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Corgan_ala_Sarnin
Crew

PostPosted: Tue Jul 05, 2005 10:25 pm


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So... bored? Good! You've come to the right place! biggrin

Ze Table o'Contents is as follows:

  • Classes, Ranks and their Descriptions
  • Missions - Explained
  • Mission List
  • Sinthis' Corner - Mission Tracker and Mission Records
  • Elements and Descriptions (the whole shebang)
  • Extra (mission example here if requested)
PostPosted: Tue Jul 05, 2005 10:26 pm


[CLASSES]


So, what do those strange words after "class" mean? And what advantages/disadvantages do they have? And what of ranks? You'll find those answers here!

There are more classes than as shown -- they can be discovered through dualing classes later on.


The Classes

Akh'Faerin

Translation: Mage
Strength: These Sarnins are able to manipulate the element they align with for offense, defense, or everyday use. Their source of power comes from what's around them, and 'summon' their element.
Weakness: The Akh'Faerin are strong mentally, but weak physically. They cannot run as fast or as far as another Sarnin of another class. Their power, however, makes up for this.
Misc: An Akh'faerin draws upon their power from outside of themselves, and manipulate it. In a sense, they summon their power rather than draw on it like a Surnar.


Leshare

Translation: Thief
Strength: The Leshare are fast and quiet, and can break into anything with either swift cunning or brute force.
Weakness: A Leshare trains in speed for a reason -- they aren't as tough as the other Sarnin, and tend to gather more serious and worse wounds than others from the same attacks.
Misc: The Leshare are best at calling upon their elemental-alignment through the art of stealing and sneaking, but can only do it for themselves. (Ie, a shadow-aligned can call upon the bond they have with the shadows to darken the shadows around them to hide them better)


Maethor

Translation: Warrior
Strength: Much like their humanoid counterparts, the Maethor are warriors. They are strong, tough, and fast -- but not as fast as a Leshare or as tough as a Surnar.
Weakness: The focus of a Maethor lies in their physical state. While all classes can call upon their elemental abilities, the Maethor have the hardest time doing it for their attacks and are often better off using their brawn than their brain to solve the problem.
Misc: Thanks to their prime physical state, those that are Maethor are a bit bigger than their fellow Sarnins. They also weigh more due to muscle, and can carry more.


Seer

Translation: ...Seer. o_o;
Strength: The Seers are, actually, the most "average" of the group and lack a strength.
Weakness: The Seers are, actually, the most "average" of the group and lack a weakness.
Misc: Seers are able to 'See' into the future and past, as well as anywhere they can define and/or have seen before. In order to do this, however, they must be able to see their element or be into contact with it, and through the element they will receive their vision. Viewing the future, however, only yields one possible route that can be taken -- and at that, it's only at most a three-second glimpse. The higher their rank, the easier it is for them to see. (Example: A fire-aligned Seer must be able to stare into a fire or flame of some sort. To those watching, it will just be a fire while to the Seer, the flame will take shape of what they are viewing.)


Surnar

Translation: Healer
Strength: While not the strongest, fastest or most destructive, the Surnar know a lot about health and defense. They can heal and strengthen one's own natural defenses easily, and are difficult to wound.
Weakness: Their toughness comes at a price -- mobility. They aren't the fastest, but their speed varies depending on their element.
Misc: Like the Akh'Faerin, the Surnar can cast "magic." Unlike them, however, their power comes from within. Their element serves two purposes -- one, how much it heals (as a water-aligned wouldn't heal a fire-aligned that well),and how it feels (ie, a wind-align's heal could feel like a breeze while an earth's could bring a feeling of extra strength).


RANKS


So... what's a rank? Honestly, it's a bragging right. But, if you are a Role-Player, if serves as a "meter" that will let you know what powers you have, and what's yet to come. These extra bonuses will serve as an advantage in Missions, and sometimes even Events. There are also certain Missions that only certain ranks can go on.

The Ranks

Point Range - Rank Name - Bonus


    • 1-50 - Kit - None
    • 51-100 - Greenwing - Well, you're no longer a kit! ...You still have stuff to learn, though.
    • 101 - 150 - Tourist - Details, details - you're starting to notice smaller things better!
    • 151 - 200 - Traveller - Those who spent too much time indoors will have a bit of a pest on their paws...
    • 201 - 250 - Scout - You've spent so much time outdoors that you don't loose your way!
    • 251 - 300 - Novice Adventurer - Okay, so not every mission you do comes out perfect...
    • 301 - 350 - Adventurer - Danger? Ha! What's that? Less things spook you.
    • 351 - 400 - Drifter - You know the land and its inhabitants very well - you leave no trace of your passage.
    • 401 - 450 - Treasure-seeker - Synthedric may have a job for you...
    • 451 - 499 - Self-Proclaimed Hero - Missions are easier to do now, considering how stronger you have become.
    • 500 - 550 - Taura-raama- ???
    • 551 - 600 - ??? - ???
    • 601 - 750 - ??? - ???
    • 751 - 800 - ??? - ???
    • 851 - 900 - ??? - ???
    • 901 - 1,000 - ??? - ???



Explanations of the Ranks
Ever feel lost? Dazed and confused? Just want a helping hand, and a nudge in the right direction? Look no further! The Sarnin Observatory, being ever the stranger-friendly establishment, has thoughtfully provided this free (with shipping and handling) set of narrative recordings on the different ranks, all for your informative perusal. How thoughtful!

Note! None of the comedic elements of this "guide" are to be taken seriously. Srsly, we mean it.

Kit
Every journey begins with a single step. This popular Chinese proverb holds especially true with the Kit rank, which is, essentially, the first stepping stone in the great equine (or draconic) journey. Whatever you do, remember that everyone has been a Kit at some point or another, and everyone is more than familiar (if they'll just remember!) with those feelings of newness, and insecurity, and bubbling enthusiasm... so don't feel too bad - and listen to your elders!


Greenwing
Have you ever played that one game from ages and ages ago, The Oregon Trail? No? Too bad. Greenwings, like greenhorns, are very new to this whole "adventuring" business, and unfortunately, you lot generally make a mess out of anything you try to do - we know you mean well, but that doesn't stop you from being annoying when you spill liquid flame all over the library and then set the librarian on fire trying to magic it away! We know you're eager, but please, for everyone's safety... try to be less helpful, all right?


