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11.20.14: A major update has come to be on Tendaji: character limits have been lifted and custom rules and routines have been updated! Check out the rest of the first page, or the guild for the new rules set into place.

11.8.14: Chapter 6: Alliance has come to an end! The Obans have given up their war of conquest, and unwillingly released their Matori slaves. For more Meta Conclusions click here.

10.1.14: Chapter 6: Alliance is now up! You affect the outcome of the battle to come! Every post counts, every action could influence the outcome of the war - be creative, and show us your best! Check it out HERE.
9.22.14: Tendaji is opening up registration for Meta Chapter 6: Alliance, coming up next week! Now is the time to declare your alliance, and where your character will be during the Meta. Check it out HERE.
9.13.14: Tendaji opens up a new contest for newcomers (those who currently do not own any characters) as well as a recruitment contest for current members! All this can be found HERE.
9.08.14: Tendaji's Finder's Keepers starts at midnight, play for the chance at Shop Items, Fairground items, and two new characters who are NOT bound by slots!! Check it out HERE.
9.07.14: Tendaji's Battle of Neued Event closes, and we see the winners of the event! Congratulations!
9.01.14: Tendaji's Advertising Contest and Item Creation Contest have opened on page 2!! Click HERE to check it out! We look forward to seeing everyone's entries!
8.30.14: The Battle of Neued Oban and Shifter events have been extended by one week, and now close Saturday, September 6th! The Versatile Prompt, meanwhile, has closed and all entrants will be awarded! Thanks for participating, guys!
Also be sure to keep an eye out for new events that will be dropped September 1st and September 6th!

8.13.14: Tendaji's The Battle of Neued Event starts now! Check out the prompts, found here, for your chance to win a Fire Earthling or a Shifter prentice; or the chance to earn a Versatile Point for growing a character of your choice!
08.09.14: Tendaji's CYO Plush Event closes! Congrats to all our winners on their new familiars!
07.18.14: Tendaji's CYO Plush Event opens!
05.12.14 - 05.28.14: The After the War: War Orphans event starts and slots open. We got some new users in, and saw some familiar faces!
03.31.14: The meta is officially over! Tendaji may have lost the battle, but they gained fire earthling! Check out pg2 to see how to get them.
02.26.14: More changes are forming in Tendaji's rules. Check them all out on pg'38.
01.25.14: War has come to Tendaji with the unveiling of our Chapter 5 Meta: Invasion. Will you stand with us? Check out the details on pg1168.
01.24.14: The last part of our updates is finally released and on pg 1168. You can find the new growth requirements in the Stages and Growth thread in the guild.
01.20.14: After careful consideration, we've decided to revamp the growth quest system. Changes can be found on pg1157
11.06.13: Big news in Tendaji today! The battle system has been slightly updated on pg 1021… and… Beast Taming has been added to Tendaji on pg 1022 as a "Happy 1000 Pages" present! Go check it out!
10.10.13: Kan's laptop is still out and will be for another few weeks... annddd Kan could use a break anyways, so Tendaji is hiring! Check it out in our Hiring Thread.
10.04.13: Kaname's laptop is getting old and looks like it's going to be out of action for a little while until she gets her screen issues settled, so she'll be going on a small hiatus until then. RPing will still continue as normal, as well as our Halloween event, but any new growth requests will be put on hold.
09.19.13: The Meta chapter is officially OVER and regular RP can resume. We've also added a new and improved Adoption Center to our guild! Go check it out!
09.16.13: We've added one small rule to the rules thread in the guild. We're starting to develop a little bit of a potty mouth here and we want to n** that in the bud.
09.04.13: Our character availability rules have been altered to better suit our owners! Check it out in our forum rules.
08.15.13: Our fourth chapter of our meta is underway and in full swing and we've upped the fun: Meta participation can now result in versatile points!
07.29.13: Our Alkidike celebration is winding down and coming to an end tonight and out newest familiar winner has just been announced: the Scorra! Our next Meta chapter is open for sign ups right now and will begin on August 12th!
06.28.13: Maglardilla have joined our ranks as Tendaji familiars! The flora and fauna sections in the guild have also been fully updated and you can expect much more updating to come in the near future.
Don't forget to stick around for our Alkidike Celebration event in a couple of weeks!

