The Fey Monarch
The Fey Monarch
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- Posted: Sat, 29 Jun 2024 19:05:59 +0000

June 29, 2024 - Shop created and softly opened!
The Fey Monarch
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- Posted: Sat, 29 Jun 2024 19:06:17 +0000

Follow the Gaia ToS.
Be courteous and kind to all members of the shop, be it newbies, regulars or staff. All customers are loved, especially newbies as they help move the shop forward and help it to grow!
Please be aware that the colorists/staff are people too! They are doing this for free so please be kind and patient. If you have trouble with any staff member please come to one of the owners (Fatal Irony or Uniwingdfox) and we'll mediate and take care of the issue.
Please do not whine or beg for a character, or pressure others not to try for characters you want. There will be plenty of chances in the future for characters, just stick around!
Be a good sport. There is a chance that you won't win that character you've had your eye on and that someone else will. Please do not throw a fit if you lose or gloat if you do win. Conduct yourselves with grace.
Do not steal the art! Please do not copy, take or alter any of the art or graphics in the shop. This includes staff and user-made content. You are free to use your owned characters in your sig or banners, etc, just do not alter the art.
Please do not use mules to get more characters. If we find out that you are doing this you will be Blacklisted.
No selling characters. If you no longer want a character please pm the mule or one of the owners/staff and we will find a home for it.
Roleplay is not required, however, there are perks for doing so!
Cosplays are not allowed currently.
Lines are Masc and Fem, however, they may be any gender and use whatever pronouns you wish.
Same sex couples are allowed and may breed.
Customs and Breedings are currently free but tips are appreciated!
If you are blacklisted for any reason, your characters may be rehomed.
Rules are subject to change.
The Fey Monarch
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- Posted: Sat, 29 Jun 2024 19:06:32 +0000

Setting:
Looking for a mapmaker!

Temporary map by Fatal Irony
It's called the Realm of Fey.
It's one large continent surrounded by ocean. Every biome is represented here, though some can be very far away and remote. There are lakes, rivers, forests, deserts, and everything else you might expect from an entire continent, along with many fantastical biomes not seen in the real world. There are magical forests, enchanted lakes, magic is part of the natural flora and fauna. There are biomes of different types of magic that have certain magics flowing through it which can cause unpredictable effects, like spontaneous mushrooms growing in one biome, or fire flowers growing in another.
This is a magical world, with every race having some access to magic. The world can be unpredictable in places where the magic is more wild and chaotic, and stable in places where the magic of the land is strong and steady. Some races tap into the inherent magic of the land better than others, and some see magic as a spiritual practice. Each individual has different powers dependent on their race and personal journey (abilities, magic, etc can be earned in roleplay).
This is a place for magical interference and experimentation, so many races have altered forms or are affected by magic in some way. A common story for races or individuals is that they were magically experimented on by wizards.
There are portals and magical ways of travelling between this and other worlds/universes/etc. There is access to the Abyss and the Hells where the demons and devils come from respectively. There is also access to the Feywild, where a lot of the other creatures of the land come from. This Realm is different, however as it's more a collection of the lost and forgotten things from around the Realms or a waypoint between them with portals leading to them. Here many races and individuals have been altered, mutated, or magically changed in some way and may look different than expected.
Deities exist and walk around the world in the flesh. They tend to keep to their respective domains or the Godly Realm where mortals can not go, but they also enjoy the company of mortals and will seek them out, even breeding with them.
Technology is very limited, as everyone just uses magic. There are no large settlements, just small villages and nomadic groups wandering the lands. The idea of "home" can be nebulous to residents in the Realm. Since all beings are deeply connected to the nature of the Realm, including its magic, there is a tendency to go barefoot to feel more connected, though shoes are common enough since they are protective. The most common clothing is usually simple, draped togas, loincloths, skirts, kilts, sashes, and the like. Renaissance, Steampunk, Ancient Greek, Ancient Japanese, etc styles are common as well as fantasy-type outfits and accessories.
Weaponry is any type of blade, staff, handheld weapon (tonfa, nunchucks, etc), bows, crossbows, simple guns and grenades, nothing too modern.

Looking for a mapmaker!

Temporary map by Fatal Irony
It's called the Realm of Fey.
It's one large continent surrounded by ocean. Every biome is represented here, though some can be very far away and remote. There are lakes, rivers, forests, deserts, and everything else you might expect from an entire continent, along with many fantastical biomes not seen in the real world. There are magical forests, enchanted lakes, magic is part of the natural flora and fauna. There are biomes of different types of magic that have certain magics flowing through it which can cause unpredictable effects, like spontaneous mushrooms growing in one biome, or fire flowers growing in another.
This is a magical world, with every race having some access to magic. The world can be unpredictable in places where the magic is more wild and chaotic, and stable in places where the magic of the land is strong and steady. Some races tap into the inherent magic of the land better than others, and some see magic as a spiritual practice. Each individual has different powers dependent on their race and personal journey (abilities, magic, etc can be earned in roleplay).
This is a place for magical interference and experimentation, so many races have altered forms or are affected by magic in some way. A common story for races or individuals is that they were magically experimented on by wizards.
There are portals and magical ways of travelling between this and other worlds/universes/etc. There is access to the Abyss and the Hells where the demons and devils come from respectively. There is also access to the Feywild, where a lot of the other creatures of the land come from. This Realm is different, however as it's more a collection of the lost and forgotten things from around the Realms or a waypoint between them with portals leading to them. Here many races and individuals have been altered, mutated, or magically changed in some way and may look different than expected.
Deities exist and walk around the world in the flesh. They tend to keep to their respective domains or the Godly Realm where mortals can not go, but they also enjoy the company of mortals and will seek them out, even breeding with them.
Technology is very limited, as everyone just uses magic. There are no large settlements, just small villages and nomadic groups wandering the lands. The idea of "home" can be nebulous to residents in the Realm. Since all beings are deeply connected to the nature of the Realm, including its magic, there is a tendency to go barefoot to feel more connected, though shoes are common enough since they are protective. The most common clothing is usually simple, draped togas, loincloths, skirts, kilts, sashes, and the like. Renaissance, Steampunk, Ancient Greek, Ancient Japanese, etc styles are common as well as fantasy-type outfits and accessories.
Weaponry is any type of blade, staff, handheld weapon (tonfa, nunchucks, etc), bows, crossbows, simple guns and grenades, nothing too modern.

