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Magesc
Captain

PostPosted: Fri May 24, 2013 1:25 pm
table of contents

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» table of contents
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» raguati
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» asarei
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» dovaa
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» hybrids
 
PostPosted: Fri May 24, 2013 1:50 pm
raguati

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The raguati were the first race to populate the realm. Created by Soudana as weapons of war, they have become known for their cold exterior, harsh tone, and their careful and precise strategies.

PHYSICAL FEATURES

Apprentice
  • No Eyes - All raguati are born into the world with no eyes for they are "soulless beings" intended for war and war alone. They see wave-formation shapes, much like Daredevil sight, in addition to grey tones, allowing them perfect night vision as well as the ability to distinguish text, simply without the benefit of color.
  • Dark Skin - Their skin tones can range to any dark color you can imagine.
  • Dark Hair - Raguati all have the usual dark hair colors, and most styles include long and tied back for both males and females. This, of course, differs from individual to individual and hair dyes are sometimes used.


Adept
  • Imprinted Weapon - When growth occurs, the only additional things that are potentially added to the artwork is the use of their Imprinted Weapon that they've chosen in their apprentice stage (Battler Path Only). Besides this, the adepts are similar, just older, than their previous selves.


Expert
  • The Crack - During their Expert years, "The Crack" as most refer to it, is the coming of age to obtaining the raguati's "Third Eye" (explained more in Master). It's a simple slit that begins to open up above the forehead, but never is fully open until the final stage.
  • Demonic Wings - One pair of demonic bat-like wings begins to sprout during expert stage upon the middle back. These wings are smaller during this stage and are not capable of full flight but some minimal gliding.
  • Demonic Tail - This is like a raguati's third arm in a sense. A demonic-looking tail begins to sprout as well, causing pain at first, but in the end, is very much worth it. This tail can wrap around things and is treated much like a prehensile tail, able to act as a third arm in a sense for the raguati.


Master
  • Third Eye - This "Third Eye" is the raguati's only real eye. They can now see in full color with this eye, which can actually leave the body and float about, allowing the raguati to 'see' from a different perspective if they so desire. It is also used to view magical traps and the like. When the eye leaves the body, there is a constant hole not unlike the other two empty sockets that have been upon the face since birth.
  • Second Wings - Another pair of bat-like wings sprouts from the raguati during the later stages of their life above the first pair. This is when you truly know that a raguati is fully grown by the size of their second wings. When fully grown, these two pairs of wings now allow the raguati to fly fully.


CULTURE

      A raguati's life isn't sacred to the community. Their culture as a whole is very dark and dreary. The clothing style and most views are dark as well. Gothic would be the perfect way to put how the raguati tend to dress and how their architecture reflects it. Raguati buildings and strongholds tend to show off a lot of Gothic elements. Angry stone dragons line their walls and look down upon them as they walk the darkly paved streets of their city. Many pointed and sharp roofs are placed throughout the city, giving the whole town a sense of darkness.

      In the beginning, Soudana decided that weapons of war weren't meant to have souls and because of this, the raguati race lacks a soul. Soulless beings don't have an afterlife with the gods like the other races, and because of this, some raguati have actually become rather depressed. Even though they are a harsh race, everyone is raised with a different mind, and just because one doesn't have a soul doesn't mean that they don't have a heart.

      Most of these people have a thirst for blood and power, much like the goddess who created them. Though, there are always exceptions to that rule. Not everyone is a bad person, even when it comes to the so-called "evil" race.



COMPANION

      Obtaining the Companion is quite a simple task. You must complete the Raguati Companion Quest to receive the Companion. Once you've done that, you will gain an extra RPable character and for those on the Battle Path your companion will have a special ability to use during battles.

      The Companions often come in many arrays of colors. But the point of the companion, is that it's actually connected to your character through the magic. It is a piece of your character in another form. It completes your character. The two have an inseparable bond. The Companion is the character's own self in a separate body with separate thoughts. The two are conjoined and if one dies, so does the other.

      Companions are going to follow more your character's color scheme to match what your character may look like.

