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This world is filled with islands
Little specks of sand
Mountain peaks in a cloudy sky

Each one's a different world
And so my sails unfurled
And I will raise my sails high




Steampunk Generation Guild



Intro || News || The Story of Ephraim || Laws of the Land
The People of Ephraim || Path of Citizenship || The Importance of Being Social || Becoming A Citizen
Built To Standard || Acquiring A Friend || Behind the Curtain || Making the Lists || Portals to Other Worlds
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20110807 Started the shop. Previews for the grand opening are in the sales section along with an advertising contest.
20110813 Grand opening event! Flaffle, Auctions, and a free raffle since there were no entries on the advertising contest. Also, Jynk's birthday!
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There was a time in history when the inhabitants of Ephraim
considered themselves alone in the universe. The believed
truly that they, above all other creatures, were loved best
by their god and they alone were the sole intelligent
force on their world.

They were wrong.

--Dr. Harold Abernathy, A Conclusive History of Ephraim



History wants us to believe that the war began
with the Protean Epidemic, that the Foundlings started the
uprising, backed by the Trueborn Aquarians. What historians
and teachers don't want to remember--or teach for that matter--is
that the tensions between the Aquarians and Terrans started
long ago, long before Lucian Vasnier was born.

--Giles McGreggor, The First Stone Cast



"It started with a fever . . ."
-Sayer Darkreef



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Nearly eighteen hundred years ago, Terrans shared their lands with their Aquarian cousins. Though it is unclear for certain why tension crept in between the two races causing the Terrans to force the Aquarians to the depths of the sea, many historians believe that it all began due to a misunderstanding. History has always proven that what is not understood is feared, and what is feared is hated. From that hate sparked a war and the result was the near extinction of the Aquarians before they fled deep beneath the waves.

The Protean Epidemic began sixty years ago, starting with a boy falling ill to what many first thought to be a new strain of influenza. Strangely, the boy seemed in good health despite the rising fever and lethargy he was overcome with. Doctors from around Ephraim came to examine the boy, yet none were able to diagnose the illness. Soon the boy fell into a coma and the attention to his strange case waned. A month later, a nurse was surprised to see the boy sitting up and healthy, though very different from what he'd been when he had fallen asleep. This was the last anyone saw of Lucian Vasnier.

Soon others began to succumb to the Protean Epidemic, falling into feverish comas and awakening as Aquarians, a race very alien to the people of Ephraim. Some of these patients were killed my feaful mobs, others simply vanished either to hiding or to government-run sanitariums. Things began to look bleak for these poor souls until something just short of miraculous happened. The Aquarians came back to reclaim their lost little Foundlings.

It did not take long for the old fears to settle in and war was once declared between the races. Terrans did not expect the Aquarian magics on the battlefield and the Aquarnas were ill-prepared for the Terran weapons and tactics. Neither side were winners and a shaky truce was put into action.

Peace holds for now, but there are whispers in the dark of organizations abducting citizens for unknown experiments. Many a rumor is heard of militants raising armies to strike back against the enemy, be it fish or walker. How long before the drums of war beat again?


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^Click for larger view.^
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Please Do
01 * Observe Gaia's TOS and behave appropriately!
02 * Listen to the staff and respect their decisions.
03 * Be active in the main thread, including RP and general chatter. We want to know you!
04 * Ask questions in the main thread, or PM them when appropriate.
05 * Be respectful when there is RP happening in the shop thread.
06 * Try to use proper third-person story format when roleplaying with others in the guild.
07 * PM the shop mule if you have an issue with another owner or the staff or a rule.
08 * Read the front page!



Please Don't
01 * Take or modify any art or graphics from this shop without expressed permission. Using your pets in signatures is alright.
02 * Start flamewars and arguments. If you have any issues, please PM the shop mule so that we may address the situation.
03 * Advertise other shops or threads in here, even for affiliation, unless in your signature. Affiliation requests should be PM'd to the mule for review.
04 * Use chatspeak in the shop as this makes it hard to understand you and annoys other customers.
05 * Dissuade others from questing or entering events. It's rude.
06 * Post in someone's journal/teepee/thingy without their permission.
07 * PM the artists. Any questions for them should be directed to the mule.
08 * Use fancy custom post styles and graphics. These are distracting and hard to read and may even annoy other customers. Please be respectful to the shop and disable post styles.
09 * Argue about the rules. If you don't like the rules, don't join the shop! Arguing may result in warnings. Warnings may result in banning.



