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- still under construction - come by, take a look, chat a while :3 -


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-Click Here for the current AUCTION! -


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1. Intro Post, News
2. Rules
3. About the Setting
4. The Ancient Races
5. Humans in Windstone
6. Awakened Animals
7. Other Animals
8. The Guild (Owner's List, Breeding, etc)
9. Availability
10. Customs
11. Reserved
12. Reserved
13. Reserved
14. Reserved
15. Staff/Credits

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1.) No art theft – either the lines or in original coloring patterns/designs. Designs for customs have to be your own creation or credited to the original creator.
2.) No public arguments or drama in the thread please. If you have concerns about the shop or management you must PM the mule. Please do not contact -ANY- staff member for shop business by any other means: AIM, e-mail, or their personal Gaia account. Everything shop related MUST be sent to the mule.
3.) Co-Owning is allowed, with a max of two owners per character.
4.) By owning a pet in this shop you must acknowledge that quality takes time. The staff will always try their best to their work in a timely manner, however, please remember that things may come up that can delay growths or colorings. In extreme circumstances, if a coloring/growth is taking longer than is reasonable, it can be passed on to a different colorist than originally agreed upon. REFUNDS WILL NOT BE GIVEN for a coloring/growth taking too long. Refunds will be ONLY be given in the work can NOT be completed for some reason by any colorist.
5.) Roleplaying is highly encouraged, but not mandatory. However, there may be some perks (breedings, events, or special species/ranks) reserved only to those who roleplay.
6.) Pets won from auctions, raffles, events, or flatsales must be named withing one week. Neglecting to name a pet won after a week may be refunded and rehomed.
7.) Direct linking is permitted. However, it is requested that adults be saved to your own server.
8. No begging for FREE PETS. Staff may sometimes give pets out for free, but you may NOT, under any circumstances ask for a free pet. This is not llimited to PMing the mule. You may not PM other owners asking for babies (future or otherwise) or asking if they will co-own or give their pet to you.

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The Valley of Windstone is a vast fertile land, tucked away between a convergence of giant mountain ranges and to the brim of the Great Cliffs. Because its so hard to get to, the population is fairly small, but being one of the last strongholds of the world not settled by Humans, many of the Ancient races have started migrating to the Valley to make a new permanent home.

The only permanent settlement in the Valley is the Castle Windstone. Mostly abandoned, a lone hermit wizard and his small entourage of attendants live on the edge where human settlement and those clinging to the Ancient Ways. But no matter how innocuous the castle seems to be. Its a looming, constant reminder of the threat the Ancients fight so hard to prevent.


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The Great Cliffs
– The most notable feature of the Valley, the Great Cliffs is a where the land itself drops off suddenly into the ocean. Three rivers rush off the face of the cliff, pouring a giant waterfall into the vast body of salt water. Because of the cliffs, the Valley has no beach due to the violent churning waters that beat against the cliff face, which is one very key reason the Valley is so hard to settle. The land of Windstone is fertile right up to the rocky edge of the cliffs, and the giant deep crevices of the wall is often the home for griffins, dragons, and other rock-dwelling fliers.


Final Journey Meadow – despite its ominous name, this grassland is one of the most teeming regions of the Valley. Tucked between two large rivers, its nearly flat except for a few rolling hills and rocky outcroppings. Shrubbery and grasses are the most prevalent vegetation, with a few trees speckled throughout. Though slightly arid, the rives and complex root systems of the grass keep the meadow thriving through times of little rain. This meadow is one of the preferred lands of the Unicorn and a few families of kirin. Its name comes from the two rivers it lies between, as they make their final journey over the egde of the Great Cliffs.

Gargoyle Foothills
– Where the western mountains meet the Valley come of the Gargoyle Foothills. Rocky towards the top and lush and woody near the base, the foothills are most notable for its gargantuan cave system. Legends say that ancient gargoyles live in the caves, hence there name. All kinds of life can be found in the foothills, but pegasi seem to favor this region more than any other. The base provides forested refuge for feeding, and the rocky upcliffs is where they prefer to sleep and raise their young, away from most predators.


The Gargoyle Ward Meadow
– Named for its location tucked at the base of the Gargoyle Foothills, the Gargoyle Ward Meadow is slightly more humid grassland than Final Journey. There are more shrubs and trees as well, though it is still primarily a plain of tall lush grasses. Unicorn and pegasi are both abundant in the this land, as well of a few packs of Spirit Wolves and wild horses.


