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{ Sanctuary of the Lost Clan } INFORMATION.

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Zoobey
Artist

Magical Incubator

PostPosted: Wed May 02, 2012 2:04 pm
SANCTUARY OF THE LOST CLAN

The Lost Clan reserve lies between the Weeping Forest and Amityville Academy, granted the Halloween Town Hall. The Lost Clan reserve is currently under construction: those who are not the Bogeymen patrolling or the Town Hall looking to collect more paperwork are currently not allowed without direct invitation to the Lost Clan reserve.

There have been four buildings, temporary structures made of canvas, rope and wood, set up in each corner of the reserve, the temporary resting quarters of the Lost Clan. A larger tent lies in the center of the reserve, where the gathered supplies are being placed and stored. The table in the same tent shows only one thing: a map of the planned Lost Clan buildings and habitats:

User Image - Blocked by "Display Image" Settings. Click to show.


It currently looks very empty. It is not under a Lost Clan member explains that all clansmembers are allowed to propose their own building or habitat as long as they have enough gathered supplies and currency that everything makes sense.

Conversation during the day is slow and often awkward: many former Clan members had been stationed in Lairs for too long a time to remember what it was like to mingle or socialize while others still find it difficult, if not unnecessary to speak to those not in their old clans. Yet as there are very few survivors, and as it becomes painfully clear that without help, the clans members cannot progress at all, tentative partnerships or even an exploration at socializing seems necessary now.

The old Clan is dead, the new one needed to be nurtured, with as much effort as they could put together, before it withered away as well. Now was not the time for past strife but simply the time to build and look forwards. It was perhaps a strange concept still for all clansmembers: that they alone dictated their own future. That they could make choices, and were not just assigned daily, simple-minded jobs. That they would have to rebuild their very homes from nothing.


OOC


gaia_crown [ General Introduction ] : Welcome to the Lost Clan reserve! Make sure you read the main questline RP first! After you have done so, you can now partake in the main quest and the optional additional quests.

gaia_crown [ Journal ]: Lost Clan members can keep a journal/archive (icly this is the student function of "Dorm Rooms") HERE, just label your species as "LOST CLANS"

gaia_crown [ EVENT: Attack on Insanity! ] Currently Horsemen are fighting Insanity! You can join in HERE

gaia_crown [ EVENT: Distorted world of Trance ] You may also do fun distorted world of trance things. Check it out HERE

gaia_crown [ Regular RPS]: Lastly, you are still able to create any regular prp/ solo / orp WITHIN the sanctuary or request gm assistance. Simply pm Zoobey if you need a more guiding rp for your character with Medea. You can have a prp with just about anything, from lamenting to speculating to adjusting to this new situation/ arguing with others or agreeing with them on their view conflicts/ learning about some of the other clans' eccentricities in much closer detail...

gaia_crown [ Sparring ]: You can also 1 vs 1 spar to let go of steam! Please read the battle guide information first, all spars should be labelled 1 VS 1, etc etc.

gaia_crown [ Visiting Amityville/ Visiting Students ]: Lost clans members are free now to wander all of Halloween and Amityville. They may also participate in classes as they wish! For more information about Amityville, go here!

 
PostPosted: Mon Jul 30, 2012 12:56 am
TRANCE

A small tent flap attracts your attention, within it something soft and lightly burning, gentle and sweet, nostalgic. Upon walking into the separated tent chamber, you see Medea, kneeling next to a small pyre, a few Clans members kneeling next to it, eyes closed.

"We have lost our lands," Medea begins, upon seeing your arrival," But we have not lost the ability to remember. Come in, close your eyes, and search your own memories. There is much to still preserve."

You need no other prompting as you follow suit of the others, close your eyes, and breathe deeply.


