» basic information on how to do so There are 3 steps: Capture, Taming, Training. Each step will include rolling and will require a 300 word rp for it to count. Each step requires you to roll a d100 to see if you succeed in this step.
The chances for taming any creature will be 20% for the first 3 tries, then 30% for the next 3 tries, then 40% for the next 3 tries and then a 50/50 chance for the rest of your tries. These numbers are applied to all the rolls you do in the Taming Adventure. Each step requires the same number as the one before it. The % just refers to the chance you have of success out of a hundred. So 20% = 81-100 needed on your die. To clarify:
Tries 1, 2, and 3 (doesn't matter what animal you go after): your character is new to this and doesn't tame very well. So you have to roll 81-100 to succeed Tries 4, 5, and 6 (again, critter doesn't matter, just overall): You're a bit more knowledgeable so you need 71-100 to win. Tries 7, 8, and 9: you've learned yet more so 61-100 to win. For all tamings from 10 and after you need 51-100 to win. That's the best it gets for the basics. Taming is chancy!
If you fail on one step, that adventure is done and you must go start another to try and train one! As of right now, you do not have a second chance to train a tamed creature.
Requirements: Some creatures have requirements. ALL participating must meet the requirements! So if it requires an Expert stage, only Experts or above may join in!
» All Potential Bonuses and Penalties to your die roll Rolling a 100: Rolling a hundred means you get a +10 bonus to the next step's roll. If you rolled a 100 on the last step, it just means you've trained it, there is no other effect. Familiarity: You get +5 to your roll for each time you attempted this creature before. Maxes out at +20. So if this is your 3rd time trying to tame a Bouken (doesn't matter if you have failed or succeed in the past) then you'll get a +15 to your roll. Being a Khehora: -5 to your roll. If there are multiple Khehora, this applies ONLY ONCE! Do not stack. Using a Taming Jewel: Bonuses are +10 or +5. You may use 2 at any one time. Helpers may not use jewels! See post further down for more information. Having help: +5 For each person helping. Everyone participating in the adventure now rolls for each step. Take the highest die as the number to be modified byt he Main Tamer's stats. Every helper gets a point towards their taming count since they are helping you, though only if each have 300 words, Bondeds included! Helpers add in the +5 for helping, the Khehora penalty, and any title bonuses. They do not add any Familiarity bonuses. Titles: Please look further down the page for the post on titles and bonus's they give. They'll give you a +10/15/20 to step 1,2, or 3 depending on how many animals you have caught, tamed, and or trained. Tittle bonus's are added when you are helping another person.
» Starting the Adventure Please include, in the title of the thread, all participants and an [Ongoing] or [Finished] Tag. Like this: [Ongoing] Catching a Lirkrept (Toki || Grrel)
The First Post needs to have some stats, and a mention again of your character and any bondeds with them. If you are having help, in the next post the helpers get to post and put their starting post and information in.
Please the following information for each of your characters.: Characters Name and any Titles they have Animal being Tamed Total Taming Tries Taming Tries with this particular animal
There is no waiting time between the Taming Adventure like there is for other Adventures. You may attempt to tame as many animals as possible in as short a time as possible. Just make sure you post to claim points in order and do not attempt to claim stats for subsequent tamings when there are unfinished, earlier adventures still waiting.
» Finishing the Adventure Treat this as you would a normal adventure with the prompts being Step 1, 2, and 3 found below. Once you finish, post in this thread saying you have completed your adventure using this form:
Who tamed: What was tamed: Link: * If captured creature, do you want it added to your journal? Y/N
Each attempt to tame a creature counts as a different adventure.
✦ Having Help ✦
When you do a taming adventure with help, there are certain rules and stuff you need to know. The first person to post is the Main tamer, all others are Helpers. Both Helper and Main tamer must have 300 words each per step. Bondeds may only claim the taming point if you write the additional 300 words for them. Bondeds are not quite separate characters, so they have slightly different rules. They can give the bonus and help without having to write extra words, but you must include them in the rp to do so!
The Main tamer is the one who's stats you use to determine if you fail or not! So if the Main tamer needs an 81-100 to win, but a Helper needs a 61-100 to win, the Group needs a 81-100 to win. You do not take the highest %, but instead use only the Main Tamers information.
Helpers do give bonuses to the Main tamer though. Any Titles bonuses, Khehora penalty, and items that effect their die rolls (not taming jewels though) are given to the Main tamer as a bonus.
A Helper also gets to roll a die. The Main tamer takes the highest die rolled and uses that as their roll.
Despite only using the Main tamer's statistics, ALL must meet the requirements of the creature. If the creature requires that you be an Oblivinite, than you may not have help from a non oblivionite! This means they cannot participate in the adventure, not even to tag along and just rp.
A Helper can claim the point for taming the creature attempted, so even if they are not the Main tamer, they may still count that creature in their logs.
Posted: Sat Jul 13, 2013 3:56 pm
✦ Rules, Restrictions, and Information ✦
You must have a minimum of 300 words for each step. If you participate in more than one step, your total is what matters (i.e., if you do just capture but fail, you need 300 words for that step; if you succeed in the capture and attempt to tame but fail, you need 600 words between the two over the course of the adventure, allowing one to be longer and one to be shorter as long as it averages out to meet the total, etc.). If, at the end of the adventure, you have more than 500 words, you may count this as an RP req.
If you fail at step one, you don't continue to step 2. Same for step 2 to 3. A failure still requires you write out 300 words for that step!
The fail/success rate of Taming will never drop below 6-100. Just like with dragons, a 1-5 is an automatic failure.
Please include all the math or notes on what's going on somewhere in your adventure. Makes it faster for our updater to double check!
If there is a Requirement, than ALL must meet it to try. An Apprentice, even with help, MAY NOT take on something that requires an Expert. Some animals, due to their dangerous nature, are only available for taming at certain stages or after you have tamed a certain number of animals. Other animals are too dangerous for most people and only certain clans/races may attempt to tame them. Using a Dragon Orb of the required type bypasses this requirement, except if it requires one to be an Orderite or Oblivionite. These cannot be bypassed by using an Aeduan or Diabi Orb. If it requires you to be a Ysali, crush a Ysali orb each time you roll and you may attempt this creature. It will be mentioned in the animal's blurb below if there are any restrictions. The only way to bypass the Orderite/Oblivionite restriction is to get the Beast Master title.
Certain animals may not be tamed and if you try, it is an automatic fail no matter what you roll. Attempting to tame this animal will not count towards your total attempts when deciding which numbers (80-100, 70-100 and so on) you are using. So if you have attempted the Taming adventure 3 times and on your fourth try you go for an Ond, the fourth time does not count towards your total amount of attempts. So for the next creature you roll for, you will still use the 80-100 success ratio as if you had only attempted the adventure 3 times instead of the 4 that you did since an Ond cannot be tamed.
Bondeds may also attempt to tame an animal. If their Guardian is not present during the adventure, then this attempt counts only towards the Bondeds taming numbers and rp requirements. If the Guardian is present, it counts towards both of their rp reqs and taming scores. Though you must apply the -5 to your roll since a Khehora is present. If you do not post claiming the bonded's taming, they will not get points added in. You must claim them! Make sure the bonded has 300 words and the Magescian has 300 words. If you have a total of 300 for both, only one gets the point!
✦ Examples ✦
»»If this is your first time you need a 80-100 on all 3 of your rolls to successfully tame it. If you try a second time, you sill need 80-100 to win, but you get a +5 Familiarity bonus on all rolls if you're attempting the same creature. If you are doing a second attempt with a creature different than the first, you need 80-100 to win, but get no familiarity bonus.
»»If this is your fourth time and you have already tried to tame this animal once before, you need a 70-100 and you get a +5 bonus to your roll due to familiarity. So 65-100 is needed now instead. How I do my math: I need a 70+. I roll a 60. Add all bonuses to my die roll: +15 to 60 gets me 75. A win! Or instead, I need 70+, I've tried this creature 3 times before means 70-15= 55. I need a roll 55-100 to tame it.
»»»»An actual example now:
Example 1
»»Ayrala Apprentice is rolling her first adventure. She's trying for a Ferekat.
Needs an 80+ because this is her first time. Rolls an 84. Time to add bonuses! Fekerates have a -10 penalty to catch them. 84-10=74. 74 is below the 80+ needed so she fails. Adventure ends. If she wishes to use this as an rp, instead of the 300 words required by the adventure, she'll need to write 500 words.