Pillowground Swamp - This region of the land rests in the foothills of the mountains, seemingly in the towering shadow of Windstone Castle. Dense fog rolls off the mountains, giving the swamp a misty, mysterious feel. Weeping Willows is the most common tree, and towering cattails and reeds make water and land blend together in a creepy, hard to navigate landscape. The swamp, named Pillowground for the almost fluffy, squishy feeling of the mud, is not the preferred habitat for any race, though loners and young races looking to carve their niche in the world sometimes start here when other territories are scarce.

Griffin's Keep – so named for its large concentration of Griffins. Griffins prefer this area more than any other due to its near perfect mix of rocky, foothill terrain and dense forest. Though many griffins prefer rocky terrain to build their nests, some smaller griffins chose large trees due to the more abundant prey found in the more forested areas. Griffin's keep is also the home of a few families of kirin.

Forest Womb – The Forest's Womb is a delicate forested area set right at the fork of two rivers. It gets heavy rainfall, mixed with the soft ground between the rivers causes loose, rich soil. Small trees, grasses, and other foliage allow for a plush, green habitat. Its slightly dryer and greener than swamplands, but the lack of large, thick-rooted trees makes it a less stable environment than a forest. Tall thin trees similar to bamboo is very prevalent here. This is one of the kirins' favored regions.


Windswept Hills – This forest comes off the base of the east mountains. It gets moderate rainfall and the ground, as its name implies, is uneven and hilly due to its location near the mountains. Heavy winds coming off the range is frequent. This is a preferred region of griffins, kirins, and even small herds of unicorns and pegasi. Perhaps the most diverse of any region in the valley, wolves are particularly prevalent in this area as well.

The Keeper's Scales – according to Draconic lore, The Keeper is the mother dragon who lives in the center of the earth. The Keeper Scales is the name for the lower region of the eastern mountain range, a rocky, jutting cliff system that resembles scales, hence the name. Arid and windy, it is by far the harshest region of the valley. Regardless, its not barren and therefore life finds a way. Not surprisingly, this is the area with the most dense population of dragons. Mountain goats, deer, and other prey animals are still fairly abundant, and dragons have the luxury to be able to fly great lengths to hunt for prey.

The Cradled Wood – named for its location “cradled” between two rivers, this forest is where you can find most of the population of kirin. Moderate rainfall and temperate seasons make this forest very diverse and rich in plant and animal life. Its location between the two rivers give it a fairly reclusive feel, though dedicated travelers can find several places to cross, making the land not inaccessible. Pegasi herds can be found living on the northern border, spending the days grazing in the forest then nesting off the deep cliffs.

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Kirins - The exact origins if the kirin are unknown, but what is known is a small population was either brought to Windstone by mysterious travelers from beyond the oceans or the kirin actually migrated themselves over the grueling wastelands. It was ancient times ago, and now there is a small but stable population of kirin that live happily in the Valley.

Males are referred to as Bulls, females are cows, and babies are calves.

Kirins are gentle and quiet creatures, often shy and flighty. They are only aggressive if provoked, and even then most kirins would rather run than fight. The exception is a bull Kirin protecting his family. When females are in estrus, pregnant, or nursing a bull kirin is especially territorial and will fight anyone he doesn't trust getting too close. In an impressive display, bulls will fluff their mane to make themselves look bigger. They will also flash their horn, paw at the ground, and snort. While most of it is a display meant to intimidate, the sickle-shaped horn of an adult kirin is quite capable of dealing deadly damage.

Kirins live in tight-knit family groups consisting of a bull, up to three mates, his nursing children, and adult daughters. Kirins do mate for life; cow kirin may only have one mate and a bull may have up to three. When male calves reach maturity they strike out on their own, either luring an unmated female away with him or trying his seduction skills on another family group. Unmated adult females are free to leave their family group at any time, but many dare not go alone until a they have a bull to call their mate.


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Unicorns - Most Unicorns are strong-headed creatures. Known for being passionate, energetic, and free-spiritedl, all unicorns share a love for their herd and their land. They are proud, sometimes stubborn, but most unicorns will place their loyalty to their herd and their family over their own individual lives.

Unicorns have grown strong and numerous thanks to their dedication to their herd. Babies are raised communally by the herd, and even if the unfortunate event that a baby uni's mother is killed, other mares will band together to share in feeding and caring responsibilities of the orphaned foal. If there is a threat to the herd, babies and nursing mothers are protected in the middle while males and unattached females form a protective circle around them, shielding them from any oncoming danger.

Herds consist of anywhere from a dozen to several hundred unicorns. Every herd is led by an Grand Stallion. Grand Stallions are responsible for any major decisions in the herd and primary line of defense for its protection. Because of this, Grand Stallions must be fearless and strong, not afraid to directly challenge any threat to his herd.