      » Battling with a Companion:
      There are two types of Companions: Offensive and Defensive. Offensive types would be a Companion like a lion-like, tiger-like, bear-like, wolf-like, etc. Defensive types would be more like a butterfly-like, rabbit-like, tree-like, and creatures or things that aren't too offensive in nature. Though any creature you decide to take as your companion may be either Offensive or Defensive. That is up to you to decide.

      No matter what type you decide to go with for your Companion, they will receive one spell depending and differing from character to character.

      Offensive Companions will gain an offensive attack (maybe something like the Bleed effect, or an instant damage that they can do 2-3 times per battle) or anything dealing with the other character (if you want your butterfly-like companion to be offensive, they may gain a poison that they can apply to the opponent instead of dealing physical damage).

      Defensive Companions will gain an ability that can be used to buff, heal, or shield your character or an ally (for example: a tree-like companion may be able to heal a percentage of your LP, a butterfly or fairy-like companion may be able to buff up defense with a spell or shield you from one offensive attack per battle, etc.).

      Along with this, depending on the the of companion (offensive of defensive) the character will gain a permanent buff of 5 ATK (offensive companion) or 5 DEF (defensive companion) that is carried with them consistently.
 

Magesc
Captain


Magesc
Captain

PostPosted: Fri May 24, 2013 1:50 pm
asarei

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Created by Seren in retaliation for the creation of the raguati, the asarei have been given the command to purify Magesc from the raguati and this is what began the true war between the gods. The asarei are known for their wits, cunning and craftsmanship. They tend to be tinkerers and mechanics who create different robotic structures and things that require a bit of mechanic work to be appreciated.

PHYSICAL FEATURES

Apprentice
  • Wing Tattoo - Every asarei is born with this tattoo. The tattoo is found on the upper back and can burst into actual wings at any time they please. This allows them to glide at the beginning stage of their life. They cannot use these wings to completely fly around until later stages. The wings resemble that of birds wings found in our world and can be any color.
  • Pale Skin - Every asarei has pale skin. This can range to any color that is lighter and more airy.
  • Bright Hair and Eyes - An asarei's hair and eyes are always bright colors and never really truly deep shades of any color. Lighter colors are normal, every now and again you may find one with a darker set of eyes, but for the most part, bright colors are in the asarei's blood.


Adept
  • Imprinted Weapon - When growth occurs, the only additional things that are potentially added to the artwork is the use of their Imprinted Weapon that they've chosen in their apprentice stage (Battler Path Only). Besides this, the adepts are similar, just older, than their previous selves.


Expert
  • Second Wings - The second installment of wings come into the asarei's possession. They are found on the middle of the asarei's back and are generally the largest pair of wings they will obtain. This allows for full flight, but only for a limited period of time.


Master
  • Seraph Wings - The final stage gives the third and final installment of an asarei's wings. Now three full sets of wings are found upon the grown asarei's back. This set covers the lower back and all are found in the tattoo form when the asarei wishes. With all wings together, they can now fly from continent to continent. All three sets together are large enough to even lift up another person if so desired, but will only be able to withstand so much before the asarei is tuckered out.


CULTURE

      Whenever the asarei's culture comes into play, think Steampunk. The asarei are heavily into mechanics and gears. They build their cities with many gizmos and gears all wound together intricately to design beautiful architecture and brilliant clothing.

      Asarei have a tendency to be kind, caring, compassionate, and loving. The "righteous" race as they consider themselves isn't always so just. They are just as likely to become evil or controlling as the raguati. They want the power to "purify" Magesc and will stop at nothing to obtain these goals. Oftentimes they will believe themselves to be more holy even though their mindset may be twisted to some degree.

      Obviously, there are those who deter themselves from the norm and wish to be more ethereal in body and soul. They are simply thought of as "different" from the rest of the community.


COMPANION

      Obtaining the Companion is quite a simple task. You must complete the Asarei Companion Quest to receive the Companion. Once you've done that, you will gain an extra RPable character and for those on the Battle Path your companion will have a special ability to use during battles.

