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Zairis Alizor

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PostPosted: Fri Jun 26, 2015 12:25 am


User ImageUser Image【The World Gate】User ImageUser Image
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The land of Vessel, shrouded in beauty and mystery, is defined as the only world that its people know. Encapsulated by the perplexing time-old massive wall known as the World Gate, which spans over twenty-four and a half thousand meters high, this bordered world houses two continents, neither continent known to the other. Of these continents, the easternmost is the continent of Apechio; where the tribal nation of Aarshalom and the opposing tribal empire of Munda are located. Directly across the dark ocean is the larger continent of Angolia where three major industrial nations compete for supremacy: Larentia, the mountainous tundra nation; Gornzel, the wealthy mining nation; Avanence, the living fortress nation. Each nation shares a temporary alliance and is required to support the others. However, the oldest of prophecies foretell the unmeasurable riches locked behind the world gate, consequently many powerful figureheads possess ulterior motives in hopes that they may acquire power enough to be the first to unlock the World Gate and seize the treasures that lay hidden within to secure dominance for their people.

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Locations
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Apechio (tribal) continent

Spanning a width of approximately 2,000 kilometers, Apechio is an uncivilized realm of tribal culture where no creature is exempt from the food chain. At one point the entire central region of this continent was inhabited by the beastkin, but after the early tribes committed a grave sin against nature, many terrifying monsters ran rampant and forced the beastkin to migrate to the northernmost peninsula of the continent. Currently declared the nation of Aarshalom, this peninsula is the warmest natural climate where forest and jungle fauna and flora thrive. The lower regions of Apechio are known to reach freezing temperatures during warm seasons and are abundant with volcanic activity stemming from the largest volcano, visible from all points on the continent.

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║ VALKENMOORE ║
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An important village known throughout the nation of Aarshalom. This large scale village houses more than three-hundred natives mixed of various tribal clans that were ceremonially united under the Evening Star of Apechio. Formed from a collection of enormous valkenglade trees, it was once the home of a generous forest spirit told in legends, and is now the roots of prosperity for many families. The natives of this village are the rabbit-like Shilo people, the very tribe responsible for creating the safe-haven nation of Aarshalom. Surrounded by the two great elder walls Valkenmoore is only accessible from two pathways that split to either side of the waterfall cliff that the village rests upon. The great forest that houses the village is located in the center of Aarshalom territory and is home to numerous forms of wildlife; both beast and herbal, dangerous and docile. There are other tribes that rest in further territory from the great village, it is tradition that the wise shaman chiefs of each tribe only meet once each solstice.


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- - -KII TORI- ---
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Hidden deep within the forests of the Aarshalom nation exists a single glade. Within it is a vast village of domed huts that provide shelter to the meek and cunning fox-like Kitsu people. History dates its founding back to the days of the old Tribal Wars. The first village elder, Nadi, convinced a gargantuan tortoise to spare the space beneath the exterior of its enormous shell. There the homeless and weary outcasts of the wars, those who had lost their birth-lands and origin to the vicious Shiren, took refuge. After the old tortoises passing, the Kitsu molded its shell into the domes of their houses and constructed a shrine in honor of their great benefactor. The glade rests at the far north of Aarshalom near the hills that meet the shoreline of the continent. The daily life of the residents is full of joy and peace since the village lays the furthest from the dangerous turfborder. Nevertheless, the Kitsu are naturally curious and enjoy venturing far out from their home territory.


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--/--HAAVEN----/
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Hidden within the swamps of the Aarshalom jungles, this village is an iconic habitat for the native cat-like Naemo tribe who take great pride in their culture. Despite being part of the grand nation of peace-dwelling tribes, Haaven is extremely vulnerable to invasion as it is located to the furthest East edge of the nation, barely resting eight-thousand meters from the turfborder of jagged mountain terrain. The domain of the village is intentional however as the Naemo prefer to stand against their infamous Mundan invaders and display a tremendous feat of pride which is enough to keep most Mundans at bay. The Haaven village possesses access to adequate resources from its environment; the wood from the Hardor trees is said to be the sturdiest type throughout the land and the vines which grow from the same trees are more flexible than rubber, providing significant archery capability to the natives. Beyond this, some daring Naemo have even been said to hunt Mundan themselves and while details of the legendary showdowns that occur from time to time are unknown they are rumored to be intense and brutal. The Naemo do not fear death as they take great responsibility in serving as the protectors of the weaker tribes of Aarshalom and beastkin alike.

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Angolia (industrial) continent

Spanning a width of approximately 3,500 kilometers, Angolia is a large mass of land containing a multitude of natural landforms and biomes, as nearly three-quarters of the continent is entirely unexplored territory. The region of known habitation of people is the easternmost part of Angolia, referred to as 'Civil Angolia'.


