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A breedable/changing pet shop guild for role play. 

Tags: Magesc, Soudana, Seren, Abronaxus, Dragon 

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itspao_


Witty Punching Bag

PostPosted: Tue Apr 23, 2013 7:55 am


A i n s l e y ' s..S t a t i s t i c s
.
      Name: Ainsley
      Stage: Apprentice
      Class: Not Chosen
      Level: 1

      Statistics:

      .
      ---Life Points: 50
      ---Energy: 50

      .
      ---Intelligence: 3
      ---Attack: 4
      ---Defense: 3
      ---Luck: 1

      Inventory:

      .
      ---Gaili Dragon Orb x1
      ---Rope x1
PostPosted: Tue Apr 23, 2013 8:00 am


Beginning

Quote:
Your best female friend or sister has come crying to you for help. The love of her life gave her a bracelet a few days back and now it has been stolen! While it was not a cheap piece of jewelry, neither was it expensive. All that marks it different from so many other bracelets is its pale purple stone with a glittering pink middle that's shaped like a heart. She took it off and put it down for a second when a Silx, attracted by it's glitter, stole it! She managed to follow the animal thief to an abandoned hut in the woods nearby. Tearfully claiming that she is too scared to enter the ruin, she begs you to help her get her bracelet back.

What does your character think of their friend/sister's reaction and story? How does he/she feel about ghosts and the rumors surrounding this supposedly haunted place? Will he/she go to help or not?


It was quiet, Ainsley noted with half a smile, a rare sight on the Orderite's usually serious face. His thoughts were preoccupied with finally leaving the confines of the only home he's known for the past how many years... he'd already forgotten, actually, but no more than since he knew he was born elsewhere. The young blonde was reveling in the silence when, out of nowhere, Ava comes running up to him, face smeared with mud and tears.

"Ainsley! Ainsley!" she cried, half sobbing and half yelling.

"What happened to you?" he asked, a bit more irate than he was surprised. Ava was the youngest of them, and she came home crying every so often when a more privileged, snooty Orderite made a snarky comment about her status in life. They'd all told her at least ten times each not to take any of the words to heart, but she was young and still learning, so when she came home crying they all knew to simply comfort her for a time and offer some words of advice. Ainsley wasn't among those who offered advice, though. He'd usually be the one suggesting she fight back somehow, only to be chided by some of the older servants and shooed away so they could properly advise the girl.

"My mother's bracelet!" she wailed, pointing to her naked wrist where the bracelet likely went. Ainsley had taken note of it once before and warned her not to wear it when the Mistress was home. "It's.. it's gone!"

"Gone?" the blonde raised a curious brow. Not many on Serenia would elect to steal an innocent child's bracelet, let alone a rather cheap one with only sentimental value to its name. Still, he thought, there are those even less privileged than them. She nodded, prompting him to continue his inquiry. "Well, where did you last see it?"

"S-some mud got on m-my shoes," the poor girl sniffled, wiping the tears that still streamed down her cheeks and spreading the mud around even more. "So I s-sat down to clean it up. I d-didn't want to get the bracelet dirty, so I t-took it off for a second.. and now it's g-gone!"

Ainsley, not one for showing much affection, took out his handkerchief and handed it to her, letting her bawl and lean against him until she couldn't cry anymore, and soon enough her wailing was reduced to hiccups and sniffles. After she was calmed down, she clutched his hanky and said, "It was a Silx," she said quietly. "I managed to follow it into the forest, but it disappeared into an old house and I just couldn't go in.. not by myself..."

The older blonde sighed, patting the young girl's head. He really didn't know what to do about that. It was nearly late afternoon, and in all honesty he didn't exactly want to go all the way into the forest for some bracelet, let alone into an old, likely creepy house in the middle of said forest. "Well, you know, there are pl--"

"Will you help me?" she suddenly asked, cutting him off and putting a rather surprised look on his face. "Please, Ainsley!? Please, please, please! It's all I have left of her, and I..." and her sniffles trailed off from there. Ainsley looked into her pleading eyes, sighed, and slowly stood up and dusted himself off. It didn't take too long for him to come to a decision, so after stretching out a bit, he gave her his answer.

"Alright. Lead the way."