OOC: PAST SOLOS


gaia_crown [ General Information: ] This is where your horsemen can post PAST SOLOS, back from the Four Clans, of their experiences. This could be their life as a sentry, or their work they did as a guardian, along with anyone they potentially might have been in contact with. Past solos are sad and bittersweet as almost all horsemen have lost those they were close to. This is a time to remember and for horsemen to reflect on which parts of the past they want to preserve. You are free to use disposable characters that have died in the blast.

gaia_crown [ Labeling the thread: ]: If a horsemen wants to do a past solo pro, they can make a past solo thread, simply label it [PAST PRP], and continue from there. The old Four Clans information withholds for past solos/ past prps
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Mon Jul 30, 2012 1:06 am
The Lair

Projects for rebuilding have slowed down as horsemen have found a second base of operations, a secret base hidden away from Halloween. Here, they can work in peace to do what they do best: collect Fear and strengthen their own clan. Whether it be personal revenge or just hatred, their resentment for Humans cannot be simply resolved or quench like common Halloween citizens, they are The Lost Clans and they have their own methods, even if these methods differ from regular Halloween ways.

THE LAIR BASE


gaia_crown [Visiting the Lair: ] All Horsemen can visit the Lair. The portal in Head Priestess Medea's temple leads horsemen only/ those marked with her sigil directly to the Lair, an old Famine colony that is located in the human world. Here, horsemen can talk with each other without worrying about Halloween intruding on their actions. They can act privately and independently. Most of all, they can truly collect Fear.

gaia_crown [ Purpose of the Lair: ] The Lair is the horsemen's secret base of operations. This is where they will go now when Medea calls to them to cleanse the human world. Horsemen are driven with purpose and power. They want to gather as much Fear as they can so they can grow stronger, and once again prove to Halloween that they cannot simply be assimilated.

gaia_crown [ Lair Tasks: ] Famine colony soldiers watch the Lair, but it does also need Fear to sustain itself, not to mention they must continuously gather Fear if they plan to become stronger. All initiated Four Clans members may participate in Lair Tasks, tasks that involve gathering Fear actively from the human world through a variety of methods (see below). Lair Tasks have a Fear Tally that can be fulfilled (see below as well).
 
PostPosted: Mon Jul 30, 2012 3:05 pm
Lair Tasks:

Lost clans members may also pick up Lair Tasks. These are tasks that they can preform solo or in groups. Lair Tasks are tasks which allow them to collect Fear Points. INITIATED students AND horsemen can follow these tasks.
- Participating in a Lair Task will give you +1 rp points and another +2 for going over 600 words TOTAL for it. Please note, you can only claim this once per character, after that it is just +1 rp points for over 800 words BUT you can participate in this as many times as you like.

- exclaim PLEASE SEE THIS GUIDE regarding FEAR POINTS and Distortion effects!


OOC
User Image - Blocked by "Display Image" Settings. Click to show. [ Task of Conquest: ] The Virus
This task requires a group of AT LEAST three initiated members (students or Horsemen), to a max of five members. They may go anywhere in the Human World using the portal catacombs in the Lair. These catacombs lead to small human world towns only. All players must follow these steps to successfully create a virus and then harvest the Fear from their virus. Follow the steps listed.


gaia_crown [ Step 1: ]

- The virus must first be created, from Fear. All players must imbue their Fears TOGETHER into a Fear-storage container. They may choose to use their natural ability, a Fear item they have, for example, something they won from school, or even something as simple as something a part of them, such as their hair or piece of clothing, a lab chemical or plant, etc etc, and PLACE IT INTO THE Fear storage container.
- Rp out all results as usual

- Roll a 10-sided dice. Conquest clans members roll 2d8 instead
1- 3: The Fear level from your offering is extremely weak.
4- 7: The Fear level from your offering is average.
8 - 10+ The Fear level from your offering is very good.