06.14.13: Our string of Celebration Events start Monday, June 17th! Come join us for some fun.
06.08.13: jayoku has joined us as the Battle Manager as well as the item and flora/fauna artist!
06.05.13: Our Spring Cleaning Event is over and Tendaji is HIRING! Check out our hiring thread here.
05.18.13: Our Spring Cleaning Event is now in action! We have plenty of little darlings that need homes and lots of love so get one while you can heart
05.07.13: Due to an overabundance of little mixed cuties in our questing threads, we've put an availability chart in the quest forum along with the number of characters already established for the convenience of our owners/future owners.
04.27.13: Our Seven Sins Event is finally over and we're back to plotting for more. Stick around; we plan to have another in a few weeks heart In the meantime, our custom slots are open! Anyone can grab one, so join in on the fun.
04.18.13: We've created a new tumblr account as a collection of all the art and development of our shop. (link in first post)
03.11.13: Our Seven Deadly Sins event has started; check out page 2! And to top it off we've updated our rules on growth requirements. Check out pg 557 for more details.
01.13.12: We are currently searching for 6 Guest Artists for our next event, which will be based on the Seven Deadly Sins. For more information or to apply to be one of our artists, please take a look at page 2!
We have also added another Stage to the ranks. Your character may now become: Immortal.

12.26.12: Our Winter Event is currently underway! Check it out on page 2.
We will soon start hunting for 6 Guest Artists to be a part of our next event, so keep your eyes open for that!
Also, take some time to check out the updates to the World and Familiar sections of the thread. c:

12.01.12: Many many things have happened in Tendaji! Chapter 3 of our META, "Zena" has come to a close with many new discoveries. A new race of Earthlings, the Ice Tribe has been discovered as well as a new region: Zena. We've finished updating our battle system, and we're working on more events!
07.25.12: Chapter 2 of our META, "Sauti" has come to a close with many new discoveries! A new race of Earthlings, the Wind Tribe has been discovered as well as a new region: Sauti. Our Mini Event is already underway, so check it out on page 2!
07.16.12: Chapter 1 of our META, "Intrigue," came to a close on Sunday. Chapter 2: Sauti is scheduled to begin this Wednesday, the 18th! The Sign-Ups for the META will remain open from now on, so any characters may join the current chapter at any time. You can find the sign-ups in the Guild, here.
Following the close of Chapter 2 will be a Mini Event, so be sure to stay posted for more details!

06.21.12: Our Grand Re-Opening Event finally came to a close on Tuesday. Congratulations to all of our winners, and thank you to everyone who participated. We're so excited for the future of this little shop!
In the meantime, we're gonna continue right along with the beginning of our META event! Sign-Ups are open now through next Thursday [6/28].
Approved Quest Characters are welcome, so if you don't have a character yet, there's still time to jump on board.
Sign-Ups can be found in the guild, here. We hope to see you there!

06.05.12: The Grand Re-Opening Event is under way! You can find the CYOA here. All other events are located on page 2.
06.03.12: The Event Calendar is now up and ready for reading! Details will continue to be added throughout the day today and tomorrow, in preparation for the beginning of the event on Tuesday!
Also, a section of Non-Battle Classes has been added. Changes have been made to the Growth Requirements for those that decide to opt for a Non-Battle Class.
You can now also read up on some of the Fauna on Jauhar, Chibale, and Tale. Keep an eye out for the Familiar Creation Contest, upcoming with the Grand Re-Opening Event.

05.27.12: New thread. New Start. Hope everyone's as pumped as we are! =D The Grand Re-opening Event is scheduled to start on June 5th.
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.|| In the guild, you can also find a complete list of Forum Rules.
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Hundreds of years have passed since the destruction of the modern world. However, the segregation and individualistic mentality that resulted from Judgment’s actions left a xenophobic, battle-minded world in its wake.

Citizens of Tendaji are incredibly loyal to their own tribes. Survival depends on cooperation between every member of the small societies. Strangers are a cause of worry for each species’ unique way of life, as well as to a tribe’s livelihood. Because of this, children of mixed race are incredibly rare, and struggle to find acceptance within their tribe.

Other groups threaten to take over the relatively meager resources that can be found in each part of the world. Thus, physical battles have become the primary tactic for resolving conflicts. Although murder is still punishable within individual societies, killing is common, and often necessary, when defending food or land from others.

