Welcome to Gaia! ::

Reply The Otherworlds
The Temple (Shop) Goto Page: 1 2 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Taro Rae
Captain

PostPosted: Thu Nov 16, 2006 3:56 pm


User Image
PostPosted: Fri Nov 17, 2006 8:48 am


User Image


...Table of Contents...

One. Shop Banner
Two. Table of Contents. <~ You are Here.
Three. About The Temple
Four. About Sable, the Hunter
Five. About Hunters
Six. About Monster Training
Seven. Monster Training Certificates
Eight. Lures
Nine. Traps
Ten. Charms
Eleven. Apprentices
Twelve. Regsitered Hunters
Thirteen. Monster Sightings
Fourteen. Quests
Fifteen. Completed Quests

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Sat Nov 18, 2006 1:22 am


User Image


The Temple

Do not be fooled by the title...The Temple is no place to pray to some invisible man in the clouds. 'Tis a place to pray for your safety, Bitesnaps.

The Temple is a safehouse against Monsters, so rigged with Charms and Wards and protection that there ain't nothing that can get in. In a tight pinch, the Temple has enough space - between its above ground battlements and halls and its undergronud caverns and shelters - to house all the members of Empyrean City until the danger should pass.

There are some of us though, that won't be acowering down in the dark.

We few are called Hunters, and madmen for what we do.

We don't wait for the trouble to come find us, we go out and give trouble to those would be troublemakers.

So, when the Appocalypse comes to claim you, you can crawl intot he bowels of the Temple and hide.

Until then, we Hunters will use it as a place to train.

If you ain't one to sit and wait, come on inside...
PostPosted: Sat Nov 18, 2006 1:25 am


User Image


User Image

Sable
Stage: Three
Alignment: Melancholy
Orientation: Journeyman
Position: Grigori
Career: Hunter
Likes: Breaking the wills of Monsters, finding Essence Shards and Abberation Stones, killing spies, Erradicating traitors, eating a good sherbet.
Dislikes: Public speaking, being skryd, losing a pet in the Hunt, most Sanguines.
Keyword: Morbid.

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Sat Nov 18, 2006 1:27 am


User Image


Hunters

The Profession of Hunter is a difficult and dangerous one. The Hunters are the Empyreans who scour the City to find and destroy, savage and stray Monsters, spies, Monsters in disguise and Outsiders who have escaped the clutches of the Chorus.

In order to become a Hunter, the Empyrean must reach Stage Two, and have a proficient knowledge of Monsters, Abberations, Hybrids, Golems and Cicus animals. The Hunter is expected to use tactics, physical prowess and all tools at their disposal to destroy said invaders. They are allowed to use weapons within the city walls, and are the only profession aside from Grigori who are entitled to do so outside of the Arena. However, unless a Grigrori, even Hunters must keep their weapons sheathed in a Technoring when not performing their duties.
PostPosted: Sat Nov 18, 2006 1:28 am


User Image


Monster Training

Monster Training is a difficult thing to do, but can be very useful, especially in times of war. While most monsters are too dangerous and are merely hunted down by the City's Hunters, a few of the Monsters can be tamed.

Once an Empyrean has done a Monster Training course in the Temple with Sable, they are given a Monster Training Certificate, this Certificate enables them to tame and own any monster of that type that they find loose in the City. At random Monsters will appear throughout the City, and it will be up to the Hunters and Monster Trainers to subdue or erradicate the Monster.

Different Courses can be taken in order to deal with different types of Monsters. For a list of Monsters that can be tamed, please see the following post.

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Sat Nov 18, 2006 11:03 am


User Image


Monster Training Certificates

The Following Certs are available. Following Each Cert is a List of Empyreans who have successfully completed each course.

1. Agares Certificate - Agares can only be used when attacking other Monsters or Outsiders.

Completed:

2. Cacus Certificate - Cacus can be tamed and kept as pets if the proper course work is completed. They can be used in duels, and when fighting against other Monsters, Golems, Outsiders and Traitors.

Completed:

3. Bael - Bael are difficult to care for, and the training program on them requires a few magical Spells. They can be used for travel, and also against Outsiders, Monsters and in Duels against any worthy opponent.

Completed:

4. Gaap - Gaap are also difficult to care for, and the training program requires a few magical spells. They are primarily used for Travel, but can be used in fights against Outsiders or Monsters to get away safely. Overuse of a Gaap can result in a Certificate being stripped.

Completed:

5. Furfur - Furfur are often kept as pets. They can learn to speak, but this should be done with caution as they have a tendancy to lie and never develope tact.

