Welcome to Gaia! ::

Epic Role Plays

Back to Guilds

Our Guild has great Role Players and high quality RPs for them to participate in. 

Tags: Warhammer, Fantasy, Scifi, Japan, Active 

Reply The Olde World Characters
Profile Skeletons

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Star Wars Kid
Captain

PostPosted: Wed Nov 12, 2008 5:16 pm


Ok, so this is the example and code for how I want your profiles to look. You post your profiles in the "Characters Forum". Also, if you make an NPC for your main character then you use this same format.

EXAMPLE:
CHARACTER PROFILE
Name: Doctor Snugglepants
Race: Human
Gender: Male
Age: 32
Class: Healer
Optional Subclass:
Involved with any Armies, Guilds, or Militias: The Healers Union
Place of Birth: Awsometon
Current Home: Awsometon

PERSONALITY
Personality: Very touchy feely, and creepy.

APPEARANCE
General Appearance: Like that geeky kid who sits in front of you in math class.
Armor: Healer Robes
Weapon(s): None

TALENTS
Please describe what your character is good at. For spells please make them into a list below the description of what they are good at

HISTORY
Doctor Snugglepants always wanted to become a Healer, so he did.

Other:
He has something that is strange for a human.

[size=18][b][u]CHARACTER PROFILE[/u][/b][/size]
[b]Name: [/b]
[b]Race: [/b]
[b]Gender: [/b]
[b]Age: [/b]
[b]Class: [/b]
[b]Optional Subclass: [/b]
[b]Involved with any Armies, Guilds, or Militias: [/b]
[b]Place of Birth: [/b]
[b]Current Home: [/b]

[size=18][b][u]PERSONALITY[/u][/b][/size]
[b]Personality: [/b]

[size=18][b][u]APPEARANCE[/u][/b][/size]
[b]General Appearance: [/b]
[b]Armor: [/b]
[b]Weapon(s): [/b]

[size=18][b][u]TALENTS[/u][/b][/size]

[size=18][b][u]HISTORY[/u][/b][/size]

[b]Other: [/b]

PostPosted: Wed Nov 12, 2008 6:34 pm


Races

These are the various races you can choose from, if you have a suggestion for a new race please PM myself or another Admin. Please when Role Playing keep in mind your character's Race and do not make them do anything that would not fit into what I have described for them below. Finally there are two more Races not listed here, Angels and Demons. They are listed a couple posts below.

Orcs:
Orcs are very large and strong creatures. They make fierce fighters in battle, but their slow speed and lack of deftness make them relatively easy for those who are very skilled and light on their feet, but don't let their lack of agility fool you, they could easily cut a human in half with one good blow, or at the very least break bones. Orcs make terrible spellcasters as they are not exactly the brightest creatures, so seeing any cast spells is very rare. Their skin is also green.

Goblins:
Goblins are related to Orcs, like their larger cousins they too have green skin, but unlike Orcs Goblins are much smaller, about the height of a Dwarf, but not nearly as strong as Dwarves. Goblins are usually quite cowardly, and are often used as fodder. They are faster than Orcs, and so are slightly better in sword fights when strength alone will not win the battle. Goblins do not make great spellcasters either (compared to Humans and Elves) but they can learn magic to some degree.

Humans:
Humans are physically in the middle for everything, strength, speed, and agility. They do not make fine spellcasters though.

High Elves and Dark Elves:
Elves look just like humans, except for their pointed ears, and no Elves have deformities from birth and all of them are attractive (to Humans) to some degree or another. Elves do not suffer from diseases as easily as Humans either and they usually live forever unless killed in battle. Elves are also not as strong as humans, and more frail, but they make up for their lack of strength with incredible speed and agility, making them very deadly in sword fights. Elven eyesight is also superior to all other races (except perhaps Dragons) making them deadly archers. And finally Elves are the most naturally gifted spellcasters in all the realms and you can find spellcasters of varying degrees of skill everywhere in their lands.

Wood Elves:
Wood Elves are the same to the other Elves in every way, except that Wood Elves have an affinity for nature, and so from birth are taught to communicate with plants and animals of their forested homes. Also, since Wood Elves live in fewer numbers than most other races they are trained at an early age to hide in their environment from those that may want to hurt them.