»»Now she tries again, rolling to tame another Fekerat. Still needs an 80+ to catch the Fekerat. Rolls an 86 this time. Add bonuses: -10 for the Fekerat penalty, but a +5 for Familiarity. 86-10+5 =81. She wins! Now she must go to Step 2.
Fekerats do not have any bonuses for Step 2, so she only applies her familiarity bonus to her roll to see if she tames it before it dies or escapes. So she adds a +5 to her roll and needs to beat an 80. If she passes this, she has a pet. House trained, but does not follow commands (house cat!) very well.
Step 3 has a -20 penalty for the Fekerat. Good thing failing step 3 only means you have a pet who doesn't listen to you... If you pass this step, you have a trained creature, one who can follow simple commands and do certain jobs. Guarding, tracking, aiding in a hunt, seeing-eye dog like skills. That sort of thing. Also, a mount must be Trained! So a Tamed Hastar is not a mount, it will buck off it's rider. A Trained Hastar, is a mount, and can be ridden into battle.
»»She tries an different creature on her third try and fails. For her fourth try, she decides to tame another Fekerat.
Now she has a base of 70+ to catch the Fekerat because she has done the Taming adventure 3 times before. Rolls a 69. She's tried the Fekerat 2 times, so she gets a +10 familiarity bonus.
69-10+10=69. Only 1 away! What a pity. Fails again, and adventure ends.
So she tries a fifth time and wants another Fekerat. Still has a base of 70+ to catch the Fekerat. Rolls a 65 this time. She's tried the Fekerat 3 times, so she gets a +15 familiarity bonus.
65 -10 +15 = 70 She captures it! Now she must go to step 2 and roll again and so forth.
»»»»Example 2: Having Help
Example 2
»»A Hybrid has two bondeds and decides to go taming with both of them. Hybrid is the main Tamer while bondeds are only helping out. This will always be the case with a Bonded and their Guardian. For multiple Non bondeds, whoever is the main tamer is the one who posts firsts. The bondeds are Khehora so -5 to her roll. You apply the Khehora Penalty only once! Doesn't matter how many Khehora there are. There are 2 helpers so +10 to the roll.
All three roll and take the highest die roll as the official number. You must make sure all participants (including Bondeds!) have 300 words per step.
All 3 participants get a point added to their taming scores. You must post claiming points for all helpers! If you do not post claiming points for the helpers, we will not add them in to our list. So if the bondeds do not claim their points, it is lost.
Now the Hybrid and her two bondeds try the same animal again. -5 for the Khehora, +10 for helpers and ONLY a +5 for familiarity. Remember, the Helpers do not add in a Familiarity bonus.
Three dice are rolled this time with a +10 to the die. All 3 participants get a point added to their taming scores.
» FAQ on Taming We will put all adventure related questions here for everyone to see.
Q: Will characters have to be at a certain stage for the taming adventure? A: No. Taming in general is not restricted to any stage, path, or race. Since it relies only on the number you roll, any one can do it. Certain animals will be restricted to older stages due to their dangerous nature, but that's it.
Q:Just to make sure I have it right... The -10 and other numbers...when we roll our dice...we subtract that from what was rolled? Like I rolled a 74 but since the creature I want to go after says -10...would my dice roll really be a 64? Or does that mean something entirely different? A: Correct. -10 to what you rolled.
Q:Do we have to post even if we fail? A: Yes. Failure still gets you a point since you learned something. We keep track of what you have tried to do and we need to know if you have tried to tame a certain animal so you get the familiarity bonus. If our count has you at 2 tries when you've actually done 4 but didn't claim two than you have a 80-100 chance instead of 70-100 chance that you would have if you had claimed all your points.
Q:Is there any bonus allotted if we roll a 100 at any point during the rolls? Like say you can automatically add like +5 to the next attempt or you auto succeed or something? I'm just curious since rolling a 100 is pretty rare, and does have bonus' if you roll it during a Creature hunt. A: Because critters don't have ranks like Dragons do, a 100 only means you get a +10 to your next roll IN THE SAME ADVENTURE. So a 100 on step 3 means nothing other than success. A 100 on step 1 gets you a +10 to step 2.
Magesc Captain
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Posted: Sat Jul 13, 2013 3:59 pm
✦ What to do with a Tame Creature ✦
We will add a section below your inventory and put a picture of each animal you have tamed! We will include in ( ) if they are trained. This is so that you have proof of your tries and efforts. Example :
Welcome to Kadryn's profile. No one is allowed to post here without permission from robot kitten.
~~~
STATISTICS:
STAGE: Expert PATH: Battler TITLES Hunter, Trainer (feel free to ask for 'of Creatures' or 'of Wild Beasts' to this bit or something along those lines, Just ask :3). LVL: stats here. ~~~
Feel free to put a post of your in your journal for all the animals you have tamed! Give them names, bios, that sort of thing. I wonder where you keep them all and how you take care of them all? Maybe have a few rp's on this topic if you wish. We don't require that of you though. After you have finished this adventure, the tamed critter is all yours to play and plot with.
You can sell your tamed animal in an rp market/give it as a gift to another character in an rp, what ever you want! This is just a fun thing for your characters to do as you try to meet the rp reqs.
There's no real bonus to owning an animal, you can take them with you on adventures ad stuff, rp with them. Whatever you wish. Maybe even start a farm with them!
You may use them in battle.. though they won't give you any bonuses, since they are just another rp tool to use.
However, we do not want to see animal abuse nor evil things done to them! You have just spent time and effort of taming these creatures, don't be cruel!
✦ Special Taming Items ✦
» Taming Jewels Taming jewels are special magic devices that help one catch, calm, or train an animal. However, using too many jewels on one animal causes them to grow irritable and violent. So you may only use any 2 jewels on any one creature. To use a jewel, run it between your hands to trigger the magic. Then either leave the jewel some place to call out to the animal, place it on the animal to help it be tamed or trained. Each jewel has only 5 uses before the magic burns out.
Olive Taming Jewel: Special summoning magic has been placed in this jewel, calling animals out from where they hide. This allows you to set up a trap and lure them into it. +10 to catch any animal.(Step 1: Capture)
Crimson Taming Jewel: Special calming magic has been placed in this jewel, soothing any violent thoughts or agitated creatures. +10 to calm any animal (step 2: Taming). In addition, the soothing waves coming from this jewel covers anything you may be projecting and so you get a +10 to catch any Bouken while using this jewel in addition to the +10 to tame them.
Blue Taming Jewel: A unique magic has been placed inside this jewel that enables you to more effectively communicate with a creature. You can't understand them, but it means they can better understand what you want. +10 to train any animal.(Step 3: Train)
Green Taming Jewel: The rarest of the jewels, these combine all the magics into one jewel, though the fusion lessens the effect of each spell. +5 to your rolls in all steps
Posted: Sat Jul 13, 2013 4:00 pm
✦ Step 1: Capture. ✦
Roll 1 d100 to see if you succeed or not. RP the results.
Pick a creature you wish to tame, make sure you know all it's +/- to your die roll and any requirements it has. Read up on it's bio in the creature thread to find out its habitat and anything special you'll need to know. The capturing stage needs to have your character going out and stalking the creature, learning its habits, and then setting a trap, stealing an egg or cub, that sort of thing.
If you don't have something along this line then this adventure won't count towards anything. You will be pm-ed to tell you that you need to re-write it to make it count.
You need 300 plus words to continue to the next step. If you succeed, go to step 2.
If you fail, the animal is either killed or escapes as you try to capture it. Make sure your rp response shows where you failed or succeeded!
If you fail here and want the rp req, you need 500 words instead of 300.
Magesc Captain
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Posted: Sat Jul 13, 2013 4:01 pm
✦ Step 2: Taming. ✦
Roll 1 d100 to see if you succeed or not.
The taming stage needs to have your character trying to tame the caught animal. How are you taking care of it? What type of cage or confinement are you using? How are you making it trust you? Is there anything special you are doing to feed it or doing to make it comfortable? Are you being helped by an expert in the field, a friend, family? Does your family/friends/neighbors have a reaction to your hobby? Are you raising he animal? Do you hatch it from an egg, or raise a young baby? ANy funny events while raising it?
If you don't have something along this line then this adventure won't count towards anything. You will be pm-ed to tell you that you need to re-write it to make it count.
You need 300 plus words for this prompt.
If you succeed, go to step 3.
If you fail, the animal is either killed or escapes as you try to civilize and tame it. Make sure your rp response shows where you failed or succeeded!
If you fail here and want the rp req, make sure you have 500+ words total in step 1 and 2.
