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Welcome to Searching for Sanctuary, a fantasy based breedables shop. This is a land of great magic, mystery and intrigue, with a focus on equids and other magical creatures. One never knows what might be discovered just around the bend, but one thing is known for sure -- all who come here are welcome. If you'd like to stay awhile, we'd love to have you.


The Portal Guardian (Arrivals)

.d i r e c t o r y.

1. Welcome
2. Directory
3. Announcements/News
4. The Lore
5. The Land
6. The Main Inhabitants
7. The Familiars
8 The Guardians (NPCs)
9. The Magic
10. Breeding & Customs
11. Upcoming Events / Calender
12. Important Links
13. Staff
14. Banners & Affiliates
15. Credits


. A n n o u n c e m e n t s .

11/09/13 We've hired some new colorists. Please join me in welcoming our newest crew members: Kaitaia, Seruta, Azael_Rose, and NovaCracker!

10/18/13: We've set up a hiring advertising contest here. It opens at 12:01am on 10-19-13, so go spread the word that we're hiring!

10/15/13: Thanks to everyone who has thus far entered. Due to technical difficulties with some of the files, we're going to extend this round for a week.

We're also thinking of getting some advertisement contest of some sort, since we are a new shop. More info on that soon!

10/08/13: We're Hiring Full-Sized & Familiar Colorists! Round One is open to anyone who wants to apply, and closes in one week! Please see here for additional information!

Let's go get some talent!

09/14/13: Look at that! The Front Page has now gone live! Amazing!

08/29/13: Oh mylanta! Uta is working on the front page. o_o I wonder how long it will take her to finish?

.N e w....B e g i n n i n g s.



Serenity is such a cherished gift, often overlooked until the very core of one's world is forcefully ripped from one's grasp.

It had started quietly enough, a whisper amongst the lands; fueled by ones in tune or suspicious in nature to quietly obsess over the signs the land was presenting them. Sunny skies and warm kind weather was enough to cast a shroud of illusion over the contented eyes of the equine of the lands, carrying on with life as it had always been...and always would be. That was....until one day the earth shook with such force and vigor that it swayed the hooves of the proud beasts which inhabited the earth. It had come as quickly as it had left but the sensation had left a sunken feeling in the hearts of many.

Something was amiss.

Days passed, however, and as life is both mysterious and kind the inhabitants of the land dismissed it as but a freak chance of the force mother nature held. Life, once again, returned to normal. It wasn't until the elders came with a warning...the sea was rising. Once beautiful stretches of beach fronts were being eaten up slowly by the upcoming tides did worry began to spread like fire, once a picturesque image of serenity and wonder slowly began to change into a beacon of warning. Brooding storms over the vast blue horizon brought forth a fear only coupled with the second coming of the great quake, the land rumbling and tearing at the seams; leaving gaping cracks in the soil and pent up pressure and steam to erupt from those very crevices. Watching with dread in their hearts, the equine knew their home was breaking...and as they began to look to their loved ones for comfort, for answers only to find none. The elders of the land knew it was a time to act at the spirits warnings, it was a hard truth for many to swallow but the decision had been made in earnest to the wake of the oncoming storms.

It was time to leave their home.

It had turned into the great migration, the hooves of many as they passed through the lands many had been born into and lived their lives through generations passing as sorrowed eyes fought to intake all the memories they had of such a beautiful place. The echo of the herd was much like the thunder of the foreboding black clouds which swept across the great sea closer to the land, and as they neared the distant pass often shrouded by mist and mystery; there was a final look back to all the equine had known. The storm had made landfall as horrific winds and pelting rains drew across the their home...and the herd moved on, past the point of no return.

Day after day, the herd journeyed in search of their new home; past many a lands with both splendor and dangers. Although their hooves were tired, their spirits remained strong as the mass of equine moved across the outside world. It wasn't until one fateful night in the misty dark woods when the herd had encountered something they'd never seen before; a valewalker. Not just any valewalker at that, but the great mother mare herself. Her spiritual radiance was enough to stop them in their entirety; but it had not just been a chance meeting. The mare could feel the strife in their hearts, yearning for a place to call home – and had come to heed their silent calls. She spoke of a land beyond the mists, one which was not like the world they had come from, but held great promise and haven for the tired, weary souls. While traveling into the unknown was a great leap of faith, the herd knew that they had set off seeking sanctuary....and they'd have no better chance than this.