Because of the preoccupation with one’s immediate surroundings, very little of Tendaji has been explored. In fact, it was only very recently that the tribes living in Jauhar and the Leaf Tribe in Tale became aware of one another. Because of this new, frightening and amazing discovery, the Alkidikes, who feel entitled to the land on which they live, have taken it upon themselves to begin exploring the rest of Tendaji.

Who knows what else may occupy their expansive home…


To see the full History of Tendaji, click here.
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Jauhar, Tendaji’s rainforest, is teeming with evolved flora and fauna. The trunks of trees and plant species that grow near the forest floor are dark shades of blue, purple, and red. The myriad fungi, however, have a tendency to glow, throwing small patches of the constantly dark world into pools of soft, neon light. Colorful crystal formations can be found just about everywhere, clinging to trees, the undersides of mushrooms, and, occasionally, sprouting straight up from the hard, black soil. [read more]











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Tale, the Savanna region of Tendaji, is composed primarily of dirt and soft, off-white sand. The earth is extraordinarily cushioned here, like a bird’s down to the touch. All of the plants, grasses and trees alike, have deep roots in order to reach water hidden underground. Thus, removing them from their standing-place is nearly impossible. [read more]











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Located on the two islands west of Jauhar, Chibale Island is the home of all Alkidike. Their grounds are firmly protected and house the sacred Tree of Aisha, the birthplace of this strange species. Alkidike that have moved off Chibale return once a year for the sacred ritual of Creation, such a heavily kept secret that no one knows what goes on during this time. [read more]











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Sauti is an expansive and mountainous region inundated with purple, grey, and mossy green hues. The air here is cool compared to the regions of the southwest. The air itself seems to take on a golden hue, as though the sun is being filtered through a sort of mist. The earth itself is dense and craggy, unfit to support a large variety of life. [read more]











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The region of Zena occupies the north-eastern most part of Tendaji. As such, it is undeniably the coldest area in the land. The rocky, mountainous terrain is almost always covered in a thick layer of ice and snow, making it a beautiful, yet treacherous place in which to live. [read more]














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The nation of Oba holds the largest amount of inhabitants not just in ratio to its size, but in raw numbers as well. Oba holds more than half of Tendaji's total inhabitants, its cities large and well equipped to handle the massive amounts that reside there. Their buildings are very seldom one story, many in the largest cities stretching toward the sky enough to hold ten to fifteen families per building. Their homes are mainly made with clay packed together, but it is reinforced with wood in order to sustain the growing upward habits of the cities. [read more]











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Matori is the smallest area in Tendaji, surrounding a large inlet in the south-eastern end of Tendaji. The entire nation is nearly all coastline and beach, leading to tropical lives and culture. The buildings of Matori are small and clustered together, with breezeways and open designs to allow for airflow, but can be closed up when the rains come. [read more]
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Long, pointed ears, black, bug-like eyes, and antennae characterize this completely female species. This unique band of sisters originates from Chibale Island. Although they return to Chibale to breed and perform spiritual rites, the Alkidikes have settled in Jauhar, the rainforest on the mainland. These women feel entitled to the land and do not appreciate having to share their home with the Shifters.[read more]







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The Shifters comprise a small, rudimentary tribe dwelling in the heart of Tendaji’s rainforest. This race’s most distinguishing trait lies within their skin and eyes. Both features change from light to dark with the rising of the sun, and back to light in the evening, to match the silvery shades of the moon. [read more]







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This race of long, pointy-eared people has developed a chiefdom level society in Tale, Tendaji’s Savanna. Life in Tale can be trying and rough. As a result, this race has developed a profoundly deep, unwavering respect for the land on which they live. [read more]







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The people of the Wind Tribe most clearly resemble the humans of the 21st century. Of course, the inhabitants of Tendaji are unaware of this fact. They are a nomadic people and can often be seen laden with bags and satchels of various shapes and sizes. Sauti is a perilous land, incapable of supporting life in one single area for an extended period of time, so the wandering members of the Wind Tribe carry everything they need with them at all times. [read more]







