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Posted: Sun Sep 24, 2006 8:56 pm
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Posted: Mon Sep 25, 2006 4:57 pm

 Name: Ubel Age: 8 Beginning: September 24th, 2006 Gender: Male Height: 4'5" Weight: 90lbs Hair Color: Black Eye Color: Garnet Skin Color: Silver-grey Additions: None yet. Occupation: Student Position: None. Likes: Reading, being by himself, candles, sweets Dislikes: Loud noises, bright lights, being pestered, people who pry Personality: Ubel is a bit withdrawn, more inclined to be with books than people. Trust issues abound, if you gain this boy's trust, make sure you don't lose it, because you'll never gain it back again. He makes few friends, and tries his best to make fewer enemies. Yet, with those he trusts, Ubel is chipper and intelligent, liking to talk about as many subjects as possible, though he's more inclined towards history and literature. He talks with his hands and his actions as much as he talks with his mouth, though, he falls silent the instant a stranger or a distrusted comes into the room. Goals: None as of yet...
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Posted: Mon Sep 25, 2006 5:00 pm
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Posted: Mon Sep 25, 2006 5:01 pm
+ Please ask permission before posting. And, if you do post, have an Empryean, and use that Empryean for your post. In otherwords, In-Character posts only in this journal.
+ Gaia rules apply here, too.
+ Anything above PG-13? PM it to me.
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Posted: Mon Sep 25, 2006 5:03 pm
 Ubel's Spell Book
 Ubel's School Notebooks
 Ubel's Personal Journal
 Ubel's Quill and Inkwell
 Some of Ubel's candles
 Ubel's Runestones
 Abrid Plushie from Halloween Event!
 His bookshelf, typically filled with books.
 His incense burner, typically hanging near his bed.
 Some of his incense - typically prefers scents of rose, sandalwood, jasmine, musk, rain, and raspberry.
 His Ocarina, which he's still learning to play.
 His star chart.
 His Aquarium and table.
 Examples of fish that might be meandering about in that table.
 Comfortable chair that is his favorite for curling up in
 His sketchpad
 His pastels he colors with.
 Panpipes. Learning to play these as well.
 ... This poor thing was completely forgotten about. It's conveniently named Zeus, in hopes of inspiring it to live.
 One of his favorite - and yet, most hated - puzzles.








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Posted: Mon Sep 25, 2006 5:04 pm
Classes:Cooking: So strange... sunspots...? Either way, I've become rather fond of the class. It turned out to be a very interesting class. What I thought would be useless is now... a nice thing to carry around. A good light. Astronomy: This class is just amazing. I don't think I'll like any other class more... but we'll have to wait and see. For now, the study of the planets and the stars will never cease to completely amaze me and enchant me. I could scarcely look away from that sky... Physical Education - Far more interesting than I thought it would be... I think I'd like to go again, or at least do a little more work with my fighting skills. Law - A class I'd rather not contemplate on, but for the notes that we took. Art - A great relief after Law class... I really, really enjoyed art with Professor Raelyn. She's very sweet. Math - Certainly an adventure. I could hardly wrap my mind around some of the things Paxar said or did, but it certainly was fascinating all the same. Crafting - Made up a while back. It was interesting, and Kortus is a rather good teacher. I certainly enjoyed learning all I could about Technorings and equips. Rhetoric - Tutored this one with Antigone, and found it really very fascinating. The Chakras were an amazing subject to learn about... Botany - Didn't attend the actual class, but obtained credit by going out and gathering Mandrakes, which really was very fun. Working with Jakov was a complete joy! Teachers: Tryna: I rather like this teacher! She seemed too loud to me at first, but I've come to adore her. Elias: ... I can't get enough. Elias is amazing, and beautiful... I never want to leave his class... Orrys - Great fun! I rather enjoyed the gym class with had with him. Very lively. Bardane - though I understand why he does what he does, I can't bring myself to like this teacher at all. Raelyn - So adorable, if I may say as such about an adult. She's very shy and very sweet. Paxar - Fascinating... and a bit frightening. I'm not sure what to think of him just yet... Lus - I was terrified of this man at first... but I rather like him now. He's nice to talk