» Go to Help Her.


itspao_


Witty Punching Bag



itspao_


Witty Punching Bag

PostPosted: Tue Apr 23, 2013 8:25 am


Help Her

Quote:
It is late afternoon when you venture outside the safety of your home. Walking along the overgrown trail to the abandoned hut, the surrounding sounds seem muted and distant. A soft breeze slowly blows by, rustling the fallen leaves. Before you stands a house two stories tall. It's windows are gaping holes that show a dark and dusty interior. Many of the windows have been covered by webs made thick and large by years of not being disturbed. Its front door is closed; surprisingly it's still intact after the years of neglect and weathering.

You know from your friend/sister that she saw the Silx enter the house from a hole in the wall next to the front door.

Do you:
A) Check the outside of the house? Go to "Looking Around Outside"
B) Enter the house? Go to "Front Door"
C) Leave and abandon your adventure? Go to "Quit"


Ava was diligent in leading the older Orderite to where she saw the offending thief, and soon enough they reached a tall, rundown old house. Ainsley's looked at the aged building with half worry and half excitement, a bit of an adventurous spirit lingering from when he helped out that Dovaa shopkeeper. Ava was hiding behind him, peering at the building from about a foot closer to the ground than Ainsley, brows furrowed and a worried expression scrawled across her features. "I think it went around the side," came a quiet comment, to which Ainsley nodded.

"Got it. No need to come with me though," Ainsley said with a little comforting smile, something only Ava ever got to see. He treated her special for whatever reason, even he wasn't sure, and with his smile she felt a bit of relief and nodded quietly.

"Be careful..." she said, "I'll wait here, okay?"

Ainsley only nodded once more, then gave her a pat on the head before venturing off toward the house.


» Go to Looking Around Outside.
itspao_ rolled 1 10-sided dice: 9 Total: 9 (1-10)
PostPosted: Tue Apr 23, 2013 8:35 am


Looking Around Outside

Quote:
The house walls have many vines crawling up their sides and sneaking into the house though the broken windows. Looking through these windows you can see broken furniture and dust upon everything. You also see paw prints of various animals crisscrossing the dusty floors. There is no back door, but you do find a trap door leading into what could be a cellar. Around this trap door there are many tracks.

Each participant may roll a d10; if a 6-10, you know them to be Silx tracks, otherwise they just look like paw prints of some small critter.

Do you enter the house through either:
A) the front door,? Go to "Front Door"
B) the trap door? Go to "Trap Door"
C) Leave the house alone and quit? Go to "Quit"


Ainsley, on Ava's advice, carefully makes his way around the side of the house, trying his best to swallow his nerves. The closer he got to the house, he noted, the more foreboding and unwelcoming it seemed. There was something in him that wouldn't let him stop, however, so he ventured forward, choosing not to look back to fight the temptation of heading home without his friend's precious bracelet.

As he went, he inspected the windows that he passed, noting their condition (broken and dusty) as well as the condition of the house's interior. He couldn't really get a good look, but he could make out a bunch of prints in the thick layer of dust that had settled on the floor. From the size he determined they were likely animal tracks, so he waved off the added bit of worry and kept going, soon enough coming to what looked like a trap door of sorts. He paused and looked around, hoping for an easier entrance like a back door, but when he found none his attention went back to the trap door, taking notice of the tracks all around it.

The Orderite knelt down, carefully trying to decipher the tracks. Because the Mistress had so many shiny trinkets, Silx were a normal annoyance in the house, so within minutes Ainsley was able to identify a particular set that undoubtedly belonged to a Silx. With that, Ainsley stood up, deciding that his way in would be the trap door.


» Go to Trap Door.


itspao_


Witty Punching Bag

itspao_ rolled 1 10-sided dice: 8 Total: 8 (1-10)


itspao_


Witty Punching Bag

PostPosted: Tue Apr 23, 2013 8:45 am


Trap Door

Quote:
This door is really warped and difficult to open.
Each participant may roll a d10, a 6-10 opens it.
A) If you cannot open it, you may chose to enter the house (Go to "Front Door)" or leave (Go to "Quit"). Once you open it, it will be forever open to you and you need not roll again.
B) If you can open it, then continue with the prompt.