One by one they followed the mare into the abyss, down a path opening up only slightly that they had remained single file and close knit as to not get lost in the shroud. Time had stretched on forever, but it also seemed cut short in a strange mystical sense, before the fog had opened up not only to the intensity of the sun....but drawing forth to a land none had ever imagined before. It was like a whole new realm, and with the sounds of large leather wings in the distance; they knew they were not the only inhabitants of this new found land. As quickly as the mysterious mare had come to them and lead the entire mass of equine through the mists which closed up once the last had passed through, she was gone; leaving nothing more than a new found spark of hope in the hearts of the heard.

They had found a home.

They had found Sanctuary.

.T h e....L a n d.


Sanctuary is a massive, endless land. It is a giant world that is both familiar and foreign; new and old; light and dark. It is a world that is full of limitless possibilities, and seems to be as fluid and ever changing as a dream. Perhaps that's what makes Sanctuary so unique -- in a sense, it is made up of all the dreams, wishes, hopes and desires of those that take residence. Seek and ye shall find, or so the saying goes; in Sanctuary, the world is what its inhabitants make of it, whether they realize they are doing so or not!

OOC Information
Essentially, Sanctuary is a land that is made up of many realms, each one assigned a specific Valewalker & Guardian to protect it. Some of these realms are known, others are not yet discovered or open for exploration. Right now, there are three Realms from which people can choose to RP, as explained below.

Newcomers to Sanctuary are always placed first in the Waking Lands. For those that grow accustomed to their new home, or the more adventurous and curious sorts, they can find themselves at the borders of two additional realms. These realms tend to have a more fixed setting, unlike the fluidity of the Waking Lands, and can be used to spring board additional plots and ideas.

All noted realms below are open for RP with any species, at any time.

Realms of the Valewalkers



User Image
The Waking Lands Open!
Valewalker: Neutral Territories
Guardian: Kairu "The Portal Guardian"

The expanse here is ever changing, and is often considered the point of entry in the Sanctuary. This is where spirits from other worlds are first introduced to their new home, and thus, different breeds and creatures can be found mingling among one another. The land is fairly neutral - it tends towards a typical, muted landscape complete with washed out plains, forests, beaches, deserts, mountains and hills. It seems to mimic the landscape of a pre-colonized earth -- unfortunately, it doesn't do a great job in its mimicry.

What colors the Walking Lands tend to be large gatherings or individuals. In particular, those that group together (such as herds), the landscape will began to color and change. Where once mountains were not present, a mountain herd might claim the land and the Walking Lands will shape to its ideal scenery. The landscape can change drastically depending upon where these large gatherings are situated, and it is a realm of constant flux.

Individuals have smaller impact; they can move around the claimed territories, or within their borders at their own risk. If an individual claims a small spot of land, he might have influence over that patch -- it simply wouldn't stretch far. The more who come to stay in this land, the larger it will become.

Individuals or roaming herds who do not linger in a specific area, can simply live in the Walking Lands as they might once remembered, as well as partake in the shadows and echoes of neighboring territories scenery.

((OOCly: This land is mundane. It can be any pre-colonized, earth-like setting you wish but it is not particularly special outside of it. This is a land much like how the America's would have been if no humans came to it at all. A good rule of thumb is if you find it naturally on Earth (sans humans and their tampering), it can be RPed/created here. ))

The Great Plains: Open!
Valewalker: Unknown
Guardian: Unknown

This is where the great plainsrunners originated, and is where many natives are born and raised. It is an immense landscape that is, essentially, nothing but open and flat lands. The sky seems to stretch out forever, the tall grasses of its plains an endless sea of green. It is rumored that species can get lost within the grasses, spending years trying to find an elusive border, or escape to a new land. Only those plainsrunners which are familiar with the migratory routes of this expansive landscape can easily get from one side to the other without finding themselves hopeless.

The grasses and waters are known to be the sweetest between all the realms, and at night, it is not just stars, but the tendrils of a great galaxy can be seen with the naked eye. It may be a simple land, compared to other realms, but it possesses great beauty. Large plainsrunner herds are king in this land, and outsiders had best respect the advice of the natives, lest find themselves lost and forgotten.

The Hillsides Open!
Valewalker: Unknown
Guardian: Unknown

This realm doesn't look particularly different from the Waking Lands, not. . not quite at first. The land seems simple and mundane, with gentle, green hills, that eventually seem to turn into mountains. The problem is, the foothills did turn into mountains, because the mountains that peak behind the hills are far larger than you would ever imagine.