Completed:

6. Ipes - Ipes are one of the least violent monsters. While rarely used in battle, they are good to refer to for information. Often they are kept in The Dreaming Pool with Ardys, and consulted there. In order to catch one of your own, you will need to complete this course.

Completed:

7. Malphas - Malphas are generally used against Monsters and Traitors to break their barriers, but can also be used to cast barriers around their owners so that the owner can concentrate on other things. They are spiteful, and should be owned with caution.

Completed:

8. Nybbas - Nybbas are the usual tool used against Traitors. They are dangerous and must be used with caution not only when catching them, but also afterwards in owning them. The only really safe way to keep one is in a Certed Technoring.

Completed:

9. Phenex - The Phenex can only be owned if kept in a Certed Technoring, and are only ever used against Traitors, Outsiders and some Monsters. Aside from completing this course, you'll also need a pair of Kortus' Headphones.

Completed:

10. Vepar - Vepar are useful if they can be properly tamed, but are only really useful in watery terrain.

Completed:

11. Uvall - The Uvall are noble, incorruptable and fighting always for the balance of the world. This means that even if you tame one, it may not agree to help if it feels it will give you an unfair advantage. Liked and Desired by Melancholics to support their small sizes, and for advice of tactics. Uvall are nonetheless rare.

Completed:

12. Zagan - The Zagan cause anything near them to fall into transition, causing weapons to rust, food to rot, seeds to sprout, eggs to hatch, etc. For this reason they are usually only used for the casting of magic or the working of Alchemy/Golems/Hybrids.

Completed:

25. Ronwe - The Ronwe are generally used only against the Outsiders when beyond the walls, but are very useful tools in those sorts of situations. They're usually used as decoys when going to hunt for Husks.

Completed:

27. Cimejes - Fragments of Cimejes are still summoned for guidance and forsight on the hidden, and on the nature of possible fates. While they are hard to find, in order to capture a fragment this course must be completed. Once you use the fragment though, and learn of its knowledge, it will disappear and you'll have to find another.

Completed:

PostPosted: Sat Nov 18, 2006 12:16 pm


User Image


Lures

Lures can be purchased to try and attract various kinds of Monsters. Sometimes for capturing them, and others to try to destroy elusive Monsters loose in and around the City.

User Image
The Helix Lure - 4 Sol Credits
The Helix attracts intelligent monsters, including those that are able to cast magic. It also attracts those that arise from dead Empyreans. Different Monsters are worth different amounts of Credits to redeem.
Mara - (1-39 on a d100) Worth 1 Lune Credit.
Zagan - (40-49 on a d100) Worth 6 Lune Credits.
Bael - (50-59 on a d100) Worth 6 Lune Credits.
Malphas - (60-85 on a d100) Worth 4 Lune Credits.
Phenex - (86-89 on a d100) Worth 6 Lune Credits.
Jinn - (90-93 on a d100) Worth 8 Lune Credits.
Lamia - (94-97 on a d100) Worth 8 Lune Credits.
Rakshasas - (98-100 on a d100) Worth 1 Sol Credit.



User Image
The Zenith Lure - 4 Sol Credits
The Zenith attracts violent and dangerous monsters. It can only be used to attract monsters the Empyrean plans to destroy. Different Monsters are worth different amounts of Credits to redeem.
Deumus - (1 on a d100) Worth 1 Sol Credit.
Moloch - (2-6 on a d100) Worth 8 Lune Credits.
Haures - (7-12 on a d100) Worth 8 Lune Credits.
Fomorians - (13-40 on a d100) Worth 4 Lune Credits.
Andras - (41-68 on a d100) Worth 3 Lune Credits.
Shax - (69-100 on a d100) Worth 4 Base Credits.



User Image
The Enigma Lure - 4 Sol Credits
The Enigma attracts Monsters with an unknown status, including a few that can be owned as pets. Pelts are worth half of the cost of turning in a life specimen (safely captured) for Resale.
Nephilim - (1-15 on a d100) Worth 6 Lune Credits.
Astarte - (16-58 on a d100) Worth 2 Base Credits.
Agares - (59-66 on a d100) Worth 4 Lune Credits.
Cacus - (67-74 on a d100) Worth 4 Lune Credits.
Furfur - (75-84 on a d100) Worth 8 Lune Credits.
Nybbas - (85-94 on a d100) Worth 6 Lune Credits.
Vepar - (95-100 on a d100) Worth 1 Sol Credit.