After much forcing and straining, the trap door opens. A ladder leads down into the dusty dark cellar. Just barely within your sight, you can see the floor and what appears to be a door in the wall. Just beyond the door you can see the tunnel extends into the darkness. However, there's a huge spider web covering the entire tunnel. A humongous furry brown spider sits in the shadows in the corner of its web, all eight eyes peering up at the intruder who has brought light into its tunnel home.

Do you climb down the ladder or leave?
C) If you go down, go to "Cellar Tunnel."

If you wish to avoid the spider and it's huge web, you may:
D) go through the front door. Go to "Front Door"
E) or leave completely. Go to "Quit"


Ainsley rubbed his hands together to warm them up a bit - they'd gotten clammy while he was headed around the house - before wrapping then around the handles of the trap door. With as much power as the small Orderite could muster, he tried to pull the door open. With a loud creak, the doors of the trap door flung open, sending the Orderite back a few steps once it was open. A cloud of dust had poofed up from under the door, causing Ainsley to cough and wave the dust away from his face as he approached the now open doorway.

Looking down, he noticed mainly four things: a ladder, probably almost broken from disuse; a door, which probably led to a hidden room or another; lots and lots of webs; and finally, the big spider in the corner that probably had all its eyes on him at that moment.

All his senses told him that he should probably head back around to the front door, but Ainsley was compelled to head down the ladder. Maybe this whole adventuring thing was getting to him, or maybe it was the look on that spider's face that made him want to beat on it with a stick, but whatever it was, he couldn't ignore it. Grabbing a stick, just in case, the young Orderite carefully makes his way down the creaky ladder.


» Go to Cellar Tunnel.
PostPosted: Tue Apr 23, 2013 9:15 am


Cellar Tunnel

Quote:
As you stand by the door on the bottom of the tunnel, you can see the webbing travels a lot further down; there's a small path you might be able to move along.. but that spider is directly in your way. Now that you are closer you can tell that the spider is a bit bigger than the size of your head and it looks to be a Bognotti. (Refer to the Creatures of Magesc thread for more information.)

Luckily you can see that there is only one type of animal track in this tunnel, that of the Silx. Beyond this must be the nest.
(You may chose to go back up and grab a stick to help clear out the webbing)

How do you react? Do you
A) Go through the door on in the tunnel? Go to "Hallway"
B) Climb back up the ladder and enter the house? Go to "Front Door"
C) Abandon the adventure? Go to "Quit"
D) Go forward through the webs? Go to "Creature"


It was a lot deeper than he originally thought, but soon enough he feet touched ground, and he was relieved to note that he was still in one piece. Taking a look around, he notices the door, the tunnel, the webs, and the spider once more. Except this time, everything was bigger. Including the spider. And, he thought, it seems kind of angry.

Still, when he squinted a bit, Ainsley could identify that there was only a single set of tracks - the ones he'd previously identified as belonging to a Silx - going down the tunnel. As if the tracks were dictating his decisions, Ainsley readies his stick and presses on toward the tunnel. The nest couldn't have been much farther, right? And if that were true, as Ainsley was just about ready to go home, the shortest path was, as far as he was currently concerned, the best path.


» Go to Creature.


itspao_


Witty Punching Bag

itspao_ rolled 1 100-sided dice: 20 Total: 20 (1-100)


itspao_


Witty Punching Bag

PostPosted: Tue Apr 23, 2013 9:20 am


Creature: Bognotti

Quote:
If you wish to kill the Bognotti (You must be a Battler) then use these stats and treat it like a Dragon Battle.
Stats: Level 10, LUK > 3. No items are gained from beating this creature


If you merely wish to pass by it or scare it off then:
Each participant must roll a d100::
» 91-100 :: You manage frighten off the Bognotti. It leaves it's nest angrily, fleeing deeper into the tunnel and vanishing from your sight. You may continue down along the path. Go to "Cellar"

» 11-90 :: While you have frightened the Bognotti, it will try to defend its home against intruders! RP a brief encounter in which you get bitten several times before it flees deeper into the tunnel and vanishes from your sight. You may continue down along the path. Go to "Cellar"

» 0-10 :: Your efforts have only managed to piss it off and it attacks!
Roll a d10
»» 0-4:: The Bognotti is not letting you pass. No matter how much you try to fend it off, it keeps coming back for more.
Roll 5 d10. One of them must be higher than 5 for you to pass this creature and may continue down along the path. Go to "Cellar".
If no one rolls 5-10, return to Cellar Tunnel. You may choose to try passing the Bognotti again.

