reached into his cloak, glad he had chosen this particular offering for his second visit. He though the warlike priestess would appreciate it. With his true prayer, that he someday be allowed to play his tricks in the human realm, firmly in mind he offered up the intricate dagger carved from human bone. Vari said nothing as she took the offering, but as he stood to leave the platform for the second time she was still examining the dagger, and he thought he saw a glint of approval in her fierce eyes. Pleased with his efforts, he headed to the dorms with a lighter heart. He had payed his respects to two of the four priestesses, and at least one had seemed pleased with his offering. It was a morning well spent.


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Sadi Sidhe

Shameless Nerd

12,200 Points
  • Millionaire 200
  • Bunny Hoarder 150
  • Pie For All! 300

Sadi Sidhe

Shameless Nerd

12,200 Points
  • Millionaire 200
  • Bunny Hoarder 150
  • Pie For All! 300
PostPosted: Thu Apr 05, 2012 10:21 am


(4/5 - Day 2 - 2 Horsemen Points)
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All That Glitters Has a Purpose

You begin in the darkness of a large, cavernous room. The light, coming from a source that is impossible to place, is extremely dim, the only scent in the air that of chilled, ancient rock. The room itself seems almost designed to mute your senses, to draw you back towards a moment of thoughtful consideration. If you allow yourself to reach this point of inner clarity, you will find yourself pulled towards one of several little niches, each of which are similar in size and shape, each largely unremarkable...aside from the knowledge that one of them feels like it was meant for you.

When you entertain this inspired idea (and if would be wise of you to do so), you will slip through the slim rock passage to enter a new room, each tailored to provide its own challenge. The rooms all share one thing: a cushioned pedestal, on which rests an ornate, reverently polished piece of jewelry, a perfectly cut gem set directly in its center. A light hum and the most subtle of rumblings begins from somewhere in the room that you face, a hint of something to come, and your best option appears to be to put the jewelry on.

The item only stays with you long enough to offer insight on what it can provide. As soon as your task is complete, it returns to the cushioned pedestal, and your only exit guides you back to the cavernous room from your initial approach.


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OOC Information:

At the very beginning of this course (when your character is in the cavernous room) roll a 1d6 to determine which gem setting you receive, and match with the corresponding section. If you roll a 6, you can select any of the options. Some of the mechanics differ, so be sure to pay close attention to the mechanics for the option that you rolled.

To complete the task, you will need to follow the prompt within the correct section. Don't worry about standard HP values, FEAR attacks, or natural abilities - if your student properly appreciates and understands the strength and application of their gem/the jewelry, then they should have no need for any of that.


3 - The Emerald-Set Necklace

You look down towards your chest as you put the necklace on, intrigued by the shine of the gem. When you glance back up, you see five smiling scarelings staring happily up at you, each offering a little wave as they run off to play in the center of the room. You find yourself unable to move or speak, and can only watch on in horror as some sort of grotesque, shadowy creatures descend upon the group. Though you can't protect them, the emerald, as the gem of health, will allow you to mend their injuries.

Roll 10d10. The first five dice correspond with each of the five scarelings, and indicate how much damage they take. The second set (dice 6-10) indicate how much you're able to heal them for via the properties of the necklace. They have to stay above 5hp each for you to succeed, causing the attacks to cease and the exit to display itself to you; if you fail, they all disappear with a longing wail, and you find yourself in an empty room with the same single exit.

The scarelings start at 10 hp each!


POINTS DISTRIBUTION

[ Horsemen Points Distribution: ]

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+1 point if you succeed
+1 point if you roll a "perfect score" (no failure rolls; cannot go over 3 points/day with the inclusion of this bonus)
+1 point for the following (cannot go over 3 points/day with the inclusion of this bonus):
-Roll a perfect 20 for Diamond.
-Two or more rolls of '1' and no 'failure' rolls for Ruby.
- Leave all five scarelings with 9 or more HP for Emerald.
-Roll 250 or higher for Sapphire.
-Restrain at least 21 attackers for Amethyst.

Sadi Sidhe rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Thu Apr 05, 2012 10:28 am


Having paid his respects the previous day, Luidaeg decided it was time to get down to business. As he was in the jewelcrafting class, he felt it would make sense for him to do some related training. Besides, spelunking sounded fun! The dark, the damp, the sense of weight above you... caves were the next best thing to actually being in the ocean depths.

