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Dapper Fatcat

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☽☼☾


She lifted the glowing stone, its brilliant light flooding her eyes with an image: a group of captives, men and women of all races, about to be boarded onto a slave ship. A chorus of otherworldly voices sang in her mind and she knew them for what they were. The Divine. The Gods, weak and far away but unmistakable. And they beckoned her to heed their words and obey. Go to the slave camp, they said, and free the captives. Escort them on the journey to come.


The fate of the world was in their hands.


♚ ♕ ♛ ♔


This roleplay is inspired by tabletop gaming and classic rpg adventures. Dice rolls will be used to determine many factors of the game, from sword hits and casting spells to picking locks and finding treasure. Use of the dice will be simple but will add a challenging element of chaos to the story.

Note:Before taking the time to read all of this, be certain that you are committed and literate. This is not first-come first-serve. A limited number of bios are being accepted. Please don’t be offended if you're turned away. This style of rp will be done most easily and personally through a smaller group.



☽☼☾




.....

Dapper Fatcat

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There was a time when Gods walked among their subjects. In the land of Aurelia there were the Six Divine: Aboreas, Lord of Storm and Snow, Father of Humans. Inali, the Guardian of the Forest and Queen of Elves. Irastes, Sea Witch and Father of merpeople. Jalla, Ruler of Stone and Metal, Mother of Dwarves. Eo, the Elegant, the Artist, Sculptor of Fairies. And Balthazar, Harbinger of Demons, later to be known as The Plague.

Each of the Divine ruled a kingdom, bringing to it riches of their nature. The elves feasted on the bounty of the forest, growing homes from the trees and singing songs with the wolves at night. The dwarves carved down into their mountain home for endless treasure, even the poorest bathed in gold and silver and jewels. By the sea the merpeople built a city of pearl, their fleet of ships never coming home empty, weighed down by fish and whale like the ocean would never miss them. The humans built towering castles and spread across the land, the fairies decorated the kingdoms with art, and everywhere the races learned and practiced their most treasured gift, magic. Where Gods ruled, there was no war. Where the Divine cast their eyes, the world knew of no sickness, no drought, no hunger. Until Balthazar.

He was the first, even of the Gods, to use blood magic. The dark arts were forbidden with the fear that terrible creatures would be born with its use. And born they were, demons, monsters, unimaginable horrors. Balthazar dabbled with their creation, becoming twisted himself as the dark arts sank into soul. Casting a peaceful illusion over his entire kingdom so the other Gods wouldn't know of his sins, the Plague began devouring his subjects, sacrificing them, or turning them into abominations. His body began to shift, wither and decay with his sins. A hunger for devastation and a thirst for blood took root in his being and burned him like fire. Beneath his illusion, Balthazar wrought devastation on his kingdom and no creature was left alive or untainted. But it wasn’t enough.


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Enraptured by hunger and his newfound power, the desecrated god cloaked himself as he had his domain and fled to the forest of the elves, drawn to the life teeming there. He seduced Inali, and when her guard was down he devoured her, body and soul. The forest itself was said to cry in anguish as the Queen perished, alerting the other Gods to Balthazars treachery. But it was too late, and the Plague swelled with newfound power. His creatures poured over Aurelia, casting a bleak shadow over the land. The other Gods gathered their armies and clashed against the blight, but Balthazar only grew more powerful with the bloodshed. Weakened and desperate, the Five sacrificed their mortal bodies and turned them into powerful objects to keep Balthazar from consuming them as well. The greatest warriors of each kingdom were given these gifts, and with their concentrated power and the guidance of their makers, the tide of the war was finally shifted and Balthazar defeated.

Aurelia was saved, but it would never be the glory it once was. Its surface was scarred, its empires in ruin. Dark Ages settled over the lands, the races struggling to recover from the war and their newfound life without Divinity watching over them. Hundreds of years later, new kingdoms have taken root and prosper where others fight to survive. The artifacts of the Gods have been spread across the country, some possesed by the new kingdoms and some lost to time. Twisted creatures still roam, living in the shadows of Aurelia. Their presence has become normality, but a new darkness has been creeping over the land. Monsters and demons grow bolder, their attacks more frequent. New creatures, undead men with a taste for flesh, have plagued outposts and small towns. An old power is stirring once more.

In the dead of night something shoots across the starry sky, blazing with white hot light that floods Aurelia like a piece of falling sun. Its gone in a moment, plummeting somewhere into a deep forest and leaving the land watching the darkness in wonder. At the same time an unassuming group of people has been pulled from their lives by Orc slavers, stuffed into a cage together to be boarded on a vessel and shipped away to certain doom.

This is where your story begins, Hero. You don’t know it, but you are descendant of those warriors who once wielded the tools of the Gods to Defeat Balthazar, or you are chosen to protect these people. Weak or strong, rich or poor, brave or frightened, the Gods and all of Aurelia will soon look to you to stop the Plague once more.

You’ve been taken by Orc slavers. Your old life is gone, ravaged by the monsters who captured you without warning. Whether you were duke or farmer before, you find yourself in rags with nothing to call your own just like your companions. The world needs you.

But first, you've got to get out of those chains…



☽☼☾

.....

Dapper Fatcat


◇◇◇☽☼☾◇ Lore and the Gods ◇☽☼☾◇◇◇



Balthazar
"The Plague"
Harbinger of Demons
The first necromancer and blood mage. He brought about the Fall of the Gods and consequently the Dark Ages. Balthazar is often depicted as having a skeletal body or the head of a goat. He is attributed to greed, gluttony, fear, and wrath. Seldom spoken about, he is also sometimes referenced as having a thirst for knowledge and curiosity.

ϟAboreas
"Lord of Storm and Snow"
Father of Humans
Considered the most expansive and powerful god. Tall, muscled, and gleaming with holy light, he bore the humans and beckoned them to expand their reach across all terrain. Boastful, prideful, and energetic, he dressed in golden magic and wielded the clouds and storms as they passed over the mountains where he made his throne. He is looked to for power, wealth, and victory in battle.

Inali
"Guardian of the Forest"
Mother of Elves
Said to wear many forms, like that of a white deer or giant wolf, or a dark-skinned woman with antlers. Elves claim they can still hear and feel her in the deepest forests. She spoke to plants and grew her great city out of the trees. Inali gave her elves a sense of wonder, liberation, and humbleness. She was said to fall in love with Balthazar because he was like the wild- free, chaotic, and passionate.