The Fey Monarch
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- Report Post
- Posted: Sat, 29 Jun 2024 19:06:47 +0000

The Fey Monarch
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- Posted: Sat, 29 Jun 2024 19:07:09 +0000

Seelie Court
The Seelie Court, also known as the blessed court, is one of the nine major courts of the fey. It is said that the Seelie Court is composed of the most benevolent fey, who are known for their love of beauty and their kindness towards others.

Pixies Any Lineart Base
Pixies are one of the most well-known members of the Seelie Court. They are small, winged fey that are known for their mischievous nature. Pixies are often depicted as playful tricksters who love to play pranks on others. Such pranks included leading travelers astray and tricking misers into parting with their wealth. They are also known for their love of music, and it is said that they can often be heard singing and playing instruments in the woods. They are typically around a foot or less high but can change their size up to 13 feet tall or down to 3 inches talls.
Physical traits: All pixies have insect wings of some type (butterfly, moth, dragonfly, etc) These can appear anywhere on their body (head, feet, etc). They will always be able to fly, as their abilities are tied to the magic of the land.
Pixies can be made on any shop lineart, provided they are given wings. (This includes the specialty races such as dryads, oreads, naids,, etc. They will not have the powers associated with that race however.)
Powers: Once per day, they can turn invisible for as long as they desire, cause confusion at a touch, and create illusions with both visual and audible components; this illusion would remain until dispelled.

Sprites Any Lineart Base
Sprites were flighty and found most other creatures too serious. However, they also despised evil.
Because of their austerity and zealous attitude against evil, sprites were considered overly sullen and harsh by other fey. Unlike pixies, they did not care to engage in fun activities or adorn themselves. However, they were excellent judges of character, and could always sense another creature's real nature and emotions. They were quick to ally with good-natured creatures, and would come to their aid even at unexpected times Similar to their pixie counterparts, they can change their size between 1 foot and 13 feet tall. However, their "true" size is more humanoid - ranging between around 2 feet to around 7 feet naturally. the warrior relatives of pixies. They were fierce defenders of good wherever they dwelt, and were also firm judges of other creatures' hearts and intentions.
Physical traits: All sprites have wings of some sort, most commonly dragonfly-type wings. These can appear anywhere on their body (head, feet, etc). They will always be able to fly, as their abilities are tied to the magic of the land.
Sprites can be made on any shop lineart, provided they are given wings. (This includes the specialty races such as dryads, oreads, naids,, etc. They will not have the powers associated with that race however.)
Powers: The sprite touches a creature and magically knows the creature's current emotional state. Like other fey, sprites possessed several innate magical powers: they could become invisible at will and could detect good or evil from 50 yards away. Sprites were expert brewers of toxins, poisons, and antidotes. In particular, they favored a potent sleep poison with which they coated their arrows. They usually harvested the ingredients for these toxins in forests, even venturing into dangerous areas to find them, but were not above stealing some from hags' gardens if extremely necessary

Sylphs Any Lineart Base
Sylphs are the most ethereal members of the Seelie Court. They are often depicted as wise and mysterious and are said to have the power to control the winds. They are also known for their love of music, and it is said that they can often be heard singing hauntingly beautiful songs in the forests. They are tied to the element of air and have minor air powers and airy personalities. They too can change their size at will, though their true size is humanoid as well. They often appeared as petite, beautiful women with translucent, brightly colored wings that resembled those of a dragonfly. Their hair was generally worn long and ranged from colors that humans considered "normal" to blues, purples, or greens. Sylphs were usually passive creatures and fled in the presence of danger if their curiosity did not get the better of them. They were very adventurous and would spend much of their life traveling
They often preferred wearing filmy-seeming, silky, or loose clothing and brightly colored jewelry. Though some were said to wear shifting garments that were woven from mist
Physical traits: All sylphs have wings of some sort. These can be any type of wing and appear anywhere on their body (head, feet, etc). They will always be able to fly, as their abilities are tied to the magic of the land.
Sylphs can be made on any shop lineart, provided they are given wings. (This includes the specialty races such as dryads, oreads, naids,, etc. They will not have the powers associated with that race however.
Powers: Sylphs were capable of turning invisible at will and conjuring air elementals. Particularly furious sylphs were said to be capable of calling upon thunderstorms. Their use of magic would primarily revolve around spells related to the element air.

High Elves (common Eladrin) Any Lineart Base - Wingless
High elves, also sometimes known as eladrin, were graceful warriors and wizards who originated from the realm of Faerie, also known as the Feywild. They lived in the forests of the world. They were magical in nature and shared an interest in the arcane arts. From an early age they also learned to defend themselves, particularly with swords.
Occasionally the term "noble eladrin" was used to denote more powerful variants, who had become so infused with the magic of the Feywild that they took on the characteristics of natural phenomena such as seasons.
High elves were graceful, intelligent beings, with a greater capacity for intelligence than most humanoid races while also possessing an agility comparable with their elven kin. High elves were also unusually strong-willed and had a natural resistance to the effects of enchantment spells. High elves also had no need for sleep in the same way most humanoids did, instead going into a trance. While in a trance, high elves remained fully aware of their immediate surroundings. Furthermore, high elves needed only rest for four hours to get the same effect that most other humanoids got from eight hours of sleep.
High elves are known for their cunning and magical capabilities. While some of these elves are known for their haughty attitudes, believing in the superiority of elves, there are just as many who are known for their friendliness and are commonly found living among races other than elves.
Physical traits: High elves can be made onto any general shop lineart, but not on the specialty linearts (dryads, oreads, etc). They do not at all have wings and can not fly.
Powers: Fey Step - An ability to step between this world and the Feywild and back. Innate magical prowess and ability to learn magic.
In conclusion, the Seelie Court is home to some of the most benevolent and beautiful faeries in the world. The Pixies, Sprites, Sylphs, and High Elves are just a few of the many members of this court, each with their unique abilities and personalities.
The Seelie Court, also known as the blessed court, is one of the nine major courts of the fey. It is said that the Seelie Court is composed of the most benevolent fey, who are known for their love of beauty and their kindness towards others.