Tourist
You like walking (or flying, or sprinting, or skulking) around and looking at stuff. Well, maybe not that exactly - we know some of you don't like standing around passively and observing, which is usually what real tourists do - but as far as your control of your powers go, you're still not much more useful than a gawking human with a camera! (We're kidding, we really are.) Now, you don't make as many mistakes as you did as a Greenwing, mostly because you've watched us at work so much, and picked up on some things... you really don't need that camera, though, honestly.



Traveller
Walk, walk, walk, walk. Not much bores you, does it? Or maybe it does, and you're trying to find something interesting to do. Whatever the case, you've found yourself with quite a few miles under your belt - either literally or metaphorically - and now you're a little more competent when it comes to handling your powers and your class. Good for you, we're all so proud! Just remember to take a map with you, and write us every now and then to let us know how you're doing, okay?


Scout
GO HERE. GO THERE. DO THAT. DO THIS. Sound familiar? Get used to it: you're a Scout now, and as part of your training, you've probably succumbed to running around on (even more!) errands for Marushii or Corgan or Dra'Seiya or (heaven forbid) Kat, mapping out the surrounding countryside while you're at it and keeping an eye on the forest, where there are still those plushies lurking... ah, whatever. It gives you an opportunity to test your powers a lot more often, anyway - because, really, if a tree falls in the woods, does anyone know? More importantly, can Marushii penalize you for it? NO! Hooray!


Novice Adventurer
Well, it's about time! You've finally gotten your first decent title - one that doesn't involve mindless slavery - and believe us, you've earned it... although all those damage fees might say otherwise, we're going to be nice for once and give you a pat on the back. You have a decent idea of what to do now when faced with most adventurous catastrophes, and you can light candles without setting the Observatory on fire, for which we're all very grateful... and maybe you've even saved a couple of damsels in distress! Hurrah for you; you're moving up in the world!


Adventurer
This is the life. Ladies at your beck and call, monsters cowering before you, good meals waiting when you finally return home from a long day of hacking and slashing... WAIT A MINUTE. Are you really doing all of this!? WHY HAVEN'T YOU FILLED OUT YOUR PAPERWORK!? Ha ha, just kidding. You're out keeping the world safe (keep telling yourself that, especially when the going gets tough), and while maybe you don't have that many damsels (or lords) hanging off your wings, there's definitely some respect for you around now. Enjoy it!



Drifter
Drifting, drifting; drifting, drifting. Maybe you didn't like the adventurer life - or maybe you're continuing it, but in different locales! Whatever your decisions, you're having a bit of a hard time staying in one place now, and it's certain that you never hang around for very long (much to the dismay of your adoring fans)... but you're garnering experience in wandering, and putting to use some of that knowledge you earned as a Traveller and a Scout! Remember to send us some postcards!


Treasure-Seeker
SHINIES! Shiny rocks, shiny stones, shiny pieces of glass or shiny bits of metal... you're after anything that glimmers and gleams, because after all, who can resist a good shiny? You certainly can't. You might have a hoard, or just a small collection - or maybe someone's hired you to find all the treasure all across their territory. Of course, in this case, "treasure" doesn't always mean that which shines and shimmers... so be sure to keep those beady eyes peeled for something special offered to you, all right? You're definitely ready for it now... and we're so proud!


Self-Proclaimed Hero

So, you think you know everything. You've walked the walk, and you can officially talk the talk. You're the stuff that legends and stories are made out of - people of all races and ages look up (and, in some cases maybe down) to you. Any problem or trouble that comes your way is easily fixed... All that's missing now is a hometown out in the country to get a statue of yourself and grow into a big city for your fans to flock to. Except... is this really the end?




Concerning Elemental Power

Think of a Sarnin's elemental power as being sparkiling pieces of dust. Each time you use magic, you use a bit of that dust. Each spell requires a different amount of dust - a spell to have a stick, say, point the direction you're to go in would be the equivallent of a pinch of dust whereas a spell to create a fireball that finds its target no matter what would need a handful. Spells such as stopping time and making things grow would constantly require a constant trickle of dust until the spell is stopped, or the energy runs out.

The amount of elemental power one has depends on rank, as well as class. Akh'Faerin and Surnar have been known to have the most "dust" while Leshare and Maethor have roughly half the power that the spellcasters do. Refer to the following for a rough estimate as to how much elemental power each rank has:

Kit: No power at all
Greenwing - Tourist: About a human handful
Traveller - Scout: About two human handfuls
Novice Adventurer: About three human handfuls
Adventurer: Half a bucket full
Drifter: A full bucket full
Treasure-Seeker: Two buckets full
Self-Proclaimed Hero: Three and a half buckets
Taura-Raama: Seven buckets full
Dragon's Eye: A tub's worth
Dragon's Fang: Two bathtub's worth
Dragon's Claw: Two inflatable kiddie-pools full
Dragon's Blood: Three inflatable kiddie-pools full
Knight of the Dragons: About an 8-ft deep pool's worth

Please keep in mind that these are estimates for both the Akh'Faerin and Surnar classes. To find out how much power a Leshare or Maethor can call upon, look up their rank and halve that amount.


Class and Rank FAQ

  • How do I know if I used too much power in a mission?
    Use of powers, if any at all, will be kept in mind when your missions is reviwed and graded. It's one of our grading factors, basically! ^_^
  • What are the grading factors for missions?
    Can't tell! ^_^ Seeecret~
  • A max of 1k in points?! You're kidding me.
    Nope. biggrin
  • So how does the dualing classes work?
    There isn't enough room to fit both class names, so why not combine them into one? A Maethor that becomes a Leshare will become a Bandit, while a Leshare who becomes a Maethor may become a Mercenary, while a Leshare who duals Leshare again will become a Rouge. These are just some examples.
  • How many elements can I obtain?
    As many as they wish... In other words, as many as they feel like trying to get.
  • My Sarnin's element is water. Since ice is water, then -
    No. If that's the case, then would a light-Sarnin be able to produce fire? NO.
  • How do I go up in rank?
    Earn points through missions and games!
  • What elements CAN'T I master?
    Draconic-only, Rainbow, and those that are twice above your origional tier.
  • "Tier?"
    Each element has been "divided" into five groups, or "tiers." (except rainbow) They rank like this:

    Basic
    Weather
    Chanceptual
    Metaphysical
    Light Triangle

    Because they're ranked like this doesn't mean that one's stronger than the other. It just means what you can try out for... If your Sarnin's alignment is Sandstorm, for example, you can't try for an element in the Metaphysical tier. You can, however, try for one in the Basic or Chanceptual.

  • And after that...?
    Same thing goes, all though I've heard a rumor of a Sarnin that has been able to find a loophole in this design by using their second element as their first, and being able to gain a third element that's inaccessable by their first element... (confused yet? XD)



Got questions? Good. I got answers -- just post your quesion(s) and I'll get right on it!

