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What's your favorite planet?

Mercury 0.015873015873016 1.6% [ 1 ]
Venus 0.047619047619048 4.8% [ 3 ]
Earth 0.063492063492063 6.3% [ 4 ]
Mars 0.095238095238095 9.5% [ 6 ]
Jupiter 0.079365079365079 7.9% [ 5 ]
Saturn 0.22222222222222 22.2% [ 14 ]
Uranus 0.015873015873016 1.6% [ 1 ]
Neptune 0.047619047619048 4.8% [ 3 ]
A Dwarf Planet - Ceres, Pluto, Eris, Makemake and Haumea 0.25396825396825 25.4% [ 16 ]
Planets? I'm here for the Moons! 0.15873015873016 15.9% [ 10 ]
Total Votes:[ 63 ]
1 2 3 4 5 6 ... 476 477 478 > >> >>> »|

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Page 1
1: Navigation - that's what you're looking at now!
Guild - just a link - can't fit the whole thing in the first post.
2: Announcements - so you know what's going on - or at least what I choose to tell you.
3: History - the world of Incarnum is steeped in rich . . . well, there's a back story anyway.
4: Shop Policy - so you know and I don't have to kill you for general ignorance.
FAQ - because people have questions and I have answers, or pretend I do anyway.
5: Mrem - you should know who they are.
6: Avoral - you should know who they are too.
7: Liskash - these ones are kinda secretive, so you don't HAVE to know them, you might want to anyway.
8: Tanygres - because knowing is half the battle.
9: Fenlings - sometimes even they don't know who they are.
10: Familiars - less intelligent, but still cute!
11: Items - 'cause everyone needs stuf.
12: White List - it's a good thing.
Black List - it's not a good thing.
13: Staff - to be listened to!
Thank You - to those who are wonderful, awesome, amazing, or just really cool.
14: Role Playing - it's more than an option.
15: Links - so you can come back and so you can visit my friends.

Page 2
1: Auction - the pretties!!!
2: Flatsale - because you know you want them.
3: Raffle - what are your odds?
4: Games - everyone needs a little fun!
5: Contests - can you win?
6: Customs - because you want it!
7: Breeding - it happens.
8: Pet Trades - make the world go 'round.
9: CYO - the occasional gift to all of you.

Page 3
1: Pick-up - no, not pick-up lines, eww gross!
2: Hiring - just in case.
3: Entries - for all those nifty contests.
14: Owners - I do keep track [mostly].



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01/20/10 - Near Space Event! Who doesn't want an Incarnate to represent one of the planets in our solar system? And just in for this event, Firmofae [Firefly Moon Fairies]!
07/27/09 - Myst Touched even posted pg 2 [Myst Touched = when the Magic of the Mysts reach out to change the physical form of an Incarnate - sometimes it's just color - but for this event, the Auction and Flat Sale Pets have all been physically mutated, and all are Eggs or Babies and will grow to full adulthood with these mutations.
07/26/09 - Art Contest pg 269!!!! My OC Ginger is needing to be depicted - everyone who enters will be allowed an Adult Color Custom from either here or Vampirates vs Wereninjas. The Winner will also receive a 1st Gen Masquerade! Contest will run until my Birthday on August 29th.
07/22/09 - Yes, I'm bad about updating - but the announcement - Myst Touched Growing Event almost ready - Keep an eye out for updates and dates. What's a Myst Touched event you ask? More information will be available with the event. mrgreen
6/22/09 - I'm back and dead tired - The 'Sun' Event is over. I'll start working on plans for the next event soon. Looking for a Templatist now that Tandye is gone from Gaia - when I have a hiring thread open, I will post the link here.
6/12/09 - I will be away on vacation Wednesday-Sunday of next week.
6/10/09 - Sun Event Open!
06/08/09 - 'Sun' Event Planning almost complete
05/07/09 - May Flowers Event Opens!
3/15/09 - Now Open!
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Deep in the Wilds the Incarnum Mysts lay so heavily upon the ground that the sounds of the world are muffled. Masters of Magic have long known of the powerful energies in the Myst and have learned how to tap into those energies to create spells of immense strength.