◢◣Jalla
"Ruler of Stone and Metal"
Mother of Dwarves
Her ambition was on par with Aboreas'. Many dwarven stories fondly describe how loud, hot-headed, and unabashedly sexual she was. She instructed her people to take the mountain with sheer force of will, never giving them the ability to wield magic. Jalla is said to have helped her dwarves dig their entire empire out of the mountain with her bare hands despite having the ability to shape metal and stone with her mind.

Irastes
"The Sea Witch"
Father of Merpeople
Irastes loved wealth and adoration. He is known for his pride and love of extravagance. Delicate, fading riches were his favorite, like lace that dissolved in water and meals flaked with gold leaves. He made his people beautiful and unique and kept the most enthralling men for himself. Though the mer race will deny it, Irastes somehow came to love Balthazar, perhaps for his raw power or perhaps for his beauty before the magic twisted him. He was the closest to Inali's homeland, but the only God who did not come to her aid and the last to sacrifice his body. It is said that when wielded against Balthazar, his magic felt like sorrow and envy deep as the ocean.

Eo
"The Elegant"
Sculptor of Fairies
Androgynous, gentle, and creative. He built the fairies like works of art, painting their skin and hair, giving them glorious wings to dance in the sky with. He had fair features and dressed like a woman. Most fairies dont refer to him as male at all, saying he was a genderless god who switched as he pleased. Eo saw beauty in everything and was fond of art, literature, dance, architecture, and self-expression. He was free, open, naive and mischievous.

---Paera
"The Forgotton"
Synopsis of the book The Children of Paera, discovered in the Library:
The first book Eliria finds in the Library is titled The Children of Paera. The writing inside is neat and elegant, penned by the hand of a scholar. The author gives extensive details into the life of a very secretive cult, having gained access to their ranks through a friend in the Academy at Redvale. It took years to gain their trust, but eventually he gathered all the information he could from a group witch had remained undocumented for centuries. As Paera's very name is sin, the "Children of Paera" have never kept a single written document for fear of exposure to the Gods.

The Children of Paera claim the existence of a seventh God. She is attributed to mystery, cunning, knowledge, curiosity and freedom. Of all the Gods, she was most like Balthazar, and that was her downfall. She cared less about the status and power of being a God and more about the exploration of things even greater than them. It was she who first discovered The Dark, despite the story today of black magic being introduced into the world by Balthazar. Paera sensed the pulsing energies beneath the earth and brought her findings to her fellow Gods. Where she was curious, they were fearful. They rejected her idea that this magic existed even before they the almighty did. She questioned their omniscient power and wondered at the other powers of the world that mightn't come before them. The others saw the danger of whatever evil lurked within the Dark. They forbade her from exploring its power further, warning Paera that not all knowledge is wise to seek.

Paera wouldn't give up, and she found a follower in Balthazar. He too was ever curious, believing all else in the pursuit of freedom and knowledge. Together they descended into the earth and located the tear in the world that ebbed pure magic- a magic they'd never experienced before. The Dark. It was sealed away by forces unknown, and again Paera questioned what came to the world before them. Together the Gods unsealed the magic, and it poured forth into Aurelia. From that moment on, even the God's children- humans, dwarves, mer and all the rest could wield dark magic. Demons, too, emerged from the magic. Balthazar was able to control them long enough for Paera to re-seal the Dark and the two escaped, but their mistake was irreversible.

Both Paera and Balthazar began to wield their newfound power, going so far as to allow their followers to practice it as well. Despite the dangers, they believed, as always, in complete freedom. But something happened to Balthazar's mind, something latched onto him in The Dark. He became obsessed with dark magic, going beyond what even Paera was willing to practice. He was, as history remembers, the first necromancer. His mind and body deteriorated as his obsession and use of the dark magic increased. Demons flourished in his lands as his people were wiped from the face of Aurelia. Warped, maddened, Balthazar sought the most forbidden fruit- the spirit of another God. And with its power, he released the demons of the Dark on the world as their master.

Paera was forced to tell the others what she'd done when the war started with Balthazar. Fearing she would turn against them as well, the Gods banished Paera and her people to the Dark, condemning them to fight the demons until their death. Paera fought for her people's lives, but ultimately agreed to her own punishment, sacrificing her life to hold back the demons so Balthazar could be defeated. After their bodies were sacrificed for the war, the Gods lacked the power to fully seal the Dark away once more. To this day, Jalla's power is used to keep the Dark at bay, but demons and dark magic still haunt Aurelia.

Unforgiving, the Gods saw fit to punish Paera further. Her very name was cursed, and every mention of her was wiped from Aurelia. She was doomed to fade away, forgotten, but some of her people escaped banishment. Some families used glamours or rings of invisibility to keep them hidden until the Gods had passed and formed a secret society devoted to carrying on their desecrated God's memory. Without writing a single word down for fear that the Gods would wipe it from existence, they passed down the true history of Paera over the generations through word of mouth alone.

Today the secret society survives by different pockets of individuals. Some of Paera's Children are normal people living unknown in society, passing knowledge of their bloodline on to their children. Others are more devout in their worship of Paera, meeting for secret rituals and praying in guarded temples. Most extreme of all are the Followers of Paera, who continue to practice dark magic in her honor. Necromancy and demonic manipulation are common. These cult members believe Paera can be awakened from the dead and that one day she'll rise to rule the world once more. They claim she has dominion over demons as Balthazar once had, and that she'll bring about a second "cleansing" of the world atop a giant dragon king, sparing those who speak her name.



☽☼☾

.....

Dapper Fatcat

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Time of Year: Autumn
Days Traveled: 22




◇◇◇☽☼☾◇ Locations ◇☽☼☾◇◇◇



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Belcoast
Considered one of the most beautiful places in all of Aurelia, it is truly a marvel to behold. This is the ocean home of the merpeople, its walls glittering like fish scales in the sun. Along the main roads are bustling markets full of fish, art, jewelry, clothes- everything delicious or beautiful. Brilliant colors drape the homes and shop fronts and music fills the streets. At night lanterns and lights on strings cast the city aglow. The harbor is always alive, ships bringing in treasures from around Aurelia and beyond.