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Although their society does not possess a true aristocracy, the people of the Ice Tribe certainly give off a regal vibe. They live in the mountainous area of Zena, towards the boundary of Sauti, where it is cold and often snowy. Therefore, their clothing is often lined in fur, protecting them, to an extent, from the harsher elements. [read more]







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The people of Oba live in cramped conditions, producing Tendaji's first real cities to reside in its time. These fire earthlings live in a desert-like environment with two large Oases that the cities crowd around. This requires light, breezy fabric and shoes to endur the heat of the sands during the day. [read more]







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The people of Matori live in small, very humble huts and shacks in Matori's cities and villages. Their conditions in the larger villages are cramped, while the outskirts spread farther out to accommodate what farming they can do to provide for themselves. Their proximity at all times to the water has made light and loose clothing something of a norm, as well as anything aquatic and fish inspired designs. [read more]
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Either bloomed from a lotus of Aisha, or born of a mother, these young, adorable, vulnerable creatures must be diligently cared for. Young and innocent, younglings attend school and learn about their world during this stage, but they must stay close to their homes, lest something terrible befall them in this hostile world. This stage can only be obtained through breeding and approved quest threads.

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Alkidike: Amongst the Alkidikes, these girls are the novices of the species. Naive and full of energy and life, they will quickly be taken under the wings of their older sisters and taught what it takes to become an Alkidike warrior.
Earthling: The youth of the Earthling species. These earthlings roam about the region, learning the ins and outs of their culture and land under the watchful eyes of their elders. Their development and education is of utmost importance. After all, they are the future of Tendaji.


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Alkidike: Known as Blades, this group of fiesty young women create the majority of the Alkidike clan. They've learned the ways of battle through lessons and are ready to put their abilities to the test. Once they pass a coming of age quest, these young ladies will continue onward in their maturation.
Earthling: At this point in time, these men and women have honed in on a particular skill and are refining their abilities. They are adults, working hard to contribute to their society. Many fall in love at this stage in life, beginning families and bringing up Younglings of their own. They, however, have not yet gained the highest title that their trade or position in the tribe allows.


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Alkidike: As Warriors, these Alkidike women are considered wise and experienced beyond their years. This select group has undergone the trials and tribulations required to be honored with such a distinguished title. They lead the tribe in the exploration of Tendaji.
Earthling: The highest common title available to each Earthling. The titles pertain to each individual's personal trade or position in the tribe. It is a great honor to achieve the highest title. This select group is looked upon with great respect and are considered some of the most knowledgeable in their respective fields.



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Alkidike: A vision of an Alkidike at her peak, these women are the most highly regarded in the Alkidike Tribe. They have seen and experienced more than anyone else... and with experience comes wisdom. These feisty women carry the burden of the ultimate task: passing their stories, knowledge, and culture from one generation to the next.
Earthling: The rarest title available to each Earthling Tribe. Now considered the wisest of the tribes, your Earthlings are now the stongest of their class. The selection of which depends on which trade an individual Earthling aquired in stage 2. They are considered the "libraries" of all Earthlings, rich in knowledge and wisdom they are sought out for advice.



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This small, renowned group of people have accomplished amazing things in their lives. For years to come, tales of their magnificent journeys will be passed down, through the generations. Although, one day, their lives will come to an end, they have been immortalized in their stories.
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These Jauhar natives have been known to serve as mounts, if properly trained. They, however, grow strong bonds at an early age, and so can be difficult to tame. Their whip-like tails and sharp claws make them strong allies in battle. The crystal-like horns that protrude from their heads give off a faint glow, reminiscent of the forest's pastel-colored fungi and offering them some semblance of camouflage. They are omnivores, feeding primarily on the other critters scampering around on the forest floor, but will feed on the delicate plant-life if necessary.

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The Nondwi are enormous, delicate creatures that come in pastel shades. They possess two-four large, rounded wings with sparse decoration. The wings are attached to slender, furry bodies that are often white or a lighter, pastel shade. They live beneath the canopy, in the darkness, and glow, much like the various fungi that litter the forest floor. They leave small traces of dust wherever they land, which glows briefly before fading into a substance resembling ash.

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No one... is quite sure how these squishy, round globs survived... really. They are rather slow creatures - you can see it in the unblinking stare, the foam that bubbles from their mouths. When startled, they will puff themselves up into large, round balls, the spikes on their backs sharp... but nonpoisonous. They are strange creatures with a long history of following Jauhar's inhabitants around...