to. Gregor - Very complex... I can't bring myself to dislike him, for some reason... despite what he's done. Metro - Oh goodness... such a little ball of energy. Little, truly... He's smaller than me! Classmates/Friends: Aysel: She seems like a sweet girl. Very shy... and rather jealous. I do hope that I can get back and stay on her good side. I hate the thought of upsetting her, really. She's such a nice girl, and a good friend. Grave: Has to be the best person around here. He and I shared a nice night together, he showed me the Gardens and... other such things. I do hope to get to see him more... and see him more I have. Dare I say I'm falling for him? Just like so many others... Edit: It's certain. I've fallen for Grave, and I love him beyond words... Torrid: Also very nice! He was fun to talk to, and it's nice to meet someone as interested in plantlife as I am... He's just too adorable, too! I like talking to him. Antigone: She's amusing, most assuredly. So bold and strong... I wish I could talk as openly as her. But, alas... for now, I shall just get used to her. Edit: She's rather fun to get along with! I've come to be very fond of Anti. Mathiaz: I know very little about this Empyrean, but... he's a bit intimidating... Edit: He's fantastic. His taste of music is rather interesting, I'll admit, but I do hope to get to know him better, given that he is one of the ones with Grave... Lior: Like a younger brother to me. He's... a bit wild, rather untameable, but I enjoy being around him. We fight on occasion, but always make up. Cashimer: Lior's rather adored friend. I've only seen him from afar, and maybe talked to him once or twice, but he seems to be rather sweet. Yambati: A fascinating boy. He rather likes art, but didn't seem too happy during Art Class... perhaps he's more on the technical side of art? Who knows... Kallisto: I actually haven't talked much to Kallisto, unfortunately... I'll have to remedy that. She's a very nice girl.
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Posted: Mon Sep 25, 2006 5:05 pm

Cooking notes - Never, ever, ever splash sunspots. Very likely to be blinded. Bottle up. If opened, it will blind everyone but the one who opened. Dropped, blinds all. Shaking will produce a light glow, but it will go 'flat' and eventually dim out.
Astronomy - Mercury is the planet of communications, intellect, analytical thought, language and logic. Venus is the planet of material perspectives and pursuits, the fine arts, creativity, love, fine food, dance, physical expression. Jupiter is ambition, leadership, confidence, dogma, strength and power. Saturn is chronology, punctuality, higher intellectual thought, philosophy, antisociality and practicality. Neptune is deep emotions, sensitivity, hidden inner potential, magical prowess, empathy, compassion and the power of change. The planet Uranus is the planet of rebellion, overcharged power and uncontrolled actions. It is said that the outer planets are maginifed and unleashed forms of the inner planets. Where Mars is the planet of carnal energy, conflict, vitality and spunk, Pluto is its darker counterpart: self-destructive intensity, deep passions and decay. Likewise where Jupiter is the most powerful of the Gods for which the planets were named, Uranos is his father, the vicious, brutish, primative forefather. His planet boasts the same power with less control. Uranus is expansion, and you can feel it....even with naught but this model glowing upon us, you can feel his power....you can feel your core aching for action, ambition, independance, rebellion, dominance...
[Insert drawing of spell taught to them]
Absolutely amazing, the way this divination works. Practice more often, on others, just to try it out...
Physical Education - 'All Stage Zeros have 10 points when they begin a sparring match. Each Skill will do a certain number of points of damage to your opponent, or protect a certain number of points of damage. The first student reduced to Zero points loses the match. For each win, a Student earns 1 extra point to go into a duel with from what they have learned. Skills can be used in the Arena to spar with classmates in order to learn how to Duel, and eventually how to fight. Every Empyrean can fight, not just the Kinesthetics, so listen up!
- There are three Orientations, and three types of Fighting Skills - that's one for each Orientation - Academic Skills, Journeyman Skills and Kinesthetic Skills. This doesn't mean that only an Empyrean of that orientation can use a skill aligned to a certain Orientation, but it does determine how many point the skill is worth. The four we're going to learn are punch, kick, block and dodge!'