Corgan_ala_Sarnin
Crew


Corgan_ala_Sarnin
Crew

PostPosted: Tue Jul 05, 2005 10:28 pm


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Bored and want to write? You've come to the right place! Each mission you complete earns you anywhere from 20-40 points, based on content and what was completed.

-- Yes, the amount you can get was shamelessly raised to enourage mission-go'ers. :3

So what is one? Simple! A mission is basically a RP prompt... However, your responses must be more or at 250 words, and your Sarnin must play the role of the major or a supporting character. It doesn't matter how you complete the main objective in a mission, as long as it gets done. It could be 2,035 words for all I care! xd Missions are here for YOU enjoyment, and help you write.

The Missions themselves are in the next post. However... How do you go about doing one?


Way #1 - Word-for-Word Mission

So you looked at the list, and something strikes your fancy. Great! Quote the mission, and then outside of the quote-box under it, complete your mission. It'll look something like this when you post it:

Example
Mission

  • Case of the Pilfering Paw
    ---> It started out small. A pen missing here, a quarter pound of chocolate there... Now a COUCH has gone missing. Leshare-in-training Sarlings are thought to be the cause � find them and return the goods!

  • ((YOUR RESPONSE))


    The mission prompt must be quoted! It makes things easier on me. >_> You do want to be rewarded with points... right?


    Way #2 - I'd like a Mission with a side of Custom...

    So you like a prompt... but not like it enough to do it? Easy. Simply RP yourself or your Sarnin entering the Missions area, and say something along the lines of, "Hey, Corgan! Brief me on !" You will then recieve a more detailed version of the mission... but it varies from time to time. This allows someone who's all ready done a mission to take it again, though they will have to say something along the lines of, "Corgan! I heard that there's another problem with ! Care to tell me about it?" instead of the former.

    You will recieve your response in an edited-in quote of your post. You then must EDIT your response after Corgan's summary -- if you have any questions, ask them now. Your answers will be edited back in until you have no more questions -- if that's the case, then post going off onto your mission. If you have no questions, just say, "No questions!" and write your response. Failure to edit your responses in can, and WILL result in points being knocked off. Do NOT post a reply to the topic!

    If you don't like the mission, you may back out of it with no penalties. The post will then be deleted... though the prompt may be saved for another.

    When you're done, it'll look like this

    Hey Corgan! Brief me?
    Corgan

    Yaddayaddaproblem YOU GO SOLVE! Questions?

    Yes! Blahblah?
    Corgan

    Answer!

    'kay thanks! biggrin ((MISSION RESPONSE))


    Way #3 - The more, the merrier!

    So. You and your buddy who owns a Sarnin are bored. You feel like RPing, but don't know what? Take a mission together! Your prompt will be longer and more in-depth to expand on the RP, and you will get a setting as well.

    To get started, have one of the Merry Band come here and request a mission for a group composing of yourself and however many people, including their names. Also state which Mission the lot of you are interested in. A new, private thread in the guild will then be created for your group to RP the mission out. There are NO time limits, as long as you write more than one page... The more pages, the better.

    Teaming up on missions earns you more points than a mission normally would, as you gain more rank points than average... And perhaps a bonus or two. If there's ever a lull, then SOMETHING will happen the kick it up again -- trust me. When you're done, the thread will be locked and forgotten, but there for your viewing pleasure.


    There is no right or wrong way to do a mission, and the result of someone else's mission will NOT affect your's. Yes, there is a disaster for everyone. whee

    Sarlings and Hatchlings may only do the missions under the "Sarling-Safe Missions" listing, while adult Sarnins may do any mission. If a Sarling or Hatchling wishes to go on a Sarnin-mission, there must be two Sarnins/Draconics per Sarling/Hatchling.

    To go on a mission, your Sarnin must have a class! An untrained Sarnin without a class won't get as many points as a Sarnin who HAS been trained in a class!

    Please, please, please attempt good grammar when writing. You 1337, you get no credit. Period.


    Chain-Missions

    These missions are the result of completing a mission a certain way... And that certain way produces a follow-up mission. This mission will only be avalible if you complete the mission RIGHT before it, and request the follow-up/chain right after. If you do the first mission and do another, then request the follow-up... No dice. You'll need to do the first mission over again.

    Chain-missions are just there for your enjoyment, and a chance to create a plot and expand upon it.


    Mission Logs

    Want to keep track of your missions? Create a mission log! These are like journals, except you put your Sarnin's missions and games in with each reply/update/entry. This is where most chain-missions are found and discovered, but that's mostly due to the fact that they're more "personalized" missions rather than the hum-drum prompts listed below.

    To create a mission log, please hop over to the thread request thread and request permission to make one. Then, depending on if you're affiliated with Dream Dragons or The Sarnin Observatory, you would head it the following:

    Dream Dragons -> DD - (dragon name)'s Mission Log
    Sarnin Observatory -> SO - (sarnis name)'s Mission Log

    It doesn't matter how you set it up, or what you put into it, but this is the most popular set-up in the Sarnin Observatory:



    [align=center][IMG URL OF PET][/align]

    [quote]Mission Log For: (Name)

    Generation: (First? Second? Cloud-born/0.5?)

    Started: (When did you start this log?)

    Missions Completed: (#)

    Point Activities Completed: (#)

    Points Awarded: (Total rank points)

    Rank: (Rank name)

    Objective: (Does your Sarnin have a life-goal? What is it?)[/quote]


    Also included in the first post is who may post, etc. The second post contains a more detailed listing of what missions, and what games were completed and their links.

    Mission Log Listing

    • Aura - Link
    • Djin and Justify's - Link
    • Draeval's - Link
    • Elysia - Link
    • Perdita - Link (Stupid Gaia glitch! First mission log heart )
    • Phantom - Link
    • Zyta - Link
    PostPosted: Tue Jul 05, 2005 10:29 pm


    [ Message temporarily off-line ]

    Corgan_ala_Sarnin
    Crew


    Corgan_ala_Sarnin
    Crew

    PostPosted: Tue Jul 05, 2005 10:32 pm


    ((Sinthis' area -- Closed for now.))

    Note: The Mission Tracker is just for those that are doing Sinthis' Quest.


    User Image


    Here, a record of all the missions and games that each Sarnin has completed will be listed.