•Highshore
Befitting of Irastes himself, the merpeople say, and blessed by his grace. This is the height of merpeople luxury, a place where no other race is allowed to set foot. Beyond giant gates decorated with scenes of underwater life, sculpted from opal and pearl, is a path leading directly into the ocean itself. This is Highshore. The walls themselves are water, held back by Irastes artifact, which has never been seen by outside eyes. Not a drop is ever misplaced, their god's power strong as ever, protecting them from the outside world. Only the richest may live here, the poor transported in daily for servitude alone. It is here that king Vestaires rules in his shining castle, decorated and hand-fed and rarely setting an eye on his people. Highshore knows no hardship.



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Xeria
The self-proclaimed "City of Light," so called for the brilliant armor the king and his men wear and the sense of hope they instill in the kingdom. Xeria is a rare jewel nestled in the heart of nearly unchartable terrain. At its back are spire cliffs and mountains, jagged and inhospitable, rising over and encircling the kingdom like a black crown. Xeria sleeps in a hollow basin of these cliffs, using their spires as a wall to swallow them in. Outside of the spires is the Valley of Drakes. The beasts are their most numerous here, their populations gathered in the unmarchable terrain where armies dare not hunt them.

Xeria has been plagued by attacks since its construction. Its previous King Marix built the city in the valley for access to its abundant, fertile soil and the rich ore beneath. His forces pushed back the hungry drakes relentlessly and some believe it was this struggle that sent Marix to his early demise. Marix' son, Marix II, took his father's place at the throne and claimed he could stop their plight once and for all. He'd heard the mighty roar of a dragon through the mountains and knew it to be the drake's leader, their own foul demon king. He took every able-bodied man to its den and slew the beast, cutting out its heart and putting it on a staff to show the world what he'd done. No attacks came on the city walls and for the last ten years Xeria has prospered. Few people visit or leave, unable to traverse the valleys that still hold the drakes and other dangers, but Xeria sustains itself happily and free of outside wars.

•Valley of Drakes
Cliffs, drop-offs, fog, drakes, wolves, and now reports of strange monsters- this place is rarely traversed even as a city booms within due to its dangerous nature. Little is known about what the twisting landscape actually holds.



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Orinth
City of the dwarves. Located in the heart of the Whitewall Mountains. Orinth is a kingdom of stone, some of its grandest architecture carved out of the caverns themselves. Its made up of three levels divided by class.

•Alh Ruhn
The upper level where the wealthiest families reside, including Queen Balmora. Alh Ruhn is an image of dwarven perfection, all cast in precious metals and jewels. Its magnificent buildings encircle an ethereal blue lake filled with glowing fish and plant life. The throne room rests at the center of the lake, housing one of the only known artifacts of the Gods: Jalla's hammer, sealed in a giant slab of diamond beside the throne. The ancient magic pulsing from the hammer is said to keep away the creatures of the Dark.

•Khartag
The second level where most of Orinth's inhabitants reside. Khartag is the home of the middle class, the market, and the battle arena at its heart. Tendrils of glowing blue river run along the city streets, lending the Blue Market its name.

•Mines
The staple of dwarven life. The mines snake deep into the Whitewall mountains, running out in all directions of the city. Homeless, poor, or outcast dwarves live in some of the tunnels closet to Orinth.

•The Dark
A name given to the deepest tunnels and what lies beyond them. Ancient, dark magic ebbs out of the deep, twisting the landscape into strange, nightmarish scenes. Creatures unknown traverse the Dark, kept at bay by the magic of Jalla's hammer. More and more of them have been surfacing lately, plaguing miners.



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Redvale
The heart of the human empire and the most expansive kingdom of Aurelia.
Every race, every culture, every way of life passes through Redvale. Farmlands and cattle speckle the open fields beneath its view. Waterfalls and rivers run around its walls. Traders from all around crowd the busy streets, chasing away children, dogs, criminals, and the poor. You can see it all in Redvale, they say. Even the fairies have their own section of the city, a desperate grasp at renewing their race. Redvale is ruled over by King Yassin, a young and unruly man with many wives. Its well known that his council makes most of the actual decisions of the kingdom.

•Towns/Outposts
Redvale's reach is far, and all across Aurelia you will find towns and outposts who pledge their allegiance to her. Xeria is the only exception.

•Emberfell
One of the most prosperous regions of Redvale, Emberfell is the duchy of Duke Halford Montaigne and has been held by the family for generations. Though once much smaller, Emberfell expanded as surrounding holds were consolidated into it, and today it provides much of the food exported into the capital. Because of its size, Emberfell has often been targeted by bandits and other marauders, particularly around its borders; as a result, the local militia is fairly prevalent. A few locals object, but most accept it as necessary due to Emberfell's distance from the capital.

•The Siren's Song
Said to be the most luxurious pleasure-house outside of Highshore, the Siren's Song of Redvale is named after its proprietor, the beautiful Melusina. Catering only to the wealthiest clientele, the Song is part theater, part inn, part high-class brothel, and it's a rare hedonist who leaves unsatisfied. Known for its water-gardens, fed by the waterfalls that surround the city, the Song is a place of politics as well as pleasure: All manner of deals have been made behind in private rooms, and while Melusina rarely shares, she knows far more than one might think.


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Darkwood Forest
A huge expanse of trees along the Northwest of Aurelia. Much of it remains unexplored, few daring to stray too deep into the chilling forest. This is where Inali ruled her kingdom. The once-great city of trees no longer exists, but its ruins remain in the heart of a deep, cursed wood. Here the earth still battles to reclaim its scarred land, its dark, foggy underbrush and marshes haunted by ghosts and warped creatures. The magic here is old as the gods and nearly untouched since their Fall.

The forest elves call this place home, living on the outskirts of the forest where its safest. Even they refuse to go where the magic is too thick. Those who are not nomadic live in tiny villages, their homes grown from trees or safely up in the canopies. Some of the elves here have little to no contact with outsiders, mistrusting them greatly, while others live openly outside of the forest and live more comfortably thanks to trade.

•Sunken City
Inali's fabled city. Only a few handful of people claim to have seen the place and their stories vary greatly on what they saw there. The elves tell tales of giant animals and howling ghosts wandering the ruins. Mothers scare their children with stories of Balthazar or demons living here, assuring they never stray away. The most common talk of the Sunken City are wild tales of the untouched treasures waiting to be claimed.