User Image
The Nimbus Lure - 4 Sol Credits
The Nimbus attracts monsters that are deemed beneficial and good for use as tools. They have no value if killed in combat, and must be brought back alive and safely contained.
Uvall - (1-25 on a d100) Worth 5 Sol Credits.
Gaap - (26-50 on a d100) Worth 3 Sol Credits.
Ipes - (51-62 on a d100) Worth 2 Sol Credits.
Ronwe - (63-86 on a d100) Worth 5 Sol Credits.
Leraje - (87-97 on a d100) Worth 25 Sol Credits.
Mechiresa - (98-99 on a d100) Worth 50 Sol Credits.
Belial - (100 on a d100) Worth 100 Sol Credits.



User Image
The Nova Lure - 6 Sol Credits
The Nova attracts Cicus animals, Hybrid Samples, Hiisi, or Cimeje fragments. (When using roll a d4. 1 = Cicus Animal, 2 = Hybrid Sample, 3 = Hiisi, 4 = Cimeje fragment. To redeem what you have found, please copy your post and paste it in the Temple or the Apothecary.)








User Image
The Axiom Lure - 6 Sol Credits
The Axiom attracts Aberration Stones, ghosts, spirits, and Essence Shards. (When using roll a d4. 1 = Abberation stone, 2 = Ghost, 3 = Spirit, 4 = Essence Shard. To redeem what you have found, please copy your post and paste it in The Temple or the Apothecary.)









User Image
The Wild Child Lure
Wild Child lures attract absolutely anything. If there is an unknown creature loose in the City, or beyond its gates, the Wild Child will draw it's attention. Use with caution, and keep your eyes and ears open, because you never know what might show up. (When using, consult an RP Manager)


Taro Rae
Captain


Taro Rae
Captain

PostPosted: Sat Nov 18, 2006 12:28 pm


User Image


Traps

Traps must be purchased in order to capture Monsters. While the purchase of a trap does not mean you will find a monster, you can purchase them at anytime to take into a hunt and use it to bind the monster and make it yours. The first Empyrean to correctly follow the steps taught in a Certificate Course on how to catch said Monster and to use his or her trap is the rightful owner of the Monster. That said, if you don't have the Certificate for owning that type of monster, you may not purchase the trap to own for yourself.

User ImageThe Relic Trap - 14 Sol Credits
The Relic Trap is designed to capture non-monster type creatures, such as Cicus Animals, Familiars and loose pets. It is non-lethal, and merely stuns the prey.









User ImageThe Fractious Trap - 16 Sol Credits
The Fractious Trap is designed to ensnare volitile, ornery, or dangerous monsters, but not to kill them. It is capable of containing the following breeds:
Uvall...............Furfur...............Bael
Gaap...............Nybbas...............Malphas
Leraje...............Deumus............... Jinn
Astarte...............Moloch............... Lamia
Agares...............Haures...............Rakshasas
Cacus...............Zagan...............


User ImageThe Propinquity Trap - 16 Sol Credits
The Propinquity Trap is designed to contain helpful or intelligent monsters to be captured for ownership or future use, in a state that will soothe the creature and prevent it from reacting poorly when later released. It is Capable of containing the following breeds:
Uvall...............Agares...............Bael
Gaap...............Cacus...............Malphas
Ipes...............Furfur...............Phenex
Ronwe...............Vepar...............Jinn
Nephilim...............Andras...............Rakshasas




User ImageThe Globulous Trap - 24 Sol Credits
The Globulous Trap is designed to smother and engulf a creature that is meant for destruction. Once a creature is consumed by the Globulous Trap there is no retrieving it. Make sure to keep an eye on these buggers, as they can be known to take snappish bites at things not meant for them. It is capable of consuming the following breeds:
Astarte...............Moloch...............Bael...............Rakshasas
Agares...............Shax...............Malphas
Cacus...............Mara...............Jinn
Nybbas...............Zagan...............Lamia





User ImageThe Eschew Trap - 26 Sol Credits
The Eschew Trap is designed to disappear once it has captured something, and successfully reappear beyond the Walls of the City where it will open up to release the creature into the wild. It can Contain the following Breeds:
Uvall...............Mechiresa...............Andras
Gaap...............Belial
Ipes...............Nephilim
Ronwe...............Vepar
Leraje...............Fomorians




