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Posted: Thu Feb 08, 2007 7:53 pm
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Posted: Sun Mar 04, 2007 8:11 am

Name: Lior Age: 10 Beginning: September 24th, 2006 Gender: Male Height: 5'5" Weight: 110lbs Hair Color: Copper Brown Eye Color: Gold Skin Color: Bronze Additions: None yet. Occupation: Student Position: None. Likes: Origami, Cashimer, a few other Empyreans, being flirtatious, lounging in bed, sleeping, reading, wrestling Dislikes: Dry, logical people. And boring books. And unnecessary cruelty. Nob. Personality: Lior is certainly an interesting sort. Playful and flirty, this Sanguine likes people and likes talking to people. He flirts with whomever he wants, loves who he wants, and doesn't care who cares. He makes friends easily, or so he feels, and holds them dear - until they betray him. Then he is the type to seek bitter, angry revenge on those who hurt him or those who hurt the ones he cares for. Goals: None as of yet...
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Posted: Sun Mar 04, 2007 8:16 am
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Posted: Sun Mar 04, 2007 8:17 am

+ Gaian Rules Do Apply here
+ Please Only Post If You Have An Empyrean - In-Character Posts Only
+ Anything Above PG-13? PM It.
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Posted: Sun Mar 04, 2007 8:18 am
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Posted: Sun Mar 04, 2007 8:21 am

Classes
Law: A class that stirred my temper. Bardane... is less than pleasing... But I understand, partially, where he's coming from. The class itself was rather interesting... Laws are very important after all.
Art: This class was great fun - I'm not exactly an artist, but... I enjoyed it none the less. I got to get to know Cashimer a little more in this class, which makes all better, of course.
Math: So very strange! I found myself both wide awake and falling asleep, because I never knew what was going on - my notes have been taken from Ubel, because I just could not make sense of anything...
Crafting: Very intriguing! I actually really enjoyed this class... It was so comfortably casual.
History: So solemn... it was unnerving. Really.
Professors/Adults
Tryna: Met during the Valentine's Event. Seems pretty cool... I rather like her. Lovely to look at.
Lus: Uh, awesomeness embodied? This Empyrean is amazing... A bit daunting, but amazing.
Gregor: Met during the event as well... he's... different. Another one of the ones that stirred my temper and frightened me at the same time... I wanted to hit him. But I understand, sort of...
Bardane: Currently, I have something of a bad opinion of him. But I'm sure I'll get over it when I grow a little more and continue to understand.
Tamerind: So solemn... She made me feel paranoid about the future. D: No good!
Classmates/Friends
Ubel: Something of an older brother to me. This kid's such a worrywart, but I love him to death. He keeps me sane and I keep him sane... as much as we play fight - and sometimes really fight - we're pretty close.
Anti: I adore this girl so damn much. I want to go out dancing with her or something. Cause trouble with her, that's what. She seems like so much fun, and she's damn brave.
Aysel: My girl-talk buddy! Another that I adore. She plays with my hair and it feels nice. She's fun to talk to, as well, though I need to yell at her for certain painful practices of hers...
Cashimer: And he has arrived! And, per usual, dear Cashimer manages to dazzle me every time I see him... I adore attending class with this sweet Phlegm. I adore him.
Zethyr: We had a falling out... it seems it wasn't meant to be.
Cyphr: I seriously want to steal this boy and make him my little brother. He's so... adorable and fun to talk to and HUG.
Kallisto: Such a powerful gal. We met momentarily, and she was sparring... very strong. I wouldn't want to go against her any time soon, though I would like some lessons...
Yambati: I can't believe how shy this boy is... but he's still interesting, and smart as a whip, too. I think I'd like to get to know him more.
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Posted: Sun Mar 04, 2007 8:24 am
And my notes! Mostly copied from Ube.
Law Class 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.
Crafting Class -A regular technoequip can only store non-perishable inanimate objects. Things like quills, books, items, armour, weapons, even Abberations... But perishables need to be stored in a technoring that has been Modified, and animate creatures such as Cicus pets, monsters, Golems and the like, need to be kept in a Certed Technoring -bound to this ring. One tap to activate, and two to summon him back tot he ring -the binding to is the hard part. A professional can easily unbind a creature from a Certed Technoring. I might note that you can only assign one creature, or item, or tool, etcetera, to one ring at a time. In order to switch items, you will need to have the previous item removed, and then assign the new one. -Crafting includes a multitude of skills that can be used to make everything from belt buckles to Golems. Crafting skills always come in handy, so even if it isn't a requirement for your desired career, it's not a bad idea to try your hand at it, and learn the basics. -A professional Crafter can make Technorings, as well as assign things to them, but anyone can utilize them. The most common use for a Technoring are Technoequips. These are generally categorized as follows: ead Equips, Grips for the hands, Boots for the feet, Body Equips and Item Equips. Technoequips are a melding of magic and technology to create a hybrid item that serves a specific purpose. Everything from Soundproof Headphones, to Magnetic Boots; there are Technoequips to assist in every situation. You can use them to bolster the areas you're weakest in, or to accentuate your strengths. In order to assign one for use, you need to make sure it is assigned to a ring nearby where it will take effect. For instance, a Head Equip assigned to the foot won't help you out much. There is one category that doesn't follow this pattern. Items that willb e held in the hand, as opposed to mounted on the body, will materialize and must be grasped to be used, so it does not much matter where they are mounted -Some technoequips need to be deactivated in a slightly modified way. You wouldn't want to stick your fingers in there to double-tap the Technoring, and thus deactivate it, because you'd end up with a slightly messy Aeroboot, and no fingers. For items that cannot or should not be directly contacted, you place your hand a safe distance away from the item, and line the center of your palm up with the ring shape on the Technoring. Then, in a distinct and intentional gesture, tap the air twice. Your intention and Essence will carry the signal to the ring -each Empyrean is given a number of Technorings "slots" or locations on their person to start out. At Stage Zero if you are given more Technorings from Professors or students, you are not allowed to attach additional rings, but you may swap out the new rings for old unassigned or assigned rings. However, should you find yourself wanting more slots as you trascend, they can be purchased at Technomagus Majore, Metro's shop -f the potion is completed, and ready for use, you can assign it to any free regular Technoring. If however, you are working on a time-sensitive forumla, and for whatever reason are called away from your task, you can seal these into an open Moded Technoequip temporarily uuntil you're able to continue your work. This however, should not be attempted on your own until Stage One or higher -A good Techno Magus does not need to worry about sizes of items. Larger objects do take larger to fuse, and to assemble and put away. They also cause havoc to the architecture when they're released in small spaces, and some of the pieces can get seperated from the main mass if you aren't in an open or large enough area.
History Class NOTES GO HERE
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Posted: Sun Mar 04, 2007 8:28 am
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Posted: Sun Mar 04, 2007 8:29 am