He walked into the cavern, struck by the calm, tranquil feel of the place. Closing his eyes and just letting himself be for a moment, he could almost feel himself drifting in the currents of his home waters. The sensation was so strong, he felt it pulling him towards a small niche near the back of the cave...

Sadi Sidhe

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Sadi Sidhe rolled 10 10-sided dice: 8, 4, 4, 6, 9, 9, 9, 1, 5, 8 Total: 63 (10-100)

Sadi Sidhe

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PostPosted: Thu Apr 05, 2012 10:59 am


Luidaeg allowed the tug to guide him into the niche and opened his eyes upon a new room, surprisingly large. Directly in front of him stood a pedestal that came to about chest-height on him. A cushion of obviously rich materials cupped a brilliant emerald the color of fresh seaweed, set in a fine silver chain. He barely even heard the ominous rumble, nor felt it beneath his feet so entranced was he by this simple yet stunningly perfect creation. He didn't know if touching the necklace would save him or drop the ceiling down on his head in this trial, and he didn't much care. He had to try it on.

He moved with sure, confident steps to the pedestal and reverently picked up the necklace, slipping the deceptively delicate looking chain over his head so that the emerald rested against his sternum. He looked down at the beautiful gem, entranced.

A small sound brought his attention back to the cavern in front of him. He was startled to see a small group of scarelings smiling happily at him, each offering a quick wave as the ran to the center of the cavern to play some game. What game, he was never sure for before they could start they were set upon by a monstrous, shadowy creature. Luidaeg tried to run to help them, but found himself unable to move. He tried to warn them, call out to them to run, but his vocal cords were equally paralyzed. He was all but crying fears of frustration when he remembered what he had learned in class, that emeralds had healing properties. If he could not protect the scarelings, perhaps he could at least heal them until they could get away.

8 2 + 9 = 11
4 6 + 9 = 15
4 6 + 1 = 7
6 4 + 5 = 9
9 1 + 8 = 9
PostPosted: Thu Apr 05, 2012 11:40 am


Luidaeg was not sure how to use the emerald to heal the scarelings, so he concentrated on his desire to save them and focused that desire on the most wounded of them. He was surprised, gratified, and no little relieved when the scareling healed before his eyes, seeming as good as new though it had been near death a moment before. He focused on another, and another, each soon well enough to flee to where the creature could not get them. The creature seemed to be tiring, the wounds it inflicted becoming less severe with each scareling it attacked, but Luidaeg was tiring too. With shear determination, he managed to fully heal each scareling, one after another, until by the time he got to the fourth he was panting with exertion. As he went to heal it as well, he felt the last of his strength seem to drain from him and only managed to mostly heal it.

Apparently it was enough. Scarelings and creature disappeared as suddenly as they had come, just as Luidaeg fell to his knees. So, it was all illusion after all. He chuckled appreciatively at the trick that had been played on him. He was glad though, for all that he had managed to save the scarelings, it was better that they had never gotten hurt at all. Pushing wearily to his feet, he trod to the now visible exit, the emerald necklace already gone from his neck, presumably back to its spot on the pedestal. He did not so much as glance back to check.

Sadi Sidhe

Shameless Nerd

12,200 Points
  • Millionaire 200
  • Bunny Hoarder 150
  • Pie For All! 300

Sadi Sidhe

Shameless Nerd

12,200 Points
  • Millionaire 200
  • Bunny Hoarder 150
  • Pie For All! 300
PostPosted: Fri Apr 06, 2012 9:23 pm


(4/6 - Day 3 - 1 Horsemen Points)

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Inner Peace

The room was divided into cubicles, each cubicle with a small, rectangular carpet in it. The whole place was so quiet that it was almost odd, and smelt strongly of incense; however, the smell seemed to calm your mind, and some students might find themselves feeling a little too relaxed or sleepy; there wasn't really anyone in the room to man it, just a sign lit by candles.

"Calm your mind, seek inner peace"


Perhaps you should try meditation... As you take a seat in one of the cubicles, a horsewoman of Death appeared behind you, and lowered a curtain that closed ypur cubicle off from the rest of the room; maybe there was someone manning the room after all...


Quote:
-> This is a solo activity!