Not all who have tried to tap into the Myst have been masters, and the Myst twists the wills of those unable to contain them, warping their minds and turning their spells awry.

Once, all peoples were the same. Then came the time of the First Myst Storm and the world was remade as the Myst lashed out at those who could not wield it’s strength and rippled forth onto every thinking being.

Unto each part of the world did the Myst Storm twist the people, finding common cause for each place and people.

Given to the caves and cliffs of the mountains were the Tanygres. Their skin hard and colored like unto the rock walls of their cave dwellings. They also gained wings, which allowed them to find new purchase and explore new homes. The Tanygres were the most isolated of the peoples, living in a region few others could reach or survive.

Given to the forests were the Avoral. Losing their hands to two sets of wings, the Avoral became excellent fliers, able to maneuver in the dense trees of their homes. They made their nests in the tops of the tallest of trees, willingly isolating themselves from the other peoples. However, with much of value for trade, the Avoral remained in contact with the other peoples.

Given to the deserts were the Liskash. Their hides becoming thick with scale while their coloration ranged the gambit of hues. The removed themselves deep into their deserts, having little dealings with the other peoples and only trading for what was necessary.

Given to the meadows and open places were the Mrem. Their new soft fur insulating them from the vagaries of weather with coloration that allowed them to blend in with their surroundings. The most social of the peoples, they gathered together and built great cities, trading with all other peoples.

Given to the rivers and lakes were the Fenlings. Their oily fur keeping them dry and warm while their small size allowed them ease in escaping predators. The Fenlings are the most outgoing of the peoples, however their slow wits and small size leads many of the other peoples to view them as little more than children. Fenlings have some of the most sought after trade goods.

As the peoples were changed by the Myst, they gathered together with others like themselves. Soon intolerances of those different from themselves grew and hostilities abounded.

None know how the war started, though the Mrem claim the Liskash attacked first, while the Liskash contend that the Mrem were responsible. But the origin of the combat is inconsequential. The lands were ravaged by conflict for hundreds of years. The Mrem allied with the Avoral and the Liskash allied with the Tanygres. The Fenlings remained neutral, being friendly to all and keeping trade open. The other peoples, viewing the Fenlings as children in need of protection, did not bring the war to them.

As the war raged, Mages on both sides of the conflict pulled great energies from the Incarnum Mysts. On the four hundred twenty eighth year of warring, the Myst Raged. Sweeping out across the land the Second Myst Storm changed the face of the world. And again were the peoples changed, though this time, the change was to their magic.

The Second Myst Storm changed the land such that where there once was lush forest, now stood barren desert. And where once stood mountains now were layed low to plains. All the land was changed, and all the peoples struggled to survive as their homes were no longer suited to them.

And with the changing of the land, came the withdraw of Magic. Those born with the Talent to use magic are now very rare, as are the other Talents of Power. For some this change affects little, for others, their very survival is impacted as the use of Magic is necessary to successfully breed.

And so came the time of peace, as the peoples learned to rely on each other to survive in the changed world. Still there are lingering animosities between the Mrem and Liskash, though the other races have put their differences aside. It is hoped these two peoples will soon follow suit, though the hatred of ages makes such healing difficult.

There has been passed a Law unto all Peoples that the Myst is sacrosanct. None may use its power lest they suffer death at the hands of the people. None wish to see another Myst Storm. And with the ban is lost many ancient wonders of Magic, no single mage being able to summon the energies needed without the Myst.
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General Rules
[1] Roleplay is NOT REQUIRED but roleplayer will get perks - including the option of special lines and evolution advances not available to non-roleplayers!
[2] Don't quote the front page!
[3] There is no obligation of refund should you decide to return or disown your pet for some reason.
[4] You cannot resell the pet to anyone else.
[5] No advertising or begging for charities! This is not the place.
[6] Mules are not allowed on any events to give you an unfair advantage.
[7] Co-owning may occur for Auction or Customs only.
[8] No 1337 speak, Chatspeak, or sTiCkY cApS.
[9] Send all trades to Myst_of_Incarnum.
[10] I reserve the right to add more rules if necessary.
[11] I reserve the right to refuse to sell to any individual.