Absolute Rules
01 * The word of the shop owners is final in all matters pertaining to the shop.
02 * There will be absolutely NO god-moding. At all. Period.
03 * Rules may be modified or added as needed.
04 * If the artist working on your pet leaves Gaia for some unforeseen reason, we will try to get your pet art from them, but please be prepared to accept art from one of the other staff artists. Life happens and we'll do the best we can in that situation.
05 * There are no limits on how many pets you can own from this shop, but please be fair to others who are new and do not have any pets of their own yet.
06 * Do not hassle the staff or artists about growths for the pets or breeding slots.
07 * There are no refunds.
08 * This shop reserves the right to refuse service.





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Sales Rules

01 * Check the front page for when the next occurring sales event is. Please do not ask in the thread about sales or PM the staff on obtaining one.
02 * Flaffle pets will be 10k. No arguments. You must have payment in full if you win, gold only. We don't have layaway here.
03 * Each flaffle will consist of 4 pre-made children: two boys and two girls. After the pets have been awarded and paid for, there will be a rolling to determine which of the four will be a Foundling. The owner has the right to pass on their pet being the Foundling. If this happens, there will be a re-roll for the Foundling.
04 * Flaffles will be announced a week before they are rolled for to allow everyone wishing to enter to get their preference list sorted out and their entry submitted. Once the flaffle is closed for rolling, there will be no late entries accepted.
05 * Keep all sales/events threads civil. If we catch you being an a**, you will be disqualified from entering the current event. If you are already a caretaker and we catch you being a jerk, you will be reprimanded according to how poorly you are acting. Just don't be a d**k to people.
06 * If you win a pet in a flaffle, you must sit out the next scheduled monthly flaffle to allow for others to have a chance at obtaining a pet.
07 * There will be no co-owning to cut down on future hassles and issues.



Auction Rules
01 * Behave yourselves for this event. All general shop rules and Gaia rules apply.
02 * No co-owning allowed for sake of RP purposes and fewer headaches for the staff.
03 * Please calculate your own bids. Bid posting should have the total, plus a list of what you are bidding if you are using items and their worth.
04 * Acceptable bids will only be pure gold, EIs (limit two of the same kind and worth more than 10k), MCs (limit two of the same item kind, three of the same type envelope, and older than 2010), RIG items from my (Jynk's) wishlist or worth more than 20k on the marketplace, Emeraldback Lion Mask, or Mini Nitemare Wings, or any combination of the above. Items are valued at lowest Marketplace price.
05 * The winner will be expected to pay in full within 24 hours of winning the auction.
06 * No discouraging people from bidding. No whining if you do not win. There will be other events.
07 * Any questions about the event should be asked in the shop.
08 * Auctions will take place in the guild.



Information for rules borrowed and tweaked from every other rp-heavy b/c shop out there. These rules are subject to change at any time without prior notice.
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"As surely as the Terrans expect their Aquarian
cousins to share the sea, they must learn
to share the land.

God help them."

--Lord Brekerly, House of Lords in Newhope





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There are only two sentient races that reside on Ephraim: the land-dwelling Terrans and the Aquarians hailing from deep beneath the oceans. Despite their obvious differences, these two races are actually species branched from the same family and are capable of interbreeding with one another.


Terrans
The land-dwelling race of Ephraim, the Terrans, are very human-like in their features. Their hair, eye, and skin colors are as diverse as one could find with a human, often with hair ranging from black to brown to blonde, skin varying from light to dark just as our skin would. Their eyes have the full range of humanoid pigmentation as well. Their society functions much like our own with various governments ranging from democracies to monarchies, and accordingly one might find it much easier to understand Terran culture than that of the Aquarians.

Aquarians
Aquarians stand out more due to their vivid coloring in eyes and hair, their fluted ears, and their most known ability of shifting into a form resembling a fish from the waist down. They are also capable of having inherit abilities of healing, elemental control, telekinesis, manipulation, and many other undocumented abilities. All Aquarians are telepathic with one another, allowing them to communicate while in their native waters, and a few are strong enough to telepathically communicate with Terrans as well. As Aquarians have longer life-spans, they breed less frequently, making it necessary to find a mate with their same heat cycle, or to mate with a Terran. The bulk of their society answers to their queen, though there are some who follow more tribal cultures.