D’argan (Country)

Across the sea from Aurelia, one will find the towering coasts of D’argan. The jagged bluffs and rocky beaches give way to a country of one inhospitable environment after another, which is just how the orcs like it. There are no permanent settlements on D’argan, save for a handful of ports used by raiders and slavers. Most slave ships do not stay in D’argan, instead stopping to resupply before continuing on to Neridian. There is no higher political structure in D’argan, the orc population being divided into varying warbands and clans (hordes). It is difficult to apply the exact same social and cultural norms to all clans, as these things can sometimes be radically different. (For example, the Ghar’olg, a horde of Kalv’desh, honor thunder spirits and see storms as times to gather strength. The Krhish, a horde of Ghashboro, revile thunder and lightning as vastly unlucky, most likely to do with their connection to ships.)

Kalv’desh (Mountains)
The Kalv’desh mountain range dominates the lands west of Ghashboro. An ancient network of tunnels runs through the mountains, and like the ports at Ghashboro, any memory of their builder has been lost to time. The labryinth is so expansive that it’s next to impossible for anyone to navigate safely, and even the orc clans that make their homes in the mountains only make use of tunnels that are close to the surface and well established. To venture deeper is an incredible risk. Even older than the abandoned tunnels, the forest stretching across the mountains is home to all manner of aggressive fauna and poisonous flora. Ruins can be found dotting the oldest places in the mountains, but most orc clans steer clear of these, due to various superstitions and fears of spirits still clinging to the forgotten stones.

Ghashboro (Coast)
Ghashboro makes up the coastline and surrounding hills. The orc tribes that live here are more familiar with ships than any of their inland kin. Since orcs are primarily nomadic and only very rarely leave permanent structures, the harbors of Ghashboro are often fought over and are constantly changing hands between warring clans. Any representatives from Neridian are accustomed to meeting with different orc leaders for nearly every slave shipment. No one knows who originally built the harbors. The towering structures of broken black stone are older than any living clan memory.

Neridian
Neridian is a human ruled city state, and the main consumer of the spoils of orcish raiding or slaving missions. Its proximity to the Orc territories has led a strange and tenuous relationship. Historically, Neridian and the orcs were bitter enemies, though no blood has been spilt in a century. Neridian has a prominent slave trade, and relies heavily on orc raiders for their supply, though it is likely that if the orcs ever stopped, Neridian would attack and take the ports of Ghashboro. However, it is beneficial to Neridian’s foreign relations with other kingdoms to leave the ports with the orcs, instead of going on raids themselves.


☽☼☾

.....

Dapper Fatcat


◇◇◇☽☼☾◇ Races ◇☽☼☾◇◇◇


Human
The most numerous and hardy of all the races, they live in every city and over every terrain. They are as resilient, adventurous, and ambitious as their God. Much of the population can wield some sort of minor magic, but only half can perform anything of substance and far fewer master their arts. Those who lack magical ability make up for it with strength and adaptability.


Elf
Pointy-eared and sharp-featured people with earthy-colored skin, hair, and eyes. All can perform minor earth magic and with time can hone their arts and become more powerful. They are lithe, dexterous, and make up for a lack of strength with speed and quick wit. Potion and poison making, tracking, and survivalism come easiest to them.

Elves live in cities and forests. Those in the city communities may find life easier, but they are often looked down on and mistrusted for being "godless" and their race's part in the Fall. Forest elves prefer to live closer to nature, away from other races. They are nomadic and come out of the woods to trade or perform, like gypsies, or live in small tribes that rarely see the outside.


Mer
Enchanting and ethereal. They are a proud people, nearly all of their population living in Belcoast and interacting with other races only for trade. They crave luxury and delicacy. Other races look at them as selfish or snobbish, but there is an undeniable wistfulness and sense of freedom about them as well. They range in colors much like fairies, with hair and skin all shades of the rainbow, dark as mud or bright as sun. They have large, round eyes with bright pupils, long limbs, and beautiful scales speckling some of their body, which spread in or near water. Their strange, unique beauty is coveted by many.

Merpeople are delicate and weaker than other races, but they are skilled in magic, especially water. They are also resistant to poison. Mer are highly intelligent and can pick up skills easily. Their long, swift limbs make those who fight more suited for light, fast weapons. They can hold their breath for hours at a time and have excellent vision.


Fairy
The rarest of the races. Their gentle population was nearly decimated during the Fall and only weakened over the centuries. During the Dark Ages it was common practice for mages to use their wings in potions and medicine. They were also highly prized in the slave trade for their ethereal beauty. Fairies have no kingdom of their own, though Redvale boasts the highest concentrated population, letting them have their own community within the walls. Many fairies find elves to be their closest companions, often choosing to live and intermingle with them over the other races. All fairies have elf blood in them, helping to boost the population, and its very common to see elven tribes with a few fairies.

Fairies range in colors like the merpeople. They have sharp features similar to elves, with pointed eyes and ears, but their brilliant glittering wings set them apart from all other races. They are generally small, delicate, and gentle-natured. All fairies have the capacity to be highly skilled in any form of magic, especially healing and wind. Their creativity and artistic ability is unmatched.


Dwarf
Short, hairy, and the sturdiest race out there. They lack any magical ability but are also highly resistant to it and their strength surpasses that of the largest human. They are loud, rowdy, and always seeking adventure and riches. Dwarves are slow, physically and often mentally, but they can wield an array of impressive weapons and wear heavy armor. "Damn hard to kill a dwarf, it is."


Yakshi
The "Wild Ones". A seldom-seen race that lives on the other side of the Whitewall mountains, far away from the rest of Aurelia. Most of what is known about them is steeped in myth. They are a tribal race of humans who mixed with orcs centuries ago. Cut off from the rest of Aurelia, they developed a strange and brutal culture. They are known for appearing in small hunting parties around the Whitewall, abducting and eating whatever and whoever they find. Yakshi are ugly creatures with deformed features who wear skin, fur, and bones. Few have retained the ability to use magic, but they are no less feared for it.


Guardian
Like demons, these spirit creatures are born from a high concentration of natural magic and come in an endless variety of shapes and sizes- from nearly human to something akin to a talking boulder. Once found all over Aurelia, they are now found almost entirely in Darkwood, though their numbers are few and far between. Where demons thrive on destruction, these beings protect life. They spend their existence lurking around wherever they were created, protecting the area and anything living there.