Pixies Any Lineart Base
Pixies are one of the most well-known members of the Seelie Court. They are small, winged fey that are known for their mischievous nature. Pixies are often depicted as playful tricksters who love to play pranks on others. Such pranks included leading travelers astray and tricking misers into parting with their wealth. They are also known for their love of music, and it is said that they can often be heard singing and playing instruments in the woods. They are typically around a foot or less high but can change their size up to 13 feet tall or down to 3 inches talls.
Physical traits: All pixies have insect wings of some type (butterfly, moth, dragonfly, etc) These can appear anywhere on their body (head, feet, etc). They will always be able to fly, as their abilities are tied to the magic of the land.
Pixies can be made on any shop lineart, provided they are given wings. (This includes the specialty races such as dryads, oreads, naids,, etc. They will not have the powers associated with that race however.)
Powers: Once per day, they can turn invisible for as long as they desire, cause confusion at a touch, and create illusions with both visual and audible components; this illusion would remain until dispelled.

Sprites Any Lineart Base
Sprites were flighty and found most other creatures too serious. However, they also despised evil.
Because of their austerity and zealous attitude against evil, sprites were considered overly sullen and harsh by other fey. Unlike pixies, they did not care to engage in fun activities or adorn themselves. However, they were excellent judges of character, and could always sense another creature's real nature and emotions. They were quick to ally with good-natured creatures, and would come to their aid even at unexpected times Similar to their pixie counterparts, they can change their size between 1 foot and 13 feet tall. However, their "true" size is more humanoid - ranging between around 2 feet to around 7 feet naturally. the warrior relatives of pixies. They were fierce defenders of good wherever they dwelt, and were also firm judges of other creatures' hearts and intentions.
Physical traits: All sprites have wings of some sort, most commonly dragonfly-type wings. These can appear anywhere on their body (head, feet, etc). They will always be able to fly, as their abilities are tied to the magic of the land.
Sprites can be made on any shop lineart, provided they are given wings. (This includes the specialty races such as dryads, oreads, naids,, etc. They will not have the powers associated with that race however.)
Powers: The sprite touches a creature and magically knows the creature's current emotional state. Like other fey, sprites possessed several innate magical powers: they could become invisible at will and could detect good or evil from 50 yards away. Sprites were expert brewers of toxins, poisons, and antidotes. In particular, they favored a potent sleep poison with which they coated their arrows. They usually harvested the ingredients for these toxins in forests, even venturing into dangerous areas to find them, but were not above stealing some from hags' gardens if extremely necessary

Sylphs Any Lineart Base
Sylphs are the most ethereal members of the Seelie Court. They are often depicted as wise and mysterious and are said to have the power to control the winds. They are also known for their love of music, and it is said that they can often be heard singing hauntingly beautiful songs in the forests. They are tied to the element of air and have minor air powers and airy personalities. They too can change their size at will, though their true size is humanoid as well. They often appeared as petite, beautiful women with translucent, brightly colored wings that resembled those of a dragonfly. Their hair was generally worn long and ranged from colors that humans considered "normal" to blues, purples, or greens. Sylphs were usually passive creatures and fled in the presence of danger if their curiosity did not get the better of them. They were very adventurous and would spend much of their life traveling
They often preferred wearing filmy-seeming, silky, or loose clothing and brightly colored jewelry. Though some were said to wear shifting garments that were woven from mist
Physical traits: All sylphs have wings of some sort. These can be any type of wing and appear anywhere on their body (head, feet, etc). They will always be able to fly, as their abilities are tied to the magic of the land.
Sylphs can be made on any shop lineart, provided they are given wings. (This includes the specialty races such as dryads, oreads, naids,, etc. They will not have the powers associated with that race however.
Powers: Sylphs were capable of turning invisible at will and conjuring air elementals. Particularly furious sylphs were said to be capable of calling upon thunderstorms. Their use of magic would primarily revolve around spells related to the element air.