      The Companions often come in many arrays of colors. But the point of the companion, is that it's actually connected to your character through the magic. It is a piece of your character in another form. It completes your character. The two have an inseparable bond. The Companion is the character's own self in a separate body with separate thoughts. The two are conjoined and if one dies, so does the other.

      Companions are going to follow more your character's color scheme to match what your character may look like.

      » Battling with a Companion:
      There are two types of Companions: Offensive and Defensive. Offensive types would be a Companion like a lion-like, tiger-like, bear-like, wolf-like, etc. Defensive types would be more like a butterfly-like, rabbit-like, tree-like, and creatures or things that aren't too offensive in nature. Though any creature you decide to take as your companion may be either Offensive or Defensive. That is up to you to decide.

      No matter what type you decide to go with for your Companion, they will receive one spell depending and differing from character to character.

      Offensive Companions will gain an offensive attack (maybe something like the Bleed effect, or an instant damage that they can do 2-3 times per battle) or anything dealing with the other character (if you want your butterfly-like companion to be offensive, they may gain a poison that they can apply to the opponent instead of dealing physical damage).

      Defensive Companions will gain an ability that can be used to buff, heal, or shield your character or an ally (for example: a tree-like companion may be able to heal a percentage of your LP, a butterfly or fairy-like companion may be able to buff up defense with a spell or shield you from one offensive attack per battle, etc.).

      Along with this, depending on the the of companion (offensive of defensive) the character will gain a permanent buff of 5 ATK (offensive companion) or 5 DEF (defensive companion) that is carried with them consistently.
 
PostPosted: Fri May 24, 2013 1:50 pm
dovaa

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The dovaa were created by Abronaxus to bring peace and prosperity to all of Magesc. Being created to be the "dominant" third party, the dovaa were meant to restore Magesc to its former glory, although they have now receded to the confines of the Celestial Plane allowing Magesc to run at it's own pace. They are definitely brought into the war frequently and most feel that Magesc does need to revert to its former self.

PHYSICAL FEATURES

Apprentice
  • Dragon Horns - All dovaa are born with horns of different shapes, sizes, and colors.
  • Scales - As well as the horns, the scales differ from individual to individual in sizes and colors.
  • Natural Skin - Any skin tones that are found in our world can be brought to the dovaa.
  • Lavender Eyes - Every apprentice begins life with lavender or purple eyes. This means that the individual has not yet chosen their clan.


Adept
  • Clans Eyes - During this stage, their eyes will transform to the color of their chosen clan. Ysali = Green, Ayrala = Gray, Kiandri = Yellow/Orange/Gold, Firani = Red, Peisio = Dark Blue, Aiskala = Light Blue/Ice Blue, and Gaili = Brown.
  • Clans Changes - Other changes may occur during this stage to show that the clan was chosen. Hair color may grow a tint of the chosen clan or change completely, scales may change color, all of these things are looked at and it is different from individual to individual.


Expert
  • Draconic Wings - A small pair of dragon-like wings will sprout from the mid-back of the individual, oftentimes matching the colors of the scales and horns of the character. At this stage, the wings aren't large enough to do anything but look like a small addition to the character.


Master
  • Full Grown Wings - The wings are now fully grown and are capable of limited flight and gliding.


CULTURE

      The dovaa are a more diverse race and their culture is a much more medieval fantasy world. The Celestial Plane adds many fantasy elements that the other races don't really have. Brighter colors and strangely shaped buildings line the streets of their cities and towns. Their clothing is represented by medieval garb as is their culture.

      At the master stage, they are able to fully realize their true form or dragon form which will take many of the same physical elements of their humanistic form. They are able to fully communicate with others still through telepathy.

      When the races were first created, the dovaa weren't on either side at all, but trying to befriend both the raguati and the asarei. Then, Draco Veranno made them choose, it was either his people, or the asarei. When Marcus decided not to take a side whatsoever, the dovaa were dragged into the Great Engagement as well. Now the tangled web of fighting has yet to cease, and the three races all fight for survival.