- ALL ROLLS ARE THEN averaged between all players. So if we have three players who rolled 2 + 5+ 10 that equals 2+ 5+ 10/ 3 = 6 TOTAL virus points. ROUND UP.

gaia_crown [ Step 2: ]

- After everyone has rolled and rp step 1, they can all now move to step 2, distributing the virus. Let the Fear-storage container do its work, for a little bit. Then, it is time to release it into the Human Town. You can release it anywhere in town: in a local water supply, spread it to the animals first, or simply attempt to find the local shelter to see if humans will pick up on it. As this virus is Fear-based, its requires Fear to be evoked from the atmosphere. That means you need to make the town nervous and paranoid so that their natural defenses drop. Only then will the virus do its work, seeping into the Human's own paranoia to stir their Fears even further and eventually kill them. There can be physical effects, this is up to you, or the virus can be entirely psychological/ fear-based. Talk it out with the rpers as to what you'd like the virus to look/ be like.
- All players can roll two times MAX. Rp out all results as usual.
- Conquest clans members get an extra roll

- Roll a 100-sided dice:
1- 2: You manage to find a shelter with old, elderly people. They are easily scared by your movement, as they think they see shadows, something moving in the corners. The Fear Virus seizes them easily and you gain your first victims. +2 virus points.
3- 4: You see some livestock milling around, well, the human livestock sort. Some strange dull cattle-like creatures. They are easily spooked by your presence and succumb easily to the virus. This is good news, it means the humans will directly consume your virus. +3 virus points.
5 - 6: You try to scare a group of Humans that look very busy in their household but they pay you absolutely no attention. They look way, way too happy, chatting with each other as they work. You cannot even evoke simple Fear here.
7- 8: You see a group of children, and they see you immediately, screaming. Human children are the most susceptible to Fear after all, with their wild imaginations. Their parents don't seem to be as susceptible though, the virus does very little for them as a whole. +1 virus points
9-10: You find a broken-down, decrepit place that resembles a haunted house. There are young Humans who are keen on exploring the inside. You scare them easily, and it is only a matter of time before they succumb to the virus as well. +2 virus points.


gaia_crown [ Step 3: ]

Once you have enough victims who have succumbed and you are happy with your result, you can now gather the Fear you have collected. Simply match your virus points to see how many Fear Points you have collected.
- You can conclude the town as your wish: destroy it, watch it rot itself, however you please.

1- 5 virus points: 1 Fear Point
6 - 12 virus points: 3 Fear Points
13 - 16+ virus points: 5 Fear Points




OOC
User Image - Blocked by "Display Image" Settings. Click to show. [ Task of Famine: ] The Blight
This task requires a group of AT LEAST three initiated members (students or Horsemen), to a max of five members. They may go anywhere in the Human World using the portal catacombs in the Lair. These catacombs lead to small human world towns only. All players must follow these steps to successfully create a blight and then harvest the Fear from the starvation, death and paranoia that results in it.

gaia_crown [ Step 1: ]

- You must first create a parasite, something from the Human world that you will infect with Fear so that it mutates to do as intended: destroying crops. Make sure your parasite is not too powerful: some clan members fail entirely at this stage because they lack subtlety. It is not about instantly destroying a victim but gathering as much Fear from them before they die. Setting is key.
- Have one team member/ the leading member/ first person who posts, choose a parasite for your team (ie: rats, crows, locusts are fairly common, or you can try some more exotic options like crocodiles, etc etc, but also remember HUMAN WORLD LOCATION is key for what kinds of parasites). Now all team members will roll ONCE as directed below, imbuing the creature with a little bit of their Fear/ redirecting their Fear to the creature
- Rp out all results as usual

Roll a 6-sided dice: Famine members can roll 1d4 (4-sided dice) instead. This determines your Fear imbued amount that you give to the chosen parasite. After ALL team members have rolled, add up all the dice roll amounts, add the modifiers below, and THEN match to results:
- If you have 3 members you have a +6 modifier
- If you have 4 members you have a +3 modifier
- If you have 5 members you have a +0 modifier

Results (after adding EVERYONE's dice rolls and adding the modifier):

0 - 5: You have a LEVEL 4 creature. It practically wipes the board
6 - 10: You have a LEVEL 3 creature. It is rather powerful, and destroys crops rather easily
11 - 15: You have a LEVEL 2 creature. It is decent, and will do its job, with a moderate amount of Fear concentration.
16+: Your creature has EXPLODED FROM TOO MUCH FEAR. :T You end up with a backup Famine locust that the clan has given you for emergency use in case you fail. It kind of sucks and you feel miserable and sad and disappoint.

gaia_crown [ Step 2: ]

Now it is time to release your creature out into the crops! It is working! The crops are turning a sickly, mottled colour. However, the humans are freaking out and trying to destroy your creature! This is where you must intervene.