Demon
Spirit creatures born from concentrations of dark magic, said to have been brought into the world by Balthazar's sins. They take an endless variety of forms.


Orc
Orcs are a race from D’argan, a land across the sea from Aurelia. Not much is seen of them in Aurelia outside slaving and raiding parties, as their kind have mostly been banished. To outsiders, they are seen as ‘dumb, ugly and brutish’ creatures, little better than animals. Little is known about their culture outside their own territories, but an outsider may observe that they are a nomadic and warlike--- each following the clan or horde they were born to. Built to survive, they tend to be physically strong with high endurance. They can digest bone and raw meat, and think humans overcook everything. Their physical appearances vary just as much as any other race, though common traits include incredibly sharp teeth, tusks, heavy brows, and pointed ears. Those from the mountains tend to be taller and broader than their lowland kin near the coasts.


☽☼☾

.....

PhantasmicRose rolled 3 20-sided dice: 15, 14, 10 Total: 39 (3-60)

Dapper Fatcat

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◇◇◇☽☼☾◇ Combat, Dice Rolls, and Treasure ◇☽☼☾◇◇◇


Notice the dice roll at the top of the post. This roleplay's combat is inspired by tabletop gaming. For now we'll be using the D20 to fight, but once we all get a feel for it I'll let players add in other kinds of dice and rolls to things like special moves and spells. I want this to be fueled more by the creativity of the players than solid rules. Suggestions are always welcome.

The guidelines for combat posts are simple. Before writing, post "reserved-" and the name of the enemy you're attacking to avoid confusion, and make your dice roll. So if we come across some skeletons and a zombie, this post would have the dice roll of 15, 14, 10 and "reserved- skeleton 1" posted. For now, you can roll up to 5 dice at a time, but may use fewer if you choose.

Next, you write your post like any other you've done in an rp, only tailor your attacks to reflect the rolls of your dice. We're going on the honor system, here. If you roll a ten, do a mid-level attack. If you roll a low number, your attack will be weak or fail. Something like a two might have your character wounded and fumbling for their weapon.

Rolling a one leaves your character severely injured, their attack failing catastrophically. You can use another of your rolls to run away, someone else can roll to heal and defend you, or you can use the safest route and use a health potion, healing you automatically. If you don't do something quickly or you fail to escape, you run the risk of death. Help your fallen friends!!!

If you roll a 20 holy s**t you're amazing- kick some a**. Unleash hell. Your attack lands with full force and then some. If the enemy is weak or already injured, you didn't just kill them, you decapitated them and maybe you even beat one their friends to death with the severed head.


Here's a short version of what the rolls of this post (15, 14, 10) might look like in the rp. Feel free to deviate a bit from this format. If you have any questions or concerns on what your battle might look like, or want to joint-post together, don't hesitate to message me.



Calabash was surrounded. The skeletons hobbled toward him, swords digging into the dirt where they were dragged behind them. The odds were stacked against him, but he wasn't the type of man to turn tail and run. Cal ground his teeth together and tightened his fingers around the hilt of his axe. One, two, three, he counted, eying their positions before letting out a guttural roar and launching forward. He lifted his axe and with all his strength brought it down on the closest skeleton, shattering its arm with a foul crunch. Cal kicked his boot into the creature's knee cap, dropping it to the ground. His attack was strong, but he was outnumbered and slow. He did his best to dodge, but a sharp sting against his back told him one of the bastards got the best of him. Wincing but fueled by adrenaline, Cal brought an elbow back. It socked his attacker in the face, knocking the skeleton's helmet off and staggering it. He spun around and sunk his axe into the second skeleton's rib cage. Already weak from the other's attacks, the thing screeched before crumbling to dust at Cal's feet. The barbarian lurched toward the final skeleton, but it met him half way and their weapons collided with even force. Calabash grunted and dug his feet into the ground, pushing hard to overpower his foe but meeting what felt like a solid wall. The skeleton let out an unearthly chuckle and threw its weight to the side, disarming Cal.



Once all the enemies on the field are defeated items will be dropped and there might even be a chance to loot further. Through boss battles our characters will gain unique weapons, armor, or items with special abilities. These might be something like a sword that gives you +1 rolls against the undead or an enchanted arrow that deals fire damage. Some items will have one-time uses and others will stay with you throughout the game.

Dice rolls will be used various ways through the story. We might come across a chest and all the rogues can take a chance at rolling in the OOC to break it open. We might cross a crumbling bridge and your roll will tell you if you cross successfully. Every encounter will be different.


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Magic


In an attempt to keep things from getting too complicated, I'm going to give you a bit of free reign on your character's magic. Using magic is the same as other combat. You roll, and the power/effectiveness of your magic is determined by your roll. Some monsters might have weaknesses and/or strengths against certain kinds of magic, but we'll deal with that when we get there.

The most common forms of magic are elemental, like fire, water, air, etc. Darkness, light, telekinesis, all the basics are open for use. Start simple. I'm going to go on the honor system here and let you guys do what you want, in reason. I'll correct you if I see any issues. Keep in mind that as we progress your character will grow stronger and have opportunities to learn new, special abilities. Leave room to grow.




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Dapper Fatcat

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◇◇◇☽☼☾◇ Rules ◇☽☼☾◇◇◇




1. You must be a creative and competent writer. Give me at least two thought-out paragraphs for each post. Use spellcheck and proper grammar. When you submit a bio I'll probably glance over a post or two that youve done in the past to make sure youre up for the rp. If there's something specific you want me to look at, tell me.
2. Posts are in third-person only.
3. Post regularly. I'm not asking for you to post every day, but keep up with the pace of the story. Things come up, that's fine. Just let us know if you wont be able to post for a little while and when you might be back. I'm not expecting you to post while your family is in town or you're on a cruise or something.
4. No overpowered, immortal, or invulnerable characters. Be realistic and fair. If you take on 20 zombies and you roll an 18, that doesn't mean you kill them all. You're still one guy against 20 zombies.
5. If you try to delete and re-roll you will be banned immediately. I'm always watching.
6. I'm your RP God. What I say, goes. Suggestions are welcome but I make the final decisions on everything. No exceptions.
7. When you send me your bio, head them as "I'm a good boy/girl" so I know you read my rules.
8. Never under any circumstances control someone else's character. If you're interacting with another character and you want the dialog to flow, try doing a joint post. Google documents is a good place to do that.
9. If you roll poorly, send your character into danger, or act reckless, you might die. There are ways to keep that from happening, but I repeat, you might die. Youre welcome to make another character if that happens. We'll all cry with you.
10. Other stuff. Be sensible. You know how things should be done come on man.