High Elves (common Eladrin) Any Lineart Base - Wingless
High elves, also sometimes known as eladrin, were graceful warriors and wizards who originated from the realm of Faerie, also known as the Feywild. They lived in the forests of the world. They were magical in nature and shared an interest in the arcane arts. From an early age they also learned to defend themselves, particularly with swords.
Occasionally the term "noble eladrin" was used to denote more powerful variants, who had become so infused with the magic of the Feywild that they took on the characteristics of natural phenomena such as seasons.
High elves were graceful, intelligent beings, with a greater capacity for intelligence than most humanoid races while also possessing an agility comparable with their elven kin. High elves were also unusually strong-willed and had a natural resistance to the effects of enchantment spells. High elves also had no need for sleep in the same way most humanoids did, instead going into a trance. While in a trance, high elves remained fully aware of their immediate surroundings. Furthermore, high elves needed only rest for four hours to get the same effect that most other humanoids got from eight hours of sleep.
High elves are known for their cunning and magical capabilities. While some of these elves are known for their haughty attitudes, believing in the superiority of elves, there are just as many who are known for their friendliness and are commonly found living among races other than elves.
Physical traits: High elves can be made onto any general shop lineart, but not on the specialty linearts (dryads, oreads, etc). They do not at all have wings and can not fly.
Powers: Fey Step - An ability to step between this world and the Feywild and back. Innate magical prowess and ability to learn magic.
In conclusion, the Seelie Court is home to some of the most benevolent and beautiful faeries in the world. The Pixies, Sprites, Sylphs, and High Elves are just a few of the many members of this court, each with their unique abilities and personalities.
Unseelie Court
The Unseelie Court is a group of fey that are considered to be the darker and more malevolent counterparts to the Seelie Court. They are known for their mischievous and often cruel behavior towards others.
Redcaps Short Lineart Bases only (wingless) Requirements - Short bases only, and they all wear a cap of some kind that is red (stained with the blood of their enemies).
Redcaps are one of the most feared members of the Unseelie Court. They are known for their violent tendencies and their love of bloodshed. Redcaps are often depicted wearing a red cap that is stained with the blood of their victims. They are said to be able to move incredibly fast and are known for their strength and agility. Vicious and cruel, redcaps were insane serial killers who thrived on others' pain and dipped their caps in the blood of those they'd killed. They desired only to murder and cause carnage and mayhem, and acted only to satisfy these bloody impulses. However, their instinct to survive and need to soak their hats in fresh blood was the root of their murderous nature.
Favoring attacking head on, they had no sense of subtlety. Even when they tried to be stealthy, their heavy iron boots made them noisy and menacing, and clumsy except when rushing to the slaughter.
Physical traits: They resembled small, tough, and elderly human men or undersized wizened gnomes, standing around 3​ to ​4 feet tall and weighing around 50 pounds. They had hunched backs, wiry muscles, leathery skins, and evil smiles filled with wickedly sharp, protruding teeth. They wore heavy iron boots, leather pants, and the bright-red leather pointed caps for which they were named; these were always soaked in fresh blood.
Powers: Redcaps needed to kill constantly in order to continue existing, absorbing a little of the essence of everything they slew. Their pointed red hats needed to remain soaked in fresh blood, which had to be replenished at least once every three days, otherwise the redcap would simply disappear, a fact they were entirely aware of. The more they did this, the more their physical abilities enhanced and the more resilient and naturally armored they became. It took a cold iron weapon to overcome their unnatural durability. An elder redcap, one that achieved great age and many kills possessed terrible strength and agility and was practically invulnerable.
Despite their small bodies and scrawny frames, they were actually fairly strong and relatively powerful, as capable as human-sized beings at swinging a large weapon or wrestling with a foe. They were fast for their small size.
Their heavy iron boots made them noisy, but not slow. They could kick a foe to much injury and knock them down.
When a redcap hurled a bullet from a sling, it glowed greenish-blue with an eldritch energy, and it struck harder than normal.
When it died, a redcap vanished completely, leaving behind just one tooth, which had magical power. It made whoever wore it be seen a little more favorably by other fey and especially by other redcaps
Boggarts Boggart Base only for true form, any base for shapshifting - Multiple forms possible (Wingless in true form) Requirements - Shapshifted form can look like any other race.
Boggarts, sometimes called "boggies", were the immature forms of will-o'-wisps who often took the form of a small humanoid via their shapeshifting abilities. Boggarts are mischievous fey that are known for their love of pranks and their ability to shape-shift. They are often depicted as small, mischievous creatures that enjoy causing chaos and confusion. Boggarts are said to be able to change their shape into anything they desire, making them difficult to catch or control. Boggarts' shapechanging ability allowed them to take on a small humanoid's appearance and that of a will-o'-wisp, but smaller and brighter than the regular wisps. The humanoid shape could be a perfect imitation of an individual they had witnessed or studied in the past.
Physical traits: Has the form of a will o the wisp, a small creature emitting light.
Powers: Even though talented shape-changers, most boggarts could not stay in a halfling or other small humanoid form. They transformed back into their original form after 10-12 minutes.
In any of their forms, boggarts possessed the ability to become invisible for up to twelve minutes at a time, ofter utilizing it along with their terrible ability to cause confusion via unbearable noise.
Most spells were useless against boggarts, leaving them only vulnerable to magic missile, maze, and protection from evil.
When boggarts took on the will-o'-wisp shape, they could move through solid objects up to 2 feet thick. This ability was limited by metal and living creatures
Banshees Any Lineart Base - (wingless)
Banshees are fey that are known for their ability to predict death and their eerie wailing cries. They are often depicted as ghostly figures that appear to warn humans of impending doom. Banshees are said to be able to appear in various forms, including that of a beautiful woman or a terrifying hag. A banshee, also known as a groaning spirit, or wailing ghost, was a usually-female undead phantom, typically a selfish, strong-willed spirit that embodied the essence of hideousness. Oftentimes they were the spirits of elven women, whom in life had an evil alignment
Physical traits: A banshee didn't have a defined shape, but rather a misty form with vague and flowing features that mirrored her former form in life. As time wore on, a banshee became more and more distorted, though was still recognizable as a humanoid. Banshees tended to enjoy bringing death to any living creature that they came across.
Powers: Although their shape was incorporeal, the appearance of a banshee was horrific, and their mere presence would draw the energy from their surroundings to the point of stunting local floral growth. Being a form of undead, banshees were immune to all manner of spells that affected the mind, such as charm or sleep. They were also typically impervious to harm from any form of lightning and excessive cold. Banshees hated all living things with an unholy fury; they could sense life approaching them and would attack anyone who trespassed in their territory. Along with their terrifying visage, the mere chilling touch of a banshee would drain her victim.
The banshee's most feared weapon was a piercing wail that was as harmful as any material weapon. This scream was deadly to almost all who could hear.

Dark Elves (Drow) Any Lineart Base (wingless)
The dark elves (also known as Drow) are a race that traditionally live underground. The traditional Drow society is matriarchal, made up of high houses that ruthlessly attempt to climb the hierarchy at any cost. Compared to other sentient beings, drow were notably intelligent, as having an analytical mindset and being observant at all times was needed to survive in their society. Intellect, along with force of personality, were mental traits that had been ruthlessly selected for in their socially Darwinian civilization over several generations. However, a lifetime of being indoctrinated with Lolth's dogma, combined with their upbringing giving them limited contact with other beings, surroundings, and alternative ways of life, made them close-minded, and left them with little worldly experience.
The drow (fittingly for the dark perversions of the elves they were) were decadent and hedonistic beings with a love for what they considered beautiful and a desire to surround themselves with it, generally without paying attention to the cost of acquiring it. For example, they were often lecherous, with a tendency to take lovers at their leisure and discard them at their whim. However, the drow were able to (or at least tried to) hide some of their more heinous traits behind a veneer of sophistication.
Physical traits:
Powers: Drow were more agile than most humanoid races, which, much like their higher intellects and force of personality, was a result of selective breeding over several generations. Similarly, drow had a higher than normal tolerance for poison due to exposure over the course of countless generations. They had lesser resistance, in descending order, to the following kinds of toxins: non-drow sleep poisons, drugs, insect venom, and injected poisons. They had no special tolerance for contact poisons or to poison gases.
Drow had tremendous resistance to magic, with adults overcoming magic around half the time. During infancy it fluctuated between almost non-existent and youth-level (resisting around two fifths of the time), stabilizing as they grew up. It increased again when they reached adulthood, and could be trained even further, but even if a drow's magic resistance was overcome, they could handle magical attacks quite well and had a better chance than other races at resisting them, especially spells that attempted to bend their will.
Drow also had a natural aptitude for audible mimicry, the entire race possessing the capacity to easily imitate the sound and tone of another person in a believable manner, especially if frequently exposed to the language they were using.
Base powers were abilities that the drow could cast without any schooling, needing only simple practice. They varied slightly from person to person due to various reasons, including but not limited to genetics, personal talent, and divine favor. Drow magical abilities were somehow tied to the faerzress, the radiation of the Underdark, and its intensity in the birthplace of a drow could influence their base powers. There are small pockets in the underdark of the Realm of Fey, comparable to their homeland.
Overall, the Unseelie Court is a group of fey that should be approached with caution. Their unpredictable and often malevolent behavior makes them a dangerous group to interact with.
Elemental Court
Elementals are fey that are closely associated with the four elements of nature - earth, air, fire, and water. They are believed to be the guardians of these elements and are known to possess great powers related to their respective elements.
Gnomes Short Linearts Only (wingless) - Requirements - None beyond short linearts only.
Gnomes are earth elementals and are known for their connection to the earth and its energies. They are often depicted as small, stout creatures with a love for gardening and mining. Gnomes are known to be hardworking and loyal, and they are said to possess great knowledge of the earth's secrets. They are also known for their ability to manipulate the earth and create illusions.
Salamanders Salamander Linearts Only (wingless) - These will be non-human looking and can't be edited to other linearts.
Salamanders are fire elementals and are associated with the element of fire. They are often depicted as small, lizard-like creatures with a fiery temperament. Salamanders are known for their ability to control and manipulate fire, and they are said to be able to create fire out of thin air. They are also believed to be able to control the temperature of their surroundings.
Undines Undine Linearts only (Wingless) - Can be edited onto existing linearts. Requirements: They have fin ears, fins along their arms, and webbed, fanned feet.
Undines are water elementals and are associated with the element of water. They are often depicted as beautiful, ethereal creatures with a love for water. Undines are known for their ability to control and manipulate water, and they are said to be able to communicate with aquatic creatures. They are also believed to have healing powers and are often associated with the concept of purification.