Roll 2d6-sided dice: Famine clan members can get a natural +2 attack modifier to their creature/parasite. You need to roll three times.
- The FIRST dice roll determines the attack of your creature, the SECOND 2d6 the attack of the human. You need to help by making your creature strong too!
- If your creature is level one, you get no attack modifier
- If your creature is level two, you get a +1 attack modifier
- If your creature is level three, you get a +2 attack modifier
- If your creature is level four, you get a +3 attack modifier
- IF your creature's final attack including modifier is WEAKER than the human's rolled attack power, your PARASITE/creature DIES.
- Label at the bottom of your post in OOC quotes SUCCESS if your creature defeated the human or FAILURE if they were killed instead. Now it is time to tally results for the ENTIRE TEAM.
- Add a + 2 modifier for each team member on your team (so instead of 0-3, it would be 2- 5)

LESS THAN 2 creature deaths: It's okay you're doing fine! You manage to gain +3 Fear Points for EVERYBODY on your team!
3- 5 creature deaths: Well, you've seen better, your blight will continue to grow thankfully. You manage to gain +2 Fear points for everybody on your team!
6- 8 creature deaths: You've seen better days but it could be worse. You might spread a tiny amount of Fear. +1 Fear points
9+ creature deaths: All your creatures die, or are soon finished off. Weak. You get no Fear points :T







OOC
User Image - Blocked by "Display Image" Settings. Click to show. [ Task of War: ] The Feud
This task requires a group of AT LEAST two initiated members (students or Horsemen), to a max of five members. They may go anywhere in the Human World using the portal catacombs in the Lair. These catacombs lead to small human world towns only. All players must follow these steps to successfully create a blight and then harvest the Fear the battle that results from this

gaia_crown [ Step 1: ]

- You reach a peaceful town, and there seems to be absolutely nothing wrong with the town yet. It is time for you to take reins (ahem) in this town. First you must give them all a reason to fight each other. Only when the battle has stirred can you harvest the most Fear from their hatred and paranoia. War can be violent but first, it must start out small, controlled, like building a fire before it spreads

Roll a 100-sided dice. You may do as many times as you want, you are creating SUSPICION AND PARANOIA. Once your paranoia level has hit over 20 paranoia points you are ready for the next step. Rp out your results as you roll.
- A humans CAN BE NPCED that means you can rp as many "humans" as you want, including dialogue, etc etc
- War clan members start the team off with an automatic +5 paranoia points

1- 20: You see two lovers nearby, at a lake. They leave their oddly coloured metallic mount at the side. You quickly destroy their mount, watching as the couple return and begin to blame each other. Simpletons. +1 paranoia points
21- 40: You see a group of humans at a camping site. You quickly destroy their belongings, their tiny cloth home perhaps, or their metallic mounts. The group slowly and surely dissolves into chaos as they get angry at each other for taking and trashing things. +2 paranoia points
41 - 60: You see a crowd of humans waiting for something. You whisper words to the humans in line. They should be first. Why are they waiting. The crowd quickly dissolves into chaos. +2 paranoia points
61 -80: You see a small, tiny, fluffy creature that resembles a foxfire. You try to instill paranoia to it. It simply yaps and is annoying and does nothing else +0 paranoia points
81 - 100: You see a giant statue of what looks like an angry-looking Human riding a horse holding a pointy spear. You don't like it and you smash it 1 paranoia points.

gaia_crown [ Step 2: ] - AFTER THE GROUP TOTAL IS OVER 20 POINTS.