◇◇◇☽☼☾◇ Bio ◇☽☼☾◇◇◇



The bio is meant to be a short reference of your character.
I want more focus put into building the character through descriptions and events in the story itself.
Make a varied cast of characters please.



[size=11]
[b]Name[/b]: [ url = picturelink ]character name[ / url ]

[b]Age[/b]:

[b]Race[/b]: Be diverse!

[b]Class[/b]: [Rogue, Warrior, Mage, etc -These are broad terms. Just because you're a warrior doesnt mean you cant use minor magic. Just use this as a generalization of what your character does. I'll only accept a few of each. Limit mages please]

[b]Skills[/b]: [navigating, competitive eating, etc]

[b]Personality[/b]: [3 adjectives]

[b]History[/b]: [brief - where you're from, what you were doing prior to capture, how you were captured, etc.]

[b]Special[/b]: [One unique ability/move/technique using a dice roll, if desired. Whatever you want, but don't get crazy.][/size]

[size=14][align=right]Username[/align][/size]





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Dapper Fatcat

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Special items, potions, weapons, etc that we can use in battle and throughout the game. This list will expand on our journey as items are discovered.




Potions


Health Potion
Heals you of minor to moderate wounds. No roll required. Can be used at any time on you or a friend. This potion can be the difference between life and death in a pinch.
Possible chance to craft with the right ingredients.

Life Potion
A rare, difficult to make potion that brings you back from the edge of death. No roll required. Can be used at any time on you or a friend.
These will revive a fallen character, but their supply is limited. Use wisely!

Antidote
A cure for most poisons and venom. No roll required. Can be used on you or a friend at any time.
Possible chance to craft with the right ingredients.

Spirit Water
These sacred waters heal any ailment, old or new. Even the freshly dead can be brought back.
Spirit Water is the only known potion that can cure the bite of a dark magic creature. It is more valuable and coveted a prize than almost any other item in Aurelia. Use wisely.


Items


Poison
Slowly kills you or your foe. No roll required. Can be used at any time.
Can be added to weapons.
Roll healing magic or use an antidote to cure.
Possible chance to craft with the right ingredients.


Delusion Poison
Causes delusion, paranoia, and hallucinations.Roll D4
1= Fails, 2=Minor delusion and paranoia, 3= Delusions, paranoia, and hallucinations, 4=Severe
Can be added to weapons.
Roll healing magic or use an antidote to cure.

Paralysis Poison
Causes minor to complete paralysis.Roll D4
1= Fails, 2=Minor paralysis, 3= Loss of most functions, 4=Complete paralysis
Can be added to weapons.
Roll healing magic or use an antidote to cure.

Black Orb- A’narthul
A strange orb oozing with black magic. Silver, fading runes drift around within. Its magic is nearly gone, but there's enough left for one more use.
"Arcane disruption! It breaks spells and absorbs magic by proximity, my Gods! I... I can't believe this. I've only read about them, but... but this is it! Without a doubt, this is it! I never in my life thought I'd see one, let alone hold it in my hand!...They were all destroyed after Balthazar fell -- very dark stuff, crafted from powerful black magic. Oh, Gods! This is history in the palm of my hand!" - Eliria
Looted from Orc Shaman.
Use at any time to drain a single target of their magic for the duration of the battle. High-level targets may eventually recover.


Accessories


Time Turner
A tiny amulet constructed of metal gears and moving parts around a heavily magic-imbued quartz. A turn of the dial takes its user and anything within six feet of them back in time 30 seconds.
Use to re-roll or avoid an immediate attack.
Holds three uses.

Kadesh's Chain
A severed piece of the demon's chain, which he used to bind souls to do his bidding. Two masks remain intact. Use to summon a soul to fight for you. Can be any class of your choosing.
Looted from Kadesh.
Roll D4 to determine their strength.

Mask of the Demon Kadesh
The magic of this mask lets the user disguise themselves as anyone they've ever met. Someone close to the mimicked person might recognize the fake, but others will be more easily fooled.
Looted from Kadesh

Brass Owl Cuff
A brass arm cuff with gold runes etched all over, front and back. The tiny gemstone fitted into the center is carved in the shape of a barn owl and glows in the dark.
Grants the ability to see in darkness.

Silver Tongue
A simple, seemingly innocuous silver chain made of thin metal. Its light as a feather and always cool to the touch. You feel a little more confident during conversations when you wear it.
Grants +2 for rolls on negotiation, coercion, bartering, etc.

Princess' Ring
A beautiful ring made of solid gold. Its value lies beyond what its made of, however. This particular ring was forged by a sorcerer blacksmith long ago for a beloved princess of Highshore. The ring was meant to protect her from those who wished her harm by growing ice cold when danger was about to strike, but was ultimately useless when she took her own life. Her body, along with the ring, were sent off to sea.
+3 Against ambush/ stealth.

Weapons


Worn Druid Weapons
Though these lack embellishments and have clearly been used, druid weapons are made to last through the elements and are always reliable in and out of battle.
+1 when used in a survivalism roll outside of battle
+1 against beasts

Inner Flame Staff
A magic staff made of gnarled driftwood wrapped around a single glass-like red orb. It grants the ability to use fire magic, but must be charged by a source of fire before each use. Absorbs fire and fire magic aimed at the user.

Armor and Shields


Leather Armor
Basic armor that protects against the elements and minor attacks. Only slightly better than bare skin.

Light Elven Boots
Made of thin, well-tailored silver cloth. The inside is soft, with a cushion that never wears down, no matter how long you wear it.
+2 on stealth

Scale Chestplate
A thick chestplate crafted with the scales of an unknown deep-sea creature. The inky black scales reflect no light and are harder than many metals. The inside is padded with soft fur for comfort, and the scales have a flexibility about them that makes the chestplate fit many sizes.
+2 defense against attacks to the chest and back.

