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Post by Alma on Dec 26, 2021 16:57:10 GMT -6
-General, sometimes contradicting, currently unorganized lore collection thread- -Self note: Dedicated areas done, commmence combing rps, beyond, etc
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Post by Alma on Dec 26, 2021 16:59:53 GMT -6
-Base Continent/World(Generalized)- Discussion about possible comicI may have said it myself at some point or maybe it was Spirit; but 'Pethia' is not the name of the particular continent.
This continent (Housing the MML) is 'Terren-se'; There are two -KNOWN- settlementts here of a 'larger' nature.
The first is Colbrook; this is a port town, and likely where many of the characters first appeared in this 'world' -- The second is Enshire; smaller, and less 'upscale' than Colbrook; but all the same.
Both of these cities are VERY closed off in their manner of thinking, and consist only of humans. These places are very 'back-water' in most people's opinions, and have the technology and 'feel' if you would perhaps of Victorian England or the like.
At some point in history, there was a third large human settlement here- Mengale; but it was completely decimated by plauge. (So the story goes.)
The area which now houses the City; and the Laboratories, was once called simply 'Ke'shin Place'-- A large expanse of property belonging to a very old, and very wealthy family who were frequently the subjects of rather nasty rumors.
MANY of the 'settlements' here are unknown and undiscovered; simply because Terren-se is very underpopulated to the knowledge of 'humans'- As most beastwalkers, faierfolk, and otherkin prefer to keep to themselves since the first war, it has been largely unexplored past their respective territories.
For this reason; Terren-Se was chosen by the creators of the labs as a place of business- As their own continent; a variable 'world' all it's own was far more restricting. (As well as astronomically more advanced in technology.)
The settlements of 'Colbrook' and 'Enshire' are largely unknown to the population here at MML; simply because they like to keep it that way. The humans of these towns are extrordinarily nervous and extremely suspicious- none of them dare to approach the old site of the manor for fear of bringing down the same 'curse' that struck Mengale.
The exception to this of course is the Port itself; and several 'taxi' services which are availible to those 'coming into' the world of the Menagerie.
Now that I've said entirely too much... Previously unheard of in the backwater area of Terren-se, a place well known for keeping its traditional values and shunning advances in technology, the citizens of the laboratory area and surrounding city have established a new radio network!"That way, if (for example) you discover something cool about the Uthax history in some ancient Uthax ruins (crushed to rubble when the first humans settled the continent)..."In a land far away on the continent of Pethia; a land only known by the name "The Wastelands", just on the border of the Maw of Hell (a canyon) - a great beast resides.
His name is Mortavos.
Little is known of the great beast save for that he is great, powerful, dangerous, and it is rumored in fact that he may be an avatar of the old god of shadows. He is indeed one of the most powerful monsters that walks the world - and he lives still today, far to the north-west - beyond the land of ash.
^A story of more gods of the world. How the Flowers Bloom
Before Time was Time and day bled into night, there was no color.
Before, the world was beautiful in white, pure and perfect with sameness- and as some might tell you in this, exceptionally boring. Order had perfected her world; dotted it with flowers that bloomed all one way and never varied in their pretty crystal purity.
Chaos thought this was all quite the load of rubbish, but he had most recently been in a fair amount of disaster for 'bettering' his wife's most favorite creations, so he daren't move his hand.
In this world an apple was a pear, was a grape, was a carrot because we had none of these things as you might see them. Just all the same and nothing different. Still, in her perfect world Order had the misfortune to share with the likes of others, a bettlemin witch and her growing brood of children whom sullied the landscape with their own bright colors and unnatural ways.
-Her- children were sober, were simple. Three sons and a daughter which fulfilled their purpose and followed the paths of their makers. These others belonged not to her, and were hardly her concern.
A single of these was a muse- pretty and lithe as most her hair was long in ways and the color of cornsilk, her eyes seemingly a pale blue glass from which to look. Prasanse as the witch lady called her- though her name was never spoken.
She was one who loved the world, pretty even in its sameness, and never quarreled with the beings in it, giving them dreams and thoughts and hopes, her colors stark and sharp across the pale landscape. Ten thousand scarves and wisps of silk she walked with, gathered about her like ribbons o'er a box. Bright and pretty packaging it would seem enough to draw the eyes of the Lord whom did not walk the world.
He came to her one day- though one was very like the next, and of a manner in thought prompted conversation. She flitted about with this new development, the thought of such a powerful being an unusual one despite her own heritage, and was often than not quite hesitant to so freely consider his company.
Time passed on in years that were not yet years and gradually in a manner he had not known before the great Lord found himself falling in love. This was not as he had been, not a cold wish to possess the muse before him, but even more it would seem she the one taking possession!
His world became strange in her presence, the darkness allowing as ne'er before a brief smattering of light, and as time not time went alongside the two of them, color gradually began to bloom. When he laughed, suddenly strong was ivy- twisting its way through the world with rich jade. As she smiled there bloomed roses, color rich and red as blood or soft and pale as her lips.
Ten thousand wisps of silk fell away to the earth leaving blinding color and astounding blossoms in their wake, new and bright and never the same... What remained of them was nothing as it had been, only what was not. The leaves and petals grew together, covering their bright Lady as she was gifted a crown of nettle roses.
Together with him she escaped into the earth while in the wake of their love the world now twisted and grew in endless blossom.
And all the while, the rage of Order would grow with it. Casual god information, with some focus on Chaos. Spoiler contains hints of other gods and their relationships too.Your perceptions of Disarray make Luck very sad.
She's pouting now, and refuses to come out of her room on accounts of all the silly mortals and their fickle ways.
It's alright though, Harvest never cared what mother did, and Dream is liable to try and coax her out eventually. --- He doesn't whisper into anyone's mind-- No, no... Why would he care to play in the mind of a mortal? It's much more interesting to see what they do with free will.
That's systematic, it's planned, and certainly not his style... Twisting the minds of men to madness? Inspiring them...
Why that sounds like Dream...
Chaos is hardly a god of war-- not even so much a god of death. He is change, he is sudden, unexpected- he is life where there should only be cold death.
And he is sleeping still; not yet wakened to walk these lands... Dreaming of the new, of what could be.
...The whims of a god, a god like this... Your loyalty and sacrifice may not get you the boons you seek. You might find the reprecussions of failure to stave off the twisting corruptions much more than you bargained for.
Official post containing info about a desert ssashirk"Ah, history - this I know a little of... Our mother, and this may interest you," it began, already interrupting itself, holding up a single claw as if to accenturate the story, "our mother," it continued, "had a lover of great power - and he wished for nothing more than to shower her with the color of the gods. In his furvor to give her these gifts, he dug deep into the mountain, until he made a mountain that did not go up, but rather down deep into the earth. When he reached the bottom, the sands of time no longer flowed, and the blood of the earth ate at his flesh, for he had wounded it so ~ "
The larger Ssashirk continued, which seems to by now have caught 100% of the smaller Ssashirk's attention, which was now staring wide-eyed and listening to the story, "but you see," the larger continued, "as the blood burned him, and the sands no longer touched him - his skin hardened and calloused at the damage, and time could no longer reach him. When he returned to his mate with his prize, he found her changed. Changed so, that he refused to believe it was she in fact that held onto his horde of treasures. Slaying the mother, he took his treasures deep into the earth, and there he fell into the river of earth-blood; boiling both his life, and treasure away." The smaller Ssashirks' mouth was now open wide, and he squeaked quietly, "Ka-Dagasss-" *snort* "Du-shaaass?"
"Ja." The larger replied, then looked back to Skye to continue 'mysteriously', "However!" it smirked, "When the sands could not reach him, not even in death - he remained there, twisted and writhing for all eternity in his own agony, greed, and self-hate for loss of his mate. His mate however, was ascended. The gods heard her mourning cry, for the father who had taken her life, and her most beloved treasures of all." it looked back to the smaller, "No, not the gold - her offspring." Back to Skye it turned, "And the Gods took pity on her, and allowed her to live on as the mother to all the blessed people; she wreathed in the godly color; Darash'ne, as so it has now been named, after her."
"And so you see," it concluded finally, "Deep within' the Maw, you can hear the howling torment and anger of the earth, and the murderous lover - where the sands themselves dare not touch... and Darash'ne, has been gifted to be the mother of all the blessed." The smaller ssashirk frowned a little, as if dissapointed in the story, and sat back down with his plush firmly clutched. ^[Trader desert ssashirk is asked about space northwest, between cliffs and frozen sea.]"No - that way is blocked by a terrible foulness, a waste where my people will not venture, perhaps you have heard of it - the maw." The Houluh is a lithe hound-like creature (especially when compared to the more wild vulticus), that was designed in honor of the Goddess of Order. Her favorite creature, after all, was the hound.Aurisa, the dream-maker will awaken. And with it's awakening, the old gods (including mortavos, the false god) begin to stir from their dreams. You MUST stop him.I think it would be really interesting if, when your Kajani went out to explore and raise their Meebo, Pethia and the labs was one of the places they could discover. Just a thought, if you hadn't already considered it yourself. Pre-Labs history, same place"The family clan has been gone from this place for... nearly four hundred years I think it is?" ------
"The land you are on now, the land we here exist on... It is part of the fallen sister, one of the Twin Cities... Centuries ago a man cae to these lands, a very dark and powerful one... His servants cultivated the land, it was under his rule the surrounding towns came to be."
"The very people belonged to him, as toys, playthings to do with as he wished... They were terrified to leave, terrified to speak of what he was or act up against him. He picked them off now and again, killing as he chose... His anger was legendary, laws absolute."
"This family... It had... many, many children... Over the years they came and went, descendants of this terrible, bloody, cruel man... Most of them equally as vicious."
"One... This one; your Slayer, chose to go against his family... For years he protected the Two Sisters, kept them from outside harm, he even allowed them to grow in small steps... Technology, you must understand..."
"It never came before the labs... Not a glimpse. The Master of the estate, of these lands wouldn't allow it... He hated change, hated progress. "
"His name was D'mote; Ashe... You don't know it do you? He was D'mote, savior, protector, a silent guardian... For years no-one knew him as he was, they didn't even have so much as a name of the man who held the demons from the outside at bay... Until a boy... A stupid, arrogant boy from Enshire took up to bothering his mysterious savior... 'Slayer' he called him; a slayer of Vampiru and demons."
"It's hard to say what happened, but that man was the cause of Mengale's fall... An entire town slaughtered in a single evening over a lover's quarrel... D'mote was reportedly killed- his throat torn out; Mardane rose to power shortly after and completely decimated ...everything..."
She takes in a breath, as if not exactly sure what to tell him... "These stories... It's hard to explain."
"So many of them are confused and scattered about, there are too many versions, too many inconsistencies and far too many issues with the dates involved... The long and short of it is that D'mote was overthrown, some say he was poisoned-- There was... A tomb, you see... They say a lover crafted it, some great thing of marble made far from here where the trees could overtake it, swallow it away."
"Mardane was put to death, but they say he escaped to the woods of Nillwar; far west of here... Beastwalkers should have taken care of him easily."
"They're dead, Ashe. All dead."
"The family should be dust by now... Not a whisper has been heard from anyone holding the Ke'Shin name since beyond four hundred years ago... And yet, you tell me; no," She laughs softly. "You don't even have to tell me."
"That Cael D'mote has crawled up from the crumbled remains of his tomb-" her voice rose in pitch, " to return here, and forewarn the sorry excuse of the populace that William might be a -tad bit angry- that they demolished his house and family grounds to PUT IN A BLOODY LABORATORY THAT EATS MAGIC!?!" Not that it is at all important, but I figured I'd give some refrences to some of the cities/places/countries names. Your suggestions are appropriate.
Haruek *Continent* Roster, Bashstead
Terran-se *Continent* Colbrook, Market City, Enshire, Senka, Ke’shin Place, Vigalle, Mengale, Myrid Lake
Islands of Amisawae *A series of small islands. Rasducht, Mar Va Na, Guidance Point, Ja Si Vai, Tinmu
Arista Sea* Tenica Salii Sharii Kaismai
Eastern Lands* Ambalalaydahn*Continent Jamut, Basui
We also have, obviously Genevi, and somewhere out there is the (Island? Land? I don't remember) of No-Touch.
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Post by Alma on Dec 26, 2021 17:05:07 GMT -6
-Cultures/Races- Twilight-Claw's Character Making - Quick Mode(Not Tapatalk, but too darn useful not to link to.)[Regarding: Amethyst: Though Amethyst is a "standard" breed - it is considered by many to be the "royal" breed - having the royal colors of "royale" (purple) and "gold" (yellow). The knights of Genevi have all been provided with a "royal" Vespa as a pet or companion, and thus they are now retired - as they were all taken by not only the Knights, but the public.] You know how the "Phil" was made for a foreign government as a project in their military?
Well - Genevi is a country far far away (other continent) that still uses medeivil mannerisms. They requested the royal vespa to be part of their cavalry, to fend off the evil threats of the great wyverns that threaten their people from the local "other country".Known Languages:
Species = Language (notes)
Human = Common Humanish = Common Mammalian = Common Ungulates = Common
Ssashirk = Sakaash
Avian = Marhoo (pronounced "Mark Who", it is rumored that it is somehow connected to the Ssashirk language - and is rumored to have delevloped about the same time in history)
Xeno-Kwal = ?? (often just called "Kwalish" - though the Xeno-Kwal people do not call it this.. it is a series of chirps and clicks which most races cannot pronounce no matter how hard they try.. there is also no translation for their writing, as it is a serries of short marks and dots)
Sirens = ?? (unknown as of now, as no Siren have been discovered)
Kappers = Nija (pronounced like "ninja", without the "N" in the middle.. it's a very short and articulate word, just like most of thier words.)
Fae = Laiyan (pronounced like "Lie On", with a more delicate twist. Laiyan words are usually soft spoken and "drawn out".)
Uthax = ?? (the Uthax do not give their language a name, but most people call it "Uthaxian".. it sounds like Russian... If you took all Russian words, and cut them in half.)
Draconics = Draconian (this is a very hearty langauge, and very varied. It has rolling R's, delicate words, and hearty sounds.. All at the same time. "Kerrghumana" is a typical word.. pronounced "Care" (with the R rolled) "who" (a deep throaty sound, like in Russian), Maan (like it was Jamacian), Ah (softly spoken)... Confusing, yeah?)
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Other Languages = ?? More langauges can be spoken - but for the most part, have yet to be discovered.Speaker for the Gods exist. Also was the IC/OoC announcement of magic nodes being able to be made.Worldly Wonders Radio ShowInformation regarding a Harachiu becoming a Sprite and thus a person in the eyes of the city. When a Hara becomes a Sprite, they find themselves the largest bloom to curl up in, or perhaps a series of leaves. Using this, and their own wings they form a sort of cocoon. Many days later with proper sun and watering, the cocoon breaks open to reveal what many have claimed is an entirely different creature, holding tightly onto a small seed which has just begun to sprout.
These creatures are called Sprites, and have a deep affinity for nature and plant-life. The sapling they carry is their life-tree and while little is known about the nature of this plant, it is clearly known that without one the creature cannot survive.
Sprites are not children, not tiny helpless beings unable to fend for themselves, or even so much as your everyday lab creature... A sprite is an entity, a person alto their own. They have all the memories of their previous life, still the same as they were before and yet something more.
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Sprites are fae-sized creatures with no wings that seem to have a strong affinity towards plants. The Sprite is considered a character of its own, and follows all the rules of a secondary character without the monthly payment requirements or an additional account.
Sprites must remain with their original owner, you cannot 'trade' one after it has advanced from a Hara. You cannot anti-grow, or otherwise breed Sprites- they no longer qualify as a pet. A Sprite gives +2 to any gardening done while in its presence. Official roleplay containing desert ssashirk trader( and son).While this information was meant for v3, some of it works for the current site. Tumai - Exotic dark-skinned humans, native to the continent of Pethia - who's vast and ancient cities line the deserts of the land. Allies to only the Ssashirk.
Ersatz (also known as "humanish") - These people are mostly human, with some genes from all over. Some have pointed ears. Others have cat-eyes. Some folk have tails, and others have claws. Some even have blue hair to indicate their elemental heritage. Though they are mostly human, they always have some sort of (usually visible) trait that declares to the humans that they are "filthy blooded". In society they are second-class citizens to the humans.
Kapper (goblins) - Only three feet tall, and shaped roughly like monkeys. These "ugly" little underground folk are guaranteed to have both a physical deformity (they are asymetrical) and a mental "flaw" (like madness). Though most humans feel that they are a "lesser" or "stupid" creature, they have the most superior technology in the world, with the exception of the "otherworldly" xenokwal.
Ssashirk (lizard-folk) - These anthro lizard-folk inhabit much of the deserts and jungles of pethia. Allies to the Tumai, these folk are nomadic, and shrewd traders (and warriors). Their harsher personalities tend to match the desert sand and sun that they call their homeland.
Uthax (ogre-yeti) - These large people (easily 8 feet tall), are seen as great "beasts" that value strength. But in reality, they value wisdom. While in the colder regions, their bodies are covered in fur - when they travel south, they shed, and you can see their dark and pebbly skin - their tusks, and their horns. They are masters of shamanistic magic.
Avian (bird-folk) - These proud people are the servants of the goddess of order. They are beautiful, proud, and vain. They live in a temple-city that floats high above the world. Most people down on the ground only see them rarely, and when they do, the word "crusader" is often used to describe them.
Beastwalker (anthro beast-folk) - These (mammal-anthro) half-beast men were hunted into exile. Only the strong survived... and so all beast-walkers are now predatory in nature. They've intermingled until their original lineage is no longer determined - a single beast-walker may have features of lions, boar, otter, tiger, wolf, and mole... Predators all. They live as "savage native-folk" in the wilder places of the world - far from civilization... But every once in a while, one of these beast-walkers feels the need to re-join the world.
Panite (satyrs, faun, and centaur) - Panite are relatively peaceful folk. They have hooves, and usually horns. They are "allowed to live" in "peace" by the nearby humans - and in return the Panite give the humans much of their harvest in tithing. They live in the open plains - and though most of them walk on two legs, those that complete their "spirit journey" can "ascend" into the form of their ancestors - and run like the wind on four legs.
Xenokwal (alien bug-folk) - Originally living on a planet in some far-away galexy, the Xeno-kwal moved to this planet because of it's prime living conditions.... deep under the crust of the world. They require the heat, pressure, and darkness that comes close to the planet's core. Anytime they come to the surface, it's to "observe - not interfere" with their neighbors... And they always do so in full mechanical armor, which most people just think of as an exo-skeleton to some "bug-people"... If only they knew how incredibly foreign they really were.
Draconics (dragons!) - Who doesn't want to play as a dragon? Images at bottom of thread of draconics and kappers.
What are draconics, where the draconics came from, why they bond, and the results of such a bond. A Draconic is one of the first races of the world - a time before the humans. They were placed there by the gods to guard it and all it's treasures ("treasure" being anything from gold, to life itself, to water - depending on the opinion of the draconic)... The word itself, "Draconic" just means "all things dragon".
The history of the world is vast - and in the end (growing tired of the world of men) fell into a great slumber beneth the earth. When they re-awoke (due to the movements of the gods), they found teh world changed.. Man now ruled the world, and the Draconics could not re-take their claim.. they'd become extinct, hunted as mere beasts.
So - the draconics decided to make a pact with the world of men - that each draconic should be bound in soul to one, so them men would never dare to harm a draconic ever.. woe to those that are not bound - for they have no protection... They are no longer two seperate beings - as their souls are now intertwined more than any lover's could be.
The draconic would defend the man with their life, for if their person were to die, they too would fall from the skies in an instant - letting their bones return to the earth. If the dragon (a creature who is nearly imortal if they are not hunted) were to die - the human's fate would be worse than death, and they would be forever doomed to loom over their lost bonded's bones - a spirit in eternal restlessnes... Because of this harsh punishment, neither draconic nor human would dare allow any harm to come to the other.
Likewise, protection is not the only thing they can provide each other.. They provide comfort, family - and dare-say love. They are companions for life - and by the draconic's life the humans is also extended in length. Where their friends may die - the draconic will remain with them as time passes by on a light breeze. If a draconic could fly - why would he deny his man the passage? If a man can oil his draconic's scales - why would he let his friend suffer an itch? A person's interest is lost to the other completely - and only the other matters anymore.
A draconic is not (and never has been) a "pet" - save for in title from a few.. A draconic is to be treated as any other race of intelligent beings, perhaps as companions.. on rare occassion as friend - and sometimes, as foe. Those that treat their like pets are thought of as a discrace to the alliance that was forged when the draconics had awakened - but they dare not speak out against them, for fear of breaking that pact, and being hunted yet again. It's a small price to pay for eutopia, if one or two are treated poorly - and the rest can have a connection that is greater than one's self.
...They are not "beast", nor are they made by the labs. They are natural, pure, and ancient. And they should be treated with respect, at the very least. Those of you who consider a draconic to be "subserviant" have yet to truely grasp the concept of their people. 1) What does the kapper langue sound like? Just what kind of tone it has, like, it’s is harsh, squeeky, muttering? :3
:3 This question was answered previously - but yes, it's very short, harsh, and often squeaky... "Kik na jay! Dak ki!" If.. you can imagine what that would sound like... >.>;
2) Are kappers mammals, being related to faeries? In the two sample pictures, one feels very much like a mammal and the other more reptilian to me. Or are both faeries and kappers, being species with a slight connection to magic, simply... unbounded to systematics?
:3 Kappers (like Fae) are neither mammal or reptile.. Much like Dragons, they surpass all "standard" boundries and fit into a category all to themselves. They are warm-blooded though, if that helps. "unbounded to systematics" - I like that term.
3) Most draconics can learn to speak... Is it something that have to be approved by someone or can ones simply assume that if a keeper talk enough to the baby draconic, it will be able to speak as a adult?
Draconics learn to speak much the way a human does - with enough talk (if they are intelligent enough), they can learn any language given to them. Most can just learn one, some can never learn enough of one. Some can learn many in a very short amount of time... But essentially, it is just learned by assosiation. Nobody needs to approve the language they have learned by adulthood.
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Post by Alma on Dec 26, 2021 17:06:04 GMT -6
-Beasts of the World(Natural/Crafted)- Much like there were natural wolves before the Vultici ate them all....'Normal' animals no longer exist in the continent around the labs.
The labs animals killed 'em all.
The labs' animals are stronger and faster and better than normal animals they seem like. So like. The Vulti's killed off all the wolves. Not even directly, either. More like, the wolves couldn't compete for food anymore cause the Vulti's are way too strong and eet all their food.
Or, at least, that's how Spirit explained it to me once.
In your 'home land' you can probably have whatever pets you want. ...There can even be like dragons and unicorns. ...But here, on the continent where the labs, the freehold, and the canyon exist, there are no 'normal' animals. :3
((There are probably some small 'prey' animals about though. Like rabbits, mice, small birds, or fishies. Cause what else would pets eat? ^^; ))The labs has been setting creatures free for the last two years, actually.. though that may not be considered a good thing by many.
You see, there are many natural creatures in the world .. horses, wolves, frogs, songbirds, bugs, etc.. and even the more exotic beasts known as "wild creatures" and "monsters"...
However - as the lab has been setting things loose, designing them "perfectly" to fit into the wild, it seems they're pushing the natural creatures out of their habitats little by little.. and thus, "wolves" are slowly being either killed off or bred out by "vulticus".
Whether these effects are intended or not - you are getting to see more and more "feral" creatures of MML, which are slowly being documented as they appear...
However - MML creatures are not in any culture, unless it's a new culture.. for example, Majikiuma being on flags of sailor's ships.. this is a tradition that started only when the Majikiuma were released (which was actually a year before the labs decided to release the creature to the public as pets.. after all, one must "beta test" the creatures first!). The Harachiu *always* have their wings. They are born with them. However, the wings are unstable and can be torn or broken, crippling the poor thing while they are young, therefore, they are wrapped up by their parents or owners, tucked under shirts or tops, until they reach adulthood, when the wings harden, and can be used to fly.Sporadic Species Radio ShowLore dump on MML creature's sources.For the sake of keeping to the setting and the sanity of your surroundings, remember that almost all creatures of MML were made in the labs!
This means that your half-breeds, LEs, commons, VSCs, offspring from same-gender breedings and especially customs have all been bought by you or someone else from the labs. Customs have been designed to look like and to fit your needs and wishes.
And yes, perhaps you might have won a VSC from a contest, but who says that 'create a critter'-contest wasn't hosted directly by the labs? Kinda looks like it since they just made your designed species, right...?
Really, 99.9% of what creatures you own have been picked up from the lab. As creatures made by the labs. Either custom-made or just one of the regular breeds given out for free. But they have been made in the labs and been obtained at the labs.
In other words this mean that they have never been humans who were captured by the labs and turned into creatures by some vile experiment. Custom or not, no creature of yours has once been any other being than a regular creation of the labs. And no, changing the creature's form with a potion does not change that it is still a lab-creature and so is the being you've used a lab-made product to turn it into.
And they have never been found roaming freely in any area you can possibly think of. The labs like to prevent that kind of accidents from ever happening. Yes, a previous owner of a lab-made being can have abandoned their creature outside in *insert area*, but if you have gotten a custom creature made especially for you? Then that's obviously not the case.
It has been brought to my attention, a thought of "souls"... Some creatures (such as tat-lung) have been commissioned to have "the soul of a human".. this is possible... HOWEVER...
Think of souls for a moment if you will - from the perspective of the labs... It's a battery... without it, you get golems. A kitten has a AAA battery, a dog has a AA battery, and a human has a D-Cell battery... When somebody requests "soul of a human", what do you think the labs does...?
Simple.. they kill about 12 humans - suck out thier "soul", put it in a blender, then deposit 1/12th of the energy recieved into a creature... they're working with energy.. not thoughts, not memory, not personality.. these things are seperate from soul..
Yes - it is possible to have "soul of a human".. but that does NOT mean your craeture has the thoughts, needs, desires, memories, past, or even likenesses to a human - it's a simple "power level of internal energy".
Of course - if you were to request "soul of a human", the labs would say, "Okay" - and not tell you HOW they got it... your character, would never know.. and for all intents and purposes - RP-wise, and stat-wise.. your tat-lung (or custom whatever) would think, act, and behave the same way a normal creature of the species would. Your customs, LEs, and VSC...
They are made in the labs. They do NOT have 'mothers', and they do NOT have 'siblings. They are 'first generation'!
1 - Wild creatures, Veil creatures, and Monsters are NOT created by the labs. (That's why they're in the beyond.)
2 - Pets can probably 'think' in a similar way to we do. Like, I imagine when a dog is thirsty, it goes, "Hrm, I'm thirsty... I want water. Where do I find water? *looks*" just as a human would. Roleplaying them doing this (or similar) is fine. They may not think exactly the same way we do, but for sake of expressing it in a roleplay, feel free to be creative.
I would look at a pet's 'cunning' to try and figure out the extent of it. Like, an Elemental Golem will probably think FAR simpler thoughts than an Amphadron would. The Chelcaudi have hatched!...discovered the eggs of this extinct creatures on some stray island, and delivered them to the labs - paying for the species to be revived... they were indeed.. Two brand new breeds came out of it, the Chlorderm and the Castanea.The Baenarch... You know how we said that it seems to have a fire within'? Well... it COMBUSTED INTO HORRIBLE FLAMES, BURNING THE FLESH RIGHT OFF IT'S OWN BODY - EXPOSING THE AWESOME OF IT'S TRUE FORM!! That's right, the Baenarch is a LIVING (but not breathing) skelleton! :OOn harachui breedings and ghaenelt growths. The labs will NOT partake in the breeding, or altering of genetics of the haraichu (exception being crossbreeding)... So, traditional breeding is all you are allowed to do, and as such, a female and male are needed. --- But the Stagnant is by far the most impressive of all... The Stagnant breed seems to have "risen above it's sickness" - in all senses of the phrase. It can not only fly, but it can control the powers of shadow and illness, causing blight across the land wherever it flies.. unless, of course - you were good enough to take care of yours while it was so weak, ill, and in need of love.. For if you cared for it well enough, no "blight" could ignore love - and the Stagnant would be a loyal companion... otherwise...
The Cured however, just seem to be blind.. :/ for those of you who've read the guide to all life-forms near the ranger's station in Beyond - you'd know that one of the types of creatures in the world (of mml) are considered Feral.. These are creatures that are very similar to MML's normal creatures - but can only be found out in the wild...Casual mention of Sweetgum(sweet nutturtle) and Harpy(veil slave), and tunnel worms eat rocks. "The worms have multiple (tiny) eyes on their "head", a few in their middle, and even one on their tail."More feral critter fluff, and the casual extinction of all native species.The Man-Eating Chiryma has been spotted in the open plains of the east.
The Feral Estharne, though very difficult to tame and train - is found throughout all the known woodlands of the wilds.
The Snow Phil has been spotted in (you guessed it) the Northern regions of the world - where (duh) snow is most common... Also, rumor has it that toward the north, two Unique creatures have been spotted - "Evil Yeti" and "Wiltwood"... Here's what the sightings are assumed to produce:
Lastly, all the waterways of the world seem to be home to the Muddy Seryn - a non magical variety.. or so we assume...
Also - rumor has it of a serpent.. which is frequently called "heartless" found in the world.. The Traveler's Emporium and Zoological Imports are doing their best to try to capture a few specimins from the wild - as those reported serpents are babies.
Interesting.. it seems that MML creatures are taking over the habitats of the native creatures... Meh, no matter- more MML for us, right? :D Kinoko can 'support[stand] on their tail'.Good thing Thundergugs prefer to use intimidation tactics (the bright crest display, thrashing about the horns, snorting, bellowing, stomping the ground, waving tail about) - as opposed to.. you know.. trampling you down. Regarding old Pure/Taninted Equillion 'they entirely lost their "mane and tail fur" - as they are now 100% mist and/or fire.'Lots of Halloween pet info. I may be stretching the concept of the Corpse-Construct too far, but can they like.. Say, take off one of their arms and put it in their mouth to reach something with it? Or maybe even mold something onto a different part fo their body?
Taking off a corpse construct's arm would do massive damage to it. Like.. taking off YOUR arm.. difference is, they can always "bone shift" to put it back on, and restore the damage.. But once said "arm" is detatched, it can't function until it's put back in it's proper place.. or.. improper place.. uh.. point is - to function, it has to be "permenantly" attatched. I wouldn't reccomend removing your construct's body parts, as that would hurt, and probably make it mad... Luckily, the construct is much more stable than it was in it's previous stages, and it's eyeballs (etc) don't randomly fall off anymore.
Oh, and I just had an idea. Could we RP the CC's like they have unstable DNA, and thus adapt parts of the animals they eat...? Like if they eat a goat, do they develop curved horns and a different structure of legs/hooves? Or, say, devour a pig, do they get shovel nose? Of course, not TOO out of porportion, but just to have fun with it?
Absolutely. The image shown is just "my perfect" construct.. It has a hooved foot, a pawed foot, a skeletal hand, and a "dragon" hand. It has a dog-head, cat eyes, and goat horns. It has a bird wing and a bat wing. It's really constructed of different animals.. If YOUR construct ate .. say... a snake, it may have a more "snake-like" head. Or, if it ate a deer, maybe it has deer antlers rather than goat horns. Have fun with it! As long as it still has the basic "shape and function" of the regular construct (no extra abilities, etc), have fun (rp-wise) with it's anatomy a bit.. especially with battle... did your construct devour that chiryma? Maybe it has a beak!
Are those horns or ears on the Corpse Construct?
Indeed. They have goat horns.. Uh.. those.. "horn-like things" below the goat horns are actually part of it's spinal cord.. uh.. bad perspective there.. you can RP it as having two sets of horns though, that's okay too.
What is it that the devils are holding?
Honestly, I've no idea... I was GOING to have them holding a "fan" of cards... but that didn't work ('cause I suck).. so I settled for "I can draw orbs!".. and drew it holding some amorphous orb-like object. You can make it a crystal ball, a big glowing ember, or an eyeball. Your choice.. it's just .. um.. a.. weird shiny thingy it's holding. XD
the Shadow Lurker with two tiny friends (or would they still share the same brain, being all shadow and such? Are those... two... mini Lurkers hovering around the Lurkers now...?
The mini-lurkers that you see by the shadow lurker are exactly the same as the "whispy tendrils" that float off into the air.. except, at this stage of life, they have intelligence, their own eyes, etc. They will come off the lurker (generally notice their "parent"), then dissapear in the air or shadows, never to be seen again.. the Lurker generally makes 2 of these per day. Though they are seperate entities, they are not considered "pets", and cannot be owned - especially as they dissapear in a matter of seconds, much like the "non-intelligent" whisps. Consider it like.. how a cell reproduces. Though, I'd assume most of them die before they are "big" enough to become full lurkers.. like.. 95% of them "smother out" before they're lurkers, and instead, they're shadow wisps... (hint, shadow wisps may come out as a pocket pet or something).
Corpse Construct is just spiffy, and with the size being 5.. Can you ride them?
You... could.. but.. uh.. I wouldn't reccomend it.. For starters, they're violent, and very primitive.. It's like training a crocodile.. it's nice 'cause it knows it gets food if it is. There's nothing that would prevent it from eating YOU if it got the chance, and thus - training them is very hard... But to train them even further to tolerate a person on their back... slim to none - good luck, and prepare to be bitten (with biiiig teeth). Also keep in mind that they still smell funny. ** Extra note!! They walk on four feet most of the time, but they CAN stand on their back two feet! Not for very long, but they can stand on their back feet - which helps I suppose with being imposing (or getting a better view).
"Pink" Fluffy Bunny, are they capible of holding items and manipulating it in someway?
Yes. They have very crude fingers, but they can pick up objects (like a hammer to smash your head in).
Most seem to be roughly the size I imaged except one... the snow flurry. Let’s say your character is the size of a human child, could it be used as a special mount? XD
Uh.. Yeah. It'd be like riding a gorilla, but you could, sure.
I want to teach a fuzzy bunny to carry a person piggyback.
XD Um... Do remember the nature of the creature.. They eat children. And, though it could I suppose, carry a person piggy-back.. would it want to? And likewise, it wouldn't be able to carry you for very long, and it would make walking difficult for it - just as it is for a father to carry a 6-year old his back. They CAN, but it gets irritating after a while. And an irritated pink fluffy bunny, is not what you want. But yes - if you worked REALLY HARD to train it, that could cound as an "exotic mount". The labs however, would like to not suggest it, for safety reasons.
Mr. Melty is a magical snowman. He breathes fire right out of his carrot-nose, and has a foul nature as a trickster. He can "scoot" anywhere there is snow (haven't you seen Rodolph?). They don't need to eat, as they're magical... and though they are fairly foul-hearted by nature (it's the bloodroot, we're sure), they can be taught to be good.. Not "happy fluffy, yay, I love christmas" kinda' good.. but at least well mannered.Professor Mendell sells harachiu vsc.with all Jibiji, you add "ji" to the end of their breed name to be technical... so.. they're "Bidiji", "Godiji", "Todiji", "Rowiji", and "Titiji"^Regarding Rakai-Sarane and other species: "it entirely depends on how the "pack leaders" act while raising the pups... If the golossle is treated as part of the pack, they will think of the golossle as part of the pack. If it's treated as "just a thing we cannot eat", then that's how they'll treat it." Emo pony is very sad.Regarding training vespa to not eat draconics.Um... I guess that depends on if you trained it from an early age to NOT eat a particular draconic of yours... and.. if it's well-fed...
It's like asking if you can get your cat to watch your hamster while you clean it's cage... you CAN... but.. >.>;; Regarding Ling-Ling.These small dragon-like creatures are not truely dragons, but rather a form of pseudo-dragon. They are as intelligent as a parrot, though they cannot learn to mimic human speech. To their owners, they are extremely loyal, and rarely leave their shoulder.
More Notes: Ling-Ling are not related to tat-lung. Ling-Ling are not sentient. Ling-Ling are not "magical". Ling-Ling are not dragons. Ling-Ling cannot breed. Ling-Ling cannot be purchase as customs. Ling-Ling are not found in the wild. ---- They are essentially, a "special ordered" type of pseudo-dragon, a counter-part to the Paogon.. only not wild. They were just made by the labs for ZI.
^"it[Nullifier] doesn't need to recharge - it "feeds" off of brain-energy." Causes those afflicted by it to be "lacking a soul, and removing all free-will." [19:01] Ri: I think the thing about 'lacking a soul' is going too far. [19:01] Anatoniel: Nope - it's gone. [19:02] Anatoniel: Esentially - you have a living body (of flesh), with a robot on the inside of it's brain. [19:02] Anatoniel: It kills your pet. [19:02] Ri: I disagree with that. [19:02] Anatoniel: Pet = dead [19:02] Anatoniel: Body = still functions [19:02] Ri: PEOPLE. You are talking about using it on PEOPLE. [19:02] Anatoniel: Soul = floats away Shevaru Lotine/Lola bio headcanon, mostly approved by Spirit.Shev:
I like the idea of lola being able to become, eventually, lotines. Since lotine don't breed like an animal, I'd assumed their reproduction was similar to that of a plant. Although we were cautioned that lola can never under any circumstances become lotine, I'd always assumed that they were a vital intermediate step to lotine reproduction, part of the standard life-cycle, what with them developing from berries that the lotine produces and all.
If a lola is able to become a lotine, then the life-cycle just makes sense to me. You have the final, mature stage of lotine. It's relatively unadventurous, settled down, tied to one pond, and fertile. If in a particularly fertile, welcoming, safe environment (such as a well-tended garden, for instance), it is able to produce flowers, and then berries. These berries are shed when mature and are tended by the parent lotine much as a bird or occasionally, reptile, tends its eggs (at least, that's how I assume it would happen in the wild; in domestic gardens the berries are simply harvested and tended by the gardener). The berries, if well protected and tended, sprout into lola. The lola are more mobile and adventurous, not tied down to the earth or the water; they're capable of floating away and exploring new ponds and habitats, if necessary, like animate dandelion seeds. When a lola finds a new, unoccupied fertile pond, it is capable of maturing into a lotine, but only if the fertile location is completely unoccupied. Though lotine aren't particularly territorial, they cannot thrive with any sort of crowding, so as a mechanism to ensure the necessary space and solitude, mature lotine 'sing,' producing a specific vibration that blocks the production of the growth hormone necessary for a lola to mature into a lotine. A lola is perfectly capable of living out its life without reaching the final stage of maturity, and it is not unusual in the slightest for several lola to share a habitat with a lotine. However, if a lola is able to locate a suitable vacant area, it will begin the hormone production and metamorphose into a lotine. The growth process is tiring and consumes resources, so a lotine is left defenseless and unable to reproduce for several months after the metamorphosis. ----- Anyway, that's the pseudo-science/magic life cycle I've been using in my own head to make sense of what lola and lotine actually are, and why they are the way they are. Viewed in that context, it's easy to understand my opinions on breeding/growing. Breeding between two lotine should never be possible naturally, and in my opinion, should also be impossible via the labs. If breeding is made available, it should result in unique lola that blend the coloration of the lotine parents. Also, as far as I'm concerned, it should be more expensive than a normal breeding, as it's (IC) more difficult. Also (OOC), it will keep the number of offspring down (hopefully), as I assume offspring lotine would produce 'nicer' lola, in the same way that VSC and customs do. There should be fewer offspring lotine running around if a) the original breeding costs more (I'd say at least $20, maybe even $25/$30) and b) the offspring is a lola that must be 'matured' at the expense of the owner.
Lola maturation, however, should be available, if not easy. Based on my personal imagined lotine life cycle, it would require an elixir that basically amounts to a blend of growth hormone and various fertilizers (and some other secret-style ingredients). The potion would be attainable only from Alura, and she would only agree to sell it (I imagine) to highly-experienced gardeners. It is my opinion that in order to obtain the maturation elixir, the character must gain all of the skills in the Botany skill set (however, a special lotine-tender skill might be introduced and required instead). That way, not only is there a built-in character level requirement (meaning the only way to get it is to roleplay, and roleplay lots), most of those levels will be devoted to plantlike things, encouraging the characters most dedicated to gardening and botany. With these limits in place, Alura will be able to keep the elixir in constant stock, to sell it to those who prove themselves worthy.
I think that if lotine and lola are handled in this way, you'll be able to allow maturation and even perhaps breeding, without letting people just go crazy and throw money around and buy neon-green lotine that produce electric blue and purple lola and then grow those lola up to be hot pink and orange. The growth and maturation will be available, but only to those willing to devote time, effort, and money to their goal.
Spirit: Yeah... see Shevaru's biology? I like that. A lot. Except the singing is to let other lotine know where they are - and so that they: A: get in their space B: know which direction to send their pollen
Lola however, will not mature where there is a Lotine, just as a flower will not grow in soil too hard.
If you posess spirits of loyalty five, you may 'breed them' if you like, just as any MML creature. You may also (later) request 'custom' amulets, which will offer much like the Wild creatures, color alterations of the basic four spirits.Regarding Faeron appearance/bio.Purposes:
Crest - Serves as a rudder while flying to steer at rediculously sharp angles. Also serves as a display of "look at how pretty I am!" to all other faeron, and raises when angry to make themselves look bigger.
Tendrils - Serves as a display - the more impressive the tendrils, the better the mate. Helps to steer while in the air, and are also relatively sensitive; to judge wind, direction, etc... especially helpful when flying upside down (as they're capable of doing in their old stage).
Antennae - Just like bug antennae. Extra "smell", extra "senses", helps with communication, super-sensitive, all-purpose sensory organ. And they look cute.
Whiskers - Now in their old stage, they've got whiskers!! These whiskers are used in the same manner as a cat's whiskers - only two of them are much longer, almost like catfish whiskers. These two longer whiskers are very handy when flying through enclosed spaces, such as between tree branches, to avoid collissions at high speed.
Horns - Just horns, not sure why they're there, but we can assume that the best mates have the best horns.
Wings - Uh... Yeah, looks like 5 on each side (10 total). SHIKU ARE MADE OF PAPER! PAAAAPEEEEER! *Totally canon*Introducing MML's first and only 2-D pets!! :D
...though technically not eggs, are considered to be the egg-stage in the hatchery.
In order to take one of these little creatures home, please print it, then cut it out (carefully) with scisors. Be sure not to cut into the creature's body, or you will accidentally kill it.
If you take care of your two-dimensional "egg" well enough, it is supposed to spring to life in the third dimension. Don't be suprised if you see your small paper animal moving about on it's own, as it tends to do that (especially when nobody's looking).
Keep your paper pet away from open flames and water. --- You can totally rp your character taking home a copy (or two) of their very own paper-squirrel cut-outs. And taking care of them. Crack squirrels... 'cause you'd have to be on crack to think that they'd really come to life if you printed them out....Crack squirrels... 'cause you'd have to be on crack to think that they'd really come to life if you printed them out....
That, and their fur is all the wrong way, and they're kinda' hyper.. and their eyes are like crack, just one look and you want to hoard them all away for yourself. Yes, indeed, you shall have an army of squirrels. o.O
Okay, I'm done making fun of them now.
But indeed! These little creatures (that feed off of love and imagination) sprang off the paper, and into life! :O And now they're running around making a mess.. but just LOOK at those eyes, how could you ever be mad at a thing like that? What a cute widdle... Oh, did we mention that the Pistachio can control your mind..? No? Well, now we did. Kibol are 'natural'.The Kibol has shown up in encyclopedias around MML. *cough*
Introducing from the far south, the Lesser and Greater Kibol:
And from the far north, the Giant Kibol.
For those of you who want to own a pet-quality Kibol, you could always purchase the super-awesome Lecustic Kibol from the Zoological Imports, guaranteed to be a pure-white pelt!
And... for those of you who want something unique, you could always purchase a Spotted Kibol. Most of the time they're white with black spots. But sometimes you can get a rare one that has brown spots. And more rarely you can get something really unique. However - it should be known that ALL Spotted Kibol are unique, no two look alike!
You purchase spotted Kibol in the same way you would purchase a VSC (same price too)... you are looking into your future familiar, are you not? These guys are a great suggestion for that. :3
And before anyone asks.. yeah, they can be taught to carry things in their tails and little fingers... though that doesn't mean they could -use- a knife or gun.. they could certainly carry stuff for you... *mutters about the people who teach theirs to be skilled theives* ^Regarding similarity of game/MML species to their real world counterparts. Baakir are not giraffes, okapi, or zebras. Balgor are not hyenas, lions, or dogs. Kibol are not squirrels, monkey, or gliders. Snorfle are not elephant, or tapir.
Kibol are kibol. Baakir are baakir. Snorfle are snorfle, etc.
I have to admit, many earlier creatures ARE something.... Vulticus are "dogs". Estharne are "cats". Equillion are "horses"... Regarding Felusine locomotion.They don't walk upright all the time, they can walk upright (with difficulty). And their paw/hands are capable of grasping objects.
Normally, they walk on all fours. ---- Who's to say yours will ever walk upright? It could stay on all fours all it's life. *wink* Just because they can doesn't mean they will... but now you see, they can. Riding a Tilvander In old stage, now due to it's size and strength/stamina it could carry a rider.. however... it's skin is indeed too fragile to carry a rider over land.. and "surfing" across the water even may cause some problems.
But you know how things are much "lighter" (or more bouyant) when underwater? Yup. Hang onto the neck area (but not the delicate tendrils) and it will easily carry you through the water... However, breathing may be a problem... You can breathe underwater, right?
So... old stage; Carry Rider = No Swim (underwater) with "Human leech attatched to neck" = Yes The Ghostwhisper Yumenokei! ;D These bunnies are often seen in the whirling of a chill wind at twilight, or the onsetting flurries of snow... They seem to be mournful, quiet souls at heart- but far from unfriendly.
Hainu [Rakai-Sarane] promise to grow into powerful guardians if properly nurtured and cared for... They seem quite devoted to those of an honest or light nature, while shunning the owner who might stick to the shadows.
Much like the pumpkin, these serpents [Sweetheart Salaves v2] are very mellow and have a sweet dispostion. Oddly enough for a snake of any kind, these little beauties prefer the cold!Mortling creation and distribution.In a land far away on the continent of Pethia; a land only known by the name "The Wastelands", just on the border of the Maw of Hell (a canyon) - a great beast resides.
His name is Mortavos.
Little is known of the great beast save for that he is great, powerful, dangerous, and it is rumored in fact that he may be an avatar of the old god of shadows. He is indeed one of the most powerful monsters that walks the world - and he lives still today, far to the north-west - beyond the land of ash.
How his deal with the labs came to be is unknown, but it is rumored that the "Temple of Shadows" had something to do with it... At any rate, Mortavos struck a deal with the labs that they may sell his offspring to the "good people" of the lab's territory - and in return, he would not reign his wrath down upon them.
The labs, quite happily - took the deal.
And so Mortavos forced his brood upon two Draconics (from the Frost and Flame Crest clans), and he provided them to the labs once the eggs were laid. Not being so foolish as to allow the world to be filled with beasts that could eat a wiurn without blinking, the labs injected each and every egg with an anti-growth serum.
The eggs hatched.
Many tests were done, and it had been scientifically proven that these creatures were stunted by the effects of the serum; they will not grow any further - in physical (or mental) maturity.
These creatures, now known as "Mortlings" are small.. about the size of a corgi dog, and they will never grow larger. Their wings failed to fully develop - they cannot fly (for Mortavos was not a draconic anyway). And their mindset, though quite clever, will never become an "evil mastermind" as their father was. Instead, they will remain fairly innocent through their lives - unless of course, their owners can influence them.
The labs would like to now proudly present the fully grown (and ready to adopt)...
Sons and Daughters of Mortavos (mortlings)
Their stats are available.. and yes, they can be trained, and will be able to become familiars in the future.
Unfortunately, due to the extrememly limited quantity of Mortlings, the labs has decided to charge for each baby purchased. They cost $5 - and when you buy one, please specify whether you would like a son (frost) or daughter (fire) of Mortavos.. otherwise, it's gender will be chosen for you.
** Please note that these creatures are neither skelletal nor undead. They may look it, but it is meerly an illussion of their biology. Their eyes are not in sunken sockets, they merely have "black markings" (like a racoon) around them. Likewise, the bony features of their arms, legs, and snout are extra calouses of flesh, like a rhino's horn beneth their skin... They are quite alive, quite "fleshy", and very healthy - not emaciated in any way. Pasha-Sarane info Also, for rp purposes; please note that it has 4 "vents" (as opposed to two nostrils) on the side of it's muzzle.
1. [Skin, covered in scales.]They are smooth and sleek, like the scales of a rat-snake.
2. [Headplate.]It is indeed bone, or rather "horn" substance. Much like a rhino's horn, it is technically hair - very durable. Except unlike a rhino's horn, it covers much more of their face, and as they grow older, you will be able to see the more elaborate details of it as they too grow.
3. They can see like horses (same field of vision), but it is much more "sharp" like a cats. They can see in front of themselves, and to to the sides, and some of their vision covers their flank. They can choose to focus on a particular object (like a cat) - and their night-vision is excellent. However, they do have a "blind spot", directly in front of their nose.
4. [Do they take milk at baby stage?]Yes.
5-6. The jaw structure beneth their lips resembles a parrot's beak, with a few more points to it (I'll likely upload the sketch later). The front end has a large "hook bill" (like a macaw), for tearing bark from trees (or flesh from carcases) - the middle of their jaw is a pair of "hooks" that resemble canines of a dragon on dire-wolf. Toward the back is a single pair of "tusks" that are good for crunching and grinding against the solid bone pallet on the bottom. Suffice it to say; you so do not want to be bitten by one of these individuals.
7. Though they do "nurse" (which is more like with a manatee, where they nuzzle up against the breast and milk just sorta' comes out.. rather than suckling - to prevent injury of the mother)... the nursing is not required for owners. You could simply give it a dish of milk, and that would suffice. If you do feed it plant material, or even meat, we suggest putting it in the blender first to make it soft enough for the young creature to drink/eat... they CAN chew and bite as infants, but they've yet to get in the habbit of it.
8. She can indeed regurgitate meat for them (just as she can do with bark of trees), but milk (as infants) would be their primary diet.
9. Technically, they are cold-blooded, but they function like warm-blooded animals. That is to say, they are cold-blooded, but do not need to stay in the sun for warmth - the fire within' their bodies keeps them warm. If however, the un-thinkable happens (they are wounded by frost, or they become ill), the fire within' them begins to die, and they must find other ways to keep warm. Much like the Rakai, the Pasha's heart is a powerful and highly sought after item by magic-users.
10. It is actually a frill - much like the frill on the back of their neck, or the end of the Floof's tail. (see floof). It is largely for display, and later in life serves greatly in balance when ... well.. we'll get to that later. *hint*
11. [Frill texture]Smooth and soft, like leather of doe-skin.
12. [How they breathe fire] As much as I would like to say "magic", it is true. (refer to comment on question 9). They are beasts of the fire-element, as they are considered part-elemental themselves. Their heart generates heat - when un-protected by their body, a heat radiated from their heart so intense it is said to scald the eyes of those who look at it - un-touchable by the human hand. Those that wish to carve out the heart of a Pasha should be aware of this. The heart itself is a thing of magic (how it generates heat is unknown, but coveted by mages) - and should the Pasha (in it's adulthood) breathe fire, it is more like a volcano. The heat and pressure of it's heart builds up so intensely and rapidly that it simply has to come out.. of it's mouth, of course... And it's vents (those things where the nose would be). Sometimes, in it's adulthood, a small lick of flame will come out of it's vents as it breathes - as the heat in it's heart cannot be contained even when it is happy. The more heat it needs (such as when it is running), the more heat it generates - the more it needs to come out. So... in a way, magic. But primarily, it's heart. Their[Enileaf] "wings" are actually individual digets (or "fingers") that stick out of it's back and tail at various locations, with extra skin stretching between them, similar to a bat's wing. Covering these digets and membranes are downy feathers - giving them the appearance of "feathered bat-wings", and sometimes at first glance "many birdwings".These guys[Gibberwock Estharne v.2] live within coal-mines in snowy mountain ranges. That might not make alot of sense, but that's the way it works. Generally they are found in a region that never gets alot of light, perhaps only two to three hours each day.
They are also a bit larger than your average estharne v.2 and while they (mostly) have an easy going and laid back disposistion, if left unmanaged they become increasingly agressive and eventually untamable.Clever like a parrot, attentative to it's loyal owner... if the owner is loyal, of course... These creatures once all grown up can easily lift their owner into the sky while carrying them upon their back. No saddle even needed - just hop on and grab some feathers (but for safety's sake, we suggest you get a collar or something to hold your legs in place).Living Crystals as familiars.Houluh, the first true mammal of the labs."The Houluh is a lithe hound-like creature (especially when compared to the more wild vulticus), that was designed in honor of the Goddess of Order. Her favorite creature, after all, was the hound."Deebles are soft, and fluffy. They lack claws and pointy teeth. Excelent hoppers, love climbing trees. Warning: LOUD WHEN FRIGHTENEDEffectively, he described Sarane as chickens; males a bright and colorful to attract mates and fight over breeding rights, while hens eat, sit on eggs and make babies with the dominant rooster...[But if a hen won a tournament] why would the Hen want to breed with something lesser than herself? Until a true male puts her in her place, she will undoubtedly not want a lesser Drake's offspring.
...A Hen being dominant only really changes how a Drake approaches her, and how other Hens look at her. She essentially becomes the big momma and literally has pick of EVERY Drake, if she so chooses, whereas most Hens are at the mercy of being picked by the Drakes. In the end, it's YOUR character; we can only provide guidelines. Faeron have physical immunity because they're magical, obnoxious, impossible-to-squish creatures. :3 Instead of being able to "cast spells" as is typical in most fae-dragons, these "fae dragons" have a more "natural" magic which they cannot change - and makes them un-naturally tough, almost immortal, some would say.Pupeng Give Away, contains info dripped through the staff posts."Pupeng do not hunt, they cannot hunt. They eat what is fed to them. If left out, they eat what they can find... soft seeds, berries... grass? Pupeng have no teeth.. none at all, really... Pupeng have... ah..." he looked down to his pupeng, and held the flat side of a claw to it's cheek, giving softly a command, "oooopen" he cooed, and the little creamy pupeng opened it's mouth wide in an exaggerated "aaaaah" gesture, tongue hanging out - as though to be examined by a doctor. Because of this, the entire inside was revealed, to show a tiny white "ridge". It didn't have a series of teeth, but instead had one "tooth" that covered it's entire gumline; dull, and rounded... it could mash food for sure, but was not designed for either biting or cutting grass. "It can use this to help climb, like a parrot - not much more."
He then shook his head, "No, no claws - no defense... not even bite. Pupeng.. pupeng love all... all that don't eat them - but they have little fear, raised by man." He then patted his cream on the head, who closed it's mouth, and he leaned down toward it, shadowing the little thing briefly in his hood (one can assume he gave it a kiss) - before looking up again, and continuing, "They can be kept in man-temperature, and are snuggly and warm." He paused at the question of nests and dens, then decided on his answer, "Yes, blanket-nest... in bed?" he toyed with the idea - but his answer seemed... unsure.
"Pupeng are also delicious." he stated at last, definitavely, and without care (as if to say, I like chicken).