- The Punch is a close-handed strike
- A Punch, obviously is a Kinesthetic skill, which means it's worth more points if a Kinesthetic performs it. So, for the academics it's worth 2 points of damage, for the kinesthetics it's worth 4 points of damage and for the Journeymen it's worth 2 points of damage.
- The Kick is a strike with the foot. Since it's powered by the legs, it overall is a stronger attack than the Punch. It too is a Kinesthetic skill, making it worth 3 points of damage for Academics and Journeyman, and 5 points of damage for Kinesthetics.
- The Block is used to defend against attacks. You can use your arms or legs to block incoming attacks so that they do not connect with the body or head. A successful block saves you from losing points of damage. For Academics and Kinesthetics it can prevent 3 points of damage. For Journeymen, it can prevent 4 points of damage 'cuz it's a Journeyman skill. In the case that your block prevents more damage than the attack blocking, you do not get extra points back to your total. In Fact, as youget up to higher levels of sparring, this excess is called expenditure, ad it can tire you out faster for exerting too much force and energy. For now though, you don't need to worry about that. And last but not least...
- The Dodge is an Academic skill, as you might have guessed. Its job is to get you out of the way of an incoming attack. It's useful when your blocks are not strong enough to defend you against an incoming attack. It prevents 5 points of damage for Academics, 3 points of damage for kinesthetics or journeymen.
Crafting - To activate a technoring, you tap on it once, soundly and surely. Don't hesitate. Different items have different lengths of usage. Never attempt to use an item for longer than it's limit. It will short-circuit or warp the item, and can melt or destroy the ring it was stored in as well. Notice the ring is still a visible part of the item. To unequip it, You tap twice quickly in a row. Now, some items, like Aeroboots, when active are dangerous to touch, so obviously you can't reach in and tap the ring. In cases like that, you can make two distinct tapping motions above the ring at a maximum of 2 feet away. The air currents and the traces of essence they carry from your hand tot he ring will have the same effect. You have to concentrate if deactivating this way, though, in order to make sure the current of intention reaches the ring. Also, it is slower to react than to a direct tap, because of the distance and the strength of the Empyrean attempting it. The limits for all techno items are listed on the form that is sent to your room when you receive them. You'll have the information there for easy access. However, if you wanna check up on the stats of an item, you can find complete lists in my classroom tacked on the wall... or in Metro's shop once you get out of the White District. As for being further than 2 feet away...well, I'm afraid you can't de-activate a technoring that way. It has to be by Essence, which means personal contact. Since everything in the world has traces of essence in it, if you get too far away, the essence that pours off you from your intention to deactivate a technoring, becomes tangled up and lost in all the essence floating in the air - of your opponent, any creatures or monsters in the area, even the little residual bit given off by technorings themselves in action! But, I understand your concern. Say, you're flying into a dangerous situation, and someone puts an immobilizing spell on you, or hits you with one of the petrifying Castor Shots. Well, in that case, you'll need to use your other skills, mudras, chakras, spell work, or even potions in order to free yourself.
Law The Laws Number 1. No Empyrean below Stage 1 may cast magic, unless under the supervision of a Professor Number 2. No Empyrean (save Grigori) may initiate conflict outside of the Battle Arena while within Empyrean's walls Number 3. No Monster may be domestically kept without official certificate Number 4 No Empyrean below Stage 2 may talk to or with an Outsider. Number 5. No Empyrean below Stage 1 may leave the White District, without the express permission of the Metatrons to allow exit with a Professor escort Number 6. No Empyrean below Stage 2 may leave the Coloured Districts Number 7. Only Empyreans on their Transition from Stage 2 to Stage 3 may leave the City, and only with a Certificate of Passage. The Certificate of Passage requires the accompaniment of at least one Gatekeeper for your safety. At no time may you leave the care of your Gatekeeper. Number 8. All Empyreans must obey the wishes of Grigori. Number 9. All Empyreans must obey the Decrees of the Chorus. Any rules or Laws the Chorus pass are with agreement and power of the metatrons. To cross the Laws of the Chorus is to cross the Metatrons, and to do that is to go against the Will of Empyrean City. The punishment for such a willful crossing is Extinguishment.