Posted: Sat Jul 13, 2013 4:03 pm
✦ Step 3: Training. ✦
Roll 1 d100 to see if you succeed or not.
The training stage needs to have your character trying to train your new pet. How do you train it? Carrot and stick method? Reward it when it does what you say? Are you trying to train it to do a specific job like guarding or be a mount? Or are you just trying to house train it so it doesn't wreck your house? Have fun with this step! Let your imagination run wild and surprise us with your ingenuity!
You need 300 plus words for this step. Once you have finished, you have one rp req met. If you succeed, your new pet can understand and will follow simple commands! They can be like a seeing eye dog, a guard dog, a mount, beast of burden, one of those dogs who specialize in finding lost people. That sort of thing! Train a creature to sniff out magic maybe?
If you fail, you still have a pet, but they are house trained but don't listen to you very much. Think house cat.
Magesc Captain
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Posted: Sat Jul 13, 2013 4:05 pm
✦ Creatures and their Special Needs A to M ✦
Here is a list of all the creatures and the specific details we will need to see you address when taming them. Some may not be tamed, it will be mentioned here. Others have special needs, like an aquarium with a current, or specific types of food they eat. Feel free to have them overhear or ask others about the animal and it's needs in Step 2: Taming. Or have the Taming step be completely filled with trial and errors.
This list will be continuously updated with any new creatures that are made.
Alkara -- The Alkara are far too big to contain in a cage, so to keep one around long enough, you need to keep a leash on it while it's young, or in a barn or some other large building to house it in. Green houses would be best, but they might eat some of your plants. Once you've tamed it, the leash will no longer be needed but you may wish to keep it in a pen at night. Feed then a diet of fruits, seeds and flowers to keep them healthy. Also, let them fly at least once a day to keep them happy and healthy. The Ayralan Alkara's are large enough that an adult could use them as a mount for short time periods. Or they can act like a pack mule for Orderites as they fly. »»» Step 1: Those who can fly fast and last out a long aerial chase: Adept Orderites and Khehora as well as Ayrala Dovaas get a +10 to capturing them. Master stages who have large enough wings also get this bonus. You may crush an Ayrala orb to gain the ability to fly and get the +10 Bonus as well. All others take a -10 to their capturing die roll. These large birds are fast and difficult to catch.
Alvhui-- They're incredibly and mischievous, and while they don't mind helping some time.. they refuse to be considered a servant or pet. As such, while you may be able to semi-tame one, it is practically impossible to completely train one. They will need puzzles or games to keep their mind occupied, if bored they will go out and cause mischief. Feed them anything, but especially sweets and fresh bread. To keep one, you must have a well, pond, stream or some sort of fresh body of water nearby. »»»Due to their light and watery nature, only an Orderite (and a Hybrid that is at least 1/2 Ord or 1/2 Peisio Dovaa), or Aeduan/Peisio Khehora/Dovaa may attempt to tame a Alhvhui. »»»Step 1: -5 to catching since they are very agile and quick witted. »»»Step 2: -5 to taming since they prefer to do things on their own terms and do not like being a "pet." You must earn their trust and loyalty! »»»Step 3: -15 to train since their mischievous and proud nature means they do not like to acknowledge a master.
Animated Pumpkins-- They are basically magically animate plants; you may not tame them.
Arboa -- It's highly toxic skin means only those who are naturally resistant to poison can attempt to tame them. Otherwise taking care of it is simple. Keep it in an enclosed area with water, mud, and plants. You can feed it anything and it will survive »»»Only Ysali Dovaa and Khehora may attempt this. You may choose to crush a Ysali Orb to 'become' a Ysali for each step. Use an orb for each step. This Orb is lost from your inventory. »»»Step 2:: +10 to Tame. They are very docile creatures. »»» Step 3:: Cannot be trained to do anything. So do not roll for step 3! Automatic failure.
Argaroo -- These flightless reptilian birds are herbivores who, when starving, will eat meat. But only feed them meat if you want an aggressive Argaroo! A Non vegan diet makes them highly hostile and territorial. Young Argaroo are much easier to catch and tame than an adult. »»»Young:: +5 to rolls on all 3 steps. Argaroo young tend to be very easy to capture and tame since they have not yet learned what is a predator and what to avoid. »»»Step 2:: if feeding them meat, -10 to tame them. »»»Step 3: If you fed them meat in step 2, +10 to train. You are considered "family" and they will make an excellent guard.
Arvathi-- Danger! Venomous! And very quick. It is best to try and trap these with out getting too close! They do live near water, so make sure what ever cage you have is moist! Also, beware letting them near other pets. They do not get along and WILL try to eat them. »»» Ysali and Oblivionites get a +5 to all rolls. »»» For All Steps: -10 to all rolls. They are dangerous so be careful! Plus they may have some cunning, but they do not take orders well.
Arrical-- Adults don't take kindly to capture nor training and to attempt to grab a cub is to court death itself. But it can be done... through ingenious plotting and sheer luck. Arrical's eat anything, though meat and berries are best. Do not attempt to harm the Arrical, it will turn on you! They make good battle companions if you ever end up succeeding at training... »»» Only those in their final stages (Khehorian or Master) may attempt to capture or tame this creature. »»» For All Steps: You need to roll a 96-100 to succeed. Any bonus's and jewels used still apply!
Babosa-- Cannot be caught, tamed, or trained. They are beasts of apatite and killing.
Baikhal -- Baikhal cannot be tamed by any Non Merkin or Peisio Dovaa/Khehora! Since they cannot be take out of the deep sea and will forget their 'master' if left behind, only Merkins and Peisio's who live in the water can keep one. To keep one around, the tamer will need to feed/play/be with the Baihkal every day at least once. Otherwise its tiny brain forgets you. Also, due to it's large and rather dangerous nature, only Orakova, Khehorian, and Master Dovaa may tame it.
Baowi -- Large and aggressive, an adult Baowi is too dangerous to capture alive and will never be tamed. But the cubs, if gotten at a young enough age, can be. A large portion of their diet needs to be fruits, berries, and other vegan supplements, with some meat during the fall and winter. Tamed baowi, once grown to adulthood, may be used as mounts. »»» One must be an Adept, Orakoir or greater to attempt to capture a Baowi cub. »»» Step 1: Must capture them as a cub! -10 to capturing them since you must somehow get around the parents guarding the cub! »»» Step 3: +15 to train. Once tamed, a Boawi is eager to please and learn from you. Smart and quick to understand, training them is quite easy.
Beral-- Mean and vicious, these insects don't like to be tamed or trained. Their sting is poisonous so only a Ysali is safe. They eat mostly sweet nectar and flowers. Water with sugar in it will do if you can't get any nectar. Make sure that their cage has enough room for them to zip about in but be secure that they can't escape. Try to give it a lot of plants and rocks to decorate its cage, that should help to calm it a little. »»» Only a Ysali clan may try to tame the Beral! Or you may use a Ysali Dragon Orb to make yourself immune to the poison. You must use a Ysali orb for each step. Remove one Ysali Orb from your inventory for each step you attempt. »»» For All Step: -20 to your roll.
Bognotti -- These guys need a solid cage with very small gaps in them to be contained. Since it's body is so squishy, a Bognotti can escape from cages that resemble bird cages. You'll need something with a more mesh like look to it. As for food: they like insects and small mammals. »»» For Step 3: -10 to your die roll when trying to train them. Bognotti's like to do things their way, that and they have a very simple mind.
Borgnah-- Very like a Bognotti. But bigger, meaner, and hungrier. unlike a Bognotti, the Borgnah is intelligent and can learn that one is a source of food and not prey if tamed. They can and are used as mounts by some of the light weight Magescians. »»» For Step 1: -20. They are dangerous and difficult to catch. »»» For Step 3: +10 to train them. Once they are tamed, a Borgnah is quite loyal and doesn't want to leave you.
Borlarn-- The Borlarn can only be tamed by magic or as a cub. Even then it is vicious and only some what follows the commands of its master. As long as the Master is deemed strong enough a Borlarn is extremely loyal. However, as soon as it sees that it's master has become weak, they are likely to attack even the hand that feeds it. »»» Only the strong can maintain the Borlarn's loyalty. As such, you must be in the Orkovan, Expert or higher stages. »»» For Step 2: -10 to your roll.
Boukens-- Boukens will need a pen that has high walls to keep them from jumping out. Rabbit-hutch like cages are best. Do not let them run about with out a leash on, the slightest noise can and will startle them into bolting. Then you'll never see them again. As for food: make sure you feed them fruits, seeds and greenery. »»» For Step 1: -10 to your die roll. You need to be very calm and peaceful to even approach them. They are very skittish.