"Pupang... eat... " He pauses for a moment, and looks down at the little creatures playing on the cart, as though trying to search them for the answer, "eat..." he tries to begin again, slowly, "eat strawberries, and... fish-rolls with ssseaweed... and crab-meats, it eats..." He sighs heavily, and snatches up the little white creature again, shoving it in Skye's general direction, "Strawberries." he finishes. The cream-colored creature remaining on the cart seemed mildly saddened at the loss of it's new play-mate. --- "Pupeng are home, they come from home." --- The little furry thing chirps and purrs happily, "Briiii-iiibi!" --- "No, Pupeng are not agg-ag..." he pauses, sighing lightly, "Ag-gresss-ive." [Regarding winged equillion v2] They also lack the "fire" of their equillion cousins, instead, their elemental vents are filled with a type of gas that helps them "stay afloat". This means that they can fly perfectly well while carrying a rider! I totally want a Sea Pony.. then it'll turn into a Sea-Stag or Sea-Mare.Regarding Harachiu and Tat-Lung, their history and their slavery.It is for this same reason that I frown upon creatures like Haraichu... How often have you - as characters - as players even.. considered the slavery you put them through? How many of you treat them as the adopted children they were meant to be? Have you ever considered, oh Fae - that these "creatures" are you ancestors - those that had yet to loose their connection to the magic which you hold so dear? Have you considered that it is not by their choice that they serve their human masters, even in adulthood - doing as they bid?
On a note of Tatlung.. Yes, they are "better than you" - indeed.. but they are not draconic in any way.. they are a fabrication of the labs. Creatures created for a master's pleasure. Pets, in the truest sense of the word.. Their creation however does not stop them from being creatures of magic - and thus they know they are "better than you", even if they can't figure out why. They're distorted beasts, only a shadow of their ancestors - mixed a lin lung (or what have you) with a dog, or a horse, or a lizard.. dampered down to be tamable.. their brains programed, just like any other beast the labs produces to be "good for the home". They truely are beasts, even if harboring an intelligence that rivals a human's...
Oh he did not like the Harachiu out in front… They never stayed calm, and were always cavorting about in their faerie tendencies. Little devils making rings of mushrooms he had to constantly pull up, constantly offering him good treats to eat.
Don’t suppose you know how to properlly care for them do you? Drops of dew and bits of lavender petal dust? Honey and just a touch of milk?”You've been gifted with a servant[Imp], a loyal slave; not some meager animal... She is nothing like your precious 'pets'; no waste of simmering magic, pure and untainted power of a dark and natural force[Regarding Amulet Spirits]1. Yes, the spirits are able to float.
2. They do not yet have appropriate stats, I have to talk to Spirit about this, but their intelligence is quite high, yes.
3. They can understand all language, as they are a magical being. For the most part however, your spirit understands -you-. It isn't likely to be trying to communicate with your other pets.
4. Each is unique, but oftentimes yes... Their element is reflected in their personality.
5. If you've seen the picture of Yasmijinn, you'll have seen the spirits escaping from the jewel as wisp-like creatures in their relative shape. Once free of this gem they solidify in appearance. They return to the gem in the same manner.
6. Yes, although it isn't very likely to find itself concerned with any of these goings on.
7. The amulets are cool. As your bond with your spirit grows, they will become more warm... Eventually, you may discover that you are the only one able to touch your own amulets without being burned by them.
8. No, they do not seem to eat.
9. They are aware of their kin, just as many creatures would notice if they were not alone. [On Amulet Spirits]"They do not speak as we know it, yet they speak as the animals of the world know it. You will share a close bond as it is. And they already know their names, they will be told to you when you make your purchases, each individual spirit has their own name, no two are alike." --- Even though their homes were the Amulets, they had been bought and sold as slaves. "T-they n-never die, b-but one who abandons their Amulet w-will find their S-spirit to have abandoned t-them as well." [Regarding pets as account characters] Also; be aware of the dangers of visiting the world of men - men (players) may not understand that you are sentient; and to be left of your own free will!
Because the Labs does not want their "superior beasts" to rule over man-kind... they do have "limitations" that are placed on laboratory produced beings... One of these rules is ownership. A Pet-Character is NOT allowed to own more than THREE pets total... Ever.The Trainer Replacement Droids (Trod) are one of Kapper's finest technologies!
With a Trod, you can practically be in two places at once. You can control the Trod's every movement with hardly any effort at all. As a bonus, it even speaks in a digitally reproduced version of your voice that's as perfect as a clear recording. Plus, they're pretty tough and can fly, so they can do some of that more dangerous pet training for you.
A Trod levels the same way a pet does, at the same rate in the same areas. They do not gain loyalty. A Trod may be trained in the same way as any other pet. A sentient Trod may learn tricks on it's own, though it must take the time to learn it and spend the appropriate training points.
Unfortunately, a Trod cannot use a player's skills. Though they may share their owner's knowledge through the brain link, they don't have the same training and muscle memory and abilities. They're also a bit too unlike a human to make use of any people skills. A Trod may know how to read, but they could not write a book for you, for example. Trods do not need the "riding" skill and may ride anything that is strong (and not skittish) enough to carry them.
A pet trained by a Trod will gain loyalty to the Trod - most pets can't tell that they're not (strange) people, after all. Some pets may find the lack of emotions and mechanical whirring unpleasant, though most don't seem to notice or care.
The original model Trods are purely controlled by you. When you're not controlling them, they simply shut down and wait for further instruction. They can be taught to do some rudimentary tasks (such as feeding pets) on their own, but do not have the capacity to think or move without your constant input. They are as tall as an adult male human, and weigh about one and a half times as much.
The upgraded model is a lot more impressive. Like the original, it may still be controlled by you completely, however it may also be 'released' from your control to act on its own. The Trod is able to function without your input, and can do things like solve puzzles, train pets, and go shopping all on its own. Unfortunately, it's still not perfectly human like, and their social interaction is clumsy at best. They have no concept of or ability to show emotions, and they operate purely on logic and reasoning. The Trod may show signs of kindness or other emotions, but it is simply mimicking you, and does not have a true understanding of them.
An upgraded model Trod is slightly bigger, big enough to be "worn" as armor by its owner. A Trod being used as armor is synced with you, allowing you to move it as effortlessly as you move your own limbs. Unfortunately, this option is only available for 'human shaped' people - if you have big wings, differently shaped legs or arms, or other strange features, you probably won't fit. Oddly, it weighs about the same as the old model, as it now has the hollowed cavity (for you) and is made out of better, more efficient materials.
"Custom Colored" Trods are just like their regular counterparts in every way, except their fancy coat of paint. They are not given special abilities or bonuses to their stats for being customized. Species Bulletpoints, Wiurn through Pliathor#1 - Wiurn (+v2)
Diet: Carnivorous - large prey like deer, sheep, or cattle.
Call: Hiss (happy), growl (angry), grunt (annoyed/upset).
Habitat: Cliff regions that are decently warm.
- Wiurn are not! dragons. They're not very smart, they aren't magical, and they can't breathe fire.
- Cold blooded and seek warmth to keep their temperature up.
- Walk forward on their wings, like a bat. (They also climb cliffs like this.)
- Are very venomous. Sting their prey and circle, waiting for it to die, then carry it off to eat safely.
- The plate on a Wiurn's head is to protect it head, as well as for social displays. Fighting Wiurn will bash each other with their head plates, like a ram.
- Can carry a rider in flight. (v2 adults do so at a hindrance.)
- v2 are considered 'Wiurn light' and were made to be faster more agile mounts, as opposed to their tougher, less agile v1 cousins.
- Crag, Warlord, and Thorn breeds are very aggressive and require a professional trainer. #2 - Chiryma (+v2)
Diet: Omnivorous - anything they can catch and eat, they will.
Call: "Brock, brock!" (like a parrot) and "peep peep" (as chicks)
Habitat: Breed Specific
- Very needy, social creatures. They need a lot of attention and interaction. They can easily get depressed from lack of attention.
- Make excellent mounts! Their close bond with their riders make them easy to control.
- Live in large groups in the wild. The v2 live in smaller hunting packs of 2-5.
- One of the world's most naturally emphatic creatures. They understand the intent of people even at a distance. Very hard to fool, but also very loyal.
- Very fast and powerful runners, made for long distance running. Good for mounts!
- The antennae are very delicate, and help with their empathetic abilities.
- Use their antennae for social displays, sensing the emotions of the beings around them, and locating prey.
- v2 breeds have a lot more "raptor" to them, making them more predatory. They can also let out a terrifying "roar"!
- Gain loyalty at twice the normal rate due to their friendly and emphatic nature.
- Tropical Chiryma v2 are very small: the chicks could fit in your hand, and adults are only knee-high. #3 - Golossle (+v2)
Diet: Omnivorous - generally eat anything that fits in their mouths.
Call: Clicking, occasional hissing or whistling.
Habitat: Warm, damp, dark areas like jungles or caves.
- Can carry a rider, or even two riders, plus their gear.
- Can carry a ton of weight, easily twice as much as another creature of their strength.
- Rend are twice as strong as even a normal Golossle, and quite hot tempered to go with it.
- Ethereal Golossle are only kept in this world via the bond to their owner. Without that bond, they would float away into the ether.
- Are afraid of absolutely nothing, as very little can even harm them.
- More clever than they seem, and are even rumored to have powerful psychic abilities.
- Though they have an extremely tough outer carapace, underneath they are actually quite squishy.
- v2 have a significantly tougher carapace in exchange for some of the v1's strength. They also fly! #4 - Estharne (+v2)
Diet: Carnivorous - will chase and eat any animal they can catch.
Call: Makes both large and small cat noises, such as hissing, roaring, purring, and meowing.
Habitat: Cold forest regions, tundras
- Large enough to be ridden... if you dare.
- Excellent hunters who stalk and pounce to catch a variety of prey. They have very keen senses to help them hunt.
- Use their strong jaws to snap the spines and crush the bones of their prey.
- Always land on their feet!
- Strong tails help them keep their balance, as well as 'steer' them mid-pounce.
- Very curious and need a lot of freedom to explore. They love to chase after things.
- Require a professional trainer due to their size and tenancy to swipe at anything that moves too fast.
- Gain loyalty at half the normal rate due to their independent and distrustful nature.
- v2 Estharne have a thicker fur than their v1 counterparts and are more resistant to damage, but more prone to overheating.
- Sand Estharne are more tolerant to hot temperatures than other breeds.
- Peppermint (v1) and Fae (v2) breeds have had all of the aggressive hunting instincts bred out of them, so they are easier to tame. #5 - Pliathor
Diet: Piscivore - though they will try to eat literally anything, even junk
Call: Young Pliathor squeak, older Pliathor have a raspy whalesong-like call, and the biggest of Pliathor let out a terrifying roar!
Habitat: Freshwater (Lake, River), Saltwater (Sea, Abyss)
- Cannot hear the pitch that people speak at, so they must be trained with a high pitched whistle.
- Breathes air, but can stay underwater for a few hours before they need to come up to breathe.
- Swims primarily with its strong tail, winding back and forth like a sea snake.
- Have an excellent range of vision to the sides, but cannot see directly in front of their noses.
- Need to be tamed by a professional trainer because of their great size and power.
- Abyss Pliathor are blind and come to the surface much less often than other breeds. A Pachee is a small plant-like mammal. Oh yeah, you heard right. They're mammals with chloroplasts, which means they can absorb sunlight for energy. They also dig their sturdy claws into the ground, and take nutrients from the soil using tiny hair-like roots that extend from their paws.What is an Orbaru?About Orbaru
What is an Orbaru? Orbaru were created by the labs to be perfect house pets. Therefore, they can not survive on their own, especially not in the wild. Luckily, they don't need that much attention, and can be cared for even by a child. It's said that the Orbaru were one of the lead scientist's favorite inventions, but that might just be a rumor.
The Orbaru v1 were very popular as pets, and they were able to breed freely. They made many babies, so many in fact, that the labs started imposing restrictions on the breeding of Orbaru. There was a ban on Orbaru breeding for a while, but now it's back and better than ever!
Female Orbaru are the most common. You can tell them apart from the males by looking at their tails. The males have an orb on their tails, hence their name. The orb on a males tail glows softly when they're happy. They like to use them to show off to females, or just play with them.
There are many kinds of Orbaru. Some of them can be obtained only through breeding, and others are made using special potions on normal Orbaru. While they can look quite different, all of them are basically the same.
Orbaru are very, very... well, dumb. They're very simple creatures who are almost always happy about absolutely nothing. They love to eat, cuddle, and play simple games. They can't fight or go out on adventures, but they sure are cute! Shijin FAQCan they talk?
Nope. They can't communicate telepathically either they make no sound... or smell, for that matter. (We don't suggest tasting them.) They do seem to have a complex language of their own, however, and if you ever manage to find one, they can communicate with other Shijin.
Can I breed them?
Nope. You may want to ask Lyokei though. She might be able to do something for a hefty price...
What do they feel like?
Ever felt mist? Or steam? A combination of, about room temperature, but slightly colder. (Only you can feel yours, remember!)
What if I don't want to post my Shijin?
Shijin are assumed to be with you if you don't actually mention them. If you do mention them, they count as an additional pet. If you do not mention them, they are still with you, but do not gain levels.
Can I give my Shijin away?
Not unless you leave, in which case your Shijin returns to the original source, and may be redistributed. They are often given to someone close to your character, who may have bonded with them while you spent time together.
When do Shijin 'grow'?
They don't. When they fully bond, they will transform into their full form.
Can they feel?
Only you. They can only touch you. Or other ethereal beings, perhaps.
How big are they?
About fist-sized as their first stage. About the size of a housecat in the 'transformed' one.
How do I train one?
Like any other pet. Through rewards or punishments (Usually you can convey these through your emotions. It will know if you're 'mad' or 'happy' with what it's done.)
How intelligent are Shijin?
A Shijin is at least as intelligent as you. As their stats suggest, they have a knowledge of the world that human beings are not quite capable of grasping. They are smart, in a similar fashion to great dragons of myth. They seem to know things beyond their physical knowledge of the world, and are surely more in touch with magic than we are. Weavers can sleep during the day or night - it really depends on the individual weaver. The labs did not program any specific habits (as far as sleeping goes) into the weaver, so it's really whenever it feels like it.
If a weaver was active mostly at night, it may be able to train it's eyes to see better in the dark perhaps, yes.
I would assume though, as most weavers like "dark quiet places", that night would be their prefered time - simply as it's always dark.-FVSC- Trepuldra FVSCTiken Tikai may have been postponed but it seems the forces of luck and chaos would have their little celebration regardless. The Gilded Mockers are a particularly high-maintenance gallor type who love nothing more than constantly chatter away at anyone (and anything), attempt to 'play' with others while confusing them to the greatest extent and yet, despite it all, seem not at all as hopeless as one would think of their flighty nature. These guys need attention more than affection as their minds are often going a mile a minute (and then, with a flip of the coin, they could fall into a short-lived state of lethargy as they recharge their expended energy). At the very least, they could be entertainment to commoner and king alike.
The Tanzanite Felusine is a curious breed who prefers the dwelling of caverns more to open ground and sky. Given that its coat has a habit of very easily catching the light in a wonderful array of blue-purple colours, its no wonder. Though they can be adjusted to living in the much more spacious Labs, many owners find them worth more hassle and attention than any of their brethren breeds. Still, the Tanzanite is sure to turn the heads and impress many a high classer and is often trained more as a companion than a mining aid.
In a bit of an opposite twist to that, the Basilignis Chelcauda knows what it whats, when it wants it and how to get it with the least amount of effort and the most amount of success. Attention of peers, even other species, is something which fuels their confidence. Indeed, one could argue the Basilignis is considerably more clever than other chelcauda breeds, which makes it a fair fortune they're as small as they are - The last thing any owner would want is their full-grown turtle-tail turning huffy in the middle of the street with a lot of people around to see the display.
The Tredecim Felusine are calm-natured industrious little creatures who seem just that little bit otherworldly. In fact, the markings upon their bodies seem to ever slowly 'breathe' within its boundaries, both as they are moving or staying still, making it seem less a matter of colouration of fur and more like ephemeral second skin. This, however, does not make them etheric as their fur and body is very much physically present in this world, but merely allowing them to confuse predators or communicate between one another by shuddering the brightness and sharpness of the patterns. Beyond that, they are quite docile and easy to train, with a touch of underlying emotional attachment.
The Poofy Gallor can be a bit confusing at first, as they are in fact different colour mutations of the same core breed, and thus behave and act much the same in all three variations. They are a nimble-footed lot who prefer herbivorous scavenging to active hunting, though will not turn down a bit of giblet left out during the most coldest of the winter days. While they can be a bit flighty, the bonds between a flock-pack are kept strong through communal sharing of food, alerting the rest as any one member comes across some. Their name is an affectionate derivation of their habit to fluff of their feathers and fur while at rest, forming an (almost) rounded shape.
The BushStalker Ghaenelts are temperate climate dwellers who rather enjoy the heavy forests surrounding the Labs, where there's just enough warmth and chill around the year to not be too hot and and not too cold. Granted, winter months usually see them huddling into deeper parts of underground dens, feeding on food scavenged and stored during autumn, but not truly hibernating. Their primary spikes are covered in thin skin tissue that houses many fine whispy filaments, not unlike whiskers, that helps them navigate (as well as blend into) the underbush of forests. Should worst comes to worst, each is hollow, filled with pollen-like dust that smells vaguely pine-like and stings the eyes of attackers.
Ever wonder what would happen if the Baenarchs didn't explode as a part of their final stage towards adulthood? The laboratory scientists did and decided to work out a genetic sequence which retained the Baenarch essence, while removing the pesky imlodey parts and replacing them with something opposite of fire, just to be sure. The results were.. somewhat a success - while, indeed, the new breeds no longer combusted, their flesh still found a myriad of ways to melt off of their bones, resulting in the soaking Undanatus and the chilly Algorunus. Turns out ancient genetics are more stubborn than first appears.
The Undanatus tends to be an elusive one, in that it much rather prefers the underwater to the world above, but is discernibly more ruthless of the two when faced with opposition. Stoicly, bordering on eager, it seeks to expand its watery territory, periodically creating tides to reclaim dry patches of land until mud and erosion do their jobs, creating just another sunken shelf over which it can lay a salten and briny claim. What is not washed away is claimed as a meal, or spoil of conquest.
When its sibling breed proved to be as stubborn to shed skin, the scientists thought that perhaps the frost's ability to initiate a mummification process at certain temperatures would be of help. Eventually they discovered that not only did it cause the creature's skin to brittle and flake off, the subject had a penchant to returning to life. Thus, the Algorunus persists against odds, stalking the great white swaths of the icy tundra with an undying, distant and single-minded hunger for a warm-blooded meal.
The Springbuck is a rather majestic-looking gallor (arguably) that prefers the planes and savannah of the world to rocky or forest areas some of their brethren breeds enjoy. Being flightless, their natural nimbleness displays in an array of elegant leaps and bounds, while their sharp eyes and tall legs allow them to spot most threats a mile away. While this breed may prefer vegetation and assortments of fruit from plane-dwelling trees, they are not beyond scouring up a little small-bodied meat when times are hard, having a particular taste for fish.
In truth both the Feng and Huang are essentially the same sides of two slightly different coins, much like how the Pyre Izer were succeeded in their second version counterparts by the Flashfire. As such, for most intents and purposes, these two could be considered the same. A curious, unique trait to them is how the izer can go from very fragile little young ones to impressive birds of fortune and regency, though all that requires some care and devotion on the part of their owners - namely, a Feng/Huang izer cannot grow until it has at least 1 level to its name.
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Post by Alma on Dec 26, 2021 17:07:24 GMT -6
-The City- TECHNOLOGY-LIKE WW1It largely depends on where you're from, honestly.
However - this particular continent, MML (the labs) is the "technilogical haven".. the scientists basically brought technology to the continent.
Most places (depending on your species) have "simple" technologies.. such as Bicycles as a major mode of transportation...
Transportation? You travel by foot, ride a mount, or (if your town supports technology) a bike.. if you're super-rich, then you can probably afford a motor-bike, but sadly - there are no cars (or planes).
Planes? Well, maybe that's a lie.. some towns (technology savy, such as the town surrounding the labs) do have (WWI-style) planes, however, those are rare, and extremely expensive.
Cell phones? Only if you're in the lab-area, I'm sure.. But even then the technology is limited.. you know what? We need to make technological "gizmos" for the Tinker's Trinkets... like cell phones, and electronic books (encyclopedias). Most towns however, would not have those.. it's safe to say that a "starting character" would certainly not have access to a cell phone.. plus, who else has one anyway?
What about other trinkets? Such as flashlights? Oh yeah, flashlights are common. :3 So are oil-lamps.. If you're housing in the labs' kennels, you'll most likely have halogen lighting.. In fact, if you build any kind of home around MML, you're guaranteed to have two things; Electricity, and Plumbing. Whether you choose to -use- those things in your building or not, is up to you..
Most towns would not however, have access to electricity... Think of the "wild west".. People were using oil-lamps, outhouses, and rode horses.. at the exact same time (back in new york) people had electricity, plumbing, and could even ride a motor-car! Same sorta' thing.. except MML has that "old west-style" technology for the masses..
Within' the labs however, it's a different story.. Hover Boards? No problem. Space Ships? Oh yeah... The ultimate desires in technology, where it becomes a simple -ease- is available within' the labs... but to get IN is a different story. It's just one example of how much technology can exist on other continents.
And.. on that note.. what about the tinkers? How extensive is their technology? Imagine for a moment, a wizard in ancient lore.. able to shape mountains, call storms, and hold stars within' his pocket... A tinker is similar in his "limitations" - and generally just as secretive. Why would a tinker, who had the power to make hoverboards share his knowledge with others? He'd rather, more likely, keep the power to himself, and share the hoverboards (and not the power to make them).. that way, he stays in his rightful place.
******************
You can be rest-assured that while the rest of the contienent may be just barely advanced enough to use oil lamps, the city around MML does indeed have electricity, plumbing, flashlights, and bikes.. but cell phones are certainly not a common thing.. if they exist at all. However, in a city founded about training creatures, why get a bike, when you can ride a chiryma?
I think the only species that is limited to NOT have access to tinkering (ever), would be the Uthax.
EDIT: I suppose it's easy to say that (asside from the town surrounding the labs, and the labs themselves) most towns are divided into the following categories: Tribal (no technology) Western (oil lamps and horses, basically) Ren-Era (no technology, but they're savy on "stuff", like catapults and forges) Ancient Rome (plumbing sure, but no technology)
The lab area is mostly a "WWI Era" style technology.. You know.. Cheap (poor) Electircity, Plumbing, Bikes, Motor Bikes, Flashlights, and.. oh. That's about it. XD The encyclopedia can be found at the labs itself, on a touch-screen on the wall. Asside from that, it would be in a book.
As for "internet" on Pethia.. um... considering teh entire world is largely medivil, ren-period, victorian, and even tribal... I highly doubt an internet would exist, considerign the labs (and it's surrounding city) is the only place on the entire continent that has technology. ^.^;
However, technology is slowly becoming more available to the masses that live around the labs.. rumor has it that some items - such as cell phones, will be awarded to those that serve the labs in the upcoming turmoil.The potential for the rightful owner[vampire] of these lands to rise up again and claim his rightful spot of power... I'm told he throws a -smashing- party... Though you might not live through it...Docks – The Docks are the collective name for a handful of beaches, docks, and inlets to a huge waterway on the edge of the city. The Gemstone Workshop A slightly hunched stone building (slowly but surely growing on The Underground’s.. ah.. underside) has become home to a wide variety of skilful craftsmen and a centre of learning to many new to the trade. The roof is dotted with several chimneys, some barely a few feet apart as each of this hive’s Masters is sure to have a kiln or smaller furnace of their own. The front of the structure, sporting the public areas as well as the Counter, has high ceilings, compact rooms and simple yet majestic wooden interiors where small corridors cut through the structure, leading from room to room or further deeper into the back parts of the Workshop where only Masters are allowed. Whether you enter to further your skills, your craftsman career or merely to make use of the Counter’s artisan services (for a small fee, of course) the doors are never closed, the air is always warm from the heat of the furnaces and the scent of pine and oak ever present.The Eccentric's Mansion is a strange and mysterious place that is constantly twisting and changing, full to the brim with a unique magic. Whoever owns it has opened it up for the people of the city to explore at their own risk. There are amazing things to be found in the Mansion, including rare items and creatures, but it is not without its risks.
The most interesting thing about the mansion is that the setting (and items available) changes at the beginning of every month. Nobody really knows why, but it is pretty consistent. The Grand Council Hall is something like the Town Hall.. It's where all the people of the Neighborhoods can come together, and discuss something about a particular neighborhood (of importnace), to bring it to the attention of the City Council.You cannot train pets in private properties due to a city ordinance.
The Labs forbids the sale of imported creatures within the city.[Suggesting it's not pets that are sterile, but something in the food/drink/air.Sometimes, creatures of the same species, and opposite genders "get together" when their players are out in the wilderness... So, it might be prudent that if.. you take your vulticus, your adventuring partner takes an opposite gender vulticus.. you never know what's going to happen out there!]You see before you at the end of the shops, a large square- In the midst, a fountain added the sound of sprinkling water to chatter coming from street corners, and inside buildings...One particular building, a large, circular, sophisticated building made of stone it seemed, was at the center at the back of the square. In large, black letters, it was marked "Community Center", and within, rooms upon rooms would hold places to play games, talk, drink coffee, sleep... Anything one's heart could wish for in the centerpiece of the city.
Of course, it wasn't uncommon to see a group of people sitting on the fountain edge- A great gathering spot, it was, and a beautiful place to take someone. Indeed, you saw just about everything on the street corners- A young couple holding hands, what looked like a buisness deal happening at a small coffee shop table, and a group of teenagers just chilling against a wall...
A busy place, as well, for you would see many people walking by to go to wherever else they happened to be going. But that was to be expected at the heart of the city...Especially a city as grand as such. When you first arrive at the labs there is a nifty little place for orientation. Some robot explains to you the labs purpose, the way kennels work, ect.
Then they happily take your currency and 'exchange it' for the currency that's accepted here at the labs. Credits!
In reverse of course, you can exchange this credits for currencies of other lands. For example, magical coins.There is a LOT of prejudice, as exists in the real world. It is fuel for conflict, both with NPCs and Players alike. The outside world is full of magic, dark gods, monsters, war, and death. The LABS however is something of a sanctuary. Law (and magical barriers) dictate that all living within' the "sanctuary of mml" must "play nice". That being said, as the labs have been around for 20 years or so, almost a whole generation - the labs themselves and the city that grew around it will have developed it's own culture!How powerful the NPCs are, and what they do.Alura can grow plants that could eat chicago.
Kapper can graft bionics onto nearly any living being - and make robots capable of sentient thought.
Turner has such a touch with nature, that he can make things grow in un-expected ways.
Alan runs a black market *sshhh!*, an deals in the sale of illegally-aquired goods while his thugs raid caravans.
Mavrik sells wrongfully aquired and poached creatures (like selling baby gorillas in a petstore after they killed the mother in the wild).
Sir. Earnan was a general in the old war (pre-labs), who slaughtered hundereds mercilessly on the battlefield.
Kagatoh is a mage capable of opening portals, and sells magical creatures as slaves.
All of these characters, are "powerful" in that not only can they do these things (which normal player-characters cannot), but they have means to do them as well...
Spirit came from another continent, has access to seemingly limitless resources and supplies.. Has made deals and bargains with every "shady" character at the x-roads to better supply his business (kair anyone?), has a magic dampener that spans miles in it's radius, slaughtered all "bad" creatures on his property to make a "safe-haven", killed all his co-workers and used them in his experimentation (or to feed his experiments), and figured out how to harvest souls and magic into an organic life-form which he genetically created... Of course - magic within the boundries of the labs is 100% dampered, but the farther you go, the more you can come in touch with.. So, a draconic would be able to survive... However, they would not be able to "breathe fire" around the labs - as that requires too much magic to pull off.Roleplay regarding outsiders trading(Sarane) with citizens.Another staff roleplay regarding someone in the square, but they are just giving away Pupeng.In-character staff sarane auction. "Gems would get him sway with the Ssashirk, but the cloak might hold more sway in the north." "...this filthy little city on this filthy little continent."Looks like Alura has figured out the weird quirk that has had kept the seasonal pets from blooming and withering. With a quick little sip of her new special brew, the pets should be back to normal once again!Gemstone Workshop releases, giving a bit of insight into city culture.Gemstone Workshop leaders(The Gemstoners) slight introduction and images.A bit of old Healer's Temple fluff.(Shaman Mosca)Fate of the original Healer's Temple..unnamed-able to the common man, for it was a scent not of flesh, but rather the origin deriving from a far different realm. There had been great silence, when the poor visitor and witness had arrived to the pathways of the forest. No bird sung, no tree moved, even the lights which once guided visitors to their destination flickered weakly or had gone out completely. A pull in the air drew them closer, ever closer down paths they did not know, nor could later remember. Scent swapped with scent, what was once a tinge of energy became a swath of dust, a thick mist never before seen beginning half-way through. Still the pull bid them forward, still they continued to walk, a poor soul of an injured bird clutched between their hands. There was much still mystery about the forest here, but this was nothing as seen before. The air turned warmer the close they dredged, through the brown mist which clung like dust, speckling their form with a fine powder of white. Scent swapped with scent, a morbid sensation of scorched ground, seared plants and indeed, there was no longer grass beyond the gravel road. Still the visitor pressed on, still a voice somewhere within their soul beckoned and called. Something required them there, something needed seeing. Gravel changed to dirt, dirt changed to bits of rock, no longer discernible as any particular colour and soon, the remains of debris which loomed below a great wall, gaping open.
There was architecture to the Temple, yet what it once had been had no longer been evident. The visitor could but gape and stare as the dusty mist parted, revealing nothing but a space which once was a courtyard, but to them seemed more akin to a crater, debris encircling a spot in the middle from where the scorch and dust derived.. A sparkle in the air lashed out near their head, another arc of brief light jumping from the ruins of a pillar and little tendrils scurried between what once may have been garden plants. Each gasp of breath filled with weariness, each moment of proximity to the ruins filled with increased tension, remnants of great magic dissipating all around.
And within it all was utter silence. A strangeness beckoned further, yet the visitor could not move, paralysed and gasping as dust after dust filled lungs.. A choke and a chortle, the dust suddenly parting about the person, the first sound since the visitor's own echoing within steps approaching. At last, the healer! They would be able to answer, able to help! But the figure which came forth in the cloud, which parted to each side before it, was far more stout, far more inhuman. A flat head, two beady green eyes peering from beneath a crown of tan and red, lightly dressed in a scarf of a robe, the amphadron stopped before the visitor, inclining his head.
"What has happened?"
The amphadron's head turned, gazing to the centre of the courtyard, through the wall which had crumbled. We do not know. But we will fix this. The level head returned upon the visitor, indicating to the small bird, before a fine gesture gave a direction within the cloud, Take the bird home. Come back when we are done. As if to avoid further questions, a simple move of a fine claw drew the cloud between them once more, and the visitor turned towards the direction given, hastening back, through the rubble, through the dirt path, through the gravel, to the forest which the dust did not touch, and onwards still, to the metal gate which gave entrance to the grounds.
No stopping, not halting, they continued until home, the pull and whisper of an unseen force gone from their mind.
Amid the dust of the Temple ruins, the amphadron placed hand over hand, mournfully regarding the damage. Someone had to know. Now one did. It was time to rebuild..
..And rebuild they did. But of the man and the mosca, no-one ever found a trace nor clue of. Mines blew up, IC reason for change in mechanics.A great booming EXPLOSION can be heard, and smoke comes out of every visible entrance to the mines! Good god, did somebody use dynamite? Get OUT OF THERE, QUICK! *cough cough, choke*
Due to an apparent explosion the mines are temporarily shut down.
Please check back frequently for updates - and we will let you know when it's been checked out and deemed safe to enter.
The smoke seems to have finally cleared.
THE MINES ARE NOW OPEN! City-dwellers gained radios. An unheard of device. Suggesting the city is not all that high tech.Previously unheard of in the backwater area of Terren-se, a place well known for keeping its traditional values and shunning advances in technology, the citizens of the laboratory area and surrounding city have established a new radio network!
Because these things were as we said; previously unheard of, Kapper at Tinker's Trinkets has assisted the KYXZ crew in providing everyone with their very own radio!** This way, everyone can tune in and listen whenever they'd like.
While their focus is obviously playing the most popular music from overseas and distant parts of the continent, the DJ's also provide valuable information relating to current events and news that might be quite useful to our users.
//In other words; many 'in-character' things will be reported here, such as extreme weather pattern changes, special laboratory events, ect.
First Vai Min Mur(Trick or Treat) event, using Keepers to give out a trick or treat.Starting in the coming week and extending to the end of October, MML would like to announce the first annual celebration of Vai Min Mur (Trick-or-Treat)!
Throughout the upcoming month you will find holiday inspired goodies coming to you from all around! Several new things are whispered to be available only during this special time, while others are rumored to be opening in celebration of the holidays.
Starting soon you will have the option of participating in Vai Min Mur, a special event hosted by (a currently mysterious benefactor) and offered from Kapper, Sir Kalivan, and Alura!
From the time the event begins to the end of October you will be allowed the option of purchasing from three sets of 'VSC'. You may 'Vai' a 'Min' or a 'Mur' from each of these three Keepers only once, so make your choice carefully! More details on this will be added once our event begins. -Pit- Problems at the Pit“And the envelopes did what?!” The courier coughed, preferring the quite interesting colour of the carpet to looking the Ssashirk in the eyes. “Well…” he began as he fiddled with the pen, “they, er, you know… did not show up, er, ever…?” Wincing was involved. The Ssashirk was not the one to wince. “But… you know, I can… er, I can… we can…” he grimaced, the pen lay still in his hands now. “More security?” the Ssashirk offered. Same as previous thread, security failed. They had installed more ‘security’ and it had worked. For a round. One lousy round. The courier’s feeling of impending doom did in no way decrease as he neared the door to the Ssashirk’s office, quite the opposite, it only grew. And who could really blame him?
Here he was at the lair of the dragon, the bringer of bad news - and delayed news at that. He was practically wearing a big neon sign saying ‘fire me and feed me to the Wiurns!’
And he’d been to the stables once. Those were some mean Wiurns.
He’d have bribed someone else to do this, if he had any money and that was the problem in a nutshell. He was a courier because his uncle knew someone who knew someone and he had had only taken this job, because he did not have a single credit to his name. Had he had such, he’d be the one sitting behind that door of oak. Running his own business at the age of 30-something, with the command over more than hundred employees, not expecting the bad news that was about to…
Okay, if he had the money, he’d be sitting behind another door in the hallway. Perhaps the one with the handle of silver. Or the one with the funny carvings of bunnies. He’d always wondered who had decided to carve bunnies in a door, but at least it caused a reaction. Yeah, if he had the money he should have a door of bunnies -and- dragons. That would be something to behold.
But these were just daydreams. Stupid daydreams. The courier shook his head, dismissing all such thoughts, before he reached out a hand towards the handle. The dragon’s lair. Not a place to think of bunnies and dragons. Rather a place to think of how he’d explain the situation to the Ssashirk, if he was even allowed to do so.
Oh God, he was gonna lose his job, wasn’t he?
Hesitantly he pushed open the door, stepping into the office as quietly as possible. The carpet served well enough to muffle the sounds of his footsteps, but still the Ssashirk looked up immediately from his place behind the heavy desk. A cyan pen in one hand was hovering over the page of a leatherbook and was quickly put aside.
“Ah,” the Ssashirk tilted his head slightly. “News?”
Once more the carpet became an item of the greatest interest as the courier slowly walked forward. He could do nothing more than wallow in that one growing feeling of dread and wallow he did.
“… Yes. How… did you…?”
Oh dear.
This was bad.
Okay, more than just ‘bad’.
“How could I not have?” the other sneered, gesturing to all around him with his hands. “Have my trainers and workers not talked among themselves for days? Do you think I’m ignorant to what goes on in my own Pit? I am not a fool and nor are you.”
This was it then. ‘I know what you have done, you know what you have done and with this knowledge, verily, I shall yell at you some and then you are fired’.
“I should… I should grab my things and… ” the courier began, never once having looked the other in the eye until now. He did so now and the expression that met him both startled him and gave reason for hope to rise in his chest. Stop it, he reprimanded himself. Do not hope and you do not get disappointed. But still, a part of him had to admit that… Either way. The Ssashirk was smiling? Some sadistic delight over the fate of yet another ex-employee?
“Must I remind you again? I am not a fool -and- I am also your boss. I make the decisions here and I want you to get back to work. We’ll think of something to prevent this and get back to you with that.”
… Wait, what?
Same thread as previous, hiring security The waiting room was a fitting area for this, Grant thought. Previously they had had to rely on strict rules to keep contestants alive and here unfortunate owners of twice unfortunate creatures had waited for their creatures to pull trough or to perish. This time their hopes were on something else, but the result would, with any luck, pull them all trough.
And at a desk littered with papers and lists of names, with a queue of candidates that the names belonged to right outside the door, luck had not seemed to be so rare and fickle a creature. Unfortunately the marten and the elf across the table had showed to be the common candidate.
The small notebook had no written praise of them and as the two candidates exchanged glances, Grant couldn’t help but fear what the two would think of next. A kid would have been less suspicious and they had plenty of elves working at the Pit, but said kid had no experience for this and he suspected that the elf was lying trough her teeth. Not only that, but their questions were out of line. He had interviewed other, far better suited candidates for this and several outside the waiting room had looked promising as he had passed the queue. He was glad that this would soon be over and that it was only to happen once.
As then as the marten opened her mouth, Grant had to remind himself of why he was here. ”Would we actually have to fight people for real, and try to kill them and stuff? And would they be trying to kill us? Could we actually die?”
The boss had asked him to do this. The boss had listened to his advice for years. The boss trusted him to do this.
“So does this have to do with that paper I found? Because that paper was cool at first, but now it's starting to creep me out and I'm starting to wonder if it's stalking me or something because it's like EVERYWHERE I am. Sorry. Was that off topic?”
They all needed this. Employees, part-timers, the Pit was already getting damaged by this and bodyguards were what they needed. Heck, he was the one to suggest it. He just had take one for the team.
“Yes,” he reached for the cup on the notebook, sipping cocoa before he continued. “If the courier is threatened, you are to protect him and what he carries. This also includes fighting and ultimately killing any attackers. I don’t think it’ll come to that, but that’s what the boss wants you for.
As for your paper? Aside from the occasional flyer or poster, that’s all the paper we got. I don’t know where your… ‘friendly’ paper is from. It‘s not one of ours. But the interview‘s over, so you‘re free to go out and investigate it.”
Again the two exchanged glances, yet to his joy they did leave the room with almost no fuzz nor mentions of any odd papers. Once they had left, he crossed out the names ‘Kitzu’ and ‘Cairo’ on a list. No luck so far, but the next ones did seem promising. He sipped his cocoa once more and called out their names.
Promising?
The two entered the room immediately. The hyena and the jackal moved quickly and with an aura of confidence, stopping only right in front of the desk. Grant reached for the pen and quickly scribbled something down. They looked uncomfortable in their attire, both dressed in white t-shirts and jeans, but he had quickly recognized it as the preferred style of the workers.
More scribbles.
“Please, do sit down.” "Late this afternoon, the Fighting Pit was declared to be closed down temporarily for repairs following a rather, uh.. 'fortunate' accident regarding some, uh.. rather fierce thundergugs. Yes. That was it. A few attendants were injured, but mainly at the limbs. No casualties are recorded.. Erm, not yet, anyway. The constructors hope to patch up the few considerably gaping holes in the walls and have the healer attend to the workers within the week.
Further details remains sketchy. We apologise for the inconvenience."The Pit staff liked to leave notes on the board chatting about contestants. Fragment below. Can I bet on Derithan...? Why is nobody talking about Cathan? - Anon #2
It's tradition. - Jake
Legend says he gets slower every time. ~ Erika Another fragment below.Predictions:
1. Fafnir will burn one of the opponents.
2. One of the unbroken Sarane will fly around in anger. Aggressively fly around, if you will. Flyggressive...? Flyssive? I got nothing.
You will all owe me.
I take credits and checks.
~ Erika
And finally, Flynn* would personally like to tell all would-be-collectors that while you cannot turn in your items just yet (an announcement will be made when you can), he has examined the claw and storage together with (censored) and has learned that just one claw and the contents of one storage is enough for two coins to be put to use when (censored). If you have a coin but find yourself without a storage and/or a claw, perhaps you can ask someone who has the other items and just one coin if you could not turn in your items together?
*Anyone remember Flynn? He's a character of the Pit, but has only had a mention in the ongoing Pit plot just yet.-The Veil- Early Veil? Also contains mention of another land. Far, far away, across the sea from the distant lands of Ambalalaydahn, the bright-natured Yasmin has arrived to our most humble shores!
She was quite pleased to find the now-bustling community which seems to almost revolve around the laboratories existence, but was saddened to find that the citizens were suffering quite a great misfortune to their lives. It was terrible after all, not a single one of them had any good companions or pets!
Indeed, despite the wealth of creatures these gentle townspeople had to their number, not a single one was –truly- special.
This is of course; why in all her most gracious wisdom- and perhaps a bit of her charitable nature- Yasmin has decided to stay upon our shore, and open her very own shop!
She would like you all to take heart; for within the month’s time she will be hosting the grand opening festivities of ‘Enchanted Acquaintances’! --Rumor has it she’ll give something quite special to any and all on the opening day.— Gems and magical coins only.The Veil doesn't really give 'discounts' anyway... 'The Veil' takes only various forms of gemstones, while the new EA shop only takes magic coins.
Thusly bartering for a lower price is...kinda impossible. You never can tell what value Kagatoh has on those rocks. Setting of Veil[/spoiler] After entering a small and rather rickety looking shack, you’re in for a bit of a shock.
The first thing to grasp your senses is the smell… Exotic perfumes and oils, drying herbs and flowers, incense from around the world… Sage, Lavender, Vanilla- you can’t quite place what it is, but thankfully the catalogue of scents is a pleasant one, and manages somehow to not be too terribly overwhelming.
The shop itself is something to behold as well, it’s simple dirt floor littered with large garden stones that form a walkway, winding across the little shack and through its many ramshackle isles of shelves. Against the walls are larger- sturdier looking cases of glass and oak, and several large cabinets full of small drawers with strangely scripted labels. Hanging from every shelf and nook, twisted drying plants and flowers of all varieties add to the strange air. To say nothing of the contents held within those shelves of course!
Bottles, Boxes, and Vials, some labeled- some not. Strange statues or tiny carved rocks, feathers and bones, pelts of fur or scraps of scaly skin, all together in a haphazard way. Crystal balls and scrying bowls, brushes and unusual rare inks…
And books- so many books, large and small, old and new… Languages you’ve never seen written carefully across their spines. Necklaces, bracelets, rings, All manner of strange looking talismans and beautifully glistening jewelry, some trapped away by glass, and others simply tossed onto a shelf.
Then you have the cages.
They sit upon the floor, or hang carefully from the ceiling, are placed beside shelves, or underneath large cabinets… Every one of them covered with a pristine white shroud of silk. There were rumors; perhaps you may have heard them, that the Veil once dealt in unsavory deals and the sales of creatures far spanning this world.
Without its wares, the shop itself is a wonder- if you take first that so many things can fit into such a tiny shack- or that the silly thing still stands… Several of the stepping stones are cut deeply, showing crystalline veins of green that seem to glow in unusual patterns, reflecting light from the lamps.
The same lamps that float lazily about the store- paper lanterns imbued with colorful wisps, hovering carelessly in the air. They cast light to the rune-stones, and upon the beautiful ceiling…
This by no means could be the thatched roof of the shack you came into.
For it has been inlaid completely with precious stones, sparkling jewels and soft white pearls set up to be a perfect mirror of the night sky… A beautiful representation of each constellation, lovingly crafted in a miniature scale…
If you follow the winding path, the strange little stones will guide you further on into a deeper part of the store; a place where the constant soft chime of bells and the sounds of a flute can be heard to fill your ears.
Here the towering cases give way to sheer colored curtains, small alcoves filled with pillows and the occasional small carved chest. It isn't clear what exactly these things are for but at the epicenter of this place, surrounded by the silk and satin on either side is a deeper section cut away from the foundation of the place itself.
Growing despite sunlight, despite the impossibility of it all a tree.
You can't see the tops of its branches, they seem to instead disappear into the ceiling above; you can however see the roots growing amidst the winding stones. This tree seems old, immense and powerful in a way you couldn't begin to describe... The limbs you can see are glittering, sparkling in unnatural light with thousands of dangling pendulums, little crystals, and rich polished stones set into gold.
Just before the tree is a large table covered in silk at the center of which is a crystal ball. As you could begin to imagine, as you look back towards the counter, and the large black velvet curtain behind it—this is no ordinary shop; and by and far you would be right. Another veil description.(RP thread.)The Veil had been here for the longest time, long before Kagatoh had even set foot into it.. It had been abandoned, of course - the building itself, but with a little elbow grease, and a lot of magic it had been restored to far more than what one could ever hope for it to be.
The front of the shop appeared nearly like any other, with magical trinkets filling boxes, chests, and crates - even displayed behind glass displays. Scrolls, Skulls, and all manner of strangeness crammed within' the dusty shelves, herbs of odd scent hanging from the celing to dry.
Little bird cages also hung there, containing birds, monkies, and bats. And more cages still lined the thin and dark corridor, each one covered with a dull cloth to hide what was inside...
The countertop where the store owner (or his servant) normally sat contained books and an old glass lamp. The back-room was only shielded by a curtain, just enough to obscure the view.
There were growls, shrieks, and sometimes screams in the distance - no doubt much deeper in the store than the guests were allowed.. You see, this place was a labyrinth - a deep world created by magic. No larger than a single room physically, but behind it - it stretched on for nearly miles - a great maninsion of winding corridors and stairways and a hundered doors. Magic breathed in this place - so much so that it lay thick in the air, preventing all other magics of any kind, save for what the creator made.
No spells could be cast, natural or not.. You see, this place sold creatures - creatures of magic by nature; and it would not do to allow them to use their trickery here! Radio reports a break-in at the Veil.//Music Break//
Cherii: In our local news today we've been getting some strange reports again, this time centering around the infamous 'Broken Veil'... Apparently in a very... un-funny sort of coincidence they've suffered a break in of their own.
Full details are uncertain, but reports register that much of the shop itself has been completely destroyed along with a majority of its expansively magical and exotic inventory... Heavy fire damage has taken out 9'10ths of the building, leaving behind- surprisingly unscathed- a large and rather imposing tree...
One of the shopkeepers was able to be reached for comment- Yasmijinn Myrrfallow seemed highly distressed and while she was careful to explain that she and her attendant were able to escape the attack alive and relatively unscathed, the Veil's co-owners were apparently not so lucky.
She went on to express, very quietly that she does not believe the individuals behind this attack to be of any further danger to the population at large, asking we not be alarmed... apparently these assailants were known to the victims and had been part of a feud - sources claim this could be relevant to the rumors of slave trade that have continued to persist since the Veil's original opening...
Due to the explosive residue of magic and the danger of its properties, Yasmijinn requests all residents to steer clear of the Veil until further notification.
She asks that she be given time before her work is to be resumed.
The identities of the assailants are unknown, and the authorities can give us no further word on the situation.
I'm afraid listeners, that I can't tell you either.
//silence, and finally return to normally scheduled broadcasting// The break-in.She was screaming.
She couldn't remember when she had started, or when she realized the sound was coming from her- but there it was... She was screaming and choking on the scent of death that stung the air and smothered her senses more than the plumes of smoke that curled viciously from the beams of wood that had held the shop together.
They were laughing, high and sharp and grating as vial after vial of precious liquid exploded, shattering and raining the air with dangerous concoctions of magic. Ancient tomes, his precious volumes of old magic burned to cinders and ash with glowing ferocity.
The heat, the blood, the laughter and her tears drove hard into her memory as he moved in jerky empty steps staring back at her with dead rolling eyes.
She screamed again as his arms twisted back, as the cat laughed high and shrieking behind him pulling the strings, as fire came down with the hate and rage of the magic he had once to command. Rolling away from the flames and into another her blood sprayed the wall when the feathers of the demon's fan struck outward.
Snap, snap, snap.
She twisted, she turned, ducked, dodged...
He was dead, he was dead and he was walking- moving, she was using his corpse as a doll, the magic in his blood as her own...
The tears evaporated in the heat, fear quelling the sickness as the screams of animals and beings unknown met her ears from far behind the curtain- trapped they couldn't get through- trapped she couldn't get out. She screamed, she prayed, and she fought- she fought to call the rains and the storm, anything to put out the blood soaked fire that consumed every good memory, every hope and every dream...
Kagatoh's body sagged forward into the flames as the cat crouched, releasing the strings which had sliced their way into its wasted form... The sound of the neko-mata's purring was barely dulled by the roaring of the flames.
She was backed into a corner, bleeding and horrified while she watched- while her magic bled out across the floor and the cat advanced a dark shadow preceding her... It's eyes were more red than the fire, the coat more black than soot...
Vengeance.
Death.
She closed her eyes tightly, willing away the vision, the fear... Her master, her protector was gone. No-one now to save her, to keep her safe and watched, to keep the demons at bay. Reaching up a hand to clutch tightly at the pendant that hung around her neck- a final gift... She could feel the ropes around the tiny dragon fraying in the heat.
"YAMASE!"
Her eyes snapped open at the sound of his voice shooting through her brain like a bolt of lightning across the skies of her mind. It was a scene from a dream- a shadow, a dying vision of lunacy, that's what it was... It had to be.
He shot across the fire as though it didn't burn him- didn't touch him... She saw the eyes of the cat become wide as he arrived, as he threw himself in front of her like a fool martyr... She saw the shadows of light that gave him shape and in that very instant she knew him- knew him and heard him so strongly it touched her soul.
Her skin wasn't burning...
Her heart froze in her chest as she stared at the shade of the boy in front of her, the creature of mist that had followed her endlessly and the young man who had haunted her dreams, facing down the demon that snarled before them.
She knew this scene.
It was a memory.
She knew this story.
It was theirs.
He was going to die...
They were all going to die, and it was her fault- it was all her fault.
The flames raged on and she could hear the sound of the Lady Myrrfallow on the other side of the fiendfire, crying out to them, trying to help- not understanding it was too late- not understanding as the demon cat began to cast her strings once again.
Her magic was death- it was death and he was dead... She was going to-
The pendant hit the floor, the shadow leaped for their throats, the boy collapsed backwards into her solid and real and very much alive, the magic burned more than the fire ever could while the light around them exploded until there was a blinding sense of nothingness.
And so Yamase screamed. -The Labs- Honestly, as far as storyline goes, MML can't produce "dragons" because of their un-willingnes to make intelligent species the first humans settled the continent)..."[/url] Few pages of comic, gives idea of a lab worker's day.The Yumenokei are counted as an un-ethical cross. Interactions with Mortavos, suggesting there are somethings out there to fear. How his deal with the labs came to be is unknown, but it is rumored that the "Temple of Shadows" had something to do with it... At any rate, Mortavos struck a deal with the labs that they may sell his offspring to the "good people" of the lab's territory - and in return, he would not reign his wrath down upon them.
The labs, quite happily - took the deal. There was a fire.Do you remember Grim? That happy, mischievious lerrel that beloned to the beloved scientist Spirit? That cute playful thing with the ribbon and goggles?
... Do you remember the explosion..? .. Do you remember the fire..?
No... I didn't think you would... They tried so hard to keep it quiet, didn't they...
But some people... people like Grim... still live there...
His mood may be foul - foul from the burns that took half his face, his arm - and most of the flesh from his tail... foul from the tattered excuse for wings that these stitched-on burlap sacks make... foul for his current place in life... in the East Wing..
But pay that no mind.. Take yourself a complimentary map at the front desk. Follow the signs. Head to the east wing with the pet you wish to have "enhnaced" like Grim - and he will "happily" take your order... *mutter mutter* ...if spirit weren't absolutely off his rocker! (thus, he is a mad scientsist who has no love for the creatures he extracts magic from / tortures in the bowels of the labs.. all the while he's off in his own little world playing with his peeps and having robots run everything and..Another MML comic thread, relating to conflict in the labs? Crazy scientists? Unsure. Does provide more bits of possible lore than I'll list, but these are the easiest to process.“NO! No, it’s far too late for that now… Forgiveness is out of the question… You have no idea what I’ve given…What I’ve sacrificed to get where I am now. A blaze of glory achieved on a wealth of never-ending lies.”
“Mother, you need rest…”
“Heh…Rest… I haven’t had a peaceful night- No, no…There is no rest, no peace…WORK! Work to be done… MY work… And I have worked so…so hard to…”
“OUCH! Mother, stop- please…You’re hurting me- please if you could only be calm…”
“How dare you…How –DARE- YOU! Stupid…worthless….insufferable DROID! You don’t –FEEL-, you can’t –feel-. Your programming does not extend to such petty faults. Hurting you…Hah… I made you what you are girl; and I can just as easily take you apart for scrap.”
“Worthless…Worthless stupid droid, wandering off on your own and leaving me here…How dare you, how dare you risk discovery…”
“Mother please, I-”
“You could have been seen…HE could have seen you! Not this time, oh no…No this time he won’t see, this time his glory will be the end of him. Every sweet and perfect lie, every beautiful illusion… Everything I have given to him to get here…”
“No, my poor, perfect girl… It’s far too late for understanding, for forgiveness… Everything I have given, everything that was stolen from me.”
“This is what I will take away.”
Throughout the ages there have been countless empires of note, great civilizations led by equally great men.
These men are known far after their time has gone away, for their generosity, their tyranny, their achievements and proud monuments. Some have gotten where they are on bravery, hard work, and determination… Others wove through with intellect alone, and still others have paved their way to greatness with the broken bones and spilt blood of comrades and enemy alike.
Yet always… Behind these great men are shadows, secrets, and whispers. Time alone will say if one is measured as hero or fiend. Time alone gives us solace.
In this world we have come to know, there too exist these same stories, great men, great secrets… And so many shadows… With the Gods having long abandoned the mortals to an eternal sleep, and magic condemning all but a sparse few, he came to be known as hero, genius, madman…
His world became our own, and ignorant of the shadows we accepted willingly with open arms these strange mutations, these unusual events…
But simple ignorance does not change the fact that these shadows still exist, and perhaps it will be this alone that is the ultimate undoing, the fall of our new empire. The world is growing darker as it begins to change, and once more with the chill of winter, the absence of light, they are growing…
And our world,
Will never be the same.
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Post by Alma on Dec 26, 2021 17:07:59 GMT -6
-Tidbits- Drakes can fight without the use of proper tack (but to keep your drake, you should get a good solid chain - like a wiurn-chain)... assuming you trained your hatchling to properly fight before it grew up... I'm sure if you threw it in a pit with another drake, it would know what to do (they're territorial, after all).Ethereal creatures can wear Ribbons; A creature with Telepathy can only communicate by way of thoughts, it cannot directly affect users, though it can attempt to influence them. If you're not aware that there's a creature nearby who can use Telepathy, what would you think when you suddenly heard a strange voice telling you things?[Regarding Telepathy with RoT] 1. They only hear what you want them to. (Unless, perhaps, you have empathy with the pet - in which case, it is very likely that they will 'catch on' to things like lies or you meaning something other that what you said, better. It still shouldn't be able to 'probe' you, however.)