    Did you do a mission... and it's not listed? LET ME KNOW! I have a feeling the rollback screwed with my records... gonk


    Sarling-Safe Missions

    Case of the Missing Books
    Brand of Fire
    Building Trouble
    Perdita
    A Little Under the Weather
    Kurai
    Perdita
    Cooking Gone Bad
    --
    Case of the Pilfering Paw
    --
    Too Sweet for a Toothache
    Brandstiftung Engel
    A Shimmering Light in the Forest
    Gwen
    Draeval
    Cure for the Chocolate
    --


    Missions in the forest outside of the Observatory

    The Shrinking Forest
    --
    "Jewel of Ji'kathara" Trouble
    --
    River Troubles
    --
    A Blackened Sky
    Jasmyn (w/Rabid) @
    Fate of the Steel Traps
    --
    The Sealed Cave
    Aura
    Perdita
    The Moving Shadow
    Corgan (as example~)
    Brandstiftung Engel
    Herd in the Forest
    Hiro + Jasmyn Team (@)
    Totoro
    Perdita
    Human-napped!
    --
    Stability? Need that...
    --
    Mysterious Sound in the Forest
    Zyta
    The Deathbringer
    --
    Holiday Special #1!
    N/A
    Holiday Special #2!
    Myria and Perdita
    Capture the Flag Chocolate
    Elysia
    PostPosted: Tue Jul 05, 2005 11:11 pm


    When a Sarnin first comes into being, one of the many elements of the world claim the Sarnin as their own and align with them, allowing the Sarnin to call upon them in times of need for power or protection. The elements can be seen as the "deities" of the Sarnin world, as opposed to the elves and humans with their human-like Gods and Goddesses.

    There are many elements -- some can be seen, while others can only be imagined. Some of the elements are what you would expect from elements -- earth, wind, fire, and water. Others can be mere concepts -- fortune and chaos, for example.

    Depending on the element, abilities have been granted. These abilities are unique only to that element... However, depending on the class a Sarnin has been trained in, they may call upon the elements in different ways. Depending on the Sarnin, the color of an element may be different -- Deigo's fire ranges from crimson to black, for example whereas Corgan's water-summons take on a bluer-than-usual tint.

    The Akh'faerin call upon their element as your "usual" mages and wizards do to attack their foe. They are usually much faster than mages and wizards, since their connection to their element is more "personal" than they, except their range of spells is limited to their alignment. A wind-Akh'faerin, for example, can't call on water to douse a fire. They could summon enough wind to blow it out, but then they run the risk of making the fire larger and more uncontrollable than it once was.

    The Leshare use their element in a way that would seem odd. They can call upon their element to protect them -- hence many Leshare align with Shadow as to be able to sneak around easier. A lesser known talent is that of shaping -- the Leshare can "shape" their element into something. A moonlight-Leshare could make the moonlight on the ground shift aside, or form together to form a figure to distract someone. This, however, takes a lot of energy for a Leshare to perform -- more than many deem needed, hence it is little-known.

    The Maethor summon their element to help them attack physically. You can tell when their element is summoned when it surrounds their paws -- a fire-Maethor's paws would, quite literally, catch on fire whereas a moonlight-aligned may have paws that appear to glint a silvery-blue, or a silvery-color in general. The higher a Maethor is, the stronger their attacks are and the longer they can summon their element for. For long-ranged attacks, they can swipe with a paw to send the "swipe" out to their opponent.

    Seers use their element in a way that many can expect. They use it to scry and to "see" into the past and future. While they can See and scry by themselves, they are more accurate if they use their element to See or scry. An earth-Seer may meditate out within a forest and recieve a better reading than they would by sitting indoors staring out at the forest, for instance. A water-Seer may look into a bowl of water and view what they wish to see much like a show on television as well.

    The Surnar call upon their element to heal. Much like an Akh'faerin, their element is summoned all most immediatly depending on what element and where -- don't expect a water-Surnar to heal quickly within a desert, for instance. The closer they are to their element, the stronger their healing becomes. Depending on the element, the way one is healed may feel different -- a Life-Surnar may have no feeling associated with their magic while a Fire-Surnar's healing may feel hot, or feel like a burn when it heals.

    The Known Elements

    Blizzard

    Opposing Element: Fire
    "You know all those geezer stories about having to 'walk uphill in the snow, both ways'? Well, when you own a Blizzard Draconic, all those stories are TRUE!"

    Only Draconics may be aligned with Blizzard, and for good reason: it is considered by many to be the fiercest element of them all, and one would do well to be cautious when dealing with a Blizzard Draconic, no matter its class. These Draconics tend to be quiet, unemotional sorts, although be warned -- their anger, when provoked, is terrible and relentless, much like the icy storm from which it is born.

    Unique Ability: Ice Touch - At the risk of making a very bad pun, once these Draconics successfully warm to this element, they are able to 'project' sheaths of ice onto their claws -- and, should they touch even the shallowest bodies of water, they may effortlessly spread a film of ice across the surface. The thickness of these cold magicks increases with each gained rank, and it is rumored that the Blizzard-aligned Taura-raama are able to conjure actual storms of ice and snow from nowhere at all...


    Chaos

    Opposing Element: Fortune
    "What would life be like without the unexpected?"

    These are the unexpected -- anything can happen, be it for good or ill. It is advisable to stay away from these Sarnin, as they are behind the various "unlucky" occurrences that appear in their presence. Only when something "lucky" happens is when they are distracted, and are too focused at imposing their element elsewhere to pay attention.

    Unique Ability: Disruption - With focus, these Sarnins can will their element into imposing chaos on another being or thing. At first, they can only do this once and if they are completely focused and not distracted. As they gain in rank, it becomes easier to focus, and eventually, it has been known that those of the Padfoot rank can hold a conversation while willing their element elsewhere.


    Death

    Opposing Element: Life
    "Death... The end, or the door to a new beginning?"

    Regarded as the "darkest" of Sarnins are those who've chosen to align with Death. Their reputation proceeds them -- they, too, were once Sarnins who lived with elves. When few were captured by the elves' dark kin, they too learned their secrets; their banes, curses, and things that were best left unmentioned. They are a forced to be reckoned with, but many forget that they too are bound by honor, and that their paw does NOT bring everything it touches death.

    Unique Ability: Bane of Life - With the permission of their target, the Sarnin can absorb their energy and health. However, they are honor bound -- depending on the Sarnin themselves, though, depends on how much their "volunteer" is left with. No Sarnin will drain them to their life's end, but my leave them only a few inches from it IF they are that inclined to.


    Earth

    Opposing Element: Hurricane, Wind
    "The enduring; the lasting... Gaia, the mother of all."