Welcome to the Hillsides.

This land is where the miniyati often come to reside. It is a land where ever thing is huge, and where a regular sized plainsrunner or dragon suddenly feels as if they are quite small, indeed. Everything found within the Hillsides realm is large -- from the grasses that, in some spots, stand taller than a plainsrunner, to the toadstools that make for good shade and cover from the rain. It is not that the larger size creatures have shrunk, but that everything within the Hillsides is just that much larger.

Native miniyati often feel at home among the woods, and make homes within the roots of towering trees. The further within the Hillsides one roams, the larger everything around them seems to get!

.T h e....I n h a b i t a n t s.


The realm of Sanctuary is as magical as it is diverse. It is a land in constant flux, and if one can imagine it, one can probably find it somewhere within Sanctuary's borders. There are many species of fantastical creatures and animals, but these are the ones that are the most dominant, and the ones whom have made their presence -- and their realms -- known.

While not every creature can speak verbally to one another i.e. dragons and equids, they all possess a telepathic language called Common Thought, or, simply as Common. This is not an ability to read minds or a form of telekinesis, simply an ability to speak mind-to-mind. Pictures and feelings can go along with the words, should the speaker choose to send them along for additional oomph; otherwise, it's purely speech. It's a way to keep different species from being strangers. An individual can speak to one or a great many, and it is an inherent and natural ability gifted to all who enter the land or are born into it.



Equids


Plainsrunners
Mini-write up!
[stage silhouettes go here]

Miniyati
Mini-write up!
[stage silhouettes go here]

.T h e....F a m i l i a r s.


While there are a number of creatures and animals which can be found in Sanctuary -- from the most mundane of chipmunks to the giant arachnids that snack on full grown dragons, when lucky -- these breeds tend to prefer companionship with the Sanctuary natives. They all possess the telepathic language of Common Thought, but whether they choose to use it, or with whom, is up to the individual. A familiars companionship is known as luck to some, trouble for others, but their relationships with the chosen natives are as unique as anything. Some familiars also choose not to align themselves, and simply remain wild within the lands of Sanctuary.

???
Mini write up here.
[silhouette of species]

???
Mini write up here.
[silhouette of species]


.T h e....F a e.

User Image

The only hominids of the land come in the form of small fae, better known as faeries. Nobody seems to remember when the fearies began to populate the land, but they proved as versatile as the lands in which they now live. They are usually companions to the much larger native beasts, as well as reside in their own little chosen villages and cultures.

The fae come in about any form imaginable, from fully hominid in form, outside of wings which Fae all possess in some form or another; to being half man, half animal.

The Fae all share a few traits, but otherwise life a live all their own among those of Sanctuary.

1. They all usually possess a single set of faerie wings, usually styled after some sort of butterfly or winged insect. Those that do can fly, those that are lacking wings, cannot. Those that are Aquatic can breath in and out of water depending on the individual.
2. They all can "speak" Common Thought, though if they verbally speak it usually comes out in a series of chimes and bells. They can verbally speak to other Fae but that is it.
3. They are never any taller than a Plainsrunner's ear.
4. They all have the ability to release 'dust' that can cause an enemy to sneeze, itch or tickle, so they might get away. The effects aren't lethal but obnoxious.
5. They all have the ability to glow, though some choose not to for safety sake.
6. They are all proportionally strong for their size. Similar to ants, they can carry objects far larger then them, such as jewelry, horseshoes, quills, and scrolls. They cannot carry terribly large things, but anything more than a couple pounds leaves them struggling.

OOC: These NPC-like creatures can be written by anyone in the shop, regardless if they own a pet or not! They can form their own communities or hang out with the larger equids of the lands. Please keep in mind, no matter what a fae looks like, they are all of the same species. So even if one looks like a centaur, and the other an elf, they are both 100% Fae.
.T h e....A n c i e n t s.


Nobody knows the beginning of Sanctuary, and many stories, rumors, and questions abound about this haven of life, magic and enchantment. Despite the fact that the land is often variable, an ever changing array of colors, technology, magic, and stories, there are a few that have been around since the very beginning.

There are two races, and it is rumored they were the first species to look upon the land. It is also rumored they themselves created the land, and are gods in their own right. This has never been confirmed or denied, and no amount of questioning these races has ever provided a singular answer. The truth is unknown, and is left to the imagination. These two races are known, collectively, as the Ancients. Every realm, known and unknown, has at least one resident Valewalker (whether he or she is known) and a single Guardian.