Flatsale Rules
[1] It's first come first serve, I won't reserve. Flatsales will almost always be speed flatsales. Prompt, trivia, or other types of flatsales may occur but will almost be announced beforehand.
[2] Don't try and discourage others from trying for the pet you want.
[3] No saying "Oh, I'd like #4, but if that's gone #7!" in the event of a "first come first serve" flatsale. That's unfair to others, and frustrating. Only name one pet, and hope you get it.
[4] Each person may only get two pets in each flatsale for the first 24 hours, you may only buy 1 for yourself and 1 for a friend but that is the limit.
[5] Please be ready to pay the flatsale fee right away, if a trade is not started within a timely manner and no good reason is given, the pet is not sold and may be purchased by another individual.
[6] Co-owning from flatsale isn't allowed.
[7] You may pay using Monthy Collectable Items/Letters, and certain Rare Items ,calculate items using TekTek.
[8]
[9]
[10]


Auction Rules
[1] No retracting Bids, it is a bannable offense.
[2] Don't try and discourage others from trying for the pet you want.
[3] The bidding will be extended 15 minutes for any last minute bidders.
[4] Trade must be sent within 24 hours unless a good reason is given ahead of time.
[5] You may bid Monthy Collectable Items/Letters, and certain Rare Items ,calculate items using TekTek.
[6] You must list the items your bidding and their value (The value for each item).
[7] 2 people may Co-own.
[8] ONLY BID WHAT YOU HAVE!!!
[9]
[10]


Raffle Rules
[1] It's 100g per ticket, unless otherwise stated.
[2] Tickets are unlimited, unless otherwise stated.
[3] When sending trade, put amount of tickets in trade title.
[4]
[5]
[6]


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Q: How much do these cost?
A: Flatsales cost 10k, Auctions go to the highest bidder, and Raffles usually cost 100g a ticket.

Q: How do I buy one?
A: Check to see if there are open Flatsales, Auctions, Raffles, etc. These are located on page 2.

Q: How many can I own?
A: As many as you want. There is no limit, but you may only purchase two per flatsale or raffle, unless otherwise noted. Auctions are unlimited.

Q: But their isn't any for sale in the Flat Sale post?
A: Well if customs are open you can get one there, if customs aren't open the only other option is bribing a colorist if bribes are open. Or you can wait patiently.

Q: Do I direct link
A: Yes until they reach adult stage. Once they are adults please save to your own server.

Q: Can I have the uncert version of my Incarnum?
A: Yes, just post asking for it and I'll Pm it to you.

Q:
A:
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Given to the meadows and open places were the Mrem. Their soft fur insulating them from the vagaries of weather with coloration that allowed them to blend in with their surroundings. The most social of the peoples, they gathered together and built great cities, trading with all other peoples.



Magics:
5% of Mrem have True Magic.
20% of Mrem have Empathy.
10% of Mrem have Precognition or Postcognition - only 5% have both

Mrem are skilled in Stealth, Jumping, Climbing and Balancing.
Mrem are weak in Swimming and Bluffing.

All Magics must be confirmed in the Guild.






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As a character progresses in role playing he or she may gain additional lines. Please see the guild for examples.
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Given to the forests were the Avoral. Losing their hands to two sets of wings, the Avoral became excellent fliers, able to maneuver in the dense trees of their homes. They made their nests in the tops of the tallest of trees, willingly isolating themselves from the other peoples. However, with much of value for trade, the Avoral remained in contact with the other peoples.

Either Sha or Laf Avoral may hatch from any egg. While parentage will be a factor, even two Sha may have Laf offspring.


Magics:
4% of Sha Avoral have True Magic.
7% of Laf Avoral have True Magic.
30% of both Sha and Laf Avoral have Telekinesis.
5% of the Laf Avoral have Luminkinesis [light manipulation].