      Individual clans are an important part of a budding dovaa. Some dovaa are persuaded to join the clan of their parents choosing, whichever that might be. Though, the choice of the clan is up to the individual dovaa themselves, not their parents or teachers. When choosing a clan, the dovaa will be infused with the powers of that clan (see the 'Dragons' thread in the guild for more information on dovaa powers.). Everything is up to the individual him/herself. While most dovaa find themselves equal to other dovaa from different clans, you may always get those select few who think of themselves much higher and much more 'dominant' than the other clans. This is definitely not the case, and is wrongful thinking, but some Dovaa have decided to dedicate their life to being the best. That's just their individual goal


TRUE FORM

      A dovaa's True Form, also known as their Dragon Form, is their inner self. To obtain the True Form, all one must do is go through the Dovaa True Form Quest. A True Form allows you to have an extra RPable state where you are actually a dragon if you so desire. Able to and fully capable of flight at long distances, where a Master dovaa is only able to fly without their True Form for a very limited time. The True Form gives full flight to the character. Able to fly from continent to continent in search of dragons. They are able to use telepathy speech instead of regular speech and for those on the Battle Path, the True Form will give you an extra large buff.

      One's true form is an extension of the character's master self. For example, Kavanna's True Form still has her regular Dovaa horns and scales, hair/fur (even her green streak) as well as her distinguishing scar.

      » Battling in True Form:
      For those of the Battle Path, true forms will give you some major buffs that are able to be used throughout the course of the battle. The true form will last a total of three (3) turns once tapped into. It costs 10% of your character's total ENG to transform into the true form. Once transformed, for those three turns, the character will gain 30 LP and 15 ATK. They will also be given two spells to be used within those three turns. These spells depend upon the character's clan and only one can be used per turn. All clans will have one offensive (a damaging attack of some sort) and one defensive (a healing or buffing) spell. As soon as the character exits their true form after the third turn, your gained LP and ATK will dissipate.

      PLEASE NOTE: If your LP falls below 30 while in your true form, once you transform back on the fourth turn, you will fall unconscious and lose the battle! So try and heal above 30 LP with potions or spells before then!

      PLEASE ALSO NOTE: Once you change back, these spells will not be usable any longer. So be sure to take advantage of them while you can!

      » True Form Spells:
      Treat all true form spells as "Special Abilities", where using them does not require any ENG or the need of an accuracy roll.

        Ysali
          Offensive: Wrath - Shoots a large ball of plant-like energy towards the opponent that saps energy and does damage. Saps 10% of the opponent's ENG and deals 15% of opponent’s total LP as damage. [opponent’s MAX LP x .15 = damage dealt]
          Defensive: Lifebloom - Heals an allied character for 15% of their total LP each turn for 3 turns. [ally’s MAX LP x .15 = life healed]


        Ayrala
          Offensive: Ayroblast - Blast the strongest wind you've ever been able to muster at the opponent. Deals 15% of opponent’s total LP as damage. [opponent’s MAX LP x .15 = damage dealt], it also stuns the opponent for the next turn.
          Defensive: Wind Wall - Keeps a wall of wind between you and the target. The next standard attack done to you will be blasted back at the opponent instead for full damage. This wall lasts until an attack hits -- persisting through transformation back into a dovaa's regular form.


        Kiandri
          Offensive: Thunder - Send thousands of lightning shock waves towards the opponent. Deal 20% of opponent’s total LP as damage. [opponent’s MAX LP x .2 = damage dealt]
          Defensive: Magnet - Charge yourself with electricity. The next standard attack that hits you, instead of damaging, will be converted into ENG for your use.


        Firani
          Offensive: Inferno Blast - Blast forth a strong fireball from your mouth that deals 20% of opponents total LP as damage. [opponent’s MAX LP x .2 = damage dealt]
          Defensive: Flare Up - Increase your ATK by 15 for 3 turns.