Hunter’s Gloves
Well-worn but well-loved leather gloves, soft on the inside and tough on the outside. Their flexibility and grip are great for archery.
+2 archery

Shield of the Dark
This shield was created to slay the enemy of its original user. It is filigreed with precious metals, and in its center is a magic stone that can blind opponents.
Looted from The Veil
Roll 4D to blind an opponent for a round. Evens succeed, odds fail.

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Dapper Fatcat


◇◇◇☽☼☾◇ NPC's ◇☽☼☾◇◇◇


More information will be added as characters are met or information about them is discovered.



Vestaires
King of the Mer, ruler of Belcoast. He is rarely seen outside of his temple, where he spends most of his time in a saltwater bathhouse being hand-fed by members of his harem. He has never left Highshore and only addresses his other subjects through Speakers of the Throne.


Marix II
Marix II took over Xeria ten years ago after his father's struggle to establish the kingdom pushed him to an early grave. Vowing to free Xeria from the torment of the drakes, Marix took his forces into the mountains and hunted down their leader, a great demon dragon. Many lives were lost, but the dragon was killed and its heart cut from its chest. The king had the heart sealed in magic glass to preserve it, adorning it on a giant staff embedded in the ground beside his throne. Marix and his knights watch over the kingdom adorned in gold and the precious gems found within the fertile valley. Because of Xeria's isolation, Marix and his conquest have become a bit of a legend in the rest of Aurelia.


Balmora
Beloved queen of Orinth. Unlike other royalty, Balmora is commonly seen with her people, from discussing history with scholars in Alh Ruhn to drinking in dusty taverns with miners. She knows workers are the lifeblood of Orinth and holds their opinion as high as any dignitary. She is fondly referred to as Jalla's shadow because of her boisterous and ambitious nature. Balmora frequently attends the arena, both as a viewer and- if she can convince her guards to let her- as a contender.


Yassin
At 21, he is the youngest of Aurelia's rulers. Yassin's birth was supposed to be a beacon of hope to Redvale. His father was immensly ill and nearing his death when he got news of the queen's pregnancy. However, the queen died giving birth and the king, out of grief, was soon to follow. As the king had no immediate surviving family members, it was decided (by the Council) that the Council would stand in his place until Yassin was of age at 16. Yassin's 16th birthday came and went without much actual ruling coming from him. As did his 17th. And 18th. And 19th, 20th, and 21st. Every year, the king claimed less and less responsibility for his kingdom, burying his attention instead in his many wives (and affairs). Yassin's one saving grace is that he is not unkind or unfair, so his people have come to see him as more of a joke than hate him. His antics are little worry to the kingdom, as the Council keeps him in line and makes all of his important decisions for him.


The Sparrow
Not much is known about the Sparrow, an enigmatic figure said to have ears throughout Aurelia. Equal parts folk-hero and gossip-monger, the Sparrow ferrets out secrets, be they the abuses of a lord, the crooked dealings of merchants, or the scandalous affairs of the rich; then the Sparrow tells the people, sometimes through pamphlets marked with a pictogram of a bird, sometimes through rumor that is inevitably confirmed as fact. No-one knows the purpose or identity of the Sparrow, though many believe it to be a woman, and some speculate that she's a bard.


Melusina
A merwoman famed for her bewitching voice and violet eyes, Melusina owns and operates the Siren's Song, a well-known and high-end pleasure-house in Redvale proper. Rumors about her past abound, but Melusina confirms nothing; her beauty, grace, and sharp mind have made her fabulously wealthy, and when not gracing her high-class patrons with her presence, she spends most of her time in its luxurious inner chambers, entertaining her personal guests.


The Woman, Man, and Child
A book in the Library of the Sunken City describes an encounter with a town outside the forest ransacked by undead. The people claim the attack was caused by a woman living on the outskirts of the town. She'd been discovered practicing black magic rituals with her husband and daughter. They were sentenced to burn at the stake for their sins. The husband and child were burned at the stake, but the townspeople claim the woman was unharmed. She went mad and called the dead to life, fleeing with her undead husband and daughter while the town was destroyed by Hollow people.





◇◇◇☽☼☾◇ Companions ◇☽☼☾◇◇◇



User Image - Blocked by "Display Image" Settings. Click to show. ►Amara Williford
The Sparrow
Rebel - Bard - Traveler - Legend

Location: Highshore - The Coliseum
Species: Mer
Age: 31

Amara was born and raised in Highshore, but she never embodied the lifestyle of her peers. Most mer dreamed of living in the opal city, but Amara dreamed of escaping. Like most of the families in Highshore, hers had lived there from its foundation and were intermingled greatly with the royal bloodline and their affairs. Distantly she is related to Vestaries himself. Her family began grooming her and her older sister for life beside the king at an early age, having them trained in swordsmanship and grace privately from their estate. Her older sister was accepted into the royal guard and Amara was expected to follow when she became of age, but on her 18th birthday she disappeared. Her belongings were found burned in a carriage on a trade route outside the city and she was presumed dead. Now she's appeared again, imprisoned in the Coliseum for treason.




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◇◇◇☽☼☾◇ Casualties ◇☽☼☾◇◇◇


User Image ►Hemlock Tad Po'le
The Cartographer of Sunken Places
Mage - Botanist - Explorer - Philosopher - Drug Enthusiast

Location: Darkwood - The Rift - Sunken City
Species: Guardian
Age: Unknown

Hemlock often has memories, dreams, and hallucinations of being a normal frog in a quiet Darkwood pond and believes he was but a simple amphibian before a strike of rouge magic from The Rift turned him into what he is today. Whether that's his true origin, or if he was simply born into existence as a Guardian, is unclear and lost to time and heavy drug use. Hemlock's age is unknown even to him, as time moves strangely in the Rift and the City, but his guess is a few centuries at least. The frog Guardian has experimented heavily in traveling through the Rift, spending most of his time in the dreamworld or cultivating his garden of otherworldly, magically-imbued plants. His best friend is a tree named Ent, a creature he claims he grew and raised himself. Hemlock spent a few years with Zhetta's father, Jack, finding the man lost in the City and remaining his companion until it was time to lead him back to Darkwood once more. Jack grew to trust Hemlock over the years, eventually entrusting him with the truth of Zhetta's future and the responsibility of leading her to the City when the time came.
Sacrificed his life at the Pond so that Pilchard could live and the others could be healed.


Aramais Montaigne
Killed in the battle against Kadesh and the Others.