Valewalkers


The Valewalkers come in a variety of colors, shapes, and looks. It is unknown how many actually move among Sanctuary and its realms, and each one is as different as night and day. They are often looked upon as gods or deities, and it is true, they each possess magic of the highest caliber. There is a Valewalker assigned to every realm within Sanctuary, though whether or not they have made their presence known is up to them. The Valewalkers that are known, seem to have these traits in common:

1. Limitless magic, usually of a certain variety or type.
2. Seem to take the form of bipedal, almost anthropomorphic animals
3. Can speak in any tongue of any race without resorting to Common Thought.
4. Have an ability to 'bless' chosen ones with a gifted form and magic, transforming them to be considered "Valetouched".
5. Have at least a single Guardian of their chosen realm, whom often acts and speaks for them at upon their behalf.
6. They are all some form of neutral alignment. Some are more good, others more evil, other chaotic, but they do not sway to one extreme or another.

Some Valewalkers roam between the realms freely, others stay only within their own borders; some Valewalkers are not at all shy or uppity, and enjoy walking freely among those of Sanctuary, while others remain aloof and hidden, with nothing about them known. It is always the Valewealkers choice.

Guardians


The Guardians might be considered similar to a High Priest or Priestess. Nobody seems to know their origins, and like the Valewalkers, it is an unknown and secret story. The Guardians are usually much more easier to find and spot than their companion Valewalkers. They seem to be the bridge between the great spirits of Sanctuary and the mortal inhabitants of the world. They seem to act as representatives, as well as warder of the realm.

Similar to Valewalkers, Guardians seem to have specific and common themes between one another.

1. They are always seem to be at least half-human, or human-ish traits.
2. They can speak all languages, not just Common Thought.
3. They seem to have assigned tasks i.e. this Guardian resides over welcoming new faces, while this Guardian is most often found giving out fertility charms. The activity can be something small and seemingly mundane, or something world changing.
4. They always know where their realms Valewalker is. . . but that does not mean they give such knowledge freely.
5. They have magic, though it is of a much weaker scale compared to the Valewalkers. They too, can bless individuals, but it is simply that, a boon of good luck, or good health, or good fortune - - they cannot turn someone in to a Valetouched.


((OOC: Please note, Guardians and Valewalkers are only Staff NPCs. They will not be given away, and are likely only to show during events or an occasional ORP. Please do not write them as your own -- they are truly just NPCs to help move shop plots and stories along. ))
.T h e....M a g i c.


If it hasn't been clear before now, Sanctuary is a world that is filled to the brim with magic. This is a land of great possibility, and an almost anything-goes sort of atmosphere. If one can imagine it, then it is likely very possible within the various realms of Sanctuary.

This does not mean, though, that magic is given out freely. Outsiders coming enter the realm with nothing -- no matter how powerful or strong they were in their original homelands, upon entrance of Sanctuary they are seemingly stripped of any unnatural abilities. Everyone starts out equally within the lands of Sanctuary.

Native breeds have long since adapted to the world, and some have their own sort of special skills. Unicorns have the ability to heal with their horns, plainsrunners a magical knack for never getting lost no matter how complicated the labyrinth, a Valetouched's ability to open portals etc. They are, of course, limited to what their breed can do. If they are a mix, they might be granted traits of either parent, but again, nothing more, nothing less.

For any breed who wishes to obtain additional skills, they must either be blessed by a Valewalker, which is incredibly rare, or, more commonly, acquire some sort of enchanted item. Valewalkers are often travelling between Sanctuary and the Outside world, in hopes of bringing in new faces. This means they often bring back all sorts of odds and ends, some of which are blessed by various Valewalkers. Enchanting items is a specialty of some, and their powers can range from seemingly mundane to exceptionally great!

These items are rare, but they can do happen. Sometimes it's just a simple matter of being in the right place at the right time, while othertimes it takes money to purchase. Here in Sanctuary, we have a few ways in which magic items can be given out, as follows.

Unique Magical Item Custom Slots


On rare occasion, a colorist might open a Magical Item Custom slot or two. These are similar to unique items being opened up, but are granted a magical twist! People can try for these slots, and usually the form has what the item is, along with what magical property it will grant its wearer.

Custom Enchantment Slots


This is simply a slot where no colorist is actually needed. Instead, it can be opened by the RP Manager, who will let people compete for gaining a staff approved enchantment on a pre-existing item or simply enchanting the character itself (if no item is present).