Wood Elves Any Lineart Base (wingless) Requirements: None. No wings, but any base besides specialty linearts.
Also known as copper elves. Unlike some high elves, many wood elves tend to be rather reclusive, being warry of races other than elves. As a race native to forests, these creatures are known for their deft speed and their ability to blend in with the wilderness, utilizing natural camouflage.

Sea Elves Any base Lineart (wingless) Can be edited onto existing linearts. Requirements: They have webbed hands and feet.
Blue-skinned elves, and as their name would suggest, sea elves are amphibious elves that are at home within hidden communities within the oceans. They can breathe underwater and communicate with sea creatures.
Overall, elementals are an important part of the fey world and are believed to play a crucial role in maintaining the balance of nature.
Elementals are fey that are closely associated with the four elements of nature - earth, air, fire, and water. They are believed to be the guardians of these elements and are known to possess great powers related to their respective elements.
Gnomes Short Linearts Only (wingless) - Requirements - None beyond short linearts only.
Gnomes are earth elementals and are known for their connection to the earth and its energies. They are often depicted as small, stout creatures with a love for gardening and mining. Gnomes are known to be hardworking and loyal, and they are said to possess great knowledge of the earth's secrets. They are also known for their ability to manipulate the earth and create illusions.
Salamanders Salamander Linearts Only (wingless) - These will be non-human looking and can't be edited to other linearts.
Salamanders are fire elementals and are associated with the element of fire. They are often depicted as small, lizard-like creatures with a fiery temperament. Salamanders are known for their ability to control and manipulate fire, and they are said to be able to create fire out of thin air. They are also believed to be able to control the temperature of their surroundings.
Undines Undine Linearts only (Wingless) - Can be edited onto existing linearts. Requirements: They have fin ears, fins along their arms, and webbed, fanned feet.
Undines are water elementals and are associated with the element of water. They are often depicted as beautiful, ethereal creatures with a love for water. Undines are known for their ability to control and manipulate water, and they are said to be able to communicate with aquatic creatures. They are also believed to have healing powers and are often associated with the concept of purification.

Wood Elves Any Lineart Base (wingless) Requirements: None. No wings, but any base besides specialty linearts.
Also known as copper elves. Unlike some high elves, many wood elves tend to be rather reclusive, being warry of races other than elves. As a race native to forests, these creatures are known for their deft speed and their ability to blend in with the wilderness, utilizing natural camouflage.