»» 5-10:: You manage to beat off the spider, but not before it gets a few painful bites in. You may continue down along the path. Go to "Cellar"


Stick at the ready, Ainsley began making his way through the web and down the tunnel, trying his best to ignore the giant spider. Unfortunately, the Bognotti had a different plan, and quickly made it way over. Now, the Orderite, not being familiar with this creature, felt his heart beat quicken and his hands started clammy again, but as the Bognotti approached his instincts kicked in and he tried to whack it away.

Bad idea, and it only resulted in his pissing off the spider and causing it to take a few bites at his arms. Ainsley cried out in pain as the spider's fangs dug into his skin and, in a whirl of frustration and anger at the attack, got a good whack at the Bognotti, frightening it off. As he gripped his wounds, which had begun dripping minimal amounts of blood, he watched the creature skitter away down the tunnerl and out of his sight.

He felt a bit relieved that it was gone, and kept going. He already got this far, there was no point in turning back just because of a few spider bites. Granted, they were large spider bites, but he could get treated for them later.


» Go to Cellar.
PostPosted: Tue Apr 23, 2013 9:42 am


Cellar

Quote:
As you continue along the long web filled corridor, you can still spot the Silx tracks in the dust. You come up to a broken doorway. Beyond you see a small room with barrels and boxes piled up haphazardly. Most of them have been gnawed on and broken into in some way. A wet spot surrounds one of the barrels near you and you can smell the wine from here. But what draws your eyes the most is the pile of dimly glittering junk in the middle of the room. Sitting upon its heap of stolen goods, the Silx turns to look at you and hisses in annoyance. An intruder it cannot fight! Fleeing, it runs through the barrels and vanishes into the darkness of the corners. Sitting atop the pile is your sister/friend's bracelet. You have found the item that has sent you to this dusty place! As you shift through the rest of the pile to see if there is anything else of value, you find a glowing red orb and a small red, tear-shaped gem. A Firani Orb AND a Firani Tear!

Congratulations, you have found your prizes! You may now flee the house with your loot or decide to continue exploring. It is up to you. If you scared off the Bognotti and Notbjaovin and they fled, then you will not encounter them again.


The tunnel seemed to go on and on, but soon enough Ainsley came upon a broken door and hesitantly step through it. The only thought that comforted him as he went was that he was on the right track: he could still see the Silx's tracks in the dust on the ground, leading him right to its nest. For the first time in his life, he was grateful for the dust on the floor. It wasn't a good thing back at the Mistress's home, but it sure was helpful in this instance.

The inside of the room smelled musty, and the leaking wine barrels caused the stench (or he considered it a stench, anyway) of wine to permeate the air. The young Orderite wrinkled his nose and tried his best to ignore it. He couldn't really see, much like in the tunnel behind him, but his eyes had (luckily) already adjusted to the lack of light, so he could at least make out vague forms and silhouettes. Slowly, his gaze landed on the form of a Silx atop a slightly glittering pile of junk. When it noticed him, it hissed - a familiar sound to Ainsley, so he didn't get freaked out - and scampered away. The blonde quickly ran to it, smiling wide when he saw that Ava's bracelet was right on top of the pile.

The Orderite grabbed it and stuffed it into his pocket, then dug a bit more into the pile. His logic was that it had to be glowing for a reason, and so there was probably something of actual value inside it. His scavenging got him two familiar items, except this time red in color. "A dragon orb and tear, huh?" he said in whisper, then quickly put the two items into his other pocket before making his way back out of the room, down the tunnel (which was now Bognotti free, he thought thankfully), up the ladder, and back outside of the house.

He rounded the corner and, upon seeing Ava, waved and jogged over to her.

"Did you find it?" she asked, her eyes full of hope. When he procured her lost bracelet, the younger Orderite squealed and jumped at him, wrapping her arms around his legs and hugging him tightly.