Art Class - -learn about the Spectrum, and it's effects on the emotions, mind and healing aspects of the body. -Golems -summation of Art skills. You will need to start with inspiration. Inspiration for Golems can come from any arcaine source. Extinct Monsters or beasts, like Dragons, Chimeras, Cockatrices, Dinosaurs or even the Dodo, Panda or Siberian Tiger work well. You can also take Golem Shards from mythical or extinct essences, like The Golden Fleece, Elixir of Life, The Black Plague, a cloudburst, or even from specific Stars or Constellations that have associated mythology -Traits of your Golem Shard you wish to be foremost. You see, each Golem is different, because different Shards offer different qualities, or different combinations of qualities -list out some qualities of your Golem Shard that you wish your Golem to retain when it takes it's fighting form. These can be physical traits, such as claws, spines, teeth, thorns, or other physical aspects of your Golem Shard, or they can be essence qualities, such as poison, resilience, resistance to temperatures, photosensitivities, or other aspects you'd like your Golem to retain as strengths. -The final thing you need to do for your Golem design, is to Name it. Once you name it you give the Golem shard cohesion, and soul. Be careful in your choice of name. It must be something the Golem can remember and heed, but also something that in meaning and sound suits the Golem's intended purpose and abilities. Ifyou design a Golem for Battle, and name it Fluffy, it's fighting instinct will falter. If you wish for a nurturing Golem, name it accordingly. If you wish your Golem to fight for you, give it the strength to do so in the name you choose -homework Assignment for this class is to complete the designs for 1 Golem Shard
Math Class- -Mathematics are possibly the most powerful Augmentation that is known to us -Magic Squares, Substitution and Geometries -Like the Colours of the Spectrum, specific Numbers each have meanings, and power they can influence over othe aspects. Whether it be the degree of distance between two bodies, of the length of time your sustain a spell's effects, Numbers rule the world. So, if you can apply and invoke their power in Spell casting you become capable of many amazing things. It is a difficult skill to hone, as it requires the perfect focus of the mind simultaneous to the actual casting. Mudras can help train the mind to this focus. -In order to draw on the natural power of a specific number, you need to draw a magic square." Paxar drew a mathematically perfect square of light. He then divided it into 9 mathematically perfect boxes. "The Minimum number of squares within a magic square is nine, but you can go infinitely larger... Keep in mind that the number of squares in each row influences the strength of the Magic Square too. In this case, 3 stands for the Trinity, the balance of power. A good number for a magic square. -Choose which number you wish to draw your magic square for...I will choose 15. 15 equals 6. You reduce the number by adding its component parts, 1 + 5 = 6. Each line in your square will add up to your chosen number perfectly, and will reduce perfectly. .4.9.2. .3.5.7. .8.1.6. -if you can concentrate and focus well enough, they can affect the mood and energy of the space around them -Each shape has its own properties. You can work these symbols into your magic casting. Shapes into your Circle Magic diagrams, for instance, or emblems on your Golems that give them power. These Shapes are the first half of what makes Geometry so powerful, the second part...The Aspects, are what make it so potent. -Substitution is a useful skill. All skills, especially magical ones, consist of two parts. A Required Part, and an Augmenting part. You must always have the required ingredients for the spell, or skill, to work. However, the augmenting aprts are to offer certain strengths, qualities, or properties to the spell work. Therefore, if you have another component with the same of extremely similar properties, it can be Substituted instead. -Obviously, a stronger version of a component will produce a more effective result. You can either weigh the essence of an ingredient, or you can look for its rarity. Generally rarer, or more expensive components will yeild a stronger result. However, if you are in a pinch - say...In the Outside, and you can't find an optimum Augmenting component, a Substitution can mean the difference between life and death. -And depending on the specific traits of each item - in this case Quartz - the same form of it would not always be best suited to all jobs, even if it seems to have "better" properties. Amethyst, for instance is quite perfect for dousing, whereas its less-esteemed counterpart crystal quartz, or clear quartz, is perfect for cleansing! Obviously, Substitution requires a great wealth of knowledge. But if you keep it in mind as you learn and grow, it becomes applicable to everything you do. And the more you learn, the more things you find you can apply it to. -Geometry is, for lack of a better explanation, the skill of using shapes. Different Shapes mean different things, and the ways that different objects interact has different influences on all parties involved, especially those caught in the middle of these interactions. You most commonly see this in Astrology, and certainly the majority of Circle