Also, as far as HxR goes, unless stated otherwise, a pet with 'telepathy' has only telepathy with it's owner. (Not other pets, or people. However, pets can comminucate through body signals pretty well.)
2. Probably not. They cannot 'see' what you see, however you may be able to instruct them better, say, subconsiously. For example, a blind mount would sorta know where you want it to go from your unconsious ques, but not nessicarily will it see everything you see. It's not strong enough of a link to 'see through your eyes'. ESPECIALLY if you have somehting 'shock' you, and disrupt your thoughts, then it would only 'sense' that one thing. (Like if a bird flies at you, they will know where the bird is from you, but not that they're about to walk into a hole! O: )
3. If you say it allowed, and have the desire, then the pet will hear it in your mind. You could also be saying something to say a person next to you, while thinking something different to your pet - if you have enough concentration for both tasks. (I think aloud anyway, so that's how Silver always talked to his telepathic pets.)
4. If you don't want her to know, I'm pretty sure she wouldn't. She can't "probe" or intrude your mind. The telepahty (from the ability) isn't that strong. So, since she can't pull into the parts of your mind you don't want her to go into, it shouldn't be a problem. It's not like, super strong psychic abilties. :3The gods and spirits give, but they also take in return. For something as potent as magic, there is only one kind of tithing they will accept - that being a small shard of the caster’s own soul.[Lots more node data here, just thought this part was neat. Suggests gods/spirits are active.]Revamped Tat-Lung and Draconics images.How the Robotic Workshop was to work.Labs took IC applications for obtaining special VSC v2 vulticus.New serums for allowing sterile lab beasts to breed.A Radio Broadcast, featuring the threats of living in the city.//Music Cut// TZ: KYXZ News in the morning is brought to you today by... *sounds of rummaging, a few clattering bangs, and what might be someone's muffled cursing*
Cherii: *laughing* News today is brought to you by Travelers Emporium, From Far to Near, you need it- they've got it. Or, so I'm told; they'll get it.
TZ: *snort* Which tells you alot about the management. Weather this week is looking to plummet from 'wow its really windy' to 'oh heavens I can't feel my toes'; We suggest you bundle up, or maybe not leave the house. Stay in, you have central heating.
Cherii: Sage advice, you cannot give.
TZ: Yeah, yeah. Regardless, the fall harvesting is coming to a close and -boy- what a harvest it's been. We're talking record haul this year guys, numbers up 80% from last year, which is outright -insane-. Thing is, nobody seems to have figured out just how we got there; it was looking to be an average year, but serious revenge of the plants here in the last few weeks.
Cherii: Great time for those with a green thumb, I'd say... Speaking of... We've been getting in reports from around town about unusual activity that's being displayed by the more plant oriented creatures around here... Pets and wildlife alike.
TZ: No kidding; And somebody put in a report about pretty agitated salaves as well, near swallowed its owner... How'd you like to file -that- as an insurance claim?
Cherii: Deeefinately not something I'm looking into... Seriously now, it appears that many of these creatures are excited or agitated, some of them putting on displays- We've got a couple things here- and I can vouch for this one- saying that Kinoko in particular are acting highly irregular. Many owners have found them stacking up small piles of rocks in various geometric patterns and shapes... As most of you know, Kinoko are generally known for putting things in their proper places, so this is highly strange.
TZ: ...Okay, I'm still trying to figure out how walking fungus isn't strange in itself... not working.
Cherii: *sighs in exasperation* If this wasn't enough, it seems as though -all- Yumenoki are experiencing the signals which indicate moon-madness, no matter their auspice or heritage... It's highly unusual, but the labs insist there isn't anything to worry about.
TZ: The labs also give giant man-eating snakes away as pets.
Cherii: ...Remind me to pop down to get you a muzzle, will you?
**A few words that aren't quite audible**
Cherii: We'll keep you posted of course, but for now the best course is to simply exercise caution with your pets; do -NOT- attempt to alter or otherwise stop their behavior, it only seems to make matters worse and provoke violent reactions.
TZ: Ah; so that's where you got the shiner, I was wondering.
Cherii: *mutter* Now here's the latest track from Tenica; Gun Bunny with 'Sparkle Sparkle'!
//Cut to Music// Original Mammalian BiologyThere are several things on the Crossroads that are specific to their Mammalian - as opposed to any other world.
The first things you should note is that; * Mamalian usually have keen smell or hearing * Mamalian are warm-blooded * Mamalian have fur * Mamalian walk on two legs, talk, and have opposable thumbs
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Now - it is apparent that I should clarify.. What DO I mean by "opposable thumbs" anyway..?
Well.. all mammalian have "paw pads", but the shape of their "hands" or "paws" vary.. They can be either distinctly human shaped (with pads and claws), or they can be more animal-shaped.. If they are animal shaped, then the "fingers" are capable enough of movement to grasp objects - and the thumbs are completely opposable.
***********
Now - let's take a look at "can talk".. Apparently, there is some confusion on what a Mammalian's head looks like. This is easy enough to explain.
You already know what a human's head looks like.. Fairly tall crown (skull), with the spine connecting at the bottom, rather than from behind as an animal's would. They have "human noses" and "human ears", obviously. Mammalian NEVER look like this.
Next is the "hybred" Mammalian look. This is a very common look for Mammalian, but perhaps not the most attractive. The crown is shortened slightly, and scruff starts to appear around the jaw-line. The most noticable features however are the ears, which are no longer able to be "human shaped", and often times, not able to be distinguished as to what animal they represent either. But THE most noticable feature is the muzzle. these "hybred" mammalian do not ever have "human noses" or even "human mouths". They will always have a small muzzle, which is often times considered to "look like a monkey", though this is just opinion. They are not required to have pointy teeth, but it's very common.
Now we should take a look at the most common of Mammalian head styles. The most common Mammalian head type (just considered to be "mammalian") has a very short crown to accomidate the fact that the spine is attatched to the back of the skull, rather than the bottom. The ears and features clearly represent an animal, as does the prodominant muzzle. Honestly, the only way to tell (by just looking at the head alone) that the creature is a Mammalian and not an animal - is by the intelligent look in the eyes, and the fact that the muzzle is capable of a lot of movement, to allow speech. The eyes and "mouth" are very expressive - but never betray their animal-heritage.
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Now we will take a look at how legs are formed.. With all Mammalian, it is the same. Their knees bend - and they walk on their toes rather than their feet - much as a dog wuold.. The illustration is to help drive this point home.
Sadly, there is no such thing as a Mammalian with human-shaped legs. Uthax Original Biology/LoreHm... WHY does the Uthax look familiar...? *shifty eyes* History / Mythology The Uthax may appear at first glance as any Mamalian or Ungulate would, but their are neither. They are a much older race than the Mamalian, Humans, and even the Ssashirk. The Uthax were made around the same time as the Fae and Kappers - before they split in two. They were respected by the Draconics for their wisdom, and feared by all beasts... Now, it seems, they are feared by man. The Uthax are one of the few races that know of the old gods, and firmly believe that they were not created by them. They instead believe that while the gods were playing with the other creatures of the world, the Uthax instead came from a great seed. Not much more is known on the Uthax religion / mythology, as they generally keep it quite hidden... But this much is speculated from the various tidbits we can gather; They believe that all living things, rocks included, have a soul. They believe that all living things are connected. They believe that all living things grow. They believe that the elements (fire, stars, wind, water) can speak. They believe that a seed is the most powerful thing in the world, and the origin of all life. They also believe that Fae and Kappers are twisted creatures, created by beings that mettled in things beyond their understanding - and are not fit to exist on this world... As such, they generally don't like Fae and Kapper, and would happily kill them if they got the chance.. Luckily, most Uthax that are seen by the world of men know the value of peace - even if they don't like it. Biology Uthax, at first glance - would be "big scary beast-men".. They are big, that much is true.. and they can be scary. Sure, they could be considered "beast men", but that description is too short-sighted. The Uthax reach from 6 to 9 feet tall. They have long silky (and often shaggy) fur ranging in colors from white, to cream, tan, grey, and brown. You will never find a "Black" Uthax - the very idea is as silly as finding a "red" one. Though white is the most common fur color, all Uthax have several stripes upon their rumps - and they also usually adorn themselves with paint made from various plants, decorated in strange symbols. Most Uthax only carry one or two of these, but some (such as mystics) can carry dozens. Their mouths can open quite wide to expose their large, sharp teeth. The most easily seen of these teeth are their tusks - which all Uthax have. Their noses are squat, and their eyes are rather small for their head. Their ears are always rounded, usually drooped at the side of their head. All Uthax (male and female alike) also have grand curving black horns. The horns, as you can see from the reference sketch, are never like a ram's, or even a long-horns.. but rather they slope back from the head. On some, they may "branch out" further, but they never exceed the width of the individual's shoulders. Uthax have long, thick tails - and cloven hooves. Their arms are quite long, long enough in fact that they can easily run on all four limbs (though they prefer to walk on their two hooved feet). When they do walk on all fours, they use their knuckles to walk, as a gorilla does. Their fingers are quite thick, and rather "stubby", with sharp nails at the end of each digit. An Uthax has two fingers on each hand, and two thumbs on each hand (one on each side of the palm), which makes minimal dexterity - but extraordinary gripping power. The only differences that can be easily seen between male and female Uthax are the beard. All male Uthax have a beard, and most females do not.. Though rare, some females do sport a beard, making it even more difficult to tell them apart. Clothing and Architecture The Uthax' clothing is quite "simple" at first glance. They usually wear something as plain as a loin-cloth, if they wear anything at all... But all Uthax consider clothing to be a status symbol. It is not uncommon to find Uthax with intricate "loin cloths" made from leathers, feathers, scales, and carved bones. They will also adorn themselves with necklaces, charms, hoops, bracelets, and other such trinkets. And Uthax' jewelry is always made from natural materials - such as nuts, preserved insect carapace, carved bones, carved stones, etc. They will hardly ever be found wearing gold or silver - or even gemstones. Their homes are simple - Branches and logs tied together into a triangle, with hides from their various hunts stretched between them for cover. Often times, if they can find them, they prefer to use the tusks or bones of great beasts, such as mammoth - or dragon, to be the "support" for their simple homes. On the inside of the home, at the center is a pit for a fire - and dangling from the "ceiling" will always be a great many assortments of baubles and dried herbs. The weapons an Uthax prefers are Spears made from bone (or stone) and wood, Daggers made from Fangs and Horn (or stone), and Staves made from wood. Mystics will usually carry around a staff, or half-staff - similar to a scepter, which usually is not only made from wood, but often has many living things growing upon it - if not nesting within' it. Culture The Uthax are a proud culture - one that encourages the Spirit of the Hunt. They have great respect for hunter animals, such as the Bear, Wolf, and Hawk. They rarely provide the same respect for creatures such as the Raccoon and Sparrow. Though not "great hunters", the Uthax do understand the proper place for all living things - and as such, they respect each in their own way... However, such respect usually falls short when dealing with "intelligent" races.. such as Humans, or Fae. The Uthax also are creatures so connected with the world (and it's living things, or perhaps the spirit of living things) that they can "handle magic" with an astounding ease... Oh yes, they can make the plants grow.. they can speak to water itself, and they can make great boulders move by merely asking them. If the Uthax were in charge, great mysteries such as the Stonehenge would no longer puzzle our brains - they would have simply asked, and the stones would have moved themselves into place. They are however, a very secretive race - shown by the way their villages are rarely seen - hidden away in the snowy pine-forest covered mountains of the north.. They are capable of speaking, and even giving great bellowing roars.. but they are usually quite quiet, hardly providing a whisper when they do choose to speak. Amongst their own people, they most likely speak freely - but it's unlikely that anyone would be able to be blessed with such a conversation. Males and Females of the Uthax are not equal. Far from it in fact. The males are generally the "mystics" - the ones that are usually found sitting about the home, speaking to stones, sowing the earth, and teaching the children. The females are generally the ones who brandish the spears, and go out to the great hunt. They are the providers, and the warriors. Both genders however, will do "household chores", such as cooking and cleaning without dispute or segregation. A male can be a warrior, just as a female can be a shaman - but it is rare. Questions? Comments? Concerns? *** The snow flurry is NOT an Uthax!! But.. what were it's genetics based off of, anyway? Uthax + Gorilla? Perhaps. 1: Nope, and Uthax would not be shunned[Regarding sexes doing jobs not associated with theirs]. They might look at them funny, but the consider it no "ill thing".
2: They don't like technology, and most of them don't even know it exists. Technology pretty much directly conflicts with their religion. I wouldn't say "amish", as much as I would consider it like the Native Americans that still live on the reservations today... They may know of it, but they want nothing of it - it's simply not of any value to them... Why would they want to taint their lives by "making them easier"? All that really does, is dis-connect you from what's important.
On that note - all Uthax are individuals... so though it would be very surprising, one could leave their home village and family to "seek out" technology - though it would be rare.. and that probably would cause them to be shunned.. which may answer your question number 3.
3: I've no idea why an Uthax would be at the labs... they certainly would not like the lab creatures, for the same reason they don't like Fae and Kapper... Though, there are oddballs in every society I'm sure. It would be a difficult thing to figure out why and Uthax were at a place like the labs - and up to the player that had in mind to play one to discover, or come up with.
They generally live in smaller villages, from 10-200 members. There are generally no large cites - at least none that have been discovered by the more "civilized" world. A child, when they grow up, would be expected to stay with their family for forever. Even if they didn't live in the same house-hold, they would live nearby. The entire family "unit" (consting of parents, grandparents, children, aunts, and uncles, etc) would pretty much be the whole village, as it were. So - it would be safe to say that a "village" is really 2-10 families put together. Of course, there is always a case (or several) where two nearby villages would "trade" members in a union, to prevent obvious problems. In those cases, the marriages would be most likely arranged.
It is not uncommon for a pair of Uthax to set out and decide to start their own home - away from the villages.. This of course, results in a new village being formed, with their children, grandchildren, etc.. but that is in the future.
Uthax partner for life, but if their partner dies - they may very well accept another. It is unknown if their pairings are for love, or simply reproduction - we'd ask the Uthax, but their answers usually are a silent stare. The only difference to this would be the "shaman" - which generally reproduces with any Uthax, we're still trying to unravel that mystery though.
Baby Uthax would be "chibi" uthax. They lack beards entirely - and their horns are very small, rounded, and stubby. They also lack tusks, as those grow in at puberty. The infants have a lot more fur (or fluff), and the children have "regular-length" fur.
It is generally assumed that all Uthax have a basic understanding of nature (a seed grows into a tree, a corpse becomes the earth and feeds the plants, etc).. but it is not clear that all Uthax have such a deep understanding of Nature as the Shamans do. The shamans can quite easily work with nature and magic, where-as non-shamans cannot. The individuals knowledge however... well, depends on the individual. It is generally assumed that any Uthax a player here would be playing would not be Shaman - as magic is nulled around the labs, and a shaman would be the last of the Uthax to want to be around such horrors - and so far from their home grove.
Think of their "knowledge" this way.. If you "survive" for a living - you'd certainly know what time of the year the starling flies south - at what time the groundhog comes out of the ground, and what it means if the caterpillars have a thick orange band around their middle. You'd also know how to track a beast, what water not to drink, and why you never swim in a pond with cat-tails. You'd understand hybernation, how the trees grow, and what makes clouds. This we learn from school - but to a survivor, their understanding is not only more vast, but much much deeper. The more experienced they become, the more they can understand, as that's only natural. And those with a "touch of magic" (such as shamans) can understand it in ways that we can only dream.
Fae/Kapper's Original Biology/LoreI'm going to mix the Character Race Information for Fae and Kappers together.. because the species are so inter-twined.
Goblins, Faeries, Pixies, Sprites, Ogres, Red Caps, Kobolds.. Fae and Kappers have been known by many names in legend, but they're really just the same (diverse) species.
Let us begin with their history:
Long ago - they used to be the same creature, the children of the god of Order, Aurora. They were creatures of spirit energy alone, seperated by mere color - able to float about the world as sentient whisps in the air. They could think in ways far greater than you or I, but at the same time they lacked definitive bodies or words, for they did not need them. They added enjoyment to the world for Aurora, much as a field of butterflies does to any woman.
Then her lover (chaos) decided to have some fun.. After all, the world was all good and fine the way it was, but it was so boring! And so he took the wisps, and gave them all bodies. Each one was different and twisted.. Some with pointy teeth, some with claws, some with long legs, some stubby, some with tails, some with fur, some with bumpy skin, some smooth like glass.. They were all still small creatures, ranging from 1 inch tall to 3 feet... This change - which drove the creatures into madness went largely un-noticed by Aurora, as things tend to do with gods (after all, 100 years is "no big deal" to the divinity)..
Fearful of their new bodies and newly discovered mortality because of them, the creatures hid in the most secluded of places. Some in the forests and fields.. some in the darkest of caverns. When Aurora had turned her eye and noticed what Chaos had done, she scorned him for it - and decided that what was done was irreversible, though perhaps salvagable.. So instead of returning them to wisp form (as they could never remove the scars of mortality) - she found all the creatures in the Forests and Fields, and shaped them to be uniformly the most beatiful creatures the world had ever seen. Likewise, she found the creatures skulking in the darkness and allowed Chaos to play his magic as he pleased, twisting them until each was as unique as a closet full of garbage.
The two creatures (which had always been the same, save for form that they were gifted with) had grown distant in their seperation by space and time. They had come to forget their brothers and sisters hiding in the dark, secluded in the forests. And as such a seperation, they developed their own languages, cultures, and eventually - hates.
Oh yes.. The Fae and Kapper (as they are now called) just simply don't get along. They don't get along on that primal level - but yet are never whole without the other.. Much is with Yin and Yang. Hot cannot possibly exist without Cold, for if you had no "hot", there would be nothing to compare "cold" to.. Luckily, even with all their dis-agreances and bickerings, the Fae and Kapper have never had a war.. Perhaps it's that feeling deep down, that there's still a connection between the two of them - no matter how much they loathe it.
Over 1000's of years, the fae and kappers were mostly "weeded out".. They too small were killed off (the haraichu remain)... and those too big were re-named to something else, and lost ALL connection with the magic (giant beasts that resemble kappers). Now, all Fae and Kapper are about the same size.. roughly 3 feet tall.
Now.. let's take a look at Fae, specifically, shall we?
Fae are nimble, graceful, and acrobatic. They used to have great magical powers - such as the ability to blend into the trees, turn into a thousand butterflies, melt into water, or fly upon the wind... But over time they had grown to loose it, just as most creatures in the world were loosing their magics. The fae are always described as "beautiful" or rather "fair".. they are the fair folk. Their skin is either smooth as silk, or covered in short fur, likewise as smooth. Some are even covered in the finest of pearly scales. Their hands are slender and dexterious, and their faces are anything but round. Their ears are always pointed.
They tend to live anywhere there is a great amount of plant-life.. such as forests, jungles, or even fields. They feel a deep connection with magic, as they were the "weavers" of it.. and since they lost their connection with it, it is a driving goal in every fae's heart to seek it out - whether it's a concious decision or not.
Fae can often times still carry the mark of Chaos.. They may have pointy teeth, claws, even tendrils or antennae. They may have stripes, or spots, or even be plain - but no matter the appearance, they are always seen as "wonderful".. perhaps it's a bit of Fae magic that's left in their blood.
Their culture is one designed around peace, perfection, and beauty. They enjoy making the flowers grow, or painting great murals.. Carving beads, making clothing, or even making swords. That does not mean however, that a fae could not be considered an "ear biter".. After all - though the culture states that "Fae are nice" - that doesn't mean that all of them grant wishes and sparkle!
Now.. let's take a look at Kappers, shall we?
Kappers are just as "ugly" as fae are beautiful - though you'd best not tell them that! Though Kappers used to have just as grand of a connection to magic as the Fae did, they abandoned it early for reasons unknown.. perhaps they shunned the gods, or their poor luck (after all, Aurora clearly favored the Fae!!) - and turned their back from the gods and all their magic, deciding instead that "If you're going to do something right, do it yourself!".. and thusly, they have.
They used to hide in the dark, and granted, sometimes they still do.. But for the most part, they built their cities extravagant in caverns, caves, and hollow mountains. They love to live where there is a lot of "rock", and are often found in the deserts of the world as well. Though they are creatures of inate chaos, they enjoy perfection just as much as the Fae.. perhaps it's the fact that they were originally created by the godess of Order... They love meticulous projects, such as Architecture, Blacksmithing, and (most importantly) Tinkering.
The fae may have enjoyed weaving magic.. but the Kappers enjoyed first "I can make fire!! Look at it burn!"... And since that day of primal technology, they've been addicted ever since. Every Kapper knows what a whirly-gig is.. and every Kapper knows what a ratch-clank is too.. That doens't mean that a whirly-gig does anything useful, that just means they know what it is, and what it does... even if it just.. whirls... Kappers are generally blunt, and to the point - as opposed to fae who enjoy "bending the truth".
Though you could consider their Tinkering and Architecture to be well organized, it's anything but.. there are frequent explosions, and their homes are generally that to be compared to mazes... with doors that lead to nowhere. They love a good prank, just as a fae loves a good flower - and spend quite a bit of their day figuring out just what would be the most "fun".. even if it puts somebody else on the short end of the stick.
Quick Ref Guide, Fae vs. Kapper
Fae ------------- Kapper Beautiful and Slim ------------- Scrawny and usually Rough Magic ------------- Technology Nature and Plants -------------- Rocks and Mushrooms Water and Air ------------- Fire and Earth Peaceful and Shy ------------- Tempermental and Mischevious
With all that asside.. it has been known that Fae and Kappers, though the union is very rare, have created families together.. and though neither Fae nor Kapper society would shun such a child, they do frown upon it severely, and would rather the parents raise their offspring in seclusion. Obviously - halfbreed Fae/Kapper are not available for play.. and we only have one in game so far.
What kind of cities do they have? I'm guessing fae cities are like 'elf' cities in Eragon- All flowery and earthy and stuff. But Kappers...? Steel and stuff?
As far as Fae go, you can imagine pretty well any kind of "fairy home" - usually the more natural kind, made from earth and trees. Sometimes they may be little houses in the treetops. Sometimes they may be houses made of twisted tree branches and roots.. Some of them may live in large carved-out mushrooms, and some still may make little "hobbit hole" burrows. They generally use "magical" lighting when they can.. collecting bioluminescent spheres from mushrooms, glow-flowers, and of course - fireflies.
As far as the Kapper go, they tend to cluster together and create slightly larger civilizations than single homes. These "big buildings" were traditionally carved from stone, but as time passed on many Kapper cities started being made from various metals (like rusty iron and copper). And individual Kapper who decides to make for themself a home would probably make them out of "common" materials like you'd see in a human home (wood and plaster). Of course, the more durable and reliable the building, the more a kapper is going to like it. Some stone cities are still lived in, but most of them are now ruins - with the newer cities full of nuts nuts and bolts, and oil lanterns.
So... If they find magic, would they... turn back to wispy thingies? -confused-
Actually, no. If they found magic, they'd probably do with it just as a human would. Use it. Of course, they'd be better at it than a human, but they'd use it just as any human would. When they die they turn into wispy things, and dissapear into the air, never to be seen again.
Do they age just like humans?
They are much more "mortal" than humans - and die usually around 70 years of age (rather than 100). Because of this, they mature a little more quickly - about the age of 10, rather than 16... However, many Kapper and Fae find ways to "cheat death" by extending their life.. Kappers by superior technology (just think of how short we would live if we didn't have hospitals!), and Fae by magical enchantments.. Because of this "cheating death", some Fae and Kapper can nearly double their life-span!
How much of this ancient past does today’s’ faes and kapper know about? For example, is the actual reason behind the intolerance between the two kinds forgotten, known in detail or maybe only remains in the form of olden lyrics.
They generally know very very little - especially the Kappers. There are written histories, but those are more recent, and have to do with Kapper history only (ignoring the fae, and the times of the gods). Kappers had alliances with the Draconics far before the Humans did (before the great sleep), and Kappers usually worship either the god of Light or Darkness (the children of Chaos and Order), so their mythologies and runes usually tell stories about them, rather than the "true" history. As far as they know of the Fae, they are certainly aware that they spawned from the same thing long ago, but they'd rather not think about it.. those "stupid fae" are rather to be avoided, even in conversation... It's just a general aversion really - one that rarely spawns conflict, but always spawns prejudice dislike.
On the Fae's side of history - they believe that the gods of Chaos and Order gave them the most wonderful blessings (but most prefer to worship Light), and that the Kapper were their "worse halves" - their darker shadows, shunned because of their foul tempers. They also do not know the "true" history of how the Fae and Kapper were formed, as no history dates back that far. They generally think the Kappers are barbaric, stupid, and filthy - and want nothing to do with them.. plus, they're obviously unworthy, they don't have any love for Order, Chaos, or even Magic!! Luckily, like the Kappers, they don't fight with the Kappers, they just don't like them. Fae have much less written history than Kappers do - as they feel that the most important things will be remembered reguardless of words.. They would have the most songs and stories about history and mythology.. not as though it lacks "poetic lisense" or anything. XD
It's safe to say that the main reason the two dislike each other so much.. is that they're opposites, seperated by culture, and prejudice against each other. Xeno-Kwal Original Biology/LoreOkay - so.. there are several things we know for sure about the Xeno-Kwal, but for the most part, their people is a mystery to us. Xeno-Kwal The "insect people" are nearly and alien race.. their ways of thinking are usually abstract from those of the more traditional races - even the other Animalistic ones! They don't have backbones, but instead have a carapace (exo-skelleton) - and their culture is far different from what most people are used to... They tend to stay hidden from the world - and almost always want nothing to do with it. They consider themselves a "magic touched" race, but due to the constant argument of the more common races - they've been classified as Anamalistic. * Xeno-Kwal have a hard carapace (exo-skelleton) * Xeno-Kwal have an odd culture, and rarely speak the common language * Xeno-Kwal are cold-blooded * Xeno-Kwal do not always walk upright - but can manipulate objects with "hands" * Xeno-Kwal cannot fly * Xeno-Kwal lay eggs * Xeno-Kwal lack secondary sex characteristics (like breasts) * Xeno-Kwal must be approved by a staff member Today however, we get to learn many new things about the Xeno-Kwal which most of the world still remains clouded about. (which basically means - keep in mind that unless you are a xeno-kwaal, you won't know this stuff!).. We start today's biology lesson by taking a look at a sketch done by a local scientist, which you all happen to know the name of. XD This sketch is of a Xeno-Kwal male without it's armor. The first thing we'd like to note is the fact that a Xeno-Kwal (without it's armor) seems (deceptively) frail. It's skin is soft, and an exoskelleton is actually quite rare.. The skelleton appears on the head, along the "gills", the "shoulders", and "feet".. They also have wing casings, but usually no wings. The rest of the body is soft, like the flesh of a larvae. They may also seem un-naturally thin, but this thinness is not for lack of strength or health, in fact, a Xeno-Kwal is much stronger than a human. The second thing we'd like to take note of if their faces. All Xeno-Kwal it seems have large heads and small eyes. Very thin, delicate, and sensitive antennae sprout from the back of the head, and can be either stiff, or wave around like strings (depending on the Xeno-Kwal's mood). They can also lay flat along a grove of the creature's exoskelleton formed skull. They always have four small "mandibles" (or palp), and jaws that are good for gnawing. All Xeno-Kwal have a ridge upon their back made of several rounded "spikes", as shown in the illustration. Between each of these ridges are brightly colored (in our specimin, it was red) "lungs".. The use of these is still unknown, as Xeno-Kwal cannot use them to breathe underwater, but they are needed... Perhaps the Xeno-Kwal can "breathe" magic, or some other source that we've yet to discover.. the labs is currently working on this riddle. Every part of the Xeno-Kwal's exoskelleton is covered in ornate runic markings, each indiviual to the particular being. On a single specimin, nearly 4 thousand markings were found. As it is noted, Xeno-Kwal have wing casings in many cases.. Some are long and thin (like tendrils), others are short and fat. None of the Xeno-Kwal can fly - but the casings are used as an addition means of communication. They rattle, buzz, click, and vibrate. It is apparent that humans cannot hear all the sounds they make, nor do they know their meaning.. But it is at least obvious to the human races that a Xeno-Kwal with a flared out and clicking "display" is not happy. The next thing to note about the Xeno-Kwal is how people see them.. You may never see a Xeno-Kwal as was shown in the illustration. Each Xeno-Kwall is 100% covered in ornate (unique) body armor made of some strange metal. These metals range in color from black, to gold, to metallic blue - and sometimes milky white. They're any color but neon pink, really. The design of this armor must (of course) match the Xeno-Kwals own body enough for them to be easily mobile, but the design is such that... It's breath taking really... You will never see two alike, and they must be carved by the individual who wears them.. Not only that, but the carvings.. All the armor is covered in carvings. Thousands upon thousands of them. Unlike the exoskelleton, these are not just carved.. Within' the grove of each marking, they seem to have placed the foundings for some sort of mineral or crystal - and within' them, grew them. The "red" (or whatever color it happens to be) markings on the armor is colored this way because they are billions of tiny crystals grown in such a manner. If the exterior of such a suit was not impressive enough, the interrior is as well. The helm alone is the source of wonderment - for in the inside of it I can see what appears to be millions of tiny glowing lights, darting around on invisible "strings", racing along the lining of the the help. The purpose of these "lights" is still unknown, but most likely it's somehow tied into the crystals, and the runic markings. Within' the inside of the helm, you can also hear a faint humming... A human however should probably not actually try ON the helm, for it will result in instant death.. your brain will melt. *tries to find an excuse to NOT explain how he knows that* To say the least - the Xeno-Kwal will remain a mysterious people, but at least this may help in our understand of them - and give them a little more room for respect. Oh yes, on a last note... The Xeno-Kwal came from underground.. The entire world it seems is riddled with complex catacombs in which the Xeno-Kwal live (beneth it).. On rare occassion, one will emerge to the surface, but for the most part, their lives will remain hidden... Not even the mines are deep enough to see the Xeno-Kwal. For starters, we don't know for sure whether the Xeno-Kwal are super magically inclined, awesomely psychic, can extract strange powers from crystals, can travel to other dimensions, or if they're technologically so advanced that it's beyond our comprehension.. We don't know any of that (if any apply at all) for certain - and the Xeno-Kwal would certainly not to anything to endanger the sharing of this knowledge... Thus, if they had "powers over crystals", they wouldn't use them in fear of other people seeing them being used.
We don't know anything about their culture, safe for how intricately they design their armor, and how meticulous of a people they are. I highly doubt they have a "hive mind" (or even queen) for that matter, as each Xeno-Kwal is an individual.
On a note of their armor, keep in mind that nobody (except the labs and the xeno-kwal themselves) know that this is armor, people simply think that that's what a xeno-kwal looks like - and assume it's an exoskelleton.
On the note of their culture - that also would not greatly effect the creation of a character. What an individual Xeno-Kwal is doing above ground with a kennel is entirely dependant upon the individual - and their history of "what was before - underground" would not enter gameplay, as we do know that a Kwal would NEVER provide a single tidbit about their culture/history to anyone.. they don't like outsiders. So.. as far as that goes for character creation, it's un-important..
What IS important though, is the sheer "feel" that these creatures have, as well as their biology. If you're going to play a xeno-kwal, after all - you need to know what they look like, how they move, and how (even if it's still mysterious) how they think.. it's a very distant and.. alien... way of thinking.
How about their general opinion on surface dwellers? Do they think we're ugly, stupid, ignorant, violent, or are they even scared of us? (Probably not, but I thought I'd just throw that in there. x3)
Xeno-Kwal are very shy and distant. They probably think of the surface dwellers as something of a curiosity - wanting to "see what the things do", much like a child fascinated by an ant-farm. They have a general respect for other cultures, but refuse to take any in, and are fearful of allowing theirs to be "known". This perhaps goes in with the "shy".. Though - I'm sure they have no problem in expressing themselves - they still wouldn't want to be "infected" by other cultures.. much as a child with that ant farm wouldn't wanna' stick their finger in there.
Why would a Kwal, so secretive about their culture and reluctant to go to the surface, train pets up there in the first place? Do they have slaves, and therefore find owning pets acceptable? Are they intellectual, and like discovering new things about different cultures and other beings?
The above answer covered half of this.. but as for the slaves and pets - I do belive that the Xeno-Kwal find great pride in their own work, and would never allow anyone else to do it for them.. Thus, they would not have slaves.. How would they know that a servant would not build that wall just right, or carve that statue perfectly? And they certainly wouldn't dare let anyone else carve their armor for them, not even their own mother! It's safe to say that they're EXTREMEMLY smart, but with a culture so distant that most "other" races would consider them "dumb" (only for a lack of understanding and communication). As for the pets, I'm sure they'd love to own pets for the same reason any person would. :3
Are they open-minded or do they shun other species?
Well, they certainly like to watch them, but as stated earlier - they fear getting "infected" by other cultures, and generally refuse to take on anything new.. But.. perhaps they'd LOVE to trade you something for that pretty necklace, it's so nicely designed - did you make it yourself?
Do they have a religion? If they do, what (vaguely) does it entail?
Honestly - I've no idea. I know that if they have any belief system at all, it has to do with energy, crystals, and a "perfectly crafted world" - even with it's imperfections, it just adds to the marvelous design. If they had a god at all, it would be of architecture.. No doubt their religions are just as vast as humans, and it branches off into many many possiblities (depending on what part of the underground they're from).. No doubt also, there are many individuals without religion at all.
What exactly do Kwal do underground anyway? Do they have jobs? Do they all serve a greater purpose (like a queen, as Kyle mentioned ...?)
The underground is like.. the world's largest city.. Literally - as it spans the ENTIRE world. Of course, some parts are more populated than others, but.. Some work, some are "priests", some are technitians.. Every single one of them has a "trade" skill (carving, building, architecture, art, "music", religion, science, mining, etc)... So - everyone has a use.. Everyone contributes to the "world" in some way, but never for money. Xeno-Kwal have no use for it - they work for free, for the greater good of all things Kwal. When they leave underground, no doubt they have some trouble starting out with this whole idea of "money".. they work, why should they pay for something?.. Food, after all - is free. For the most part though - each Xeno-Kwal is individual on their day to day activities - they spend all of their time living, "designing", and "working"... even playing.
What do Kwal eat? What's poisonous to them?
Kwal eat fungus, lichen, and molds.. and.. other various "plant/animal-like wierd things that we can barely imagine that grow undergound". They generally don't get access to regular plants and animals - but I'm sure it wouldn't hurt their system.. Extreme foods (like those poisonous to us) - or even extreme foods like lemons (for their high acidity) would be... bad.
Do they believe in love, or do they just take mates because it would be the best choice for procreating, or helping share the load of bringing home food?
I'm not sure about love.. But I DO know that a Xeno-Kwal will take the best possible mate for producing offspring, then pair with them for life, making a very very stable family unit. Each one of their offspring (though theirs individually) is "community property".. though they concentrate the most on raising their young (and that's who the young live with), their neighbor would just as likely play with, feed, and scold the children as they would - after all, they wouldn't be "selfish" in Kwal culture, even for their own children. I'm sure to a Kwal, the idea of "keeping your children to yourself" is viewed selfish and very bad for the children.
As Xeno-Kwal however seem to have many passions - such as their carvings, crystals, and even watching the cultures of above and owning pets.. I highly doubt love is too terribly far-fetched of an idea. Love is most likely possible, but I doubt it takes a factor in who is their mate.. Unless, of course - there's a strange attraction. ;3
Xeno-Kwal have six legs, yeah? Do their back legs function independently (like they need to think to move each one) or is it a generalized motion like centipede legs or curling my toes?
Each leg (including the front two) can move individually... "arm" and "leg" are the same.. Each one can grasp like a foot, or a hand with the delicacy of any of your fingers. They can climb on walls, weave (even with their back toes), and dance. It is most often that you see their "top most" appendages (arms? legs?) being used as "hands", for the sake of balance - but they can use any of them for such a purpose. Likewise, they can walk on all six "feet" just as well as they can four or even two... Of course, more feet on the ground = better balance. do they go through "stages" of life, as many or all real insects do, such as a larval stage and whatnot?
Nope. :3 Baby Xeno-Kwal just look like "chibi" versions of their adults. And, instead of being shed, thier (few) exoskelleton parts grow with them just as our bones do. How does gender work? Do they have two genders like most 'people's species, ie, male-female? Or are they biologically more androgynous or even hermaphroditic? If they indeed have distinct genders, then what are gender relations like? Is their society more or less matriarchal, patriarchal, or neither?
There is a distinct male and female (two genders) - but how they tell the difference would be a mystery to all other races.. obviously, the Kwal can tell the difference, but.. uh.. maybe they can "sense" it (like with their antennae?).. Gender "role" however is non-existant. A male is exactly equal to a female in society, as it is in family (with the exception of course - of who carries the children - duh). In fact, there are so little differences (asside from primary sex organs) that a stranger would not be able to tell the difference from looks, culture, OR family.
Can you go into more detail about the average family? From what you've said, it appears that they have a sort of open nuclear family with a rather 'it takes a village' flavor, yes? Well, at what point is a young Kwal considered an adult? Will extended families generally stay together in one house or neighborhood? Are arranged marriages common, or unheard of?
I suppose a Kwal is considered an adult the moment they reach sexual maturity - which is (almost) the point when they reach full size. The "newly grown" young would not stay in the same house as the parents, but would instead immediately go about crafting their own - within' reasonably close proximity to their parent's... I suppose it's safe to say that villages are constantly expanding. They would still visit their parents I'm sure, but most likely no more often than they would their friends.
Arranged marriages probably happen 25% of the time, but it's no "upset" to be married to somebody you don't know - after all, if they breed to produce the best offspring, obviously those arranging the marriage feel that that match (with their greater experience and knowledge) would be best suited for the job. If anything - a Kwal would be happy to have an arranged marriage, for the elders know more of "what's best" than they - who'd never produced offspring...
On the note of "constantly expanding" villages.. When a Kwal (and it's mate - if it has one) dies, their house is not taken over by "somebody else", instead, it's completely removed, stone for stone - and a brand new one will eventually be built in it's place.. after all - they wouldn't allow somebody else to have built their house for them, now would they?
And - on that note.. When a mate is chosen, there is also the matter of "who's house do we live in". Both members would inspect the others' house, and would decide which was more skillfully crafted. They would both live in the "better" of the two houses, and the "lesser" would be demolished to make room for somebody else. IF there was a problem in deciding - then BOTH houses would be demolished, and the pair would have to build a new one together... It's no joke that they won't let something be done "half-assed". XD
What about education? Is there a Kwal public school system? Or apprenticeships? What about universities, and private schools, and boarding schools? Or are young Kwal by and large homeschooled?
Education is very very VERY important to a Xeno-Kwal. The children are not only "home schooled" by their parents - but "side schooled" by their neighbors whenever possible. Every day, the young will also go to a public school (as there is no "elitism", public school would supposably merge right into college). Their major focus would be their "public school" - and failure of any kind would be highly frowned upon. There is no such thing as "dropping out", as failure is quickly met with "keep doing it 'till it's done - even if you're schooling 'till the day you die"... Some will continue to go to "public school" for the sheer joy of "knowing more" - even though it's not required once they meet a particular standard.
Apprenticeships is 100% optional, but as every Xeno-Kwal prides themselves in having (the best) personal skill - 95% of all Xeno-Kwal will (as soon as possible) seek out a master to teach them all they can - and will (try to) expand personally on what they learned from them, improving it. Getting an apprenticeship is of course very difficult, as no Kwal would want to discrace themselves by having a poor student - so one must work very hard to get said apprenticeship, and would be loathe to "screw it up" and loose it.
All of the apprenticeship of course - comes in between "public school" - and one must not forget the individual teachings of the parents (or neighbors)... So, apprenticeship is usually taken up after one graduates or becomes an adult - because that's when they have time to do so.
As far as "subjects" go - all Kwal must (obviously) have a basic knowledge of growing their own food, building their own houses, carving (and crafting) their own armor (which takes a LOOOT of time to learn to do - given how complicated it is), and knowing how to keep healthy... Other subjects would include .. pretty much anything your imagination can come up with for "normal human society".. Math, social studies, art?
Does that mean they can smell certain types of pheromones like real insects?
Yup. Do Xeno-kwal give birth to one young at a tme or do they lay multiple eggs?
The Xeno-Kwal actually have live birth - of which there is usually one child. Two is rare.* *[Later stated in same thread: Erm.. Xeno-Kwal lay eggs, and.. to take care of the eggs, I would assume they'd be kept in some sort of "nest crib" type thing - as you would keep a human infant. Once the Kwal hatches, it's able to walk around (almost) as well as an adult - so it no longer needs to be contained or carried - but it's not uncommon for adults to carry their offspring after they hatch anyway.]
Do they own creatures down i the hunderground that the labs have never seen, or do they keep mining familiars as pets? XD
They actually do keep some animals about as pets - but they look far more ... strange.. than the creatures in the mines - you may get to see some in the future, I have a few drawn up. ^.^
Are there eyes compound?
Nope. .. they appear "gem like" (seem to have no pupil).
Is it difficult for them to speak common with their mandibles? XD
Yes, it is difficult to prounounce almost anything in foreign languages for them, and they are often hard to understand.. of course, each Xeno-Kwal (being something of a perfectionist) will try their best - with different levels of success... The Xeno-Kwal language is however, impossible for anyone else to pronounce (we don't even have all the body parts needed to do so!.. I mean.. we have one set of vocal chords - they have like.. 7! And that's not counting their wing casings or "silent" sounds they can make!)... "Xeno-Kwal" in fact is the closest a person can come to "pronouncing" anything in their language.
So... you mentioned up there 'carries the children'- by that, did you mean to imply that they carry their young like mammals? Or do they lay eggs like insects? Do they carry around their eggs, or construct nests, or egg sacs? About how many children would one Kwal couple produce in each ... clutch? Pregnancy?... batch? How about over their lifetime? On average, how many children would one Kwal couple have? Do they have/use any kind of birth control, or impose any limit on the number of children? Or is it more of a 'more is better' type of feel?
Some of this in answered above - but... A couple would produce (generally) one child until it reach the equivilent of age 5, then - if they felt they were "good" enough at being parents (and had not grown irritated by parenthood by then) would make more... If they felt like it, they could have upwards of 20 over the years - but most would settle for one or two total. There is no punishment for many children, as long as you can handle them. Of course - if you (obviously) failed as a pair in parenthood, and continued to produce offspring, there would be a punishment.. I suppose that punishement could be considered "birth control". >.>;;
Also, what kind of 'feel' does Kwal architecture have? I imagine there's lots of stone everywhere, what with it being underground and all... Is it ornate, Baroque, sort of modern, Victorian, Edwardian, Oriental, Occidental, Russian, what? I mean, obviously you can't make a direct comparison to any human culture or style, but perhaps you could describe the sort of ... 'feel' of the City. I assume styles vary throughout the City, since it's so vast? For that matter, how does culture, language, and overall style vary from neighborhood to neighborhood? Even in human places here like NYC there's a definite difference from borough to borough; I imagine there'd be even more variation in a city that spans the planet.
There is a differnece in "feel" from the largely populated areas to the quiet "farm like" areas.. but they all have the same "style" to them.... Hm.. how to describe this.. I'm not good enough of an artist to draw it - so I'll try my best with words and examples... It would have the general "shape" of a dome house, but would be just as heavily decorated and elaborate (but not nearly as large) as an ancient egyptian temple... The entire house (just as their armor and bodies) would be covered in runic markings.. and the houses themselves would tend to "meld" into the earth - as does a funnel-web spider's home... though, it would meld "out" of the earth, rather than "into" it. Of course, yes - everything is made of stone, mineral, gems, and paint. There are however, no doors - and windows have no ability to "close". All doorways are rounded - and do not 100% touch the ground - one must "step into" a doorway.
Privacy is not highly valued - but no stranger (save for children) would step into another's home - or touch their belongings. How long does the average Kwal live? We're talking insect ...based, I guess? Which means they could span from short to long to anywhere in between. Of course, since it takes so long for their studies, their armor, their homes, apprenticeship, I would assume they could live a bit longer than humans no, and possibly mature faster? x3
A Xeno-Kwal would live about 150 years.
And on that subject, how fast do they mature? How long does it take for their body to finish growing and for them to be considered an adult?
It takes about 25 years for a Xeno-Kwal to reach the equivilent of "14" (which is about the time a human reaches sexual maturity) - but "16" when they are full-grown (about 30 years).. So - from age 25-30, they "graduate" and move out of the home to create their own.
You keep bringing up that architecture, art, carving, metalwork, jewelry, all that good hands-on-natural stuff that the Kwal just love to do. Now, how exactly do they go about doing all this? Obviously their hands must have amazing dexterity, but what kinds of tools do they use? Are we in a (WWI was it?) type of world, familiar with them? Are they more advanced, or do they use simpler tools and are just more skilled with them than we are? Are they considered an advanced society, which all this wonderful craftsmenship and intelligence?
It is safe to say - that their idea of controling lasers with their minds is not (we can assume) so far-fetched to them... Nor is the idea of creating a lighting system out of nothing more than quartz... However, their tools are generally metal (and shiiiiiiny), and they're very good at working with thier hands. As much technology as they may (or may not) have - they certainly appreciate the beauty of a hand-carved stone or metal necklace that took hours to create...
Also: about the homes, and room and such. Yes, demolishing houses reuses a space, but you said that their underground network reaches everywhere -- which leaves me to believe either the Kwal are VERY good at reusing what they have or they have a small population with really big houses. x3 Am I right at all?
Well... let's consider how much space the earth has.. if you don't have to worry about how much room the oceans take up... 100% of the earth's surface, covered in one biiiiig city.. Hm.. Billions upon Billions of Xeno-Kwal - and they still have room to grow. But, yes, they are also good at reusing what they have. There are of course, "wilderness" or "barren" areas - which are not used up... uh.. but they're also carved into the network, so they CAN be used and walked it.. they just aren't... I mean.. it's like they took the time to carve out "alaska", and don't use it! I mean.. they essentially did. A different scientist has rendered a new, more accurate sketch of a Kwal. Obviously, this sketch is showing the Kwal standing upright, and not walking on four (or six) legs. It helps a lot that we now have (a few) LIVE Kwal to work with here at the labs. Notice the written notes on the sketch. Also, as you can see, the jaw opens sideways. It has a top jaw (stationary), and a lower jaw which opens sideways into two halves. Also, the legs are not "jointed" as normal animals' legs are jointed - the closest thing to describe it is "double ball-jointed", which means there is no "foreward" or "backward" for their legs. The Species Encyclopedia is IC.Characters -can- have a knowledge of the Species Encylcopedia - as it's basically a "book" that MML has on file... and if there's info about wild creatures, they'll document it there.. Likewise, if they've "seen" a wild creature, but don't know anything about it - they'll show a picture and be like, "wow, what's that?"... However - whether your character has the ability to retain all that knowledge (or the know-how to find said book) is another thing.. No doubt scholars would know how for sure. :3 It's really up to you, depending on the quirks of your character. Yes, you could technically breed your... grafted self.. to something of the same species.. or crossbreed yourself... though that's.. messed up on so many levels.[There are other questions/answers in this thread related to grafting. Pg4]
Discovering your heretige has been mentioned a few times, but in whispered tones... For example.. perhaps in the wild, you discover... *gasp* You've been a dragon all along! Or.. you're a werewolf! Or.. something like that. Hard to do. Special. Beyond. A.. "character-shift", so to speak.Mass Extinction Event: Inkrum, Elemental Golems, Vulticus, Izer v.1, Salaves v.1, Chiryma v.1, Golossle v.1, Estharne v.1, Equillion, Wiurn v.1 Unfinished serumsSerum of Tranquility: Pet now grows loyalty at double the normal rate. If the pet had a loyalty or level requirement, it is removed, and is therefore trainable with ease. Pet also gains the ability "Pacifism", and "Sloth".
Serum of Agression: Pet now grows loyalty at 1/4 the normal rate and levels at 1/2 the normal rate. It also instantly looses 5 loyalty. If the pet had a level or loyalty requirement, double it. Pet can no longer be trained unless it has (remaining) 5 loyalty, and can no longer be trained by anyone it has less than 5 initial loyalty to. Pet also gains the ability "Bloodthristy", "Frenzy", and "Uncontrollable Rage: Scent of Blood". Pets that were never made. REKER'GHIST, WRYYYYYYY?DWF stuff.DWF Clan system.Wrangler's guide to catchin', ropin', breakin', and tamin' the toughest of critters!
Chapter one; Capture
This is done in one of two ways. Way one, is by setting a trap. This is the prefered method, if you don't want to risk loosing the beast to injury, but usually only works if you know where the beast normally hunts or nests. At Wrangler's Outpost, we sell plenty of traps, and supplies to make your own traps should you have the skill for it. With traps, always use bait - and use bait that makes sense for what you're trying to capture. Keeping in mind that most beasts that eat critters like their food still crying.
Traps are, unfortunately bulky and heavy, and cannot be easily carried in a pack; but if you have the skill to craft them, with a few simple supplies, you can easily take what's needed for three traps in your pack. The common man may wish to bring a good strong Pasha with them to carry the traps otherwise. Remember, traps can only be used once - so timing is everything! If you use a trap that you have to still cage a critter with (such as a leg-snare), you must be careful - as those teeth and claws likely still work!
The other way is by simple sword and magic, brawn, if you will. Most beasts won't simply lay down for you to put them in a cage however, even when they're nearly dead - so this isn't your best option unless you've the skill for it. It usually requires a team of at least two people. The method with this I prefer is to have a pet beat the beast into subjecation, and while it's wounded, rope it - lasso it, pull it to the ground, and snag it's feet out from under him! Be quick, he can still bite! Now, with this there's always a risk of injury, as well as a risk of killing the beast... but if you can't afford to carry traps; or simply aren't clever enough to use them, this is your best bet... it's also the fastest.
Set a Trap to watch and wait, or Rope and Wrangle in time for dinner.
Caging
Once you've either trapped or wrangled the beast, it's time to cage it. You should have already your cage ready to go, especially with traps. Make sure that your cage is strong enough to be able to hold the beast within'! Lighter cages break more easily, but are easier to carry - an Equillion can carry a bamboo cage - but it takes a trusty 'ol Gug to carry a metal cage.
You must be careful when caging your beast! For this, we also sell "sleeping nectar" - but to use it, you have to get close... very close. Close enough to touch, so be sure that beast is wrestled firmly to the ground (or nearby tree), tied off good and tight!
If you were using a trap, a cage is already set up... It might be in your benefit - in the case of some traps, to re-build the cage over the beast - but you must release it from the trap, or it will never get to like you.
If you wrangled it, it's unlikely you have your cage ready to go. As it's roped off, tie it to a good tree. The less it can thrash about, the better.
In either case, you DID bring a beast large enough to carry it, right? Now, you wouldn't want to just strap the cage to your Gug's back; it could hurt your Gug - so if you plan to go hunting for larger monsters, you might want a good carriage... we sell those too. It's best to get your new beast home as quickly as possible - as it will never tame up in it's home territory, or while trapped.
Taming
Once you've got your new beast home, it's time to tame it. It can't stay in that little cage forever, so you've got to let it out into a much larger cage - or in some cases, a corral. Most beasts like to be able to see the open, so a corral would be a good idea for a lot. Just fence of an area somewhere 'round the labs where you plan to tame it up, and be sure to tether it with a good strong tether to a center-post. It should be able to wander around your corral, but not get out of it.
As for the taming, good luck with that. Lots of patience, food, and love - or so I hear. Now, be cautious with that love, as the beast hates you. Trust me, it hates you - and it'll take every opportunity it has to kill you. You have to earn that trust.
(all captured monsters start with a negative amount of loyalty. Once it reaches 0 loyalty, you may then consider it tame enough to begin regular training/taming)
Breaking
Some monsters and beasts require breaking before you can properly use them. All monsters require breaking before you can ride them... Even some lab-made critters require breaking, so I hear. Lucky for you, there's a guide just on the breaking process in the Drake Sarane area, as that's the most common beast around here that needs to get broken - but that breaking process goes pretty much the same for all beasts.
And you're in luck - we also sell the equipment for breaking!
The End Enjoy your monster capturing!
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Post by Alma on Dec 26, 2021 17:08:17 GMT -6
-v3 Related Things- Folks making characters in the new system.Race voting with a smidge of lore for each.The fancy alt mines that would have been available.Shimmering Pool Description: The sight before you dazzles both the eye and the mind. A vast chamber opens up before you, easily 300 feet in diameter and 100 feet high. Between the rounded walls and domed celing, a menagerie of varying jagged crystal formations jut outward toward the center - reflecting dancing light in a glorious rainbow display akin to the aurora borealis. A dozen or so tiered pools ring the chamber, containing blue water - cascading down into one another until the waters reach a central large pool - pristene and shimmering with light. The source of light for the entire chamber, which is certainly enough to see by, seems to come from within' the central pool itself. Though water slowly pours into this central pool from all outer reaches, the water is strangely calm and almost un-touched save for being dotted by foot-wide lillypads which seem to be made of amethyst, citrine, and rose quartz. Teaser: Crystal Lotine is found here
The Jagged "Forest" Description: What was once a single, solitary tunnel splits and fractures into seemingly hundereds of pillars and hollow passages, weaving together in a chaotic honeycomb pattern. As you pass through these passages, the pillars around you begin to host a faint light from within' each column, and each column begins to take on a jagged shape. As each shape reaches toward the celing - the celing seems to get farther and farther away until each pillar, crystaline now, cannot even touch it. These crystal shapes branch out from themselves, and take on beautiful and intricate shapes, giving the illusion of trees made from multi-colored glass. The shorter crystal formations give the illusion of brush and bush - and crystals that have not yet grown large enough to merit their own formations are thin and delicate - low to the ground, crackling under your feet. Truely now, you are in a jagged "forest" made of pure crystal. One can't help but wonder what sort of creatures dwell in the "trees" here. Teaser: ??
Solitary Spire Description: A vast empty chamber opens up before you, steep walls of black stone - a celing so high you cannot see the top. Water begins to lap over your feet, and it grows deeper the closer it gets to the center of the chamber. In the very center of this great deep blue lake underground, a massive crystal spire juts errect from the water, spiraling toward the heavens in a twisted and jagged fashion, almost like a corrupt unicorn horn made of pure sapphire-colored crystal. This structure is easily fifty feet across, and reaches no doubt all the way to the top of the chamber - hundereds of feet up into the air... what's up there, anyway? Wouldn't the climb up it be trecherous? And better still, is it worth risking to cross the unknown waters to reach it? Teaser: ??
Room of Refraction Description: The halls around you begin to twist and turn more than usual - and their walls chip and flake appart, leaving little shards of glass-like material on the floor. The further down the halls you pass, the more reflective this glass-like crystal on the walls becomes - until it seems that the hallway, celing, and floor is made of nothing but thousands of jagged and flat geometric shapes of "mirrors", naturally polished to a perfect reflective surface. Your reflection stares back at you from every angle, and cascades into it's own reflection time and time again - leading on into infinity... Which way was it you came? And what's that noise - you heard something's claws scrape along the glass-like floor behind you... or was it to the front? Teaser: Don't get lost!