Subraces

Baseline Terrans are Terrans that were born as Terrans, have no Aquarian blood to speak of, and will remain all their days as Terrans.
Trueborn Aquarians are Aquarians born as Aquarians, whether from an Aquarian x Aquarian pairing or a Terran x Aquarian pairing. They have never spent their lives as Terrans and are more gifted in powers than Foundlings.
Foundling Aquarians are Aquarians that were born as Terrans and underwent a change courtesy of the Protean Epidemic (also called the Sickness). Most of them come by this change through chance, suffering an immense trauma (mental and/or phyical), though some force themselves or are forced by others into the Sickness. They're not as powerful as Trueborns.
Touched Terrans are Terrans that were born as Terrans and underwent the Protean Epidemic without completely changing. They are essentially Terrans with the powers of Aquarians (some even have the internal gills, webbed fingers, and/or webbed toes). They are extremely rare to the point most don't believe in their existence, and they tend to like it that way.



How The Races View Each Other

Baseline Terrans
Trueborn Aquarians - They're arrogant and self-righteous, most of them. Their powers are a little creepy and I don't want them reading my mind. A few of them are worth keeping around, those that live in tribes, but the aristocracy can just go back beneath the waves and stay there.
Foundling Aquarians - Traitors, turning their backs on us to live beneath the waves. They're not even real fish, just pretenders their own kind don't even like. I'm sure some of them didn't ask for the sickness, but most act like they're so much better just because they sprouted gills.
Forced Foundlings - Why anyone would want to try and make themselves become a fish is beyond me. It's a ridiculous thing to do for an end result that isn't guaranteed. I feel for the ones who are forced into the sickness by other people, but the ones that do it to themselves are idiotic.
Touched Terrans - Do they even exist? I've never seen one and chances are, you haven't either. They're just a myth to try and make us feel better about having the land-walking fish around.


Trueborn Aquarians
Baseline Terrans - Lazy and deceitful. They chased us into the sea once, and only once. We will not be pushed off the land again. At least their seafarers understand us.
Foundling Aquarians - Our lost children, orphaned by history. We'll bring them back to us and remind them of our ways. Too bad they're tainted by their Terran blood. Most of them seem capable of accepting their heritage, though.
Forced Foundlings - Lowly creatures. They couldn't be happy letting nature take its course and foolishly tried to claw their way into a status they don't deserve. How dare they bring the sickness upon themselves and think they'll ever be a part of us.
Touched Terrans - Little lambs, lost little lambs. They're not completely Terran or Aquarian. We like them better than their b*****d cousins who forced themselves to be Foundlings, though. They're a rare sight, but welcomed. I've heard one of them has a secret...


Foundling Aquarians
Baseline Terrans - We used to be them until the Sickness and now they've turned their backs on us. Most of them have, anyway.
Trueborn Aquarians - The Aquarians say they want us with them, but they don't really. We're neither Terran nor Aquarian, but straddling both worlds.
Forced Foundlings - Who would choose this hell?
Touched Terrans - They don't exist. They're just some fairytale made up.


Touched Terrans
Baseline Terrans - It's easy to hide among them. We would be hunted if they knew.
Trueborn Aquarians - Accepting to a point. They would rather we truly didn't exist.
Foundling Aquarians - Our wayward kin. They would understand us if only they knew the truth.

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"The problem with society isn't a lack of
employment, it's a lack of people
willing to work for their betters."

--Lady Merita, overheard at a party

"Everyday, more people join the employment lines,
hoping to get lucky. All they need is training."

--excerpt from Views On Living in Newhope


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Boarding schools are not an uncommon occurrence in the world of Ephraim, whether they are to house and educate the children of the privileged, or to serve as orphanages. Some boarding schools serve both purposes. Most boarding schools across the globe are only for Terrans. A few are for Aquarians. There is only one that hosts both races.

Miss Whipplewacket's Floating Reformatorium for Boys and Girls is a large multi-story houseboat that was converted into a boarding school. Located in Verial of Cyrillus, the school is home to both Terrans and Aquarians, as well as a mix of children from priviledged families, poor families, and those without families. They are housed and educated to become productive members of society.

Run by Mrs. Overhill and Mr. Underhill, the school has a strong faculty of teachers and staff to see to every child's need. The school is able to provide a wide range of curriculum thanks to funding by the Terran Lord Hallowshire and his counterpart Aquarian Lady Eventide and many of the students housed within the school have graduated into productive members of society, performing a variety of jobs across the globe.

Children are required to stay at the school until a month after they have reached their teen years. At that point they can either leave to make their own way in life, or stay to further their education into adulthood. If the student stays until adulthood, they must leave the school within the first month of their having become an adult to make room for new students.

Students wishing to find jobs on particular career paths must attend all of the required classes for the job they wish to obtain. Those that simply skate by may graduate, but will likely not hold the glamorous jobs like those that work hard at their studies. Extra credit courses are also offered to aid in obtaining the necessary credits to win an internship within their desired career.