Sea Elves Any base Lineart (wingless) Can be edited onto existing linearts. Requirements: They have webbed hands and feet.
Blue-skinned elves, and as their name would suggest, sea elves are amphibious elves that are at home within hidden communities within the oceans. They can breathe underwater and communicate with sea creatures.
Overall, elementals are an important part of the fey world and are believed to play a crucial role in maintaining the balance of nature.
Changeling Court
Changelings, also known as shapeshifters, are a type of fey that are known for their ability to change their appearance. They are often depicted as mischievous and cunning, and they have been the subject of many legends and myths;
Changelings are said to be able to take on the form of any living creature, from animals to other fey. They are often associated with babies, as it was believed that fey would steal other babies and replace them with changelings. The changeling would then grow up in another society, causing chaos and mischief wherever they went.
There are many different types of changelings, each with their own unique abilities. Some are able to change their appearance at will, while others are only able to change under certain circumstances, such as during a full moon or when they are in danger.
Changelings are often seen as tricksters, using their powers to play pranks on others. They are known for their quick wit and cunning, and they are often able to outsmart their opponents with ease.
Despite their mischievous nature, changelings are not necessarily evil. They are simply fey, with their own set of rules and customs. If you ever encounter a changeling, it is best to treat them with respect and caution, as they can be unpredictable and dangerous if provoked.
Selkies Any familiar or Selkie-specific animal for True Form. Any lineart for shapshifted form. Two forms Standard.
Selkies are deeply connected to nature and are able to shape-shift to a bipedal form from any of the available races. Their "true" form is the animal skin they shed to become their bipedal form. They need their skin to return to their true form so they guard it fiercely when shape changed.
Fey Eladrin Any Lineart Base (wingless)
while elves already are known for having some of the oldest civilizations of any race, Eladrin are said to have some of the oldest cities of any type of elf. One of the most noteworthy factors about the Eladrin is the manner in which their emotional states are directly connected to the seasons. As seasons change, so does an Eladrin's appearance and demeanor, taking on characteristics reflective of a given season. For example, while an Eladrin within their Winter form may be cold and reserved, the very same Eladrin may be notably jubilant and expressive in their Spring form.
While some Eladrin change as the seasons do, there are others who chose to stay within the same form all year round. Also, there are others that change their forms several times a week to match their current mental state.
They can teleport as well as change forms.
Changelings, also known as shapeshifters, are a type of fey that are known for their ability to change their appearance. They are often depicted as mischievous and cunning, and they have been the subject of many legends and myths;
Changelings are said to be able to take on the form of any living creature, from animals to other fey. They are often associated with babies, as it was believed that fey would steal other babies and replace them with changelings. The changeling would then grow up in another society, causing chaos and mischief wherever they went.
There are many different types of changelings, each with their own unique abilities. Some are able to change their appearance at will, while others are only able to change under certain circumstances, such as during a full moon or when they are in danger.
Changelings are often seen as tricksters, using their powers to play pranks on others. They are known for their quick wit and cunning, and they are often able to outsmart their opponents with ease.
Despite their mischievous nature, changelings are not necessarily evil. They are simply fey, with their own set of rules and customs. If you ever encounter a changeling, it is best to treat them with respect and caution, as they can be unpredictable and dangerous if provoked.
Selkies Any familiar or Selkie-specific animal for True Form. Any lineart for shapshifted form. Two forms Standard.
Selkies are deeply connected to nature and are able to shape-shift to a bipedal form from any of the available races. Their "true" form is the animal skin they shed to become their bipedal form. They need their skin to return to their true form so they guard it fiercely when shape changed.
Fey Eladrin Any Lineart Base (wingless)
while elves already are known for having some of the oldest civilizations of any race, Eladrin are said to have some of the oldest cities of any type of elf. One of the most noteworthy factors about the Eladrin is the manner in which their emotional states are directly connected to the seasons. As seasons change, so does an Eladrin's appearance and demeanor, taking on characteristics reflective of a given season. For example, while an Eladrin within their Winter form may be cold and reserved, the very same Eladrin may be notably jubilant and expressive in their Spring form.
While some Eladrin change as the seasons do, there are others who chose to stay within the same form all year round. Also, there are others that change their forms several times a week to match their current mental state.
They can teleport as well as change forms.
Nymph Court
Nymphs are a type of fey that are commonly associated with nature. They are often depicted as beautiful, ethereal beings that live in forests, meadows, and bodies of water
Abilities
Nymphs are closely connected to the natural world and have a deep understanding of its rhythms and cycles. They are often associated with specific natural elements, such as trees, flowers, and bodies of water. Nymphs are known for their ability to heal and rejuvenate living things, and they are often sought out for their medicinal properties.
Behavior
Nymphs are generally peaceful creatures, but they can be fiercely protective of their homes and the natural world they inhabit. They are known to be mischievous at times, and they enjoy playing pranks on any who enter their domain. Nymphs are also known for their love of music and dance, and they often hold elaborate celebrations in honor of the natural world.
Types of Nymphs
There are many different types of nymphs, each associated with a specific natural element. Some of the most commonly known types include:
Dryads: Nymphs of the trees Dryad Linearts Only - They can be edited onto existing poses. Requirements: They must have tree parts growing out of them. How much or how little doesn't matter. They can just have bark skin,

Naiads: Nymphs of bodies of water Naiad Linearts Only - Naids can be edited onto existing poses. Requirements: They must have a tail instead of legs - any sea creature (seal, whales, dolphins, sharks, squids/octopi, fish of any kind, etc)
Oreads: Nymphs of the mountains Oread Linearts Only - Oreads can be edited onto existing poses. Requirements: They must have stone growing out of parts of their body. How much and where doesn't matter, as long as there is some. Stones include any kind of rock, to include gemstones and crystals.
Anthousai: Nymphs of flowers Anthousai Linearts Only - They can be edited onto existing poses. Requirements: They must have Flower petals or flowers growing from them. How much or how little doesn't matter, nor does the flower matter. Can be any kind of flower, real or imaginary.
Alseids: Nymphs of the groves and glades Alseid Linearts Only - They can be edited onto existing poses. Requirements: They must have a deer bottom half (centaur style, but deer only)
Overall, nymphs are a fascinating and important part of fey lore. Their connection to the natural world and their ability to heal and rejuvenate make them a valuable asset to any fey community.
Shadar-Kai Any Lineart Base (wingless) - Requirements - None, though feel free to edit expressions to look gloomier.
Elves of the gloomy plane toting incredibly pale complexions. They might look just as perpetually youthful as other elves, however, they look notably older and time-worn and often appear to be devoid of emotion altogether — though this isn't necessarily the case. These elves have the power to teleport through shadows. They are deeply connected to the shadow planes.
Nymphs are a type of fey that are commonly associated with nature. They are often depicted as beautiful, ethereal beings that live in forests, meadows, and bodies of water
Abilities
Nymphs are closely connected to the natural world and have a deep understanding of its rhythms and cycles. They are often associated with specific natural elements, such as trees, flowers, and bodies of water. Nymphs are known for their ability to heal and rejuvenate living things, and they are often sought out for their medicinal properties.
Behavior
Nymphs are generally peaceful creatures, but they can be fiercely protective of their homes and the natural world they inhabit. They are known to be mischievous at times, and they enjoy playing pranks on any who enter their domain. Nymphs are also known for their love of music and dance, and they often hold elaborate celebrations in honor of the natural world.
Types of Nymphs
There are many different types of nymphs, each associated with a specific natural element. Some of the most commonly known types include:
Dryads: Nymphs of the trees Dryad Linearts Only - They can be edited onto existing poses. Requirements: They must have tree parts growing out of them. How much or how little doesn't matter. They can just have bark skin,