Unicorns always breed within their herd, but otherwise is fairly unregulated. Some unicorns change mates every season, others choose, especially in larger herds, to 'settle down' with one mate. All herd members are allowed to breed. The Grand Stallion, however, has first pick of mates every breeding season. He can chose from any female in his herd, and when the Grand Stallion choses to mate, they must submit.


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Pegasi - Pegasi are very similar to unicorns in their structure and biology, with a few key differences. Groups of pegasi are called flocks, and they are also led by a Grand Stallion. Pegasi have hollow bones and therefore are capable of flight. They prefer to live in the lowlands of the mountains, where there is plenty if grazing at the base, but can quickly escape to the rocky out cliffs when danger presents itself.

Pegasi tend to be a bit more skittish and untrusting than unicorns, but maintain their love for the land and dedication to their flocks and family.


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Dragons - Dragons claim to be the oldest race in the World, and they are probably right. They are masters of the land and can adapt to virtually any climate. Their scales, while beautiful, provide amazing protection against danger and the elements with their thick plates. Their large wingspan allows them flight, though they cannot fly for very long periods of time unless they happen to catch a wind current: some dragons can glide for days on an updraft.

Thought they live in virtually stretch of the World, dragons prefer temperate climates and rocky terrain. They are most often seen in caves, cliffs, and other such environments that are hard to reach by most creatures.

Dragons tend to live in large, very loosely-knit communes in a common area, such as a mountainside, that lack formal organization. They either live solo or with their mate. Dragon's mate for life (more specfically, in serial monogamy, which means on rare occasion when death or irreconcilable differences they may change their mate). When dragon's choose a mate, they are violently protective and posessive of their nests.

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Griffins – Griffins are strong, opinionated, and independent. Their ideal habitats are mountainsides or cliffs, where they can rest and raise their chicks in peace. Unlike many other animals, they can afford to live in inhospitable conditions because they are able to fly great distances in order to hunt. Griffins can eat large amounts of meat from a single kill, so they only require hunting every few days. They are expert hunters of deer and domestic horses, and also keen fishers. Though they tend to live in loose groups as they often share nesting grounds, they have no formal social structure. Occasionally they will take life mates, but most griffins have several mates in their lifetime. The role of the father griffin after mating ranges by the individual, anywhere from no involvement to protecting the chicks while the mother hunts.

Griffins are highly intelligent but tend to be untrusting of any other race besides other griffins. Though as a general rule most of the Ancient races are weary of humans, griffins tend to be the most aggressive against them. They have developed a taste for domestic horse meat. While it might be hard to win a griffin's trust, once a bond has been made they will defend their friends and family with deadly force if necessary.


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Sage Mice

Sage Frogs

The Lost Princes
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When humans were new and wizardry was common, the Wizards wanted familiars. Many of them kept a menagerie of animals about, as material components were often needed, but it was said that a special connection could be made between Wizard and Beast. Almost every Wizard keeps the company of a animal of some sort.. Desiring more than a pet but something less than an assistant, many wizards came together to create a spell that would give their familiars human intelligence. The spell was a wild success, and in the space of a few years almost every wizard had a talking dog or cat (the two creatures that were readily available and took well to the spell). Not stopping at the gift of intelligence, they would infuse other magicks in them as well, giving them wings or unnatural colors.

However, the gift of being self-aware was a double-edged sword. Many of the familiars grew uncomfortable with their status of slavery, being owned by the wizards and often experimented on. Over the years, enough numbers of familiars have fled from their captors to establish small populations in the wild. The dogs managed to co-exist with their wild wolf counterparts, over the years creating pack of hybrids. In result of this hybridization, they have lost all their raw magical abilities given to them by their Wizard creators, but they have retained most of their intelligence and few are born with other throwbacks, such as the unnatural coloration or wings.

The cats, often called Flapcats by humans, have retained more pure bloodlines. There are two strains, Imp and Angel, named so by the type of wing. Imp Flapcats have bat-like wings are said to be mischievous and trickery. Angel Flapcats have bird wings and are said to cryptic yet fortuitous. They all have retained their wings regardless, and are able to perform small cantrips such as dancing lights or invisibility.


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Flatsale preview :3

The next flatsale will be Tuesday @ 8:00pm CST
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Custom Prices (adult):
Not available at the moment. Bribes and pet trade inquiries may be PMed to the mule.
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The races and basic character designs loosely based off Windstone Editions and the work of M.Pena

Artwork copyrighted to merengue

The Setting, story, templates, race descriptions, world are copyright to the Valley of Windstone team

Coloring is copyrighted to the individual colorist

Characters are copyrighted to their players.

Donators - donations help to buy shop related things, like guilds and guild subforums, pay volunteers and/or bumpers, and compensate colorists for free coloring jobs used in events or raffles.
EchoLimaFoxtrot - 10K
Jescobe Homiko - 10K

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