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There are six classes that inhabitants of Ephraim fall under. Each one has its advantages and disadvantages. Classes are predetermined and can not be changed. Some classes are only available through events and special means, and others are only npc positions.


Citizen (Available through flaffles, events, auctions, and customs)
This is the most common class. All children start out as this and reveal their true classes as teenagers, though some inhabitants of Ephraim remain as citizens all their lives. Citizens are able to perform a variety of jobs, being rather like a jack-of-all-trades, though they are not as prone to wanderings as some of the other classes are. Common jobs found among this class include but are not limited to engineer, shopkeeper, innkeeper, farmer, and criminal.

Wayfarer (Available through flaffles, events, auctions, and customs)
The second most common class and, by far, most adventurous. Once an inhabitant reaches their teenaged years, they can choose to become wanderers, setting out over the high seas or traveling the back roads of the countryside. While Wayfarers have the easiest time getting from one place to another, they are often met with distrust and occasional hostility. Jobs that are are common among this class are traders, pirates, explorers, and entertainers.

Tribal (Available through, events, auctions, and customs)
Hailing from the Old Kingdoms of Ashintao, the plains of the Kurian Territories, or from deep beneath the waves under Treyon, Tribal people are somewhere between Citizens and Wayfarers, being made up of equal parts of wanderers and homebodies. This is the only class that can be present in children besides Citizen. Strongly steeped in traditions and having a sense of pride that rivals that of the Royals, this class is also the most persecuted, often seen as less than dogs or as annoying insects to the other, more cultured classes. Many of the more common jobs among this class include shamans, storytellers, hunters, and warriors.

Aristocrat (Available through, events, auctions, and customs)
Highborn and just on this side of any real power, they make up the bulk of the so-called ruling class. Often living a pampered and spoiled life, many of them balk at the thought of real work or getting their hands dirty. They can often be found filling the roles of socialites, scholars, priests, and artists.

Authority (Available only to staff as NPCs)
This is the conglomerate of the people that keep the peace of Ephraim. Gruff and no-nonsense, those of the Authority class are seen as bullies by the other classes. In truth, the Authority members see it as their duty to keep the peace and uphold the law by any means necessary. They proudly count among their numbers soldiers, police, spies, and government agents.

Royal (Available only to staff as NPCs)
The top of the food chain, the creme de la creme, these are the movers and shakers of Ephraim. The Royals are the lawmakers and rulers of their respective cities, territories, and countries. While there is no higher word than theirs, many do take the advice of Aristocrat and Authority members. These privileged few enjoy such careers as concubines, kings/queens, courtiers, and cardinals.



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Thanks to Ephraim being a complete world, there are numerous jobs available to all inhabitants of any class. Any job can be held by any inhabitant, but the title of the job changes from class to class, as well as the duties of the position and the meaning behind the job. Below is a list of the available jobs and their titles across the classes.

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Jobs are not so much chosen as they are earned through role-play, being a perk and incentive to have your inhabitant interact with others. While your inhabitant is still in the child stage, they will be attending school and the classes they choose will determine the outcome of the job they gain as teenagers. For any inhabitants that do not wish to participate in gaining a job will have their class set to Citizen and given the job Commoner to denote a non-rp inhabitant.

There will be a list of what classes to take to acquire desired jobs in the guild later.
Info on RP | Info on Groups | Info on Breeding

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"Social interactions amongst the Aquarians
are largely unknown due to the reclusive nature
of most of their race."

--Professor Gerald Jucio, Racial Tension: The Great Divide

"One of these days, those fish will have to
just get over themselves and learn to get along with us."

--overheard in a bar in Nurit




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Roleplay is not and never will be required here at SG, but it is strongly encouraged.There are certain perks for participating in roleplay, such as discounts to reworks and bonuses to breeding. While we encourage roleplaying, we do ask that you keep in mind your fellow owners and write as clearly as you can making what you say as literate as possible. For all guild roleplay, we ask that you post in story format. The only exception to that would be if posting an AIM roleplay log, and even then we would prefer a story format, but won't require it. Please be sure to use well constructed paragraphs. A paragraph is a minimum of three sentences and all roleplay posts must contain at least one paragraph to count. No "walls" of text, please, by which I mean don't include several paragraphs worth of text without breaking it down into appropriately-sized pieces. Readability is key. Below are a few guidelines for roleplaying with your character.