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A Maglardilla is a large and tasty creature. They cannot fly, but instead glide from tree top to tree top. They live their entire life in the canopy or air, never coming down to the ground. Maglardillas live in small groups of 5 to 10, with the largest members as the leaders. Maglardillas glide using a thin membrane that extends from leg to leg but they are weak and easy to tear. Alkidikes usually hunt them for their tasty meat and hard shells.

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The small Poscuta live primarily amongst Tale's colorful, twisted trees and so are relatively used to coming into contact with members of the Leaf Tribe. Their long snouts are full of sharp teeth, allowing them to crunch away at the Savannah's crystallized grass; they are opportunistic omnivores and will eat just about anything to fill their bellies.. Their large ears help to keep them cool and are quite adept at detecting predators from a surprising distance.

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The Kinfa are a species of enormous, colorful birds. They are quite extravagant in plumage and color, especially for the savanna, but they can afford to be. Being so massive, the Kinfa have few natural predators, and feed mostly as scavengers. They age slowly and the adults are nearly impossible to tame, so babies are more commonly raised as companions.


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These gentle creatures are incredibly social animals. They live in herds, but are often hunted for their savory meat and strong, curving horns. The tall creatures are all muscle and incredibly quick on their feet. They sport coats of short, fine fur and stubby tails.

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These large flightless birds live in flocks. Their wings are too small to feasibly fly with or even glide, but they are fast runners. They can be trained to be friendly and act as companions, and are endurance runners, making them perfect messengers . Once they befriend someone they are loyal till death.

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These carnivorous, flying lizards may look nasty, but they're really quite harmless. Social by nature, they lives in groups of fifteen or so and will only attack if provoked. They feast primarily on insects and spend most of their time seeking sun spots in which to bask, in order to keep their cold-blooded bodies at a comfortable temperature. The thin, ridged membranes stretched between their legs allow them to glide across Sauti, supported by tiny claws that help them balance on the rocky formations.

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These skittish, long-legged rodents are very wary creatures. Intelligent and quick, they're hard to catch, disappearing at the slightest disturbance. If they do happen to find themselves cornered, the creatures crack their flat, paddle-like tails against the stony earth, creating an enormous sound that is often mistaken for thunder. The noise is usually enough to distract the predator, giving the Moracker just enough time to slip away.

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These creatures, commonly referred to as "capra," are surprisingly small in size. The top of the hump on their backs, which stores fat to provide them with food and water in the harsh environment, reaches no higher than the average person's waist. However, they are hearty, sturdy creatures capable of providing milk and meat to a small group of people. Capramel are easy to tame and function well as pack animals; the perfect addition to any nomadic family.

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These large beasts tower over the local earthlings, but are gentle enough, residing in large, familial herds. They are not generally considered pets, but have been known to form deep bonds with earthlings. They are highly intelligent creatures and can understand when they are needed. Unlike their ancestors, their tusks are not made of ivory, but a clear crystal that local lore insists possess magic.

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These fairly timid creatures live in family groups throughout Zena, "snow shoe"ing along fairly easily with their large, flat feet. They are commonly hunted for their warm, fluffy pelts and tender meat. These creatures grow to be only about two feet in height.


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These unique creatures are quite large, the tops of their heads sometimes standing above that of an earthling's. They are carnivorous beasts with facial features very reminiscent of a canine's. Their paws sport a series of sharp talons, perfect for catching a meal. Their soft pelts, much like bird's down, turn into full fledged feathers around their heads and front legs. The Raptri also sport a pair of large wings, strong enough to raise themselves in flight... and perhaps a passenger.