Magic is based on these principles. -There are two types of Geometrics: Inclusive and Inducive. -Inclusive means that the power the shape holds takes effect on anything within the shape, whether it be Two-Dimensional or Three-Dimensional. These can easily be constructed around, drawn around, or the item placed within them to have a desired effect. Some are helpful and others hindering. -The forms used to affect whatever they surround are called Shapes. -Inducive means that the effect between two or more entities or bodies causes a form of energy or influence between them that will then affect any object caught in their path, or within their effect radius. These are most often applied to planets, stars, and forces like friction and gravity. As one becomes more adept, one can begin to spin lines of geometrics out of the essence in the surrounding world to fabricate these Inducive Geometrics. -The reactions between the objects involved in Inducive Geometrics are called Aspects. -Two-Dimensional shapes hold different properties than their three-dimensiaonal counter-parts. In this particular example, Circles are the most powerful of the protective Shapes. Circles are intensified if drawn with potent materials, such as salt for purification and against spiritual attack, blood against physical attack, purified water against monsters, and sacred earth against Outsiders. Spheres, on the otherhand, are clairvoyant, offering vision, clarity and foresight to scryers and prophets. As a rule they can contain concepts and energies, and not physical matter. -The ultimate application arises from optimum positioning of the desired target at primal centre of the key Shape.
Rhetoric Obtained class credit by tutoring and learned about Chakras. Will place notes here.
Botany Obtained class credit by attending the collection of Mandrakes
History - In antiquity there were countries comprised of many many cities. The nations were composed all of the same race, the very ansestral race of both the Empyreans and the Outsiders. And yet, despite their collective lineage, these ancient nations were constantly at war with this group or that, this country or that tribe... Truly war has not stopped even now. - supplies need to be stocked, equipment maintained, provisions prepared and properly readied. There is an endless amount of work to be done by Empyreans and by their Hybrids, Cicus pets, Golems and the like. -the best thing the Zeroes can do in this situation is attend to their studies. Not only in the book-learning sense to better understand their world, and more swiftly transcend, but also in practise and perfection of skills and crafts which can be more immediately put to you. - In the distant past, unknown years ago, the world was whole. It was not a peaceful place, from what we've gathered of the lost resources. There were constantly wars, skirmishes, genicides and atrocities happening around the planet. But in this part of the world, in what was called The West in olden times, there was peace. There was structure and law, mighty nations and friendly neighbours. Injustice was punished fairly no matter your origin. Clearly in a land so carefully and justly ruled, they prospered. The land was tamed, and then excavated. The economies boomed, the people flourished, and then the balance tipped to the side of excess. The wealthy became more wealthy, and the struggling fell into poverty. Skirmishes broke out between different factions of humanity. In order to feed the inordinate number of mouths, and to support the growing weight of the Foreigners who flocked to these lands to try and gain some part in the wealth and prosperity of the place, and finally to try and sustain their extravagent and avaricious lifestyles...The inevitable occured: the planet was raped. Too much was taken, too fast. To replace the swiftly dwindling resources of wood and metal, a new creation was introduced to the society in order to make life more convenient: the Plastique. - Like the ancients before them with their poisonous lead, the humans used their poisonous Plastique for everything. They made tools, clothes, foods, storage vessels, equipment and more from this substance. - But if they had stopped to think, about what the Plastique was made from, and not just what it could be used for, they might have used more caution, or questioned it along the way... But no, they ignored it's dark roots and pressed forward with their innovations, and revolutionized the world. But the Blood of the Planet should have stayed in the rock, in the oil, in the once-white ices of the north. Instead it slowly became a part of their clothing, their medicines, and eventually their very food. And their bodies, uncomprehending to this thing that did not behave the way the rest of the world behaved were baffled and began to grow ill from it. You have to understand Everything in this world goes in cycle. It is born, it grows, it lives, it descends and ends. That is the way of the planet. But this Plastique did not decay. It merely changed form, releasing toxins into the water they drank, the air they breathed, into their every cell. And then the cancers began to sweep through the nation, far too efficient for medicine to fully heal those afflicted. And they became obese and stupid, displaying imbalances that once-pure diets had prevented. Even the simplest tasks - like balancing one's own blood