Boushkin-- They need a large pen with an area to burrow into. Feed them rodents and insects and some honey as a sweet every now and then. »»» For Step 1 Easy to capture them during the day so +5 to catching them.
Bykaldrta -- These hairy canines are too dangerous to go after unless they are very young and on their own. Attempting to steal a pup from its mother is a death wish. They will only eat fresh meat. »»» Only those in the Orakovan, Expert, or higher stages may attempt the training of a Bykaldtra! This is due in part to the location where they live, but mostly since they are very dangerous themselves and travel in packs. »»» For Step 2: -10 to tame them, since they have a very wild and free spirit. »»» For Step 3: +10 to train them. Bykaldrta are quite intelligent and may be trained in many ways that we use dogs for. The largest can also be mounts for those under 6 feet and not too heavy.
Cah-- Giant Scorpion!!! Whoo! They eat meat, so feed them living things. And yes, once trained, some are big enough to be mounts. Just be careful.. their stinger will be above you! You will need to keep them form burrowing to escape any confinements you do. »»» Must be Master stage or Khehorian to try. »»» For all steps: You will need to roll a 90-100. They are fast, they are hge, and boy do they have attitude.
Cerlien -- A creature created from wild magic and storms, it is no easy feat to try and catch mush less tame one. But it can be done. It will require the use of bribery, threatening, and overpowering the creature. It cannot be taken out of the sea and needs to live in the cold. But otherwise, once tamed, it will remember you as its master forever. It can feed itself, but you may wish to provide magic items for it to eat... those are delicacies to it. It can eat anything: meat bread, plants: rocks... metal... While trying to tame it, be careful it will try to eat you! You'll also need to find some way to contain it while you try and train it. An ice blockade (pay an Aiskalan Dovaa or Khehora to do it maybe?) is a nice way to create a cage. Or maybe a stone cage. Though that may get brittle in the icy waters. »»» Must be Master stage or Khehorian to attempt this taming. A Gaili or Firani Clan Hyrid/Dovaa/Khehora may not attempt this Their magic will make them an enemy to the Cerlian no matter what they do. »»» All Steps: -30, The Cerlian is an elemental beast whose nature is closer to a storm than animal. Very difficult to capture and keep much less control!
Dactyl -- You may only tame them from an egg! Adults may not be captured and tamed. So Step 1 must be you raiding a nest! They are omnivores, so feel free to feed them anything. While taming them, keep them in an enclosed area; afterwards, feel free to let them roam. Once tamed, they won't abandon you. »»» For Step 3: +5 to train them. Dactyl's are very protective of those they consider family and are great guards.
Dalak -- While these are farm creatures and are flightless birds, they are none the less to easy to catch. The amount of information and farmers who know how to care form them do allow for some help in taming them. Keep them in a pen, preferable with walls instead of fences. They eat bread, bugs, fish, some fruits, and leaves if then need to. They do generate a smell so get used to stinking after caring for them! »»» For Step 2: +5 »»» For Step 3: -20 to training, they are not very smart nor good at learning orders.
Darvithri -- They are intelligent species, not animals. As such, no taming is allowed... so called 'tamed' ones are actually slaves used by despicable people who refuse to see them as anything but animals.
Draugur: Thought to be souls of the avenging souls of hunted creatures, they are instead very much living creatures. For the most part they lie hibernating in dark places that are filled with shadows. They do come out at night, but are never seen until the Blood Moon rises, which signals their mating season. Then they come out during the daytime, infused with enough dark power to resist the sunlight. They may be caught at any time, but it is difficult to find them unless the Blood Moon is out. To catch them, a lot of fresh blood being spilled is the easiest way to draw them out. To keep your Draugur alive and happy, give it a dark and damp place to live and feed it bones and meat. Also allow it out at night to go flying about to insure it doesn't start eying you or any other living beings as a meal. They will return once given a safe place to rest, so don't worry about it leaving you... unless it finds a pretty mate.. then you'll have difficulty finding it again! Draugur are always silent, unless it's mating season. »»» May only be tamed by a Diabi Khehora or an Oblivionite. A hybrid Oblivionite is eligible to tame this, unless you happen to be an Orderite/Oblivionite hybrid, then you may not. The Draugur do not like the light. »»» For Step 1: -30 to catch unless it is October or November, then it is +10 to catch.
Drouil -- Drouil are sought after because of their numbing poison, so quite a bit of knowledge on finding and capturing them is out there. They eat fish and fruit the most, but will chomp on almost anything leafy. Try to have a pond or something like that in their cage. They need moisture to be comfortable though not to survive. »»» Only those in the Orakoir, Adept or higher stages may attempt to train a Drouil. Unless you are a Ysali Dovaa or an Oblivionite mage, then you can attempt to train them as an Apprentice. The poison requires special handling that the Oblivionite's know, and the Ysali are resistant to it.
Dunkel-- The Dunkel is fairly easy to catch and tame; they can be found on livestock quite often and as long as you give the a dark and quiet place to spend the day that has enough room for them to fly about in, they are fairly happy. Provide them with raw meat that has blood in it and insects and they'll be kept healthy. But Dunkel's aren't very loyal, let them out of their cage, and they'll fly away never to return. »»» For Step 3: You cannot train a Dunkel! They have no loyalty to you, only to the colony from which they came.
Eechibo -- An Eechibo adult is far to feral to train or tame, so one must attempt to get at it's young. To do so, you must venture into the den to capture them. The den is full of rotted meat and bones, so it is not for the weak of stomach! Orakoi and apprentices under 4 feet may be able to squeeze into a den, but all others will probably have to destroy it to get at the young. They will eat a mostly meat diet with some fruits, but beware. Eeichibo,even tamed ones, like rotting meat. So they will still stink and you may find small catches of rotting meat in your house. Also, they will need a place to burrow and make a den; if you do not provide this, they will make one themselves once they have grown. »»»Step 1: -15, the smell of the rotted meat in the den is sickening and the parents will fight to defend their home and young. -20 if you rely mostly upon scent or have a particularly sensitive nose.
Elkun-- Cannot be tamed by normal means.
Erlkin-- xxxx Erlkin and Young: Bloody violent huge piranhas. You sure you want one of these? They are excessively territorial and blood thirsty. Must be kept in moving salt water. So you will need to kept them in a cage off the coast or something. Once you let it back into the waters... it reverts to the wild and doesn't answer your call anymore. »»» Peisio's have a +10 to all steps »»» For all Steps: -20 to die rolls. Did I mention the Piranha thing? xxxx Ancient Erlkin »»» Cannot be tamed by normal means.
Fekarat -- Think of them as cats. They can and will escape out doors and windows to be careful! They will need stuff to climb and claw as well, so make sure to have quite a bit of perches in a large cage for them to climb and run around on. They eat everything from nuts, insects, to small rodents. »»» For Step 1: -10 to capture. They live in the trees and almost never come down to the ground so catching them is difficult. Especially since they are so fast and agile. »»» For Step 3: -20 to train. Did I mention they were like cats? They have an independent streak a mile wide.
Feuereches --Be careful of it's poison! While not deadly, it can and will put you out of action with a high fever for weeks. Feed them boukens and silx. It considers onds and flowquettes very tasty as well! You will need to keep them in a large cage or enclosure till you've tamed them so that they don't fly of. »»» Only those in the Kindred or Adept stages or above many attempt to train them. They are very poisonous so great care needs to be taken. That or you must have attempted to train a total of 10 animals before, include success and failures. »»» For Step 1: -20 to capture unless you can fly or control the wind (Orderites, Ayrala Dovaa, any Khehora, and master stages with large enough wings), then it's only -10. They live exclusively in the air and are very fast so catching them is difficult.
Flowquette -- They cannot be 'tamed' as they only live for about a week and do not run away.
Garghon -- Very temperamental, they can easily attack you or just ignore you. Be wary. They are herbivores, so feed them a variety of leaves, grasses and fruit. They do not make the best of guards nor are easy to train because of their mood swings. »»» For Step 1: -5 to catch, »»» For Step 3: -10 to training, they are temperamental and don't take orders well.