01 * Observe Gaia's TOS and behave appropriately!
02 * Do not god-mode at all. Your character is not omnipotent.
03 * No inappropriate storylines. This includes rape, incest, and roleplaying anything that is not PG-13.
04 * Staff members reserve the right to not only lock inappropriate roleplay threads, but delete them.
05 * You may not kill another person's character. You may not injure them without permission.
06 * For all fight sequences, please use a RNG with possible outcomes. Here is an example.
07 * Remember the time period is the Victorian Era and stick to it. While there are some anachronistic items in the world of Ephraim, there are no cell phones or internet. Please abide by the technology offered.
08 * Keep roleplayed scenes within the social context of the time period. There will be a list of what is and is not against the social norms of society located in the guild.




Trait Statistics

Although the stats don't mean much outside of roleplay or events, for those inhabitants that rank higher in stats will get bonuses in breedings and discounts for reworks and pets. Everyone starts with one free point in all traits and owners are allowed to assign their points how they wish, twenty points for flaffle and event inhabitants and thirty points for auction and custom inhabitants. There are six traits to assign points to: strength, charisma, wisdom, intelligence, luck, and stamina. Please keep in mind what sort of personality, powers and/or skills, and job your inhabitant will have when assigning points.




Powers and Skills

Due to the unique nature of Aquarian physiology, many are born with a variety of powers in addition to the telepathy they all have. To counter this, Terrans have developed skills, some innate and some learned, to keep pace with their aquatic cousins. All Aquarians will have access to any power, likewise, all Terrans have access to any skill. Some they are allowed to have from the beginning, others must be learned or earned. You may find a list of powers and skills along with their descriptions here.

Powers and skills are to chosen when you obtain your inhabitant. You can pick whichever you like within your inhabitant's range, but keep in mind what sort of character you want them to be and what powers/skills will work best for them. More powers/skills can be obtained through roleplay and events. The list below will explain your character's range for selecting their beginning powers and/or skills.

Flaffles - access to common powers and skills
Events - access to common and uncommon skills
Auctions/Customs - access to all powers and skills

A starting Aquarian can pick one power and one skill from their highest level of access. Terrans can pick two skills from their highest level of access (with exception of Touched Terrans... who operate like Aquarians). Both are allowed to exchange a power or skill of their highest level for two of the next lowest level, if they have access to more than one level. For example, a Terran obtained from an event could have 2 uncommon skills, 1 uncommon skill and 2 common skills, or 4 common skills.



Available Technologies

As this shop's theme is steampunk, the available technologies are set within the limits of the Victorian Era with some tweaking. There are no cell phones and there is no internet. Below is a list of approved technologies available to the characters to utilize for roleplay. If you there is a technological item you would like your character to have, please PM the shop mule or me (Jynk) for approval.

Transportation
Steamboats - Although not the fastest way to cross the vast oceans of Ephraim, it is, by far, the most popular. Even Aquarians often times prefer it to swimming the great distances between countries. Like miniature cities, the upper class enjoy luxury and abundance above decks while the lower classes muddle through cramped quarters below decks.
Airships - Faster than locomotives and steamboats, but far more expensive, airships are seen as safer, being able to fly over most of the dangerous areas. However, they have their own dangers as many who utilize their service risk tangling with air pirates.
Locomotives - The preferred way for travel by land between cities. While most railways are not able to cross the vast oceans of Ephraim, there are a few underground tunnels between countries that are only separated by a canal or channel.
Subway System - These underground trains exist only in the cities and are an inexpensive, though sometimes dangerous mode of travel through the city.
Bicyles - Cheap and effective, these can be seenin cities and rural areas as a means of transportation.
Horses and Horse-drawn Carriages - Faster than bicycles, these are the preferred method of travel for most farm villages, though they can still be seen in the cities as well.
Automobiles - For the wealthy or the very creative tinkerers, this is a faster mode of travel in and between cities than horses, though much slower than locomotives and subway trains.
Ludrin Hounds - While technically not technology, these enormous dogs are listed here as a means of transportation. However, they are only available to native citizens of Treyon, their spouses, and their children, as the Hounds are rarely seen away from that country. They are horse-sized, shaggy white dogs that are the only way to travel across the arctic lands of Treyon.