    The earthen Sarnins bear the closest tie to nature. Whether they may not be the fastest, they are the most enduring -- strength and stamina are things that these Sarnins have plenty of. If you ever need to find something in the woods, or need a guide... An earth-aligned Sarnin is the person to ask.

    Unique Ability: Nature's Secrets - This ability allows the Sarnin to communicate with Nature -- with the Earth itself. However, to do so, they must become like nature... Through the stillness of the body and long, almost coma-like meditation, they can hear the trees; the rocks, the grass... Everything. They can even talk to the earth to discover where rare stones and metals lie. At first, many low-ranking Sarnins fail to attain this state of mind. With enough practice, the Sarnin can achieve this state easily. It is not instant, however -- if one happens to talk to a Sarnin who has been in this state for only a minute, they should not trust them -- they are most likely making it up. Those of the Padfoot rank can achieve this state in ten minutes.

    ...Hey, it's hard sitting/lying still. It takes a HUGE amount of patience, which is why some earth-Sarnins don't even bother trying.


    Fire

    Opposing Element: Blizzard, Water
    "From the Earth we were made, but from the Fire we obtain our Soul."

    The fiercest and most "hot-headed" Sarnins are those who burn with the pure element of Fire. To make an enemy of one most certainly means death -- these Sarnins are not afraid to fight for what they believe in, as well as those that they love. To have one on your side, however, means to hold the advantage in a battle, should one arise.

    Unique Ability: Descendants of the Phoenix - These Sarnins have the ability to create fire. At first, they can only produce sparks... But like a firework in a dry forest, it only takes a little bit of fire to send the whole thing up in flames.

    Upon becoming a Padfoot, these Sarnins can become "reborn" after they die. However, their body MUST be burned within three hours of death, and the fire must continue to burn for another hour. Then, lo! From the ashes they arise again, although they suffer a memory loss of their moment of death, and what lead up to it. (For example, say they were hunting down the "Deathbringer." They found it, and became killed in the process, but were burned in time. They will forget that they were looking for the "Deathbringer," even if reminded.


    Fortune

    Opposing Element: Chaos
    "Luck ain't got nothin' to do with it!"

    Those aligned with Fortune are true to their alignment -- it seems that these individuals breeze easily through life, and are consistently lucky in all of their affairs. There is the possibility, of course, that this is nothing but an illusion, emphasized by a certain... knack to stretch the truth; but who could doubt such an innocent face...? In personality, these Sarnins are as varied as snowflakes, and nearly as unpredictable as to how they will react to their "blessings."

    Unique Ability: Russian Roulette - Being the very lucky individuals that they are, Fortune Sarnins are able to conjure up a "random" attack of sorts -- that is, depending on their strength and rank, it may be decided by Lady Luck alone whether this ability's user is to deal a strong or weak short-range attack, a strong or weak long-range attack, or... something else entirely! (Keep in mind that this random attack cannot utilize elements outside of your tier.) Please, use this with caution; we don't want any undue... accidents...


    Hurricane

    Opposing Element: Earth
    "Silence does not signify when the wrath of a hurricane has passed. Only when the sound of sweet birdsong rings does it mean that it is safe to leave the shelter."

    Only those of Draconic bloodline have been able to harness the power of the hurricane. Powerful, as they control both the powers of wind and water. Despite this, they tend to show more strength in the field of air than water -- they can hold their breath for a while, but the water-Sarnins can swim faster and stay under far longer than those of the Hurricane. These Sarnins can fly through storms with ease, and, with practice, and learn to summon their element.

    Unique Ability: Calling of the Rains - When the Draconics who have allied themselves with the Hurricane-element appear outside, it is suggested to all who see them scurry to cover quickly. These Sarnins can call forth a Hurricane, although at first a small - but still dangerous - one. They only have enough power to turn places into temporary swamps/marshes and knock down people and trees... But when they reach the stage of Padfoot, their "swamps" hang around for a week, and it is easy for them to knock down buildings. Skyguards can wipe out have a city with their storm.


    Life

    Opposing Element: Death
    "Some call it a blessing, other's a curse... Whatever it is, we all know that without it, we'd be sitting around doing nothing and hanging out in graveyards!"

    These Sarnins are nothing if not vivacious! Being aligned with Life itself, they revel in the sheer joy of living nearly constantly -- or, barring that, as often as possible; where there are parties, or pleasant gatherings, or even haphazard "pot lucks" of various foreign chocolates, you can be sure a Life-Sarnin is behind it all!

    Unique Ability: Bane of Death - Just as Death-aligned Sarnins may draw a willing volunteer to their last inch of life, Life-aligned Sarnins draw those near to Death away from it. This can be considered a "healing" skill of sorts -- although the less inclined toward magic the Sarnin is, the less effective the spell is, and vice versa. Each rank gained makes this skill a little easier to perform.


    Light

    Opposing Element: Shadow
    "Is it born from fire, or is fire born from it?"

    Those Sarnins aligned with the indistinct, unpredictable element of Light tend to be blatant, emotional individuals, unforgiving of fault and reluctant to accept apology. Their fury, when it is earned, can be simply bleaching, as any summer sun; but their love, when it is earned, is unquestionable, and life-giving -- just as any springtime sun.

    Unique Ability: Incandescence - Beginning from the moment of birth, these Sarnins emit a soft glow, no matter their surroundings. As they mature and learn to use this ability to their advantage, they are able to exact control over their own displayed luminescence; SkyGuards may brighten themselves to the point of blinding, or momentarily extinguish themselves completely, although both extremes are unbelievably draining.


    Lightning

    Opposing Element: Water
    "When the lightning flashes, the world is much clearer... but only for an instant."

    True to the behavior of their chosen element, Lightning-aligned Sarnins are impulsive, quick-witted creatures, although these gifts of speedy thinking and acting come with a price... they tend toward flightiness, unable to comfortably focus their concentration for more than a few minutes, and they are unpredictable, often doing things unexpected of them for the sheer purpose of doing something.

    Unique Ability: Thor's Hammer - When enraged and there's no choice left, a lightning-aligned Sarnin can call upon the god of Lightning, Thor, and borrow his strength. A bolt of lightning then arcs down from the sky, hitting their opponent like a hammer whilst electrocuting them at the same time. However, the force of this varies from rank to rank -- at first, it is a mere tap. An Iceclaw carries the weight of a normal hammer blow, and a Swiftwing can hit with enough force that equals to that of a blacksmith's.