sugar - became impossible for them. And then the World War Four began. - Its production has subsided. The Blood of the Planet was sucked dry. However, there are still places where the items made from the Plastique are piled kilometres high. The Outsiders to this day use their technology to melt down this nearly-indesctructable poison and form it into new items - Grafts, tools, mechanical and electrical parts. - The Plastique could not be so easily tossed away. It did not decay, and it began to pile up. When it was discarded, when it ceased to properly preform its function. - At first, the peoples of the West tried to ignore it, but as the landfills were filled, and as the oceans were polluted, they had to find new ways to deal with it. They tried to use it as land, compacting it, and sinking it deep into the oceans to try to find more places to build on, now that so much land had been destroyed or littered with the Plastique of bygone days. - It was when they began trying to recycle it, releasing poison into the very air we breathe that it became a part of all of us. Your Husk had one of the most common defects caused by the poisoning of the Plastique, Yambati. Although, the fusing of Essence can repair and cure a great deal. It healed your blindness - not to perfect vision, of course, but well enough that you can see with your own eyes, however aided by glass, like me. But it cannot do much more than that... Husks that have grown without limbs, or with their organs on the outside of their bodies, those whose deformaties have gone so far as to fuse two body parts into one... These things the Essence cannot repair, and so those Husks will never be chosen, and will never be saved. - Here within the City, we use only the purest of materials. Everything is built of stone, wood, glass, crystal, metal, ore, and of course ether. However, out there, the Outsiders continue to use Plastique, to fashion their electrical wires and sometimes entire segments of their Grafts which they implant into their diseased bodies, or staple onto their rotted flesh to keep it running long after it ought to have stopped. Their technology far surpasses ours. But we willingly sacrificed such technological advances in exchange for our longevity, our health and our peace of spirit. We went back to older ways of practise. And, bolstered as we were with the help of Essence, we made improvements on these older methods without needing to resort to such dangerous materials. It was a choice decided upon shortly after they made the attack that caused the Crator beyond the Black Gates. Some advances of science are simply not worth their cost. - And so, the fighting grew worse. The Foreigners came here united and en masse to silence the citizens of the West. At first the ancestors of the Empyreans - the Kanadins - and the ancestors of the Outsdiers - the Merikans - fought together, side by side. More and more of the Merikan states were destroyed, desolated by warfare and fallout. Unihabitable, barren and unworthy of even the sturdiest crops, the Merikans had no choice but to abandon them. They pressed further and further north, demanding more and more space from their Kanadin neighbours. At first the Kanadin people opened their arms to shelter and assist their comrades of the West. But as the numbers of Merikan soldiers and refugees continued, it became evident that the situation could not be sustained. It was around this time that the Kanadins reached the Ether. In their digging for supplies or perhaps the side effects of their reactors, they made a breach in the planet's veins. They touched on the Font of Ether flowing from the earth. And the very first of the Kanadins became Empyrean. Or, something near to. The unstable way they had fused with the Ether made them more akin to the Cicus animals than what we recognize as Empyrean now. Some say, that some spark or fragment of those first four still exist within the Metatrons of today. - Our ancestors tried. At first they tried to help, but the Merikans required more than the Kanadins could give. By the time the Kanadin leaders found the courage to tell the Merikans they could afford to give no more, the Merikans' numbers were so great that they attacked their hosts. The Merikans refused to take no for their answer and turned their latest and greatest experimental weapon against the Kanadin capitol. It was the strike of this weapon that seared the Scorched Souls of the Melancholia District into the ground. It was this weapon that rendered us impotent, reduced to gathing our decendants rather than bearing our own flesh. In that moment, the true sides of Outsider and Empyrean arose. That is how we became who we are today, and why we find ourselves in the situation we are in. The Outsiders never gave up their attacks on us for supplies, for dominence, for supremacy. And as we continued to prevail and grow stronger with arts they did not have, they grew to fear us, and mistrust us, and see us as a threat. We find ourselves yet at war. - It has been hypothesized that the Outsiders need the war to unite them. Even now there are a seldom few Outsiders who are losing faith in their General, losing heart at the state of their lives. The Metatrons only know what will become of us both. Perhaps the long silent Foreigners will return, perhaps the Outsiders will unite with the Faust army of Belial and we will be consumed.