The Glass Lake Description: After emerging from the long shaft of blackened rock around you, the caverns open up upon a large lake of black water. But should you reach out to touch it, you soon realize that the water is solid - a thin layer of crystal, less than a half-inch in thickness seperates you from the water below, which crackles beneth your weight... You cannot see the bottom. The only way through this chamber to one of the many exits that you see is across the lake - a trecherous journey for sure... For if you were to mis-step, not only would you be in unknown waters with unknown creatures, but surely the hole you make would shatter like a thousand shards of glass. Or would you risk seeing what treasures lie beneth in the darkened water? Teaser: Blackwater Shardmouth is found here
The Singing Hall Description: You come across now a medium-sized chamber who's floor is littered with plain chalky-white boulders. As you carefully move your legs to navigate over them without breaking your ankle, a small pebble falls - and strikes one of the rocks. To your surprise, the sound it makes when it falls is not the sound you would have expected - when it strikes, the boulder rings out in a low chiming sound, almost akin to a church bell. Upon further inspection - each stone here when struck will produce it's own chime - it's own song, which echoes off the walls like a choir chamber. To your bafflement, the rocks are neither hollow, nor seem to possess any unique qualities that would cause them to hold this behavior... What a mystery. Teaser: ?? Character Development Change, the thread with almost all v3 info.^Magic Magic requires three "parts", like the parts of a sentance.
The first part is the node itself, which is your element. You may use multiple nodes of different types (or even the same type) - which can either create new elements or empower a single element... such as combinig fire and air to get lightning... .or alternatively, air and chaos for the same effect.
The second part of the magic, the middle part, the "meat" of the magic is the power... what you want the magic to do. I could go into more detail, but basically your center part is like... "project", "summon", or even "transmute". There are about 8 words so far in total - each having a huuuuuuge variety of effects they can do.
The last part of the magic is the focus. What your goal is, where you're directing your spell... the more narrow your focus, the better. Focuses are things like... Skeleton, doll, flower, self.
Each spell has a fairly unique mana cost. The cost is the Power and the Focus added together.... subtract from that cost whatever your skills allow (many skills remove mana cost from powers, and often times focuses as well).. then take that total, and multiply it by however many nodes you're using for the spell.
This newer concept for the magic system allows magic to not only be node-driven, but lets the prospective "mages" work up magic skill more easily (you don't NEED more than one node, but all mages would want more). You can work up your spells' power and versatility - and most importantly - it provides a system for users to make up their own spells! You want a spell that summons a horde of pixies? Make one.
Of course, most mages make many, MANY mistakes in their younger, less experienced years... and many many spells don't go quiiiiite according to plan, which makes the magic very.... fun to mess with.
And most of the most common spells are pre-recorded for any mage to learn to cast - we'll have a special spot for making and learning spells.
Example, fireball would be "fire node", "conjure power + project power", "flames focus". Honestly, you're just concentrating on "flames", creating them, and projecting them foreward - using a fire node to do it. Ta-da! Fireball. That's one of the easiest spells.
Where-as "ice spear" would be "water node + air node", "conjure power + project power", "ice spear focus"... same thing, really - but you must combine two elements to get the ice, otherwise you'd end up projecting a splash of water.
I think it will be very interesting to see many-a-mage try to make up some fun and interesting spells - and of course, the more complicated or powerful the spells, the more mana it will cost... Each mage can increase their mana-pool (beyond the basic required) by adding skill points in the right places.
Unfortunately, without just simply "showing you" the new magic system, I can't really explain it any better - but does that idea work for you? Having a set of "nodes", "key words", and then the focus being... whatever you want... combining them, and trying to get the correct effect...? Each spell's mana cost reflected in the spell's complexity...?
^Race/Culture at a glance: CITY-STYLE Human: Victorian Era style Ersatz: Renissance Era style Kapper: Underground Steampunk (high technology) Siren: Japanese / Atlantis + Deadly Xenokwal: Mushroom-eating, dark-dwelling Alien-Bugs Avian: Roman/Greek culture + Holy Crusaders TRIBAL STYLE Ssashirk: 1920's Nomad-warriors from Arabia (the bedu) Uthax: Peaceful Ogres of the Forest (ancient gaelic druids?) Panite: Peaceful plain-nomad tribals (like Comanche indians) Beast-Walkers: Forest Tribals (like the Mohican/Crow indians) ^Avian Story It had taken him three months to craft such a fine tithing for the Lady. He sat at his worktable, head resting on his clawed hand, contemplating over the work he had done. It was beautiful, almost perfect. Well, perfect for what he could do. It was golden, delicate, with sapphires faceted within' it's body - a beautiful broach of sorts for the Lady's hair - a hair-cage. If only he had hair, he could test it out, but the feathers didn't quite work the same. Yes, yes it would do.
He stood on his two feet, and swept down to pick up the delicate trinket, placing it in his silken satchel resting lightly at his side. He swept up his semi-transparent garments, and flipped the end of the long sash over his shoulder, which fell like a cloud down to the nook of his arm. With every step he took, the garment flowed behind him like a mist - and every step he took over the marbled mosaic road caused his claws to make a light "clinking" sound - echoed in turn by the bells that hung off his waist-sash.
It was a long walk to the center of the city, but he dared not fly - not quite enough room between the buildings - asside from which, he (like most) found it quite rude to the Lady - if you were to make the journey to her temple, you should take the effort to walk, and fully enjoy the sights of her city's beauty. And that's exactly what he did.
He marvled at the pale blue, teal, and white marbling of the mosaic tiles beneth his feet - the intricate designs that they made - the pearlescent sheen over every piece of stone. He looked to the horizon, and marvled at the sunrise - the beautiful hues of pink and lavendar that painted the sky. He smiled at the thought that from here, he couldn't even see the land far below. He looked at the towers all around him, the tall pillars, collumns, and archways. The pyramids guarding almost every doorway. He stopped to touch the flowering plants of the gardens that lined every single edge of the roadway - the curling fronds of the ferns, the delicate vines of the white berry-producing Lady's Pearls.
He heard a familiar chime-like sound, and looked to his left, seeing a sentry's trusty companion, a Torstea - a delicate creature formed by the Lady, and for the Lady's people. No doubt it would serve him or her in their pilgramage in the world below. Poor creatures, never knowing the blessings of the Lady. Oh, how he wished he could have one though, but it was not his place to want - they were given to those who served the Lady, and only those... did he not serve? One day, he had hoped and prayed that she would notice his tithings, his devotion, his want - and she would smile upon him so he could serve her better. That's all he wished, was that so much to ask?
Ah - he'd arrived. The line. As it was every day, the line leading up to the temple was long, snaking it's way through the streets, each person of the city anxiously awaiting thier turn to bow before the Lady - most carrying some sort of tithing for her. With all of the tithings, surely there would be no more places for her to put them - and her temple was certainly not cluttered, he wondered often what she did with them - but it was not his place to wonder, for she had powers beyond even his most wild of imaginings.
There was a woman standing in front of him in the line, and having little else to look at asside from the city he'd already stared at before - or the sunrise which was quickly turning too bright to stare at, he contemplated her instead. He smiled inwardly at himself at her form, and knew that the Lady knew what she was doing when she saw fit to bless his people. Her feathers were soft on the inside, and sharp at the edges - almost like a hawk. They were a dusty brown, with red at the tips - and she saw so fit to decorate each and every one with feather-dye, making an intricate swirling pattern of red to match the tips, making her look even more delicate that he originally thought. Her beak was curved at the tip, and deadly-sharp, her eyes the color of spun gold, and her wingtips folded over one another quite neatly as she stood there. On her head, clipped to the feathers there, she had a delicate piece of jewelry - and he wondered what her tithing must be, that could be more beautiful than that.. more beautiful than her.
He shook his head to clear his mind, it was not his place to think of such things - he'd yet to even earn the direct blessing of the Lady - he was not satisfied with himself yet, for as his Lady sought perfection, so did he - and as he had yet to achieve even something similar to it, he was not yet "good enough" to have such thoughts - he was not worthy. Oh, Lady, perhaps today would be the day.
When he finally did reach his turn at the temple, he passed the deep blue stone, like sapphire, polished to a mirror-like finish so that he could see himself as he walked - the flecks of silver in the stone looked like stars. He smiled to himself at it's beauty, and concentrated on the floor, following the golden line that led up to the Lady's throne - he dared not look up to her, he daren't not offend. Once he reached the symbol of the sun, he kneeled on the floor, spreading his wings out wide, and low, letting them drape like a great cloak across the floor - begging her to remove them should she deem fit, his head hung low, his brow touching his knee, and both hands firmly planted on the floor to balance himself.
"My Lady." he whispered, not wanting his voice to break her thoughts.
He was going to reach into his pouch, and immediately pull out the trinket to leave at her feet, stand, his head still hung, and turn to take his leave of her has he had always done since the day he was old enough to come to the temple on his own accord - but today, it was different. Today, he heard a voice.
It was soft, and beautiful, a almost a trill within' it, like the sweetest of doves, "Your consistancy is comendable..."
That was when he was caught off guard, and he glanced up at the source of the voice, he couldn't help himself - and he silently cursed himself for it - looking back to the floor, keeping his beak shut and hoping he had not offended too greatly. But the deed was already done, he had seen.
The vision of them was burned into his memory, and he didn't even want it to be removed. Like a painting that would never leave - an engraving in the stone on every home's empty side, the murals that depicted their devotions. She was like nothing he had ever seen. She was... almost human. And the one who had spoken to him was the Zephyr, the wind - the voice. She was the one of his people who had been chosen to stand at her side always - he had known of her... the white falcon. The hound sat at her right, almost as sharp as the Zephyr. If he had looked longer, he might have seen the spider perched upon the throne somewhere, but he didn't - he knew she was there though. The avatars of the Lady - how had he been so stupid as to look at them!
"You know," the voice broke the silence again, a light chuckle in the air, "you are one of the few so humble... what did you bring today, Kholu?"
He reached into his satchel now, and pulled out his trinket, one one hand proud of the fact that it's sapphires matched the floor on which now he kneeled, and cursing himself silently for not having worked on it longer.. it was not yet perfect. He laid it on the floor in front of him, and sat it directly in the center of the sun's mark.
Then he felt it while he was distracted with his movements. A hand upon his head. He knew it wasn't the Zephyr, and he wept silently. She loved him.
"Go now," the voice spoke again, "you've a duty awaiting you."
He bowed even lower, stood, turned on his heel, and strode again across the temple's great hall toward the exit, pride swelling in his chest to the part where he felt as though his heart would burst. And standing there, waiting for him, for HIM at the entrance to the temple, was a Torstea - it's rainbow-like hide shimmering in the sunlight that filtered in through the great archways. It chimed at him, a series of noises that pleased the ear, and he couldn't help but to smile. As he strode past it, it turned without word, and followed him - for the Lady had given it to him.
The Sentries, Crusaders, and Pilgrims all met with him with open arms - and they dawned him with his own equipment for better serving the lady. The Legatus strode up to him, and handed him a curled scroll, his very first orders. It was time it seemed, for him to see the Land below. He wondered what it looked like - he'd heard of trees - trees that grew from the ground - and numbered as many as the feather's on a man's back. He heard of creatures that burrowed in the ground, and never knew to stride above it. He heard of stones the size of a hundered cities combined, and bodies of water that stretched as far as the sky itself. He was proud, and very afraid.
His first orders, as it would seem, were the orders of a Pilgrim. They were simple, and non-combatant. He was to travel down to the land below, and observe the world. Should he perform in combat in a way not befitting of the Lady, he would be banished. He would be sure to only defend himself - for one day, perhaps one day he would become a Crusader - and there would be a time for combat.
He watched the Crusaders as they suited up, they had already given their own tithings in a different way - for they no longer needed to enter the temple for the Lady to know their love - they only needed to kneel and pray (most had their own altars for her tithings and devotion). They dawned their armor, mounted their steeds, and took off to the sky - their steeds bounding on the air almost effortlessly as they strode toward the land far below. There was corruption below they had to clense, and they would do so with the fury of a thousand storms.
As for him, he mounted his own steed - the feel of it foriegn beneth him, clutched his new gear, and held onto the steel-like mane of his mount as it bounded off in it's own direction - taking him to strange new places. It would be at least a year before he would see the city again - and as the Lady had need of him, he didn't even stop to say goodbye.
This was the happiest time of his life, and he was excited already when he could return, to tell the fellow Sentries of his service, and kneel before the lady again.
***********
Across the street, from her own marbled yard with it's carved stone garden, Aulaa stood and watched as the devout left for the day. It wasn't often that new devout were chosen, but when they were, she always rolled her eyes and shook her head.
Reaching up, she petted the head of her faithful companion, the Skeel - she named hers Tooka. Tooka was a much better pet than those great Torstea anyway - at least her Tooka could fit in her house! She finished her chores of plucking the ripe berries and nuts growing along her side of the road, and placed them in the ivory basin to go on her table for dinner later on.
Before she left her house, she knelt briefly at her shrine for the Lady, lit another stick of insence, cleaned off the ashes from the old one, and added a single one of the ripest berries as a tithing. It wouldn't be there when she got back, it never was... Was it the Lady? Or had Tooka simply eaten it? Silly little Nautilidae, he was always causing mischief. Now that her devotion had been performed, and her tithing had been made - she touched her brow for the Lady, and left the house to go to work.
Not everyone could spend so much time in devotion - and she hardly had time for lines. A woman had to sleep after all, and she had to work as well - somebody had to make new clothes, do the pottery, mason the stone, go down to the world below for new skystone! She was a humble woman for sure, but she had work to do! Surely the lady, of all people (if one would dare compare her to a person) would understand that - the city doesn't build itself!
She passed by the line of hopefulls, and tried to ignore the Crusaders as they rode off with their mounts, armor, and glaives - and silently prayed to the lady as she went to walked toward her place of work.
^Kapper Story + Q/A Nik, Took, Kat, Kuz, and Lur were all from the same mother. There used to be Ziik and Tut and Mij as well, but they were all dead now - foolish siblings. Kaa was also their sibling directly, but he was quite a bit older, and an esteemed master of the pyrotechnics, he made flame-machines. Nik didn't quite understand them, but Nik sure liked watching the fire! Oh, how it danced in front of his eyes!
Every day was the same since he was old enough to leave the warrens. Dig in rocks, give rocks to smelters, smelters smelt, smiths smith, foilers foil, tinkers tink, jewlers jewel, steamers work the steam engines, alchemists work the chemicals, pyros work the fire, and plasmites work the coils... All these things ended up working together to whirl, bob, whistle, kahoot, and steam. It made the tunnels "safe", the doors open and close, the pistols work, the lights come on, and the elevators go and down. All things for the great machine known as the "tunnel", the gut of the world.
And it was BORING. Boring and hard. Nik didn't like picking through rocks, not one bit. Nik wanted to so something fun, like a steamer! At least steamers got burned alive, but all Nik got was blisters on his fingers. His siblings agreed. Well, at least Took, Kat, Kuz, and Lur did. The rest couldn't, or wouldn't. And as for Lur, she was almost old enough to make Kits of her own, and was so tired of seeing just the stone and her siblings. She needed to get out! And who was Nik, but not a good brother to help his sister get what she needed? Together, the four of them would escape, and see the world - bring back a fortune of finds, and earn their place in something other than the mines! Yes, yes they would.
They just... they just needed help, that's all.. I mean, there's only four of them, and there's not a weapon among them... unless you counted the lazer-drill, the diamond tipped pick-axe, or the shovel... or his pet albino scorpion. He loved that thing, kept it in a glass jar though, ever since it stung Ziik.... poor Ziik. Oh well, he still had three other siblings. Today however, it was time for his plans to go into effect! Well, his and Took's plans - they planned together you see, they were almost like twins! Well, okay, they were all kits together, but he and Took had the same father, he was sure of it!
Nik and Took skittered through the bronze hallways - an almost golden contrast compared to the pitch blackness of the walls, most of which was coal in this part of the tunnels. The copper wiring above hummed with blue plasma, and steam vented from pipes just out of burning-reach. They reached the door to one of the many warrens, and turned the dial the right way to open the door. It clanged, ground, and clattered - grinding on it's wheels as the door itself rotated and rolled out fo the way, presenting the opening to the dimly lit space beyond.
Mushrooms, slimes, and lichen lined the cavern walls in here - glowing softly to provide the only light in the warren. Grass and fur muffled most sound, protecting one's feet from being hurt as compared to metal or stone. The mothers were sleeping now, sleeping soundly on their backs or sides to expose themselves to whichever kits felt the need to feed. Good thing they were so drowzy too - it would make this job that much easier with them asleep...
They split up, each choosing a different direction, it would be faster that way. He passed by kits clinging to the bodies of their mothers. Passed by kits cradled in the mothers' arms. Passed by clumps of kits all sleeping soundly together, their tails wrapped around each other. He tripped over a few brightly colored toys, barely catching himself before his face hit the ground. And that's about the time he saw what he was seeking.
Before him, sprawled out on the floor, on the miniature stone tables and chairs, clinging to their toys and snacks of gruel, were the slightly older kits. They no longer felt the need to cling to their mothers, and like he was just a year or two ago, most likely anxious to leave the warrens. Very anxious, if they were anything like him or HIS siblings.
He leaned down to the nearest one, a male from the smell of him, little tusks sticking out from his face, his horns curving back from his otherwise barren skull. He wore no clothing (few kapper did), and one could even see his wings - that was a fairly rare trait. He chuckled to himself at the fact that they were clearly not the same size. He gave him a little shake, and the younger Kapp stirred. He gave him a mischievious grin, and the younger Kapp blinked at him, confused. He continued to three of four more kits, waking them as he went - he picked the oldest looking, or as the case may be, the largest.
Once he had stirred enough, he smirked at them all, and turned to leave, pattering off toward the exit from which he and his brother came. Some of them stayed there, confused - others, the more curious, followed. Once they were all outside, his brother and his followers met up. They closed the door behind them, and introduced each other in hushed tones;
Nik (himself) the murky, Took (his brother) the snaggle-toothed one. Pip the off-wing, Kat the red (different from Kat his sister), Zal the black-footed, Boot the yellow, Gar with the horns (whom he later found out was a female), and Tiz the long-tailed. None of these titles were important of course, but one does tend to forget names.. He glanced at his timepiece, ah, just in time! Kat (his sister) the fluffy, Kuz (his brother) mangle-hand, and Lur (his better sister) gold-eye finally showed up. With Nik, Took, Pip, Kat, Zal, Boot, Gar, Tiz, Kat, Kuz, and Lur - they were all ready to go!
"Quick, we go!" Nik shouted out, and they all shouted in turn their own joys! It was time to GO! Leaping over one another, shouting, cheering, slapping the walls with their open palms, bouncing off the walls, swinging from the pipes overhead (where Kuz burned his hand and whimpered), they darted their way toward the exit of the great tunnels! They passed by the workshops, the home-dens, the quarries, the Mum farms (oh how he loved those), and even a couple (dozen) adults busy making more kits.
Finally, FINALLY! They made it to the light, and they all screeched and covered their eyes with their clawed hands when it struck them.
What a horrible thing is this?! Such a thing that would sting their eyes and make them water like the dust of coal! Squinting and blinking, they became used to the light, and wondered at the things they found there. Rocks of different color, the open sky, shrubs and grasses, and... something very large moving about on the ground. Oh, that was scary! Let's see if we can eat it's knees! Haha!
If only the pronghorn knew what terrible fate awaited it...
******************
Kaa heard about the commotion later on, and scoffed. He adjusted his spectacles, and shifted in his chair, adding a little more of that flamable powder to the copper tubing he had been working on. These charges would do nicely indeed...
He grumbled to himself at the antics of his younger siblings - heard they had stolen away some kits from the warrens, the mothers were furious! But no point in chasing them - they were a large group now, and most likely half of them would come back. Good enough numbers, really... HE came back when he was younger, and his time outside did him good - look at where he is now. HE was quite happy to help make the sentries - giving them their explosive charges that made them so deadly. No more would those tunnel worms cause them troubles! Not with his assistance on the inventions, anyway.
He sighed again, thinking about which of the youngsters would actually come back alive, and what sort of descruction their games would cause above... "war party" they would call it... if only they knew it was a couple of kits having fun... how uneducated the barbarians of the upperlands could be. Disgusting creatures, so huge and dull-minded.
His sighing caused his 'assistant' to become curious, and scamper her way over to him, looking up with her blue slitted eyes, swishing her lion-tufted tail back and forth. He smiled down at her and patted her head, "It's nothing, go back to work." She frowned, but nodded, and sighing herself, walked back over to her miniature-sized worktable to grind up the powder.
It was a rare thing he did, but it was not unheard of. He could see himself in her - she had his eyes for sure. She must be his. She and one other were the only two from the litter that might have been his, and he chose her because she was smaller - the larger could easily find work in the mines when he grew up. It was a rare thing he did, taking her for himself - she would learn good work, she would - and she would most certainly not participate in the foolish antics as the other kits did - she would learn from his own mistakes, without making them herself. She was HIS kit, and she would benefit from his years... and even if she wasn't his kit (which was likely as well), she was lucky enough that he considered her his own.
Oh, how her mother was furious for his theft of her!
*******************
It had been almost two years of their antics on the upperworld. Took, Kat (not his sister), and Boot had died. Gar "got smart" as she said, and went home to the tunnels. Kat (his sister) dissapeared entirely. Kuz's foot also became mangled, but this time from injury, not from birth. It was just Nik, Pip, Zal, Boot, Tiz, Kuz, and his one remaining sister, Lur.
They had a nice collection, which they'd been hiding together in a little cave-hole they found and had been sleeping in. Trees surrounded them now, and there were plenty of fluffy things to eat - "Ray-Bits" as they heard the tall things call them, and "Shiip" were the larger flavor. They even got an occasional ear or finger from the tall things, those were wonderful treats, but dangerous to aquire - after all, that's how Took died - and Took was his favorite brother.
Lur had even had her own litter of kits finally, he was so happy for her! Six kits in total, but only five survived. One had three little wings, they were sure it was Pip's, so they named it Lurp. One was yellow, but had black feet so it was either Zal's or Boot's, but most likely Zal's because Boot was dead before Lur wanted kits, so they named it Zoot. One was the ugliest of colors, and covered in lumps - he was sure that was his own, and Lur named it Tii. One he hoped was Took's, for he participated before he died, and that little girl had snaggle-teeth, so they named it Took. Even Kuz managed to get one, they knew this because it was born with a mangled arm, he was quite lucky, becuase he had a hard time at those games - they named her Brok. Tiz was dissapointed.
Nik looked over thier little hoard... He thought of all the bones they found, of all the yummy berries and nuts they learned to eat. He stared at the various shiny things, the rings, necklaces, coins, hats, and socks they had gathered. They had succeeded in many things, and learned a lot. Mostly they learned because of Took, Kat, and Boot. Poor Took. He scratched his head, and thought about the kits. He thought about their recent adventure, the one where they found the ring with the red stone in it. It was his favorite. And because of this thought, he became afraid.
It was time perhaps... time for him to go. When they were all alseep, he pocketed the ring, a few nuts, and socks for both feet they found on a helpless and wiggly miniature tall-thing - found it in a cage they did - a cage with no top, for it couldn't even walk. What an ugly creature, but the socks fit him. Lastly, he picked up new-Took. He decided to choose her over Tii because he wanted to honor old-Took, and because new-Took was a female. She barely even wiggled in protest, but he put a root in her mouth anyway, just to keep her quiet. And away he went in the night another sound. They would be furious - but they would never find him - they had not learned (as he had) how to read footprints.
****************
The next morning - that's when the men came.
They sought to rid the world of the terrible nest of Kappers that they had tracked to their den. The woodsman sought vengance for his wife's finger, which they had gnawed off to steal her ring - she was sick from infection. The shepherd sought to protect his flock. And the carpenter sought to protect his daughter, who had been attacked in his own home - in her own crib! Those vermin had to die!
And they did. All the vermin died. Every last one.
Pip, Zal, Boot, Tiz, Kuz, Lur, Lurp, Zoot, and even Tii. Only Brok survived. She was taken by the shepherd, most likely because of her mangled arm. She would be fattened on sheep's milk, and taught to clean the house - a poor life for sure, she would never know anything else but servitude.
Of course, Nik and Took survived, for they weren't even there that day... And Took learned from his mistakes (especially after he came back to visit, and found only bones) - and he taught his mistakes to Took, and they survived well. They even went so far as to learn the tall-things language, a complicated thing with many words making single words, "Huu-mans" they were called. He and Took were good friends, and they were working hard in a land where there were rolling hills, helping out their "Huu-man fren" named "Bett-ty" at the inn of the trade-roads there.
Life was good for Nik and Took, for his child's games were no longer strong in his blood. And the ring he kept on his tail, as a reminder.
+I'm going to derive from the kapper story that in their society, incest is normal. Yes, it is. It's kinda' like rats. Put a bunch or rats together in a cage, they will make babies (related or not).
-Is that how they bred all of their strange mutations/crazy into their species? Religion-wise, they are all mutated / crazy because they are creatures of chaos (and choas is the god of madness and distortion). Biologically, inbreeding lots doens't help. :P
-Also, I noticed that both male characters that had their views in this story stole female offspring (that are in some way related to them) is this coincidental, or for breeding purposes? Coincidental. The younger male stole the female because yes, to him she will be more valuable when she grows up 'cause she can have babies. The older male stole the female simply because she is smaller (as compared to her sibling, who could find work elsewhere), he was trying to "help the runt out". Being a more refined, experienced, and educated individual (as opposed to a rowdy teenager who works in the mines - a lowly commoner), he would likely never dare breed with her (unless she demanded it when she grew up).
-Is it very common for fathers/uncles/brothers to breed with their female relatives? It seems to be in this story (for the case of brother-sister) but I'm not too sure if this is common for the whole race or just in this family. Ah - to Kapper (few individuals asside, case in point, the older male who stole the young female just so he could educate her and give her a "better life") - Kapper have no "families". They know of mother (the one who birthed them) - but for the most part Kapper raise families in Warrens. A warren is a place with lots of mothers, and even more children. They all raise the kits together. If a kit needs to be disciplined, it doesn't matter which mother does it. Likewise, if a kit needs to feed, it doesn't matter which mother it nestles up against. It's a very - "it's not my kid, it's OUR kids" sorta' thing. Siblings however, tend to stay in groups - not because of blood relation, but because they're friends. Fathers rarely "keep" their kits (and mothers usually don't want the fathers 'helping' anyway)... plus.. you never know who the father is anyway, that's a guessing game.
So... the short answer... Yes, it's very common for them to all breed together (relative or not), but "relative" doesn't really work the same way for Kappers. They know who gave birth to them, but that's not relevant to who raised them. They know who their litter-mates are because they are friends. They MAY know who their fathers are.... as for the rest of the relations (uncles, etc) - figuring out who those are is even harder.
For the most part, Kapper don't even notice "they're a family member" - there is no barrier for breeding... Kapper that DO have a barrier, usually have aquired it through outside influence - they've seen the way the rest of the world works - probably picked up a few things on their own, and decided that that's not what they want to do.
-I take it that males don't stay with the females that they mate with/mate with several females? Not only do Kapper breed rampantly when they decide to, but they breed rather like cats. It works as such: A female decides she wants babies. She wants them NOW. And she will have her way. She is in charge of this, it is her decision, and she will get what she wants (and what male would deny such a request?). For the rest of the day, she would proceed to breed with ... as many males as she sees fit... 12 will do nicely. Basically, when she wants babies, they have an orgy - and kapper are usually not prudish, it really is an orgy. And, like cats with breeding - if there are 8 babies, each baby may very well have a differnet dad, even though they are all born on the same day - and all concieved at the same time. Because of this (and the females not usually wanting their "help"), the males take no claim in raising the young. Again - usually. There are rare cases of mated pairs, or rare cases (as shown with the older male in the story) where a male desires true parenthood. Likewise, a female may desire true parenthood, and stay away from the warrens - or decide upon a single mate. But commonly? Orgy + "who IS my daddy, anyway?".
-What is the role of either gender in society? Males and females have the same role and/or value in Kapper society. There is no difference. However, when it comes to making babies, it gets more complicated. Females give birth and raise the young (even if it's not their own)... when a female kapper decides she wants to become a "mother" - she rarely looses that status. She breeds, makes babies, raises babies - and that's pretty much all she does for the rest of her life, but it is her choice. Females control the breeding. A female who has not yet decided to become "mother" however - you wouldn't be able to tell the difference between her and a male... except maybe the boobs (if she had any), and lack of penis (unless she has hyena-like anatomy down there, which is rare, but not unheard of in kapper.. they are creatures of chaos, after all).
^Mammalian/Beast-walker Story She had tracked it this far, and she was not willing to give up. Her padded hand touched the ground where she was sure it walked, and she could see where the blades of grass had bent from it's passing. It no longer left tracks, too far from the lower part of the hills where the water sat the longest, but she knew it went this way. She was not willing to give up. She stood errect, and silently, her ears twitching in the dead air, listening for even the faintest of sounds. Nothing. Her wolf-like nose twitched, and she caught just the faintest of scents - a nutty smell, sharp, but far away. He was close now.
She kept her long tail tucked low against her legs to prevent it from rubbing against too many branches, lest they make noise, and she kept her head low as she crept toward her quarry. She would not give-- AH! She dropped noiselessly down to the ground - or so she thought - the leaves rustled. The stag in the clearing raised his head, his eyes rolling nervously as he looked for whatever might have caused the noise. He must have dismissed it in the stillness, for he lowered his head again. Perhaps he thought she was a rabbit, hah! Wouldn't that be something. Imagine, her, a frightened little rabbit... no such luck for the stag.
Her stripes hid her well, blending her into the shadows as she slowly inched her way toward him. She could'nt hear her brothers in the background, but she knew they were there - slowly surrounding him. Once she was in possition, she waited. She would have him, she would. She tightened her grip around her spear - it's tip the sharpened weapon of another stag from long ago - this one.. this one would do nicely. Ready.... ready... NOW!
She lept into the clearing, a snarl escaping from where it had been hiding deep in her throat, her teeth bared, and spear raised for the kill. The stag turned to run, but found his exit blocked by another - one of her brothers had presented himself - to help make a loose net of bodies. The stag reared on it's back feet, twisting so it could change direction, and bound in another direction only to be cut off again. It realized it's escape options were running out, and it took a bold chance - leaping between two of the walkers with a single stride, and off he went into the forest. If only he knew that their lives depended on it as well, and they would not give up so easily.
She snarled again, and heard the cries of outrage from her brothers - the growls, the roars, and the hisses. After him they ran - most with spears in their hands. She let her feet do the work, avoiding branches as she lept over rocks, dodged around trees, ducked under overlying branches. She didn't even notice the pain when a thorned bush scraped her arm - she was after her quarry, and she would have him! Her eyes were mad with the hunt, and she could taste his fear upon the air - it stank of it. Oh how she loved that smell.
She was getting closer now, was she fast enough? Or had he slowed? No - she ran past the branch that he got his anlter stuck on previously - the perfect thing to let her gain more ground upon him. Her brother got to him first. Curse him! He lept into the air at the stag, his spear raised over his shoulder as he Screamed out his battle-cry, his white fur glistening in the moonlight, his mane flowing behind him like ribbons. The stag wheeled around on his hooves, and lowered his head. The spear missed, landing solidly in the soil - her white brother never did land. His stomach splattered on the ground, and as the stag shook his head to rid himself of the weight, his body finally fell - laying still with the rest of his organs. Curse him!
The stag snorted, fog coming from his nose, blood covering his antlers - he backed up from the body, and faced his new foe with his weapons ready. He stared directly at her - he was going to charge, she knew it! He had some fight in him, he did, ha! She would be ready to dodge his coming attack! He did charge, and as he came crashing toward her, his head lowered, she stepped to the side - but he turned his head, and caught the side of her arm as he ran past. She hissed in pain, but the scream came from him instead. She turned to look at him, and saw a spear from another brother sticking from his rump - this spear had crimson feathers tied to it - it was Golden-Back. Oh how she marvled at his skill - had he thrown the spear? He must have!
He kicked wildly into the air, sending dirt and leaves and blood everywhere as he screamed in protest from the fire that was in his haunch, just as the fire was in her arm - but she was a hunter, not some fearful stag! She would not scream as such a creature! She snarled out her fury, and lept at the stag from the side while he was turning the other way, and brought down her spear deep within' his ribs. There was little resistance, and it slid in nicely. He gave a gurgled cry, and fell to the ground by her white-brother's body, flailing his dangerous legs in the air and against the ground. He thrashed his head, and tried to stand, but likely his body was turning to stone on the inside.
Golden-Back was here now, and she could hear her other brothers arriving as they made a terrible racket rushing toward where they lost their foe. Golden-Back grinned at her, his pearly teeth glistening in the moonlight - and drew his dagger across the stag's neck. He lay still. She clutched her arm to ease the burn, and he looked her up and down, grinning again. "Nice hunt, sister" he smirked at her - but he was not mocking her - he was... staring at her, as one would stare at a hare. She laughed nervously, "Nice throw." And just to accent her point, she punched him in the shoulder. He laughed. This is when her other brothers arrived - and the four of them together cried out their victory into the night as loudly as they could - their mourning sound reaching far into the distance - if they cried loudly enough thier victory, perhaps even the shadows would hear - and he would be pleased.
Together they brought them back - the two of them. The victors (she and Golden-Back) carried the stag together, and her other brothers (Keen-Nose and Wind-Speaks) carried their dead brother, the white one, The Pale. Once they arrived back at their village, the entire town celebrated their victory - the glory of the hunt, and celebrated in mourning the death of their brother. They rubbed charcoal in the wound on her arm, and wrapped a bandage around it - she would always be able to tell of her great story of the hunt with the stag who slayed The Pale. And others would see her arm, and know this is truth.
They all danced around the fire as they sang, and cried out, drank wine of the deepest purple berries, and watched the pyre burn away the lowly flesh of their brother - his ashes floating toward the sky. They feasted on the roasted meat of the stag, and laughed as they recounted each other's adventures. The hunt was successful, the pups would be well-fed. It was a good night.
She could feel the Shadow-Born staring at her while she ate, his ice-blue eyes grazing over her form. She was afraid of him - but she dared not show it. It wasn't so much him that she was afraid of, but more of what he represented. It was twenty and three years ago that The Shadow (himself) came to thier village. He claimed the best huntress the village had to offer, Azula Swift-Paw. He fancied her perhaps because of her beauty, but more likely because she was the best. Shadow favored the hunters, for he enjoyed the games. He even joined them in a hunt himself one night long ago - but that was the night he gave her a pup - oh how he favored her. But that was a long time ago when Shadow-Born was made - and she feared that The Shadow might come again and favor her... It wasn't that she feared him, but... she... she...
And that was when she noticed the hungry gaze of another. Golden-Back. Oh, how handsome he was. His belly was shadowed like the darkest of nights, his back faded to a brilliant golden brown, riddled with waving stripes. He was lean, and cut strongly - his facial features sharp, but his ears rounded... she didn't mind the ears - especially with a chest like that.. she could see the muscles ripple beneth his fur when he ran, hunted, dance. When he strode over to her boldly, his golden eyes coveting her form. She couldn't help but smiling to herself, but pretended to ignore him. At least until he so boldly swooped down and stole a kiss, licking her neck and jaw. She grinned openly at him, but pawed away his face, causing him to fall on his backside in the dirt. Everyone laughed, she smiled, and he just grinned up at her.
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Five years later was when they met another clan, the Cold-River clan. It wasn't often that the Forest-Hunter clan met with others, but the Cold-River clan was one they were on good terms with. It was then that Greylight (the huntress), her mate Golden-Back, and the beautiful pup they made together, of three years of age now met with a Fisher from the Cold-River clan. He was friendly enough - though with a spear in his hand, he held it loosely - it was perhaps because of their pup that he held such a friendly stance, but they didn't mind.
They all talked together, and gave the sign of The Shadow. They traded meats and furs that they had hunted, while the Fisher traded shells and scales and fish. They talked with one another so that the Fisher could learn how to carve a stag's antler into a sharper point than the stone he had smashed into a point, and they learned how to use the red mud to make a water-holding pot. While they happily traded and talked with one another, their pup wandered off to play.
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Nasha was a pup of only three years of age. Her mind was still full of games, as it would be until she had reached well into ten years of age. She followed the butterflies that danced in the sunlight, and listened to the brook that fed into the Fisher's river. He was an odd fellow, with hardly a claw, and she wondered how he fed himself. But that thought soon left her when she saw a dragonfly - a bug she had never seen before in her short years, and chased it merrily through the leafy trees. She chased it all the way until it landed upon a rock.. which lay just before a set of scaled legs.
Her ears dropped low, and she looked up with wide golden eyes - fearful for a moment - at the great scaled man that stood before her now - a curved blade at his side, and clothes of white and cream wrapped around him. She took a step backwards, and instead of coming foreward, he leaned down and rested upon his knees - letting his hands fall limply to his legs instead of the blade's hilt, and a smile could be seen wrinkling at the corners of his eyes.
Oh, but how bold is a child of only three years of age? "Bug!" she decided to exclaim happily, pointing with a single clawed finger at the shimmering blue creature that had it's wings spread on the stone between them. "Yesss," the dragon-man spoke softly, "What color is it?" he asked a simple question. "Sky?" she answered, but not quite sure if she was right. He chucked, "Yesss, it is sky-colored."
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While they were talking to the Fisher, Greylight became more and more nervous.. why was she nervous? What sort of games were the fates playing at her heart - tugging on it as though they held strings it as tied to? Why is she - ... where.. where is Nasha?
This question in the back of her mind caused her, her mate, and even the stranger to go searching for the pup - calling out her name when they couldn't see her within' such a close distance. She didn't respond. The panic quickly raised from their hearts and into their throats - leaping even further into their brains. They felt like rabbits. How could this feeling fill them? Where was Nasha? NASHA!
And that's when they saw him. The dragon, with Nasha in his arms.
Everyone froze. Everyone except Nasha, who was picking at the scales on the dragon's face.
The hackles raised on Grey and Golden's necks, but the Fisher raised his hands to calm them, and spoke in quick, hushed tones, "This is a dragon-man, I've seen them before - Ssa'shirk they are called, and mighty warriors, use caution!" Seeing that his warning was not yet going heeded, he urged them further, "They come to trade, his sword is sheathed, breathe deep, seek peace!" he stressed out the words, and nervously glanced to the 'dragon-man' before them.
"Speak!" barked out Greylight.
The Ssashirk simply smiled at them.
"Speak!" she barked again, this time slowly wrapping her hands around her spear. Her mate was quietly possitioning himself to flank the reptile.
The Ssashirk smiled again, and spoke, "Nasha wishes to see sands and cities. I will take her." But his words were un-budging, and stated as cold fact.
All were silent.
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Seven years later, "Lady Nasha Scale-Friend" wanted to see more of the world than the great desert city of Tumai. She had learned all she wanted to fill her head with from the books she had been gifted, and she fiddled with the lovely emerald garmant that her mentor had given her as a new present for her growing.
She knew what year it was, for she studied the stars as she was taught to do - this was the year that Kashaam had promised to return her to her people - she barely remembered them. She wept to her tutor, begging him not to take her back - and he reminded her of the severity of breaking a deal. He intended to never commit such a crime, and it was time for her to return home.
She knew her people were fearful of strangers - and why wouldn't they be? All the books told tales of the others slaughtering and exiling their people - forcing them to live with the God of Shadows in the Dark Forests beyond the Red Wall. She knew that even now things were tense - was that not how she came to be with Kashaam? She didn't want to go back... What if they mistrusted her? What if they didn't want her? What if her parents had been killed in some hunt? Or some clan-based battle between villages?
But a deal was a deal - and Kashaam would never break a deal. It was time for Nasha to go home.
^Ssashirk Story Dass'arakaz'eth (often called "Dass" for short) had spent many long years with her instructor, Kashaam. She found him to be wretchedly old, and quite bitter - but a good instructor. He taught her of other cultures, of language, and writing, and reading the stars. She was most interested in the trade, so he taught her as much as he could about the counting. She left him three months ago, and right now, as bitter as he was, she sorely missed his company.
The sun was hot, the sand was harsh, the water was scarce, and the company was non-existant. With the sun beating down on her scales, she was forced to open her mouth to cool herself - and felt like a savage for doing so. All that she owned she carried at her waist, and though she hoped to make good trade of it, she had yet to find a single customer... more importantly, she had yet to find water. At least fortune still smiled upon her, for she had yet to be devoured by a Tak-kaam, a deadly beast of the sands.
Oh, what she wouldn't give for a single drop of Manaah! She was beginning to look like a begger, the bottoms of her robes were fraying and tattering with every passing day, and she hadn't enough water to wash them, so they began to smell. Her skin was darkening beneth the harsh glares of the shadeless sun, and she was certain she would die. But no. She was Ssashirk! Daughter of the Darashe'ne Mother! The desert could not defeat her! She refused!
Suddenly, in her solitude of the seemingly endless sand, she heard a sudden burst of shouting and screaming - the sound of steel clashing on steel, and the sound of a dozen great beasts bellowing into the sky above. She flinched briefly - and then raced toward the sound - peaking over a dune to see the commotion happening at the oasis below.
An oasis! Water! Water and shade! Clearly a village was here, she could see the rubble of the once great town that grew around the water - a source so precious that whole tribes would kill each other for it, which is what seemed to be happening now. From her possition of upon the hill where she could watch out of relative danger, she gathered the battle-scene below her.
A Tumai human, and a band of a dozen Ssashirk people mounted upon beasts had their sabres brandished, and were slaying the group of Tumai poor-blooded that had taken up home in the Oasis ruins. It was a very one-sided battle. Though the poor-blooded were fierce, holding weapons in their hands, they only managed to injure a few of the mounted Ssashirk, and only kill one. A single Ssashirk stood out to Dass the most - a mighty warrior, the mightiest of mightiest!
When the fighting died down, it was because all the poor-blooded were slain - almost three dozen bodies lie in the sands - and those few that remained fled into the waterless ocean of the desert. There was no victory cry. This was a mercenary-like conquest. Cold killers, likely hired by the Tumai human. And that's when they saw her. Damn! How could she have been so stupid as to be seen!? Instead of ducking down into the sand (which would only show that that she had been trying to be sneaky, like a theif) - she decided to make herself as known as possible, and stood boldly at the top of the dune so that all could see her. They rode to her quickly, their expressions grim, and formed a circle around her, their swords still drawn.
The greatest of the Ssashirk was the one who spoke, her voice harsh and graveled, "This is Mndume's water." - she was the tongue for Mndume, whom Dass assumed was the Tumai.
"Yes." she agreed.
There was a moment of contemplation, and then Mndume decided to speak for himself, a smile playing across his flat and dark face, "You may drink from it."
In return, she offered her new friend a humble gift of eleven gold pieces - one for each survivor of the battle that they had won here today. Ah, water - Manaah. The greatest gift the mother could ever bestow.
Later that day, as the entire party drank and cleaned at the Oasis, she learned that the greatest of warriors in this party was named Gikashk. It was a name she recongized. She was the favored general of the Tumai armies - the mightiest of warriors in all the sands. It was little wonder at why she had been so impressed by her. Kashaam was a good teacher, he truely was - but it was Gikashk that could teach her more. And a Ssashirk with many skills is one that sees the tomorrow.
---------------
It had been twelve years ago when she met Gikashk. And in twelve years, Dass had learned a lot.
She had seen the city of Tumai, and watched the gladiator's games where Ssashirk happily fought each other to the death for the entertainment of the Tumai, and the coin it would provide. She had seen the many clutches and tribes of Ssashirk wandering the desert - and had come to know each one's territories, Oasis, ruins where they set up their summer and winter camps, and even their wells (which she made sure to never drink from without an honorable trade). She had seen war and battle, and was herself a fierce warrior of the twin daggers. She had known of raiders, and defended her caravan. She had aquired herself a Duma'koon, a Shovel-Tusk to pull her cart of goods she had amassed. She had learned of the best places to find and steal young Duma'koon, and where to find the wild Sarane eggs.
When she learned of the lush and green lands with more water than one could hope to drink in a lifetime, she set out toward the east. There was good trade there. She had established her own trade-routes, and learned to read the land by memory alone.
After she learned to trade there, it was another five years before she and her new found friend, a human by the name of Barthew had decided to travel south. That was when they met the Ka-tak'ash. Those people were different from the Ssashirk - but Barthew couldn't tell the difference. Foolish human. He offered to trade with them, and Dass couldn't refuse. While they traded well (an event that took two days and one night) with the more experienced of the two, they butchered and devoured Barthew. She didn't know until the trading was complete and she tried to find him - flesh-eaters, all of them!
She would never venture so far south again. It's no wonder that the Ka-tak'ash and the Ssashirk are considered different people, it's not just becuase of the differnence in the color of their scales, but their cruel mannerisms. She regretted most of all the greatest deal she made with them. It was a good deal, but their cruelty to Barthew left her feeling tainted. Ever since then she stayed to her own trade-route between the city of Tumai, and the city of the "Labs" - in the land of rolling hills.
This was her trade-route. Hers, and her egg's. She knew it was a boy, she could smell it. After he hatched, three years after, she would name him for his favored trait. She would teach him well - the trader's skill. The honorable trader's skill, not the trader's skill of the raiders who would sell back to you what they stole. No. The good kind. She would never tell him of his father in the south, for her shame was too great. ^Humanish/Ersatz Story He let his fingers pass over the charcoal drawing, and silently cursed himself immediately after for having caused a smudge across her face. He blurred her cheek, how could he have been so careless? No matter, he had it memorized, he'd fix it later. Tana. She was beautiful, but her father would never approve... not while he worked for Lord Herldic. Well, he wasn't quite a lord really, but Tana's father didn't approve of... what did he say? "Those boot-licking dogs in the city."..? Yes, he did believe that was the term he heard. As if he'd ever licked boots. As if he'd ever stoop so low! And he wasn't a dog!
"Tamil!" He heard the voice shout from down the hallway, and quickly came striding toward his lord's call, "coming" he announced himself, so his lord wouldn't become cross, wondering if he'd even heard him or not.
He entered his lord's chamber, finding him sitting at his desk, scribing some sort of document with his fountain pen. Ah, that's the source of the distress. He walked over to his lord, and smiled softly at him, lifting his hands to open the chamber of the lantern to add more oil, "Not quite light enough, eh, my lord?"
His lord made no move to acknowledge him, but instead muttered to his servant as he continued to write in the dim light from the window at a dying dusk, " 'Eh' is not a word, Tamil."
"Er, yes, my Lord.. ah, um.."
" 'is it'. It's not quite light enough, is it, my lord. Not 'eh, er, ah, or um'."
Tamil was quite for a moment, afraid that he'd use another two-letter word if he opened his mouth again in the next few seconds. Finally, when he'd returned from the storage cabinent with the flask of oil, he began to fill the lantern, "My appolagies, my lord." And as he put the lantern back together, he allowed his eyes to graze over his master's writing - which caused his master to look up at him from over the rim of his spectacles. "My appolagies, my lord-" he choked out, catching himself when he realized his rudeness, and quickly turned to make his leave, sweeping his way hastily out of the room to give his master much ado privacy for his writing.
His drawing fell from his pocket, and floated to the floor as he closed the door behind him.
------
Tana hit the beast square on the nose, "Enough o' that!" The creature snorted it's displeasure, snuffling snot all over her chest. "Oh, I don't care! You'll not bite again or you'll get another - now take th' harness an' stop complainin'!" The beast thought about biting her again, but ended up thinking the better of it, begrudgingly taking the harness over it's neck.
She brushed her red hair out of her face, muttering her displeasure at the wind as she picked up the plow that the great and stubborn beast before her was meant to pull, "All right then, get started." It didn't budge, instead, it just shifted it's head to look over it's shoulder at her, and snorted a fog of hot air from it's nose. "Go on, git goin'!" and she gave the leather strap a little shake, warning the beast. It decided it might be a better idea to walk foreward.
They barely got half the little field plowed before her father called her in to wash up for dinner. She dropped the plow, un-strapped the harness from the beast, and let him out to pasture. She ran toward the cottage, chickens screaming and running in all different directions to avoid being trampled by her feet.
Once she entered the dimly lit house, she hastened over to the washbasin to remove the dirt from her hands, and sat at the table with her mother, the supper already set up on the table in their one-room cottage. Stag stew with potatoes and leeks, water, and boiled carrots. There was even some basil leaf over the whole thing - and they had fresh baked black-bread for dessert.
Her father finally walked in with an armful of chopped wood for the fire, and washed his own hands before snapping up a piece of paper from the basin's table, and sitting at the dinner-table. "Here," he rumbled in his graveled voice, weathered with years of hard work, "Some paper that bootlicker had delivered."
"Tamil was here?" she blinked and blushed, taking the paper from the table, unfolding it to see the crude letters scripted across it.
"That his name?" It was a question, but he didn't ask. It was more of a statement that the conversation reguarding the boy was to be ended. And so it was. Instead, they all ate in relative silence, until her mother began to talk about the silly antics that the neighbor's pet had been pulling earlier that day, and they all laughed at her tale.
She reguarded the letter with curiousity, happiness, and a bit of sadness... She had never learned to read.
------
After he had finished preparing dinner for his Lord, and rang the bell to call dinner-time, he disappeared into his master's chambers while he ate, sweeping the floor, organizing the desk, making the bed, dusting the curtains, and folding his sleeping clothes to prepare them for the evening.
Once his master had finished with his food and he lumbered back up the stone staircase, he turned to make his leave of the room, to hustle downstairs to polish off the leftovers (which there was always plenty of with his master - he hadn't even need to cook himself a separate meal!), but was stopped by his master when he cleared his throat, "Damnable buttons." He turned to watch him fumble with the buttons on the cuff of his sleeves, and without a second of hesitation strode over to his master and began to help him with the undressing, humming to himself while he worked.
His master chuckled at his loyalty, and finished the work once the cuffs were undone, "Thank you, Tamil." At that, Tamil considered it a dismissal, and turned to leave again, but his master spoke once more, "By the way, is this yours..?"
Tamil looked over his shoulder to see his Lord take the charcoal drawing from his vest's pocket, and he turned pale, opening his mouth to squeak and whisper his next words, "Y-yes, m'lord..." His ears drooped as he spoke, and he instantly felt shamed for it - his ears were one of the main reasons that they disliked him so, and to have them change direction made them mock him at the market. At least his master was not so cruel as to jest at him.
"Who is she?" "Just... Just ah-" " 'ah' is not a word." His words were firm. "Just some girl I... I see at the market sometimes." He corrected himself. "You didn't answer my question." "Her name is Tana, she sells crops from her father's farmstead." He answered hastily, afraid that his voice might betray him, but it already had.
His master reguarded him with a stern gaze, "I didn't give you permission for this."
"I'm sorry, m'lord." His ears drooped further. Dog. Bootlicker. The words echoed in his mind.
His master handed the drawing to him, and he hesitated in taking it - was it permitted? His master smiled just a little, but continued firmly, "You'll be going to the market on this Saturday as usual, will you not?"
"Yes." He uttered as he took the drawing.
"Will she be there?"
"... yes..." he hesitated.
"Good. Then she'll be here as our guest for dinner." He stated this as fact, and turned to crawl into bed. "The light, Tamil." He demanded.
Tamil frowned, and turned to snuff out the candles, letting the room be coated in darkness, "Her father... disapproves." He chose his word carefully.
His master grumbled, "Then I'll pay him for it."
Tamil said nothing. Herldic said nothing. They never spoke of that night again, for he belonged to him.
-----
It was Saturday.
Tana loved Saturdays, but her father hated them. He would always grumble at having to load their goods into the cart, grumble at having to set them up, and grumble about the humans - strutting about, not a speck of dirt on their nails, never known a day of work in their life, grumble grumble. She would always roll her eyes at his mutterings (but only when he wasn't looking) and watch with a smile at all the men and women walking about the stone (not dirt, mind you) streets of the human city. Marvel at their colorful dresses, and glittering jewelry. Marvel at how freely they could laugh. If they didn't know a day of work in their life, how was it they could afford such wonderful things? She loved the market-day.
Many patrons came to purchase her father's goods, and though he was sleeping in a wooden chair behind the stall (he was just there to guard her and their goods if things went awry), she was always there to sell with a smile. Just as well, she was better at counting than he.
Mutton, Venison, and Poultry. Carrots, Potatos, Beets, Turnips, Radishes, and Parsnips. Basil, Rosemary, and Spearmint. She even had some beeswax candles to sell this time (was there any other kind?) that old lady Magna had asked them to sell on her behalf. She was too old to go herself, and her son had died last winter, so they were more than happy to do it for her.
Most of the customers were new faces, and even two of them were human! And as usual, one of the customers she recognized by face and name, blushing slightly as he arrived. He always came to her for their roots, but went to the huntsman, Markus, for the meat. His master preferred his wild boar, she remembered. Perhaps this time, with Venison to sell, she might be able to persuade him otherwise.
He walked stiffly this time, as opposed to his usual sweeping stride, and when he arrived at the stall, he pawed over the roots without looking at her. What was wrong? Was it something in the letter? "Good afternoon, Tamil." She smiled at him with a sweet voice, trying to hide her worry.
"Eh, hello.." he spoke softly, and then lifted his basket, "I'll need six potatoes, a dozen... that's twelve.. carrots, and three of the smaller beets.. they're the sweeter kind, right?" he thought over it for a second as she added his request to the basket, "Oh, and um... some of that basil."
"How about some venison?" she offered.
"No thank you." His gaze glanced briefly toward the hunter's stall, then he returned to her own.
"It's wild caught, fresh from the forest just this-morning, just a touch of salt.." she urged kindly.
He looked up to her, gave a sad smile, and then submitted, "All-right, we'll try some venison... just one cut, no - from that piece. What kind was it, anyway?"
She happily sliced a bit of the meat for him, wrapping it in paper to place in the basket, "It was a stag, we've also one of the antlers for sale if you want, but you... your master... doesn't seem the type to be interested in such prizes."
Prizes, meh... He glanced nervously at her father's sleeping form, "You, you get my letter?"
She blushed, "Yes."
He hesitated, "No... no thoughts?"
"No." she blushed more. She wouldn't ever dare to admit that she couldn't read. Even if she could, she couldn't possibly know that he was a bad hand, being merely a student in scripting himself. His master insisted that he learn, be above those beasts that swarm the countryside around the city.
He thought for a moment, pawing over the credits that his master had given him, and considered her for a moment living with them. It wasn't a bad life, not by any means. All the food he could want, a job, a warm hearth, clothing... He barely even had to break a sweat during the heat of the day. But then he looked to her face, to her father, thoughts of the other evening, and her father's words echoed again in the back of his brain, "dog."
He fiddled with the coins in his hands. He got paid one credit every two months. He'd saved up for a long time now, and had amassed ten credits. His Lord had given him twenty-five to help quell her father... He looked to her face, and in a moment of inspiration, "Come with me."