Half Elves:
Half Elves are a cross breed between Humans and Elves. Their physical features are somewhere in between Elves and Humans. They are stronger than Elves, but not as strong as humans can be, but they are faster than Humans, but slower than Elves. Half Elves can live up to 300 years, but they remain ageless looking for their entire lives. They make fine spellcasters, but usually not as good as full Elves. Finally, they are infertile at birth, and cannot have children of their own.

Dwarves:
Physically Dwarves are shorter than humans (about half a Human's height), and slower and less agile, but their thick bones and powerful muscles make them both very strong and difficult to harm, even without armor. Dwarven males all have beards, only a few do not have beards, and it is often because they are being punished for some reason because to a Dwarf, having a beard is an honor. Dwarven women on the other hand do not have beards. Dwarves make fine spellcasters also. Finally Dwarves can live up to 200 years.

Lizardmen:
Lizardmen are slightly taller than Humans, and much stronger and slightly faster. Their thick hide make protect them quite well from arrows and glancing blow with blades. Lizardmen make fine spellcasters. Lizardmen can live up to 200 years.

Ratmen:
Ratmen are about half the height of a Human, and they are always hunched over. They walk on two legs and are quite vicious creatures. Ratmen are quite frail and not very strong, but they are both faster and more agile than Humans. Ratmen do not live long (50-60 years at the most) and so only the oldest Ratmen make adequate spellcasters. Some younger Ratmen have limited skill with magic, but often times they are about as powerful as a Goblin Mage at best.

Dragons:
Dragons are very powerful and greedy creatures. They cannot learn magic of any sort, although they do have the ability to transform their bodies and appear as those of the "Lesser Races." Dragons are very large and are able to fly. In their Dragon form their hide and bones make them next to unbreakable, their strength can only be matched by Angels and Demons, and they can spit out a volatile gas or liquid (Fire, Ice, or Acid Breath). Dragons can live for more than 2000 years. Dragons can learn other magic, but they are not as adept at it as Humans or Elves and they can only cast spells in their Humanoid form.

Werewolves:
Werewolves are created when a person is bitten by a Werewolf (while in wolf form). These people can only turn into a giant wolf, and can only transform into a wolf at night. This transformation can be controlled, and is done at will (except on a full moon, in which case the cursed person must change, and has no control over their actions until morning). Ratmen, Lizardmen, Undead, Dragons, Vampires, and Spirits are all unaffected by the Werewolf curse. Unlike Vampirism there is a cure, known to very wise Alchemists. You cannot cast spells while in wolf form. When you become a Vampire, your Race changes to "Werewolf Human" or whatever you used to be.

Undead


The undead Arise for many unnatural reasons. Some by Magic others by fate and yet more from ancient curses.Some even sell their very souls to join the ranks of the damned. The undead never tire and need no sleep air, or water, but they do know hunger greater then any mortal. They have 3 primary classes. Reverent, Vampire, and Liche. (If you choose this Race your primary class must be "Liche" or "Reverent"; unless you are a Vampire, in which case your Race is "Vampire" and you can pick whatever class you like)

Liches:
People who sought immortality and turned to the Dark Arts to attain it. They are almost always Humans, although a few Elves, Goblins, Ratmen, and even Dwarves have been known to transfer themselves into Undeath. Undead are almost always outcasts because their bodies continue to rot even though their soul remains. As the decomposition process continues their bodies become more and more frail. Their strength, speed, and even their sturdiness are diminished. The only advantage is that these creatures have an eternity to learn all their is to know about magic, making these creatures the most deadly of spellcasters, if their bodies last long enough.
A Liche can easily restore themselves by transferring their soul into a new corpse. The ritual however takes some time. Some Liches keep their souls in special gems or containers in order that they can be restored by their allies. The only way to be sure you have killed a liche is to destroy it's soul.

Reverent:
The angry Dead. A reverent is created when A body is revived by it's own hatred for someone living or by some necromancy. Due to it's more spiritual nature a reverent's body does not rot yet It will always show very visible signs of undeath such as skeletal or mutated body parts.
Members of this class of undead are slightly above a normal human in most physical traits and usually very powerful in one specific trait. Such as agility or strength. The down side is that reverent's tend to lose their humanity. In order to stay sane they must feed on specific emotions or raw Souls.
Every Reverent has a soul cage within them, At the center of the soul cage is a core. Destroying the core will definitely destroy the reverent freeing the trapped souls. Some reverent's will even hunt others of their kind in order to take their soul collections. Reverents can take high amounts of punishment but must seek rest in a grave for some time to restore them selves. Other wise the damage will never heal.