Communication
Pony Express and Postal Mail - Although slower than most of the avenues of communication, still one of the most preferred means of communication between two person, simply because it is affordable to all people. Pony expresses are found mostly in the rural areas and territories, while cities boast more sophisticated postal services.
Telegraph - Quicker than simply sending a letter, though limited somewhat by the information a telegram can contain, this is still a relatively inexpensive (although slightly more costly than the postal mail) way to send messages between people. However, telegraph lines do not carry yet across the oceans, though some have been installed in the underground tunnels used by locomotives to travel under canals and channels. A telegraph is also more versatile in that one can be sent from a telegraph depot, grocery store, post office, or newspaper office.
Telephones - Expensive and not common, these are usually only found in the homes of the wealthy, in offices of corporations, or in government offices. Some middle class families do have them as well, however, and there are public payphone scattered about in the larger cities, as well as police callboxes on street corners.
Photography - With the invention of the photograph, people are learning the value of recording history. Aside from portraits being taken for family mantles or company walls, many newspapers and magazines are finding the advantage of having pictures to accompany their articles.
Cinema - Since the first film was shown, "moving pictures" have become not only a source of sharing news items with larger audiences, but also entertaining the masses. Since there has not yet been a way to record sound with the film, soundtracks are often provided to the theaters to play on phonographs, or music sheets are provided for piano accompaniment.
Phonographs - Whether the wax cylinder recordings are speeches or musical scores or audioplays performed by actors, there is something for everyone. Not cheap, these will not be found in lower class homes, but many boarding schools, universities, and libraries have them, finding their value as teaching tools advantageous.
Radio - Although the radio waves are not are not far reaching, most cities have between one to three radio stations, depending on the city's size, and the signals from them can be received in outlying towns. Large and heavy, these are usually a focal point of many homes lucky enough to have one and are one of the best ways to receive news reports or entertainment.
Television - Like radios, these are large and heavy appliances that, should a family be able to afford one, are the focal point of the home. These are only available in larger cities that can boast having a television studio or two, sometimes even three. Again, like radios, these are marvelous sources of news and entertainment.
Computers - Incredibly large and heavy, these machines are only found in science laboratories, government offices, military installments, and universities. There are two types of computers: difference engines and analytical machines. Difference engines are mostly for calculations, while analytical machines are meant for actual programing, storing of data, and many other functions. Both are programmed with a series of punch cards containing instructions and data. Not many people are trained in programing the computers or understand their printouts, so the any building housing one of these machines and a programmer is closely guarded.




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Learning to survive together is a big part of life on Ephraim. Whether belonging to gangs, tribes, crews, or societies, having social interaction is important. Many Aquarians rely on social groups to locate corresponding mates as well as create a network of friends to rely on in times of trouble. Terrans are no different in this respect, choosing to band together to make hunting for food easier, to crew ships for vast travelling, or to organize criminal activities. Lone inhabitants are not unheard of, but goups do have the advantage of always having someone that will watch their back.

Being part of a group is not necessary to enjoy the shop or your inhabitants, but it does help in finding ready roleplay partners for plots or breeding. Creating a group is easy; simply decide what sort of group you will be putting together and create a recruitment thread. There are also groups run by NPCs that your inhabitant can gain membership to through roleplay.

Types of Groups
Tribe - This group really is mostly available to Tribal class inhabitants, but can have members of other classes so long as a Tribal class inhabitant was the founder and leader of this group. They are mainly hunting parties, set out to gather food, or can be scouts. Some are simply bands of young Tribal members that are needing a place to belong.
Gang -This group is open to all classes and is mainly for those wanting to engage in criminal activities. They can be street thugs or a more organized unit of thieves.
Crew - This group is open to all classes and is for those like-minded individuals wanting to operate a mode of transportation, be it a steamship, an airship, a locomotive, or an old fashioned brigs. They can be merchants, fishermen, or pirates. Must be founded and led by an inhabitant with a sailor job branch.
Family - This group is open to all classes and is sort of a catch-all group. It can be made up of actual blood relatives, or just like-minded individuals that share a common bond, such as traveling together.
Brotherhood - This group is open to all classes, but must be approved by the shop mule or me (Jynk) prior to recruitment. The purpose of this group is to have a place for shady individuals to be able to gather and plot their intrigues. This group must be founded and led by a Aristocrat class inhabitant, and must also have a list of guidelines by which they operate as well as an initiation ritual (nothing too over the top, please.)
Coterie - This group is mainly for the Aristocrat class, but can be open to other classes. It must be founded and led by an Aristocrat class inhabitant. Mainly this group is for like-minded socialites and the wealthy, but there is room for other classes for the wealthy always have need of bodyguards and lower classes to do their bidding.
League - This group is open to all classes and must be founded/led by an inhabitant with of the scholar job branch. It is for individuals looking to gather in the name of further learning, exploration, or experimentation.
Congregation - This group is open to all classes, but must be founded/led by an inhabitant of the priest job branch, and must also be for one of the four established religions. All congregations must have a set of doctrine laws and at least one prayer ritual. If a congregation wishes to follow a new religion, pm the mule or me (Jynk) for approval.