Magic Shop Availability


Lastly, these items will be given away by either colorists OR RP Management in the form of a flaffle or in-thread giveaway or game. These items will have pre-defined powers, so people don't have an actual say on what ability they get, but they can compete for the item for whichever character.


Please Note that Magical Items are non-inheritable and their magic powers won't pass down! Even if someone gets an identical matching item during a breeding, unless they somehow win a way to enchant it using the aforementioned means, no offspring inherit a magical item. These powers are unique to the original owner of the item only. No exceptions.
.B r e e d i n g s



In Sanctuary, life is both a blessing and a miracle . . .and sometimes one heck of a surprise! There are a few Valewalkers and their resident guardians dedicated to encouraging growth and new life; in many cases, this is a natural event concerning a male and female that love each other very much. . . .the traditional birds and bees! But that is not the only way in which children are gifted. In some cases, a couple might be of two different species, they might be the same gender, or they believe themselves infertile. In such situations, it seems a miracle would be needed to bless the couples with children. Thankfully, their pleas are not ignored.

When any couple is expecting children, they will wake up to find orbs placed near them. These orbs dictate the number of children, and are a sign from the ferility Valewalkers that, like it or not, new life is definitely on the way! The orbs come in groups of two, up to four, and are usually colored to mimic what future offspring might inherit. This sign cannot be undone. No matter how far a parent runs, no matter where they go to hide, children are on the way, one way or another. What they do with the child after they receive it is entirely up to them, and if they choose to abandon it, so be it. But those orbs are a guaranteed sign that new life is fast approaching, so they had better be prepared.

For many, the orbs are a sign which guarantees pregnancy. For couples who are not of the same species, are of the same gender, or considered infertile, they might one day rise and wake to find the children sleeping soundly next to them; or in other cases, stumble upon a foundling or two that coincidentally are made up of similar colors and traits as the desiring parents! These foundlings are indeed blood related, and no different then any other baby in Sanctuary; they were simply helped along by magic.

This world is made of magic, and the spirits are always listening. Love is love, lust is lust, and all couples should have the opportunity of having children.

OOC: In case that doesn't make much sense, here's the rundown.

1. You win a breeding raffle. Raffles can be found in the guild here
2. You will be given 2-3 orbs, or if you're an elder, 3-4.
3. These orbs will be colored to give sneak-peeks of what the future offspring might look like. They do not specify gender, edits, or breed.
4. Every couple is a good couple -- we are OK with inter-species breeding, as well as homosexuality. This is a magical realm, and is not limited to solely male and female couples.
5. Each owner of the couple can keep one orb, per breeding, or they can give them away to friends, newbies, etc.
6. Owners cannot sell or make money off of the children -- all giveaways must be free and run in the shop.
7. Every SFS character has unlimited breeding opportunities. There is no max number of times they couple can breed true..
8. There is a six month cool down on couples. Because it's unlimited breeding, we put this in place so as to give other couples a chance to gain a family. This does not mean the OWNERS are on cool-down, just that specific character set. There will always be breeding opportunities in SFS, we just ask to share the love. Literally.

.U p c o m i n g....E v e n t s.

Hiring -- TBD
Grand Opening Event -- TBD
.I m p o r t a n t....L i n k s.


For additional information, rules, and explainations, please check out the following links in our guild.

The Searching for Sanctuary Official Guild

Breedings - To expand those family lines

Gambling Fields - Contests, Games, Giveaways

IC RP - For all your role-playing needs!

Customs - For all your custom dreams to come true

.T h e....S t a f f.


Owners:
Mindsend
Uta
Malhith

Colorists:
Mindsend
ATheart
Hanging Gallow
Elf Princess Flannery
Kaitaia
Seruta
NovaCracker

Tech Staff:
Malhith - Techstaff Manger
Uta - RP Manager
Nisshou H - Condition Manager
Roniel - Tome Manager & Certist
Tirokio - Assistant RP Manager

Familiar Colorists:
Amirynth
Azael_Rose

.B a n n e r s....&....A f f i l i a t e s.



.C r e d i t s.


Shop owners: Mindsend, Uta, And Malhith (M.U.M.)

Equid Pose sketches: Elf Princess Flannery
Orb Templates :elf Princess Flannery
Pet Templates: Mindsend
New Beginnings Write Up: Tirokio
Front Page Set Up: Uta
Fanart: Baddotcom

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