Giogimar-- They're incredibly smart, arrogant and mischievous, and while they don't mind helping some time.. they refuse to be considered a servant or pet to anything other than a Khehora. As such, while you may be able to semi-tame one, it is practically impossible to completely train one (except Khehora). They are not pets, they are intelligent creatures, as such you cannot truly "tame" one. »»»Due to their feline and intelligent nature... -50 to all steps if you are not a Feral Khehora (full blood) Only -30 if you are a half Khehora. »»» Ignore the Khehora penalty for these guys! All Khehorians get a +10 to all rolls! You are strong, and they like strong Khehoras; they are worthy of respect and it is and honor to work for one! »»» Bondeds: Giogimar do NOT approve of Bondeds. They may play nice.. but only to kill the Bonded to set it free. A bonded, to them, is a Demi God who has been enslaved and power taken from them. Better dead then in chains. If you have a bonded an additional -20 is added on. If you some how manage to tame one even with a Bonded.. please think up a reason WHY the Giogimar is with you and not trying to free it's demi god. If you gain a bonded after you have a trained one.. you will lose the services of the Giogimar. Unless (again) you cn come up with a Reason WHY they stick around. »»»Step 1: +30 for Khehora. You are not capturing one, you are trying to convince one to join you. »»»Step 2: +10 for Khehora. You are not taming it, you are trying to convince it to stay with you for more than a night (aka keep it from leaving you for better patrons). Once "tamed," it will stay with you.. but still go and help other Khehoras, so it's not exclusive! »»»Step 3: +10 for Khehora. You are training it, not to do tricks, but to do jobs for you. Teaching it what you need, or helping it to further it's own craft (many after all create things), and convincing it that you are indeed worthy of their respect and being attached to your lair.
Groda-- Think frog! Just with highly poisonous mushrooms growing on its back. »»» For all Steps: Peisio and Ysali's get a +5 to all rolls.
Hastar -- Make sure you say which Hastar you are trying to tame! They have different bonuses due to the vastly different natures of the Hastars from different Continents. As for food, they eat mostly meat and fruits, though they will eat grass if there is nothing else. These guys are the main mounts and beasts of burden in Magesc, so you'll find quite a few buyers for tame and trained Hastars! xxxx Serenian Hastars: »»» May only be caught by those in their Adept or Orakovan stage(or higher). »»» -15 to capture, -15 to tame, +10 to train. xxxx Soudulian Hastars: »»» +5 to capture, +15 to tame, +15 to train. xxxx Eowynian Hastars. »»» -15 to capture, -5 to tame, +10 to train. xxxx Ayrian Hastars. »»» -10 to capture, -5 to tame, +10 to train. xxxx Aiskian Hastars. »»» They may only be caught or tamed by Experts, Orakovan stages, or higher. Aiskala Dovaa may attempt this when as an Adept though. Also, you can only tame a young Hastar, adults are too aggressive and independent. »»» -30 to capture, -20 to tame, -5 to train.
Ibi -- They were practically created tame by Abronaxus, as such, it is very easy to catch and tame one.. training on the other had takes much more effort since they aren't interested in learning. They prefer to eat fruits, vegetables, seeds, and some types of grasses. Make sure to give them wood to chew on to keep their teeth in good condition! Otherwise you may notice your furniture gets gnawed through.... »»» For Step 1 and 2: +10 »»» For Step 3: -10, they aren't the brightest so teaching them is difficult.
Ittrit -- Think mosquito... they cannot be tamed as a swarm nor as an individual. Magic can be used to cohere them to do something, but that's not taming.
Jabrvin -- Super sized winter wolf, need I say more? They do have thick pelts, but that will shed in summer, so as long as they aren't in too hot a place they'll be fine. Make sure they get plenty of exercise and meat. Also give them company of some sort: Jabrvin are pack animals. »»» Only an Expert or above may attempt to catch this. »»» For Steps 1 and 2: -30 to both rolls. They are pack creatures, smart, and very prideful: have fun being chased! »»» For Step 3: +10 to Train! They are smart and loyal, once they consider you part of the pack, you can easily teach them.
Kahlikri -- Pony size seahorses! As cute as it seems: they cannot be ridden. That fin on the back is very sharp and makes riding them.. suicidal. That being said, if you can somehow manage to get a large tank, fill it with several of them: they can b e trained to do tricks. They have mindsets very much like dolphins. Make sure the water they are in never gets too cold and has some sort of current. Feed them meat: living meat that they can chase. And don't leave them alone! They are pack animals mostly, so being alone is not a good state for them. »»» Only an Expert or above may attempt to catch this. »»» For Step 1 : -40 to catch them. They are underwater, so only a Peisio or Merkkora can catch them with ease. Or if you have some way of swimming fast and breathing under the water. If you do: it's only a -20. »»» For Step 2 and 3: Only a -10 to the die roll. They resemble dolphins mentally, so taming them is not too big of an issue. But they get lonely easily and do consider Magescians and Khehora to be prey!
Kargoth -- Think Elephant. African elephants. And all the problems that come with them. »»» Only an Expert or above may attempt to catch this. »»» For Step 1 and 2: -30 for both steps. Elephant remember? Do not harm a Kargoth or it's family when trying to get at it: they remember and will never follow you! »»» For Step 3: they are fairly docile when tamed, so only a -10 to the roll due to the difficulty of teaching any large creature anything. They are quiet intelligent, and pack animals so treat them as such!
Kokkolru -- Think whale. Whales that eat anything and are very very slow. I hope you have a tank large enough for it! They tend to break out of most nets or cages that people use to try and hunt them with in the ocean, so you'll need something extra strong. They need a very large area to move through to stay healthy. »»» Only Mastars and Khehorians may catch this creature. »»» For Step 1 and 2: -30 for both steps. You're trying to catch a whale without killing or harming it.... And trying to make it understand that you're confining it to make it a pet.. or something. Good luck with that.. »»» For Step 3: -10 due to the difficulty in training anything this size. Once trained, they remember your face as part of the "pack" so they will remember you.. and can learn some limited commands.
Kenguhra -- A Kengurha will need a nice sized area to bounce about in to keep them healthy. Feed them fruits, vegetables, grass, flowers, and make sure to give them sticks to chew on and keep their teeth healthy. Also, watch out for their horns! They are very hard and sharp. And make sure to keep an eye out for people trying to kill your Kengurha for its pelt and horns!
xxxxSernia Kengurha : They are much more difficult to find than their winter cousins, but anyone may try to tame them. »»» Step 1: -15 to find and catch; they are rare and over hunted on Serenia. »»» Step 2: +5 to tame. They are very friendly and love to snuggle once they learn you are not going to kill or hurt them. »»» Step 3: -15 to train. Very much like a rabbit, they are simple minded and tend to not understand what this training thing is.
xxxxAiskala Kengurha biggrinue to the dangers of Aisko, you must be a second stage Magescian or Orakovan to try and capture the Aiskiian Kenngurha. »»» Aiskala Dovaa and Khehora get a +5 to all rolls. »»» Step 1: -5 to catch due to their fast speeds. »»» Step 2: +5 to tame. They are very friendly and love to snuggle once they learn you are not going to kill or hurt them. »»» Step 3: -15 to train. Very much like a rabbit, they are simple minded and tend to not understand what this training thing is.
Kraken -- Cannot be captured nor tamed. Their sheer size as well as insatiable hunger for destruction makes them unable to be tamed.
Kugel -- Another favorite beast of burden, a Kugel has a much greater carrying capacity than a Hastar, though they are much slower. They are omnivores and will eat anything so keep them away from your garden! They are too large once they grow to get inside a house. Which is good cause then they'd eat your clothes.... Don't let them get too cold! Cold slows them down and they catch sicknesses easier when they're cold. »»» For Step 1: -15 to catch. They are large and heavy so it is quite dangerous trying to catch them. »»» For Step 2: +10 to tame. They have very gentle dispositions and are not difficult to tame. »»» For Step 3: -20 to train. They don't take orders well and tend to ignore them.
Lirkrept -- While noisy and active, they aren't that hard to catch, tame, or train. In fact, if you offer them food, you'll probably have a pet in no time. Just be careful of it's poisonous bite! It's not life threatening, but can put you out of commission for a few weeks.
Leklan -- Tasty and great producers of wool, almost farm has one if not more. They eat mostly grass, though love fruit and vegetables. Keep them in a pen since they can and will wander off a cliff chasing butterflies. »»» For Step 1 and 2: +10 due to the abundance of knowledge on them and the fact that most happen to be half way tamed already. »»» For Step 3: -40, They are dumb as rocks.
Lyra -- Think turkey. When trying to catch/tame/train them, what would you do to a turkey? Feed them a seeds, plants, vegetables and fruits to keep them healthy, keep them penned up to keep them safe from predators. »»» For Step 2: +5 to taming due to the abundance of knowledge on them. »»» For Step 3: -20 to training. They aren't the brightest thing out there.