"Oh, thank you! Thank you, thank you!" she said, then quickly slipped the bracelet on. "I'll never forget this!" Ava cried, her face now bright and cheerful as it usually was, before she hurried off back home. Ainsley watched her go, a small smile on his lips as well. It amused him that, in her excitement, she didn't even take notice of the blood that was tinging his sleeves. Once she was out of sight, he turned back to face the house.

"Well.. I'm here now, so I might as well..." he said with a shrug and patting the pocket that held the orb and tear before heading back toward the house. That spirit of adventure stuck to him like glue, and he just couldn't shake the urge. Not when he was so close to it.


» Continue exploring. Go to Front Door.


itspao_


Witty Punching Bag



itspao_


Witty Punching Bag

PostPosted: Tue Apr 23, 2013 9:56 am


Front Door

Quote:
Walking up to the front door, you turn its rusty handle and attempt to open it. While it is not locked, its frame has been warped by the weather and you must use force to open it. Once you manage to open the door, it groans and swings inward with a cloud of dust and you can hear the sounds of small critters running for cover as you intrude upon their domain. The sunlight behind you lights up this room. This room is covered in spider webs, dirt, dust, and animal droppings. Many types of animal tracks crisscross the filthy floor. There are two gaping holes in the walls. One directly in front of you has the ruins of a door hanging from its hinges across it's entry way. The other opening appears to be an archway into a small room beyond. It looks like termites have been eating away at the wooden structure of this house, making you think that it might be best to tread carefully and keep an eye out in case the supports break. Looking up, you can see a huge hole in the ceiling; beyond it is a dark room that you can barely make out from where you stand. What you can see is a pair of red glowing pin points that flash once then wink out.

Each participant may roll a d10. A 7-10 will let you notice and track the Silx foot prints in the dust and dirt.
If you can tell which is the foot prints of the Silx, then you see they go through the doorway with the hanging door.

Do you:
A) Leave? Go to "Quit"
B) go though the hanging door? Go to "Inner Room"
C) go through the open archway? Go to "Broken Stairs"
D) or return to the outside and look around out there? Go to "Looking Around Outside"


It took more than a few strides to get to the front door, and upon looking at its frame Ainsley noticed that it was slightly off. He quickly assumed that it was probably going to be tough to open, so put more force into his push in order to get it to budge. After more than a few attempts, in the middle of which he thought to just give up and go home, it eventually creaked open, scattering the dust on the floor beyond it, as well as whatever critters had been crawling about before Ainsley intruded.

The blonde stepped inside, covering his nose with his hand so as not to inhale as much dust (though how effective that was he couldn't be sure), and took a look around.

There wasn't much, as he expected. Plenty of broken furniture caked in dust and grime, animals droppings that he took care to avoid lest he track any of the stuff into the Mistress's home, as well as more spider webs. There were also tracks all over the floor, but as his task was complete and he was simply exploring, he ignored them and moved toward the broken doorway just ahead of him. He went carefully, as the floor creaked and moaned with every step. If he wasn't, the Orderite had a feeling the house would topple into itself and subsequently crush him.


» Go to Inner Room.
PostPosted: Tue Apr 23, 2013 10:02 am


Inner Room

Quote:
As you cross the entrance room, dust and dirt puff up and swirl about in the still air. You reach the hanging door and examine it. It's hanging by one hinge and you think you can either pull it off or crawl under it.

The room beyond appears to have once been the kitchen and dinning area.
However you do it, you enter the room beyond. The windows here are covered with vines, many of which have entered the house and twined around everything. All the cabinets have been opened or their doors fallen off. By whoever once lived here or animals you do not know. Other than nests, trash, dead plant matter, and broken pottery you can find nothing of the value in this room. Nor can you find a Silx nest where the bracelet should be. Bird droppings cover much of the surface here and you see less tracks in here than the other room. The only door in this room is hidden off to the side, almost completely covered in vines.

If you followed the tracks in here than you know that they lead through a hole in the door. If you did not follow the tracks, each participant may roll a d10: a 4-10 will tell you this information.

What do you do? Do you go:
A) through the other door in the front room? Go to "Broken Stairs"
B) back outside and look around? Go to "Looking Around Outside"
C) leave the house completely? Go to "Quit"
D) Or do you go to the other door in this room? Go to "Hallway."