User ImageThe Voltage Trap - 26 Sol Credits
The Voltage Trap is designed to contain high-energy or extremely potent creatures, by subduing them and ciphoning off their power. This is capable of killing Hiisi, but otherwise renders a creature so weakened whent he trap reopens that the target can be more easily dealt with. It is effective against the following breeds:
Hiisi...............Moloch...............Bael
Nephilim...............Haures...............Malphas
Nybbas...............Shax...............Lamia
Deumus...............Zagan...............Rakshasas




User ImageThe Absolutum Trap - 104 Sol Credits
The Absolutum Trap is capable of containing anything, and is designed to be destroyed by the Key Words "L'Morte D'Vite", which will cause the entire trap to self destruct, efficiently killing any creature caught inside it. If the creature caught is desired to be kept alive, the entire trap may be taken to the Temple for further action. (When using, consult an RP Manager)
PostPosted: Sat Nov 18, 2006 12:48 pm


User Image


Charms

Charms can be purchased to offer warding and protection against different elements. If you wear a certain Charm then it will lessen the chance of a Monster noticing or attacking you. There are also Charms for attracting love, finding Husks, increasing luck and the like.

Status Charms - 1 Sol Credit each
The Status Charms give you a percentile affect for any rolls you make while wearing them, so long as the rolls are to do with the Charm's topic. (Their effects do not work if contained within a sealed Technoring. They need to be worn on the person, or in a pocket or bag on the person)
Luck ~ Makes the wearer Lucky!
Love ~ Increases the chances of instilling love or passion in those around you.
Resistance ~ Increases the amount of damage you can take.
Recovery ~ Increases recovery time.
Strength ~ Increases physical strength and stamina.

User ImageUser ImageUser ImageUser ImageUser Image
From left to right: Luck, Love, Resistance, Recovery, Strength



Magnetic Charms - 2 Sol Credits Each
The Magnetic Charms increase the end result of actions or quests already underway.
Prosperity ~ For every RP post made in which the Prosperity Charm is interacted with (held, made mention of wearing, picked up, etc) The Empyrean may double his/her wage for that post.
Fate ~ The Empyrean may orchestrate his/her destiny with other Empyreans through increasing the times/ways their paths cross. (Please see RP managers and affected Empyrean's Families prior to using this Charm)
Bestial ~ Raises the chances that familiars, animals, new Hybrids, or other pets will like you and obey you.

User ImageUser ImageUser Image
From left to right: Prosperity, Fate, Bestial


Zodiac Charms - 6 Sol Credits Each
The Zodiac Charms each possess specific attributes that will be embued on the wearer.
Aries ~ Lowers the difficulty on any physical attack, and enhances speed. However, while using Aries charm, the user will not be allowed to use tactics.
Taurus ~ Lowers the difficulty on any craft endeavours, but lowers the idependance/leadership effectiveness.
Gemini ~ Lowers diffculty on any advanced communication attempts, such as telepathy, or controlling familiars, but duality in the emotions/personality/reactions of the wearer making them a little unpredictable.
Cancer ~ Lowers difficulty on any healing efforts, but increases sensitivity to emotional manipulation.
Leo ~ Lowers difficulty on any feints, distractions, decoy attempts, and enhaces probability of making allies/friends/pets of random encounters. While using Leo charm, any opponent has a lowered difficulty of targeting you of 5%.
Virgo ~ Lowers difficulty on any Tactics roll, and enhances intelligence.
Libra ~ Lowers difficulty on any creative endeavour, and enhances the effects of any Golems/Hybrids of the wearer's own design in use.
Scorpio ~ Lowers difficulty on any recovery attempts, and enhances sexual potency.
Sagitarrius ~ Lowers difficulty on any targeting attempts, and enhances accuracy.
Capricorn ~ Lowers difficulty on any time-manipulations, and grounds emotions.
Aquarius ~ Lowers difficulty on multiple actions, but enhances frenzy/berserker possibilities.
Pisces ~ Lowers difficulty on any clairvoyance actions, but enhances sensitivity to energy/ether manipulations.