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Dapper Fatcat

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◇◇◇☽☼☾◇ Bosses Defeated ◇☽☼☾◇◇◇




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Orc Executioner, Shaman, Goons
Loot: Time Turner, Last Stance Amulet, Black Orb


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The Demon Kadesh, Others
Loot: Kadesh's Chain, Mask of the Demon Kadesh, Shield of the Dark, Steadfast


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The Kraken, Abysmal
Loot: 1 Health + 1 Life potion for everyone, Brass Owl Cuff, Silver Tongue, Princess' Ring, Light Elven Boots, Scale Chestplate, Hunter's Gloves, Inner Flame Staff



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Dapper Fatcat


◇◇◇☽☼☾◇ Creatures Compendium ◇☽☼☾◇◇◇


coming soon

Dapper Fatcat


◇◇◇☽☼☾◇ Chapters ◇☽☼☾◇◇◇





Chapter 1
Shennga's Thighs Kill an Orc and Other Things Happen


Zhetta, a Guardian/elf from Darkwood received a message from the Gods in the form of a falling star. She's told to save the Chosen from an orc slave camp. As a sort of chief to the Doth'rak clan, she is able to gather the town's best fighters and all their supplies and heads out to free the captives. People who didn't post were killed in the battle and written out of the story never to be mentioned again. It was very sad, but the Chosen prevailed, despite Pilchard hiding in a barrel and Shennga rolling so poorly/using so many potions. Aramais, a human noble, kills the Orc executioner and the group takes their opportunity to escape, making the decision to leave the other slaves behind to their own fates.

Aramais, Zhetta, Eliria, Pilchard, Shennga, and the two remaining elf hunters march across the swamp with the aid of Zhetta's magic. Unable to go any further, they make camp at the edge of Darkwood and tend to their minor wounds and hunger while Zhetta explains the whole plot of the story. They are stalked, for various reasons, by Taymur (the fairy Chosen left behind), Ashiana (a bard who wants to write the story that is being written whoaaaa), and Birna (one of the few useful people in the group). After a bit of discussion, they join the group as well. The motley crew (a name used 100 times to describe this group) gathers their things and sets off for a better place to rest for the night. Adventure awaits!


Chapter 2
Everyone Gets High and Dies


Zhetta brings her friends to her village of the Doth'rak people hoping to replenish their supplies and gather people to aid in their mission. However, upon arrival the group discovers the town as been destroyed. Its villagers hang slaughtered from the Mother Tree, which has been set aflame. The group split up to gather any remaining supplies and bury the bodies properly. While distracted, the dead bodies reanimate, becoming Hollow- undead people resurrected by dark magic who seek out the flesh of the living. After they're defeated, another wave of magic sweeps the village from an unknown source. The bodies of the villagers seek each other out to form into a giant corpse abomination. Once the creature is destroyed the group leaves quickly, setting out on a day's walk into Darkwood.

Zhetta leads them to her father's grave, where a Guardian named Hemlock Tad'pole is awaiting them. The giant frog dressed in knight's armor explains that he was asked by Zhetta's father to guide them into the Sunken City when the time came. He promptly drugs the group in order to help them pass through the Veil, and some hallucination high jinks ensue. They encounter Kadesh, a powerful demon. Aramais is killed and Pilchard mortally wounded in the battle. In order to save Pilchard and heal the others, Hemlock asks his "son" Ent (an ancient, giant tree) to carry them to the Pond, a body of healing water protected by a guardian dragon. Hemlock gives his lifeforce to the water in exchange for Pilchard's life. Before he disappears, Hemlock explains why they've come to the Veil- to seek out the Book of Remnants in the Library of the Sunken City. The book will show them the locations of each Remnant in real time. After his death, a mourning Ent brings them into the Sunken City. They pass through the ghost city of Inali, where Balthazar long ago released his demons and ate the Goddess.

In the Library they're greeted by the Librarians- wormlike creatures with woman faces who may or may not have all been one creature. Zhetta leaves to get the Book of Remnants, while the others explore the library, where every book ever written in Aurelia is stored. They discover some serious plot s**t, including the possible cannibalism diet of the mer king and the existence of the outcast Goddess Paera. They leave, and Ent escorts them back out of Darkwood to the coast where Hemlock had prepared an old schooner to take them to Belcoast.


Chapter 3
Unnamed


The group set sail, and after a few cold days at sea they arrived at Belcoast, where they sold off the rum found in the bottom of the ship for supplies to get to Redvale. They set off for the gate to Highshore, hoping to gain audience with the king with their connections through Eliria and Pilchard, hoping he will believe them about Balthazar's return and give them the Remnant to defeat him. Pilchard goes into Highshore to ask the King to let his friends inside, but the companions soon discover that they've been betrayed by the boy. As soon as they pass through the gates to Highshore, Athena- Captain of the Guard and the king's personal protector- ambushes and drugs them. They wake up in a cell in the coliseum, where they discover three others being held captive- a city elf, an orc, and the rebel leader The Sparrow.

While the companions fight to stay alive through the trials of the coliseum, they soon discover that Amara "The Sparrow" and her rebels (the very servants and workers Highshore imported in from Belcoast) are already planning to get the Remnant and sink the city. Zhetta begs the king to cooperate, but he reveals that he won't give away the Remnant even if Balthazar really does return, as he believes Highshore is safe even from the demon king. Eliria tames a drake meant to finish them off, and with its help they capture the king and break out. They discover that Athena is Amara's sister and working with the rebellion. Between her knights and the rebel forces, the Highshore army is held off long enough for everyone to get to the tower housing the remnant, and for Athena to ring the evacuation bell, which very few people heed for fear of leaving their wealth and seeing the outside world.

King Vestaires summons a kraken in a final effort to stop them, but Zhetta allows herself to be eaten and poisons it from within while the others cripple it. They make their way up the tower, where Irastes' ghostly form expresses his distaste for the situation before the city is destroyed and he disappears.


Chapter 4
Unnamed


Athena grants the companions the use of one of her vessels, which escorts them to the village Dor'heaven where a half-orc named Ymir will give them sanctuary.


☽☼☾

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Dapper Fatcat


◇◇◇☽☼☾◇ Links ◇☽☼☾◇◇◇





- OOC -


- Profiles -





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Dapper Fatcat


◇◇◇☽☼☾◇ Fan Art ◇☽☼☾◇◇◇


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