The door was hanging on a single hinge, Ainsley noticed as he came closer to the doorway. It didn't look very stable, but at the same time he was too small to handle taking it off its hinges, so he got on all fours and crawled through the available space and inside the room.

It looked like an old kitchen, though now old, decrepit, and fallen apart. It didn't look any better than the parts of the house he'd seen thus far, so after a quick glance around Ainsley headed for the only door in the room.


» Go to Hallway.


itspao_


Witty Punching Bag



itspao_


Witty Punching Bag

PostPosted: Tue Apr 23, 2013 10:06 am


Hallway

Quote:
If entering from the Inner Room Door: Through the vine covered door you can see a dim hallway traveling downwards ending in a door.

Do you
A) Travel forward? Go to "Cellar Tunnel"
B) Leave and go through the archway? Go to "Broken Stairs"
C) Leave the house and look around outside? Go to "Looking Around Outside"
D) Or do you leave completely? Go to "Quit"


The door led to a hallway, as dusty and dingy as the last hallway (actually it was more of a tunnel, so.. tunnel) he was in. There was a relieving lack of a Bognotti and excessive webbing in this hallway however, so he pressed forward for the door at the end of this hallway, hoping to find perhaps another nest to raid. As he went, he wondered exactly how many rooms there were in this house.

» Go to Cellar Tunnel.
PostPosted: Tue Apr 23, 2013 10:09 am


Cellar Tunnel


Upon (forcibly) opening the door, Ainsley found himself in a familiar tunnel, once again minus a Bognotti. Brows furrowed, the blonde grumbled something unintelligible, turned back and closed the door behind him, making his way back down the hallway.


» Go to Hallway.


itspao_


Witty Punching Bag



itspao_


Witty Punching Bag

PostPosted: Tue Apr 23, 2013 10:12 am


Hallway


The hallway was just as he left it - dark, dusty, dingy, and Bognotti free. Ainsley quickly made his way down it and back toward the kitchen-like old room, wondering why he decided to continue exploring. He was getting tired and his arms were sore and slightly swollen from the spider bites, though the bleeding had stopped, and if he didn't find anything soon he'd likely just go home.


» Go to Inner Room.
PostPosted: Tue Apr 23, 2013 10:17 am


Inner Room


Ainsley soon enough found himself in the kitchen again, and took notice of the sun slowly making its way to sunset. It wasn't sinking yet, but it was clear to the Orderite that it was about to, so he hurried out of the room and made his way across to the archway that he ignored earlier.


» Go to Broken Stairs.


itspao_


Witty Punching Bag

itspao_ rolled 1 10-sided dice: 1 Total: 1 (1-10)


itspao_


Witty Punching Bag

PostPosted: Tue Apr 23, 2013 10:22 am


Broken Stairs

Quote:
Walking under the ruined wooden archway, you see in front of you a broken staircase. there are only a few tracks in the dust here, mostly from something larger than a Silx. You do not recognize it, but you know that a Silx does not have that large a paw nor the long claws that would gouge the wooded slats of the stairs... These stairs do not look like they can take your weight and unless you can fly or try climbing the walls what ever dwells up here will be safe from you.

A) If you can fly and wish to see what lives up here, go to "Upstairs"
B) If you wish to attempt climbing the walls, roll a d10: 7 -10 means success and you may go to "Upstairs."
C) You may attempt to walk up the stairs. roll a d10: 9 or 10 means you have crawled up successfully without falling into the darkness beneath the stairs. Go to "Upstairs." Anything else and you tumble down. Go to "Darkness"
D) If you wish to leave and check elsewhere, return to the "Front Door" and choose another option. You may come back here and try again if you wish.


Past the archway, Ainsley sees a staircase. Unfortunately it was broken, and judging by the damage done to it he assumed whatever was up there wasn't going to be very Orderite-friendly. Still, he was curious, so he checked the walls and found they could be climbed. Unfortunately, he'd never been a very good climber, so it didn't take more than two steps upward before he fell, flat on his back, on the ground.

"Ugh..." the Orderite groaned, flinching as pain radiated through his body. It took him a few minutes to recover, and once he had, he got back on his feet and reassessed the wall.
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