        Peisio
          Offensive: Hydroblast - A strong burst of water from the mouth of your dragon form. Deals 20% of opponents total LP as damage. [opponents MAX LP x .2 = damage dealt per turn]
          Defensive: Deep Sea Healing - Heals an ally for 35% of their total LP. [ally’s MAX LP x .35 = life healed]


        Aiskala
          Offensive: Frost Breath - Breath a cold, frigid frost from your mouth, dealing 15% of opponent’s total LP as damage. [opponent’s MAX LP x .15 = damage dealt], it also stuns the opponent for the next turn.
          Defensive: Haze - A heavy, icy mist fills the air around you and your opponent. Forces all opponents accuracy to be lowered one bracket. Also forces them to use 'Weak Attacks' for 3 turns.


        Gaili
          Offensive: Earthquake - Stomp on the ground with extreme might, causing the earth to shake and crumble beneath the opponents feet. Deals 20% of opponents total LP as damage. [opponents MAX LP x .2 = damage dealt per turn]
          Defensive: Earth Guard - Increase your DEF by 15 for the next three turns.

 

Magesc
Captain


Magesc
Captain

PostPosted: Fri May 24, 2013 1:50 pm
hybrids

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      The hybrids, as they have come to be known as, are those who have parents of two or more different races. Most have been exiled and banished from their individual sanctuaries. Thus, they live among the dragons in the world. They are looked down upon when in a capital city, but are not kicked out by the guards unless they start a fight or cause some sort of trouble (with the exception of the Celestial Plane, where they are not permitted at all).

      Many hybrids have become bitter towards the pureblood races, though some have acknowledged that their lives in Magesc are worth something. If they accomplish great things during their travels, many times, with proof, the leader will accept them back as a clan-mate. Though it is rare, it does happen.

      Hybrids are stronger than most other races, because they have the bond of multiple bloodlines. A dovaa/asarei combination could be an amazing healer using the powers of light and herb causing immense healing, whereas a dovaa/raguati could be a deadly assassin, taking on the powers of shadow and fire, causing extra damage. Though the deadliest combination is that of an asarei/raguati. A hybrid of that caliber could lose control of their powers, temper, or whatever else and become a beast of the night or an angel of the light. It all depends on the combination. Some hybrids have special abilities that others cannot grasp or ever attain. It's a special thing to be a hybrid, though your powers are stronger, your life is a bit rougher in the process.

      The appearance of a hybrid is also unique. Depending upon your race combination, you do get the appearance of both sides. An asarei/dovaa would most likely have both horns and feathered wings. A raguati/dovaa could have no eyes and horns and finally an asarei/raguati could have no eyes and wings. The colors would be determined by their parents. It all depends upon the genetics of the hybrid.

      A hybrid also has to choose one side over the other for their end stage. They must choose either a companion or their true form.

      Important Notes:

      • Hybrids are not available as a first character. In order to attain one, a player must already have at least two purebloods.
      • A hybrid has double the 'special' reqs when it comes to class and clan choosing. If it's a dovaa/asarei or raguati, they will need a clan choosing AND a weapon choosing solo.
      • An asarei/raguati hybrid must do two weapon choosing solos. You may double up (and get access to both light and dark spells) or get two different weapons. You may only get access to dark and light spells if you pick scepter as both.
      • A khehorian/dovaa hybrid is born with one clan (the clan of their parent khehora), and must choose another for the dovaa blood. You may double this up and choose the clan you were born with if you so desire.
      • A khehorian/asarei or raguati hybrid requires one weapon choosing solo. Your clan is the one you are born with.
      • We only take into account the two greatest blood amounts. So if you are half khehorian , 1/4 dovaa, 1/4 asarei, you must pick either the dovaa or asarei path to follow. You do not get a weapon as you are born into a khehora clan, and pick a dovaa clan. The dominant blood (khehora in this case) is a given, and the second focus is up to you. If you have a 1/2, 1/4, 1/8, 1/8.... You do not get a choice; the 1/2 and 1/4 are the paths you go.
      • Part-dovaa hybrids may not live on the Celestial Plane (or even enter it) unless they can pass themselves off as a pureblood. They also may not choose their clan with Marcus or turn their orbs in to Marcus with the only exception being during their apprentice stage if their dovaa parent is of high standing or reputation (contact a staff member if you have questions about this). After apprentice stage, dovaa hybrids are not permitted on the Plane under any circumstances unless granted a specific pardon by Marcus himself.

 
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