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Probably one of the most important reasons to socialize with others is to find potential mates. This is holds more true for Aquarians than Terrans due to their heat cycles. In order for a couple to breed, either as a fling or as a married couple, there must be at least one guild roleplay between the couple establishing that they have a romantic relationship. I have included a Breeding FAQ below.



What is the cost of the breeding?
The breeding costs 30k to be divided up between the owners however they wish.

At what stage can inhabitants of Ephraim breed?
The acceptable stage is adult, but give the Victorian Era setting, teenagers can have children as well.

How many children can they have each breeding?
Adults can have two children, with a chance of three if their stats are high. Teens typically have one child with a chance of two if their stats are high.

How many times can a given inhabitant breed?
They may only breed four times in their life. You're welcome to keep one child from each breeding, though we do encourage owners to share their children with others.

Can we sell/trade/give away the children?
You may NOT sell or trade the children of your inhabitants, but you can give them away to friends/newbies or have approved contests to give them away in.

How often can a given inhabitant breed?
All inhabitants must wait a month after becoming teens (or adults if the adult stage is the starting point of their life) before they are eligible for breeding. Terrans can breed at anytime there, but Aquarians may only breed once every four months.

Aquarians can only breed once every four months? Why? How do you determine the months?
Due to the fact that Aquarians have so much longevity, their breeding cycles have slowed down and they now are only fertile, both males and females, once every four months. When you get an Aquarian, a random number generator will be rolled to determine their heat cycle.

Is there a way to breed Aquarians outside of their heat cycles?
Yes, for Aquarians that have Terran mates or Aquarian mates of a different heat cycle than their own, there will be a special breeding raffle once a month, usually before or after the normal breeding raffle. A couple may only enter one raffle or the other.

How long must an inhabitant wait between breedings?
Terrans must wait two months before their next breeding. If a Terran wins in August, they must wait till November before breeding again. Aquarians, however, having heat cycles, must skip their next available month. If an Aquarian wins in August (if that is their heat cycle), they must wait until February. Please refer to the chart below.
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"One of the few moments of peace of mind for Terrans
these days is the knowledge that they still out
number the Aquarians."

--Nicholas McFerin, Cenus Council




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Sales Rules

01 * Check the front page for when the next occurring sales event is. Please do not ask in the thread about sales or PM the staff on obtaining one.
02 * Flaffle pets will be 10k. No arguments. You must have payment in full if you win, gold only. We don't have layaway here.
03 * Each flaffle will consist of 4 pre-made children: two boys and two girls. After the pets have been awarded and paid for, there will be a rolling to determine which of the four will be a Foundling. The owner has the right to pass on their pet being the Foundling. If this happens, there will be a re-roll for the Foundling.
04 * Flaffles will be announced a week before they are rolled for to allow everyone wishing to enter to get their preference list sorted out and their entry submitted. Once the flaffle is closed for rolling, there will be no late entries accepted.
05 * Keep all sales/events threads civil. If we catch you being an a**, you will be disqualified from entering the current event. If you are already a caretaker and we catch you being a jerk, you will be reprimanded according to how poorly you are acting. Just don't be a d**k to people.
06 * If you win a pet in a flaffle, you must sit out the next scheduled monthly flaffle to allow for others to have a chance at obtaining a pet.
07 * There will be no co-owning to cut down on future hassles and issues.



Auction Rules
01 * Behave yourselves for this event. All general shop rules and Gaia rules apply.
02 * No co-owning allowed for sake of RP purposes and fewer headaches for the staff.
03 * Please calculate your own bids. Bid posting should have the total, plus a list of what you are bidding if you are using items and their worth.
04 * Acceptable bids will only be pure gold, EIs (limit two of the same kind and worth more than 10k), MCs (limit two of the same item kind, three of the same type envelope, and older than 2010), RIG items from my (Jynk's) wishlist or worth more than 20k on the marketplace, Emeraldback Lion Mask, or Mini Nitemare Wings, or any combination of the above. Items are valued at lowest Marketplace price.
05 * The winner will be expected to pay in full within 24 hours of winning the auction.
06 * No discouraging people from bidding. No whining if you do not win. There will be other events.
07 * Any questions about the event should be asked in the shop.
08 * Auctions will take place in the guild.