Vampires:
You can start your character off as a vampire, but if you wish to change your living character to a lord of the Undead you would have to find and convince a Vampire to change you. Vampires are created by drinking the blood of a Vampire. Vampires have far greater strength and speed than when they were alive, and their powerful regeneration abilities make them extremely difficult to kill. The best way to kill a Vampire is by destroying the body beyond recognition (preferably with fire). While in direct day light a Vampire's strength and speed is reduced.

If a Vampire feeds on blood of bodies that have been dead for a couple days regularly they will eventually turn into a monster like creature, and cannot change back to a normal looking vampire. Monster Vampires cannot use weapons because they have enormous claws that would make it too difficult. They also cannot cast spells.

When you become a Vampire, your Race changes to "Vampire Human" or "Vampire Orc" or whatever you were/are. Dragons, Undead, Werewolves, and Spirit Creatures cannot turn into Vampires.

Spirit Creatures

These creatures exist on another plane of existence and thus cannot die from conventional weapons (unless they are magical). Also, Angels and Demons are the servants of their respective gods/goddesses. Their power is directly related to how close they are to their followers, and specifically temples and monks. The further away they are, the less powerful they become. For example their strength and the effectiveness of their spells begin to wane. Spirits can return to their home plane of existence at any time with a special sort of teleportation spell. Both Angels and Demons have their own unique classes, spells, and abilities (they can still use the same spells and abilities as other creatures also). Also both Demons and Angels can fly, and blend into a crowd. They use this "blending" ability to walk around the world either unnoticed completely or to appear as a normal mortal, or both. When typing in there class please mention what god or goddess they serve (ex: Arc Angel of Feanor) if any.

Angels

Classes:
Arc Angel: This is the highest level of angel; there are only a few angels that become Arc Angels. They are just under the gods, and rule over the other angels.
Guardian Angels: These angels are right under the Arc Angels. They are Guardians over a temple, person, or place.
Dark Angels: These angels have black wings and work almost as a secret military force. These angels mainly focus on fighting the demons, no matter who gets in the way.
Fallen Angels: These angels were banished (or disobeyed) and sent to roam around the world forever in their sin.

Abilities
Glow: (A holy light that surrounds the being)
Spirit Speak: (Able to see one's spirit, whether they are truly good or bad)

Spells
Holy Light: (Shards of light.)
Celestial Healing: (Powerful healing magic, but it drains the angel who uses it.)
Telihilim: (Summoning a host of heavenly beings; a very powerful and rare magic. Does not affect mortals.)
White Shield: (a force field/shield made by holy magic.)
White Blast: (a powerful magical attack, does not affect mortals.)
Time Stop: This powerful spell can only be learned by the strongest Demons and Angels. It allows them to stop time in the Mortal Realm, allowing them to walk about in the time between seconds. All Angels and Demons are immune to the effects of this spell, also the caster can allow select Mortals to be immune if they so choose. This spell cannot be blocked, and can only be stopped by breaking the caster's concentration or if the caster is killed or leaves the area.

Demons

Classes
Demon Lord: Master of the other Demons.
Reaper: One whose entire existence is to the pursuit of Angels to destroy them, and possibly convert a Fallen Angel, or if that is unsuccessful destroy them as well.
Succubi: Seductive Demons, female only. These Demons seduce men, and then give birth to Demon Spawn, creatures that are not of this world, but are not from the other world either.
Shadow Demon: They hide among the mortals, and manipulate them to do evil. Sometimes they are openly amongst them, and other times they can only be seen by one person.

Abilities:
Disguise: (Allows the Demon to appear as any mortal they choose. On higher levels it can even deceive Angels as well)

Spells:
Vortex: (A Black Hole that can trap Angels for a period of time)
Shadow Shield:
Nitemare: (Allows you to enter dreams of Mortals, but the gateway you create when entering a victims mind allows Angels to follow you. While in their dream it is possible for you to kill them in their dream, and they die in reality.
Shadow Blast:
Time Stop: This powerful spell can only be learned by the strongest Demons and Angels. It allows them to stop time in the Mortal Realm, allowing them to walk about in the time between seconds. All Angels and Demons are immune to the effects of this spell, also the caster can allow select Mortals to be immune if they so choose. This spell cannot be blocked, and can only be stopped by breaking the caster's concentration or if the caster is killed or leaves the area.