Avoral are skilled in Highly Maneuverable Flight, Perception, Balance
Avoral are weak in Swimming and Stealth

All Magics must be confirmed in the Guild.



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As a character progresses in role playing he or she may gain the Full Adult lines only after having undergone the Rite of the Mysts [occasionally a Sha Avoral may undergo the rite and emerge a Laf Avoral and vice versa]. Avoral may breed at their Young Adult stage.
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Given to the deserts were the Liskash. Their hides becoming thick with scale while their coloration ranged the gambit of hues. The removed themselves deep into their deserts, having little dealings with the other peoples and only trading for what was necessary.



Magics:
5% of Liskash have True Magic.
20% of Liskash have Pyrokinesis [firestarter]
10% of Liskash have Microkinesis [allows celular level alterations - healing, breeding, etc]

Liskash are skilled in Bluff, Perception
Liskash are weak in Jumping


All Magics must be confirmed in the Guild.

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As a character progresses in role playing he or she may gain additional lines after having undergone the Rite of the Mysts. Please see the guild for examples.
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Given to the caves and cliffs of the mountains were the Tanygres. Their skin hard and colored like unto the rock walls of their cave dwellings. They also gained wings, which allowed them to find new purchase and explore new homes. The Tanygres were the most isolated of the peoples, living in a region few others could reach or survive.



Magics:
5% of Tanygres have True Magic.
20% of Tanygres have Telepathy.
10% of Tanygres have Cryokinesis [cold/ice manipulation].

Tanygres are skilled in Gliding Flight, Stealth, Perception
Tanygres are weak in Bluff, Breeding [require magic to breed]


All Magics must be confirmed in the Guild.




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As a character progresses in role playing he or she may gain additional lines after having undergone the Rite of the Mysts. Please see the guild for examples.

Tanygres are the most rare race, requiring True Magic to fertilize their eggs, however, the eggs may be layed any period of time before the magics are performed and so long as the egg remains undamaged will still be viable..
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Given to the rivers and lakes were the Fenlings. Their oily fur keeping them dry and warm while their small size allowed them ease in escaping predators. The Fenlings are the most outgoing of the peoples, however their slow wits and small size leads many of the other peoples to view them as little more than children. Fenlings have some of the most sought after trade goods.


Magics:
1% of Fenlings have True Magic.
20% of Fenlings have Hydrokinesis [water manipulation].
10% of Fenlings have Adaptability [can survive in any natural environment - breath water or air - survive temperature and pressure extreems - etc].

Fenlings are skilled in Swimming, Survival, Farming, Animal Husbandry.
Fenlings are weak in Literacy and are Slow Witted.

All Magics must be confirmed in the Guild.



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As a character progresses in role playing he or she may gain additional lines. Please see the guild for examples.
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Chidoha - Birds found in the Avoral Forests that have been breed as companions and messengers. Due to extensive trade, almost any of the races may have a Chidoha Familiar.
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No Items are Available Currently.
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LydaLynn - Shop Owner
Myst_of_Incarnum - Shop Mule
Gabe Ragnarok - Line Artist
tandemonium - Inking and Templatest
Reptar Bar - RP Manager
Xx-InstantaneousPause-xX - Assistant RP Manager
purrrplekitty - First Customer and Friend of the Incarnum
Dooma - Friend of the Incarnum
Yomiko Rose13 - Friend of the Incarnum
MarlboroMystic - Friend of the Incarnum


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LydaLynn - shop owner/colorist/breeder/etc
Myst_of_Incarnum - shop mule
purrrplekitty - Shop Manager
wicka - Templatist Extraordinaire and Shop Colorist
Dooma - RP Manager [pending]
Fayt_of_Redemption - Shop Colorist
ivy hemisphere - Shop Colorist
lestats1stlover - Guest Colorist
Lady Evelon - Apprentice Colorist


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Gabe Ragnarok - Line Artist
tandemonium - Inking and Templatest
Bantam Books [Authors: Fawcett and Neil Randall, Matthew J Costello, Diane Duane and Peter Morwood, Jack Lovejoy] - For Race names.
Dungeons and Dragons [v 3.5E] - For Shop and Race names.
THE Ozia - catching and pointing out a typo.