Stage One Felis Bangles - 400g, gold bangles on each wrist and ankle Felis Fangs - 100g Add Earrings - 300g, for complexity? A cuff in left ear, with a fine chain that attaches to a ring in his nose. Add Addition to Hair - 600g - add gold pieces to his ribbons in his braid, like beads slid onto the ribbon. Felis Shoulder Blades - 500g - pudao blades, with a fine gold chain (again) ending in a large gold bead, hanging down from where the tassel is. Draconic Spine Western - 1000g - white fur, decorated with gold pieces Stage Two Draconic Crown Eastern - 1000g - white again, with gold pieces Angelic Mane 1 - 1000g - fade to white Draconic Face - 900g - smooth scales, colored in a pale gold and white, on cheeks and forehead Felis Tapered Ears - 200g Draconic Torso Eastern - 3000g - pale gold and white Felis Jewels - 1000g - pearl Draconic Arms Eastern - 600g - white fur Draconic Legs Eastern - 600g - white fur
Stage Three Eastern Draconism - 2000g - white fur, pale gold and white scales
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Posted: Sun Mar 04, 2007 8:30 am
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Posted: Sun Mar 04, 2007 8:32 am
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Posted: Sun Mar 04, 2007 8:35 am
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Posted: Sun Mar 04, 2007 8:39 am
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Posted: Sun Mar 04, 2007 8:41 am
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Posted: Sun Mar 04, 2007 8:42 am
Credit:
Taro Rae- For, once more, being amazing. x3 She owns Empy, not me.
Banners, concept of Lior, whatnot (c) Moi.
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