Demon Spawn:
Demon Spawn are created by Succubi after they have seduced a member of one of the "Lesser Races." They come in all sorts of shapes and sizes with all sorts of different mutations. There is no explanation of these mutations and they seem to be random. Some have massive claws, while others have massive wings, and still others can have spikes for hair, or something else entirely. But all Demon Spawn have some things in common. Their skin and bones are very durable against physical weapons, and especially against ranged weapons likes arrows and bullets. Their skin is also resistant to most magical attacks like fire, ice, lightning, acid, etc. All Demon Spawn have very powerful strength too. But there are some cons as well. Most Demon Spawn are rather big and bulky and not very flexible. Also, Demon Spawn are terrible spell casters, and most cannot learn any form of magic. As a result of their poor magical abilities they cannot Blend into societies like Demons, and they cannot even travel between the realms (The Material World and the Netherworld) without the aid of a full Demon.

Fairies:
Small and frail beings they aren't really too good at a lot of things except small tricks. They can learn tree singing, healing magic, and some illusionary magic but nothing too major. They aren't really evil more then just mischievous. They do have the ability to be not seen even if they are in plain sight, similar to that of Angels and Demons. They can change size between fitting in your hand or the size of a small child. Also note that not all fairies have wings and those that do can hide their wings if they so choose. As an ability they can glow if they so choose. If they walk or run their tracks are too light to track but they can be sniffed out. Their dust when it hits the ground will grow flowers. Their weapons range from small knives in their child form to needles in fairy form.

Star Wars Kid
Captain


Star Wars Kid
Captain

PostPosted: Wed Nov 12, 2008 7:01 pm


Spells

These are the various Spells you can choose from. Please when Role Playing make your posts realistic. For example if you are a Novice Mage then you cannot resurrect a Zombie Dragon, or something ridiculous like that. If you have questions on how Spells work please PM myself or another Admin.

How Magic Works:
Magic can be used by almost anyone after enough teaching of how to use it. Some people are magically gifted at birth, and these usually make very powerful mages. Magic does drain your energy as you use more. How much is drained depends on how many spells you use, how powerful those spells are, and how experienced you are with using Magic. Magic Rings do not drain your strength though (see below "Enchantments."

Telekinesis
Tree Singing

(Allows you to speak with trees, which can move and bend their shape for you, and attack enemies, or lead them in mazes in the forests.)
Healing
Lightning
Fire Magic
Earth Magic
Water Magic
Wind Magic
Ice Magic
Illusion Magic
Magic Shield

(Creates a Magic Shield of energy that can deflect Magical Attacks only)
Summoning
(Allows you to summon creatures from other realms. A list of summonable creatures are in the Pets section.)
Necromancy
(Allows you to reanimate the dead, the higher the level the more advanced creatures you can reanimate, like zombie dragons.)
Magic Strength
Magic Speed
Magic Skin

(Magically makes your skin thicker, allowing you to better survive arrows and glancing blows from blades. More skilled mages can even survive bullets with this spell)
Scrying
(Allows you to use a mirror or any other reflective surface to see real time events anywhere in the world. Only allows you to see places your character has been.)
Transformation
(Allows you to transform into animals, Lizardmen and Ratmen can use this ability to turn into humans.)
Bestial Speak
(Allows you to speak with animals.)
Enchantment
(Allows you to forge Enchanted Items)
Invisibility
(This Spell is very difficult to learn, and can only be achieved by master Spellcasters, but when it is done successfully it renders you completely invisible.)
Blood Drain
(Allows you to drain the blood out of the victim so that it becomes a red mist around the victim. If a Vampire casts this Spell they can consume the blood. This spell takes a while to complete, but it's effects are immediate, albeit slowly and very painful.)
Life Drain
(Allows you to drain the life of the victim, and heal your wounds, but it's process is slow.)
Teleportation
(You can only Teleport to places your character has visited or sees from afar.)
Bardic Magic
(Support Magic that can bolster a party's ability to fight or lessen the effectiveness of an enemy force.)
Holy Magic
(Holy Magic only affects Undead, Demons, Demon Spawn, and Werewolves. The effects vary for each target but for the most part it sears the skin painfully. Vampiric regeneration is slowed when they are hit by Holy Magic. Werewolves can be forced into Human form if exposed long enough. Liche and Reverent bodies can weaken and decay more quickly and fall apart if exposed long enough. Demons are forced out of their disguise when hit by Holy Magic. Finally if you are affected by Holy Magic you can NOT learn it.)
Metal Magic
(Metal Magic allows you to manipulate metal. You can cause the metal to heat up as if it were still in the forge, you can fix/break machines, open locks with a touch, and other such things. You cannot however make metal bend, this is Telepathy.)
PostPosted: Wed Nov 12, 2008 7:07 pm