------
The others whispered and murmered their shock and horror at such a crime that had been commited to their neighbor, but Herldic wasn't surprised at all. How dare that little trollop leave him without permission? He wasn't a slave, true, just a servant, but how dare he?! Not only that, but he stole hard-earned money as well (a whole twenty-five credits)! Gods only know what else the little filthy-blooded beast stole!
Herldic just shook his head at their bickering, "I know, I know, but I suppose that's just an opportunity to get some new blood in my household."
Truly though, he had hoped the boy would never return. He had hoped he'd take the money, that's why he gave him such an amount. Few were so kind.
^Human Story She adjusted the goggles over her head, and made sure that the buttons on her vest were tightly secured. Shifting her legs over the leather seat, she let herself slide foreward as the machine growled it's pleasure at being allowed to run foreward. She turned the handle left and right, moving along slowly (or at least in her opinion), sure to not strike any people walking along the cobblestone street as she rode her motorbike toward her favorite store. She passed by couples wandering on foot, soldiers standing guard at street corners, and a few of the more wealthy riding their own mounts through the street. Overhead, a member of the aerial cavalry rested mounted upon his Sarane while it perched upon a ledge of the clocktower - gazing watchfully over the city with it's dragon eyes. She even passed the steam-run trolly along her way.
Once she reached her destination, she parked by the wooden beams at the store's front windows. This is where normally folks would tie their steeds to the post, or in her case, tie her motorbike. As she tethered it to help prevent theft, she noticed the onlookers stare in awe as she worked. Indeed, her "steed" was a rarity - an "import" of sorts from the Kapper master-tinkers. It's brass and copper parts shining in the sunlight, as opposed to the dappled fur of the mule on her left, or the marbled hide of the chiryma on her right. True, hers was a rarity (though not unheard of), but it was more due to expense... not the initial expense - but the upkeep was a pain.
Once her exotic contraption was properly secured, she wandered her way into the store, peering briefly in through the glass-paned windows before entering the wooden door. The bell attatched to the doorframe chimed merrily as she entered, and the store (like most) had it's wooden floors creak beneth her boots. What was different about this store from most, is it wasn't run by a Human or even Ersatz. It was run by a Kapper. Those little creatures were usually associated with mischief, but this one had earned a bit of respect in the city - but respect wasn't quite enough to prevent his business being hurt by his peoples' reputation.
He stood on top of the countertop, as if he stood on the floor, he wouldn't even be able to see over it to view his customers. His muzzle curled into a toothy smile, and his yellow eyes seemed almost to light up, "Ah, if it's not one of my favorite customers! What can I do for you today? More oil? A new gasket, perhaps?"
She smiled back to him. How sad, that most others of her kind looked upon him so poorly. "I need more feood for it, honestly, I'm running low. Oh, and to sign up for another class as well, if you've the time."
He chuckled to himself, "Fuel, my dear, not food... or feood for that matter - but yes, I've plenty in stock. As for the class, I'm a bit booked this week, have a set of pocket-watches I'm to make - the nobles are having something of a party, and wanted to give out some rather expensive favors for it."
"Very well, just the fuel then, and I'll try back next week for the class." After paying for her tin cans of noxious liquid to feed her metallic steed, she placed them in her backpack, and headed out to mount up again. After she fed it, she made her way toward the town's barracks - she had a friend she was due to visit.
-----
Jax paced the room, his leather boots making soft noises on the stone. Gods, where was she? In the corner of the room, his hound lifted it's head, and grumbled it's protest to his constant pacing. Didn't she have one of those contraptions that everyone as so fond of? With all the gears and nonsense? It was certainly time for her to arrive - HE could tell that, just look at the sun! He glanced his head out the window, the breeze causing the elaborate embroidered curtains to flutter about - and sure enough, the sun almost directly above the keep. Yes, about noon, why did she take so long? The hound finally sighed and laid it's head back down, satisfied in knowing that it's master had little intent to stop his fretting. Honestly, she showed up at least once per month, and he always did this.
Then he heard it - the familiar sound of her contraption roaring in the distance. He could tell it's own sound to be different from all the other forms of motors that competed with the horses on the streets below. He could just imagine the women in their dresses and breeches, whispering to themselves about the terrible amount of smoke the monstrocity made - and then he could hear the horses of his keep's stables whinny and cry out their protest at having such a thing 'park' itself in a nearby stall with them. Once it's engine finally cut out, he turned and faced the door.
He shuffled on his feet, and shifted his belt. He adjusted his vest, making sure the buttons lay in a perfect row down his middle, and the cuffs on his sleeve were indeed snapped together. He adjusted his collar, and smelled his breath in the cup of his hand, and quickly patted down his hair. Any moment now, she'd be walking through that door. The dog sighed again.
-----
As she parked at the keep, she had one of the keep's servants offer to watch her motorbike, an Erstaz, like most. She just simply wished it to be kept in a stall, and as long as it wasn't molested, it would be just fine to care for itself - it required no grooming (she'd polish it later when she got home). As she walked up to the door, she was greeted by another Ersatz servant, who quickly took off his cap and bowed at her as he opened the door for her, "M'lady." He hastily murmered, and she chipperly responded, "Good afternoon!" This seemed to catch him offguard, but then he smiled at her. After entering, another servant offered to take her long-coat, which she accepted - and at that point she noticed several of the soldiers stationed there, relaxing in the lounge had halted their previous action of cards and brew to stare at her while she handed her coat to the servant. This unsettled her a little, but she just held her head higher, and strode with an air of confidence - she was here for one man, and their stares wouldn't effect her.
At least it wouldn't until she began up the stone staircase, and she could hear and feel them leaning back in their chairs to watch her as she departed. Once she reached the top, she could hear a few of them whispering to one another and chuckling - one of them gave a low whistle. Bastard soldiers.
On her way down the hallway, she passed by Bernard, a soldier she recognized - one of Jax's friends, the one who (if she recalled correctly) had a reputation of having one of the keep's servants depart his room in the wee hours of the morning. Because of the relentless jests of the other boys in the keep, he usually kept to himself and out of the lounge - but at least Jax was on good terms with him. She smiled and nodded to him, and he gave her a friendly nod in return - one of the few men in the keep who didn't stare at her below her neck.
She took one more right turn in the hallway, and finally reached the heavy oaken door that had the number 37 carved into it. It (being on the top floor) was one of the better rooms, a private room only given to those higher in rank - and often she wondered if he had earned the rank, or if it was given to him because of his father. It didn't much matter to her however, he'd always been her friend, and always will be.
------
She didn't even bother knocking. He'd almost expected her to knock, but after all these years, he wondered why. Instead, she just simply opened the door and barged her way in with a wide grin, the goggles on her forehead having left smudges around her eyes where they used to be, "Oh" she said as she quickly glanced around the room, "I almost expected you to be busy bedding with some wild woman in here! How surprising for you to be all trussed up for me!"
He blushed quickly, and looked down to himself, shuffling briefly. "Trussed up? Hardly, this is just... just.." he couldn't seem to find the words - why was this so difficult?
"Just the finest of your clothes? I know, I've seen them all - and helped you fold them, you goose!" she put her hands on her hips defiantly, and shook her head at him with a wicked grin on her face, "And you are JUST like your father, you can't seem to tie anything properly, com'mere!" and with that, she stalked over to him, reached up, and began adjusting his collar silk - the mark of a true noble's son.
While she worked so close to him, he watched her face while she was distracted. Wonderful blue eyes. Damn. Why had it taken him so long to realize her beauty? Why had he not listened to what the other men said? Even with the dirt on her face she was a thing to behold. How could he have been so blind? He cleared his throat, and placed his hands upon her waist.
She raised and eyebrow at him, "What?" she asked skeptically.
He dared to steal a kiss. She didn't resist. Inwardly, he danced in victory, but outwardly, he just pressed himself further into her. After she accepted, she finally broke off the kiss with a laugh, and shoved away his chest with the palms of her hands, "What's gotten into you?"
The hound lifted it's head to watch. What was this?
Jax smiled, "I... My duty is almost complete. Within' the next month I'll be able to head out of the keep. With the money I've earned, and with that which my father's given me out of his own blessing, I thought I'd buy myself the little two-story store on the street with that creature's contraption shop."
She stared at him now, her face sober. "I thought you were staying in? And... why there? I thought you hated that place?"
This was true. He had planned on staying in the keep for a while, moving up to general eventually. And it was also true that he hated the contraptions. He much preferred the honestly and reality of a true beast, not the coughing smell or terrible noise that the bikes, motorbikes, trollies, and other such metal things caused... and more to that, to live so close to that.. that creature she had the audacity to call a friend.. But for her..?
"I just... I just thought that... That... well, you mentioned you wanted to one day own a resteraunt, what was it, exotic foods from exotic places? And... and you'd probably like to live close to that creature's junk shop... and..."
She held up her hand to stop his words in his tracks, "It doesn’t befit you to stutter, Jax." She said firmly, then gazed at him sternly with her wonderfully ocean-colored eyes, "And he's NOT a creature, and it's NOT junk."
He looked to the floor. Why did she have to be so stubborn? Loving those monsters like that. Why couldn't she be like any normal man or woman and just accept things for the way they were? Had she no sense? But he knew her well enough to know that arguing wouldn't have any effect, and considering what he was trying to accomplish at the moment (and things weren't going his way so far), he 'corrected' himself, and lied with a smile, "Of course, I'm sorry... what was his name? Kapper, the Kapper?" He barely held back the laugh he was suppressing at the stupid creature's name.
"Yes. His name is Kapper." She softened a little. This was good.
"Well," he continued with more confidence this time, reaching up to brush some of her auburn hair from her face, "I'm thinking about buying the store there because.. the top half could be a home, and... Gods, Laura." He spoke no more. Instead, he let his hand fall to her neck, and brought himself in for another kiss. Deep, passionate, and wonderful.
She seemed to melt into his embrace.
-----
Two months later, the fellow men of the keep snickered and barked their laughter at him as he packed his things. Even being a noble's son couldn't prevent him from such severe jests. The keep's servants just bowed their heads humbly as he left, and (of course) carried all of his belongings to the carriage. His hound came with him, striding faithfully at his side, and the horses and Sarane watched with curiosity as he climbed into the back of the carriage.
The women of the town gathered around in small groups, whispering and gossiping to one another. Honestly, it figures that such a charming noble-man, a fine soldier of the keep, rider of that handsome emerald drake Sarane would choose to partner with that wild beast-lover of a girl, such a filthy and wild little thing - always covered in dirt, with that noisy motor-bike of hers! Such a loss, why couldn't a handsome man like him choose a proper woman like themselves! No matter, didn't that butcher down main street give you such a wonderful smile the other day?
Kapper seemed rather pleased all around - he finally had a human customer within' a closer distance to his shop! And with such a short distance between them, perhaps he could even turn her into an apprentice of sorts!
Laura was just as pleased at this prospect, and had all of her acquaintances (who were more than happy to help) provide her with recipies from their homelands. No doubt it would be hard to convince most others with money in the city come and eat at her resteraunt, but her being one of them would help - even if she was serving exotic non-human dishes.
Jax attempted his best to be friendly to the neighbors, most of which were not his kind - filthy creatures, the lot of him... but she seemed happy here, and that was good enough for him. On occasion, he'd still head out with his mount, Verda, the Drake - always had some monsters to get rid of - somebody had to keep law and order in the lands, and though she couldn't understand the source of the problem, he knew that those savages outside the city had no love of law. But while he was home, he was sure to be kind to his neighbors, kiss his wife, and invite his friends to the resteraunt. Life was good. Maybe someday that silly goblin next-door would be arrested for some crime or another, gods know he's sure to have committed one - and then he could get a REAL man to move in next door.
^Ungulate/Panite Info As for gender - with panite, in general, yes - there is a lot of gender differences. Men have traditional masculine roles, while females traditional feminine roles? Males are hunters, warriors, travelers, and animal-tamers. Females are gardeners, crafters, and teachers. Both can be shamans, but male shamans are a more active form of magic, while females are more clairvoyant.
Think of like the nomadic indians that followed the seasons (comanche). They had their travel-able homes, and went with the seasons to follow the game, and make sure their crops could grow. Not all crops take a whole year to grow! They'd settle down - raise some animals, grow some crops, and move on. As Panite, they don't eat meat - but they enjoy milks and cheeses, and use animal-hide for their homes and clothing - they will also trade the meat to the Uthax, who may venture down to trade on occassion. And now, for things I had in my old inbox: Ungulate/Panite Story It was in the time of the flowering seeds that Alou loved the best, for that was the time of the dance - the time when every tribe would gather together in a great moot and the younger members would dance together, leaping around the great flames of the pyre to the music thrummed by the elders - and hopefully, so hopefully for a young fawn such as herself, find love; a man to make her his. She would always see her elder tribe-sisters prepare for this time of year, weaving together new skirts of long-grasses, braiding together crowns of branbles and flowers, and giggling amongst themselves as they uttered terrible and humerous whisperings about the young men they hoped to see there at the moot that year. She was yet too young herself, but how she loved to listen, clutching her sweetgrass doll shaped of a gazelle to her chest as she watched tentatively with large brown eyes.
But it was not that time of year. It was the time of the fire-grass. The time of the hunt. The time for men. She hated this time of year. Work was the hardest here, for she had to help her mother and father in the cradle for seeds, gathering them, and grinding them by hand with the stone her mother had saved all these years just for that purpose. It was a good stone, a magic stone, and made the seed good for eating, easier to bake into a flatbread. This was also the rare time of year when fires outside the homes were forbidden, lest the ancestors become furious in this time of work, and choke out all the tribe in their flames. It was a time of little play. And yet it was the time for men. She hated this the most.
----
Dourhe had awaited for his time to come for many years. And this year in particular he was most excieted, because this was his year where he would earn his chance to prove himself amongst his fathers, and take his place amongst them. He had become much stronger since the year before, constantly testing his prowess against his tribe-brothers. He felt he was faster than Jaur, though not so strong as Mouna - he was certainly strong enough. He would prove that this time, in the time of the fire-grass. If he succeeded, he would be allowed to paticipate in the next flowering seed - and if he failed... He closed his eyes for a moment, trying not to reflect upon what happened to poor Mala last year at his failure - he had been shamed, and shaved from the hips up to remind him all year of such shame. Though he'd be able to try again this year now that his fur had grown back in, it was not likely that Mala would succeed this year either - his magic was weak, the ancestors would not aid him, not like he was sure they would ait himself.
His father sat before him in the fading light of the embered fire encased within' their family's tent. He sat with his hocks curled beneth him, and a bowl of white paint in his lap. Dourhe studied him as he worked, painting an elaborate pattern the color of the clouds on his son's fur. He was a good man, strong and lean. He noted the two things he admired most about his father, was first his unique coat - not a brown or coppery tan as most of his tribe's members, but rather a rich chocolate, with the color of clouds streaking across his ankles and feet, all the way down to his hooves, which on the contrast to the white there, were a pure black as the color of the soil after a rain. His face was sharp in features, but soft in expression, his eyes, like most eyes of his people, were brown. Upon his brow however, lay one of the most elaborate of crowns he'd ever seen, like the twisting branches of a willow tree, but spiraling up toward the heavens - and one day he hoped to be just like his father. A good man.
----
Alou clutched her doll close to her side, as she wiggled her way under the side of the tent to get a look at what was going on in the privacy of the space. True, it was forbidden, but surely just one peek from his own sister would not ruin any magic the ancestors would want to bestow upon him. Just one peek? She couldn't see much in the dim light, with her head pressed so low to the ground, but it seemed her brother's almost black fur had been painted with white. Magic, for sure. And father was handing him... what was it? A bag? It seemed almost too small to be a bag... A necklace? Like mother's? But instead of tying it around his neck as mother did, he tied it around his waist, beneth his cloth.. Oh, so that's where they kept their putah, their magic. Granted, it was empty now, but Alou knew that when he went on his hunt this season, he'd find and make his first magic then, and when he returned... if he returned... he would be a man.
Father now pulled out something else, a larger bag of some sorts, and entered it with his four fingers, pulling out.. was that dust? He threw it into the dying embers of the fire, and it gave a flash of green flame, instantly filling the tent with a sharp smokey smell, which both he and her brother inhaled deeply with their eyes closed. It took a moment for the smoke to filter it's way down to her level there near the ground, but when it did, it caused her to cough, and her eyes to water. Both of their heads snapped in her general direction, and father was furious. He shouted her name, and from behind, she could feel mother grab her leg and pull her out from beneth the tent, scraping her knee on the dirt. If that weren't bad as is, she was swatted with a grass-bundle on the rump until she cried - then she was finally let go, scolded, and told to go sit with her grandmother. She hated this time of year.
----
It was time. He knew what to do. Dourhe exited his family's tent, his father following close behind, and walked his way toward the center of the camp. There there were several other boys waiting, all painted in different colors to represent the magic that their father had wished upon them. Behind each was their respective father, holding the spear that they would soon bequethe to their sons for the hunt. And at the very center stood the Oumba, the elder. He was truely magnificent, for the spirit of the wild had blessed him with not the two legs that the rest of them were given, but instead, he had been blessed with four. He knew, as all his people knew, that only a true leader of the Panite tribes may go on the "journey", and come back an Oumba. Most who go there, do not come back at all - but those that do are instantly recognized as a leader, and respected as the elder, reguardless of age. His son was there also, easily recognizable by his strange tail, just as his father had - whip-tail, their family was called, for their tails were long and of hair, reaching almost down to their hooves - and they could whip them back and forth in a great display. He did not however, envy his fur, for he looked always as though the rain were washing grey dirt off of him. However, Mouna was the strongest, and being the Oumba's son, was sure to succeed.
Once all the boys of age had arrived, the Oumba began to sing, his voice low and loud - chanting out the songs of the earth. The fathers began to stomp their right hooves upon the ground all in unison, making the earth sound as though it were athunder. The mothers in the distance heard this, and began to chime in with their wind-like voices. From what seemed to be the sky itself now, with all the music about, a flute could be heard, played by the blind elder while he sat in his tent. The song of his people, the song of the earth, was powerful - and he could feel it vibrate in his chest. One day, when he returned, he would fill the wind with his own voice, and let the earth hear the beating of his own hooves.
The music filled his head, made it swim. One of the boys jumped into the air, straight up, shouting out as he did so, "Kiyaaa!". Then another boy, his own cry in the air. Each of them became excited with the music, leaping as they did until he himself could not contain it, "Douoooo!" he shouted! And his father tossed him his spear of saber-bone. He caught it deftly, and raised it into the air, crying out again in brief victory, "Douou-ou-ou-ou!" And suddenly, as though a wolf ensnared a rabbit and crushed the voice out of it, all noise stopped, and everything was still. RUN! BLOOD! BOIL! RUN! The words screamed in his head as the ancestors cried at him what to do. And that is just what he did. He and all the sons, their horns just budding, took fleet in the silence, off toward the rising sun.
The village stood and watched with pride as all their sons departed. Those who were not old enough stared in envy, and the sisters wept silently. Alou most of all. It would be spring before she saw him again, if she saw him at all. His mother and father stood proud, sure that their Dourhe would return again, showing his face at the new Moot in the time of flowering seeds. He would show his face a man, a pelt of a great hunter upon his back - proving that he could keep his people safe from those that would seek to devour them in the night. His putah containing new and strong magic, and then he would be able to take himself a wife.
----
That next year, in the time of Flowering Seeds, when all the tribes had gathered together for the great Moot, Dourhe did in fact arrive as a man, with the pelts of two fanged beasts upon his back, their teeth around his neck on a string. Within' him the ancestor of fire resided, and it was strong. Jaur returned early in shame, unsuccessful, yet unwilling to die - and was shaved from the hips up. Mouna returned with a fanged beast just a day before Dourhe, a new scar from the monster across his face. Mala did not return at all.
Alou loved this time of year. Even if she was too young, and all she could do was watch. She cried out in joy upon seeing her brother return, but was not permitted to hold onto him, for this was not the brother she knew, this was a man. And a man does not hold any woman save for his wife. Alou didn't understand. She was still too young to understand, and she wept as her brother yet again left her for the dance.
Biology: Until a Panite becomes an "Oumba", all Panite walk on two legs. They are covered from head to hoof in fur, unless they shave themselves (usually from the waist up). Panite all have four fingers (three fingers, one thumb). Their muzzles and noses are flat, their eyes large, and their ears come in a variety of shapes, none of which are "human-like". They have may variety to their tail, from cow-tail, to deer-tail, to horse-tail. And their fur pattern is just as varied, coming in all natural shades and patterns. Many Panite have antlers or horns. Panite cannot eat meat.
Common Culture: Panite are nomadic, and roam the open plains to the east of the labs. Few live in the forests to the north, but usually avoid venturing anywhere where they might entrude on the Uthax' territory. They hunt the fanged beasts of the plains, and run with the wind in their manes. They love life, and celebrate it frequently, usually seeking peaceful ways of solving conflicts. They love to trade, but are no strangers to defending their homeland. The Panite culture is largely male dominated. Women sew and cook and raise daughters. Men defend their lands from predators, make war, and raise sons. A woman will marry whichever dancer takes her - IF she feels so inclined to dance that year as well. Panite pair for life (and a woman only dances once in her lifetime), but a man may dance once per year if he wishes... but however many wives he takes, it is on his honor that they be kept healthy, happy, and well-fed. Not many men are foolish enough to dance beyond their means.
Religion: Panite usually worship the goddess of Light. But not in the same crusader-like way the Humans do - they celebrate her and all her creations. They all believe firmly that the spirits of their ancestors walk amongst them, and guide them. They and Uthax are the only two races who use Totemic magic, and can covet totems and fetishes - as well as their own personal sacred medicine bag, known as Putah.
Language: Panite have adopted the language of Laiyan, the ancient language of the fae.
Common Names: Panite have two names. A self-name, and a family-name. The self name is a nonsensical sound, like Mala, Dourhe, Mouna, Jaur. While the family-name is usually based on the trait that their fore-father had most strongly, such as Wind-Runner, Strong-Spear, Weaver, or Painted Hide.
Game Traits: +1 stamina -2 Charm to Beast-Walkers Has "Panite Features" Has moves "Plains-Runner" and "Run" Can access "Totemic Magic" skill group Tinkering Skill Group grows at /2 the normal rate Masonry Skill Group grows at /2 the normal rate Botony Skill Group grows at x2 the normal rate Survival Skill Group grows at x2 the normal rate Panite Features are purchased using Panite Feature Points (you start with 2 to spend if you are a Panite)... Each feature has a different cost. You must purchase a minimum of 1 ability from each category. You can only purchase one feature from each category. You do not have to spend all your points. Below is a list of common features.
HOOF TYPES One-Toed (horse), Cost 1. Gives the move "stamp". Two-Toed (goat, deer, cow), Cost 0. Gives the move "bound". Three-Toed (tapir-like, soft footpad), Cost 2. Adds +1 Stamina.
EAR TYPES Horse, Cost 0. Bramah, Cost 0. Goat, Cost 0. Carved, Cost 1. This ear-type is a unique shape, for they carved their ear into this shape at a rather young age. Perhaps it is in a zigzag pattern, or perhaps there is a large triangle-shaped hole cut out of the middle..?
EYE COLOR Brown, Cost 0. Black, Cost 0. Gold, Cost 0. Blue, Cost 1.
TAIL TYPE Horse, Cost 1. Cow, Cost 0. Deer/Goat, Cost 0. Unicorn, Cost 2. Adds +1 to Charm.
HORN TYPE Horn Nubs, Cost 0. This is either a set of horns with stunted growth, or like a giraffe's knob. Stag, Cost 1. Gives the move "headbutt". Stag includes any kind of deer, moose, or elk-like antlers. Goat, Cost 1. Gives the move "headbutt". These are usually small, like with goats, or pronghorns. Long Spirals, Cost 1. Gives the move "headbutt". This is like an blackbuck or oryx. Cow, Cost 1. Gives the move "headbutt". Any sort of ox, buffalo, or cattle-horn. Ram, Cost 1. Gives the move "headbutt". Great curling horns. Unicorn, Cost 2. Gives the move "headbutt". Adds +1 to Charm. Thorny-Crown, Cost 2. Gives the move "headbutt". Adds +1 to Charm. None, Cost 0. Human Bio Biology: Humans walk on two legs, and have two arms with five-fingered hands. They are bare of any hair or fur, except for in a few places, such as the top of their heads - which they usually cut or manipulate to better suit their vain desires. Honestly, if you need more description on what a human physically looks like, you might not be in the right place. Most humans on Pethia are decently fair-skinned. Primarily, if they're darker of color then they've worked outdoors most of their life, and that sort of work is usually 'reserved' for the ersatz. There are darker variety of Humans, such as the noble Tumai people who trade with the Ssashirk in the desert far to the west, but those are rarely seen so far east as the labs. Because of their unique culture, if you wish to play a Tumai Human, it is considered an advanced character, and requires approval.
Common Culture: Humans are masters of controlling and altering the world to better suit their needs. They tend to be prejudiced, and remove anything that they think might be a threat. They are not often open-minded as a whole, and will happily change what they don't know to match what they think they do. A human, after all, runs the labs. Humans also make some of the best magic-users. They are not only good at manipulating the world around them, but they are also skilled at manipulating themselves. There is no skill that a human cannot learn. Humans are usually prejudice. They don't like anything not human, and things that look even LESS human are less desireable. Though they understand the importance of trade, they are in fact (according to most other races) the masters of destruction and slavery. They either force other races to bend to their will, or slay them. Rarely (in sanctuaries like the labs) humans are more diplomatic, for laws may dictate them to be so. The only race the Humans truely get along with are the Ersatz, or "humanish". They usually see this is a "filthy" and "twisted" version of a man, and consider them much lower than themselves. However, that doesn't stop them from happily allowing the Ersatz to take up and run all the farming and hunting regions around their beautiful cities... After all, somebody has to get their hands dirty, might as well be those Ersatz. The human culture is a vastly male-dominated race. Though that being said, a strong woman will still have power, though likely face adversity in obtaining and holding it.
Religion: Most humans follow the goddesses of Order and Light. They usually do so fanatically, and curse upon those who do not feel the same. Though they are usually followers of order and light, most other races believe that they are clearly the children of chaos.
Language: Humans speak common. It is called common because it is the most common language throughout the world, spoken by the most common race: human. Most races will learn to speak common because it is handy for trading. There are other languages that humans can speak, if they are from a region other than Pethia, or one of the Tumai people... But those are rare.
Common Names: Bob, George, Sally, Sue, Fred, Tom, Sam, John, Ryuichi, Beethoven, Shenika, Beowulf... Humans also carry a "last name", or a name of their father.
Game Traits: Double Mana Pool -3 Charm to Beast-Walkers Arcane Skill Group grows at x2 the normal rate Familiarity Skill Group grows at x2 the normal rate Totemic Skill Group grows at x2 the normal rate Spirit-Walking Skill Group grows at x2 the normal rate Psionics Skill Group grows at x2 the normal rate Humanish/Ersatz Bio Biology: Ersatz, or "Humanish" are the "filthy" and "twisted" versions of humans. Each Ersatz is fairly unique, but they usually group themselves together for aesthetics' sake. Imagine a human. Now add 1-3 minor features that are not human... Most common features are pointy ears, shorter stature, odd-colored eyes, tiny fangs, claws, a tail, tufts of fur around their elbows... It's not enough to make them a beast-walker by any means - and most of the time these features can be hidden by a well-placed hat... But it's enough to make them stand apart from their Human cousins. Though each Ersatz is unique, they have self-segregated themselves. Some of them even call their own groups "names". There are the "elves" (those with pointy ears). The "dwarves" (those short in stature), and the "wilders" (those with animal-features). But for the most part, every single Ersatz is a mutt, no matter what they may convince themselves.
Common Culture: Ersatz have long been "put in their place" by their Human cousins. Humans look down upon them, and don't allow them within' their cities unless it's in a servitude job, such as a maid, butler, or street-cleaner. Their place in the world is in the dirt. They are splendid farmers, masters of husbandry, and wonderful hunters. They perform their "lowly" jobs, and make trade with the humans in their cities. Essentially, they are a much needed part of the human culture! While humans are the 'lords', Ersatz act as their 'surfs' - but without them, the humans' chance of survival would be greatly lessened. This repression does not cause the Ersatz to be demoralized however, it's the only lot they know - and why would they want a stuffy and crowded city anyway, when they have the whole blooming world at their fingertips? Perhaps because of the prejudice placed upon them, they are by far the least prejudiced race you may meet. They usually get long with everyone, and save for those few pockets of Ersatz that have been isolated away from human rule, are very amiable. Ersatz gender-difference for culture is based on the parent (usually the father). Sons are allowed to marry whom they can, but daughters are protected. While humans may wish their daughters to marry based on "what can they give us", Erstaz ensure that their daughters marry based on "will you take good care of her". But all Ersatz, (even the women) are no stranger to hard work and hard play.
Religion: Ersatz do not follow a single diety as a whole. Instead, each follows a different god or goddess depending on their family's background. One of the most common to be followed however, is Harvest.
Language: Ersatz speak common. It is called common because it is the most common language throughout the world, spoken by the most common race: human. Most races will learn to speak common because it is handy for trading. Ersatz usually speak this because... well, because they're more closely related to their human cousins than either race would like to admit!
Common Names: Ryuichi, Beethoven, Shenika, Hansel, Beowulf... Ersatz also carry a "last name", or name of their father.
Game Traits: Double Mana Pool Has "Ersatz Features" Husbandry Skill Group grows at x2 the normal rate Botony Skill Group grows at x2 the normal rate Masonry Skill Group grows at x2 the normal rate Crafting Skill Group grows at x2 the normal rate Ersatz Features are purchased using Ersatz Feature Points (you start with 5 to spend if you are Ersatz)... Each feature has a different cost. You must spend at least 2 points. Below is a list of common features.
Odd-Colored Eyes, Cost 1. Your eyes are a strange color, be they milky white, golden, bright red, or even lavender. A non-human colored eye, that's for sure. Odd Skin-tone, Cost 1. Your skin is a non-human color. Perhaps you're blue? Maybe you have leapord spots. Or maybe you sparkle. Furry Edges, Cost 1. On the "edges" of your body (such as around your elbows, jawline, and on your ears perhaps) you have fur. You could shave it off if you wanted, but why would you want to deny who you are? This cannot be taken with "feathered edges". Feathered Edges, Cost 1. On the "edges" of your body (such as around your elbows, jawline, and on your ears perhaps) you have feathers. You could shave it off if you wanted, but why would you want to deny who you are? This cannot be taken with "furry edges". Fine Fur, Cost 1. You are covered head to toe in a short and fine fur. Goat-Eyes, Cost 1. -1 charm. Your eyes have a sideways pupil, like a goat's. It's kinda' creepy. Oddly-Shaped Ear, Cost 1. Your ear is a different shape than a normal man's. Elf ears, really. Or perhaps they stick out to the side like a goat's... Maybe even you have "fin ears". Strange Tongue, Cost 1. Your tongue is strange... It may be un-naturally long, or have a split like a serpent, or maybe it glows yellow. Strange Hair, Cost 1. My goodness your hair is a strange color! Did you dye it to get it that neon of a pink color? No? Hm, strange...
Cat-Eyes, Cost 2. Adds the ability "nightvision". Your eyes are slightly larger, and slitted like a cat's, allowing you to better see in the dark. Claws, Cost 2. Gives the move "scratch". Your fingernails are replaced with small claws. Fangs, Cost 2. Gives the move "nip". Your canines are much sharper than a man's. Horns, Cost 2. Gives the move "sting". You have 1-2 small horns sprouting from your head. Quills, Cost 2. Gives the move "thorns". Somewhere on your back-side (neck, shoulders, back) you have short porcupine-like quills. Webbed Hands, Cost 2. You have webbing between your fingers, giving you the ability to swim twice as fast as other men.
Scaly Skin, Cost 3. +1 resistance. Your skin is rough, and perhaps even covered in scales. Mane, Cost 3. +1 charm. Your hair doesn't really stop at your head. It continues down your neck and back, and sometimes even at your collar. You sir, have a mane. Tail, Cost 3. +1 charm. You have a tail - it's shape is up to you, but it's usually small, and certainly cannot be used for anything useful. Glow, Cost 3. Adds the ability "bioluminescence". Whether it's just some part of you, or your entire body - you glow in the dark, and even sometimes during the day. Wingsies, Cost 3. You have small and useless wings. Gills, Cost 3. Gives you the move "water breathing". On your neck is a pair of gills, allowing you to breath underwater, and preventing you from drowning.
Great Stature, Cost 4. +2 strength, -1 dexterity. Your smallest roll must be placed on dexterity. You are easily twice the size of a normal man - a true giant. Small Stature, Cost 4. +2 dexterity, -1 strength. Your smallest roll must be placed on strength. You are easily half the size of a normal man - a true dwarf.
Nettle-teeth, Cost 5. Gives the move "bite". Every tooth in your mouth is pointed, like a shark. Old Stat Info What Stats Are Just about every time you want to make an action that needs a "guide" (such as attacking another player's pet, or finding out if your character was successful at blacksmithing), you will need to use your stats. Your stats and skills help determine how you stand against or with other player's characters, pets, and monsters. If you have 2 strength, and they have 4, then it's clear that they are stronger than you. This does not equal instant defeat however, so do not dispair! A stat point in this game translates directly into "6-sided dice", at least that's what it translates to for characters. Every time it says "roll strength", that means you roll dice equal to the amount of strength you have. If you have two strength, you roll two 6-sided dice. The total number that you rolled is the "amount of strength" you can muster for that moment.
Note: Some animals are so small that their stats may have to be lessened, while others are much larger and must be enhanced - and they will equal a different type of dice. A cat may use a 4-sided dice, while a dragon may use a 10-sided dice. Humanoid characters however (that's you), will be using 6-sided dice. Stat Explination
Stamina: Stamina is used to determine how healthy you are. Not only that, but it's used to determine how much vigor you have in certain activities. For a person who is running, stamina determines how long they can run before the activity becomes too much for them to handle. In addition to which, however many points of "base stamina" you have will determine your health pool. Stamina is a good way to measure "fatigue". Resistance to poison and disease (your immune system) is also measured by stamina. If you run out of stamina completely, it starts to take a toll on your health!
Strength: Strength is used to determine how strong you are. This usually decides how much damage you deal. If you're swinging a club, and you hit somebody over the head with it - a stronger person will deal more damage. Almost every warrior needs a good amount of strength to back themselves up.
Resistance: Resistance is, in essence, "armor". Most humanoids are quite squishy, and start with a very small amount of resistance. They have to make up for it with literal armor to cover their bodies and protect them. Whenever your dexterity fails you to keep you out of harms way, your resistance takes the brunt of the damage. Whatever goes through your resistance is what saps away your Health. With any luck, you can have your resistance take all the damage for you instead - but be aware that armor under great stress can break!
Dexterity: Dexterity is how well you are with your hands (hand-eye-coordination), and reflexive movement. It is not speed, it is agility. A track-runner may not be able to dodge an arrow - but a highly dexterious gymnast might be able to. Some forms of combat heavily rely on the accuracy that can be granted with dexterity - such as archers and ninjas. The lockpicker and weaver alike may enjoy the benefits of good dexterity. Any time you are under a non-psychic attack, you try to dodge it using your dexterity... Unless you're so confidant in your resistance that you decide not to.
Mentality: Mentality is not intelligence. Mentality is the power of your mind - it's ability to understand the un-seen, such as magic - and it's ability to wield it. It allows you to cast magical attacks, and protect yourself against psychic assaults. A measure of willpower and wisdom. In addition to which, however many points of "base mentality" you have will determine your mana pool.
Cunning: Cunning determines "how smart you are". Not as with magic, but book-smart. How much are you able to learn and remember? Cunning is important to characters who plan to branch out in many skills, as cunnng helps them to remember them all. Some things that use cunning would be like... poker, history class, and even spell research for the keen wizard. Wizards may want a lot of cunning, while some magic-users such as druids may find it entirely useless.
Charm: Charm is a stat that is unique to player-characters, as beasts and monsters usually don't have it. Charm determines your ability to be liked by other characters and monsters alike. Not just with how beautiful you are - but how socially akward you are (or are not). Animals can be charmed just as well as humanoids can - while with animals it helps to tame them, with humanoids it helps to barter and in diplomatic (or intimidating) acts.
Minor Stats
Health: For every point in base stamina you have, you will have 10 health points added to your total health pool. If your stamina is drained, do not fear - your health total remains unchanged! So if your base stamina is 3, you will have 30 heath in your health-pool. Anytime you take damage, it is removed from your total health pool. Health can be regained by resting well, using first aid, drinking a potion, using a magical healing spell, and a various other many ways.
Mana: For every point in base mentality you have, you will have 10 mana points added to your total mana pool. If your mentality is drained, do not fear - your mana total remains unchanged! So if your base mentality is 3, you will have 30 mana in your mana-pool. Anytime you cast a spell, mana is slowly drained from your total mana pool. Once you run out mana, you'll have to spend time to recharge it. After all, even the most powerful mages need rest!
Fatigue: For every point in base stamina you have, you will have 10 fatigue points added to your total fatigue pool. If your stamina is drained, your fatigue does change! So if your base stamina is 3, you will have 30 fatigue in your fatigue-pool. Anytime you make an attack (non-magical) or make an efforted defence, the cost is removed from your total fatigue pool. Fatigue can be regained by resting well, drinking a potion, using a magical boosting spell, and a various other many ways. If you run out of Fatigue points to spend in combat, then your character is simply too tired to carry on the battle! You regain 2 fatigue for every turn in battle you make no action. Rolling your Stats
To start with, begin with 15 points to spend.
You can assign these points any way you'd like to the 6 of the 7 basic stats; Stamina, Strength, Dexterity, Mentality, Cunning, and Charm. You do not assign a number to Resistance, that automatically starts at "1" unless you are a more resiliant character such as Uthax or Ssashirk. You may not put more than 4 points in any one stat. The only way to get a stat above 4 is if a trait pushes it up higher than it's normal limits.
After you place your stats where you want them, be sure to add (or subtract) any bonuses or hinderances that your race may have, such as a beast-walker's traits.
No stat can be at "0", it has to all be a minimum of 1. If something would bring you to (or below) 1, instead of taking it down to 1, you will loose 2 starting skill points at character creation for every point that would have taken it below 1.
Once you've determined your stats, write them down!! Later on in character-creation, some traits of your character may change your base stats, so write them in pencil instead of pen!
Also, calculate your Health and Mana pools. They will begin at "full".
Example of Character Stats: Stamina: 2 Strength: 1 Resistance: 1 Dexterity: 4 Mentality: 2 Cunning: 3 Charm: 3
Health: 20/20 Mana: 20/20 Fatigue: 20/20
... Having trouble deciding? Need a guide? Racial Bonuses
Did you forget your races' bonuses and hinderances to stats? Here, this quick-guide will help:
Human: No base stat change; double mana pool. Ersatz: No base stat change; double mana pool. Check your "Features" for any other changes. Kapper: +1 dexterity, +1 cunning, -1 strength, -1 charm. Check your "Features" for any other changes. Ssashirk: +1 resistance. Check your "Features" for any other changes. Panite: +1 stamina. Check your "Features" for any other changes. Beast-Walker: Double fatigue pool. Check your "Features" for any other changes. Uthax: -1 dexterity. Double health pool. Uses d10 for Strength (as opposed to d6). Siren: Roll an additional 4-sided die, and add it to your mentality. Xeno-Kwal: +1 mentality, +3 resistance. Avian: -1 stamina.
STAT CHARTS
STRENGTH 0: You have the physical power of Jello! D4 (micro) Strengths: 1: You have the strength of a house-fly 2: You have the strength of a bumblebee 3 You have the strength of a field-mouse 4: You can lift 1/2 lb 5: You can lift 1 lb 6: You can lift 5 lb 7: You can 10 lbs 8: You can lift 15 lbs 9 You can lift 20 lbs D6 (regular) Strengths: 1: You can lift 20 lbs 2: You can lift 40 lbs 3: You can lift 60 lbs 4: You can lift 100 lbs 5: You can lift 140 lbs 6: You can lift 180 lbs 7: You can lift 220 lbs 8: You can lift 260 lbs 9: You can lift 300 lbs 10: You can lift 350 lbs D10 (super) Strengths: 1: You can lift 350 lbs 2: You can lift 400 lbs 3: You can lift 500 lbs 4: You can lift 600 lbs 5: You can lift 700 lbs 6: You can lift 800 lbs 7: You can lift 900 lbs 8: You can lift 1000 lbs! 9: You can lift 1500 lbs! 10: You can lift a ton! (2000 lbs)
DEXTERITY GUIDE 0: You have the mobility of a heavy stone. 1: You have the grace of a slug. 2: You have sloth-like reflexes. 3: You are likely a clumsy librarian. 4: You can play baseball as well as the rest. 5: Acrobats and Gymnasts would fit here. 6: You and your feline grace. 7: Catch that monkey!! 8: Did you know hummingbirds can fly backwards? 9: Must be covered in grease, 'cause you just can't catch 'em! 10: Almost Non-Catchable!!
RESISTANCE GUIDE 0: You have the resilience of Jello. 1: You have soft flesh, like a human. 2: You have leathery skin, or are wearing light leather. 3: You have either lizard-like skin, or studded leather. 4: Chain Mail. 5: Dragon-Scale or Scale Mail armor. 6: The sturdiest, such as Plate Mail armor. 7: Some things put steel armor to shame. This is one of them. 8: Have you heard of the legendary Shadow-Iron? 9: Diamond-Hard armor. 10: Almost impenetrable!
CUNNING (humanoid) 0: You drool on yourself... 1: "I like crayons!" 2+2 I can do! Haha, that rhymed! 2: You can compete with 5th-graders now. 3: You probably graduated high school. 4: You're likely ready for college, if not already in it. 5: You're going for your doctor's degree, aren't you? 6: My hobbies include breaking down Deoxyribonucleic acid. 7: Did you just beat Einstein at chess? 8 and up: ??
CUNNING (pets) 0: You're as smart as broccoli. 1: That thing I ate was a lightbulb? It can learn 5 moves. 2: It can learn 10 moves. 3: It can learn 15 moves. 4: It can learn 20 moves. This is your "average dog" intelligence. 5: It can learn 25 moves. 6: It can learn 30 moves. 7: It can learn 35 moves. Parrots, perhaps. 8: It can learn 40 moves. 9: It can learn 45 moves. 10: It can learn 50 moves. Gorillas can learn sign language, you know. 11 and up: Add another 5 moves that it can learn per cunning.
Traits are things that make your character stand out and be entirely unique to you... stat-wise. If you're blind, it effects the game. Just as having a "Green Thumb" would.
Every character starts off with 6 trait points to spend. You may have no more than 6 Qualities. You may have no more than 6 Flaws.
You will notice that all Traits are split up into two types; Flaws and Qualities. Flaws effect your character in a negative way, and give you extra trait-points to spend if you take them. Qualities effect your character in a peneficial way, and cost you trait points if you decide to "buy" then with trait-points.
For every point you have left over (up to a maximum of 6) that you don't spend on Traits, those points carry over into skills. You gain one skill point for every Trait point left over. Sensory Traits
Blind Flaw: 5 points You cannot seeeee! If you don't know how this is bad for your character.. I'm sorry.. Unfortunately, blindness does not come with a "sixth sense" - it just means you're blind. You have 1/2 accuracy at all times.
One Eye Flaw: 1 points You, for whatever reason - are missing an eye. This has taken away your depth perception - and makes using long-range weapons or attacks (such as projectile magic) have 1/2 accuracy.
Poor Eyesight Flaw: 1 points You can see - but you can't see well.. In fact, you need glasses in order to get by.. Better hope you don't loose them. If you happen to not be using something to correct your vision, you have 1/2 accuracy.
Hawk's Vision Quality: 1 points ** makes using long-range weapons or attacks (such as projectile magic) have double accuracy.
Color Blind Flaw: 1 points You cannot see colors properly.. Green and Blue often look too similar to tell apart - and sometimes, you confuse purple with orange. How sad for you. All Skills in the Tinkering group cost 2x the normal skill points to aquire. **If you are human, you can only take this if your character is male or intersex - otherwise, any gender can take this trait.
Poor Hearing Flaw: 1 points You aren't deaf, but you always need people to speak up, and sometimes you mis-understand what people have said. It costs you 2x the number of skill points to learn new languages.
Deaf Flaw: 5 points You cannot hear. At all. This, obviously, makes it very difficult for your character to communicate with other characters - and also makes it difficult for your pets to communicate with you. After all, you can't hear your dog barking. Your "perception" or "initiative" in combat is reduced by 1/2. It costs you 4x the number of skill points to learn new languages.
Owl's Ears Quality: 1 points ** You gain an automatic 2 skill points in Intuition.
Mute Flaw: 4 points You cannot talk. This is very hard for your character (and you as the player!) to communicate with other people - and makes it nearly impossible to deal with things in a normal way... and, difficult to train pets no less.
No Smell Flaw: 1 points ** Your "perception" or "initiative" in combat is reduced by 1/2.
Keen Smell Quality: 1 points ** You gain an automatic 2 skill points in Intuition.
Danger Sense Quality: 1 points You know something's out there to get you - and you can always tell when danger is lurking. You gain an automatic 2 skill points in Intuition.
Instinct Quality: 8 points Much like an animal, you have a seemingly natural ability to survive in the world. *For Uthax, Beast-Walker, and Panite, they gain 2 extra points to spend in the Survival Skills alone every time they gain a level. This is in addition to their racial bonus to the Survival skills. *For Avian and Siren, the Suvival skills have a normal cost, and they no longer learn Suvival skills at 1/2 the regular rate. *For all other races, they now learn Survival skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Survival Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost. Physical Traits
Bear's Strength Quality: 2 You are stronger and usually bigger than the "normal" of your species.. you get a permenant +1 bonus to Strength.
Stallion's Stamina Quality: 2 You are can usually run longer distances without loosing your breath as quickly as the "normal" of your species.. You can also take more damage than the "normal" of your species.. you get a permenant +1 bonus to Stamina.
Turtle's Blessing Quality: 2 You can withstand more damage than the "normal" of your species.. Perhaps it's just 'cause it takes longer for you to feel the pain - you get a permenant +1 bonus to Resistance.
Cat's Balance Quality: 2 You can never be caught off balance.. usually.. Climbing trees is much easier for you, and so is tight-rope walking, though, you still can't do it without practice. You never, ever trip over your own feet, that's for sure. You gain an automatic 2 skill points in Sneak, Climbing, and Acrobatics.
Falcon's Grace Quality: 2 You are more fast and agile than the "normal" of your species.. you get a permenant +1 bonus to Dexterity.
Ugly Flaw: 2 You're... not that attractive. You might say your face has 'character.' Your body may be misshapen in some way, you may just not feel pretty. In any case, there's something about you that puts people off. You get a skill point hinderance in the skill group Charisma: each skill costs 1 more point than it normally would. You loose -2 to your Charm when dealing with Humanoids (characters or npcs) of the correct orientation / gender.
Lame Flaw: 1 You limp.. all the time. Maybe it's because of an injury from long ago, or maybe you were born that way. It's in general hard to move quickly - and you get tired walking for long distances.
Crippled Flaw: 3 For some reason, you are missing a limb. Either an arm, or a leg. It's very difficult for you to walk and get around, and it's also difficult in general for you to get things done.
Ambidexterous Quality: 1 You're skilled at using both of your hands equally. This is required for many types of two handed fighting.
Disfiguring Scar Flaw: 2 There is some (or several) horrible scar that marks your body - usually in some very visible place. People will often shun you, though you're not sick - and it's hard to get along in a crowd. You loose a permenant -1 to your Charm.
Strong Immune System Quality: 3 All Poisons and Diseases have only a 50% chance of being inflicted on you. In addition to which, when they are in your system, they have only 1/2 the regular effect.
Weak Immune System Flaw: 3 When you are inflicted with a Poison or Disease, they have double the effect on you. In addition to which, if you ever had a Poison or Disease in the past, even if it is cured - you can have a "reflash" of it, in which you may randomly re-aquire it. This is most likely to happen when you are out somewhere in contact with the dangerous atmosphere of the world, such as in the jungles adventuring...
Frail Flaw: 2 For one reason or another, be it sickness, small stature, or general laziness, you are not very strong at all. You take a permanent -1 to Strength.
Clumbsy Flaw: 2 You always seem to be tripping over your own shoe-laces, or dropping your keys.. and successfully hitting something with a sword (or dodging for that matter) are out of the question! You have a permenant -1 penalty to Dexterity.
Sexy Quality: 2 Hey hey! What's up, good lookin'? You - are absolutely beautiful.. or handsome, whatever. On one hand - this just adds to your charm.. on the other - it could be very bad.. I mean, who wouldn't want to flirt with you? You gain +2 to your Charm when dealing with Humanoids (characters or npcs) of the correct orientation / gender.
Really Big Flaw: 1 You're much taller (and bulkier) than the "normal" of your species - making it much harder to fit into small spaces, and you have to duck almost every time you enter a door-frame. It's more difficult dodge your foes - but easier for you to open jars and bench press. You get a permenant +1 bonus to Strength, and a -2 pentalty to Dexterity.
Really Small Flaw: 1 You're much shorter than the "normal" of your species - making it much harder to reach the top shelf for sure. It's more difficult for you to run - but easier for you to dodge your foes. You get a permenant +1 bonus to Dexterity, and a -2 pentalty to Strength.
Diseased Flaw: 5 You have a Disease. Unless you aquire this Trait through gameplay, this Disease at Character Creation can never be cured, nor can it be transfered to another Character or Pet...
Rat's Blessing Quality: 2 You are in general - double jointed.. Sqeezing through tight spaces is much easier for you, and it's hard for a person or creature to grab ahold of you - you always seem to wiggle your way out of their grip. All attacks that "bind" you (such as constrict) fail to do so. You also gain an automatic 2 skill points in Mouse and Intuition.
Vigor Quality: 2 You're quite healthy, you are. You may take this trait multiple times, and each time you do, it adds 5 extra points to your total Health and Fatigue pool.
Blighted Quality: 4 You have been corrupted by a terrible seed of Mortavos! You can learn to use any of the non-passive Blight Moves! In addition to which, you are immune to all negative effects (and damage) from Blight moves (including poisons and diseases)! This trait is restricted, and can only be taken with permission. The most common way to aquire this trait is to "encounter" the mighty Mortavos.
Symbiotic Quality: 4 Your body plays host to a symbiotic (or is it parasitic?) verdant spirit! You can learn to use any of the non-passive Nature Moves! In addition to which, you are immune to all negative effects (and damage) from Nature moves! This trait is restricted, and can only be taken with permission. The most common way to aquire this trait is to encounter a Life Spirit.
Cyborg Quality: 4 Your organic body may have been damaged or "enhanced" (with or without your permission) into a bio-mechanical creation! You can learn to use any of the non-passive Machine Moves! In addition to which, you are take half-damage to all negative effects (and damage) from Physical moves! This trait is restricted, and can only be taken with permission. The most common way to aquire this trait is to have an "unfortunate encouner" around the labs. Social
Intolerance Flaw: 1 There's something you just plain don't like, and don't tolerate at all.. It often times brings you into conflict.. Are you intollerant to the color Pink for some reason? Well, if your best friend is wearing pink, you two might not have a so peaceful day...
Dark Secret Flaw: 1 Perhaps you killed somebody long ago... perhaps you set fire to your old house.. whatever it may be, it would surely cripple you in society if anyone were to find out about it, and you go through great lengths to protect that secret.
Speech Impediment Flaw: 1 Maybe your speech is slurred, or maybe you stutter. Perhaps you have an accent so thick that it makes it so people have a difficult time understanding you. Whatever the case may be, you just can't seem to talk correctly. You have -1 Charm when interacting with any non-creature.
Shy Flaw: 1 You're not really afraid of people, but.. you like to avoid them usually. Meeting new people is tough, and your voice usually stays rather quiet when doing so. You have -1 Charm when interacting with any non-creature.
Short Temper Flaw: 1 You tend to have a short temper with people, animals - and inanimate objects. Your temper often results in violent thrashes, yet.. you usually lack the strength or skill to back it up.
Self-Confidant Quality: 2 You know what you're doing. And you're always right. And you never appologize, why would you? You were right in the first place! Wait.. an army of raptors with swords? "I can take 'em." When in a "guaranteed loss" situation, you gain +1 Strength and Stamina.
Prejudiced Flaw: 2 Prejudice is a bad thing, in any situation.. and Prejudice is highly crippling in society... Prejudice against Avian? That'll come into a big problem when dealing with them... Likewise, more broad prejudice, like prejudice against "boys" - can be even more crippling. For each "prejudice" you take, you have -2 Charm when ineracting with the subject of your prejudice.
Placid Quality: 1 Your calm temperment usually distrubs people, but often times - it's contagious.. You can be calm at all points in time, and have hardly any bit of a temper.
Magnetism Flaw: 1 People of the opposite sex (and sometimes the same sex) are generally attracted to you.. Don't be decieved - this isn't because of your charm or good looks.. crazy obessive people are just naturally drawn to stalk you "cause they love you".
Charismatic Influence Quality: 8 *For Avian and Ssashirk, they gain 2 extra points to spend in the Social Skills alone every time they gain a level. This is in addition to their racial bonus to the Social skills. *For Xeno-Kwal, the Social skills have a normal cost, and they no longer learn Social skills at 1/2 the regular rate. *For all other races, they now learn Social skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Social Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost.
Low Self Esteem Flaw: 2 You always feel like you're not good enough, no matter what you do. You try to do better - but you just can't seem to. Even if you really are perfectly normal, and do well enough - you never think so. Whenever you attempt a skill that you have not trained in, you have a temporary -2 to the stat relevant to that skill.
The Thing Flaw: 2 There are things in this world - that pretend to be a person, but are not... They will always fool a person, but will never fool a dog. Unfortunately, perhaps it's because some "thing" touched you at some point - animals are afraid of you. When dealing with non-humanoids (animals, beasts, monsters), you have -2 Charm.
Unhappy Past Quality: 3 You did not have a very happy past. You may have overcome it or not, but it has in some way shaped who you are. At character creation, this grants you +4 skills points you can spend on any skills in the Adventure or Working groups. If those 4 bonus points are not spent at Character Creation, they are lost.
Well Adjusted Quality: 3 You've had a pretty good life. A happy childhood, a fulfilling adulthood, you can't really complain. You pick up on social cues and body language very easily, and pretty much know 'how to play the game'. At character creation, this grants you +4 skill points you can spend on any skills in the Subtle or Magic groups. If those 4 bonus points are not spent at Character Creation, they are lost.
Good Reputation Quality: 2 People know who you are. You - in your circle of folks, are generally respected, and you will always have a safe place to "come home" to. Choose a "people" (such as mml, avian, or kapper). Every time you interact with the people whom you have a good reputation with, you gain +1 to Charm.
Hunted Flaw: 2 Someone, or something - is hunting you down for some reason, with the intention of killing you. You must always be on the move, in order to avoid getting caught. Beware! If you take this flaw, that which is hunting you might actually catch up!
Serpent's Charm Quality: 2 Serpent has blessed you. You gain a permenant +1 to your Charm stat.