Naiads: Nymphs of bodies of water Naiad Linearts Only - Naids can be edited onto existing poses. Requirements: They must have a tail instead of legs - any sea creature (seal, whales, dolphins, sharks, squids/octopi, fish of any kind, etc)
Oreads: Nymphs of the mountains Oread Linearts Only - Oreads can be edited onto existing poses. Requirements: They must have stone growing out of parts of their body. How much and where doesn't matter, as long as there is some. Stones include any kind of rock, to include gemstones and crystals.
Anthousai: Nymphs of flowers Anthousai Linearts Only - They can be edited onto existing poses. Requirements: They must have Flower petals or flowers growing from them. How much or how little doesn't matter, nor does the flower matter. Can be any kind of flower, real or imaginary.
Alseids: Nymphs of the groves and glades Alseid Linearts Only - They can be edited onto existing poses. Requirements: They must have a deer bottom half (centaur style, but deer only)
Overall, nymphs are a fascinating and important part of fey lore. Their connection to the natural world and their ability to heal and rejuvenate make them a valuable asset to any fey community.
Shadar-Kai Any Lineart Base (wingless) - Requirements - None, though feel free to edit expressions to look gloomier.
Elves of the gloomy plane toting incredibly pale complexions. They might look just as perpetually youthful as other elves, however, they look notably older and time-worn and often appear to be devoid of emotion altogether — though this isn't necessarily the case. These elves have the power to teleport through shadows. They are deeply connected to the shadow planes.
Diabolic Court
Devils and Demons: It is important to understand that devils and demons are two entirely different types of creatures. They are enemies. It goes like this:
Devils are lawful and they live in Hell.
Demons are chaotic and they live in the Abyss.
The two are locked in eternal war.
Teiflings want nothing to do with either.

Teiflings
Tieflings are partial devils who have a devilish ancestor somewhere in their line. They can have a variety of traits of horns, spade tail, cloven hooves, and wings - they must have at least one of these traits to be considered a teifling but can have up to all.
Devils
- Here's how devils think and operate:
They conquer, enslave and oppress.
They obey orders even when they dislike their superiors.
They love to strike bargains with mortals in exchange for their soul.
"Only divine intervention can release a soul after a devil has claimed it."
Imps
Imps are little red winged devils with a scorpion tail. They can turn invisible and they have a poison stinger. Despite being a bit lazy and inefficient, they make great spies because they can turn invisible at will.
Erinyes -
Attractive devils that bear humanoid looks and were originally angels who fell from grace out of misdeed and/or temptation.
Horned Devil (cornugon):
They are 9 feet tall, have wings and are covered in scales. They have an aura of magical fear and can fire off lightning bolt spells a few times per day. They fight with barbed whips and tail stingers.
Often, pit fiends lead armies of horned devils into battle. They are used as personal guardians of ice devils and are very loyal, a rare trait among devilkind.
Lillitu:
it is said that Lilith, Mother of the Succubi, promoted some devil succubi to a higher form known as a lillitu. These are more monstrous succubi, with poison instead of blood. Some have 4 tails while others have unique monstrous parts like owl heads, snakes, etc.
Demons
Demons/Tanar'ri
The most numerous of the demonic races and the rulers of the Abyss in the modern times. The tanar'ri were born spontaneously of the Abyss, although some bore signs of being altered by sibriexes or other creatures.
Balor
Cambion
Succubus/Incubus/Concubus
Shadow demon
mysterious demons with a wraith-like appearance.
Mahataa
A mahataa was a type of demon found within the Abyss. Mahataas were rumored to originally be elementals that were corrupted by the Abyss. Mahataas were extremely independent and were rarely willing to serve the various demon lords of the Abyss.
Devils and Demons: It is important to understand that devils and demons are two entirely different types of creatures. They are enemies. It goes like this:
Devils are lawful and they live in Hell.
Demons are chaotic and they live in the Abyss.
The two are locked in eternal war.
Teiflings want nothing to do with either.

Teiflings
Tieflings are partial devils who have a devilish ancestor somewhere in their line. They can have a variety of traits of horns, spade tail, cloven hooves, and wings - they must have at least one of these traits to be considered a teifling but can have up to all.
Devils
- Here's how devils think and operate:
They conquer, enslave and oppress.
They obey orders even when they dislike their superiors.
They love to strike bargains with mortals in exchange for their soul.
"Only divine intervention can release a soul after a devil has claimed it."
Imps
Imps are little red winged devils with a scorpion tail. They can turn invisible and they have a poison stinger. Despite being a bit lazy and inefficient, they make great spies because they can turn invisible at will.
Erinyes -
Attractive devils that bear humanoid looks and were originally angels who fell from grace out of misdeed and/or temptation.
Horned Devil (cornugon):
They are 9 feet tall, have wings and are covered in scales. They have an aura of magical fear and can fire off lightning bolt spells a few times per day. They fight with barbed whips and tail stingers.
Often, pit fiends lead armies of horned devils into battle. They are used as personal guardians of ice devils and are very loyal, a rare trait among devilkind.
Lillitu:
it is said that Lilith, Mother of the Succubi, promoted some devil succubi to a higher form known as a lillitu. These are more monstrous succubi, with poison instead of blood. Some have 4 tails while others have unique monstrous parts like owl heads, snakes, etc.
Demons
Demons/Tanar'ri
The most numerous of the demonic races and the rulers of the Abyss in the modern times. The tanar'ri were born spontaneously of the Abyss, although some bore signs of being altered by sibriexes or other creatures.
Balor
Cambion
Succubus/Incubus/Concubus
Shadow demon
mysterious demons with a wraith-like appearance.
Mahataa
A mahataa was a type of demon found within the Abyss. Mahataas were rumored to originally be elementals that were corrupted by the Abyss. Mahataas were extremely independent and were rarely willing to serve the various demon lords of the Abyss.
Celestial Court

Aasimar:
Those with an angel somewhere in their ancestry. They have no more than one pair of wings.
Angels
Angels are immortal, winged beings empowered by the gods whom they served. An angel that committed an evil act became an outcast and was no longer necessarily bound to be a good creature.
Deva - Devas appeared as human-like men and women of extraordinary beauty or handsomeness with two magnificent feathered wings emerging from their shoulders
Planetar -The average planetar appears as a stunningly handsome humanoid with hairless blue or green skin and immaculately toned muscles. They stand at 9 feet tall on average and have white-feathered wings on their backs.
Solar - A solar appears humanoid to the eyes of mortals, standing at 9 feet tall with flawlessly-toned, muscular bodies with beautiful features. Their skin usually appears to be made of precious metals such as gold, bronze, or silver and they possess white-feathered wings on their backs. Most angels have a single pair of wings, but solars have three pairs.
Agathion - these beings serve as divine warriors or messengers of various deities. They are considered neutral-good, however, taking no interest in the endless conflict between order and chaos. They are also known to take on a variety of different forms when appearing on the Material Plane, sometimes as elf-like humanoids with magnificent wings, but may also take on more bestial forms resembling anthropomorphic animals or even appear as inanimate objects.
Archons
Not to be confused with the similarly named elemental archons, celestial archons were personifications of law and good. They had a strict hierarchy and were consistently at odds with fiends, particularly demons.
Guardinals
The fierce and animalistic guardinals were powerful outsiders of neutral good alignment. Like other celestials, the appearances of guardinals varied—both among varieties and individuals—but most looked like attractive and fit humanoids with distinct animal traits. Some guardinals appeared more animal-like, while others appeared more human-like
Mustevals
Mouse-like guardinals.
Cervidals
Goat-like guardinals.
Lupinals
Wolf-like guardinals.
Equinals
Horse-like guardinals.
Avorals
Bird-like guardinals.
Ursinals
Bear-like guardinals.
Leonals
Lion-like guardinals.
Celestial Eladrin
A race of chaotic good eladrin who had wild, joyful natures. Of the celestials, they had some of the shortest tempers regarding injustice and oppression.