    However, a Taura-raama is rumored to be able to use the weight of a morning star... And a Divine Imposter holds the most power of all -- they strike with enough force to nearly come equal to Mjolnir, Thor's own hammer. This hammer, if I may remind you, has more than enough power and weight to merely crack a giant's skull open... I'll leave the visuals up to you.

    Warning: Do not use when wet.


    Moonlight

    Opposing Element: Silma (Starlight)
    "Within the darkness, Death seethes, red eyes alit with rage and hatred as it hunts for its next victim..."

    Whereas Sunlight-Sarnins are nothing if not cheerful bundles of revelry and good humor, Moonlight-Sarnins are precisely the opposite: dark and morose, most of these individuals spent far too much time moping to get any actual work done, although that doesn't stop them from plotting!

    Unique Ability: Lineblur - As the name suggests, these Sarnins have the ability to "blur" lines -- that is, to make the outlines of trees and buildings, mountains and people and Sarnins less distinct. It is not a physical change, but rather something "slipped" over the eyes of the victim, and as the Sarnin grows in rank, it becomes easier to hoodwink more individuals in larger areas for a longer period of time. It has been known for Swiftwings to temporarily blind a target, leaving them to swim in a sea of murky shapes.


    Rainbow

    Opposing Element: Shadow, and darkness in general
    ""


    Sandstorm

    Opposing Element: Wind
    "Those that live in the desert know that, when the sands come, it is time to find shelter, and quickly... 'less ye'd like to be buried alive, o' course."

    A sandstorm is relentless, sweeping across the hot sands with no doubt, or uncertainty, and a lot of people would do well to emulate its determination... these Sarnins seem to have taken that to the extreme, however. Those aligned with the deadly sandstorm cannot be distracted from whatever they put their minds to, making them good workers, respectable and trustworthy... if sometimes frightening with their unerring singlemindedness.

    Unique Ability: Sandcaller - These Sarnins have the peculiar, unique ability to turn small objects into -- well, into heaps of sand. The effect is nominal at first (perhaps a corner may crumble, or perhaps nothing will happen at all), but as the Sarnin increases in rank and becomes more familiar with its element, they are able to shift small objects entirely and bits of larger objects, piece by piece. There is a tale, dating back from years and years long past, that once a Sandstorm Taura-raama turned its own tower to sand in order to protect the treasures within...


    Silma (Starlight)

    Opposing Element: Sunlight
    "Starlight... star bright; the first star I see tonight..."

    It seems, upon first meeting a Sarnin aligned with Starlight, that these individuals are the least distinct of any. They rarely speak unless addressed, and they are dreamers, wandering along with their heads in the clouds; it is a result of such that they are sometimes indecisive, evaluating each and every action to its outcome before acting on it. This method of thinking is sometimes considered maddeningly deliberate, although it isn't as determined as it is dreamy.

    Unique Ability: Astrology - This is a unique gift, presented to those aligned with the flimsy, indistinct element of Starlight -- this is the ability to read the predictions weaved by the movement of stars and planets. These predictions may be as monumentous as a birth or a death, or as menial as next Tuesday's dinner.

    At first, it is difficult to make sense of the predictions read; but as the Sarnin increases in rank, the task becomes easier and easier to perform, and the predictions grow steadily more accurate. Beginning with the rank of Path-finder, a Starlight Sarnin can read the stars as easily as a third-grader can read a simple book; with each rank gained, the predictions read are more and more complex and more and more precise. It is said that a Scarwright is more than capable of giving a month's worth of incidents on which you can bet your life.

    (If the Sarnin is also a Seer, their abilities are heightened, and improvement will come at a quicker pace than with any other class.)


    Shadow

    Opposing Element: Light, Rainbow
    "Some creatures are frightened by the darkness; others embrace it. What's the difference? Shadow is shadow is shadow is shadow."

    Those aligned with shadow are as varied as snowflakes. One Sarnin may take advantage of its element to play tricks on others, or enhance their thievery skills; others might use their powers for good, using cool darkness to heal and protect. But generally speaking, Sarnins of the Shadow element are quieter than others, given to deep thought, with a somewhat... dark sense of humor.

    Unique Ability: Shadow Stepper - A transportation skill available only to those aligned with the element of Shadow, allowing the user to move between shadows in order to travel swifter than by foot. With the earlier ranks, this skill is erratic and unstable at best, and youngsters often 'skid' while using it -- ending up somewhere else entirely, wreathed in shadow but several feet (or more!) from their destination. SkyGuards can travel for miles at a time this way, often to the awe of onlookers.



    Spirit

    Opposing element: Wraith
    "Lights dance in the darkness, but I fear not. The souls of the dead fly forth."

    These sarnins tend to be mysterious and distant, their gaze focused on something far away. Unlike those of the Silma element, their foresight is limited and hard to control, probably because of their second ability. Those of the Spirit element can see the souls of both the living and the dead, most often as lights floating in darkness. With practice, these sarnins can displace their spirits from their bodies, and a sarnin of high rank can even displace the spirits of others. They also have an extraordinary tolerance of pain.

    Unique Ability: Aura Reader - When a sarnin begins to learn to use its element, it can only see vague details in a creature's spirit. As it gains rank and experience, it can see finer details, looking deeper than before. There is nothing you can hide from a Taura-raama who uses this ability. Once cast, the sarnin can "read" the spirit of another creature, divining element, mood, character, emotional ties to other creatures, and even thought, to an extent. They can also easily tell if one is lying, as it shows on the spirit as a sickly-green blot.


    Stasis

    Opposing Element: Time
    "But I don't want things to change... everything's all right just as it is."

    Unlike their Timely opposites, those aligned with the stubborn element of Stasis are just that -- stubborn, and disinclined to change without great reason, such as immediate death. They also have a tendency toward naivety, remaining somewhat childlike for most of their lives, which others can find an attractive but maddening trait. Did we mention that Stasises hate to change? At all? For anything, barring physical dismemberment?

    Unique Ability: Halt! - The skill to 'stop' anything -- anything at all -- in its tracks. When affected by this ability, the metabolism of living things grinds to a temporary halt, and no matter the target's condition (living or not), it is suspended in a thick, soupy mixture of invisible magic, which holds it in place if it was falling and otherwise disallows all but the slightest movements. With each rank gained, a Sarnin is able to hold a thing in place for longer and longer periods of time -- although, this talent comes with a warning: if their concentration breaks, the target's speed increases violently, making up for its suppressed movements within the span of just a few seconds.

    Younger ranks cannot hold living things as easily as they can falling leaves, or small stones; higher ranks still have difficulty stopping things very determined on moving. It is said that those at most home with their element -- the Taura-raama -- may stop oncoming seasons, holding them off for days at a time, or persuade present conditions of weather to linger longer than they would have ordinarily.