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Event Info

01 * Check the front page for when the next occurring event is. Please do not ask in the thread about events or PM the staff about when the next one will be.
02 * Events will consist of a flaffle, at least one auction, and a a number of games to be announced during the event.
03 * Each event will have a predetermined theme. This theme will reflect what the inhabitants from this event will look like.
04 * Event games will be free, unless otherwise noted.
05 * Keep all sales/events threads civil. If we catch you being an a**, you will be disqualified from entering the current event. If you are already a caretaker and we catch you being a jerk, you will be reprimanded according to how poorly you are acting. Just don't be a d**k to people.
06 * You may only win one free inhabitant per event and may only win one auction per event.
07 * There will be no co-owning to cut down on future hassles and issues.


Next scheduled event: Now! Winner to be announced on August 15th @ 11pmCST!

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^You'll be trying for this guy.^



Simply use the code below to enter. One entry per person. No proxies. No mules. This raffle is free and will last until 11pm CST on Monday, Aug. 15th. Anyone is free to enter, even if you entered the flaffle and auctions in the guild. Entries need to be posted in the shop.

[size=18][color=violet]I want to swim the Everblue! Land is for idiots![/color][/size]


The List

01 Fawnzy
02 moonlit-raven
03 saedusk
04 AnimeEyeshime
05 ladyfirefox89
06 DemeterJade
07 JacobsLadderStitch
08 Lirende
09 the menacing zebrula
10 irishgirl1017
11 Chinen Yuuri
12 Exhalt
13 Nukido
14 Kailey Koreco
15 Teh_Sil
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"Almost everyone wishes they were someone
they are not. A lucky few manage to get their
wish. Everyone else merely plays the part."

--Neera Coralsong, Actress



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Reworks are a semi-custom option to allow owners to buy edits for their inhabitants from jewelery to completely new outfits. This is a way to add to pre-made inhabitants or vastly change their looks to suit their character more. This allows for owners to more or less adjust their inhabitant's looks or change or add to them over time to make a pre-made inhabitant more of what they had in mind.

Prices to be determined.




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Ever wanted that perfect ideal inhabitant, or perhaps a cosplay? This is what customs are for. There will be more information here as this section opens up.

Prices to be determined.
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"So many homeless animals clutter the streets
these days. It's a wonder we're not overrun by them."

--Miss Elizabeth Argenta, Socialite




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What is life without companionship? For inhabitants feeling lonely, we're happy to offer up pets to make their lives feel a bit more complete. All pet types are available to all inhabitants, but an inhabitant may have only one pet. Each pet costs 2k for a premade, 3k for a custom, and 4k for an edited custom.

To obtain a pet, simply watch for announcements for pet flaffles or raffles for custom pets to be held in the guild.
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Jynk | Owner, Head Colorist
Manda | Colorist
Kailey Korenco | Colorist
Roots of the Cosmos | Makes sense of Jynk's ramblings, RP Helper
II--Gen3sis--II | Motivator, RP Helper
kaliskanny | Event Manager
sage_the_vampirc_angel | RP Helper, Asst. World Builder
lysia_nyteblade | RP Helper


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»All contents of the shop, except where otherwise noted is copyright Jynk. The ideas within are original and belong solely to her.
»Lyrics snippets for the banners and intro post flavor text are copyright Abney Park. No infringement intended.
»Lineart templates were created by Taro Rae. All edits, coloring, and certs were done by Jynk.
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If you're here, you've done something spectacular to be noticed by our shop and honored for it.

»Taro Rae | Created the wonderful lineart for Steampunk Generation
»JulianMoMo | Helped out with consultation and advice during the shop's creation
»Samus X | Helped out with consultation and advice during the shop's creation



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If you're here, you've done something to irritate us enough to be temporarily banned from entering all sales and events of any kind, including customs, reworks, and breedings. You will also not gain any stats for RPs during the months you're on this list.

No one has made this list, thankfully.



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If you're here, you've done something to irritate us enough to be banned from the shop. You will no longer be allowed to participate in any dealings with the shop including, but not limited to flaffles, customs, auctions, events, or any other way to obtain new inhabitants. You will no longer be allowed to participate in the shop thread or guild or roleplays. All breeding agreements your inhabitant(s) had will become null and void, including lifemate/marriage agreements.

No one has made this list, thankfully. Let's keep it that way, please.
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"I'm not entirely sure I believe there is
life on other planets... but then we didn't think there would
be other intelligent life here, either."

--Professor Gerald Moriarty, Department of Astronomy at Midsur University




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We would be honored if you would like to link to our shop.

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[url=http://www.gaiaonline.com/forum/breedable-changing-pets/t.73820383/][img]http://img.photobucket.com/albums/v117/Jynkies/steampunk generation/shop_link.jpg[/img][/url]



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