Aasimar:
Those with an angel somewhere in their ancestry. They have no more than one pair of wings.
Angels
Angels are immortal, winged beings empowered by the gods whom they served. An angel that committed an evil act became an outcast and was no longer necessarily bound to be a good creature.
Deva - Devas appeared as human-like men and women of extraordinary beauty or handsomeness with two magnificent feathered wings emerging from their shoulders
Planetar -The average planetar appears as a stunningly handsome humanoid with hairless blue or green skin and immaculately toned muscles. They stand at 9 feet tall on average and have white-feathered wings on their backs.
Solar - A solar appears humanoid to the eyes of mortals, standing at 9 feet tall with flawlessly-toned, muscular bodies with beautiful features. Their skin usually appears to be made of precious metals such as gold, bronze, or silver and they possess white-feathered wings on their backs. Most angels have a single pair of wings, but solars have three pairs.
Agathion - these beings serve as divine warriors or messengers of various deities. They are considered neutral-good, however, taking no interest in the endless conflict between order and chaos. They are also known to take on a variety of different forms when appearing on the Material Plane, sometimes as elf-like humanoids with magnificent wings, but may also take on more bestial forms resembling anthropomorphic animals or even appear as inanimate objects.
Archons
Not to be confused with the similarly named elemental archons, celestial archons were personifications of law and good. They had a strict hierarchy and were consistently at odds with fiends, particularly demons.
Guardinals
The fierce and animalistic guardinals were powerful outsiders of neutral good alignment. Like other celestials, the appearances of guardinals varied—both among varieties and individuals—but most looked like attractive and fit humanoids with distinct animal traits. Some guardinals appeared more animal-like, while others appeared more human-like
Mustevals
Mouse-like guardinals.
Cervidals
Goat-like guardinals.
Lupinals
Wolf-like guardinals.
Equinals
Horse-like guardinals.
Avorals
Bird-like guardinals.
Ursinals
Bear-like guardinals.
Leonals
Lion-like guardinals.
Celestial Eladrin
A race of chaotic good eladrin who had wild, joyful natures. Of the celestials, they had some of the shortest tempers regarding injustice and oppression.
High Court

Deities Unique linearts only
Deities fall into two categories - major and minor. Every deity will fall under a major domain, but most will have a minor domain under the larger umbrella. For example, Amarice is a Deity of Love (major) that specializes in Self Love (minor). All minor deities draw power from the corresponding Major Deity. They have strong magics related to their minor domain, or major domain as applicable. In many instances minor deities were mortals who somehow impressed a major deity and was ascended. Mortals can be ascended through rp. All deities can manipulate their size at will, from the size of mountains down to a single cell. All can fly, regardless of whether they have wings.
Major deities are the primordial essence of their domain, from which all energy in that domain derives.
Minor Deities
True Dragons Unique linearts only (two forms standard - Dragon and Shapeshifted (any race))
True Dragons - These dragons often shape-change into a bipedal form that more easily fits into the society of feys, though they don't have to. Like Deities, True Dragons have a variable size, but only ranging from the smallest fae to the largest non-deity fae. This means even in their dragon form they can be as small as the smallest pixie. Their scale color determines their elemental powers.

Deities Unique linearts only
Deities fall into two categories - major and minor. Every deity will fall under a major domain, but most will have a minor domain under the larger umbrella. For example, Amarice is a Deity of Love (major) that specializes in Self Love (minor). All minor deities draw power from the corresponding Major Deity. They have strong magics related to their minor domain, or major domain as applicable. In many instances minor deities were mortals who somehow impressed a major deity and was ascended. Mortals can be ascended through rp. All deities can manipulate their size at will, from the size of mountains down to a single cell. All can fly, regardless of whether they have wings.
Major deities are the primordial essence of their domain, from which all energy in that domain derives.
Minor Deities
True Dragons Unique linearts only (two forms standard - Dragon and Shapeshifted (any race))
True Dragons - These dragons often shape-change into a bipedal form that more easily fits into the society of feys, though they don't have to. Like Deities, True Dragons have a variable size, but only ranging from the smallest fae to the largest non-deity fae. This means even in their dragon form they can be as small as the smallest pixie. Their scale color determines their elemental powers.
The Fey Monarch
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Familiar ideas (Everything is a WIP)



Small fox-like creature || Medium sized fox-type creature || Large sized wolf-like creature



Small sized flying bat-like creature || Medium sized flying eagle-like creature || Large owl-like creature



Small || Medium || Large

Femme Selkie base? Another large sea familiar? Hmm



Small fox-like creature || Medium sized fox-type creature || Large sized wolf-like creature



Small sized flying bat-like creature || Medium sized flying eagle-like creature || Large owl-like creature



Small || Medium || Large

Femme Selkie base? Another large sea familiar? Hmm
The Fey Monarch
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The Fey Monarch
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Owners: Fatal Irony and UniWingdFox and Artymus
Lineart: Fatal Irony and UniWingdFox
Cert: Fatal Irony and Artymus
Shop Keeper: TBD
The Fey Monarch
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Staff:
Certist: Artymus
RP Manager: TBD
Lore Manager: TBD
Ownerslist Keeper: TBD
Event Coordinator: TBD
Unedited Colorists:
Artymus
Moderate Colorists:
TBD
Full Edit Colorists:
TBD
Custom Colorists:
Fatal Irony
UniWingdFox
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