Makka-- For them, think bison. Bison that turn into a bear when plant life is scarce. Mule headed, herd animals, strong and muscular with nasty horns to gore you with. Do not ever starve one unless you are a cruel cruel person looking for a nasty fight the next time you let it out of its cage. »»» Only an Expert or above may attempt to catch this. »»» For All Steps : -30 due to the dangerous and stubborn nature of this creature. »»» If you feed it only meat: make Step 2 and 3 a -50.
Metal weavers-- Metal weavers are passive animals, feed them and they'll happily spin their metal silk threads. But you need to feed them a variety of metals or they'll die or wander off in search of better metal to eat. Be careful to not let them in your house! They can and will eat everything metal there! Also, keep them away from imprinted weapons! Imprinted Weapons are the best treats to them, even though eating it will kill them. Metal Weavers do have a brain and can learn, but they can't understand people without magical help. »»» For Step 1: +5 to catch. They don't move about to much, so long as there is a source of metal they'll stay there. »»» For Step 2: +10 Same as above. They aren't aggressive and will stay with you if you feed them. The only problem is keeping them alive. They can recognize one as a friend/food provider. »»» For Step 3: None but a Gaili can train them. They cannot understand orders by any but a Gaili, who's earthy nature allows them to 'hear' and 'speak' to a metal weaver.
Magbits--Thin dog sized rabbits who can and will attack you. If you try to capture them during mating season: the males will use you as target practice to impress the females. I hope you like getting hurt. They are dog sized rabbits, so a cage that can contain them is hard to find. They can not only burrow out of it, but jump over most fences. Feed them a variety of food. Also, they amte for life, so if you steal a mated one, the mate will come for vengeance and to free its mate! »»» The affinity of fire and lightning that Magibts have gives a Kiandri and Firani a ++5 to all rolls. »»» For Steps 1 and 2: -20. Omnivore dog sized Rabbits.. need I say more? »»» Step 3: +10 to train. They are intelligent and can be loyal.
Posted: Sat Jul 13, 2013 4:06 pm
✦ Creatures and their Special Needs N to Z ✦
Nirrsebi -- Fast, agile, though very curious and with some intelligence! They live only in the Celestial plane. Only those with permits (aka, you RP getting a permit) can attempt to tame them. You must not harm them in the course of taming! TO do so means your permit is revoked and you are no longer eligible to attempt to tame them! Legally... You could always do it illegally! Only those with access to the Plane may attempt! (so only Dovaa or Dovaa Hybrids are allowed to attempt this. As this is the case, the Nirrsebi is considered a "Cannot Tame" for them) »»» For Step 1: -20 to catch since they do adore playing games... and you catching them is a game! Hybrids are at only -10 since they are different and new and Nirrsebi are very curious. »»» For Step 2: +5 to train. The Plane is very safe, so they do not have the instincts of a wild beast and are quite tame normally. They just don't want to be confined...
Notbjaovin -- Notbjaovin are dangerous predators, though they hold an affinity with the dark. They are sensitive to sudden bright light, so be careful not to shine lights in their eyes! Meat is the best thing to feed them. »»» Only Experts, Orakovan, or higher stages may attempt to tame. Unless you are a full blood Oblivionite; the souless-ness and dark powers of the Oblivionites call out and calm the Notbjaovin. An Apprentice full blood Oblivionite may attempt this. »»» Full Blood Oblivinites get a +5 to all 3 steps. »»» For Step 3: -20 to your roll. Notbjaovins are very independent and don't take orders well. Pure Oblivionites do not take this penalty.
Olboro -- Squirrel! Fast, agile, and small it is very difficult to catch one with out hurting it. If you do manage to catch it, keep it caged until trained as it will run off if scared. Feed it a variety of fruit and seeds to keep it happy and healthy. »»» For Step 1: -20 to catch since they are so fast, small and agile. »»» For Step 3: -5 to train. Takes it a very long time to teach it anything.
Olrawk -- Olrawks prefer to be fed small fish, live rodents, and some seeds. Once trained, olrawks are intelligent enough to be used much like hawks as hunting tools or even for delivering messages long distance. Thanks to their habit of singing for Oblivionites, many Orderite soldiers and even traveling civilians like to keep them close on hand as pets to warn them of approaching danger, but Oblivionites, too, often attempt to catch and tame them for their beautiful songs. They are silent fliers, but not too fast unless diving from a great height. Despite Orderite legends of olrawks being the product of Seren, olrawks are naturally calmer around Oblivionites, and Oblivs, as such, generally have an easier time taming them. »»» +5 to all steps for any Oblivionite (hybrids included) »»» For Step 1: +5 to anyone who can fly: Khehora, Orderites, and those of high enough stages to do so (this stacks for Oblivionites). You may crush an Aryala orb to gain control of the wind and get this bonus (lose the orb from your inventory).
Ond -- May not be tamed or caught. Their inherently magic nature makes them practically impossible to catch or contain.
Oralrik --They must be caught as a youngling since adults look upon Magescians/Khehora as food only. Oralriks need to be kept in or near water at all times! Dryness can kill them. Feed them meat and some leafy greens. During the winter when they hibernate, which makes it the best time to go out and capture them. Also, once you have one as a pet, keep it away from Aiskala and Eowyn! »»» For Step 1: +10 to catch them if you are a Peisio Dovaa or Khehora. You may choose to crush a Peisio Orb to 'become' a Peisio for each step. Use an orb for each step that you want to be a Peisio for. This Orb is lost from your inventory. »»» For Step 2:-10 to your roll. Oralriks have a nasty temper and calming them down enough to tame them is difficult. It's only -5 if you are a Peisio Dovaa or Khehora.
Ordon -- They are intelligent species, not animals. As such, no taming is allowed... so called 'tamed' ones are actually slaves used by despicable people who refuse to see them as anything but animals.
Pesnicks-- They need to be kept in a special pen that has wire in the earth as they can burrow out. They need to be fed a variety of seeds, insects and grass. They also like fruit.
Rajsha-- Think sabber-tooth tiger goat mix! Full of pride, cunning, and the ability to be where you do not want them. BUt once loyal, the treat you as part of the pack. They are pack animals, so try to keep other animals (or another Rajsha) around for company. They eat meat mostly. Do not feed them sweets or bread! It does evil things to tier digestive system(sweets) and can cause them to choke (bread). They are freaking agile and excellent jumpers. May be best to keep them in a large cage in a barn just to make sure they stay put till you train them. »»» Step 1: -30 to catch »»» Step 2: -20 to tame: Did I mention they had both goat and cat in them? Double dose of pride and stubbornness. »»» Step 3: -10 to train. They may be loyal, but that doesn't mean they take orders well. THEY are the alpha, you are just a food supplier. Know your place.
Rhamidon-- A beast of steel muscles, scales and hunger; the rhamidon is a huge beast that some have talked about training to defend the Kargoth caravans. It was after all the same size. But no one has been successful yet. Treat like a mix of rhino and pissed off elephant when taming. Have fun! Oh, they eat meat and will need steel fences that cannot be kicked down to keep them penned up. Barns get broken, leashes snapped. They are exceedingly difficult to keep. »»» Must be an Adult Khehora or Expert stage to attempt. »»» Step 1: -40 to catch »»» Step 2: -30 to tame: they are impossibly strong, and what they cannot break; their hunting pack will break for them »»» Step 3: -10 to train. Stubborn and not wiling to learn from those not of the pack, have fun! They can be a potential mount though!
Riistäjä -- Very violent and independent, the Riistaja are difficult to tame, though it's even more difficult to catch. Be prepared to chase it into the trees, because it can climb in addition to being fast over short distances. It'll only eat meat and needs places to run and climb. »»» For Step 1:-10 to your roll Unless you are a full blood Oblivionite. The souless-ness and dark powers of the Oblivionites call out and calm them, -5 to your roll instead. »»» For Step 2:-5 to your roll. If you are a full blood Oblivionite, + 5 to your roll. »»» For Step 3: +3 to your roll. Once you have tamed it, it tends to be very loyal and wiling to learn. If you are a full blood Oblivionite, +10 to your roll.
Rivakka -- Rivakkas are lazy omnivores which live primarily off a diet of small fish and whatever edible plant life they are given. This means that they are fairly easy to catch... if you can find them out of the water. Rivakkas will need a shallow pond and a basking rock in a sun beam if you wish them to be kept healthy and happy. They may not be taken to Aisko, it will kill them! They aren't willing to learn or do stuff that makes them move about a lot, so training them is difficult. »»» Peisio Dovaa and Khehora get an additional +5 to all steps. You may choose to crush a Peisio Orb to 'become' a Peisio for each step. Use an orb for each step. This Orb is lost from your inventory. »»» Step 2: +5 to tame. If you feed them and give them a nice sunning rock, they'll just stay in your yard after a few days of adjusting. They are much too lazy to try and flee from a nice area where they get fed. »»» Step 3: -20 to train. Again, they are much to lazy to learn, but you can certainly try!