Owned Flaw: 6 You shouldn't choose this Trait unless you've gained permission to do so. Owned means that you are owned by another being - a servant or a slave. Though you control your character, your character is limited in action according to your owner. Primarily speaking, only "advanced" roleplayers should take this Trait. Acedemic
Linguist Quality: 2 You can easily pick up other languages - and, if hanging around a group of people speaking another language long enough, you're bound to pick up enough of it within' a week to get along.. Not always well - but .. along well enough.
Illiterate Flaw: 2 You cannot read or write, nor can you ever seem to wrap your brain around how to.. this can pose large problem for you indeed! You can never learn to read or write in any language!
Inept Flaw: 6 You just can't seem to get anything right! At the beginning of character creation, after choosing your Traits - you have 1/2 as many skill points to spend!
Adept Quality: 6 A certain skill, you are very well off at.. Every time you take this trait, pick a skill category. You gain +4 skill points to spend in that category at the beginning of character creation. If those 4 points are not spent at character creation, they are lost. In addition to which, every time you gain a level - you gain an additional 1 skill point to spend in that category, and that category alone. This trait may be taken multiple times, for either the same category, or different categories.
Jack of All Trades Quality: 6 You gain in all skill groups equally. Racial bonuses and hinderances no longer apply. Jack of All Trades cannot be taken with the following traits: Green Thumb, Charismatic Influence, Instinct, Mechanical Genius, Natural Scholar, Old Salt, Veteran, Natural Mason, Grand Imagination, Arcanum, Animal Empathy, Dragon Blooded, Spirit Guardian, Shaman, Shapeshifter, or Psychic.
Strong Common Sense Quality: 1 Well, duh.
Photographic Memory Quality: 1 You can remember things as if there was a picture of it in your head.. you've no need for taking a map with you, as long as you've seen it once - and people's faces are etched into your mind.
Green Thumb Quality: 8 *For Ersatz and Panite, they gain 2 extra points to spend in the Botany Skills alone every time they gain a level. This is in addition to their racial bonus to the Botany skills. *For Kapper and Siren, the Botany skills have a normal cost, and they no longer learn Botany skills at 1/2 the regular rate. *For all other races, they now learn Botany skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Botany Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost.
Mechanical Genius Quality: 8 *For Kapper, they gain 4 extra points to spend in the Tinkering Skills alone every time they gain a level. This is in addition to their racial bonus to the Tinkering skills. *For Xeno-Kwal, they gain 2 extra points to spend in the Tinkering Skills alone every time they gain a level. This is in addition to their racial bonus to the Tinkering skills. *For Beast-Walker, Uthax, and Panite, the Tinkering skills have a normal cost, and they no longer learn Tinkering skills at 1/2 the regular rate. *For all other races, they now learn Tinkering skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Tinkering Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost.
Math Wiz Quality: 1 Numbers are your thing - and you can do a lot of complicated mathmatical problems in your head.. without using a calculator.
Natural Scholar Quality: 8 *For Avian, they gain 2 extra points to spend in the Academic Skills alone every time they gain a level. This is in addition to their racial bonus to the Academic skills. *For Uthax, the Academic skills have a normal cost, and they no longer learn Academic skills at 1/2 the regular rate. *For all other races, they now learn Academic skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Academic Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost.
Old Salt Quality: 8 *For Siren, they gain 2 extra points to spend in the Seamanship Skills alone every time they gain a level. This is in addition to their racial bonus to the Seamanship skills. *For Avian, the Seamanship skills have a normal cost, and they no longer learn Seamanship skills at 1/2 the regular rate. *For all other races, they now learn Seamanship skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Seamanship Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost.
Veteran Quality: 8 *For Ssashirk, they gain 2 extra points to spend in the Combat Skills alone every time they gain a level. This is in addition to their racial bonus to the Combat skills. *For all other races, they now learn Combat skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Combat Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost.
Natural Mason Quality: 8 *For Xeno-Kwal, they gain 4 extra points to spend in the Masonry Skills alone every time they gain a level. This is in addition to their racial bonus to the Masorny skills. *For Ersatz and Kapper, they gain 2 extra points to spend in the Masonry Skills alone every time they gain a level. This is in addition to their racial bonus to the Masonry skills. *For Panite, the Masonry skills have a normal cost, and they no longer learn Masonry skills at 1/2 the regular rate. *For all other races, they now learn Masonry skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Masonry Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost.
Owl's Insight Quality: 2 Owl has granted you his insight it seems. You gain a permenant +1 to your Cunning. Insanity
Feline Curiosity Flaw: 1 Curiosity killed the cat... and, with you - it almost always gets you into trouble. You just.. you have to know! What was that sound?! *goes to look*
Schitzophrenia Flaw: 2 Schitzophrenia is a reality dysfunction. Hallucinations are frequent with Shcitzophrenia, and more often than not, the person with the madness may not be able to tell the difference between illusion and reality.
Multiple Personalities Flaw: 3 You have two personalities! This isn't really "I talk to my other half"... oh no... It's more like flipping a lightswitch. During certain "conditions" (unique to each character) you will blink. You'll "wake up" 7 hours later, only to find out that "you" were walking, talking, and DOING.... No, you weren't sleep-walking, your other personality had taken over! Gods, what have you done?!
Dilusional Flaw: 2 Dilusional is different from Schitzophrenia in one major way; there is no illusion. "They don't think they are the queen of england, they -are- the queen of england" (or so they think). Those with a delusion cannot have the delusion broken, reguardless of facts that prove otherwise.
Grand Imagination Quality: 8 *For Ersatz, they gain 2 extra points to spend in the Crafting Skills alone every time they gain a level. This is in addition to their racial bonus to the Crafting skills. *For all other races, they now learn Crafting skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Crafting Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost.
Cumpulsion Flaw: 1 A compulsion is usually considered to be a nearly uncontrolable desire for something.. be it stealing, lying, absolute cleanliness (to the point of near insanity), etc... these compulsions are always negative in some way.
Amnesia Flaw: 2 You simply can't remember your past! You also seek to find out about it, giving you a driving goal (which will never be acheived).
Phobia Flaw: 2 Absolute mindless terror of a particular thing.. be it enclosed spaces, heights, spiders, or the number 17... You will do anything in your power to avoid this thing - you might go so far as to jump out a 12 story window to get away from that itsy bitsy spider, so it's best to try to keep a "lid" on your phobias.
Recurring Nightmares Flaw: 1 Almost every night, the nightmares come.. For some people, it's the same nightmare over and over again. For others, it's a random new nightmare - but sleep is hard to come by.
Off In Space Flaw: 1 You are in general absent-minded.. it's hard for you to concentrate on more than one thing at a time.. more to the point, it's hard for you to even concentrate on one thing at a time, or think about it for a long period of time. Your mind tends to wander - which as you can imagine, is not always a good thing.
Love of the Pack Flaw: 1 You need people.. more to the point, you need your people. If you are seperated from your people, you have a hard time in general.. you get nervous, unsure of yourself.. When around your people, you rely on them to make decisions usually.. everything in your life is centered around your people - but you get no benefit from it.
Heart of the Mother Flaw: 1 The sound of a baby animal (or person) just makes your heart melt - and you feel the need to help it.. Even if it could be a trap!
Easily Confused Flaw: 1 Wait, what?
Sociopath Flaw: 2 A sociopath, or one with Ausburger's syndrome is one who does not connect with others of their own species. For most characters, this spans to all "races", not just their own. When dealing with any humanoid, your charm is reduced to 0. In addition to which, when dealing with you, their charm is also reduced to 0.
Wolverine's Rage Quality: 4 You have a warrior's blood - and can fight like a wolverine, far past the normal limitations of the body.. you remain concious, even after you've reached 0 Health.. in fact, you can keep fighting until you reach -5 Health.. but -10 Health is still death.
Cannibal Flaw: 3 You have a nearly un-saciable desire to consume the flesh of your own species. This desire can cause one to murder, and if not, it would certainly drive you to comsume a corpse. Magical
Arcanum Quality: 8 *For Human and Siren, they gain 2 extra points to spend in the Arcane Skills alone every time they gain a level. This is in addition to their racial bonus to the Arcane skills. *For all other races, they now learn Aracane skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Arcane Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost.
Animal Empathy Quality: 8 *For Ersatz, they gain 2 extra points to spend in the Husbandry Skills alone every time they gain a level. This is in addition to their racial bonus to the Husbandry skills. *For all other races, they now learn Husbandry skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Husbandry Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost.
Weak Willpower Flaw: 4 You are easily open to suggestion - and in general have a weak willpower. Psychic creatures can bend your mind as easily as they can a spoon - if not easier. You double damage (and effects) from all Psychic-range moves. In addition to which, you cannot ever gain access to the Psychic skill-group.
Iron Willpower Quality: 4 You refuse to let anyone into your head - and nobody's gonna' tell you what to do! Unless, of course, it's a good idea. You take half damage (and effects) from all Psychic-range moves. In addition to which, all 'magic' from the Psychic skill-group have 1/2 the effect or damage on you.
Fire Touched Quality: 4 Your soul has been Touched by the greater Spirits of Fire, and it lives within' you! You can learn to use any of the non-passive Fire Moves! In addition to which, you are immune to all negative effects (and damage) from Fire moves, and Fire-related magic! This trait is restricted, and can only be taken with permission. The most common way to aquire this trait is to swallow a Node... but if you do so, you can no longer cast magic!
Water Touched Quality: 4 Your soul has been Touched by the greater Spirits of Water, and it lives within' you! You can learn to use any of the non-passive Water Moves! In addition to which, you are immune to all negative effects (and damage) from Water moves, and Water-related magic! This trait is restricted, and can only be taken with permission. The most common way to aquire this trait is to swallow a Node... but if you do so, you can no longer cast magic!
Wind Touched Quality: 4 Your soul has been Touched by the greater Spirits of Wind, and it lives within' you! You can learn to use any of the non-passive Wind Moves! In addition to which, you are immune to all negative effects (and damage) from Wind moves, and Wind-related magic! This trait is restricted, and can only be taken with permission. The most common way to aquire this trait is to swallow a Node... but if you do so, you can no longer cast magic!
Earth Touched Quality: 4 Your soul has been Touched by the greater Spirits of Earth, and it lives within' you! You can learn to use any of the non-passive Earth Moves! In addition to which, you are immune to all negative effects (and damage) from Earth moves, and Earth-related magic! This trait is restricted, and can only be taken with permission. The most common way to aquire this trait is to swallow a Node... but if you do so, you can no longer cast magic!
Rabbit's Luck Quality: 7 Fate smiles upon you. This will effect the game in many ways.. Are you lucky? Any time you fail a roll, you can re-roll once if you choose to. This can occur once event, or once per battle.
Dragon Blooded Quality: 8 *For Ssashirk, they gain 2 extra points to spend in the Draconomics Skills alone every time they gain a level. This is in addition to their racial bonus to the Draconomics skills. *For all other races, they now learn Draconomics skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Draconomics Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost.
Beetle's Devotion Quality: 2 Beelte has granted you his devotion. You gain a permenant +1 to Mentality.
Spirit Guardian Quality: 8 *For Humans, they gain 2 extra points to spend in the Familiarity Skills alone every time they gain a level. This is in addition to their racial bonus to the Familiarity skills. *For Kapper and Siren, the Familiarity skills have a normal cost, and they no longer learn Familiarity skills at 1/2 the regular rate. *For all other races, they now learn Familiarity skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Familiarity Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost.
Shaman Quality: 8 *For Uthax and Humans, they gain 2 extra points to spend in the Totemic Skills alone every time they gain a level. This is in addition to their racial bonus to the Totemic skills. *For Kapper, the Totemic skills have a normal cost, and they no longer learn Totemic skills at 1/2 the regular rate. *For all other races, they now learn Totemic skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Totemic Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost. Also; any character that takes the Shaman trait now has access to the Totemic skill group at Character creation, reguardless of race.
Shapeshifter Quality: 8 *For Human and Beast-Walker, they gain 2 extra points to spend in the Spirit-Walking Skills alone every time they gain a level. This is in addition to their racial bonus to the Spirit-Walking skills. *For Kapper, the Spirit-Walking skills have a normal cost, and they no longer learn Spirit-Walking skills at 1/2 the regular rate. *For all other races, they now learn Spirit-Walking skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Spirit-Walking Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost. Also; any character that takes the Shapeshifter trait now has access to the Spirit-Walking skill group at Character creation, reguardless of race.
Psychic Quality: 8 *For Humans and Siren, they gain 2 extra points to spend in the Psionics Skills alone every time they gain a level. This is in addition to their racial bonus to the Psionics skills. *For all other races, they now learn Psionics skills for 1/2 the regular cost (rounded up). In addition to which, all characters (reguardless of race) gain an extra 4 skill points at the beginning of Character Creation, which can be spent on Psionics Skills alone. If those 4 bonus points are not spent at Character Creation, they are lost. Also; any character that takes the Psychic trait now has access to the Psionics skill group at Character creation, reguardless of race.
Divine Relationship Quality: 8 You have a relationship of some kind with a Divine Spirit. Though an advanced player may know of more Spirits to choose from (Harvest, Mortavos, or Lady Ysasth, as examples), most players would choose one of the four primary Gods; Chaos, Order, Light, or Shadow. Though the player cannot control the Divine in question, this can (and will) effect the game in great ways. Beast-Walkers most often choose their deity of Shadow, while Avian cannot choose any Divine other than Order without serious and terrible problems.
Cursed Flaw: 5 Fate hates you. This will effect the game in many ways.. You may find that you are rather unlucky... So unlucky in fact that you almost feel the need to stamp "caution" across your forehead.. not.. that you would. In addition to which, when you start the game, you must choose a single Curse that you are afflicted with. This curse cannot be removed unless another curse replaces it.
Blessed Quality: 5 Fate smiles upon you. This will effect the game in many ways.. You may find that you are rather lucky... So lucky in fact that you almost feel as though the gods smile down on you. In addition to which, when you start the game, you must choose a single Blessing that you are afflicted with. This blessing cannot be removed unless another blessing replaces it.
Blessing of Shadows Quality: 4 Your soul has been Touched by the god of Shadows himself, and you are one of his favored avatars! You can learn to use any of the non-passive Shadow Moves! In addition to which, you are immune to all negative effects (and damage) from Shadow moves, and Shadow-related magic! This trait is restricted, and can only be taken with permission. The most common way to aquire this trait is to swallow a Node... but if you do so, you can no longer cast magic!
Holy Righteousness Quality: 4 Your soul has been Touched by the goddess of Light herself, and you are one of her favored avatars! You can learn to use any of the non-passive Light Moves! In addition to which, you are immune to all negative effects (and damage) from Light moves, and Light-related magic! This trait is restricted, and can only be taken with permission. The most common way to aquire this trait is to swallow a Node... but if you do so, you can no longer cast magic!
Devout of Order Quality: 4 Your soul has been Touched by the goddess of Order herself, and you are one of her favored avatars! You can learn to use any of the non-passive Order Moves! In addition to which, you are immune to all negative effects (and damage) from Order moves, and Order-related magic! This trait is restricted, and can only be taken with permission. The most common way to aquire this trait is to swallow a Node... but if you do so, you can no longer cast magic!
Disciple of Chaos Quality: 4 Your soul has been Touched by the god of Chaos himself, and you are one of his favored avatars! You can learn to use any of the non-passive Chaos Moves! In addition to which, you are immune to all negative effects (and damage) from Chaos moves, and Chaos-related magic! This trait is restricted, and can only be taken with permission. The most common way to aquire this trait is to swallow a Node... but if you do so, you can no longer cast magic!
Possessed Flaw: 6 You shouldn't choose this Trait unless you've gained permission to do so. Possessed means that your spirit plays host to another being - a servant or a slave. Though you control your character, your character is limited in action according to your spirit-owner. Primarily speaking, only "advanced" roleplayers should take this Trait.
Magical Void Flaw: 8 You cannot place points in any of the Magic skills, nor can you learn to cast magic, or swallow a node. In addition to which, you cannot use magical weapons or items! However, there is a slight benefit to this... You are also immune to magical effects, even if they're bad, and you are one of the few people who can destroy magical artifacts without the need for a Divine anvil!
Arcane Quality: 2 You're quite keen, you are. You may take this trait multiple times, and each time you do, it adds 10 extra points to your total Mana pool.
Vampirism Flaw: 5 You take double the regular damage and effects from any Light moves, and/or magics. Weapons of Silver and/or Wood cause your wounds to not heal properly, and provide crippling results. You are not effected by any secondary effects of Shadow moves. You do however, still receive the regular amount of damage from shadow moves. You can now use the move "Vampiric Bite" to restore your health. While in a "Daylight" setting, the creature looses 1 Fatigue per turn. While in a "Cover of Darkness" setting, the creature regenerates an additional 2 Fatigue per turn (whether you attack or not). Vampirism is considered a Disease. Also, for every 24 hours (game-time, not real-time) that passes that the character with Vampirism does not use Vampiric Bite, the character with Vampirism looses 5 health. There are only three ways to contract vampirism: either starting the game with the "Vampirism" trait, receiving the disease via damaging the diseased with a bite-related attack (including drinking an aflicted's blood), or from being bitten with "vampiric bite". You can be effected by multiple Diseases, but you cannot take the same disease more than once. If you have ever received (and cured) the Disease, you are now immune to it. Pet Tutorial Getting Started
When you go to the actual forum to roleplay, the first thing you'll need to do is create your account. Remember, user-name IS your character name, so name it appropriately! The second thing you'll want to do is set up your character sheet (there's an area just for that). The last thing you'll want to do (if you have a pet) is to give your pet a home. If you don't have a pet, you'll probably want to adopt one. There's always a free pet (or several) to take home on the roleplay forum.
All new players get a free "Kennel" at the labs. This kennel allows you to keep up to three pets. The game assumes that your character (right from the beginning) has enough money to maintain (feed) the pets you house at the kennel - so no worries there. Just go to the kennel area, pick up the "kennel beginner's tag" there, and make a new thread for yourself. That whole thread then belongs to you! But with a "kennel beginner's tag" you'll ONLY be able to keep three pets. Don't panic! You can keep more pets in there! But to do so, you'll have to purchase more kennel slots with the in-game currency, called credits.
At any rate, once you have your own kennel, you can store your pets there, and ANY items you may have accumulated, such as your adventure's starter pack items! Alternatively, you could store your items with your character-sheet, but you can't store pets there.
What now?
What do you do now that you HAVE your pets, and they're properly placed in your kennel? Anything you want, really. But as far as pets go, if you want a good pet-companion for... anything (and this game primarily revolves around pets and adventuring), then you'll need to train your pets.
Though there are many ways to train a pet (such as just simply playing with it, or paying somebody else to train it for you) - the most effective way of training a pet is to... well... actually train it. You'll probably want to go to an area around MML, such as the Training Areas, and make (or join, with permission of the creators) a thread to train your pet. Be sure to post a picture of your pet in the first post of the thread, as well as it's stats - that'll help both yourself for reference, new players who might want to join you, and any staff member who's verifying that your pet is properly trained.
Next? Play and enjoy.
However... You can't train a dog to speak English. And you can't teach a goldfish to fetch and do come when called. Each pet can be trained only within' it's limitations. What determines the pet's limitations? Two things, really. Common Sense is the first one. The second one is determined by the pet's cunning. For every point in cunning a pet has, it can learn up to 5 moves or tricks. Tricks are simple things, like "come when called", and "sit".
So, if your pet has a cunning of 4, that means you can teach it up to a total of 20 moves or tricks. Of course, there ARE ways of increasing your pet's cunning, but you'll have to discover that on your own.
However!! You can only teach a pet a new move or trick once every 5 posts (as a minimum)!
Rule #1: Loyalty
Every 5 posts you make with your pet (as in, actively with your pet) your pet will gain +1 Loyalty to you. Loyalty is unique to each player for that pet. If you send a pet away for somebody else to train it, the pet won't gain Loyalty to you, the pet will gain Loyalty to the person spending time with it.
What does Loyalty mean to you? Loyalty effects the chance of a pet attacking you, listening to you, ignoring you, or risking it's life for you. Below will be a "loyalty chart" to help you better understand how Loyalty works.
Frequently Asked Questions
Q: WAIT! What about levels?! A: Pets don't have levels. Pets have Loyalty instead.
Q: Negative Loyalty? A: Most adopted pets start with a loyalty of 0. Wild-caught creatures start with a loyalty of -5 Wild-caught monsters start with a loyalty of -10 Special pets, such as "custom-colored-creatures" start with a loyalty of 5.
Q: Wait! In battle, it mentions exp..? A: Yes. For winning a battle, or completing some events, a pet may earn "exp". "Exp" in this case is different from the traditional thoughts of it. You can "spend" a pet's earned Exp on some bonuses or benefits, such as increased cunning, a loyalty boost, or other cool things. Loyalty effects your pet (and you) EVERY time you interact with it. That means that to determine whether your pet "listened to you" (as applicable) you'll need to roll a 10-sided die (or find some other way to find out the result of your % chance, such as drawing from a hat).
Pet Loyalty Chart
FERAL -10: The pet has a 100% chance to attack you. -9: The pet has a 90% chance to attack you. -8: The pet has a 80% chance to attack you. -7: The pet has a 70% chance to attack you. -6: The pet has a 60% chance to attack you. -5: The pet has a 50% chance to attack you. -4: The pet has a 40% chance to attack you. -3: The pet has a 30% chance to attack you. -2: The pet has a 20% chance to attack you. -1: The pet has a 10% chance to attack you. DISLOYAL 0: The pet doesn't attack you unless provoked, but it has a 0% chance to listen to you. 1: The pet has a 10% chance to listen to you. In addition, there is a 100% chance that it will run away in battle. 2: The pet has a 20% chance to listen to you. In addition, there is a 100% chance that it will run away in battle. 3: The pet has a 30% chance to listen to you. In addition, there is a 100% chance that it will run away in battle. 4: The pet has a 40% chance to listen to you. In addition, there is a 100% chance that it will run away in battle. 5: The pet has a 50% chance to listen to you. In addition, there is a 100% chance that it will run away in battle. 6: The pet has a 60% chance to listen to you. In addition, there is a 100% chance that it will run away in battle. 7: The pet has a 70% chance to listen to you. In addition, there is a 90% chance that it will run away in battle. 8: The pet has a 80% chance to listen to you. In addition, there is a 80% chance that it will run away in battle. 9: The pet has a 90% chance to listen to you. In addition, there is a 70% chance that it will run away in battle. TAME 10: The pet has a 100% chance to listen to you. In addition, there is a 60% chance that it will run away in battle. 11: Though the pet will "always" listen to you, there's a 50% chance that it will run away in battle. 12: The pet has a 40% chance to run in battle. 13: The pet has a 30% chance to run in battle. 14: The pet has a 20% chance to run in battle. 15: The pet has a 10% chance to run in battle. LOYAL 16: The pet will never run away in battle. 17: There is a 10% chance that the pet will refuse to listen to anyone else's commands. 18: There is a 20% chance that the pet will refuse to listen to anyone else's commands. 19: There is a 30% chance that the pet will refuse to listen to anyone else's commands. 20: There is a 40% chance that the pet will refuse to listen to anyone else's commands. 21: There is a 50% chance that the pet will refuse to listen to anyone else's commands. 22: There is a 60% chance that the pet will refuse to listen to anyone else's commands. 23: There is a 70% chance that the pet will refuse to listen to anyone else's commands. 24: There is a 80% chance that the pet will refuse to listen to anyone else's commands. 25: There is a 90% chance that the pet will refuse to listen to anyone else's commands. 26: The pet will ONLY listen to you. STEADFAST 27: There is a 10% chance that the pet will defend you to the best of it's ability even without command. 28: There is a 20% chance that the pet will defend you to the best of it's ability even without command. 29: There is a 30% chance that the pet will defend you to the best of it's ability even without command. 30: There is a 40% chance that the pet will defend you to the best of it's ability even without command. 31: There is a 50% chance that the pet will defend you to the best of it's ability even without command. 32: There is a 60% chance that the pet will defend you to the best of it's ability even without command. 33: There is a 70% chance that the pet will defend you to the best of it's ability even without command. 34: There is a 80% chance that the pet will defend you to the best of it's ability even without command. 35: There is a 90% chance that the pet will defend you to the best of it's ability even without command. 36: The pet will always defend you, and is willing to die for you! DEPENDABLE / DEPENDANT 37: If you abandon the pet now, there is a (one-time) 10% chance that the pet would die from sorrow. 38: If you abandon the pet now, there is a (one-time) 20% chance that the pet would die from sorrow. 39: If you abandon the pet now, there is a (one-time) 30% chance that the pet would die from sorrow. 40: If you abandon the pet now, there is a (one-time) 40% chance that the pet would die from sorrow. 41: If you abandon the pet now, there is a (one-time) 50% chance that the pet would die from sorrow. 42: If you abandon the pet now, there is a (one-time) 60% chance that the pet would die from sorrow. 43: If you abandon the pet now, there is a (one-time) 70% chance that the pet would die from sorrow. 44: If you abandon the pet now, there is a (one-time) 80% chance that the pet would die from sorrow. 45: If you abandon the pet now, there is a (one-time) 90% chance that the pet would die from sorrow. DEVOTED 46: If you abandon the pet, it will die from sorrow. 47: No new changes at this Loyalty. 48: The pet gains the move Empathetic Link with it's owner, and only it's owner. 49: No new changes at this Loyalty. 50: If you reach this level of loyalty with your pet, the pet will continue to follow you... Even after it dies.
Level Tutorial For your characters, you'll expand your horizons and grow by leveling up. You level up by gaining experience points. Luckily, you gain experience points with every single post you make on the roleplay forums! Please remember however, that every post requires that you make a minimum of 150 words (plus 75 words per pet in the post) - so you can't make a bunch of single sentance posts to grind levels, we consider that cheating! :O
Every single post you make is worth 1 experience point. You'll see below a chart of how many experience points you'll need to reach each level. How do you remember how many experience points you have? Easy! It's noted underneath your username, and on every single post you make! It'll even remind you what level (roughly, but not exactly) that you are!
Classic EXP Chart:
1 post = 1 exp point
Level 1 = automatic, all characters start at level 1
Level 2 = 5 exp Level 3 = 10 exp Level 4 = 20 exp Level 5 = 30 exp Level 6 = 40 exp Level 7 = 50 exp Level 8 = 60 exp Level 9 = 70 exp Level 10 = 100 exp Level 11 = 120 exp Level 12 = 140 exp Level 13 = 160 exp Level 14 = 180 exp Level 15 = 200 exp Level 16 = 220 exp Level 17 = 240 exp Level 18 = 260 exp Level 19 = 280 exp Level 20 = 300 exp Level 21 = 350 exp Level 22 = 400 exp Level 23 = 450 exp Level 24 = 500 exp Level 25 = 550 exp Level 26 = 600 exp Level 27 = 650 exp Level 28 = 700 exp Level 29 = 750 exp Level 30 = 800 exp Level 31 = 850 exp Level 32 = 900 exp Level 33 = 950 exp Level 34 = 1000 exp Level 35 = 1050 exp Level 36 = 1100 exp Level 37 = 1150 exp Level 38 = 1200 exp Level 39 = 1250 exp Level 40 = 1300 exp Level 41 = 1350 exp Level 42 = 1400 exp Level 43 = 1450 exp Level 44 = 1500 exp Level 45 = 1550 exp Level 46 = 1600 exp Level 47 = 1650 exp Level 48 = 1700 exp Level 49 = 1750 exp Level 50 = 1800 exp
Afterwards, it's: Level 51 = 1900 Level 52 = 2000 Level 53 = 2100... It continues to grow by 100 exp per level, until you reach level 100. So, at level 100, you need 6800 exp. For your characters, you'll expand your horizons and grow by leveling up. You level up by gaining experience points. Luckily, you gain experience points with every single post you make on the roleplay forums! Please remember however, that every post requires that you make a minimum of 150 words (plus 75 words per pet in the post) - so you can't make a bunch of single sentance posts to grind levels, we consider that cheating! :O
Every single post you make is worth 1 experience point. You'll see below a chart of how many experience points you'll need to reach each level. How do you remember how many experience points you have? Easy! It's noted underneath your username, and on every single post you make! It'll even remind you what level (roughly, but not exactly) that you are! Wait - so what happens when you reach a new level? Oh, I suppose that's relatively important, isn't it?
You don't gain stats and "power" like you do in most games. Instead, you simply grow as an individual. You gain new skill points to spend equal to your character's cunning. So if you have 3 cunning, you gain 3 new skill points when you reach a new level of experience. You don't have to spend them all at once! You can save them for later if you'd like.
Special Question: What's garden exp? Answer: Off-branches of the game, known as mini-games (though they're "mini" by no means) work a little differently than the basic training, play, and adventure areas of the game. Mini-games are areas where there are certain goals and rewards to keep in mind - rewards other than experience. Instead, if you are (for example) gardening, you'd not gain skill as a fighter, but as a gardener... So you gain special garden exp that can only be spent on garden exp things. There will be a "store" where you can spend your special exp on nifty things - we promise you'll like them!
Frequent Question: How do I get new traits? Answer: New traits are only acquired one way: events through roleplay. If your character happened to loose an arm while out on an adventure in an epic battle with a dragon, then your character would gain the new trait "crippled" (or something else appropriate)... A game administrator will let you know when this happens.
Frequent Question: What about stats? Answer: It is rare that a character gains stats... However, there ARE ways, you just have to discover them. *wink* Combat/Survival/Seamanship Skills Combat Skills
Spending skill points in Combat Skills allows you to gain "combat points". Combat Points (CP) are spent on Combat Techniques, which are used similar to Moves in Combat. Because one cannot be an expert at everything, you are limited to spending no more than a total of 50 points (ranks) in the Combat Skills category. Ssashirk can learn Combat skills for half the cost (rounded up).
Brawling Brawling is considered the "skill of barbarians", but those skilled in brawling know it's far from it. It is the skill of physical fitness, prowess, and power. Each point you spend in this skill gets you X combat points to spend in Brawling Combat Techniques. Prerequisites: None Cost Per Point: 1 Maximum: X?
Martial Arts Martial arts is the skill of "ninja" and "monks". Though many also consider it to be the skills of nimbleness, acrobatics, and precision. Each point you spend in this skill gets you X combat points to spend in Martial Arts Combat Techniques. Prerequisites: None Cost Per Point: 1 Maximum: X?
Blademastery Blademasters (such as knights, samurai, and fencers) are skilled in the art of using bladed weapons such as swords, axes, and even daggers. Each point you spend in this skill gets you X combat points to spend in Blademastery Combat Techniques. Prerequisites: None Cost Per Point: 1 Maximum: X?
Spearguard Spearguards are... well.. "guards with a spear". More appropriately, spearguards learn how to effectively use spears, polearms, and javelins to their liking. Each point you spend in this skill gets you X combat points to spend in Spearguard Combat Techniques. Prerequisites: None Cost Per Point: 1 Maximum: X?
Vigilance Vigilance is the fine power that comes with knowing how to protect yourself, and (more importantly) others. Vigilance is also the art of the shield. Each point you spend in this skill gets you X combat points to spend in Vigilance Combat Techniques. Prerequisites: None Cost Per Point: 1 Maximum: X?
Exotic Combat Exotic is a "catch all" for weapons and expertise that seem to defy the ability to be categoriezed. If your weapon can't be found elsewhere, you'll likely find it in Exotic. Each point you spend in this skill gets you X combat points to spend in Vigilance Combat Techniques. Prerequisites: None Cost Per Point: 1 Maximum: X?
Marksmanship Marksmanship is the skill that allows one to effectively use all manner of ranged weapons, specifically projectilves; like bows, guns, and crossbows. Each point you spend in this skill gets you X combat points to spend in Marksmanship Combat Techniques. Prerequisites: None Cost Per Point: 1 Maximum: X?
Survival Skills
Survival determines one's ability to literally survive in the wilds of beyond. This skill will assist one in surviving against environment, beast, and even man! Uthax, Beast-Walker, and Panite can learn Survival skills for half the cost (rounded up). Avian and Siren have to pay twice as much to learn each skill in Survival.
Beast Mastery You are skilled at training wild beasts, and it shows! For every point in this skill, the creatures you train gain a 10% loyalty bonus while you are training them. With 10 skill points in Beast Mastery, your pets learn twice as fast! In addition to which, with every point in this skill, Wild Beasts who are not yet tamed gain an instant +1 loyalty with you! Prerequisites: None Cost Per Point: 2 Maximum: 10
Monster Hunter You are skilled at training monsters, and it shows! For every point in this skill, the creatures you train gain a 10% loyalty bonus while you are training them. With 10 skill points in Monster Hunter, your pets learn twice as fast! In addition to which, with every point in this skill, Monsters who are not yet tamed gain an instant +1 loyalty with you! Prerequisites: 5 Skill Points in Beast Mastery Cost Per Point: 2 Maximum: 10
Sneak You can use the shadows, and know how to walk quietly. You are able to sneak up on your prey or foe - useful in all occasions, such as pick-pocketing, hunting, and not waking the sleeping beast. Primarily when sneaking, the foe has to roll a dice total that equals your Dexterity (non-rolled) stat... So, if you have a dexterity of 3, the foe has to roll their wisdom (6-sided dice) to reach 3 or greater. However, for every point in this skill, you roll 1 6- sided die. Your effective 'sneak dex" for that event of sneaking is equal to your dex + the total of your sneak skill's bonus that you rolled. And THAT is what your foe must now roll against. So if your dex is 3, and your sneak skill is 4, you can roll 4 six-sided dice to add to your dex for the effect of sneaking... If you rolled 15, then add that to your dex of 3 (a total of 18), and THAT is what the foe must roll better than with their wisdom. Prerequisites: None Cost Per Point: 1 Maximum: 10
Acrobatics Leap, Roll, Tumble, Tight-Rope Walking, Cliff-Climbing, Tree-Climbing. All these sorts of activities fall into the Acrobatics category. Many of the combat skills require a certain number of skill in acrobatics. And with skill in Acrobatics, you have a less likely chance of hurting yourself when attempting such activities. If you fail at acrobatics, you hurt yourself, doing damage to your health. To determine damage to your health, roll 1 4-sided die for every point in stamina you have. With every point in this skill however, you reduce your chance to hurt yourself by 25%. Prerequisites: You must have a minimum Dexterity of 3 or greater. Cost Per Point: 1 Maximum: 4
Tracking You are able to find and (usually) identify tracks in the wild.. This does not guarantee you to know what species it is - but rather what type.. Carnivore, herbivore, etc. With higher tracking this allows you to not just follow footprints, but notice the other - smaller details about tracking.. Such as how blades of grass are bent, scat, and other such signs.. This is very handy when tracks can be lost. For each point in this skill, there is a +25% chance of following successfully what you are trying to track. Prerequisites: None Cost Per Point: 1 Maximum: 4
Intuition Without this skill, you're likely to get eaten by a panther in the wild, or have a pickpocket pilfer your wallet while walking down the street. With this skill, you seem to notice subtle things more, as well as have a slight advantage in combat. For every point you have in this skill, opponents with "sneak", "pick pocket", "lying" and "seduction" skills have their skill reduced (effectively) by 1 point. In addition to which, at the start of combat, when determining who goes first, you get a bonus of "1" to your roll per point in this skill. Prerequisites: You must have a minimum Wisdom of 2 or greater. Cost Per Point: 1 Maximum: 10
Range-Striding With this skill, you can set up a safe camp, choose good water-sources, and conduct first aid with local and natural resources. This skill can be taken once per territory. Territories include; Desert, Scrub, Redwall, Lifewood, Darkwood, Open Isle, Polar Flats, Jagged Tooth Mountains, Forest, Plains, Bayou, Jungle, and Tropical Isles. It is considered a fool's errand to go hiking into a territory that one is un-familiar with surviving in, so this skill is considered a "must" for most adventures. Prerequisites: None Cost Per Point: 1 Maximum: 13
Cartography Navigation and Cartography go hand in hand. With this skill, not only do you decrease your chances of getting lost, but you also increase your chances of successfully making a map of where you've been, and can perhaps "fast travel" back to that location! Very handy for almost any adventurer. With 1 point, you can find your way on land. With 2 points, you can find your way from the air. And with 3 points, you can find your way at sea using the stars. In addition to which, for every point in this skill, there is a 25% chance of successfully returning to a location you've previously been to (if you can make a map of it, of course), including finding your way home. Prerequisites: None Cost Per Point: 3 Maximum: 3
Trap Setting this allows you to set, and maintain, traps for live-capture or harming creatures. the more skill points you have in trap-setting - the stronger and better your traps are, allowing you to use them effectively against "better" creatures. For every point in this skill, you can set traps to effectively catch creatures equal to 1 "power level" (power level = stat total divided by 6). So a skill of 4 in Trap Setting means you can successfully trap creatures with a power level of up to 4, assuming of course you have the right equipment for the job. Prerequisites: None Cost Per Point: 2 Maximum: 10
Butchery Skinning, Tanning, Butchering for meat, collecting bones, organs, blood, and other useful objects from any creature you happen to slay. Doing this successfully (without damaging the objects) requires skill. The more skill in this you have, the more likely you are to successfully "harvest" useful things from dead creatures. Prerequisites: None Cost Per Point: 1 Maximum: 2
Seamanship Skills
Though seamanship skills are some of the more rare, there are still many good things to be obtained at the sea! However, most people wait until they reach a coastal town before picking up a lot of seamanship skills, you never know when one could come in handy! Siren can learn Seamanship skills for half the cost (rounded up). Avian have to pay twice as much to learn each skill in Seamanship.
Swimming Swimming is hard work, especially for those un-trained. If you are swimming without the skill, swimming costs 20 fatigue per turn! And if you run out of fatigue, you drown. For every skill point you have in Swimming, the fatigue cost of swimming is reduced by 1. You cannot reduce the fatigue of swimming to be less than 1. Prerequisites: None Cost Per Point: 1 Maximum: 19
Marine Biology You are skilled at training aquatic creatures, and it shows! For every point in this skill, the creatures you train gain a 10% loyalty bonus while you are training them. With 10 skill points in Marine Biology, your pets learn twice as fast! Though this does not effect creatures such as the Neptica, it does effect all creatures that can be aquired via Fishing - or Aquatic creatures found in the wild. Prerequisites: None Cost Per Point: 2 Maximum: 10
Surfing Riding a creature on or in the water works much differently than riding it on land. Each time you take a point in this skill, you are adding another creature you are able to ride in the water. A perfect example of a water- creature you could ride would be the Lasiobel. You must also have the "Riding" skill with the species you wish to learn to Surf with. Prerequisites: Riding Skill with the Creature Cost Per Point: 2 Maximum: 1 Per Species
Sailing You’re an expert sailor! You can get your ship from point a to point b with minimal problems. For each point you have in Sailing, you have a 25% chance of getting where you are going without incident. That is, assuming you know where you’re going. You do know how to navigate (see skill: cartography), right? Prerequisites: None Cost Per Point: 1 Maximum: 4
Fishing You’re a good fisherman! You can use nets, hooks, and other methods to catch fish, and you can do it well! (Note: This skill is related to the yet unfinished fishing system. Check back later for more details!) Prerequisites: None Cost Per Point: 1 Maximum: 10
Harpooning For the things you can’t quite catch with a hook, there’s always the trusty harpoon. You can catch (or kill!) even the biggest aquatic creatures with this skill. (Note: This skill is related to the yet unfinished fishing system, as well as battle vs aquatic creatures! Check back later for more details!) Prerequisites: None Cost Per Point: 1 Maximum: 10 Academic/Social/Draconomic Skills Academic Skills
Scholars, and the educated have academic skills. Doctors, historians, scholars - they all benefit from academic skills, and though they may not help you directly (such as in combat), they can still be very valuable. Avian can learn Academic skills for half the cost (rounded up). Uthax have to pay twice as much to learn each skill in Academics.
Biology Butchers, scientists, beast-keepers, veterinarians, and healers all know about biology. With each point in biology, you can either do an extra 1 point in damage in combat to a living creature or character. However, biology is also a prerequisite for many skills. Prerequisites: None Cost Per Point: 1 Maximum: 10
Medicine Doctors and healers know "medicine". For every point in this skill you can heal 1d4 Health on a player or character (humanoid). With 10 points in this skill you can heal poisons, and you can also heal 1d4 Stamina. With 20 points you can cure diseases, restore crippled limbs, and your healing of Health increases to be 1d8. Prerequisites: 10 skill points in biology Cost Per Point: 2 Maximum: 20
Literacy This skill may be taken multiple times.. two times for each script learned. When taking this skill - you can now read and write in (but not speak in) a language you have selected... To put two skill ranks into Literacy is to read and write that language so fluently that nothing is ever "lost in translation". Prerequisites: None Cost Per Point: 2 Maximum: 2 per language
Language This skill may be taken multiple times.. two times for each language learned. When taking this skill - you can now speak (but not write in) a language you have selected... To put two skill ranks into a single langage is to speak that language fluently - as if it were a language you grew up speaking. Prerequisites: None Cost Per Point: 2 Maximum: 2 per language
Runes You can understand the magical runes.. This, obviously, comes in very handy when studying magic - and most magic-users envy this ability, or work very hard to obtain it. Prerequisites: None Cost Per Point: 5 Maximum: 1
Sophisticated Language To speak proper langage will get you a small boost in negotiations in the right crowds. With this skill, you can double any of your "social skill" bonuses with sophisticated races. Prerequisites: You must have a minimum Charm of 3 or greater. Cost Per Point: 5 Maximum: 1
Cryptic (ancient) language understanding There are many languages in the world, written in stone upon the walls of hidden temples and lost shrines.. To have this skill - is to in general, understand how they work.. this does not grant you the ability to completely read them, but rather understand the idea of what they are saying. Prerequisites: None Cost Per Point: 5 Maximum: 1
Savage Language Understanding Savage languages include those langauges that are spoken by creatures that do not use "words" to speak.. this does not grant the ability to "speak with animals" - but rather, to speak with creatures or monsters that talk to each other by a very complicated "language" of beastial noises... Such as dash-claws. Prerequisites: None Cost Per Point: 5 Maximum: 1
Riddle-Speaker You can understand and speak in riddles like they were a language of their own - and you were born to love them. This may come in very handy when dealing with those pesky riddle-loving creatures, such as sphynx. Prerequisites: You must have a minimum Cunning of 3 or greater. Cost Per Point: 2 Maximum: 1
Local Lore You know well about a particular area of the map, a city, or town. You may take "local lore" for each area - but you cannot summarize into "the south"... instead, you must be more specific. For example, you can take the skill "Local Lore: Labs", or "Local Lore: City of Tumai", or "Local Lore: Ssashirk Nomads". This allows you to also know about their customs, history, culture, laws, and religion (mythology). Prerequisites: None Cost Per Point: 2 Maximum: 1 per "area"
Math If you have enough points in mathematics, you can very easily benefit those with the Tinkering skill! In fact, they may hire you - if you're good enough.. Each point in Mathematics gives you a 2% bonus on "getting what you want" in the robotic's workshop. Prerequisites: You must have a minimum Cunning of 3 or greater. Cost Per Point: 1 Maximum: 10
Social Skills
Bards, leaders, and even spies and thieves can make use of social skills. Avian and Ssashirk can learn Socal Skills for half the cost (rounded up). Xeno-kwal have to pay twice as much to learn each skill in Social Skills.
Performing Arts This skill includes singing, music, poetry, storytelling, dancing, and even acting. It is an all-consuming skill dealing with "the performing arts" of all kinds. For every rank in this skill, you can add an additional point of charm (once per day) in your first interaction with a humanoid character. Prerequisites: None Cost Per Point: 1 Maximum: 6
Deception Lying, forgery, and even seduction are all forms of deception. Without this skill, you rely on luck to succeed in any form of deception, which is very minimal in it's chances of success. But with each point in deception, you have a 20% increased chance to succeed. Some traits can alter different aspects of this skill (sexy, for example, can enhance seduction, while ugly could hinder it). 80% chance of success is the highest one can get without enhancing traits. Prerequisites: None Cost Per Point: 1 Maximum: 4
Intimidation Some races are un-interested in "fancy words". These races (and mostly creatures also) are affected by intimidation instead. Most intimidation uses (strength + stamina) - charm. With every point in intimidation however, you add +1 to your result. Obviously, more "intimidating" characters are more successful at being intimidating. With intimidation, you can get the strong-willed to obey your commands, or step aside. Prerequisites: None Cost Per Point: 1 Maximum: 5
Negotiation While some races (and creatures) need to be intimidated, others find intimidation to be too brutish. Sometimes a little more finesse is in order. Negotiation can help your interactions (not to be confused with barter) with most races. Every point in negotiation adds another 1 point in charm when dealing with (almost) any sentient creature. Prerequisites: None Cost Per Point: 2 Maximum: 5
Pick Pocket Pickpocket chances are ... Your dexterity vs their dexterity (minus 5 dice-worth chance of success). With every point in Pick Pocket, you decrease your hindrance to success by a single die. If you keep getting skill in Pick Pocket, you can even increase your chances of success all the way up to 5 dice-worth of bonus to success. Luckily (or unluckily?) pickpockets are hard to pick the pockets of! Skill in Pick Pocket can also counter-act those who try to stick their fingers around your wallet! Prerequisites: You must have a minimum Dexterity of 3 or greater. Cost Per Point: 2 Maximum: 10
Appraise With the appraise skill, you can tell the "true value" of what something is worth. Every rank in this skill allows you a 25% chance to discover the actual value of treasure you find. Failures will provide you with a (lesser) inaccurate value. Prerequisites: None Cost Per Point: 1 Maximum: 4
Barter All merchants seem to have the barter skill. For every point in the barter skill, you can get "10% better" of a deal. With 10 points in barter, you can end up purchasing things at half cost, or selling things for double their actual value! Of course, merchants with this skill can counter-act it. Of course, 30% better deal on an item that costs a single credit might be hard to determine... Perhaps through roleplay you can "work something out"..? Prerequisites: None Cost Per Point: 1 Maximum: 10
Mouse With "mouse", you can seem so unworthy of a foe (or un-appealing of prey), that you can significantly decrease your chances of being the target of an attack. Very handy in many situations, such as battle, or even when being hunted. For every point in mouse, there is a 20% chance that the potential foe will not attack you. However, "mouse" looses 100% of it's effects when you make an offensive measure against the other. Prerequisites: None Cost Per Point: 1 Maximum: 4
Morale Once per day, you may "use morale" to help out those in your party. For every additional point in morale, you can use it again... So four points in morale allows you to use this skill four times in one day. With the morale skill, any creature or character "in your party" asside from yourself can re-roll (once) their lowest rolling die on any type of roll. So; if your pet is rolling to dodge, and it's lowest roll is 3, it can re-roll that die (for better or worse). Prerequisites: You must have a minimum Charm of 3 or greater. Cost Per Point: 1 Maximum: 5
Dominus You are skilled at training veil "creatures", and it shows! For every point in this skill, the "veil" you train gain a 10% loyalty bonus while you are training them. With 10 skill points in Dominus, your "pets" learn twice as fast! Prerequisites: None Cost Per Point: 2 Maximum: 10
Draconimics
A true companion of draconics (and even dragon-slayers) can make use of the Draconomic skills. Ssashirk can learn Draconimic skills for half the cost (rounded up).
Dragon Kin You are skilled at training draconics, and it shows! For every point in this skill, the draconics you train gain a 10% loyalty bonus while you are training them. With 10 skill points in Dragon Kin, your pets learn twice as fast! Prerequisites: None Cost Per Point: 2 Maximum: 10
Soul Bond Bonding with a draconic is a true power. It allows one to meld their own soul with that of a draconic - sharing a single soul with two bodies and two minds. If the draconic (more powerful body) dies, the humanoid's soul waits at the draconics bones for all eternity, unable to leave. If the humanoid (weaker body) dies, the draconic's heart stops in it's chest, and it falls to the earth to become part of it. It is in the best interest of both members to not allow their other-half to fall to any ill fate. You may only bond with one draconic. Choose wisely. Then again, why would anyone want such a hindering bond? Ask yourself that as well - but know this; the ancients began the ritual of soul-bond for a reason. With one point in Soul Bond you can bond to the soul of a willing (10+ loyalty) Draconic. With two points you can bond with the soul of a not-so-willing (0 loyalty) Draconic. And with three points, you can bond with the soul of any Draconic - even if their blood boils for your death! Of course, once bonded, they had best not kill you, even if they hate you. Prerequisites: None Cost Per Point: 10 Maximum: 3
Draconic History Good knowledge in draconic history (also known as draconic religion, and clans-knowledge) could be very handy when dealing with all manners of draconics - and might even save your life someday. Prerequisites: None Cost Per Point: 1 Maximum: 1
Draconic Anatomy It takes a true warrior to hurt a dragon. But only "dragon slayers" can truely know how to slay them. Draconic creatures have unique anatomy (I bet you don't know what their kourfin is for, do you?). With each point in draconic anatomy, you can either do an extra 1d4 in damage in combat to a draconic (physical or magical), OR do an extra 1d4 in healing to your draconic friends. Prerequisites: 5 skill points in Biology Cost Per Point: 2 Maximum: 10
Draconic Healing You are skilled in healing the sick and wounded draconics. Draconic Healing skill does not work for players or pets, just draconics. For every point in this skill, you can heal 1d4 Health on a draconic. With 10 points in Draconic Healing skill you can cure poisons, and you can also heal 1d4 Stamina. With 20 points in Draconic Healing skill you can cure diseases, restore crippled limbs, and your healing of Health increases to be 1d8. Prerequisites: 5 skill points in Draconic Anatomy Cost Per Point: 1 Maximum: 20
Draconic Language Most people have a hard time to speak with draconics. And most draconics don't bother to learn the humanoid languages (there are so many of them, after all). With this skill, you can learn to speak with any Draconic. One point allows you to speak hardly (many mis-translations), while two points allows you to speak well (no mis-translations, but simple speaking), while three points allows you to speak fluently. Prerequisites: 1 skill point each in Savage Language Understanding and Cryptic Language Understanding Cost Per Point: 4 Maximum: 3 Working Skills Husbandry Skills
Husbandry is the skill category associated with taking care of animals and beasts. Husbandry does not effect elementals (such as mining familiars), dinosaurs, plant-creatures, or robots, Monsters, or Wild Beasts. Ersatz can learn Husbandry skills for half the cost (rounded up).
Riding When a character has skill in riding, they can ride a creature with proficiency. Each time you take a point in this skill, you are adding another creature you are able to ride. This is a pre-requisite for most other riding skills. Prerequisites: None Cost Per Point: 1 Maximum: 1 Per Species
Aereal Riding Riding a creature in the air is by far the most difficult style of riding there is to learn. Each time you take a point in this skill, you are adding another creature you are able to ride in the air. A perfect example of an air-creature you could ride would be the Wiurn. You must also have the "Riding" skill with the species you wish to learn to Fly with. Prerequisites: Riding Skill with the Creature. Cost Per Point: 4 Maximum: 1 Per Species
Natural Bond You are naturally bonded with a particular species. For every point in this skill you spend, you gain an instant +1 loyalty with any member of that species. This skill can be taken up to 5 times per species. Prerequisites: You must have a minimum Charm of 3 or greater. Cost Per Point: 2 Maximum: 5 Per Species
True Bond Every time you take this ability, you choose a single (organic) pet. That pet instantly gains +1 loyalty. You can take this skill multiple times - for multiple pets, or many times for the same pet. Prerequisites: You must have a minimum Charm of 2 or greater. Cost Per Point: 1 Maximum: No Maximum
Mounted Combat Whenever you attempt to ride a creature into combat, your combat skills are greatly hindered by the movement of the beast, the bumping up and down, and the change in angle - plus, you might accidentally strike your own animal! But with the Mounted Combat skill, this hinderance is nulled. As a Mounted Combatant, your Accuracy and Damage is reduced by 100%. For every point in this skill, you reduce that hinerance by 10%. If you continue taking this skill after 10 points, you can increase your damage (but not accuracy) by up to 100%! Prerequisites: Riding Skill with the Creature Cost Per Point: 1 Maximum: 20 Per Species
Ghost Rider You are so skilled with riding the species of creature, that you could grab ahold of even a wild variety, and ride it! You can ride it while standing straight up on it's back, while hanging off it's side holding on with only one hand, and even ride it backwards! All people of the world are astounded at the skill of the Ghost-Riders. You know how to naturally read the animal just by the quiver of the muscles beneath your legs - and the creature can read your intentions by the pressure of you knees alone - no reigns needed! While you are mounted on a creature you have Ghost-Rider with, both you and the creature gain +1 to all base stats. Prerequisites: Riding Skill with the Creature. You must have a minimum Charm of 3 or greater. Cost Per Point: 10 Maximum: 1 Per Species
Veteranarian You are skilled in healing the sick and wounded creatures. Veterinary skill does not work for players, just creatures. For every point in this skill, you can heal 1d4 Health on a creature. With 10 points in Veterinary skill you can cure poisons, and you can also heal 1d4 Stamina. With 20 points in Veterinary skill you can cure diseases, restore crippled limbs, and your healing of Health increases to be 1d8. Prerequisites: 5 skill points in Biology Cost Per Point: 1 Maximum: 20
Husbandry You are skilled at training animals, and it shows! For every point in this skill, the creatures you train gain a 10% loyalty bonus while you are training them. With 10 skill points in Husbandry, your pets learn twice as fast! Prerequisites: None Cost Per Point: 2 Maximum: 10
Miniaturist You are skilled in taking care of very small creatures. Though most don't even know how to begin to train them, you can not only train them, but train them well. This also helps you to control them once they've grown. For every point in this skill, the creatures you train gain a 10% loyalty bonus while you are training them. With 10 skill points in Miniaturist, your pocketpets learn twice as fast! Prerequisites: None Cost Per Point: 1 Maximum: 10
Botany Skills
Botany determines your ability to work with all manner of plants, be it plant-like pets, gardening, identifying poisonous plants, or even brewing your own healing potions. Ersatz, Panite, and Uthax can learn Botany skills for half the cost (rounded up). Kapper and Siren have to pay twice as much to learn each skill in Botany.
Gardening You are great at tending to a garden. You know what weeds to pull, when to water what, and where to put the plants so that they grow the best they can. (Note: This skill affects the yet unfinished gardens system. Check back soon for more details!) Prerequisites: None Cost Per Point: 1 Maximum: 10
Agriculture You’re good at maintaining a much bigger crop of plants than just the average gardener could, though perhaps not as well as someone who also knows a bit about gardening as well. (Note: This skill affects the yet unfinished gardens system. Check back soon for more details!) Prerequisites: None Cost Per Point: 1 Maximum: 10
Distill Poisons You can turn plants and other natural materials into nasty poisons. If you’re good enough, you can avoid poisoning yourself while creating them. (Note: This skill works with the crafting system. Check back soon for more details!) Prerequisites: 2 Skill Points in Plant Lore Cost Per Point: 1 Maximum: X
Brewing You can use your knowledge of plants to make salves, potions, and elixirs with helpful effects. The things you make can heal wounds, cure poisons, and give helpful boosts to those who consume them. (Note: This skill works with the crafting system. Check back soon for more details!) Prerequisites: 2 Skill Points in Plant Lore Cost Per Point: 1 Maximum: X
Plant Lore You can tell which plants are edible, and which ones will poison you. This is essential when picking plants in the wild, and when making potions (or poisons!) out of plants. For each point in this skill, you have a 25% chance of correctly identifying a plant when you see it. If you fail, there’s a good chance that you will consider the plants to be safe when they are not (or vice versa). Prerequisites: None Cost Per Point: 1 Maximum: 4
Floral Bond Every time you take this ability, you choose a single plant pet. That pet instantly gains +1 loyalty. You can take this skill multiple times - for multiple pets, or many times for the same pet. Prerequisites: You must have a minimum Charm of 2 or greater. Cost Per Point: 1 Maximum: No Maximum
Verdant Lord You are skilled at training plant-pets, and it shows! For every point in this skill, the creatures you train gain a 10% loyalty bonus while you are training them. With 10 skill points in Verdant Lord, your pets learn twice as fast! Prerequisites: 10 skill points in any other Botany Skill(s) Cost Per Point: 2 Maximum: 10
Tinkering Skills
Though Kapper and Xeno-Kwal are the main races in the world that have access to technology (with the common exception of humans, who get Kapper's tech-scraps), you never know when skill in Tinkering could come in handy. This skill group includes things from operating a flashlight, to picking locks, or creating your own robots. Kapper can learn Tinkering skills for one fourth the cost (rounded up) Xeno-Kwal can learn Tinkering skills for half the cost (rounded up). Beast-Walkers, Uthax, and Panite have to pay twice as much to learn each skill in Tinkering.
Open Lock You can open locks with relative ease, even without the keys. For each point you have in this skill, you have a 20% chance of successfully opening a lock. You can try to open locks without proper tools, but there is a 50% chance you will break the lock if you fail to open it if you don’t have the right tools. Prerequisites: You must have a minimum Dexterity of 2 or greater. Cost Per Point: 1 Maximum: 4
Reverse Engineering By taking apart a device (and therefore destroying it!), you can learn how it works. Then, if you manage to get the right parts together, you can build one of your own. Though, you can only make a copy of the original. To modify it, you would have to learn more about engineering. This skill can be taken multiple times, once for each new device. Prerequisites: You must have a minimum Cunning of 2 or greater. Cost Per Point: 1 Maximum: 1 per device
Operate Device With this skill, you can learn how to operate devices you have come across. A point in this skill allows you to learn how to use one kind of device well. Without this skill, you don’t know how to operate it properly, if at all. This skill can be taken multiple times, once for each new device. Prerequisites: None Cost Per Point: 1 Maximum: 1 per device
Engineering Engineering is the basic skill needed to learn how to create robots and machines. It all starts here! Each point in engineering gives you a better grasp of the basics needed to know all about machines and how they work and are created. In addition to the basic requirements for most other tinkering skills, each point in Engineering allows you 25% chance to succeed when creating something mechanical. (Note: This skill affects robot creation. Check back later for details!) Prerequisites: You must have a minimum Cunning of 2 or greater. Cost Per Point: 1 Maximum: 4
Programming This skill allows you to program complex machines to perform a variety of tasks and behaviors. Programming has many uses, from programming a device to work properly to giving a robot ‘thoughts’ of its own. It is rumored that along with high enough skill in Plasmatology, and the correct "ingredients", one can even create robots with souls! (Note: This skill affects robot creation. Check back later for details!) Prerequisites: 4 Skill Points in Engineering Cost Per Point: 1 Maximum: X
Plasmatology All forms of plasma, from Electricity, to raw Energy, to Fire is a complicated thing, but once you learn the rules, it all falls into place. With this skill, you can use many forms of plasma to power or enhance machines from simple devices to complex robots. This allows you to give them more power, upgrade them with new and interesting effects or weapons (flame-launcher)? And other such interesting things. One and two points allows you to work with fire. Three and four allows you to work with Electricity, and five and six allows you to work with raw Energy. Prerequisites: 2 Skill Points in Engineering Cost Per Point: 1 Maximum: 6
Clockworks Clockwork machines are intricate and detailed, containing many little gears and moving parts, often devoid of the typical programs and electronics many people associate with machines. It takes patience and skill to learn how to create clockworks. (Note: This skill affects robot creation. Check back later for details!) Prerequisites: 1 Skill Points in Engineering Cost Per Point: 1 Maximum: X
Biotech You are skilled at training robots, and it shows! For every point in this skill, the creatures you train gain a 10% loyalty bonus while you are training them. With 10 skill points in Biotech, your pets learn twice as fast! Prerequisites: 10 skill points in any other Tinkering Skill(s) Cost Per Point: 2 Maximum: 10
Masonry Skills
Masonry deals with all manner of skills reguarding earth, metal, and stone (even precious gemstones). Anyone that wills themselves to work with one of those might highly consider skill in Masonry. Xeno-Kwal can learn Masonry skills for one fourth the cost (rounded up). Ersatz and Kapper can learn Masonry skills for half the cost (rounded up). Panite have to pay twice as much to learn each skill in Masonry.
Palentology You are skilled at training pre-historic creatures, and it shows! For every point in this skill, the creatures you train gain a 10% loyalty bonus while you are training "Dinosaurs". With 10 skill points in Palentology, your pets learn twice as fast! Prerequisites: None Cost Per Point: 2 Maximum: 10
Earthen Bond You are skilled at training mining familiars, and it shows! For every point in this skill, the mining creatures you train gain a 10% loyalty bonus while you are training them. With 10 skill points in Earthen Bond, your pets learn twice as fast! Prerequisites: None Cost Per Point: 2 Maximum: 10
Architecture You know how to work well with stone, and are able to stack rock walls, decorative gardens, and repair stone structures. The more skill ranks you have, the more knowledge you have about different kinds and applications for stones. (Note: This skill affects item crafting. Check back later for details!) Prerequisites: None Cost Per Point: 1 Maximum: X
Metalsmithing Smelting is the basic knowledge of metals that leads to smithing. One point in this skill allows you to work with softer metals, like copper, and tin. Two points allows you to work with harder metals, like bronze, and iron. Three points allows you work with metals like shadow ore, and sky metal. (Note: This skill affects item crafting. Check back later for details!) Prerequisites: None Cost Per Point: 1 Maximum: 3
Blacksmithing You can make many different kinds of armor and weapons, usually from metal. Higher skill ranks allow you to make more intricate and complex weapons and armor. Of course, you have to know how to use the metals you're working with, via the Metalsmithing skill. (Note: This skill affects item crafting. Check back later for details!) Prerequisites: 1 points in metalsmithing. Cost Per Point: 2 Maximum: X
Jeweler You can cut gems into beautiful gemstones to be set in jewelry and other fine pieces. In addition, you can work with precious metals, like gold and silver. This skill also lets you put the two together in beautiful works of jewelry and art. More points in this skill lets you cut and set more difficult gemstones. (Note: This skill affects item crafting. Check back later for details!) Prerequisites: None Cost Per Point: 2 Maximum: X
Tunnel Sense It’s pretty easy to get lost deep down in the tunnels of the mines. With this skill, you can navigate the complex tunnels without getting lost. For each point you have in this skill, your chance of getting lost is reduced by 25%. With 4 points, you do not get lost under normal circumstances. Prerequisites: None Cost Per Point: 1 Maximum: 4
Mining You’re a darn good miner! You know how to find the gems, and how to pick them out of the walls without damaging them. It’s tough work, but you can do it, and do it well! (Note: This skill affects mining. Check back later for details!) Prerequisites: None Cost Per Point: 1 Maximum: 10
Crafting Skills
If it's not seen as a money-maker, it's certainly viewed as a money-saver. Those who can make their own items, weapons, armor, etc - are able to not spend so many credits to equip themselves. In addition to which, if you make good products, you can sell them to other players, or to non-player-characters (for less credits, no doubt). Ersatz can learn Tinkering skills for half the cost (rounded up).
Fine Arts Though fine arts has fewer practical uses, one can earn some credits from fine arts. Fine Arts is basically a "skill yields credits" skill. Once the crafting section opens up, for every skill point you have in Fine Arts, you have a 10% chance of successfully selling your art for 1 credit at the local faire. (Note: This skill affects crafting. Check back later for details!) Prerequisites: None Cost Per Point: 1 Maximum: X
Carpentry You can work well with wood, making things figures, intricate walking sticks, and even some handy tools like bowls. You can create useful things out of pieces of wood, like chairs, tables, and shelves. Those with the highest skill (like those with architecture) can even be commissioned to help build houses! (Note: This skill affects crafting. Check back later for details!) Prerequisites: None Cost Per Point: 1 Maximum: X
Leatherworking You can work with leather to make leather clothing, collars, and other useful things. The more skill ranks you have, the better you are at making more complex and helpful things like saddles. (Note: This skill affects crafting. Check back later for details!) Prerequisites: None Cost Per Point: 1 Maximum: X
Tailoring You use cloth to create clothing and other useful things that are sewn together. The more skill ranks you have, the better you are at creating complex and useful items. (Note: This skill affects crafting. Check back later for details!) Prerequisites: None Cost Per Point: 1 Maximum: X
Bowyer / Fletcher You can make an efficient bow to shoot arrows with. Higher skill ranks allow you to make better and more difficult bows. You can make arrows that fly straight and true. (Note: This skill affects crafting. Check back later for details!) Prerequisites: None Cost Per Point: 1 Maximum: X
Fetish Craft This is a very useful skill for all Totemic people. You can use natural materials (such as sinew, bone, and acorns) to craft Putah, Fetishes, and Totems. Though not the most useful skill for non-totemics, having this skill is almost a must for any totemic. Few totemics however will make their Fetishes out of the Blacksmithing skill, or Leatherworking, or a various assortment of other skills - Fetish Craft is the most basic, and reliable. (Note: This skill affects crafting. Check back later for details!) Prerequisites: None Cost Per Point: 1 Maximum: X
Cooking While most cooking is "cosmetic", and it is assumed all characters can cook well enough to get by on, the actual skill in cooking allows a character to create food that is above and beyond - and perhaps even stat-enhancing! (Note: This skill affects crafting. Check back later for details!) Prerequisites: None Cost Per Point: 1 Maximum: X Magic Skills Arcane Magic
Arcane magics is the skill group concerned with all magic concerned with mages. In order to cast magic, you'll need a Node. Magic is difficult to learn, but those who spend time studying can become powerful mages, necromancers, druids, and other such Arcane folk. Humans and Sirens can learn Arcane Magics skills for half the cost (rounded up).
Magical Awareness Allows you to learn magic, if you find a source. You may not know what a node is.. but when one is around you - you will sense it's power! At one point, you can cast spells. At two points you can "sense" nodes. Prerequisites: None Cost Per Point: 5 Maximum: 2
Daily Meditation To restore your mana, you must meditate. But meditation doesn't come naturally - save for creatures, who meditate every time they rest. For characters, you must learn to meditate. For every point in meditation, you can regain 1d4 points in mana every time you meditate. If you meditate in combat, you cannot make any other move that turn, and your defensive dexterity is reduced to 0. You may only meditate once per day to restore mana. Prerequisites: None Cost Per Point: 2 Maximum: None
Channeling Some Magi are better at channeling their mana than others. Those that are good at channeling can cast better or more complicated spells more often. For each point in Channeling, you permenantly increase your maximum mana pool by 1 point. Prerequisites: 1 point in Magical Awareness Cost Per Point: 1 Maximum: None
Arcane Mechanics Some magical items are very complex and/or knowledge of their purpose has been lost. You must study and practise for a long time before you can make use of them - or even get them to function. This skill allows you to utilize a variety of complex, magical items. The first time you attempt to use a new magical item, there is an 80% chance of failure. For every time this skill is taken, you reduce that chance of failure by another 20%. With this skill maximized, you can have only a 20% chance of failure. Prerequisites: 1 point in Magical Awareness Cost Per Point: 4 Maximum: 3
Learn Spell You may learn up to 1 pre-fabricated spell per skill rank in Learn Spell. Of course, you can't cast them unless you have the proper mana-pool or nodes... This does not effect the number of spells you can create! Just the number of pre-fabricated spells you can learn. Prerequisites: 1 point in Magical Awareness Cost Per Point: 2 Maximum: None
Spell Craft You may learn up to 1 spell that you create yourself. Of course, you can't cast them unless you have the proper mana-pool or nodes... If your spell fails when you created it the first time, and you need to revise it, you'll need to spend another skill point to learn the new style of spell! Consider it a point (time and energy) spent on "research" for the spell you are crafting. Prerequisites: 1 point in Magical Awareness Cost Per Point: 2 Maximum: None
Spell Steal With this skill, you can see another spell being cast, and learn it! You can only learn 1 spell in this way per skill rank. Please note, that you MUST have enough room from your "Learn Spell" skill to actually learn the spell you steal! Of course, you can't cast them unless you have the proper mana-pool or nodes... Prerequisites: 1 point in Magical Awareness Cost Per Point: 2 Maximum: None
Spell Power You can take Spell Power up to 8 times per Power (such as conjure, transmute, or dorm). When this skill is taken, the Power of your choice costs 1 less mana. You can choose multiple powers, and/or pick this skill up to 8 times per Power, reducing it's cost (at most) just 2 mana! Prerequisites: 1 point in Magical Awareness Cost Per Point: 4 Maximum: 8 per Power
Arcane Focus You can take Arcane Focus up to 4 times per subject (such as skeleton, flame, or icespear). When this skill is taken, the Focus of your choice costs 1 less mana. You can choose multiple subjects, and/or pick this skill up to 4 times per Focus, reducing it's cost (at most) just 1 mana! Prerequisites: 1 point in Magical Awareness Cost Per Point: 4 Maximum: 4 per Focus
Ethreal Essense You are skilled at training "elemental" pets, and it shows! For every point in this skill, the elementals you train gain a 10% loyalty bonus while you are training them. With 10 skill points in Ethreal Essence, your pets learn twice as fast! Prerequisites: 10 skill points in any other Arcane Skill(s) Cost Per Point: 2 Maximum: 10
Familiarity
Familiarity is the magic of bonding with a familiar, a single small creature with whom you share your powers. Humans can learn Familiarity Magic skills for half the cost (rounded up). Kapper and Siren have to pay twice as much to learn each skill in Familiarity Magic.
Familiarity This is the basic skill required to obtain a famliar. Each time you spend a skill point in this skill, you permenantly loose 5 points from your Maximum Mana Pool. Though this skill can be taken multiple times, you can only have one familiar. Each time (after the first) that you take this skill, your familiar gains a bonus of 1 Mentality. Prerequisites: None Cost Per Point: 5 (and 5 permenant mana pool) Maximum: 5
Arc Any spell that the caster casts, can be performed by the familiar. The caster still is the one casting the spell, but the spell is channeled through the famliar instead. Example; The caster casts "candle-flame", and the flame comes from the familiar's paws. This skill can be taken once per spell. Prerequisites: 1 point in Familiarity Cost Per Point: 5 Maximum: None
Enhance Familiar For every time this skill is taken, the caster's familiar gains a 10% chance to dodge any attack. Prerequisites: 1 point in Familiarity Cost Per Point: 5 Maximum: 7
Empower Familiar For every time this skill is taken, the caster's familiar takes 1 less damage from any attack. It also does one less damage with every attack it performs. While this makes the familiar live longer, it makes it more spiritual, and less physical. Prerequisites: 1 point in Familiarity Cost Per Point: 2 Maximum: None
Heal Familiar For every point you spend in this skill, you can choose to drain 1 Mana Point to heal your familiar by 1 Health Point. This ability cannot take your Mana to be less than 1, nor can it heal your familiar's Health to be greater than it's maximum Health Pool. Prerequisites: 1 point in Familiarity Cost Per Point: 1 Maximum: None
Take For every point placed in this skill, your familiar permenantly looses 1 FP, and you gain 5 to your Maximum Mana Pool. You cannot take this skill to lower a familiar's FP to be less than 1. Prerequisites: 1 point in Familiarity Cost Per Point: 1 Maximum: None
Give For every point placed in this skill, you permenantly loose 5 from your Maximum Mana Pool, and your familiar gains 1 FP. You cannot take this skill to lower your Mana-Pool to be less than 1. Prerequisites: 1 point in Familiarity Cost Per Point: 1 (and 5 permenant mana pool) Maximum: None
Eternal Familiar You can sacrifice part of your own soul to make sure that your familiar stays with you, reguardless of what life or death may bring. This means that your familiar cannot die. If it does, it follows you in spirit-form for a week, after which time it will re-form itself physically to be with you. When you take this skill, you permenantly loose half of your maximum Fatigue-Pool. Prerequisites: 10 points in any other Familiarity Skills Cost Per Point: 10 (and 1/2 permenant fatigue pool) Maximum: None
Totem Magic
Totemic magic is a very primal magic, concerned with transfering one's own energy, the energy of the world around you, and the spirits of one's ancestors into an item. Only Uthax and Panite have initial access to this skill group! Otherwise, to gain access to this skill, you must aquire the approriate trait. Humans and Uthax can learn Totemic Magic skills for half the cost (rounded up). Kapper have to pay twice as much to learn each skill in Totemic Magic.
Transfer Energy If a Totem's mana is drained, the Totemic will want to restore it to be used again. For every point in Transfer Energy, the Totemic may transfer up to 1 point (per day) in their own Mana to the Totem's mana. To restore the Totemic's mana however, they will either need potions, lots of sleep, or skill in Meditation. Prerequisites: None Cost Per Point: 2 Maximum: None
Ancestral Healing All Totemic can reflect upon the spirits of their ancestors for guidance, increasing their "mana" for crafting new Totems. For each point in Ancestral Healing, you permenantly increase your maximum mana pool by 1 point. Prerequisites: None Cost Per Point: 2 Maximum: None
Ancesteral Knowledge To create a totem, the Totemic must first use Ancestral Knowledge to learn a "spell" or "move". This is a difficult task, and requires quite a bit of skill. The Skill required to learn a Spell is equal to the spell's mana cost cut in half. The Skill required to learn a "Move" is equal to the move's Fatigue Cost. Because of this, spells usually cost more skill to learn - but this is because the "moves" are taught by the Ancestors, and the "spells" are taught by seeking within' one's self. This skill must be taken seperately for each move and/or spell. Prerequisites: None Cost Per Point: *see description Maximum: None
Fetish Imbuement This skill permenantly drains the Totemic's own Mana Pool, but provides the Totem with it's own Mana Pool! Every time the item "casts" it's spell, it drains it's mana by points equal to the "move's fatigue" or the "spell's mana cost". You have to choose one of the moves or magic that you've learned via Ancestral Knowledge in order to Imbue your Fetish. Prerequisites: 1 point in Ancestral Knoweldge Cost Per Point: 2 (and 1 permenant mana pool) Maximum: None
Ancestral Call Once a Fetish is crafted and imbued, the Fetish is at it's weakest power. All fetishes (totems, and putah) start with the minimum (relevant) power. For Example: Breathe Fire uses Mentality, it is assumed that the Fetish's Mentality is 1. If you wish to increase the power of your Fetish, they can now choose place skill points in Ancestral Call - and permenantly Empower the Fetish by 1 point in it's relevant stat. Each time you place a skill point in Ancestral Call, you permenantly loose 5 to your Maximum Mana Pool! In addition to which, this skill must be taken seperate times not only for each point in "power" that you wish to increase your fetish, but must be taken seperately for each fetish you wish to increase the power of! Prerequisites: 1 point in Fetish Imbuement Cost Per Point: 2 (and 5 permenant mana pool) Maximum: None
Medicine With every point you spend in Medicine, you can learn to use Fetishes crafted by others. If the fetish's total Mana Pool is 10, you must have a minimum skill in Medicine equal to (or greater than) 10 in order to use it. Prerequisites: None Cost Per Point: 1 Maximum: None
Bad Medicine With Bad Medicine, you can Destroy a Totem belonging to another, to learn it's magic, and steal it's power. The cost of Bad Medicine is equal to the Totem's total Mana Pool. If the totem has a mana pool of 5, then the cost to destroy and steal the medicine in it is 5. For every point you spend in Bad Medicine, you permenantly drain your Mana Pool by 3! Prerequisites: 1 point in Ancestral Knowledge, and 1 point in Fetish Imbuement Cost Per Point: 4 (and 3 permenant mana pool) Maximum: None
Spirit-Walking
Spirit-Walking is the "magic" concerned with imbuing one's self with the spirit of beasts. Creatures in the spirit-world are different from the physical body of the creatures in the mortal world, but many aspects remain the same. Spirit-Walking is dangerous, but the benefits are great. Most Spirit-Walkers become so in-tune with the Spirits they play host to that they become beast themselves. Only Beast-Walkers have initial access to this skill group! Otherwise, to gain access to these skills, you must aquire the appropriate trait. Humans and Beast-Walkers can learn Spirit-Walking skills for half the cost (rounded up). Avian and Kapper have to pay twice as much to learn each skill in Spirit-Walking Magic.
Meld All Spirit-Walking requires the ability to meld with the spirit of at least one beast. In order to do this, you must not only subdue the creature physically, but spiritually. You must intertwine your own soul with theirs, and break apart again successfully - a new man, with new knowledge and respect of the spirit within' the beast. However, in order to do this, one must have the skill to begin the Spirit-Meld. Let's hope you can come out of the beast, and don't end up just a shell of a body. Prerequisites: None Cost Per Point: 1 Maximum: 1
Dream-Walk Sometimes you need to actually meet up with the spirits living within' your own soul, and the spirit-world. With the Dream-Walk skill, you can put yourself into a (coma-like) dream-walk, allowing you to travel into the spirit-world and seek out your companion. Be cautious! Not just your own spirit-companions live here! Prerequisites: None Cost Per Point: 5 Maximum: 1
Call Spirit You can call upon the spirits of the beasts, asking for their blessing. They may in turn provide you with whatever blessings they have (giving you a bonus to certain stats, and sometimes skills). You can however, only ask for the assistance of a single spirit at a time. For every time you take this skill, the blessings you receive last for an extra turn in battle (or one hour in adventure). Prerequisites: None Cost Per Point: 2 Maximum: 24
Guardian Once per day, you may call upon the Spirit that guides you and your actions - and it may choose to manifest itself in spirit-form before you, to guide you, to defend you, to die for you. Of course, if it dies, it simply goes back to the spirit-world, but having your Spirit-Wolf protect you can certainly come in handy! The spirit cannot stay forever however, and only lasts for 3 turns in battle (or 3 hours in adventure) before departing back to the spirit-world within' your heart. Prerequisites: 1 point in Dream-Walk Cost Per Point: 5 per "power category" of Spirit Maximum: 1 per Spirit within' you
Become One Every time you take this skill, you may add a single "move" that the spirit residing within' you would have. This is displayed as an incorpreal form, but can effect the world physically. It's awesome. You may roar, and swipe at your foe as though you had bear-claws - meanwhile, the spirit of the bear would manifest itself around you, and IT'S claws would rake through your foe's chest. Remember, you must have the correct Fatigue to spend to be able to USE the move that the Spirit bestows you with! Prerequisites: 5 Points in Call Spirit Cost Per Point: 5 Maximum: 3
The Avatar With this skill, you can become (shape-shift into) the beast of the spirit! Each time you take this skill, you must choose one of the spirits living within' you. Once you have, you may spend 100% of your Mana-Pool to transform into the beast. This doesn't look like the beast you originally melded with, but rather what YOU would look like as the beast. You may have melded with a grey wolf, but your fur may be black (as an example). The transformation lasts until you choose to end it, or until you are knocked unconcious or killed. Prerequisites: 10 points in any other Spirit-Walking Skills Cost Per Point: 20 Maximum: 1 per Spirit within' you
Psionic
Psionics is a "magic" concerned with the Mind, Soul, and (lastly) Body. It is a way of channeling one's own soul into harnessable power. Even Magi are right to fear a Psychic! Only Siren and Xeno-Kwal have initial access to this skill group! Otherwise, to gain access to these skills, you must aquire the appropriate trait. Humans can learn Psionics skills for half the cost (rounded up). Sirens can learn all Soul and Mind Psionics skills for half the cost (rounded up). Xeno-Kwal can learn all Soul and Body Psionics skills for half the cost (rounded up).
Channel Soul (soul) This is required for any Psionic Ability. Without the ability to harness and understand one's own soul, one can never hope to harness the power of one's own mind or body - or the minds and bodies of others. EVERY Psionic skill costs 10 Health each time it is used!! This is reguardless of any other cost. For every point in Channel Soul, the cost in Health is reduced by 1. Prerequisites: None Cost Per Point: 2 Maximum: 10
Empower Crystal (soul) One of the basic abilities of any Psychic is to understand and empower a crystal. While most Psychics don't have enough "energy" to do what they need with just their own body, mind, and soul - a crystal can hold much more. You can "save for later" energy for use, which with the proper skill, can be tapped into. For every point in Empower Crystal, you can drain 1 HP of your own life and add 1 Energy to a Crystal. In order to restore your HP, you must do so in the regular means (healing, etc). Prerequisites: 1 Point in Channel Soul Cost Per Point: 4 Maximum: None
Drain Crystal (soul) One of the basic abilities of any Psychic is to understand and tap into a crystal. While most Psychics don't have enough "energy" to do what they need with their own body, mind, and soul - a crystal can hold much more. For every point in Drain Crystal, you may choose to drain 1 Energy from an empowered crystal (assuming it has energy to drain) - and convert it to your choice of mana or fatigue for yourself. This CAN put you over your maximum pool - but after that turn, the leftovers are removed - taking you down to your maximum pool (if you were over it in the first place)... This allows one to do psychic powers far beyond their regular limitations. Prerequisites: 1 Point in Channel Soul Cost Per Point: 4 Maximum: None
Soul Barrier (soul) The best defence against any Psychic is to BE a Psychic. For every point in Soul Barrier, you can protect yourself more than a normal man or creature. IF your mentality check fails, you have a 10% chance for every skill point in Soul Barrier to prevent all psychic effects used against you... Of course, each time you use your Soul Barrier, it costs you 10 health (remember to count in your bonus from Channel Soul!)... Was it worth it? Prerequisites: 1 Point in Channel Soul Cost Per Point: 3 Maximum: 8
Channel Body (body) This is required for any of the Body Psionic Abilities. All Body Psionics cost 20 Fatigue to use per turn. For every point in Channel Body, that cost is reduced by 1. Prerequisites: 5 Points in Channel Soul Cost Per Point: 2 Maximum: 18
Projection (body) This skill allows one to project an image - an image within' the Psychic into the world. This image is usually non-physical, such as a spectral image of the psychic themselves (useful for long-distance communication), but sometimes can be something much more powerful! Each point in Projection increases the distance the image can be projected by 5 miles. With 5 points in Projection, the projection can have the (physical) stats of the psychic (strength, dexterity, stamina, and resistance) - but it won't always have the form of the psychic, unless they choose it's form to look as such. Each time this skill is used, it costs 20 Fatigue. Channel Body helps reduce this cost. Prerequisites: 5 Points in Channel Body Cost Per Point: 2 Maximum: 5
Telekenisis (body) This is the act of moving objects with one's own mind. For every point in this skill, you can lift 5 lbs of object with your mind. An object that is lifted can be controlled by the Telekenetic, but within' limits. At 5 skill points, the Telekenetic can "throw" the object as a weapon, doing the object's weight (divided by 4) in damage (with the Telekenetic's mentality as the objects "dexterity"). All Telekenesis is done at the cost of fatigue. At 10 skill points one can "bend the spoon" or "carve the stone" with one's own mind! This also allows one to do direct damage to another's body (damage = telekenisis skill / 4) - or alter one's own appearance (for example, changing hair or eye color, growing taller or shorter, etc)! Every time you use Telekenisis it costs 20 Fatigue. Channel Body helps reduce this cost. Prerequisites: 5 Points in Channel Body Cost Per Point: 2 Maximum: None
Chi (body) This is the act of using one's energy to enhance the body (at the cost of fatigue). A mortal man may be immune to a bullet's wound, or become so fast that he may dodge it - but one cannot learn to fly without wings. For every point in this skill, you can spend Fatigue to increase 1 stat (stamina, strength, dexterity, or resistance) by 1 point for the remainder of the day. Every time you use Chi, it costs 20 Fatigue. Channel Body helps reduce this cost. Please note, this skill can also be projected onto an ally! Prerequisites: 5 Points in Channel Body Cost Per Point: 2 Maximum: 5
Psychic Recovery (body) For every point in this skill, one can "transfer" up to 1 Fatigue to 1 Health. This is a tiring way of healing one's self, but usually life-saving. Of course, there's also the initial cost of 20 Fatigue, but Channel Body helps reduce that cost. Prerequisites: 5 Points in Channel Body Cost Per Point: 2 Maximum: None
Channel Mind (mind) This is required for any of the Mind Psionic Abilities. All Mind Psionics cost 20 Mana to use per turn. For every point in Channel Mind, that cost is reduced by 1. Prerequisites: 5 Points in Channel Soul Cost Per Point: 2 Maximum: 18
Clairvoyance (mind) This is the ability to "see" into the past, present, and future. The more skill you have as a Clairvoyant, the more clear the message becomes. For every skill in Clairvoyance, there is a 20% chance that you can "see" your goals. Clairvoyance costs 20 Mana. Channel Mind helps reduce this cost. Prerequisites: 1 Points in Channel Mind Cost Per Point: 1 Maximum: 5
Telepathy (mind) The basics of any telepathy is empathy. This skill allows one to read another's emotions. At 5 skill points this allows one to project their own emotions onto others (such as fear, or joy). At 10 skill points one can "mind speak" telepathically to another being. At 15 skill points one can read another's mind - they know what you're thinking! While the most skilled (those with 20 skill points) can flip through your mind like the pages of a book, and delve into the past... However, attempting to do so immediately invokes "danger" in the individual, and a mentality battle will begin. All Telepathy is a Mind Psyonic, and uses 20 Mana. Channel Mind reduces this cost. Prerequisites: 5 Points in Channel Mind Cost Per Point: 2 Maximum: 20
Mind Control (mind) One of the most frightening aspects of any Psychic is the fact that they MAY be able to control your mind! For every point in this skill, you have a 10% chance of being able to control (for one turn) a creature with 1 mentality. So, with 5 skill in Mind Control, you have either a 50% chance of controlling a 1 mentality creature, or a 10% chance of controlling a 5 mentality creature. Of course, each turn you use this skill, it costs you 20 Mana. Channel Mind helps to quell this cost however. You can NEVER control a creature that has more mentality than you, reguardless of skill! Prerequisites: 20 Points in Telepathy Cost Per Point: 2 Maximum: 10
Scream (mind) The most dangerous ability of any Psychic is renown for being the Psychic Scream, otherwise known as the "Siren's Scream". This causes the foe's brain to melt, and it's always a foe's (one wouldn't want to melt the brain of a friend, now would one?). Because of it's power, it is usually the goal of most Psychics. Sirens are most often "screamers". Damage done is equal to skill in Scream. However, "chance to dodge" is a battle of Mentality stat (yours vs your foe's). Each time you use this skill, it costs you 20 mana. Channel Mind helps reduce this cost. Prerequisites: 20 Points in Telepathy Cost Per Point: 4 Maximum: None Starting Items Every character gets some basic starting equipment. You don't have to take it if you don't want to, but we'd highly suggest you take the starting equipment provided for you, as it gives you a good edge. To take your starting equipment, simply copy and paste the code provided for you - we suggest you put it somewhere like your character profile once you sign up with the roleplay site. Until you sign up however, you could save it to a word-file.
Wait a moment now... what does all this equipment DO?
Brown Bag: Just a simple over-the-shoulder bag to hold all your equipment. It's not as reliable or large as a backpack by any means, but it helps hold in all the odds and ends.
Goodie-Bag of Berries: Treats for either your character or your pets.
Book of Matches: Handy for starting fires, for those without the right survival skills.
Collar and Leash Set: Handy for most pets.
Chiryma Plush: Because everyone loves a cuddly plushie.
Old Coin: At the Tailoring Shop, the person who works there collects these coins. Take your coin there, and she'll happily trade it for any of the "basic sets" of clothing.
Fishing Pole: If you plan on going fishing, you'll need one of these.
Mining Pick: If you plan on going mining, you'll need one of these.
Medium Assorted Seeds: Very useful for anyone starting up gardening or farming.
Dagger: To defend yourself, or carve apples.
Simple Carved Pendant: For most people, this pendant is simply that - a neat looking necklace. But for the Totemic people, it is so much more, as it can be imbued.
Blank Book: Very handy for Magi, as this is where they'll write down all their spell information. For those who don't practice in the Magi arts, this book is handy for writing down notes, or sketching pictures.
Quill and Ink Set: An item required to go with the Blank Book.
Transparent Node: The Transparent Node is by far the most valuable object in the Starting Equipment Pack, and it can only be obtained here, unless you get one in trade from another player. If you plan on practicing any magic that would interest a Magi, you'll need to fill up your Node with any of the eight elements. At a temple in the labs, there are four elemental pillars, where you can choose (between fire, water, earth, and wind) to fill your Node.
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Post by Alma on Dec 26, 2021 17:08:28 GMT -6
-v3 cont- I didn't even know there was a character limit. XDSiren Story/Bio, taken from Twilight-Claw Biology: Most races are right to fear the Siren. And most races are also right to awe at them. They are the people of the sea - speaker of minds, charmers with songs, drowner of men. While in the sea, they seem to be "fish people" as many foolish sailor would insult them to say, but few Siren have mastered the art of the mind so greatly that they can alter their own bodies - when they decide to go on land, their "fin tails" retract within' their skin, and they can move on land. Not quite as a regular serpent would, but more as a Sidewinder would. Their faces are fairly flat, their eyes slitted (both in shape, and in pupil), their claws are sharp as are their fangs. They lack "hair", but rather have hair-like tendrils. They are a lean and dangerous people, who would just as happily mate with a human as eat them.
Common Culture: They are a race with a (rightful) superiority complex. They are from an advanced kingdom beneath the oceans of the world, their underwater palace a world of grandure - and the minds of men are frail. So frail that should they scream to them (within their minds, of course) that the human brain would begin to bleed. Siren rarely have need to speak with their mouths (but do so usually to other races as a politeness... wouldn't want to accidentally melt their brains!), yet dislike outsiders and other races. They are the sort of people who would host you to a great feast and entertainment before they made war with you, but wouldn't go so far as to pretend that was never their intention. "Here, we shall kill each other, but first, let us eat together." They are as refined as nobles, and frivolous as dolphins. While the "men" are usually more peaceful and playful (friendly), the "females" are vicious and terrible predator-warriors. Gender however, is an opinion.
Religion: Sirens have no formal religion. The closest thing to a religion that they have is that they consider their Emperor to be divine-touched. However, there is no form of worship. They may know of the gods, but they would not worship them, they would respect them instead.
Language: Siren rarely speak with their mouths. They can speak with their minds. They can "sing" the siren's song (which is capable of making sane men jump to their deaths with a smile on their faces). And they can also speak with their mouths. When they choose to speak with their mouths, it is usually in the language of whomever they are speaking with.
Common Names: When they choose to name themselves (for the sake of other races), they usually introduce themselves as a sharp sound, which pleases their own ear, such as Akio, Hideaki, Kazuo, Ko, or Takayuki.
Thoughts on other races: Humans and Ersatz - Weak-minded, disgusting little creatures, but better than most. They are rude trespassers who think themselves "masters of the ocean" on their floating bits of wood. For some reason however, many Siren fall to the "charm" of one of these creatures (we believe it is a form of madness), and take them as a mate... Humans and Erstaz are the most easy race to alter the minds and bodies of... their minds are weak, and make poor parents.
Ssashirk - A draconic once mated with a man. The result was a Ssashirk, and thus the whole race was born. Weak-minded but tenacious. They live in the desert however, so you'll likely never see one.
Beast-Walkers and Panite - They were once men, but now they are beasts. Beasts that can speak, which is not a remarkable task. Worthless things.
Kapper - Their minds are shattered, their society twisted. They are clever, this is true, but their cleverness ends at the physical. They make good pets.
Avian - They avoid the water. We avoid the sky. Best it stays that way.
Xenokwal - Beyond clever. Intelligent, but too organized. When disassembled, we found that their shell is in fact armor, not shell. They scream with their mind, yet are deaf to our songs. They swim poorly. No point in killing them anymore, as their trespassing's are acts of child-like curiosity. This is one of the few races truly worthy of a real conversation.
Uthax - They have never trespassed on our waters, but they are a large and quiet people.
Story about the life of..
He watched in dismay as his brother's life was fallen before him. He knew that he would never see him again - he was dead to him now. Or perhaps fate would be better to consider him truely dead. The hole in the living rock allowed him enough purchase to see through, to see the open ocean far beyond the walls of the palace-city. Every once in a while he could glimpse one of the females - the flash of brilliant color shimmering deep beneath the waves. They were so distant there in their scouting that he couldn't even make out the weapons they carried, but he could imagine them. He could hear their voices in his mind, that silence that they screamed. All was silent and calm out in the waves. And soon, his brother would be amongst them. His flesh would be twisted, his face distorted... he would be no more. He would join them there in the deep.
Ichi turned away from the peering hole, and glided his way down the vast halls of living rock, passing by and over non-blood-brothers whispering to one another. Playing, bartering for the goods they took care to sell, and mating. It was all the same. He had no heart to join them, for he was too lost in his grief to take any joy in the regular activities of the day. Instead, he made his way toward his brother's chambers - soon to belong to his sister and her life-mate. Only when he got here, he hadn't the heart to enter, and he passed it by as well, slowly turning toward the seer's grand hall. The others could feel his grief, and reached out to comfort him, the softest touches - but he ignored them all.
The seer's chamber was huge - and it's walls were the darkest of corals - they had been touched so often that their walls were smooth as glass, and reflected even the soul (it was said) in their depths. All along it's surface, small creatures clung to life, sparkling and glowing faintly, as if they dared to defy the world with their presence. But the seers paid them no mind. They never did. They had long since gouged out their own eyes so as to better see, so the glowing slugs entrapped in the ebony coral they paid no mind to. The heart rested on a dias at the center of the chamber, it's center swirling with the purest of blues and greens - a small ribbon if white dancing in it's mists.
Not even their fellow siren could understand their ways - and their mystery perhaps is what drew him here. When he glided his way into the chamber, it did not surprise them. Instead, they all turned their empty sockets toward him, and stared through his body, deep down into his soul with their eyeless faces, blank of expression. He froze, and averted his gaze, looking instead to the floor, coated in the finest of black sands, and waited. It felt like an eternity, but eventually he could feel them, feel them move away and so he looked up. When he saw, they were all hidden amongst the walls - their own black scales matching the crooks in which they rested - and a single seer was looking at him - waiting for him at the dias. His blood ran cold. It was a woman.
"Come." her command was simple enough, whispered lightly into his mind's ear, but the echo of it screamed in his brain. She was so strong - even a whisper could crush him - and he quivered, slithering foreward as quickly as possible, his belly touching the sand in submission, his head bowed - until he reached the dias where she waited, looking up only briefly - but he could not bare to stare into her face.
She reached up to the dias, and waved her hands over the crystal that rested there - 'the heart' it was called, and rightfully so, for as rumor had it, it was literally the heart of an old glory, a god of the sea, and it's soul still pulsed within'. "Your grief is misplaced..." her whisper scolded him, and if he were able to lower his head further, he would have - but it were not possible.
"I.... he will be dead ... to me." Ichi replied, his own voice shattering the silence of the seer's chamber.
"No. She will kill you." her thoughts were simple. Quiet, and harsh. They were not for comfort. And he felt as though his heart would shatter. It was true, he was lost to him now.
"A soul from the land screams in mourning for you. You will go. Or you will stay, and she will kill you." her whisper to his mind was sharp again, like a knife. What was this "soul" that she spoke of? Where on the land? Must he go? Would she truly kill him?... Yes... In his heart, he knew it to be true, but he couldn't accept it. He couldn't. He choked on a sob, refusing to let it escape his throat.
Her brow furrowed, and the words came to his brain like ice, "You use your tongue to speak. This flaw will be your gift. Take it with you.". She slowly turned from him, and began to glide away. Clearly, her wisdom and advice was done for the day. He would dare not ask more of her - for not only would he be tempting the seer, but a woman as well - a dangerous game, he knew, even if she was placid in her old age.
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Back in his own chamber - the world seemed to melt away around him. Kamage felt his insides burn and twist and melt away, just as he could see the walls of what was once his home do around him. The pain seared through his body and mind, and even soul - like a great vent of red-water from the depths where no light could touch - but it felt right regardless. He accepted the pain. He welcomed the pain.
From the corner of the brightly-colored room, his mate waited. Coiled there defensively between the wall and the chest which contained the favorite of their belongings, his pet fang-eel wrapped tightly in his arms for feigned protection. It even dared to bare his teeth at him - dared - how DARE it bare his teeth at him! He's rip it's life from it's throat! Teeth, in his chamber, HIS! The room flashed violently red, and he uncoiled toward the serpent, making to strike out at it - destroy, but the pain wracked his body and caused him to draw back upon himself, only to watch his mate flinch in the corner - cowering there in fear with the equally frightened eel baring it's teeth again safe in his arms still.
What was wrong with him? Why would he do such a thing? He liked the stupid little eel - he hand fed it from a hatchling. It was so afraid... and look at his mate. How he shivered. What were they afraid of? He moved to twist his head around to see what else was in the room, what other danger there could have been, but the pain in his face caused him to just bury his head in the silks instead. He tried to ignore the pain, and turned his thoughts toward his mate - tried to focus on the good things. Kamage remembered his mate, remembered his gentle touches. He could remember how kind he was to him, and every intimate detail when he had taken him. Why was today different. Why was there pain today? Why when he was taken by his love, when his love - who had ever been so gentle with him, even at this time, when he had been coiled inside of him - had there been pain? Why was his gentle lover now in the corner? Huddling there with his pet? He didn't understand. He wanted the pain. He NEEDED the pain. And like the room, like his body, like his soul - his mind melted away, and all thoughts bled from him. He hissed violently - and his gentle mate in the corner tried to make himself all the smaller. The eel screeched.
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As Ichi left the seer's chamber - he felt the stab in his heart. All of them felt it. The fellow non-blood-brothers twitched in the halls, and all trade seemed to stop. Here was a pause in the merry-making. A pause in the trading. A pause in the playing, and mating, and even a pause with the mer-man - the creature they knew had no true soul. They all felt it, though some more strongly than others. Ichi felt it the most however. This was his brother. His brother he felt. He could feel his pain echoing through the halls, and all was still. Slowly, the cause dawned upon them, and quietly the others went back about their business. But not Ichi. Ichi was stricken with panic. He was in pain! Pain! He could feel it! And without a further thought, he raced his way back through the hallways - past the mosaics and paintings, and bright colors. He raced past the marketplace, and the winding stair - rushing toward his brother's room.
He reached the door - noted by the bright violet coral that his brother had loved so much, and the coral recognized him and parted as he reached it. But what he found inside was not his brother. He could see his brother's mate in the corner, huddled in terror with his pet Eel - and in the bed - writhing in pain was.... was...
The female looked up from the bed - her scales turned from the dusty lavender they had been, to a brilliant swirling flash of almost neon colors - violet and orange, stripes of white and black - stark and harsh. A warning - if there ever was one. A warning of color to easily match her face. Her face, where once had been his brother's - a soft thing with kind eyes - was now sharp and harsh. His cheeks had left him, exposing the wide row of teeth which now were lengthened and wicked like daggers. There were no lips to smile - only fangs to rend flesh. His claws were now talons, and his fins were lined with thorns. No. Not his. Hers. He was too late.
She - who had once been Kamage, looked to his brother Ichi - a stranger now. A stranger, and an intruder in his mate's chamber. HER mate's chamber. HERS. Intruder. Intruder! Mate-slayer! Egg-snatcher! Intruder! Intruder!
Ichi froze briefly in terror, just as his sister's mate had - but the terror rose in him faster, all the better for his survival - for his sister screeched at him, and in less than a second was off the bed, and chasing after him like a shark after a helpless baby dolphin, alone and away from it's pod. And so his brother was - and he turned and bolted. Gods and Spirits alike - he should have heeded the seer! He should have heeded her! She told him, TOLD him she would kill him! His heart raced, and blood pumped through his veins so quickly that he could hear and feel his pulse all the way in his ears. She was chasing after him, and he dare not slow down. If she caught him, he knew what would happen.
They used to play this game when they were brothers, the chasing game - and Ichi had always been faster. But that wasn't when it counted. And gods, it counted now. He weaved to the left, then to the right - knocking over carts and stands, lovers in the halls, and even an emissary of some kind. He hadn't even room in his mind to apologize - all his mind was focused on the flee. Close behind him, so close he could feel her presence upon his tail was his sister. While he simply tried to make his way foreward, she destroyed anything in her way. Any cart that barred her cracked and snapped with her fury, and any man that was foolish enough to not part for her was parted BY her and her claws. He was beginning to tire - but her fury seemed to have no end. He had to think of something, some way to escape her - some way to... the seers! The land! He changed his path, and weaved his way toward the window - squeezing his way through it to escape. She didn't bother with squeezing. She simply broke through it, shattering the living-stone as she went. Blood from her scales filled the water where the impact hit her - but she only snarled, and seemed to have the blood fuel her fury all the more.
Those shapes. Those shapes he had seen before off in the distance. Those bright colors - where they getting larger? No, they were coming toward him. He she raised an alarm? They were hunting him like orcas keen on a seal pup! Spirits, he should have listened! He should have never sought him out - HER out, he knew better, he KNEW! He could see the colors coming toward him. She was brilliant green, and SHE was crimson like the color of blood - brilliant colors, brilliant colors. Beautiful, and deadly - the warning screaming in his head. God, he was going to die. There was nowhere to go - not left, not right, not even back with his Sister close behind him. But he was in the open now, in the ocean - not the palace-city - there was up and down as well! Up was frightening, it was of light and land. Down - down he had to go! Deeper, in the dark! In the - no... NO! Panic had taken him! As he turned to go down to the safety of the depths, he could feel the current turning as all the females swirled to chase him into the depths. He saw his "safety" down below. Down below, resting in the sands as they had been there all those years - and one more recently, as he would be soon - the bones of hundreds. Whales, men, skeletons of wooden ships - and even the tattered and pearly white remains of the bones of other Siren - males all. They had all fallen to the depths, never to rise again. When the females were on guard (as they always were), there was nothing that escaped their wrath. He was done. And he knew it.
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Kyou had remained in the corner for some time. He watched in horror as his mate twisted and changed before him. He told him that he wanted his children. He even knew what that meant - but the truth of it - the shock of it, could not be comprehended until he saw with his own eyes. At one moment they had been kissing - and in the next he had been... changing. Screeching, writhing - there was blood everywhere - and even his little Ki, his little Eel had attempted to guard him defensively. But there was nothing that could save him. And so he huddled in the corner, and watched as his gentle lover was twisted into HER.
Then Ichi, his mate's own brother entered the room - and Kamage went mad. He... no... SHE had meant to kill him, and he only huddled in a corner and watched as she chased him out, no doubt blood on her mind. He was going to wait there, and know that Ichi - his mate's brother, his friend.... would die.
It was quiet in the room now, the blood that filled the water near the silks of the bed slowly filtered toward his nostrils. It smelled different than his blood normally did. It was... stronger. He hated the smell. Ki, his eel, nuzzled him to try to make him feel better, and he looked down to it in sorrow.
He couldn't let him... no, her... do that. Not to Ichi. He loved Ichi. SHE loved Ichi, he knew. He had to do something. She would never hurt him for he was hers as she was his, he knew that - but she'd hurt Ichi. Never hurt him. He had to stop her.
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She could smell him - smell his fear - smell her own blood in the water. Intruder! Egg-snatcher! Mate-slayer! She screamed her fury to her sisters, and every one in the water heard her call. They screamed together the battle-cry of the Siren Sentries, a soundless thing that makes the blood run cold - but to hers, it only made it boil further. Down they chased him - this intruder, and she could almost taste his flesh already - and she imagined already how his flesh would part between her teeth just as the water did now the faster she swam. Soon his bones would rest at the bottom of the sea surrounding the palace, just as so many intruders before him. Intruder, INRUDER!
He had nowhere left to go, and he coiled himself in fear and waiting against the skull-bone of a greater whale. She slashed out with her talons, and he barely dodged, his blood and loosened breast-scales filling the salty water in the deep. The bones seemed to scream in envy - they wanted him to come and rest with them. She could hear them scream with want - calling to him. Begging of her to send him to them. Her teeth snapped, and claws flashed. Her frills extended and rattle, causing a shuffling and hissing sound in the water. Her sisters swarmed him, their ever-grin upon their faces - teeth gleaming white or black. They would not kill him. Not yet. This was her kill. Her intruder. Her hunt. They simply prevented this intruder from fleeing. But once her kill was done, they would help her feast. Oh, yes - they would. He screamed at her through his mind - words, they were words, she could tell - but she was deaf to them. What were the words of an intruder? It didn't' matter - and how DARE he have the gall to scream at her, to try to shatter through the barrier of her mind and reach her, reach her in her weakness, at her TIME of weakness - this change of hers? She was vulnerable now - and so was her mate, and she would NOT allow some... some... INTRUDER to harm--
They heard it. They all did. The faintest of sounds. So faint of a sound that it didn't even vibrate the water. It vibrated their minds. "Lonely." It cried. "Scared." It whimpered. "Need." It begged. "Come." It whispered.
Everything was still. The intruder. The bones. The sisters. Everything. Mate. She was needed. He needed her. Now. She had to be there, with him. He was weak. He needed her. Her quarry - bleeding before her, her teeth already barely piercing the delicate skin of his neck, was forgotten. She loosed her grip, and he went limp from fear, defeat, or relief. It mattered nothing. Her mate needed her. She heard him. They all did.
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Kyou stood just outside the shattered window, looking down to the scene below him. He could see them while they hunted. See the bones that they all previously ignored. He could see the many scaled hides of brilliant and exotic colors, each unique in their warnings. He tried to swallow his fear as they approached - the whole swarm of them, to investigate his plea. He reconginzed her first. She, who used to be his lover. She who still was. She approached him without caution - her new colors of threat and war glimmering even in these depths. Violet. How he used to love that color, and how she must now. Accented with orange, and the stripes of black and white. She was beautiful, if not deadly. Of her, he was not afraid. This was his mate. His. She would keep him safe, even if she had forgotten her brother. The other females looked on in curiosity, wondering in awe over their new sister's mate. So this was he? He who made her? He whom she was willing to die for. To kill for? Interesting male, this one.
Kamage knew Kyou's body. Knew every nook, cranny, extremity, and scale. Not a single one was to be out of place. She swum around him, petting him, pawing at him. Pushing her nose into every place in her thorough examination. He was not hurt? Not hurt? No injury? What was wrong? Why was he afraid? She would kill what made him afraid, she would. She would kill. He would be safe. Not a scale out of place. Not her mate. Father of her children, keeper of her children. Her-... no... no, she had been interrupted. Intruder? Intruder! Her frills raised and rattled, and she glanced back down to the disgusting creature laying there amongst the bones in fear - but a gentle touch swayed her mind.
"Safe." it assured as he stroked her face, once it had flesh there across her jaw - but now every razor fang was exposed. "Need." it begged, when his hands traced down her back, smoothing her frills down flat.
Yes. No killing. Safe. He needed her. And so there, amongst her sisters, she coiled with him. He would give her children - and they would be safe. He would raise them for her, and she would make SURE they were safe. No intruders. No egg-snatchers. No mate-slayers. He would give her children, safe in her coils - and all would be right under the waves.
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Ichi looked up. He could see the glittering forms above him. He could even make out the tangled mess of his friend Kyou, mating with what had once been his brother. He could taste the bitter tang of his own blood in the water. He... Kyou saved him. Was it on purpose? He... He looked up at the event, and thought bitterly - even if he did save him, it would not last forever. He'd best not be here on the borders with blood on his body, and stink of fear - they would notice him after they were done for sure.
He clenched at his side to help with the bleeding, and slowly snaked his way through the water - leaving a milky red trail behind him. He would make it. He would. But to what end? He couldn't go back to the city - he had been so foolish, interrupting when he knew better... the seer knew. She knew... To whe-... oh... to land, isn't that what the Seer said? To land.
To land.
The journey to land had been long and harsh - but not entirely unpleasant. He made many friends along the way. A lamprey helped him heal. A whale guided him. A dolphin pod played with him and gave him comfort that his non-blood-brothers would once give. He even met a shark, who taught him a thing or two of catching fish, which helped greatly - for there were no feasts in the open as there had been back in the only civilized part of the world, the palace-city.
When he reached land, he found it most un-appealing. The air burned at him, and he had to stop using his gills - them laying closed at his ribs was un-natural, but air through his face was not entirely dreadful. The water dried over his scales and gave way to wind, which also felt un-natural. It was three days of dragging his fin across the sand and rock when he had the idea to retract them. They were tattered and bloodied, and with much dismay (he rather liked them pretty and displayed out in the open), he sheathed them much like a cat's claws - leaving his tail to be no more than a barbed stump. He felt clumsy, awkward, ugly, and lonely on land. Not even a stray fish would comfort him - and they were of the dullest of minds.
He reflected sourly back upon his sister. Kyou would raise their children well. The entire city would fawn over them, and say how beautiful and strong they looked. Kyou would be a good father. Just as their mother - they would quickly forget the mistaken rage of her change, and revere her just as they did all the other colorful beauties that sentried the open ocean. All would tell their children of how brave their mother was, how great a warrior - and how she protected them all within' their palace-city. No doubt her children would know her by sight as well, for they would have to build a window in Kyou's room so she could enter and more children would they make. But never into the city. Not with Kamage. Her place was outside, keeping the city safe. Safe with the rest of the females, while Kyou was safe, warm, happy, bedded, and no doubt by now raising many fat and happy children with his friends and brothers.
But Ichi was miserable. Miserable, alone, and on land. What was it the seer had said? 'On land, a soul screams in mourning for you'... what does that even mean? He would suppose, that there was only one way to find out. Land be d**ned. He would be here on the land, amongst the weak of mind and soul - and he would use his 'gift' of speaking with his tongue, and not his mind.... and he would find this soul screamer. What else was he to do?
Races on other races(Character Development Change)^Human Humans thoughts on other races:
Ersatz - Humans know just about everything there is to know about Ersatz, as their two societies are intertwined. However, their view of them is very prejudiced - they generally feel that Ersatz should "know their place".
Ssashirk (and Tumai) - Though Tumai and Ssashirk are very different species (as tumai are humans!) the general of human society views them both (culturally) the same. They are the "desert people" - respected as traders, feared as warriors. The respect that they show for the Ssashirk is mostly out of fear... for to war with the Ssashirk is to war with all Ssashirk nations, and the Tumai will swiftly follow to help defend their allies - and the Tumai nation is grand. To war with either of these, is to war with the whole desert.
Beast-Walkers - Humans dislike Beast-Walkers the most. Outside of the cities (such as the labs) where assaulting something that talks is a crime punishable by death... humans often attack or kill Beast-Walkers on sight. They rarely think of them as anything more than a rabid wolf needing to be put down.