Chaos and paranoia now reign supreme. It looks like humans are already fighting amongst themselves. This is the easy part, all you have to do is reap the rewards, and make sure that they do NOT resolve their actions. Resolving actions would mean that you get no fear.

Roll one 6-sided dice: Each player can only do this TWO TIMES MAX. Rp out your horsemen watching the humans engage in war.

- For each 1 OR 6 rolled, the humans have successfully resolved their actions. (No Fear points for this set of humans)
- For each 2 or 3 rolled, the humans have successfully fought and killed themselves, you can +1 Fear point
- For each 4 or 5 rolled, the humans have fought and not only that, they have spread their quarrel to other humans. This is a huge success. +2 Fear points

Tall YOUR OWN ROLL RESULTS from this step. This is the amount of Fear Points you have gained from this.







OOC
User Image - Blocked by "Display Image" Settings. Click to show. [ Task of Death: ] The Reaping
This task can be performed SOLO. However, it is recommended to have at least another player. You can do this with a max of three players. They may go anywhere in the Human World using the portal catacombs in the Lair. These catacombs lead to small human world towns only. All players must follow these steps to successfully harvest Fear from death.

gaia_crown [ Step 1: ]

- You reach a quiet town, and the first thing you see is a funeral procession. There is death heavy in the air, but not quite enough for a proper reaping. You will need to create more death.

All humans have 10 HP. The CAN be npced.

- Simply select a human target. If you have two players, you can BOTH attack the target until they die. If three, all three of you attack the target until they die. Use proper dice mechanics (battle dice mechanics), Fear charges CAN be used.
- All humans do +4 auto damage, if you are a Death clans member they only do +3 and Death clans members get a +2 attack modifier
- HOW IT WORKS: I am a stage 1 horseman. I roll 2d8 and get 4, 5. That means I do 9-8 modifier = 1 damage to the human. That human now has 9 HP. My partner then rolls 2d8 -8 and gets a final damage result of 8. The human is now DYING. Our group has TAKEN DOWN ONE human. We can now target another
- Make sure to post in your OOC Tally at the bottom of each post which human number you are on and their current HP as well as how many humans your group has taken down.
- When your group has killed AT LEAST 2 humans you can move on to the next phase. You can only take down a MAX of 4.

gaia_crown [ Step 2: ]

- Now it is time to reap, aka, harvest the humans. The atmosphere is just as important as the (dying) human itself, and while it may be nice to gain some additional Fear for Halloween, you have no love for Halloween, and really, there is no reason to add to the ghost population. You are going to do a mock reaping, without fully completing it. You are only harvesting the Fear before the human is entirely passed away.

Roll a 4-sided dice If odd, you harvest 1 Fear point from the body. If even, you harvest 2. You continue to watch and reap in their Fear until they are dead. It is up to you if you want to burn/ destroy/ send off /bury the body or just leave it.
- You must do this for EACH victim (per player) you harvest. The Fear amount is different harvested, as it sometimes depends on what the human is exactly going through in their death throes. All humans are npcable/ you can rp/ gm them. Ie: I am player one and we killed three humans. I will roll for human 1, and I roll a 4. 4 = even. I get 2 Fear points. I watch them die. I do this again for human 2, etc etc.







OOC
User Image - Blocked by "Display Image" Settings. Click to show. [ Task of ALL: ] The Hunted
This task can be performed SOLO, or with UP TO THREE members. It must take place in the Haunted House. Your Horsemen will automatically be whisked there. Read the rules and instructions there.

The Haunted House is labelled as a "Hunter Hotspot". Though there are occasionally students that venture there, most often, Hunters can be seen patrolling the area. They are ripe to use your Fear on.
- For any horsemen attacking a Hunter in the HAUNTED HOUSE (only), their damage modifier is -6 instead of - 8!
- Fear, as mentioned in the Fear points guide, can be stored by successfully hitting any Hunter. It is also good to instill terror in them. Let them live, but bring them as close to death as possible: horsemen are not to be reckoned with.
- Fragment effects are activated whenever battle is engaged and can be used accordingly.