User ImageUser ImageElemental Charms - 8 Sol Credits Each
These Charms protect you from the effects of specific magics. Useful against the Spells of Abberations, Monsters, and duelling Empyreans.
Fire ~ Offers protection against any fire-based magic. Allows you to ignite flammable sources, such as oil or gas, with merely the charm.
Water ~ Offers protection against any water-based magic. Allows you to breath underwater without apparatus.
Earth ~ Offers protection against any earth-based magic. Grants the ability to sink into the earth as an evasive manouevre, this rolls as a normal skill of a Stage 1 difficulty.
Plant ~ Offers protection against any plant-based magic. Allows you to instantly sprout any dormant seed into chaotic life. (control of the plants after that requires use of both an Earth charm and a Plant Charm, and rolls as a Stage 2 difficulty).
Poison ~ Offers protection against any poison-related magic. Allows you to counteract the affects of poisons int he body by physically pressing this Charm to the afflicted Chakra/wound.
Light ~ Offers protection against any light-based magic. Can produce a lamp-like light that can be used in otherwise dark situations.
Dark ~ Offers protection against any dark-based magic. Can extinguish small lights (such as candles, lamps, electric bulbs etc) to create darkness.
Stone ~ Offers protection against any Abberation-based magic. (This does not extend to any familiars owned by the Charm Wearer). Allows the wearer to 'sense' the presence of active or dormant Abberation Stones.
Electric ~ Offers protection against any Electric-based magic. Prevents the wearer from being shocked, stunned or electrocuted.
Ghost ~ Offers protection against any monster-based magic. Enables the weaer to become insubstantial, making them impossible to target.
Wind ~ Offers protection against any air-based magic. Gives a bonus to jump, fly, levitate/hover. Enables the wearer to levitate other small mundane objects (books, bags, rocks etc).
Ether ~ Offers protection against any ether-enhanced magic. Enables the wearer to soak or Channel additional damage made by imbuing Ether into a regular hit.
Time ~ Offers protection against any time-based magic. Prevents the wearer from being affected by time manipulations.
Mind ~ Offers protection against any psyonic-based magic. Protects the wearer from the affects of confusion, sleep, or emotional states (passion gas etc).

From outside in on left: Fire, Water, Earth, Plant, Poison, Light, Dark
From outside in on right: Stone, Electricity, Ghost, Wind, Ether, Time, Mind










User ImageOni Charms - 10 Sol Credits Each
Oni Charms protect you against Specific types of Monsters. They give you a Random Encounter chance percentage of 5%. They also protect you from 70% of the damage said monster could do to you should you encounter it.
These will be specifically made for you, for the monster type you choose, and their effectiveness will drop by half if used by anyone other than the one it was made for.

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Sat Nov 18, 2006 5:55 pm


User Image


Apprentices

For those of you brave bodies interested in taking a Training Exam, here's the test. When completed, post it in the Temple here, and we'll review it. You need 100% accuracy in order to pass.

[quote="Training Exam"]
[b]Name:[/b] Your Name
[b]Type of Monster:[/b] The type of Monster you're hoping to get your Training Certificate for.
[b]Practise Sessions:[/b] Links to the Three logged sessions interacting with the monster of choice under supervision of Lelaus, Sable or another Registered Monster Trainer.
[b]Field Experience:[/b] Link to the minimum of One Quest completed pertaining to your Monster of Choice.
[b]Sufficient Supplies:[/b] If applying to own one of the Monsters of your choice, link to inventory showing you own the sufficient supplies to care for your monster and a Certed Technoring to bind it to.
[u][b]Quiz:[/b][/u] Answer the Following in your own words:
[b]What is the Natural Habitat of your monster?[/b]
[b]What does your Monster eat, how much and how often does it feed?[/b]
[b]What are some common likes of your Monster?[/b]
[b]What are some common dislikes to be avoided?[/b]
[b]Which Lures and Traps can be used to collect or capture your type of Monster?[/b]
[b]How does one train your type of Monster as a Familiar?[/b]
[b]What sorts of precautions will you need to take to ensure that the presence of your Monster in the City remains safe?[/b]
[b]What sort of Illnesses is your Monster suceptible to, and how can they be treated?[/b]
[b]What sort of Abilities does your type of Monster possess?[/b]
[b]Do you intend in personally keeping one of said Monster? If so, what will you name it?[/b]
[/quote]


None Yet.
PostPosted: Sat Nov 18, 2006 6:17 pm


User Image


Registered Hunters & Monster Trainers

None Yet.

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Sat Nov 18, 2006 8:10 pm


User Image


Monster Sightings

Here will be posted Monsters known to Sable to be loose in the city. Less dangerous monsters can be dealt with by Apprentices or other Empyreans, but the more dangerous ones should only be confronted by Registered Hunters or Monster Trainers.

If you RP capturing or slaying a Monster, please post it here, and you can collect a reward.
PostPosted: Sat Nov 18, 2006 8:20 pm


Quests

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Sat Nov 18, 2006 9:18 pm


Completed Quests
Reply
The Otherworlds

Goto Page: 1 2 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum