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Space Fer Rent

Familiar Phantom

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PostPosted: Mon Dec 04, 2006 7:33 am


Part One: Introduction


This is where I will display all my lovely Miaoni, and any children they should decide to have. I will break them up according to class, to appease my own neatness and for ease of finding a specific one.

P1: Intro
P2: Nursery
P3: Reminders
P4: Current Plots
P5: Assassins
P6: Pirates
P7: Rogues
P8: Monks
P9: Druids
P10: Clerics
P11: Necromancers
P12: Bards
P13: Mages
P14: Paladins
P15: Death Knights
P16: Amazons
P17: Barbarians
P18: Rangers
P19: Archers
P20: Fighters
PostPosted: Mon Dec 04, 2006 7:36 am


Nursery


Here is where I will keep all babies until they have grown into teens, at which point they will choose a class and be placed within that class's post.

No activity yet...

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200
PostPosted: Mon Dec 04, 2006 7:45 am


Reminders


Custom Prices

Racial Miaoni :: You may choose hair and eye color, and up to ONE simple marking [Outlander Miaoni may choose 1 simple pattern of stripes or spots].

Racial Miaoni: 3k [Regular, Moon, Dark, Outlander, Wilde, Woodland, Yaedra]
Fox Miaoni: 7k [Regular, Silver, Shadow, Golden]
Bunny Miaoni: 7k [Regular, Snow, Night, Wooded]
Satyr Miaoni: 15k [Regular, Lunar, Solar, Spring, Fall]

Noble Miaoni :: This is the 'true' custom - choice of fur color, markings, etc.

If it it not listed here, it is NOT open yet.

Regular Miaoni (aka Noble): 10k
Bunny Miaoni: 20k
Fox Miaoni: 20k
Satyr Miaoni: 25k
Faekat Miaoni: 30k
PostPosted: Mon Dec 04, 2006 7:46 am


Current Plots


Nothing so far...

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200
PostPosted: Mon Dec 04, 2006 7:48 am


Assassins


Death from the darkness, the assassin is a specialist of being unseen and bringing death in an instant. Much feared and respected both, the assassin does her work and leaves only rumor and a cold body behind. While most never recognize the face of the assassin, they will talk of the deaths that come unknowingly. The assassin kills not for simple pleasure, but through contracts and orders, and also for furtherment of power. They are a secretive, specialized guild that few make it through. They are not rogues, or thieves and to insinuate such to an assassin is being marked for death. The assassin has no good in them, though they are quite organized often and respectful to a point. They value honor, tradition, and respect the rules.

User Image
Lex: "I am sure we can come to some sort of arrangment. Please, follow me to the study, and we can discuss prices over a glass of brandy."

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PostPosted: Mon Dec 04, 2006 7:58 am


Pirates


Pirates are masters of the high seas, able to travel any body of water with little difficulty and prefer life at sea. Granted, if there's a treasure or good adventure - or women even - you can bet the pirate will set his sights on land. If you're ever in a pinch for getting around on the waters, look no further then the pirates, but be careful who you trust. While some are more benevolent and kind, yet still rebellious, others are dirty and cruel and wouldn't think twice to shove you off the plank!

None yet...

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200
PostPosted: Mon Dec 04, 2006 8:00 am


Rogues


Rogues have little in common with one another. Some are stealthy thieves. Others are silver tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.

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Mairi: "I ain't done nothin' and ye can't prove it otherwise, now keep yer bleedin' 'ands to yerself if ye know what's good fer ye!"
PostPosted: Mon Dec 04, 2006 8:06 am


Monks


While the priest brings the will and word of their gods to the people to help, the monk uses their spiritual powers to train and refine themselves in combat. They call upon mystical forces to defend and protect, and devote themselves entirely to training and perfection of mind, body and spirit. Their dedication is to their ability and training, often calling on the name of a god for guidance and protection, though not to the same extent as the Cleric.

None yet...

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200
PostPosted: Mon Dec 04, 2006 8:07 am


Druids


The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear--all these and more are at the druids command. The druid, however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid's sacred grove, and to those who feel her wrath, the distinction is overly fine.

None yet...
PostPosted: Mon Dec 04, 2006 8:08 am


Clerics


The handiwork of the gods is everywhere-- in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries--their clerics. Good clerics heal, protect and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make the gods will manifest. And if a cleric uses his god's power to improve his own lot, that's to be expected too.

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Ione: "May the Goddess Myst bless and keep you."

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200
PostPosted: Mon Dec 04, 2006 8:13 am


Necromancers


Some people obsess over the dead. This scary lot hides in the shadows or in cemetaries, weaving their magic in a cruel attempt to bring back the dead and use them for their own means. They are puppet masters, cunning controllers and manipulators that use the tortured souls and undead bodies for their own gain.

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Llandra: "Shh!", a tortured scream echoes, "Ahhh, much better..."
PostPosted: Mon Dec 04, 2006 8:22 am


Bards


It is said that music has a special magic, and the bard proves that saying is true. Wandering across the land, gathering lore, telling stories, working magic with his music and living on the gratitude of his audience-- such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts and spies. A bard's magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. Evil bards forgo blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences 'willingly' give.

None yet...

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200
PostPosted: Mon Dec 04, 2006 8:26 am


Mages


A few unintelligible words and fleeting gestures carry more power than a battleaxe, when they are the words and gestures of a mage (wizard). These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook, preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic. Mages depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers and practice minor magics whenever they can. For a mage, magic is not a talent but a difficult, rewarding art.

None yet...
PostPosted: Mon Dec 04, 2006 8:30 am


Paladins


The compassion to pursue good, the will to uphold law, and power to defeat evil--these are the three weapons of the paladin. Few have the purity and devotion it takes to walk the paladin's path, but those few are rewarded with power to protect, heal and to smite. In a land of scheming mages, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished.

None yet...

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200

Space Fer Rent

Familiar Phantom

7,450 Points
  • Citizen 200
  • Forum Sophomore 300
  • Flatterer 200
PostPosted: Mon Dec 04, 2006 8:31 am


Death Knights


A death knight is perhaps the most evil class in all the land. Usually brought back by a necromancer or cursed by a god to live a life of torment, the death knight lives his undead life to bring pain to those around him. A death knight is usually a noble fighter that did a great wrong or a paladin that swayed away from his noble cause. They were once noble people that broke a code or honor and thus, becomes cursed when brought back as an undead thing.

None yet...
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