Distortion effects:

- Accumulating TOO MUCH DISTORTION during a battle is BAD, as you CREATE A DISTORTION FIELD. If you accumulate 10 distortion points and "flip", you will also "flip" the entire area around you as well. That means ALL BATTLERS in the thread will also turn into a polar opposite personality mirror image version. You can read more about it HERE. The battle will commence with both players in a mirror image world until one of them yields.

- Mirror Images are NOT volatile as more they are unexpected. They are ESSENTIALLY you but with a flipped personality, their colours are also distorted greens/oranges/ whites/blacks. You remember exactly everything that happened in Mirror Image form. The max anyone can stay in Mirror Image form is for an IC hour. After that, their Fragment shatters, and takes a day to reform again at 0 points.

- That means the HUNTER(s) will continue as well or ANYONE, including students (if you attack those) in the Mirror Image status effect UNTIL an IC hour has passed (for Hunter in terms of COLOUR, this affects their weapons only, in terms of personality, it affects BOTH). They cannot infect anyone around them, but they can cause a lot of problems! After the IC effect wears off, they just feel sick and unhappy.
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Fri Aug 17, 2012 3:47 pm
User Image - Blocked by "Display Image" Settings. Click to show.


The Lost Clans Lair - Distorted Version:

gaia_crown [ Setting: ] After the Hunter invasion, the Lair now rests at the very precipice of Halloween, much like the Haunted House. It no longer retains an exit in the Sahara, and can only be entered by those bearing the sigil of the Lost Clans. Everyone else will find them meandering a meaningless infinity of shadows and distortions forever. As the Lair is considered neither in Halloween nor the Human World, it is protected by the distortion that created it, and can contain humans safely without them exploding.

- The Lair has four main IC settings that all Clan initiates can visit. Please rp anything in the Lair settingin the main subforum for horsemen HERE. Simply label your RP [LAIR] for location, and then the usual. You may rp in any of the listed locations, or make a vague one of your own.

The Colosseum: Normally closed, this large building, a crimson monument with sharp ragged edges, showcases odd events, for examples, sometimes cruel battles with prisoners such as Hunters brought back from the Human world. Occasionally there are exhibits in the Colosseum though now it is oddly empty.

The Dungeons: This is where horsemen keep Humans they have captured for Fear harvesting, slowly and painfully. The runes at the top of the dungeons, in fact the miasma in the entire Lair, prevent Hunters from being able to fully summon and utilize their weapons or use any Runic technology period. It is something of a "dead zone" for Hunters.

The Main Cavern: At the entrance of the Lair is the Main Cavern. It contains several oddly distorted doors, portals that lead to the Human World. Famine sentry members are stationed there heavily, to make sure nothing odd enters their portals. Clan members can leave via the portals back to Halloween or to various places in the Human world to gather Fear. For more information on Fear Harvesting, please check in here. Anyone who is a Clans initiate can take on a Lair Task (please do so in the MAIN subforum, not this one!)

The Experiment Room: The experiment rooms are small rooms filled with odd projects going on, mostly through Famine alchemists. It contains a wealth of supplies from rich minerals to crops - created using their underwater reserve - and even large and unusual Fear creatures and minipets. The most important part of the experiment room is the Fear healing section, which all Lost Clans members can visit to rest and recover. Braver Lost Clans members can play round with the items left behind the Famine alchemist, though the vials usually bear unusual results. ((OOC: Players are free to create/ take/ use flasks that have MINOR status effects. These only last an IC hour max. Minor status effects are ones such as hair colour changes, voice change, a small blight, height and size change, and the occasional floating in the air problem)).