Read more about the flora and fauna of Tendaji.
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Click here to go to the Battle Arena.
To see a list of available classes, click here.
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Click here for all of the information on breeding at Tendaji.
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Customs
Customs will be offered through various means.


|| Customs are offered sporadically, but will be most commonly seen at our large events.
|| Here the individual artists will be able to open their availability at any time they feel comfortable taking customs.
|| They may come through the form of an auction, a contest, or a special event.
|| Customs must adhere to species/race prototypes. If there are questions about something, PM Suhuba.
|| Custom prices vary per artist. This will allow you to choose your character's Race, Gender, Basic Markings/Crystals, Basic Clothing, and accessories.
|| Custom slots for approved quest characters are given a discounted price for the amount of work already put into the concept.
|| Custom Requests may be PMed to Suhuba or posted here whenever Custom slots are open. Just title PMs with "Custom".
|| Once your Custom Request has been approved, send the trade to Suhuba and our artists will start as soon as possible.
|| When it is finished, the trade will be completed and then the art, certed and uncerted, will be sent over and dropped in the thread.
|| If your character quest has already been approved, you can skip the form all together and just post your character's name with a link to his/her journal and ask for a slot.

Forms and Availability information can be found here






Familiars
Familiars and familiar customs will be made available occasionally.


|| Familiars are offered sporadically, but will be most commonly seen at our large events through games.
|| Customs must adhere to species prototypes. If there are questions about something, PM Suhuba.
|| Custom prices are 30k. This will allow you to choose gender, markings, and color schemes.
|| Customs with unique attributes (piercings, accessories, different hair, etc.) are 60k.
|| Custom Requests may be posted in the thread or PMed to Suhuba whenever Custom slots are open. Just title PMs with "Familiar Custom".
|| Once your Custom Request has been approved, send the trade to Suhuba and the artist will start as soon as possible.
|| When it is finished, the trade will be completed and you will receive certed and uncerted versions.

Forms and Availability information can be found here.


Flatsales
Familiars will also be occasionally available through flatsales.


|| Flatsale prices are 15k. Please send all trades to Suhuba.
|| Genders for flatsale familiars are set.
|| To purchase a flatsale familiar, post in the thread with the familiar you would like and the name you would like to give it.

Familiars available now:
None
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How many characters can I have?
All owners start with a tentative limit of two characters. After two consecutive months of active participation in the guild, this limit is lifted and owners are allowed unlimited characters (as many as they think they can handle at least!). If you visit the Forum Rules thread, you can find more detailed information about what constitutes activity.

Can my characters be taken from me?
We try to be very understanding with RL schedules and conflicts, so no, we no longer take away pets for inactivity. But! If you choose that you no longer want your pet and want to give them a better home, feel free to contact Suhuba about putting them up for adoption.

So... what about familiars?
You may have as many familiars as you like! And along with being able to have as many as you like, you can have a familiar even if you don't have any characters, and a familiar will never be taken away from you. So you can use them as sig candy, RP with them here, or gift them to friends. If you are going to gift them to a friend, please let us know so we can put the right username in the cert as well as the right owner in our guild.

Does my character have to participate in battles?
In such a hostile world, chances are your character knows how to protect his/herself in some way… even if they aren't particularly well-suited to battle. However, your character will have a chance to choose a friendlier path for their time on Tendaji. We offer non-battle classes to those who would rather become and are better suited to becoming an artisan/craftsman of some sort. Those that decide to follow a peaceful way of life can still participate in battles with non-class associated weapons if they so choose.

Can my Alkidike hybrid be in an earthling class?
This question comes down to where the character is living. All Alkidike absolutely have to participate in the Alkidike battle class unless special circumstances require something else. If your hybrid is living with the Alkidike (like Rishima), then they must also adhere to Alkidike laws and become a blade. If your hybrid is living with earthlings, then they have to choose one of the earthling battle classes. So think your character out thoroughly and make the choice of class consistent with the choice of home.
If your hybrid began their life with one side, but made the conscious decision to move somewhere else to pursue a different class before they grow, that is also allowed, but once they decide, they have to follow through with their choices.


I have a light-skinned/dark-skinner Shifter. Am I allowed to RP it during the day/at night?

Of course! There wasn't a good way to show that the Shifters change color, so we decided to just pick one form to use in the art. This doesn't mean that they can't come out and play at different times of day. You're more than welcome to RP those changes, you simply won't have an image to show it.

Wait. Shifters are light at night and dark during the day? Shouldn't it be the other way around?
Nah, we think it might have something to do with the moon. ;3 They live in the canopy of the rainforest where there's actually sun. Their poor skin would burn right up if they were pale during the day. If they do find themselves on the forest floor, it's constantly dark, so they best go exploring down here while the sun's up anyway.


To find more Facts and Questions, or to submit your own, check out this page in the guild.
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