Classes

These are various classes you can choose to have. If you wish to be royalty please PM me before making your character. Do not expect to be the King or Queen of a Kingdom because that right is reserved for myself, unless I say otherwise. If you want a class but don't see it below then please PM myself or another Admin to add it. Also character classes don't really have any special benefits, they are just a title to help define who your character is.

Aristocrat
Prince/Princess
Baron/Baroness
Ranger
Assassin
Knight
Warrior
Mercenary
Bandit
Paladin
Soldier
Archer
Merchant
Blacksmith
Farmer
Thief
Carpenter
Ship Wright
Painter
Poet
Sculptor
Actor
Entertainer
Sailor
Captain
Sorcerer
Necromancer
Wizard
Templar
Cleric
Mage
Battle Mage
Seer
Alchemist
Marksmen
Vampire Slayer
Slayer
Dragon Slayer
Adventurer
Blood Knight (Vampire only)
Vampire Thrall
Liche (if you are Undead this has to be your primary class)
Spellsword

Star Wars Kid
Captain


Star Wars Kid
Captain

PostPosted: Wed Nov 12, 2008 7:20 pm


Enchantments

Enchantments are magical abilities that can be put into your items when they are being forged, or reforged. Items can only have 2 enchantments on them at a time.

Weapon Enchantments
Flaming
(On fire.)
Burning
(Glowing hot.)
Freezing
Life Drain
Magical Sharpness
Lightning
Poison
Magic Bonus


Armor Enchantments
Magic Protection
(Protection from Magic)
Magical Durability
(Magically durable/will not break)
Fire Protection
Water Breathing
Invisibility

(Invisibly Enchanted armor is not completely Invisible, you can see the edges of the user's clothes as light reflect on them.)
Magic Strength
Magic Speed


Ring Enchantments
Enchanted Rings are a very valued commodity, because unlike normal spells, those that are Enchanted into Rings do not take energy away from the user, and can be used so long as the Ring is intact and still Enchanted. The only draw backs are that a ring can only hold a maximum of 2 spells per ring (you can only wear two rings at a time) and also Ring Spells can never reach the same level of power as those that have been conjured by an individual.

Telekinesis
Healing
Lightning
Fire Magic
Earth Magic
Magic Shield
Water Magic
Wind Magic
Ice Magic
Illusion Magic
Summoning

Necromancy
Magic Strength
Magic Speed
Magic Skin
Scrying

Transformation
(In ring form you can only turn into 1 kind of Animal)
Blood Drain
Life Drain
Teleportation
PostPosted: Fri Dec 12, 2008 9:14 pm


Pets, Creatures, and Summons

When making your character you are also permitted to have pets. There is no limit on the amount of pets you have. All pets can attack your enemies to varying degrees of success. Some pets have special abilities, and they will be listed below. Finally, some pets require you to know Necromancy, or Bestial Speak for you to own/control.

Pet Profile
Name:
Species:
Age:
Appearance:
Other:

[size=18][u][b]Pet Profile[/b][/u][/size]
[b]Name: [/b]
[b]Species: [/b]
[b]Age: [/b]
[b]Appearance: [/b]
[b]Other: [/b]


Creatures

Technically you can have any normal animal as a pet. Whether it be a kitten or a dog or a tiger. Also here are some magical creatures that we would allow you to interact with, some are however too strong to be controlled.