Selala-- Very much a beetle/butterfly type of creature so treat them as such. They need light, so they will need to be in a clear container with access to sun or moonlight, depending on species. Sun ones will need at least a few hours of complete sunlight, moon ones can live on sunlight, but are burned by too much of it and prefer moonlight, and artificial ones need a light source of any sort. Though they like constant light, they also like being able to take a break, so a small blanket or leaf or diggable substrate should be added. They like water, too. They also need enough space to flutter up and down while eating. They can be touched and stroked (gently) and are generally very easy pets, so long as they are not heated or frozen too much, and are not kept in the dark. They can be kept alone just fine but are happiest if they can be in at least small groups of three. Artificial Selala like to be in large groups, especially.
Aeduan Magic users also get a +5 to all rolls as they can create light that the Selala can eat! Insects and animals are more wiling to follow someone who is such a good source of food. »»» For Step 1: -20 to catch since they do adore playing games... and you catching them is a game! Hybrids are at only -10 since they are different and new and Nirrsebi are very curious. »»» For Step 2: +5; once caught they are not hard to keep. They like having a home base and once established and comfortable, even an escaped Selala will return eventually... when its column moves on. »»» For Step 3: -30 Butterfly/Beetle. They do not have the brain capacity to learn much but you can try!
Sheron --They are the oxen of the Magesc world. They eat grass and some vegetables. They do tend to wander off so keep them penned up at night and let them roam about during daytime with a shepherd. They are also herd beasts, so give them something to be a herd with. Otherwise they can pine away. »»» For Step 1 and 2: +5 due to the abundance of knowledge on them and the fact that most happen to be half way tamed already. »»» For Step 3: -10 to training, not the brightest thing around so it takes it forever to learn orders, but they can learn.
Silx-- These greedy magipes tend to be the most common pet. Think of them as a weasel or ferret when trying to think up how to catch, tame, or train. Just be careful to not let them see anything shiny, they will want to steal it and you will probably have several stashes of stolen items about its cage or your home.
Sriliarn -- Fairly docile, the only problem with them is that they're a pain to catch and require high perches, or a Master with large enough wings) your ability to fly enables you to catch them much easier. +5 to your roll.
Svartrin-- They must be kept in moving water! So have a sea side home or live on an island where they can reach you! Or sell it to a ship... Or sell to Merkorra clan as a guard! They are very intelligent and hungry beasts. Be careful. Very careful. Think smart shark... They eat meat and can break out of glass cages or chew through anything that's not solid steel. Steel cages is what is needed and a magical reinforced glass cage if you try to take them out of the ocean. »»» Must be Adult Kehora or Expert Magescian to try. »»» Step 1: -20 to catch. -5 if you are a Peisio Clan. It's a freaking shark...That eats people. Why are you in the water trying to catch it? »»» Step 2: -10 to tame: Only -5 if you are Peisio. They may be like sharks, but they do have intelligence and are somewhat manageable. »»» Step 3: -10 to train. They may be loyal, but that doesn't mean they take orders well. THEY are the predator, you are just a food supplier. Know your place.
Trask-- Cannot be tamed unless you have the Beast Master Title! It takes a Beast Master to know how to track, catch and tame on of these. »»» Ysali and Peisio get a +5 to catching it. »»» You will also need to roll 90-100 on all 3 steps to catch it.
Triefen --They need to be immersed in moving water for them to survive. Still water doesn't allow their gills to work and gather in oxygen. They eat mostly fish and some plants. »»» For All Steps: +5 to your die roll if you are a Peisio Khehora or Dovaa. Your affinity for water helps you here. Using an Orb will not convey this affinity.
Troulender -- Troulenders tend to be fairly easy to tame and train. They are herd animals by nature so make sure to give them lots of attention and a companion or two to keep it company! They eat practically anything, though they prefer insects and plants, especially flowers. Make sure to sheer their heavy coats if you are going to a hot place. The thick soft fur can be sold for a good price, it makes for good winter clothing. »»» You must be a Adept or Khehora to try taming them. This is due to the fact that they are on Aisko and the difficulty that capturing one entails. »»» For Step 2: +5 to your roll. They are very docile.
Ukkobak-- They are amphibious. so provide a pen or cage with water. Also, feed them live prey. Otherwise they may try to eat you. »»» For All Steps: -10 As their bio says, they are arrogant and mean.
Urshund-- May not be tamed by normal means. Their size and disposition makes them difficult if not impossible to tame.
Uruu -- These fluffy balls of excitable happiness are not only harmless, but tasty to eat. They are a main staple of food and easy to keep. They are often given as pets to young children. They eat leaves and flowers exclusively. »»» For all Steps: +10 to die roll.
Vinara --Insects of snow, the Vinara are very delicate and hide deep inside the earth unless it's snowing. They eat other insects and dead plant matter and require a cold place to survive in. Be careful, their wings are very sharp and can cut you! If you kill one, it will melt. »»» Only an Aiskalan can tame and keep a Vinara alive. They may not be taken outside of Aisko outside of winter as well unless kept in a freezing cold shelter/cage where heat can't get. »»» You can only find them during winter or on Aisko.
Vispirii -- Most of them cannot be tamed! The Queen is their ruler and they will not abandon her! And to try and 'catch' a ruling Queen means you must kill her entire hive which ends up killing her. The only way to 'tame' a Vispiri is to capture a newly hatched Queen on her flight out of the nest to create her own hive. Beware though, once you've safely tamed her, she'll probably want to set up a hive in your home.... I hope you like bugs. »»»For all Steps: -20 to all rolls and only a Magescian in their Master stage or Khehorian may attempt this!
Vlidean-- People have tried to tame them since they have the potential to being very good messengers and guardians, but taming them often involves the lose of fingers and then the tamed ones tend to run away if they catch the scent of a wild male or female when they are in heat. It is best to try raising them from an egg, though you can attempt to tame a youngling. Vlideans eat mostly small animals and fruit. »»» For All Steps: -10 As their bio says, they are arrogant and mean.
Voraz-- A plant that eats living prey. Sounds like an easy catch right? Nope. They have a tendency to die if pulled out by their roots. Keeping one alive is difficult as well, they need to be hung upside down in a place that gets water and to be fed every 3 days on living meat. Ysali Khehora and Dovaa have 5 less subtracted due to their affinity for plants. So instead of a -25, it's only -20. -20 becomes -15 and the +20 becomes a +25. »»» For Step 1: -25 to catch »»» For Step 2: -20 to tame, you are seen as food for the most part. »»» For Step 3: +20 to train. After you have managed to keep them alive, a Voraz will recognize you as something that provides food instead of being food. They won't bite you and can understand when you don't want them to bite certain things and people.
Will-o-wisps-- May not be caught, tamed or trained.
Yvazhi -- They're incredibly obstinate and mischievous, often vindictive and hate the idea of a master. As such, while you may be able to semi-tame one, it is practically impossible to train one. They will need puzzles or games to keep their mind occupied, if bored they will go out and cause mischief and chaos. Feed them anything, but especially sweets and fresh bread. This will get you on their good side! »»»Due to their dark nature, only an Oblivionite (and a Hybrid that is at least 1/2 Oblivionite), or Diabi Khehora may attempt to tame a Yvazhi. »»»Step 1: -5 to catching since they are very agile and quick witted. »»»Step 2: -5 to taming since they hate they thought that they are a 'pet.' »»»Step 3: -15 to train since their vindictive and proud nature means they do not like to acknowledge a master.
Magesc Captain
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Magesc Captain
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Posted: Sat Jul 13, 2013 4:08 pm
✦ Who's Tamed What ✦
Here will be the list of all characters (bondeds will be listed separate) and what they have tried to tame. We will not keep track of what you have successfully trained or not. That is up to you to keep track of. Success and failures all count towards your total Taming score since a lose is still a win in knowledge gained.
Arranged in Alphabetic order.
[u][b]C[/b]haracter[/u] has [i]tried to Tame[/i]: X total creatures. [list] Critter x# Critter x#[/list] Total catches: Total tamed: Total trained:
Alionse has tried to Tame: 2 total creature.