Animal Care -a Rakshasa can only speak in his own voice, as you may have noticed, and while in other disguises only in his own tongue. When he's in his true form, as Graphtas is now, he can choose to speak in any language he's bothered to learn. -Rakshasas can mimick the appearance of anything roughly their own weight and size. So Graphtas here could look like Eleuthero or another monster, or a large wooden door, but not an Elephant or a tea kettle. -he cannot become something with moving parts, like mechanics or technoequips. So, if disguised as an Empyrean, his technorings would not be functional. -travel in dangerous areas and quick jobs of spying, the Rakshasa are second to none. They are strong, intelligent, competant fighters and have a grasp on languages. -they will work for the Outsiders. But, the bright side is having done jobs for the Outsiders gives them knowledge of the workings and ways of Outsider life so they can better infiltrate and gather information. -We are honourable. We complete the job we are paid for and that is where it ends. We have no loyalty to one side or the other. We take no sides. When a job is finished, the information we have gathered is given to the employer. We do not keep copies, we do not resell it. It is not spoken of again. -A Rakshasa can turn to any form that he has seen the all sides of. A hologram like the Outsiders have is good enough, though many prefer to see their subject in moving to better copy body languages. -We make pacts to be paid. In Lesh Tarr we have no quarries, no mines. We need supplies to run our homes and materials to make the things we need. Raw leathers, metals and alloys for weapons and tools, plastique, food, jewels.... These things have worth to all creatures. -Lesh Tarr is our one city. There are no female Rakshasa, you see. So our numbers are never so many. We try to find each other as much as we can for safety and organization. No one can walk into Lesh Tarr unless they are Rakshasa by blood. One would be hard luck to find it for searching. So, if you want the help of Rakshasa, you need to do one of three thing: One: be so lucky as to find a Rakshasa wandering by himself. Two: call the name of a Rakshasa who has sworn an oath to serve you, and has not completed his task. Three: possess a Shri Atath. - Mechiresa, the High Duke of Hell created the first Rakshasa from the form of an Empyrean that he had ensnared. We call him Fes Danmatza - The First Father. As Fes Danmatza came to understand his skills and own intelligence, he rebelled against the High Duke and escaped his morbid hall. Mechiresa let him go. We believe so he could watch and see what all Fes Danmatza was capable of. Fes Danmartza was a skilled morpher, and he swiftly took the form of a handsome young Empyrean in the hopes of returning to his roots. He was discovered to be a Rakshasa, and the Chorus Council believed him to be a spy and persecuted him. He escaped again and took to the Outsiders for refuge. There he took form of a handsome young Outsider and proceded to sow his seed. When Mechiresa saw that his creation could further his kind, he flew into a rage and created 9 Shri Atath from the shards of a mirror he broke in a rage and the blood he spilled in breaknig it. Each of these Created Jewels held the power to force any Rakshasa bound with it to do the will of he who bound him until they decide to release him. -hummingbird hum you heard is the sound of her breaking throguh the illusion and into plain sight. Bael invisibility is unique in that it's a natural state of their biorhythms and is maintained by healthy blood levels. A Bael can break out of its natural invisibility by making a conscious effort to produce a hormone similar to our adrenalin. The hormone permeates the air around them, cutting through and offsetting the other naturally occuring discharges of their blood, creating a hum, and then visibility. The crack is the sound of a Bael opening their wings suddenly. Snap a leather belt sometime, the sound's much the same. -They gather and forage, eat and breed, and generally go about their normal lives. But in terms of interesting abilities that we do not naturally possess, the invisibility of the Bael is the most interesting skill they possess. They also fly, but they're not strong enough to bear us, though they can transport correspondance most efficiently. - The Bael are typically found in rocky and high-altitude places, such