Roll 1d10
1-2 : You got distracted...
3-4 : You fell asleep!
5-6 : You feel almost... Tranquil. (+1 concentration)
7-8 : You feel like you're floating on a cloud... (+2 concentration)
9-10 : You feel light as a feather, and surprisingly at peace with yourself. (+3 concentration)

Once you have at least 3 concentration points...
-> You've gained 1 Horseman point!
-> From the peace, turmoil rises!
-> You suddenly remember a fear you have. It could be anything; an old memory, a phobia...

Roll 1d100:
1-20 : Your concentration broke immediately, and you leave feeling shaken.
21-40 : You lasted a minute, battling with this fear, but ended up breaking into a cold sweat as your concentration shatters. You couldn't help shaking as you leave.
41-60 : You feel so conflicted, so unsure- A hand rests on your shoulder. It is the horsewoman of Death; she smiles, and escorts you out.
61-80 : Despite your uncertainty, your concentration stayed and when you finally open your eyes, you feel... Relatively at peace. It was as if you got one step closer to overcoming your fear, in that moment. (+1 Horsemen Point)
81-100 : You battled with your fear, beads of sweat cling to your skin. It was tough, and you wasn't sure how many hours you spent in that cubicle, and you might had been crying, but... As you opened your eyes and walked out of the room, your heart is light as a feather. (+2 Horsemen Points)


Horsemen Points


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- See above and match your roll to the results of potential horsemen points gained. You cannot claim over 3 per ooc 24 hours
Sadi Sidhe rolled 1 10-sided dice: 8 Total: 8 (1-10)
PostPosted: Fri Apr 06, 2012 9:28 pm


After the hard battle in class, Luidaeg thought perhaps today would be a good day to try meditation. It wasn't normally his thing, to sit quietly for long periods without something to focus on, but no harm in trying, right?

He wrinkled his nose at the overly strong incense and tried to pick a cubicle with clearer air. He sat in a kneeling position, with legs tucked under him, and glanced up in startlement when the curtain was unexpectedly lowered. Ah well, fewer distractions this way.

Sadi Sidhe

Shameless Nerd

12,200 Points
  • Millionaire 200
  • Bunny Hoarder 150
  • Pie For All! 300
Sadi Sidhe rolled 1 10-sided dice: 2 Total: 2 (1-10)

Sadi Sidhe

Shameless Nerd

12,200 Points
  • Millionaire 200
  • Bunny Hoarder 150
  • Pie For All! 300
PostPosted: Fri Apr 06, 2012 9:31 pm


Luidaeg felt like he was floating on an ocean swell. Perhaps the incense had gone to his head, or perhaps there was something to his meditation stuff after all, but either way, he found it wasn't half bad. Maybe just a bit longer...
Sadi Sidhe rolled 1 10-sided dice: 5 Total: 5 (1-10)
PostPosted: Fri Apr 06, 2012 9:34 pm


Luidaeg swore he could hear someone talking in a nearby cubicle. He frowned, if they were going to come here, they could at least respect it enough not to bother others. The floating feeling lost, Luidaeg frowned. He'd try just a bit longer, see if he could find that sensation again.

Sadi Sidhe

Shameless Nerd

12,200 Points
  • Millionaire 200
  • Bunny Hoarder 150
  • Pie For All! 300
Sadi Sidhe rolled 1 100-sided dice: 58 Total: 58 (1-100)

Sadi Sidhe

Shameless Nerd

12,200 Points
  • Millionaire 200
  • Bunny Hoarder 150
  • Pie For All! 300
PostPosted: Fri Apr 06, 2012 9:45 pm


That was better. He was still upset over the talker, but he could almost feel the rough anger smoothing over, like an oyster forming a pearl around some irritation.

As he drifted, Luidaeg frowned. For no particular reason, he started feeling uneasy. The blank space behind his eyes began to take form, and before long he recognized the scene, and began to tremble. It wasn't a true memory, but rather a memory of a dream. Or a nightmare.

He is with his clan, both near relatives and distant. He is young, not even a decade old yet. They are all swimming around him and pointing, expression of derision and disdain on their faces. "It is a boy!" "Kill it!" "Feed it to the beasts!" He is different, they do not want him. He is an aberration, unnatural. They are going to kick him out at best. Or maybe it would be better that they killed him, at least then he would not have to live with the rejection.
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{ ARCHIVED } ------------------ Four Clans Meta, April 2012

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