Kapper - Few Kappers gain a human's respect. For the most part, Kapper are (rightfully so) seen as pests - obnoxious little goblins, causing havoc. On rare occasions, a solitary Kapper may earn him or herself a place amongst humans, but that place is usually below Ersatz somewhere. Humans know that Kapper have "high technology" - as the Kapper are the primary inventors of the steam-engines and zeppelins... but Humans have NO idea the grand scope of a Kapper's technology. For starters, Kappers only share the "junk" - and for seconds, a human can't even fit in a Kapper's warrens (and would probably be devoured by a horde of hungry kits if they did).
Panite - Humans usually don't accept Panite in their societies, but they are relatively respectful to them. They are a peaceful people that pose little to no threat, and humans know it. Unfortunately, their peaceful nature often leads humans to abusing them, or taking advantage of them in trade.
Avian - Many humans think Avians are a myth. They are rarely seen, and when they are rarely seen, there's usually not enough witnesses to solidify this as fact. Those few avian that are seen are rumored to be "holy beings of the sky, wings like a dove, face like a hawk"... and that's about all the knowledge they have.
XenoKwal - If Avian are considered to be myth, Xenokwal are considered to be lies. While Avian are bold, Xenokwal are shy - which adds to the lack of knowledge about them. Rumors tell of "dark bug-men from deep in the earth". And many-a mother might tell their children of the Kwal who would come to take them deep into their lairs to devour them should they not eat their vegetables... If one were to meet a Xeno-Kwal, fear alone would likely cause humans to (a) part for their passing and (b) stare in wonderment (but not attack - never know what that THING could do!).
Siren - All humans know of the Sirens under the sea and their great kingdom - for it is the stuff of fairytale and legend. They know this place to be fact, but have never seen it. "Sirens taught magic to man" and "Sirens help the shipwrecked return to land" as well as "Sirens will cause a sane man to jump to his death, to devour his flesh". Sirens are treated as the highest of diplomats, but at the same time, every man (is right to) fear the Siren.
Uthax - If a human were to meet an Uthax in the North (their native land) they treat them just as they would treat a Panite... but be more cautious not to offend them (they are large, after all). However, when an Uthax is met toward the south, when they loose all their fur, the Uthax are not known even to BE Uthax. "Ogre" they are called. "Monster" is another. This is when they are treated in the same manner as the Beast-Walkers.
^Humanish/Ersatz Ersatz thoughts on other races:
Humans - Erastz know just about everything there is to know about Huamans, as their two societies are intertwined. However, their view of them is very askew - they know humans to be harsh and prejudiced, but also feel that they are more humble than the humans - and generally speaking are happy to "serve their place" beneth them. Humans are blind to humility to a fault.
Ssashirk (and Tumai) - Though Tumai and Ssashirk are very different species (as tumai are humans!) the general of human society views them both (culturally) the same. They are the "desert people" - respected as traders, feared as warriors. The respect that they show for the Ssashirk is mostly out of fear... for to war with the Ssashirk is to war with all Ssashirk nations, and the Tumai will swiftly follow to help defend their allies - and the Tumai nation is grand. To war with either of these, is to war with the whole desert.
Beast-Walkers - Erstaz fear the Beastwalkers, but not to the extent that the Humans do. Mostly, they feel sorrow or pity for the Beast-Walkers, but would still avoid them out of fear.
Kapper - For the most part, Kapper are (rightfully so) seen as pests - obnoxious little goblins, causing havoc. While humans see these "pests" as being worthy of slaying, the Ersatz mostly look upon them as "naughty cats". On rare occasions, a solitary Kapper may earn him or herself a place amongst ersatz. Erstaz know that Kapper have "high technology" - as the Kapper are the primary inventors of the steam-engines and zeppelins... but Ersatz have NO idea the grand scope of a Kapper's technology. For starters, Kappers only share the "junk" - and for seconds, an Ersatz can't even fit in a Kapper's warrens (and would probably be devoured by a horde of hungry kits if they did).
Panite - Erstaz like and respect the Panite, and enojoy trading with them.
Avian - Many Ersatz think Avians are a myth. They are rarely seen, and when they are rarely seen, there's usually not enough witnesses to solidify this as fact. Those few avian that are seen are rumored to be "holy beings of the sky, wings like a dove, face like a hawk"... and that's about all the knowledge they have.
XenoKwal - If Avian are considered to be myth, Xenokwal are considered to be lies. While Avian are bold, Xenokwal are shy - which adds to the lack of knowledge about them. Rumors tell of "dark bug-men from deep in the earth". And many-a mother might tell their children of the Kwal who would come to take them deep into their lairs to devour them should they not eat their vegetables... If one were to meet a Xeno-Kwal, fear alone would likely cause humans to (a) part for their passing and (b) stare in wonderment (but not attack - never know what that THING could do!).
Siren - All Ersatz know of the Sirens under the sea and their great kingdom - for it is the stuff of fairytale and legend. They know this place to be fact, but have never seen it. "Sirens taught magic to man" and "Sirens help the shipwrecked return to land" as well as "Sirens will cause a sane man to jump to his death, to devour his flesh". Sirens are treated as the highest of diplomats, but at the same time, every man (is right to) fear the Siren.
Uthax - If an Ersatz were to meet an Uthax in the North (their native land) they treat them just as they would treat a Panite... but be more cautious not to offend them (they are large, after all). However, when an Uthax is met toward the south, when they loose all their fur, the Uthax are not known even to BE Uthax. While Humans would want to kill them on sight, the Ersatz just give them a wide and cautious berth. ^Ssashirk Ssashirk thoughts on other races:
Human - Stupid creatures. Harsh and war-like, but poor at war. Good for trade, know no value. GOOD for trade. Tumai are different. Tumai are greatest allies, a wise and powerful people. Mighty warriors.
Ersatz - Less stupid. Dislike war because they are not delusional, and know they are poor at it. Good for trade. Know more of value, trade cautiously.
Beastwalkers - Beast-men. Children of Shadows. Give safe passage.
Kapper - Desert-rats. Bad for trade. Edible when alone.
Panite - Calm people. Good for trade, but far away.
Avian - Sky-men of Order godess. Slayers. Avoid.
Xenokwal - Deep-men. Avoid.
Siren - What is ocean?
Uthax - Powerful beast-men of north-east. Wise and old. Treat with respect. ^Mammalian/Beast-walker How Beast-Walkers see other races:
Human - Slayers of children. Kill on sight.
Ersatz - Friends of slayers of children... Avoid when possible, kill based on situation.
Ssashirk and Tumai - People of the desert who provided safe passage in our time of need. Be kind to them, but know that they are a people of war and profit. Be cautious around them.
Kapper - Lizard-rats. Pests. Little more than obnoxious. Tasty.
Panite - These are not men. Their heads shall appear on Shadow's altar, and their flesh shall fill the stomachs of our young... but alas, these things do not exist anymore - so we will never know for ourselves of the wonderful feasts they provided to our fathers' fathers.
Avian - They were once our kin, but now serve the sky-goddess. Anger them, and bring her wrath like a neverending rain. Do not anger them.
Xenokwal - A quiet people, polite, and kind.
Siren - People of the sea, so the legends say. We do not believe they exist.
Uthax - Rarely we see these, and when we do, they should be treated as village elders. Be kind to them, for they know the voice of the forest. ^Kapper(But only the adults) ADULT Kapper thoughts on other races:
Human and Ersatz - A large creature who has a falsely placed superiority complex. They posess very little knowledge of technomancy, but show enough promise that they can be gifted (for a fee) with minimal childish trinkets. One should avoid angering them, for they are quick to kill, and cause the deaths of many foolish kits.
Ssashirk and Tumai - The people who live above the warrens in the desert. They have little tolerance for a kit's antics, and are a danger even to adults. Approach with extreme caution! Though they are intelligent enough to use our Tech, to not provide them with any - they are dangerous enough as is.
Beast-Walkers - These people are dangerous, and luckily do not live in the desert. To help avoid contact with them, stay near humans.
Panite - Panite are a stupid race of people, but friendly enough. No reason to interact with them, really - they have nothing worth offering.
Avian - They are a mad people from the sky. Not like the madness of chaos - but the madness that comes from a place of only straight lies. I would advise to avoid them, but luckily, they do that for us.
Xenokwal - Our brothers of the deep. Xenokwal have Tech that would make a true Technomancer cry with envy. Try to befriend one of these if you ever get the chance, you'll be greatful you did for the rest of your life.. and likely your kits, and their kits will reap the benefits of the friendship as well! A good way to befriend them is to offer to escort them to the above-ground, for though they are curious, they are fearful of it. They do not like kits' games.
Siren - Siren are too good for their own good. Plus, they live in the ocean. Best not make contact unless necessary.
Uthax - An Uthax can be a Kapper's best friend. Though they are peaceful and quiet, if you ever need a bit of force or intimidation factor to back you up, bring an Uthax. Uthax enjoy us for our fingers and cunning and ability to scratch them in all the right places - while any Kapper can benefit from their power. Trading with them is pointless, but an Uthax (like a Xenokwal) could very easily be your in your best interest to befriend. ^Panite/Ungulate Panite thoughts on other races:
Humans, Erstaz, Ssashirk, Avian - These people (like all people but the Panite nations) are dangerous, but not terribly aggressive. They are kind enough, and worth trading with. Better to trade and bring peace with them than to invoke their anger.
Kapper - Sometimes these creatures are seen around the feet of Humans. Sometimes they also talk. Perhaps these are a people.
Beast-Walkers - Legend tells of these eaters of young flesh. They are creatures of myth and horror stories, but the humans swear to the gods that they still exist. If this is true, best not to leave the village at night.
Xeno-Kwal and Siren - These things do not exist. Do not lie.
Uthax - Uthax are the brothers of our ancestors. They are ancient and wise, and speakers of the forest. Treat them as your brothers now, and learn from their ways when you can. ^Avians Avian thoughts on other races:
Siren - A great and noble people of the endless waters. Their city is as mighty as our own, but they do not accept our Lady's grace. She allows them however, so they will stay. Be polite to them, and you may learn a thing or two.
Xenokwal - Strangers to the Goddess' grace and land, but live far beneath it. She allows them however, so they will stay. You will likely never see one.
All other races - A small, unblessed nation which needs guidance and cleansing equally. ^Uthax Uthax thoughts on other races:
All creatures fell from different branches of the same tree. We are all kin to the great mother. Though some may be more difficult than others, one cannot dislike the wind for blowing, or the rain for falling. ^Siren Siren thoughts on other races:
Humans and Ersatz - Weak-minded, disgusting little creatures, but better than most. They are rude tresspassers who think themselves "masters of the ocean" on their floating bits of wood. For some reason however, many Siren fall to the "charm" of one of these creatures (we believe it is a form of madness), and take them as a mate... Humans and Erstaz are the most easy race to alter the minds and bodies of... their minds are weak, and make poor parents.
Ssashirk - A draconic once mated with a man. The result was a Ssashirk, and thus the whole race was born. Weak-minded but tenacious. They live in the desert however, so you'll likely never see one.
Beast-Walkers and Panite - They were once men, but now they are beasts. Beasts that can speak, which is not a remarkable task. Worthless things.
Kapper - Their minds are shattered, their society twisted. They are clever, this is true, but their cleverness ends at the physical. They make good pets.
Avian - They avoid the water. We avoid the sky. Best it stays that way.
Xenokwal - Beyond clever. Intelligent, but too organized. When disassembled, we found that their shell is in fact armor, not shell. They scream with their mind, yet are deaf to our songs. They swim poorly. No point in killing them anymore, as their trespassings are acts of child-like curiousity. This is one of the few races truly worthy of a real conversation.
Uthax - They have never trespassed on our waters, but they are a large and quiet people. ^Xenokwal Xenokwal thoughts on other races:
Kapper - These live right below the surface, we hear them scratching at the rock.
All other Races - What is this? Sailfin, Sand, and Hatchet WiurnSAILFIN WIURN An amazing spectacle to witness is the sea-cliff nesting of the Sailfin Wiurn. All along the eastern coast, wherever there are steep cliffs, there are locations that the Wiurn deem to be prime nesting sites. Almost every outcropping of rock has a nest - A single cliff can be dotted with hundereds of individual nests. As for each nest, the Wiurn has a single mated pair, but they rarely mate for life. Each prospective male will attempt claim a female, which is initially a fairly violent affair. Most females have many marks along the back of their neck-plates from maw of the males due to the various times that they've bred. After the initial breeding, the male and female make a good working pair. While the female broods, the male will work overtime to bring her (and her offspring) as much food as she requires. He will also attempt to intimidate away any other prospective males. The male will nest with the female for as many years as he can successfully keep her safe from other males. If a new male arrives and attempts to take over the nest and female, the current male and the interloper will perform the "fighting dance", in which they flare their wings and flash their head-crest quickly to the left and right. They attempt to size each other up, and the looser ends up running. It is very rare that two male Wiurn will actually come to physical combat with one another. If a new male takes over the nest, the female however will fight quite ferociously, for he will kill and discard any offspring that remain in the nest to renew her reproductive cycle. This is because females become receptive roughly one week after her young have left the nest - though preferably this is because they've fledged. When the offspring fledge, it is the female who leaves the nest and shows her offspring how to effectively hunt. This helps prevent her wings from atrophy. This instruction usually lasts a week before they're ready to leave... During this time, the male stays behind and guards her nest to prevent any other females from stealing it... However, if she feels that while they were nesting that he didn't do a good enough job bringing her food, she may never return and instead choose a new nesting site... After a month of not returning, the male becomes too hungry to remain, and leaves to feed... After which he looks for a new female to claim. In captivity, if you intend to breed your female often, you could remove the eggs as soon as they've hatched (any sooner would become unsafe for the female). If you intend to change out the stud, you should remove the male first, then the hatchlings, and -then- (a week later) introduce the new male... After all, you want her to be receptive, but not risk the current male breeding again. The week-long wait is also important, to prevent her maternal instincts from kicking in (protecting the offspring that aren't even there), and have her fight to greatly against the new male - this helps prevents damage to your mating Wiurn. Females in captivity will refuse to brood in a nest unless it is at least three feet off the ground. Because of this, ensure that your nesting platform can handle the weight of two adult Wiurn. Each egg has a 50% chance of hatching as either male or female. With each brooding of Wiurn, there is a 100% chance that a single egg will be laid, and a 50% chance that there will be a second. Triplets are more rare. If a second eggs is laid, there is only a 10% chance that a third will arrive in a single brooding. With every healthy breeding, each offspring has a 10% chance of being Alpha. (wording subject to change). SAND WIURN Sand Wiurn are typically solitary creatures, and will be found either individually or in mated pairs. Their nests are always found near the more rocky parts of the desert - and are lined with various bushes and sticks they can find. Sand Wiurn however prefer the softest materials they can find, which makes them a danger to desert-dwelling folk... A newly nesting pair can be found from time to time raiding nomad settlements for their tent-materials and clothing, which they will kill to obtain. As opposed to other Wiurn, where the female either constructs (or steals) a nest, the Sand Wiurn don't nest until they've established themselves as a mated pair. The male Sand Wiurn will find a lone female and attempt to show off by puffing out his scales and throat. If he catches her interest so she doesn't simply fly away, then the semi-violent act of mating will occur. After she's pregnant, they quickly find a suitable site and begin building a nest together. She will brood similar to the Sailfin, with the male bringing her and her offspring food. Though other Sand males are a danger to the pair's offspring, the instances of a male take-over is much more rare. Sand Wiurn males will fight for rights of the nest, though this fight rarely results in major injury. Much like the Sailfin Wiurn, the new male (if he is successful) will kill and discard her remaining offspring to make her receptive. HATCHET WIURN The Hatchet Wiurns' nests are found upon a cliff, glacier, or mountainside of the tundra, higher up than the loose snow. The female will literally "hatchet" the hardened ice away to make a deep burrow with a wide chamber wide enough for two adult Wiurn and their offspring. This is the only Wiurn who builds what is appropriately known as a "lair". The Hatchet Wiurn is perhaps the most violent of the Wiurn in reguards to nesting. While it is the female who builds a lair, and the male who comes to her - he doesn't bother with any form of courtship. The male and female will battle for dominance. If the female wins, the male is usually quite injured, and will limp off in the snow. If the male wins, then they become a mated pair. When a new Hatchet male arrives, he has a much greater challenge of stealing a female... And this is why the Hatchets' initial breeding is such a violent affair... She needs a male that can not only defeat her, but also any other male... The two males will fight over the female and her brood - which can sometimes lead to death. Even if one of the males doesn't initially die, his new weakened state may spell the death of him within' a week. The female will fight just as hard... But if the male can defeat her champion, it's likely he can defeat her as well... As opposed to other Wiurn who simply kill and discard her offspring, the Hatchet will cannibalize them. No food in the tundra goes to waste. Females are almost never found single - but solitary males can be seen from time to time. Single males will also dig for themselves a lair, though it is usually in the loose snow, and much smaller... After all, it's intended to be temporary.
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Post by Alma on Dec 26, 2021 17:08:41 GMT -6
-Draconic Sanctuary/Canyon of Eterra Info- We would first like to announce that higher-ranking individuals in the Barracks are now able to purchase nodes.... for a -very- high fee, of course... but they are able to. And information has leaked that there are other astounding items for sale there... such as the Stone of two Souls (bond with more than one draconic), and the Mist-Filled Egg (change your bound draconic into a different breed)... etc.A draconic is not owned by a human. A human is not owned by a draconic.. You own a draconic no more than you own a roomate... it's a symbiotic relationship - not "master and servant"Draconics are NOT pets. They're your FAMILY in the Canyons, and a few tend to be as smart, if not smarter than, you. As for the clans; No, they are not hated enemies. Actually - the dieties they serve under are siblings (that dont' always get along) - but they are certainly not hated enemies. :3
Light and Dark however, being polar opposites - tend to steer clear of each other (just as water and fire do).Your Draconic does not speak Common unless you -teach- it Common.
Your Draconic does not speak Draconic unless you -teach- it Draconic.
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Also; as a side note... Socially, Draconics with higher intelligence do not always look at those with very low intelligence as "dumb" - it is socially acceptable to look at them as "blessed". They feel that the "dumb" draconics are so blessed by the magics in their heart, that it took their thought as a price.
This of course, is up for debate - but Draconics usually treat the "dog" draconics with some manner of respect, rather that disgust at their idiocy. [Of the Draconic Barracks:]I -could- try to lure people in there by making comments about the rewards you can obtain in there (like more than one bonded draconic, draconic characters, rights to breed with npc draconics... which there are 4 of so far..., etc)... but that would sorta' ruin the point - as the point is, after all, roleplaying. :P[Of Draconic limitations]If you were to go beyond - you'd be hunted as a grand prize... Anywhere (literally, anywhere) you went, you'd need your bonded to be with you
-- Of course - magic within the boundries of the labs is 100% dampered, but the farther you go, the more you can come in touch with.. So, a draconic would be able to survive... However, they would not be able to "breathe fire" around the labs - as that requires too much magic to pull off. --- Almost a slave character? XD You don't understand the draconic bond then... The "human" is as much of a servant as the draconic is.. it's a 100% symbiotic relationship where the two souls merge.. they're no longer two seperate beings - just a single soul split between to bodies and minds. All draconic clan and race info. Did you know that each Draconic aligns themselves with a Clan?
Clan of Steel This clan of Draconics is associated with strength, power, and cold thoughts. They are sharp, precise, and calculating. They are tough, and usually have short tempers. Draconics aligned with the elements of the physical world are generally in this Clan.
^Galathan The Galathan are a proud and patient people, priding themselves on knowing right from wrong. The consider themselves just, and the keepers of the law.
Flame Crest Clan Fast, Sharp, Fiery, Fierce. This clan is full of predators, hunters, and the proud. They enjoy the thrill of the kill, and are brothers of the flame, even if it resides only within' their hearts. They are quick tempered, and fleet of foot.
^Lashak Lashak are not only clever, but they enjoy watching the world burn. They are hoarders of gold and gems (preferably gold), and are rather greedy to boot.
Clan of Thalassa The Clan of Thalassa is generally one of peace, wisdom, and secrecy. They enjoy peace and quiet, but generally don't move to make it. They are seers, scryers, and mystics - hiding within' the mists and waters. They answer only to their goddess, and take pleasure in the beautiful.
^Nanaiyesh Nanaiyesh live within' the ocean, in it's deepest reaches. They hide among the kelp, and prefer to spend their leasure time hunting for fish, and scrying in giant pearls.
Clan of Gaia's Guardians Gaia's Guardians do just that. They guard the Earth, and all things in it. Do not think that they are peaceful - for they will fight for their precious mother, and kill for her well-being. Strong as stone, and as giving as a blade of grass in the wind, these draconics are masters of the world they live in.
^Malavos Malavos are a simple people, of simple yet sound mind. They cannot fly, but have no desire to do so. They like honesty, and hard work.. Unfortunately, they also have a short temper, and are easily confused.
^Kitchat Kitchat are flamboyant, and often times vain. They hide within' the jungles where they guard the rains to make the flowers grow. They're a kindly sort, but don't be fooled by their cute charm - they are rather unpredictable, and just as capable of giving you a bite.
Clan of the Umbral Will The Clan of Umbral Will follows the beliefs of the Shadow Lord. Night, Darkness, Negative Energy, the Stars, and the Moon... These are all things the Umbral Will clan holds sacred. They do indeed serve death, if only to help the souls of the dead find their way home.
^Makiyan The Makiyan are a clever people; able to harness the powers of the shadows themselves. What they lack in ability to fly they make up for in raw elemental power. The nether is at their command and call. They are not an "evil" race, but rather one that knows how to make things work out in their favor. Always.
Clan of Sacred Hope Sacred Hope is that precious thing you hold onto when the world is at it's darkest. These Draconics hold onto hope, light, and the divine. They cling to that which is holy and good in the world - and often use it against those they would consider "unclean".
^Harian The Harian are a people of kindness, gentleness, and the mist. They prefer to never fight, even when absolutely needed. They generally would rather die than harm another being, and as such, they are quite a rare sight.
Clan of the Tainter This clan follows the whim of the Tainter.. The god of chaos. Often associated with Acid and Poison, these people are not much fun to be around.. Unfortunately, the god of Chaos rarely prefers this clan - even if they say the follow his whim. Beware the Clan of the Tainter.
Frost Clan The Frost Clan is less of a clan, and more of a gathering of those Draconics that prefer to have nothing to do with the world or creatures in it. They usually prefer to stay by themselves, and do so (most of the time) by living where no other creature can - the frozen wastelands. They are also the people who find the greatest beauty in art.. usually.
Thunderhead Clan The Thunderhead Clan is usually divided into two families.. The half that follows the might and power of Grandfather Thunder, and the half that follows the whim of the god of Chaos - and his favorite element of Electricity and Energy. Proud and Powerful, or striken with Maddness and Hyper... Which half would you trust more..?
Clan of the Veil The Clan of the Veil is the clan that is sworn to secrecy. They are the guardian's of the world's secrets, and rarely share them.. They are people who can use their minds far beyond one can generally imagine - and they do so without even thinking.. They enjoy their mysteries, and prefer to keep to themselves and their silent puzzles.
More on Draconic Bonding.First of all - the Bonding is done at the Shrine of the Soul-Stone.
Seek out the priest of the Draconics, should you wish to bond your soul to a Draconic. The bonding of a soul is a magical and wonderful thing indeed! It allows you to share your joys, your pains, and some say, your thoughts with your bonded-one.
The Priest resides at the Orb of the Soul. There, you may meet him and ask for his assistance. If he deems you worthy, he will perform the bonding ritual.
As you've only one soul, you may only be bonded with one Draconic - a process that requires the use of the stone that makes up their heart - and the very flesh that makes up your own. Pay it no mind, there's no price to pay in life - and none to pay in death, lest you should fail your new "other half". If the humanish dies, then the Draconic dies as well. But if the Draconic dies, then the human's fate, is worse than death - said to forever wait as a ghost, until some day, your Draconic's stone is taken from its bones - and placed with your own - so that you may finally be re-united with your Draconic, to rest in peace together. So, as rumors have it - it is in your best interest, to protect the beast which could so easily best you in all aspects of life.
Bonding of the soul to a Draconic is deeper than any love - and so, one must always care for their other-half. The process of soul-bonding is a simple enough one. All you have to do, is ask the priest, and he will perform the rite for you - bonding your two souls together, weaving them together to create a much stronger tie to one-another - fusing you in ways that cannot be un-done on this mortal realm. Dark things are bestowed upon those that betray their other-half - dark things indeed.. it's best not to try fate....
And so, step forth with the Draconic that you wish to bond your soul to - and choose wisely!
You could go the the Inner Canyons - a place to socialize with your Draconics.. This is where you will "train" your Draconics, or, go on little adventures with friends (and their Draconics)...
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Post by Alma on Dec 26, 2021 17:09:49 GMT -6
-WAR- (Dedicated to all official war content made before it was forgotten.) Voting thread for determining invaders.Just when you thought the world was calm, and all was right within' it... there were whispers in the wind. Whispers that told of future conflict, and war.
Dark things were stirring from below - demons, beasts, and death. The bones of the earth scream with torment as the creatures from beneth it break free from their chains - rising again to take legions back with them.
The lord of chaos shifts in his sleep, twisting the world within' his dreams - distorting, changing. Corrupting, mutating... The manifestations of his dreams are confusing beings - writhing in the darkness at the edge of the forest, bored and hungry - awaiting to strike.
Genevi, the land far from here, has broken out in civil war - and the renagades have no place to turn to - but the warrior-free land that your beds rest on today. Your destruction means their survival, and they aim to make it so. They take no quarter, unlike the people of their homeland - and they're coming for blood.
The tavern keepers are on edge, the thieves have all left town. The oracles have spoken... It's coming. Look to the eyes of the nearest Dream Weaver as it asks you the question, "Dream your enemies - and they will appear, my love."
**********
Whichever you choose, it will be a mass-scale outbreak. For those, of course - who are willing to participate.
There will be ways for those who do not wish to fight to participate.. three levels of participation really;
Conscripts (non-fighters, but contribute via goods, morale, healing, etc.. prizes available) Soldiers (fighters, creatures are able to be revived after the war, very good prizes) Gallants (fighters - creatures cannot revive after the war, awesome prizes)
Of course, you don't have to participate - but we would suggest at LEAST participating as a conscript... Each event (whichever you choose) will be unique in it's methods, and it's prizes.
Of course - no matter the case you could always choose to be a "traitor", in which the prizes are very different - but there are also back-draws.... if your side looses.
This event will end when and if the players win... Oh yeah - it's a bit different from the last war.. there will be a "set" number of monsters - armies... which must be defeated. Fail to defeat them, and see some changes to the world. D: Yes, characters will be able to fight as well as pets - though (as I'm sure you're aware), characters are generally less powerful than pets. Luckily, the combat system will be completed by the time the war starts (very soon, hopefully) - and in fact, fighting in the war will be a prime way to level up your character's combat skill... experience = good. Luckily as well, characters cannot die in combat - but can be put "out of commission" (unable to fight themselves after they are defeated in combat - for a certain length of time).
If you choose Gallant - it's like you were going beyond. If your pet dies, it's dead. No "free revival" for you. However, you could always take them to the temple, and purchase a revival there - or purchase a revival from us. Either or works fine.
Traitor basically means that instead of fighting against the "evil", you join sides with it. You get certain bonuses for joining the evil side (especially if they win), and you get to choose from a different set of rewards at the end of the war. However, if you are a traitor, and the evil side looses... there are draw-backs (but you still get the reward choices)... Some shops, for example - may refuse to sell to a traitor.
We don't suggest the "traitor" option, but... I have a feeling - if there's a war against undead.... People like Ashe might... join them? So - I had to leave that option open, for characters that would do what isn't expected. "These three events (and one more involving a war with the undersea kingdom of the sirens) are going to happen on the site.. it's just a matter of when. :3" [Hint: The answer was never. :c] You should all vote for the Undead Army.
Trust me.
C'mon, The potential for the rightful owner of these lands to rise up again and claim his rightful spot of power... I'm told he throws a -smashing- party... Though you might not live through it... Undead = Skeletons, Necromancers, Vampires, Werewolves, that sortof thing. Maybe not Zombies because they scare me.
Chaos = Creatures of Unimaginable Mutations, Twisted magic and warped opinions. They have no purpose, no order, and are controlled by a god's dreams.
Genevi = ... Uh... Human army of renegades which will take over your city and enslave you all. News From Afar, the build up threat for the chosen war.Intruders!
Nobody seems to have exactly the same story, but there's defiantly something going around lately. A rumor flickers through the streets like wildfire, each retelling changing slightly, but the story remains the same at it's core...
A strange force has arrived on the coast of the continent. Nobody seems to know what they want, or why they're here, but one thing is obvious - they're not from around here. Their very presence on this continent seems... strange. What are they doing here? Are they refugees from a distant land seeking refuge? A race of idealists, trying to make a home in a new land? A group looking to make a pact with our citizens?
Or, are their plans more... malicious?
Whatever their intent, they have appeared on the shore. Nobody knows where they come from, or who they are - but they are stirring quite the fuss with their presence. Everyone seems to be talking about it. It would be a wonder if anyone from the city hadn't already heard three versions of this interesting tale, including a few "personal accounts". Claims that they had personally seen the newcomers, and even interacted with them! Most of these stories are pretty outlandish, and even unbelievable - but nobody can argue that, indeed, someone has come to the shores of Pethia.
The biggest teller of this tale is none other than Alan himself. He claims to have been the original proprietor of this story, but whether this is true or not is unknown. It would seem that he has a better chance than the average citizen of being the original source - but we all know how the shopkeeper loves to spin tales. Forward Motion
It seemed that the buzz of the invaders had just died down when...
They were everywhere! Pieces of parchment, richly scrawled, stuck in just about every window in the entire city! Every shop had one - and many had more than one. They were on counters, stuck in windows, and even stapled to light posts. Flooding the town in a wash of white and black print.
If one would be so curious as to grab a piece of this paper for themselves, they would gain access to the following knowledge...
The intruders from the coast have moved closer inland. It appears that their motives are still unknown, but many speculate that they have something to do with the war overseas. Before this point, few people even knew of the terrible war that was so distant... and yet unusually close. However, it's quite well known now that it's speculated to be affecting the very continent we stand on.
Optimists consider these people to be refugees, looking for help and shelter from the people of Pethia. This is surely a quite good assumption, and one that puts peace into the hearts of those that believe it. If they are here for help, then there is nothing to worry about, right? However, as any pessimist will tell you, these strange men may very well be out for more... Maybe they don't want to peacefully share our land while theirs is being ravaged by war. Maybe they don't want to share at all! They're a group of savages, out for the blood of our people after conquering in the war on their own land!
...But who knows for sure?
There is plenty more that the fliers don't speak of... It is a word whispered in the shadows, barely spoken aloud. Only few are daring enough to spin this tale, as it is one to strike fear in the hearts of those who hear it. Few pass it on, and even fewer dare believe it, for it surely cannot be.
What is it that could be of such importance, yet so hidden from the masses?
It is a tale of death, and destruction. It is the horrific story of an entire village disappearing overnight. Vanished, as if into thin air. The only thing left was a pillar of smoke and the tattered remains of what once was a small fishing community near the coast. Whether any locals survived is still unknown. They very well may have escaped to find shelter. ...Or they may have become prisoners.
Prisoners?
Ah, yes. They say that these strange people - the ones that showed up on the coast not days before - are the ones to blame for the loss. That they are responsible for brutally attacking and burning the small community to the ground. However, most claim that the two are unrelated. The small village was merely the victim of a stray spark, or an unkempt fire. They weren't slaughtered - merely forced to relocate due to extraordinary circumstances. Perhaps they believe this because it is true. Or perhaps they're just pretending to believe it to shove out the idea of anything more dire...
What each person believes is up to them, but there are still many questions left unanswered....
Who are these people?
Why are they here?
What really happened to the little fishing town?
And most importantly...
Are we safe?
The Road to Slaughter...
This time around, the news came in the form of printed papers. Young boys of all sorts wandered the streets of the city, calling out advertisements for their version of the print. "Just 3 credits!" one calls, while another beckons, "The latest news about the intruders, right here!" Each one seems to want to offer something more special than the next, but it's safe to assume that they all have the same story in the end. It was all in who you found first, and what you were willing to pay for it.
It was to be assured that, no matter which paper one ends up picking up, they were entitled to the same root story...
The invaders, those everyone had surely heard about. They were coming - and fast. They had broken their way through more than half the distance between the labs and their starting point. They were well armed, for sure, and definatly heading this way with a purpose...
Small villages seemed to disappear, as if overnight. The first one could have been considered an accident. But, since, there has only been more and more destruction. Small independent cities, just like the little fishing town, all came to some end or another. Either they were cut from existence, or the survivors recruited into the ranks of their attackers.
...Who would do such a thing?
And why?
It all circles back to one thing - what is their purpose, anyway? With each day that passes, the hopes of them being a peaceful people are dying. There is little doubt that they are indeed behind the attacks on the defenseless places along their route. However, their reasoning is still unknown. What do they gain out of these attacks on poor villagers?
The people of the labs are conflicted. Most are sure they are safe. The labs would never let anything bad happen to them, right? The labs would continue to shelter them and their pets, right? They were much more powerful than some defenseless little villages! There was no reason to worry - they have the advantage of technology! They had powerful genetic experiments - and robots! How could any group of silly intruders compete against that?
Though, some have their doubts...
What would happen if it did come down to...
War? Old war subforumsBeginnings Learn about the war. Choose your side! Or decide to stay neutral, and "participate" in the war from afar... Just remember, the fate of the world depends on YOU!
The Front Lines Where all the thick of the battle rests - here you will fight tooth and nail, blood against blood, and even to the death for your homeland. Laboratory Loyalists Those loyal to the Labs - this is your encampment. Placed at the Heart of the Lab's property, this is what the last stand - don't let them take it! Renegade Partisans For those of you who chose to betray the Labs and fight for the cause of the Renegades of Ginevi, you can find their camp just on the outskirts of the Lab's property... Care to set up your own tent..?
For Glory Both sides may post here... Be behind enemy lines, become traitors, meet up with your foes (not in combat)... Find the perfect place to make new enemies, or even meet with unlikely lovers. Be spies - all for the name of Glory!
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Post by Alma on Dec 27, 2021 22:14:51 GMT -6
-Staff/User Events- Time to look back at our old postsTrepuldraThe Dragonstones, Your scientists were so preoccupied with whether they could, they didn't stop to think if they should. Complete Prelude:
[Image of three eggs that look soot/black based, each with a different glittering color seeming to be like a glowing core. Colors were yellow, blue, pink.] Earlier today an expedition from the lands surrounding the great Maw has returned with a most exceptional find! The team spent four whole years travelling the gorge's edge, fighting off native and unnatural local alike, braving the phantasmal storms, the nightmarish landscape, surviving at times just barely on scraps of food and having lost an estimated nine tenths of the original crew down to just.. well, the one, really. Who, unfortunately, went mad and was put into an asylum upon their return. Rest assured, however, these precious fossil treasures are kept well safe and for the time being away from the prying eyes of the public so they can be examined and processed in the safe confines of the Labs! The scientists involved expect to have results in a few days. --- [Image of hatched, empty eggs] Well, crap. That's probably not good. --- [Image of colored dust matching the eggs]
Reports are coming in from nearby City districts of strange dust formations left lingering in the air. Though these motes of energy are confirmed to be largely harmless, residents are advised to stay clear in case of unforeseen circumstances. The scientists have gathered samples of the phenomena and are conducting the appropriate experiments. Results are said to arrive in a few days.
Event: The Dragonstones
[Image of newspaper[Weekend Extra edition of the City Times], headline "Maw-Spawn At Large". Under text: "Lab explosion releases unknown creatures. Community Confused." Sub-title: "Three lifeforms have been confirmed." Image on newspaper is black and white, with tracks leading out of a large, roughly-made hole in a wall.]
So much for keeping it quiet, it seems. Really, you make one small miscalculation on the appropriate entropy levels of the beta-synced arcanis fusion chamber and suddenly everyone's in an uproar. Insert sighing noise here.
Despite what the media is making it out to be, here's the truth - there are things on the run, but they are merely hatchlings. Granted, hatchlings with.. quite an increased innate system for energy transfusion and dissipation from near-by well-sources.. but still hatchlings. In the interest of settling the concerns of residents we would officially like to extend and invitation to the trainers and creature-owners of the community to track these mons--hatchlings down and make them un-at-large. Our interest in only in their genetic material and biological study - if these trainers end up taming them, we merely ask for a few samples. You are free to keep the rest. Data was pouring in and it was downright glorious. Finally! Things were in motion, the input from the field was providing more resources than they even had the staff-capacity to work through! Trails were found left and right and best of all - a sample. Granted, too small of one to really do anything with, but easily enough to put them back on the right track, to settle this, to bring back peace and quiet and calm of mi--
The computer gave a loud 'ding!' (quite fond of that noise, all of them) and a small exclamation mark. The scientist rose to her feet and swiped across the screen, displacing the tracker board with a report screen.
Initial sample process completed. Sample identified. Sample verified to match shell traces, an eletronic voice reported.
A broad smile crept up slowly but surely. "What do we have then? Is it arcanmechus? A morphus? Beast?" Semantics, but certainly the press would have loved to know. Anything, in truth, just to keep them more concentrated on spewing out important-sounding information than nosing around when there was absolutely nothing to find. Or worse, getting bored enough to start making things up.
Unknown. Sample inconclusive on classification. Sample structure part of indoskeletal exuviae in mid-ecdysis stage.
There, the scientist blinked, smile wiped away with a sudden stunned glance. "Come again?"
The computer paused a moment. They're moulting.
"... They're what?" Through the darkness something clicked and whirled, then puttered to a halt. “Try again,” came the call from the other room, the voice echoing in its space. The little droid acknowledged with a nod, letting its filament tendrils go to work on the circuitry of cables, switchers and little glass bits, making corrections to its previous attempt by fusing a few wires here, re-routing others there and..
Click, whirrrrrrlll, whoooommmmmmmm.
The console came back to life in a quiet hum, wreathing the room in a light bluish glow. Secondary systems around the laboratory returned to life, joining the lonesome sounds of their brethren generators that had been left to fend for themselves, bit by bit awakening the machinery in and around the walls.
“Energy levels optimizing,” a mechanical voice input, robotic fingers going over dials and displays on the console’s board as status reports came up. “The Lacrifulsi remains detached from the circuitry system and seems.. stable. For now.”
“Good,” the woman sighed in relief, signalling for the smaller droids to head down the hallway to the other power relays. “Let’s hope that keeps it fed long enough.. Personal note,” and immediately the droid produced a data-pad from a slot in its arm, fingers ready to type, “Push tech division deadline up a week, I want this problem to have a permanent solution before it gets hungry again.” Metallic fingers ran across the data-pad like the bows of a type-writer.
Three second later, the droid piped a, “Done, ma’am.”
“Thank you. Now..” she crossed her arms, one over the sacroline other as fingers tapped against the forearm, “What are we looking at..”
The droid turned, setting to work on the console, as images rushed onto its screen, one layer after another, until the entirety of the image was complete. “Most network nodes remain active, though stationary. The site of the Lacrifulsi’s capture has been swept and the data processed. Retrieval unit R03 still remains sweeping the site of first sighting. The caverns have proved to be an issue for them, little strong trace remains. We are also listing two tracer networks that have gone off-grid.”
The woman surveyed the holographic layers with a squinted eye, dissecting the raw data portrayed, before a hand was waved, “That is fine, more remain to keep the inflow of data. Have the R03 focus on physical evidence of their presence. If they find motes, good, but we’re looking for signs of trespass, shedding, feeding habits.” With a pause, the woman eyed the orange ring in particular, before adding, “Personal note—“ (The data-pad appeared in less than a second) “—Contact the contractors of Avant Vall 95b, make sure they are fully briefed on what happened, consider damage insurance, if necessary.” (Fingers flew across the data-pad and then it disappeared once more.)
And finally, there were the other network nodes. Stationary, then? Perhaps the trail was getting too wide-spread, perhaps the creatures too clever, adapting too fast.. Perhaps a helping hand was needed.
“Bring up the tracer network source server.” A collection of progress bars across several rows appeared in overlay on the image. Some seemed full or near enough, while others.. “Good, now.. Upload the composite data from Lacrifulsi’s sample to these, these, these, these, these, these, these...” The scientists have been hard at work translating the data coming from the numerous tracers scattered across the City and have come to a worrisome conclusion: the energy readings all but confirm their great fear, that the remaining creatures may indeed end up fleeing the urban area and into the great Wild, given enough time. [Image of newspaper[Weekend Extra edition of the City Times], headline "Hunter's Win!".Sub-title: "Two out of Three: "Not bad" says local" Image on newspaper is in color, a human(or humanish) standing behind a podium and gesturing with a robotic left arm in front of a crowd. Last creature is mentioned heading north-west before its trail was lost.]
HUNTERS WIN! Following a hunt that spanned several months, a scientist from the laboratory foundation took the podium today to congratulate all the participants and persons responsible for the re-capture of the two escaped creatures, shedding light on the incident which caused their unexpected release. “We have much to be thankful for to the City populace, and more still to the great trainers and hunters who took up the call,” said the representative. “Between the samples sent to us and our own investigation into both of the captured creatures’ physiology, it is now safe to assume that their release was caused by an unexpected combination of great innate abilities, particularly of the combustive kind. We have since then logged all data regarding the incident and are improving security measures to match this new information. It is safe to say there will not be any creatures escaping again in future.” The representative was, however, more tight-lipped on the subject of the escaped third creature. “Rangers and droids have tracked the blue beast as far as the outskirts of the Laboratories sector. It seems the creature has taken its leave to the Beyond, in all likelihood attempting to return to the Maw, and should not be any further danger to neither the City or the merchant travellers.” On the subject of those who distinguished themselves through the hunt, the representative promised rewards will be addressed and divided out, as well as any damages compensated, as requested, to the affected properties of the City district.
Polymer fingers rhythmically rapped against the holotable as the lightish red ocular lenses took in the two persons. When asked to describe what a hunter of volcanic, armour-plated creatures would look like, those particular specimens would have (normally) been at the far end of this machine’s hierarchy index. One, a short-set, thin-framed humanoid creature that seemed half a devil, particularly the half which required close observation due to things suddenly going ‘missing’ in the waiting room. The other, miss-able at a glance yet no less lacking in traits beyond human, similar enough thin frame that looks almost frail, and that’s discounting the terror before flames.
But, the TROD wasn’t programmed to be clever, at least no more than was necessary to fulfil a particular job, and waved the oddness of the circumstance off.
“Volcanic,” it starts, the voice module of a similar jovial nature as the droid that had arrived to claim both humanish’ bounty, and still no less strangely fitting to the absolute deadpan featureless face its coming from. “As difficult as it might be to believe, the three made an odd set from their affinities. Blue - the quaking power of the earth when the crust shatters and lava spews. Purple - the heat and the flames of the core that rush upwards and into open air, sending avalanches of ash bellowing into the skies. And orange - the raw, unleashed power that collects into storms of lightning above it all, dispersing into the atmosphere and ground alike. All of it very Maw-like, I should say.”
The robotic hand moves to the side of the holotable, resting on a tattered, thin-looking book that seems half-burned and half-eaten, yet still holding itself together, probably from pure spite. “It is fair to warn you of what you’ll be handling once the creatures are delivered and the field notes of the expedition crew have had quite a few.. insights. For starters, they do not like water. Thus, do not give them baths.. Secondly, their armour plating is a mixture of hard-packed ash and their affinity element, over a skeletal form, not unlike the Baenarchs we all know.” A finger tapped on the journal a moment longer and the TROD’s head raised with a curious notch, “In fact it might not be too outrageous to assume they may very well be the Baenarchs, before the Labs attempted reviving them. Much like the less armoured kind, they thrive on their affinity when it comes to sustenance, but are not beyond consuming meat when an element is lacking. Oh! And coincidently, it is proven they are siblings, thus we kindly remind you about our breeding policy prohibiting inbreeding.”
“Now then, with that said, it brings me to a point far more important..” The hand moves again, resting on a small wooden box lacquered to look like mahogany, though the ‘tink’ of its fingers against it betrays its metallic origin. Moving it to the centre of the table, the TROD opens the lid, revealing two gem-like stones sitting on a plush velvet in the middle of it.
“You will need these..” it pushes the box forward, to allow the humanish to retrieve one each, trusting they know the colour intended. “In order to ensure the safety of the both you, and the populace - not that we don’t trust you, but regulations are regulations - the creatures have been given a little pre-taming to make them slightly less inclined to murder others. ‘Slightly’ meaning its the best we can do without turning them drone-like. However! We discovered a curious thing when observing data from their captures, particularly from the Punirustum.” The TROD’s glance wanders onto the taller of the two humanish, the almost-elf, almost-something else. “They rely heavily on sight and sound, being unable to smell anything.. except the ashes of their kind. We took the liberty of condensing some of that ash into these stones, with resin to keep it solid. So long as you carry this stone on your person, the creature will be unable to intentionally attack you.” With a wave of the hand, the TROD takes a step back, “Which isn’t to say it will be happy with you, but that’s more a matter of building loyalty.”
“Speaking of which, we’ve made them docile enough to start off at a point where they would not be too different from a regular creature obtained, so you are most welcome on that front!” The robotic voice modulator makes a tin-like chuckling noise as the TROD folds its arms behind it. “As for everything else, you rewards - and your creatures - are being transported to the addresses you described and should be there upon your return from here. The laboratories would once again like to give you our deepest gratitude for your help and wish you a pleasant day.”
Finally, the droid stands stiff and silent, head only moving from one humanish to another as it expects them to take their leave.
Fairgrounds(Pre-current site. To view the ending, please see the current official shop thread.) Event Teasers:
[Image of newspaper[Weekend Extra edition of the City Times], headline "Fairgrounds Opening!". Image on newspaper is in color, containing an ungulate in bright clothing holding his hat towards a large 'WELCOME!' sign, the poles and the sign have strings of flags and lights. Sub-titles include: "Equillion races postponed due to bad weather. Delay Uncertain" and "Found: One Sled". All three stories contain actual content on the paper.]
Much of the City has been abuzz in recent times as many have surely noticed the wagons, carts and crates hauled towards an empty, abandoned plot on the edge of the City's residential area. Today, the plot's new owner, Antelmo Gallus, has given an official statement that he intends to set up and open a fairground on the land, welcoming City denizens of all ages to come join in on the fun and games. "We are still in the stages of setting up," he commented earlier in the day, "But everything has already been properly measured out and layout plans assembled." When questioned on whether he intends to make the fairgrounds a more permanent fixture as opposed to the more commonplace yet temporary village fairs, the ungulate assured everything was taken into account. "We specifically bought this lot for its space," Gallus said, "So if needs be there is space to expand. Initially we shall start off small, to be sure, with gradual growth in mind as the local people come to know us." On the topic of how long until opening day, the ungulate merely smiled, laughing, "Oh, I suspect it wouldn't take more than a week. It's just setting up booths and venues, after all. How hard can it be?" ---
[Image of newspaper[Weekend Extra edition of the City Times], headline "Fairgrounds Closing?". Image on newspaper is in color, containing the same ungulate in bright looking concerned as he reads a paper, two humans in suits and sunglasses standing near him as they watch. Sub-titles include: "New Journalistic Study: Reports of Genevi Incursion greatly overestimated"(Stating no evidence of Genevi interaction was found, only some boats seen passing by) and "Area man claims to have been 'taken'."(Giant amphadron alien) All three stories contain actual content on the paper.]
Following the announcement by Antelmo Gallus last weekend, the Archeological Guild has come forth with a notice of cease and desist for the fairground's construction upon the designated plot of land. "The plot itself is of unknown importance to the historical society," explained a spokesperson for the Guild, "but it is our duty to thoroughly check each plot of land designated for a permanent structure. Much of the City is layers built upon layers, making it difficult to hold a proper excavation of older sites. Our records show this particular piece of land has seen many different owners over the years, from dumping ground for the City's trash to a garden of a local apothecary, spanning a century. This is why we need to.. nay, we -must- ensure there is nothing of archeological value here before allowing construction to begin!" The Archeological Society assured that once they have assembled a digging crew and have combed through the first layers of soil on the land, the fairground construction can resume undeterred. When asked how long this could take, the spokesperson was hesitant to answer: "Ah, well.. you see, we unfortunately lost our last team to the Maw a few years back.. And, well, the surviving member is quite unsuited, mentally. I'm told there's promising young talent working hard in schools, however! Perhaps a year or two before they're ready to make the team?"
This news came as a shock to the land's current owner, who was unfortunately unable to provide an adequate comment. ---
Event: Prologue
The gods were laughing. How could they not? Years of planning and saving and all down the drain because of history.. Antelmo liked history as much as the next guy, which was to say he barely encountered it but heard it was a fun bedside read once you got past the first couple of cultural eras where nothing really happened and the plot was bland, but he never thought to be defeated by it. What embarrassment! What shame on his forefather, and his forefather, and their fore-mother, and her fore-mother, and her forefather.. (there were a lot of fore-parents remembered and honoured in the Gallus line).
And now all he could do was wallow in misery in his little tent (that technically was meant to be temporary, as it sat on edge of the accursed land plot he wasn't allowed to build on), for.. how long? Years, the spokesperson had said? Who trains people to dig for years?! Was it his fault they were fool enough to even think about sending anyone to the Maw? That those people were fool enough to accept?
Long, dramatic sigh escaped as the ungulate flomped forward onto the table, forehead resting against the wood with a dull clatter as horns hit it. Years and years and years and years..
..No. No, no, no, no. That wasn't going to stand. In the silence the head slowly rose and eyes landed on the stacks of papers and pots of ink on the table, materials for all the posters he was going to have printed for when they opened.
No, the Galluses never gave up this easy.. These historians want some diggers? He'll find them some! Not in a year, but by monday! Yes! Hoof clapped hoof as the ungulate rubbed his hands, broad smile brimming.
He'll get his own crew!
- - - - -
The very same day, posters began to pop up along the streets of the City with a fairly simple message: [Image of Help Wanted poster, offering prizes for those who dig. No tools provided.] [Image of welcome sign shown in newspaper, now with the word diggers writen on it with blue ink.]
Despite the ban on building anything on it (short of his little booth), the Fairgrounds has been a nest of activity within the past few days as City denizens (and the occasional visitor alike) stand to get themselves the better seats to the rumour mill action, some with snacks on hand. The posters have seen a few responses, though most would be loathe to let themselves be lowered to such menial labour as, ugh, digging.
The few that have, however, are met with Antelmo straight at the gate (which is technically just the banner poles, since the historical society didn't even let him set up a fence), eagerly beckoning the would-be work aspirants onward.
"Come! Come! Never too early, never too late! Just pick a spot, make yourself comfortable and have at it! There's tea and biscuits at lunch and plenty spaces to rest yourself for a break." Gods knew there was plenty places to lie down seeing as he wasn't even allowed to keep the cargo crates around. "If you have any questions, feel free to ask. Until then..
It's time to do history!" Scavenge Fairgrounds Thread . ~ Fairgrounds Scavenge ~ .
Antelmo Gallus has a problem. He's spent a good deal of funds and effort to procure a desolate, nearly-abandoned, utterly ignored plot of land on the City's edge in order to set up his dream park there. However, as it turns out, the local Archeological Guild has other ideas about it, banning any kind of permanent construction on the site until it has been duly processed (read: completely turned over) to ensure there are no hidden ruins or treasures of untold historical value beneath the soil. They are also unable to provide any workers, so Antelmo took it upon himself to 'hire' some from among the City populace.
Are you interested in helping a poor ungulate out and getting some trinkets in the process?
---
The first plot of land is a measly one, but Antelmo needs to clear some space so at least some things can be placed somewhere other than the sidewalk. It's a good way to warm up, he figured, and not too terribly frightening, one can hope.
The second plot of land is a more size-able one, where the booths and promenades would have parked themselves in an alternate history. As it stands, it needs a right good muss-up before anything can be built here.
~ The Trinket Booth ~
It's not an easy thing, to balance a cupboard, table, chair and basket on uneven ground, but the ungulate has experience in on-the-road travelling and for now the surfaces are stable. And a good thing too, for if the items on those shelves were smashed to bits because of something merely falling over, it would be a right good tragedy (and just downright costly).
Black Bones HalloweenSomething Strange...
The labs were quiet, the air distilled; a lone sleeping technician at her desk, passed out over a wide spread of formulas, DNA sequence numbers and schematics for mutations. Vials of varying greens and yellows faintly bubbled and boiled at the counter parallel, different vases and tubes of size and shape, each filled with different chemicals and mixtures. Their bright colours were the only source of light in this dim room, a faint glow casting over the notes and readings of the creation of chimeras. Something else came from the vials; a mixture of mist, of faint aroma from each vial, rising above the sleeping form and up towards the ventilation shaft.
Perhaps it was the wind that picked it up as it oozed outside, or perhaps the rise of the mist. Whichever it was, nature picked up the green mist, and clouded the stables of The Black Bones. Who were once sleeping, now twitching and snorting, Equillion and Gallor jerked awake alike, inhaling and hacking on the suspended green mist. Each one jumped and stared wildly at one another, the pungent smell thick and filling their lungs, choking and grunting with the need for air, nickering and screeches cut down to barely audible coughs and cries. Their jerking movements slowed down, and their eyes rolled back, muscles going rigid and still. It all happened in mere seconds. The mist was gone, the animals still, with a bone chilling aura surrounding the once healthy area. Beginning
Quiet stillness. The wind is gone, and the silence is anything but peaceful. A faint clicking can be heard; faintly, subtly, but it is there. As the wind picks up again it fades, but another sound picks up. A bubbling groan, heavy and filled with phlegm, un-naturally growing in volume. The stables seem to shudder as dead leaves and under brush are whipped by a sharp, cold breeze, and a movement jerks inside.
Clacking and creaking begin to echo, a single creature moving in the collective stables,groaning and heavily shuffling its body towards the field. It stumbles along the small hill and past the house where the technician sleeps, continuing towards the barbed wire fence that separates the field from the outskirts of the city.
Without thought, it presses on ward, like a machine on a purpose, unsteadily marching into the fence. It gurgles and sputters, but is unable to stop, legs gangly attempting to move around the barrier. Flesh is torn in chunks, bones are scratched against the metal, and anything caught on the barbs is ripped free.
Now they are free; behind them a collection of bone rattling can be heard, with a chorus of moans and groans. Certainly the first, but not close to the last, the tattered Equillion shuffles towards the city.
[Image of zombie equillion]
The sign was hung in the window, and the displays re-arranged into a neater pattern, decorations and small knick knacks outlining the window and leaning against the various vases and shelves. Normally, this would be a fun morning activity, a distraction from the escalating difficulties in DNA sequence and appearance. Something was off though, and had been since she awoke that morning.
What was it though?
Shaking the nagging feeling of dread, she left through the front door, rubbing the coat and arms as a cold chill picked up. A faint smell of decay was lingering in the air, but it was mixed with a damp musk of rotting leaves and slush. Walking around to the back, the double doors were opened wide, and one by one she lead her new batch of creatures out towards the stables.
They snorted and nickered, following without fail. Even though they filed in alright, something was amiss...
..where had the equillion from the night before gone? List of user threads: ---- Single-thread User Events The Race For Independence!
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