An acknowledgment and Thank you to brush and pattern artists from whom I have gained useful brushes and patterns:

http://www.brushes.obsidiandawn.com/
http://amarieveanne-stock.deviantart.com/art/Dragons-volume-I-75479448
http://jasminago.deviantart.com/art/Stargate-85643631
http://buburu.deviantart.com/art/46-Tatoo-brushes-85631772
http://deathoflight.deviantart.com/art/Tree-Brushes-Photoshop-7-34725182
http://the-banana-lounge.com/
http://onethirtytwo.deviantart.com/
http://gimei.deviantart.com/art/Japanese-style-pattern-102424198
http://ericsalvi.deviantart.com/art/Parchment-Paper-Patterns-32946988
http://crazy-alice.deviantart.com/art/pattern-part4-101055951
http://jodipheonix.deviantart.com/art/Victorian-Dreams-pattern-set-84505133
http://zebiii.deviantart.com/
http://kittygirl112.deviantart.com/
http://ashzstock.deviantart.com/
http://www.pinkonhead.com/
http://erichilemex.deviantart.com/
http://c130.deviantart.com/
http://c13.deviantart.com/
http://community.livejournal.com/christastic
http://myphotoshopbrushes.com/patterns/id/1002
http://ademmm.deviantart.com/
http://untitled-stock.deviantart.com/
http://phiredesign.net/
http://elberethdelioncourt.centerblog.net/
http://www.brusheezy.com/patterns/
http://punksafetypin.deviantart.com/journal/9596582/
http://buburu.deviantart.com/
http://coby17.deviantart.com/
http://nathie.deviantart.com/
http://env1ro.deviantart.com/
http://coolwing.deviantart.com/
http://anarasha.deviantart.com/
http://prfction.deviantart.com/
http://graphicssoft.about.com/
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Role Playing may take place in either the thread or the guild, however, for the purposes of the Rite of the Mysts and other role play bonuses, only role play taking place in the guild will be acknowledged.

If you plan on working towards a Rite of the Mysts or other role play reward, please keep a journal for your characters/pets in the guild.

Special Rule:

Rite of the Mysts


There has been passed a Law unto all Peoples that the Myst is sacrosanct. None may use its power lest they suffer death at the hands of the people. None wish to see another Myst Storm. And with the ban is lost many ancient wonders of Magic, no single mage being able to summon the energies needed without the Myst.

The only exception to this ban is the Rite of the Myst. An individual may choose to take a journey of self discovery deep into the Places of Incarnum and take upon them the Will of the Myst. To undertake the Rite of the Myst the individual must first gain approval from his or her Elders. Then the journey must be undertaken into a Place of Incarnum, wherein the person carries nothing with them save a small skin of water. The Rite of the Myst changes those undergoing the rite on a basic level at the Myst's Will. Many believe the change is affected by the mind of the ritualist, yet not all are changed as they would have wanted and some change not at all.

The Avoral are the most likely to undertake a Rite of the Myst, unable to gain their adult form without undergoing the Rite. However, as it is a racial necessity, the Elders are much more likely to grant permission for the Rite and the journey is less tedious as the route to the Places of Incarnum near Avoral Forests has long been tamed and made comfortable.

The Liskash are the only other race to regularly have members who undergo the Rite of the Myst. Many of their warriors undergo the rite, it's results establishing their placement in special forces. The journey to the Places of Incarnum near the Liskash's deserts is very strenuous and not all survive it.

The Mrem, as a people, avoid the Rite of the Myst fearing the changes it brings about. Few Mrem have undergone the rite and of those alive who have, only one did so willingly.

The Tanygres occasionally take the Journey and undergo the rite, though such cases are rare.

The Fenlings live in the low places, where the Mysts lay heavy and thus far, no Fenling has undergone any changes during the undertaking of a Rite of Myst.

Familiars seem unaffected by the Mysts.
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The most addicting shop ever!


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