as the mountains beyond the Crater, and also in the stone ruins left behind by the ancestors of both Empyrean and Outsider. In these settlements, if you wish to call them that, the Bael leave many traces to mark their location - bits of reed and gathered grasses, hoarded mushrooms, beetles and grubs that they eat, and of course their nest beddings and hollows they dig out of the stone to make enclosures to hide in. They are typically quite shy creatures, as you might have guessed, and are rarely malevolent to us. If you're lucky, though, you might hear the sounds of a mating dance when you pass by the areas they inhabit. It invovles a rhythmic stamping of their hooves, flapping of their wings and warbling calls in a very Tribal sort of way. Other than that, listen for the hum and you might just discover a Bael hiding spot." - when in their natural invisible state, the Bael's senses are somewhat altered, allowing them to 'see' paths of motion and parabolas of chance. Whether the excessive blinking is a product or function of constantly 'refreshing' the images of pathways of the subjects they observe, like possible moves of gameboard pieces, or whether it is not an ability they continue to possess in their visible state and the blinking is an attempt to adjust to that sudden lack of stimulus is unknown as of yet. - the Bael cannot make others invisible by touching them or willing them to be invisible. It's a Bael's blood that holds the properties of invisibility, so, we can achieve potions in Cooking that allow us to affect temporary invisibility when ingested. The effects only last for twenty to thirty minutes, as your body digests the potion, and it can be very uncomfortable to pass, but it is the most fool-proof method of achieving invisibility that we have. It can't be broken by disenchant and spell-breakers, as it's not a magic per say. It can't malfunction or short out like technoequips can have the habit of doing, since there are no mechanics involved. The Bael have biologically mastered it best. - You only need a small vial - 10 to 15 ml - to make one potion. That's less than we take for a blood sample, and we take their blood samples much the same way. Now, granted the Bael have much denser musculature so it would likely hurt more than taking our blood, but that's why we administer numbing anesthesiacs so they won't feel it. We also don't take more than 2 samples from each Bael in our service in one week, so they've got plenty of time to regenerate those cells.
Science Currently Attending
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Posted: Mon Sep 25, 2006 5:07 pm
 -Attended the Halloween event -Attended the Paintball Wars -Attended Yuletide Celebrations -Attended Monster Scavenger Hunt -Attended Eros on the Loose -Attended Lucky Clover -Attended the Duel -Anniversary Event -Attended Bellona Event -Attended the chess match event -Attended the Job event -Attended Mandrake Event -Attended the Haunted Houses event -Attended the Metatron Council Event
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Posted: Mon Sep 25, 2006 5:08 pm

Additions~
Stage 1
Felis Pointed Ears - 100g Felis Fangs - 100g Felis Curved Facial Markings - 500g - around one eye, in red Addition to Hair - More beads in hair Add Earrings - 250g Two studs per ear, one hoop in right - black, if possible. If not, silver. Felis Stud Horns - 200g
Stage 2
Caprian Ram Horns - 1000g Felis Brow - 600g - red Demonic Mane 1 - 1000g - grey Demonic Shoulders - 1500g.
Stage 3
Felis Ether Eyes - 4000g Demonic Wings - 4000g -black, grey Felis Serpentism - 1000g - black scales, grey underbelly
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Posted: Mon Sep 25, 2006 5:10 pm
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Posted: Mon Sep 25, 2006 5:12 pm
 .... I really don't know what to think of Sir Hiss...
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Posted: Mon Sep 25, 2006 5:13 pm
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Posted: Mon Sep 25, 2006 5:16 pm
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Posted: Mon Sep 25, 2006 5:17 pm
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Posted: Mon Sep 25, 2006 5:18 pm
Much, much, MUCH thanks to~
Taro, for introducing Empryeans to me - for making it! and for drawing Ubel. <3
Autumn_Fury, for being such a damn sweetheart and one of the nicest people I have ever met. <3
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