Phoenix
(Phoenixes can set themselves on fire magically, and not be destroyed. They can fly)
Undead Horse
Pegasus
(They can fly and carry a rider)
Unicorn
Zombie Dragon
(These are very difficult to resurrect with Necromancy. Zombie Dragons can spray acid breath onto enemies. They can fly and carry a rider)
Giant Eagle
(They can fly and carry a rider)
Undead Wolf
(An Undead wolf's bite is infectious, and can cause death if untreated)
Giant Spider
(Bite is very poisonous)
Griffin
(They can fly and carry a rider)
Wyvern
(Looks like a dragon, except it has no forward arms, only wings and hind feet. They can only breath fire, and they are unintelligent creatures. They can fly and carry a rider... if you can control one)
Minotaur
Harpy
(They can fly)
Hydra
(The can regenerate from wounds, and if one of their heads is removed then two more will grow in it's place. The only way to kill them is to remove all of the beast's heads, which is done by cauterizing the wounds.)
Basilisk
(Their bite is highly venomous.)
Chimera
(They have the body of a Lion, the wings of an Eagle, and the tail of a Snake as well as the heads of a Lion, Eagle, and Snake. The Snake's head's bites are highly venomous. They can fly and carry a rider.)

Summoning Creatures

This is a list of various creatures you can summon. The stronger you are magically the more powerful creatures you can summon. For example a Novice Mage cannot summon a Balrog. Also if you drain your magic too much the creatures you summon may stop obeying you, and if they are darker creatures they may even turn on you.

Balrog: Balrog's are very large and fearsome creatures. They are made of volcanic rock that heats up into lava the more angry they get. They have massive wings as well, and are able to create weapons of fire for their use. They can only be summoned by those who are Evil.
Fury: Similar to a Werewolf in form, but instead of a wold Furies are a cat. Furies are very strong and fast predator, these creatures are known for their ferocity. They have razor sharp claws which are poisonous. Furies can only be summoned by Evil people.
Shrike: Shrikes resemble Vultures, but instead Shrikes are much larger and are completely black. Shrikes are large enough to lift people.
Ghost Sword:Ghost Swords are a magical sword made of energy that float through the air and attack enemies. The color of them is determined by the mage who summoned it. Although Ghost Swords are magical they behave just like normal blades and can be blocked just as easily.
Fairy: Fairies are often times mischievous creatures, but never mean serious harm. They can fly, and can glow, although they can stop glowing to hide better. Fairies can range in size from those as small as a hand to as large as a child.
Imp: Like Fairies, Imps are mischievous creatures as well, but these creatures do mean to harm people. They are also quite small, usually the size of a small child. They are very bony creatures, and are usually color black or gray with some red here and there. They have small claws at the ends of their fingers which they can use to either attack people directly, or to cut ropes and cause mayhem.
Seraphim: Seraphim are mighty Angelic creatures. They are as tall as a Balrog, and they have 6 marvelous Angelic wings, and they are always glowing beautifully. The usually wield a shining long sword. Although Seraphim resemble Angels, they never talk, and only fight to protect those that summoned them, and then leave again. Seraphim can only be summoned by good people.
Elementals: Elementals are creatures that are made up of whatever element they are. For example a Fire Elemental would be a creature that is just fire. They have basic magical abilities and can move around by some sort of magical means.
Zodiacs: Creatures that are from or represent various Star Constellations. They can be very powerful (if you are familiar with Final Fantasy 12 Espers then that is what I am thinking of)
Familiars: Familiars look like any normal animal, but have a magical ability that they can use. They only can have one magical ability. Familiars can never be killed, instead they just return to the spirit realm. Once you summon a Familiar you can only summon that one Familiar and no other, also no one else can summon your Familiar till you die. Familiars can talk with their masters telepathically.
Colossi: The most feared of all summonings. For centuries they were thought to simply be a myth, but in reality they do exist. A Colossi is a giant creature usually about 500 feet tall. They can look like anything from humanoids, to animal like, to even bird like. They are various shades of dark gray and black, the reason being is that they are made up of powerful shadow magics long since forgotten. The Colossi are relics from the war against Skorne, but they were so powerful that none of them were ever permanently killed, instead the shadows that formed them simply disperse for a time till they come together again to reform the Colossi. Summoning a Colossi is so rare that some consider it impossible. All recorded encounters with these creatures come from when a Colossi had escaped the realm in which it resides. How this happens is not quite clear, but it seems that after centuries of rest they grow strong enough to summon themselves. No Colossi has ever been defeated in recorded history so the best way to defeat them is to wait till the summoning tires from being in the mortal world and returns to whence it came. (If you wish to summon a Colossi you must PM me first with who/why/when/where because summoning one of these is not easy; thus you should expect consequences to your character who summons it)

Star Wars Kid
Captain

Reply
The Olde World Characters

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum
//
//

// //

Have an account? Login Now!

//
//