    Sunlight

    Opposing Element: Moonlight
    "Within the light, Life dances and frolics freely with nary a care in the world..."

    These Sarnins have even more of a tendency toward good cheer and revelry than the rest of their breed. When not predisposed with optimistic quips or bubbling curiosity, Sunlight Sarnins enjoy nothing more than basking in their chosen element or tending to gardens -- if you've not got a green anything at your disposal, let alone a thumb, you ought to find yourself a Sunlight-aligned friend to help your plants... oh, survive for more than a day?

    Unique Ability: Photosynthesis - Beginning with the rank of Path-finder, those growing steadily more comfortable with their element find themselves able to 'store' a certain amount of sunlight for a specific amount of time, and are able, within this period, to exchange this inner luminescence for an extra burst of strength or endurance or speed. A higher ranked Sarnin is able to store more sunlight for longer, and it is said that a Swiftwing is capable of drawing energy from even the dimmest light source!


    Time

    Opposing Element: Stasis
    "This thing all things devours|Birds, beasts, trees, flowers..." - The Hobbit

    These Sarnins are seemingly mysterious -- they have a knack of sorts of knowing where and went to be. If you need something, you'll be sure that a Time-aligned Sarnin will appear, along with what you need. Their sense of time is good, and can predict when something will happen, and can give a good guess as to what the thing is that will happen. As quickly as they seem to appear, once they are no longer needed, is the same speed with which they vanish.

    Unique Ability: Ghost Memories - Time-aligned Sarnins can 'see' much like a Spirit-aligned Sarnin what has happened in the past, and before. Their view of the future is severly limited -- the most they can see is fifteen minutes, unless they are a Taura-raama who can see up to several days, with practice. Until they reach the rank of Iceclaw, they can only see minutes before, and seconds into the future. Swiftwings can see days into the past, and minutes before. It is only when they reach the rank of Taura-raama can they see years before, and days after. To see into Centuries past, the Sarnin may have to become more skilled than a Taura-raama...


    Wind

    Opposing Element: Sandstorm, Earth
    "You might not be able to see the wind itself, but you can tell from its surroundings just when it is in motion... so it should be with all of us."

    While those aligned with Wind are as varied as any other individual, this element has an unfortunate tendency toward hyperactivity and a certain lack of regard for consequences. In short, these are more often than not troublemakers, although some of them may be as serious and patient as their Earthen brothers.

    Unique Ability: Wind Talker - Wind-aligned Sarnins are able to 'converse' with the spirits of the wind, enabling a swifter and easier flight for their allies or calling up battering gales for their foes. It is difficult to predict, however, just when these fickle unseen fairies will or won't oblige... although they consider those of higher ranks slightly more persuasive.


    Water

    Opposing Element: Lightning, Fire
    "When you hit water, water is unharmed. When water hits you..."

    Those aligned with water are like water itself -- somehow, they can fit into the seemingly impossible of places. A common myth is that these Sarnins can breathe water -- that is untrue, however they CAN hold their breath for a very long time... Longer than a normal Sarnin can. These Sarnin are happiest in their element -- the water. They can swim at extraordinary speeds, and become a force to be reckoned with.

    Unique Ability: Wave Strike - the force of the waves is called forth as the Sarnin kicks, sending their opponent flying. The higher the rank, the more force will be within the kick -- it is said that the Taura-raama's kick is as strong as a tsunami.


    Wraith

    Opposing Element: Spirit
    "Death is an inevitable force: it claims us all within time. Unfortunately, some spirits are less inclined than others to rest in peace..."

    This is a very unpredictable element, and is found, for this reason, primarily in Draconics, who adhere best to its wild nature. These Draconics, like the Spirit-aligned Sarnins, are able to 'see' to a certain extent into the spirit world, and seem to be attracted to vengeful spirits returned from the dead -- although very rarely can anyone else see the angry friends to which these Draconics refer.

    Unique Ability: Soul-Smasher - A powerful skill that enables its user to literally attack and destroy a specified soul, leaving the victim in a temporary state that is described as both mindless and emotionless. The higher the rank, the longer for which this condition lingers: it has been reported that the foes of a Taura-raama have suffered for more than a month before their souls recuperated.


    Confused?

    It's quite easy to get confused by all of the elements -- think of them all, each with an opposite, each set in something of a "tier," with one set being rarer than the next ... not to mention, some of these "tiers" are arranged in triangles, and some are arranged in hexadragons (just kidding!). Who could keep it all straight?

    No one without reference, that's for sure! So, for your convenience, Maru's decided to post a "map" of the elements that she just... err *cough*... found lying around in her office one day. Please excuse the messy handwriting! We're working with a mouse, here!

    Tiers


    Branches




    Corgan_ala_Sarnin
    Crew


    Corgan_ala_Sarnin
    Crew

    PostPosted: Tue Jul 05, 2005 11:12 pm


    ((I suppose an example mission could go here if people request one...))
    PostPosted: Wed Jul 27, 2005 12:02 pm


    *Engel slipped through the confusion that Sleepy left herself in and made her way over to Maru with a grin on her face that looked as if it were going to split her down the side* Maru.. could you get Corgan to brief me on"Jewel of Ji'kathara" Trouble. It seems like something I could get my paws dirty with. *she beemed with excitement*

    *wanders around guild figuring things out for the first time since she refound the thread* sweatdrop 'ello!

    Maru & Corgan
    Maru glances to Engel, grinning. "Y'want to get your paws dirty, huh? Well, this problem will certainly have your paws dirty and full, so I'm glad you volunteered to take care of it! And if by 'volunteer' you mean 'bound by written contract' (which I do), then you're in the right place!"

    She riffles in her pockets for a moment before standing again, laughing. "Just kidding, there's no contract -- that anyone knows of. Ahem. Anyway, Corgan's around here somewhere..." And as though beckoned by an invisible, mysterious mind link, the Sarnin goes wandering by, and is hailed by a Maru who departs a moment later, still grinning.


    Corgan shakes his head after her, but soon returns his attention to the matter at hand. He sighs. "Now that... that's been quite the confusing issue recently. To put it bluntly, we're being plagued by... brownies. Not the sort you eat, mind, although I could use one or two myself -- no, these are the little fairies from folklore, only they're not doing chores this time around. They seem to be, well, pygmy natives instead, only they're definitely brownies.