Olrawk x2
Total catches: 1 Total tamed: 0 Total trained: 0
Araceli has tried to Tame: 2 total creatures.
Fekerat x 2
Total catches: 1 Total tamed: 0 Total trained: 0
Avani has tried to Tame: 5 total creature.
Leklan x 1 Hastar x 4
Total catches: 2 Total tamed: 0 Total trained: 0
Carrion has tried to Tame: 2 total creatures.
Uruu x 2
Total catches: 1 Total tamed: 0 Total trained: 0
Detraeus has tried to Tame: 4 total creatures.
Baowi x 1 Hastar x 3
Total catches: 1 Total tamed: 1 Total trained: 0
Ekundayo has tried to Tame: 2 total creatures.
Hastar x 2
Total catches: 1 Total tamed: 0 Total trained: 0
Elleth has tried to Tame: 10 total creatures.
Draugur x 10
Total catches: 2 Total tamed: 2 Total trained: 1
Esmeralda has tried to Tame: 4 total creatures.
Vlidean x 1 Triefen x 3
Total catches: 2 Total tamed: 2 Total trained: 0
Erionda has tried to Tame: 13 total creatures.
Hastar x 10 Ikri x3
Total catches: 4 Total tamed: 4 Total trained: 3
Grrel has tried to Tame: 2 total creatures.
Dactyl x 2
Total catches: 1 Total tamed: 1 Total trained: 1
Imoogi has tried to Tame: 3 total creatures.
Alkara x 3
Total catches: 2 Total tamed: 1 Total trained: 0
Ismene has tried to Tame: 3 total creatures.
Uruu x3
Total catches: 1 Total tamed: 1 Total trained: 0
Jijikko has tried to Tame: 3 total creatures.
Baowi x 3
Total catches: Total tamed: Total trained:
Kadryn has tried to Tame: 9 total creatures.
Brognah x 7 Rajsha x 2
Total catches: 3 Total tamed: 3 Total trained: 2
Kekeovonai has tried to Tame: 6 total creatures.
Alkara x 3 Ikri x 1 Olrawk x 1 Vlidean x 1
Total catches: 3 Total tamed: 2 Total trained: 2
Laesara has tried to Tame: 8 total creatures.
Fekarat x 3 Hastar x 4 Alvhui x 1
Total catches: 1 Total tamed: 1 Total trained: 0
Lithian has tried to Tame: 2 total creatures.
Baowi x2
Total catches: 0 Total tamed: 0 Total trained: 0
Malta has tried to Tame: 12 total creatures.
Bouken x 1 Giogimar x 1 Uruu x 5 Drouil x 2 Hastar x 2 Sheron x 1
Total catches: 6 Total tamed: 5 Total trained: 3
Naita has tried to Tame: 6 total creatures.
Haster x 1 Leklan x 5
Total catches: 3 Total tamed: 3 Total trained: 0
Nehelini has tried to Tame: 4 total creatures.
Ikri x 4
Total catches: 2 Total tamed: 1 Total trained: 1
Oblivion has tried to Tame: 4 total creatures.
Silx x 1 Baowi x 1 Borlarn x 1 Hastar x 1
Total catches: 3 Total tamed: 3 Total trained: 3
Raemos has tried to Tame: 2 total creatures.
Olrawk x 1 Sheron x 1
Total catches: 1 Total tamed: 1 Total trained: 1
Rowan has tried to Tame: 5 total creatures.
Draugur x 5
Total catches: 2 Total tamed: 1 Total trained: 0
Sameal has tried to Tame: 22 total creatures.
Alkara x 1 Argaroox 1 Arrical x 1 Baowi x 1 Borgnah x 1 Borlarn x 1 Dactyl x 11 Hastar x 1 Vlidean x 6
Total catches: 13 Total tamed: 10 Total trained: 9
Sueno has tried to Tame: 14 total creatures.
Alvhui x 2 Hastars x 3 Olrawk x 1 Rajsha x 2 Vlidean x 4 Urru x 2
Total catches: 8 Total tamed: 4 Total trained: 3
Suluksati has tried to Tame: 2 total creature.
Feuereches x 1 Giogimar x 1
Total catches: 1 Total tamed: 1 Total trained: 1
Toki has tried to Tame:10 total creatures.
Arrical x 2 Dactyl x2 Feuereches x2 Giogimar x 1 Lirkrept x3
Total catches: 7 Total tamed: 4 Total trained: 4
Torcha has tried to Tame: 3 total creature.
Uruu x 3
Total catches: 3 Total tamed: 1 Total trained: 0
Vazarri has tried to Tame: 1 total creature.
Giogimar x1
Total catches: 0 Total tamed: 0 Total trained: 0
Xenosa has tried to Tame: 7 total creatures.
Vlidean x 7
Total catches: 4 Total tamed: 1 Total trained: 1
Zamanavyi has tried to Tame: 2 total creatures.
Leklan x 1 Triefen x1
Total catches: 1 Total tamed: 1 Total trained: 0
Posted: Sat Jul 13, 2013 4:09 pm
✦ Titles ✦
A list of all titles and what you need to do to get them is here. A title will usually come with a bonus.
Hunter: Successfully catch 10 creatures. Gain +10 to your rolls on Step 1. Expert Hunter: Successfully catch 20 creatures.+10 increases to +15. Master Hunter: Successfully catch 50 creatures.+15 increases to +20.
Tamer: Successfully tame 10 creatures. Gain +10 to your rolls on Step 2. Expert Tamer: Successfully tame 20 creatures.+10 increases to +15. Master Tamer: Successfully tame 50 creatures.+15 increases to +20.
Trainer: Successfully train 10 creatures. Gain +10 to your rolls on Step 3. Expert Trainer: Successfully train 20 creatures.+10 increases to +15. Master Trainer: Successfully train 50 creatures.+15 increases to +20.
Specialized Hunter/Tamer/Trainer: If you get 15 success of capturing, taming and/or training a single creature, you gain a +5 bonus to all rolls towards that creature. This stacks with the other Hunter/Trainer/Tamer titles. You gain the special title of Dactyl Hunter, if you had caught 10 dactyls. You may request a snazzier title than this if you wish. Just ask! If you do get this title, PM the mule or post in this tread to let us know! Once you get this title, your name is familiar to many people and you may be recognized more in cities and by other hunters. These effects stack! So if you have caught 15 Silx, you get Specialized Hunter and a +5 to all rolls. But then you go on and manage to TAME 15 Silx (include all earlier tries that counted towards Hunter) now you get a +10 bonus to all rolls involving Silx! +5 for the Catching and then the +5 for the Taming. Specialized Trainer means you get +15 to all rolls against that creature for that character.
Beast Master: This title is one who has Caught and Tamed at least 30 different creatures. Once you are a Beast Master, your knowledge of animals allows you to attempt those creatures requiring a certain race! So if you are an Orderite Beast Master, you may try to tame a Yvazhi who requires full blood or half blood Oblivionite. This is the only way to get round those racial restrictions. A Beast Master still needs to use an Orb to get those bonus's that the magic of a Dovaa/Khehora gives. Many villagers, dragon hunters, warriors, and quite a few city folk have heard of you and you have quite a bit of fame. Other animal hunters also know your name and some might seek you out and ask for advice, help, to be apprenticed...
King of Beasts: This title goes to one who has caught and tamed every last one of the Creatures! But be careful: the critter thread keeps updating! So to retain this title, each time more animals are released, you'll need to go out and hunt them down! If the beast in unable to be tamed (like Onds) they don't count and you can ignore them. This title will allow you to try an tame some of the untamable creatures! A special adventure will be created for those tamings and all the ones possible will be mentioned. The King of Beasts is known to all hunters and stands at the peak of Hunter-ism! You will find rivals and people who idolize you now! Many villagers, dragon hunters, warriors, and quite a few city folk have heard of you and you are quite famous as the hunters have spread word of you and your hunting exploits! You may find people contacting you for special requests, asking for their children to be apprenticed to you, and inviting you to all sorts of parties and events.
Magesc Captain
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Magesc Captain
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Posted: Sun Jul 14, 2013 8:23 am
✦ Tamers of Magesc ✦
Here will be a list of who has what titles!
Samael: Hunter, Tamer
Posted: Sun Jul 14, 2013 8:25 am
✦ random ✦
Total amount of creatures in this thread: 78 Number of beasts (excluding the untamable ones) currently in the thread: 67 Number of untamable creatures: 10 for a No one can get and 1 that Ord/Obliv's cannot get. Number of creatures waiting to be added to thread(aka, in critter thread but not here):