DISTORTED WORLD OF TRANCE:

exclaim Read more about it here! exclaim  
PostPosted: Sun Dec 16, 2012 7:16 pm
LOST CLAN LAIR: HOME

gaia_crown [ Setting up residence: ] Since the return of many of their fallen allies, the Horsemen have been busy at work in the Lair, expanding the vicinity around, creating more open areas, domes, caverns in the expanse.

All horsemen and clan initiates can now create their own residence inside the Lair. Please check below for what each is allowed. Players can now also rp there, set up a small shop there, create concoctions, store things, literally the area is a small workspace to do as they please!

gaia_crown [ Area and resources: ] Resources are calculated by literally, how hard the Horsemen and/or Initiates work. For each Lair Task where they brought back Fear, they are allowed to bring a little back into their area. (This is Fear brought back from Lair Tasks only!!)

+ 10 Fear brought back total: You get a small room, enough for a modest resting area in the caverns. Everything is a little crude, but it serves as a good resting place. There's more than enough space to store some odds and ends here, as well as place a few things on the walls.. against the cave.

+ 30 Fear brought back total: You can expand your room so now there is a window peering to the outside Sahara. You also get small bathing quarters, personal bathing quarters, fueled by the natural hot springs water bubbling from below. You have a den as well, enough to place your workshop and items, and also invite visitors inside without feeling too crowded.

+ 50 Fear brought back total: You now get your own workshop on top of everything else (see above). In the workshop you can store your work, artifacts collected and created, as well as buy, sell, barter and trade your own works. This is very similar to how horsemen booths are run in that you can create any prp/ orp where your Horsemen is selling items they made for a small and modest price, usually in Silver Pumpkin Seeds, Four Clans Tokens (all done ICly) or even bartering with other horsemen. A small alcove opens up so that horsemen can showcase their workshop to others. The workshop room leads into the closed off den and resting quarters, where a rather generously-sized window peers out.

+ 80 Fear brought back total: The resting quarters are rather luxurious. While decorations have to be provided by the Horsemen themselves, through Human World hunting or scavenging exhibitions, Horsemen are able to live very well in this cavern area. Horsemen have a full working area for their workshop, where they could do everything from metalworking and creating a smith to a more artistic working space, as well as a large luxurious den, and a second staircase winding up to three rooms above. A large flowing set of baths, in interlocked tiles is more than enough space for any horsemen (or student).

gaia_crown [ Room Items : ]

- Horsemen and Initiates MAY bring back spoils of war back to their rooms to decorate (this can be reflected in their journals/ you can pretty much create a separate section for their Lair dens in their journals as well as keeping it IC/ rped whenever you want!) as the Lair joined between the Human world and Halloween. These spoilers CAN NOT go to Halloween
- Spoils include anything literally, taken or looted off Humans, the surrounding area, as well as the wildlife around. It can also be items or bought and purchased things off Halloween
- For things such as ingredients for potions, etc, those will have to be farmed from Halloween however you please. Alchemists for example, could keep rare herbs they have found in Halloween in their Lair dens for safekeeping and to brew potions and farm and cultivate special plant specimens, so on so forth.

gaia_crown [ Relatives : ] - Relatives, friends, etc, can and may occasionally drop by! You are allowed to npc in relatives/ friends of your Horsemen character, do solos, however you please. They can also talk to other characters, etc etc, think of them similar to how "parents" and "siblings" NPC'ed work in Amityville.

gaia_crown [ General Lair Community : ]
- It is a bit more crowded now in the Lair, for better or worse. All the above (see above) areas in the Lair are still active, along with a few new features:

Library: Archiving of the old Horsemen lore, the separate clans, information on tribe history is kept here, as well as some interesting books on Artifacts. (OOC: You can pretty much make up your Horsemen/ family history as much as you please as your Horsemen/ others "read" about it)

Public bathing: A large series of beautifully layered hot springs underneath, available for everyone

Training areas: There are several large rooms that serve purpose only to train others in Fear and help strengthen each other. Horsemen can work with each other and Initiates to help learn and teach them the ways of combat and grow stronger.
 

Zoobey
Artist

Magical Incubator

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