    "A few days ago, Maru opened the door to (put out the cat/fetch the milk/admire the sky, which was the beautiful blood-red of Armageddon morning) and found a small tribe of brownies on the doorstep. She tells me they were dressed in little more than rags, and wielded primitive spears, and demanded in no uncertain terms that we hand over the..." He pauses, casting about for the right words. "...the Jewel of Ji'kathara, whatever that is. No one's really sure about that one, but they seemed to want it pretty bad -- went so far as to say they'd captured a hostage to sweeten the deal. Needless to say, Maru slammed the door and went back to bed, as anyone would have done.

    "Well, the very next day there were more brownies, although these seemed to be of a different tribe... although Maru claims they looked curiously alike, despite different clothes and different weapons -- these were archers instead of longarms. They also demanded we hand over the Jewel, and reiterated the threat of captives, and again had the door slammed in their faces.

    "Predictably, the next morning they were back again, dressed as necromancers with long black shawls and chains and small skulls hanging from everything -- you know the type. Anyway, they made the demand a third time, and backed up their claims of hostages with a feather... it might be one of ours -- it looks like it's one of ours, but there's no way to tell for certain." Corgan sighs again, looking uncharacteristically worried, casting Engel a sidelong glance. "Check it out, will you? Figure out what they mean by the Jewel of Ji'kathara and find it, or rescue the hostage, if there is one. It's been weighing heavily on all our minds, and it's about time we resolve the issue entirely."

    SleepySmurf


    SleepySmurf

    PostPosted: Tue Aug 09, 2005 8:20 pm


    SleepySmurf
    *Engel slipped through the confusion that Sleepy left herself in and made her way over to Maru with a grin on her face that looked as if it were going to split her down the side* Maru.. could you get Corgan to brief me on"Jewel of Ji'kathara" Trouble. It seems like something I could get my paws dirty with. *she beemed with excitement*

    *wanders around guild figuring things out for the first time since she refound the thread* sweatdrop 'ello!

    Maru & Corgan
    Maru glances to Engel, grinning. "Y'want to get your paws dirty, huh? Well, this problem will certainly have your paws dirty and full, so I'm glad you volunteered to take care of it! And if by 'volunteer' you mean 'bound by written contract' (which I do), then you're in the right place!"

    She riffles in her pockets for a moment before standing again, laughing. "Just kidding, there's no contract -- that anyone knows of. Ahem. Anyway, Corgan's around here somewhere..." And as though beckoned by an invisible, mysterious mind link, the Sarnin goes wandering by, and is hailed by a Maru who departs a moment later, still grinning.


    Corgan shakes his head after her, but soon returns his attention to the matter at hand. He sighs. "Now that... that's been quite the confusing issue recently. To put it bluntly, we're being plagued by... brownies. Not the sort you eat, mind, although I could use one or two myself -- no, these are the little fairies from folklore, only they're not doing chores this time around. They seem to be, well, pygmy natives instead, only they're definitely brownies.

    "A few days ago, Maru opened the door to (put out the cat/fetch the milk/admire the sky, which was the beautiful blood-red of Armageddon morning) and found a small tribe of brownies on the doorstep. She tells me they were dressed in little more than rags, and wielded primitive spears, and demanded in no uncertain terms that we hand over the..." He pauses, casting about for the right words. "...the Jewel of Ji'kathara, whatever that is. No one's really sure about that one, but they seemed to want it pretty bad -- went so far as to say they'd captured a hostage to sweeten the deal. Needless to say, Maru slammed the door and went back to bed, as anyone would have done.

    "Well, the very next day there were more brownies, although these seemed to be of a different tribe... although Maru claims they looked curiously alike, despite different clothes and different weapons -- these were archers instead of longarms. They also demanded we hand over the Jewel, and reiterated the threat of captives, and again had the door slammed in their faces.

    "Predictably, the next morning they were back again, dressed as necromancers with long black shawls and chains and small skulls hanging from everything -- you know the type. Anyway, they made the demand a third time, and backed up their claims of hostages with a feather... it might be one of ours -- it looks like it's one of ours, but there's no way to tell for certain." Corgan sighs again, looking uncharacteristically worried, casting Engel a sidelong glance. "Check it out, will you? Figure out what they mean by the Jewel of Ji'kathara and find it, or rescue the hostage, if there is one. It's been weighing heavily on all our minds, and it's about time we resolve the issue entirely."
    *Engel grinned and laughed at Maru's contracted killer jokes and nodded seriously at the thought of one of her friends being in danger with those little pipsqueeks. With a stern look upon her face she turned to Corgan and smiled*No problem, I'll figure out what these little guys want if we even have the blasted thing... but if they have a sarnin hostage, they're going to be in BIG trouble... *with that she headed out towards the storage rooms to rummage through the boxes of no end that Maru had stored back there*
    PostPosted: Tue Aug 30, 2005 8:21 pm


    Quote:
    Sarling Mission
  • Hurry-scurry! No wor-- okay, maybe you DO wanna worry...
    The Banana Pirate is distracted -- quick! Take her cigarette package and RUN! Then toss them over a cliff or something before she notices -- remeber, kids, drugs lead to pixel cancer which'll hit you RIGHT when you beat your rival and getting it written down in history as a draw instead of a victory! >O ((Banana Pirate is (c) Aqua Drageen))


  • Mind if I get a custom prompt for this? =0

    Elysia's Custom Prompt
    It has been several days since The War of Plastic and Plushie, and remains of the battle are still visible -- a torn couch here, and a cracked window plane there... Neither Marushii nor Corgan have returned yet, and Dra'seiya is no where to be found. Deigo, the troublesome fire-aligned Sarnin, is out hunting for Plushies, convinced that they're up to something no good.

    That leaves the Observatory into a quiet, peaceful lull that even the Evil Ballerina can't break.

    Elysia is sprawled out on a cushion near the door when a scratching on the two, big doubledoors to the Observatory is heard. Upon opening it, a simple, cigarette pack with a banana stamped onto it can be found. In the distance, curses along the lines of insulting one's scurvy-ridden mother can be heard, as well as... something. You can't quite place it, but from the sounds, it sounds as if the Banana Pirate is out in the forest somewhere...

    ...and her most valued weapon is at your feet. Who knows how it got there? But, if you can do something to tick your hero's rival off and limit their "power" long enough for your hero to get the upper hand...

    It is suggested that you do something with the cigarette pack, however it would be unwise if an adult caught you with them. They might think that you've picked up the habit or some other silly jump-to-conclusions conclusions that those adults think up. However, with every moment you ponder, the sounds of curses and battling near...

    Quicksilver the Archangel

    Beloved Seraph

    Reply
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