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----LARENTIA----
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One of the three major industrial powers located to the northeast of Civil Angolia. Once home to a family of blacksmiths and miners, the mountains of Nosia were discovered to contain an near endless vein of larentol alloy, a superbly strong natural metal. What was hoped to be the road to riches for the discoverers quickly turned to darkness and dungeon shackles as the Leader of the nearby Nosia kingdom claimed ownership and sentenced the family to imprisonment for 'treason'. Shortly afterwards the entire kingdom of Nosia was built into the mountainside and has since been acknowledged as one of the three industrial powers, the mountain nation of Larentia. The shackles idea unfortunately stuck as well, for Larentia has a slave cast that mines the larentol; mostly Sapien, but criminals as well. Out of the three nations, Larentia boasts the highest grade military and largest scale of technological warfare. The culture is largely supremest, most soldiers shun other races entirely while still acting within the bounds of law. Although Larentia technically owns only a third of the total territory of Angolia, it receives the support of over half the residents of the surrounding smaller towns and cities. The power struggle has been exceptionally difficult for this nation in particular as Gornzel is their main contributer in resource provision that sponsors the continuous mining of the Nosia mountains. However, the leader of Larentia does not plan for this mutual partnership to last for much longer. To the east of the Nosia mountains lays the Nosia naval port, where numerous trade and military vessels are sent out for routine duties, whilst icebreaker vessels clear the constantly forming sheets of sea ice so that trade vessels from Gornzel may dock.


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- - -GORNZEL-- -
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One of the three major industrial powers. First discovered by Sapien explorers according to the Alliance of Angolia's official historical documents, Gornzel existed solely as an enormous gaping crater located in the far west deserts of Angolia. Although it was found within the dry valleys of Kerchek, a region which neighbored the Praar wastelands, it was considered property of the highly territorial Sarskrit. Unofficial mining operations performed within the crater soon revealed it to me a rich vein of both elemental mineral and goldstone alike. Rumors of the craters existence spread throughout the continent and eventually each nation desired ownership of the famous crater. Short term skirmishes lead to all out wars causing the nations to weigh the benefits over their continuous expenses. It was eventually decided by each nation to forge the Alliance of Angolia that would benefit the coexistence of each nation. To keep each nations power in check, a head committee made up of representatives of each major nation was created. Control of the city was established with cold steel, and law and order forced onto people under a new, strict regime that lasts till this day. Over time however, the figureheads gathered enough power to declare the region as an independent power. Despite the committes actions of self-interest, each nation allowed the formation of the new power to become official to keep beneficial status with the region.The overflowing amount of shared continental wealth this country controls makes opposition difficult as Gornzel is a foundation stone that if removed would collapse the entire economy of Angolia. The nation is currently involved in the major power struggle between the mountain nation of Larentia and the fortress nation of Avanence.


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'''''AVANENCE''''/
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One of the three major industrial powers. This mobile nation resides upon the back of an enormous living creature known as an Illguana. It is also the largest source for elemental research and items as it is rich with Crystenium, the most stable elemental catalyst discovered to spawn on the sides of the Illguana's body and shell. It is told a wise sage once stumbled upon the enormous creature in its infancy, abandoned and left to the mercy of the harsh environment of the world. This man nursed the creature back to health and provided protection with his immense unnatural powers; indebted, the Illguana in return allowed the sage's future generation to live within the protection of its later developed shell. These people are the Sarskrit, a race of mysterious elementalists whose advancement and mastery of elemental knowledge is unmatched. The populace of Avanence is an unusual one as it is additionally inhabited by multiple citizens of all the races in Angolia. However, it was the arcane cult of Olrepsion, the leading organization of Avanence, that stole away the country-side villagers and enforced crossbreeding for prosperity as is publicly told. The truth of the matter is not entirely known nor confirmed and as such has caused conflict between Avanence and other nations. The technology Avanence boasts is not as powerful as Larentia's war machines, but the magic potential the nation possesses easily rivals Larentia's supremacy. On top of the recent wind manipulation magic that was discovered, Avanence has now pioneered the first of flight enabling elemental items.


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/''''''JIMORA'' ''''/
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Located far to the south of Angolia, Jimora was once a small empire barely known for its schools of ancient martial arts practices. Not even the previous great Sapien nations recognized its existence; Now it is known as the last bastion of the Sapien race. After the great recline of the Sapiens, Jimora was the one nation that was untouched by the Sarskrit and Iveran exterminators. Located within a vast oasis hidden behind the largest string of mountains in Angolia, the weather and environmental hazards that covered the few main routes to the nation were deemed to costly to traverse, and as a result Jimora was left to be the final stronghold of the Sapien race. Currently ruled by a notable and wise emperor, Jimora keeps to itself as it possesses enough territory to prosper. The nation tends to avoid political disputes with the more powerful nations, and the apparent rebellion being incited among the people is current affair the emperor is dealing with.

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Races
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Beastkin

These human-like creatures with feral genes have lived in the forests of Apechio since ancient times, they have never seen beyond the waters and mist walls that surround their homeworld, yet they are proud to partake in the generous bounty the land offers. Despite being mostly human, they possess animal features such as tails, ears or even whiskers. There are multiple types of beastkin and tribes for each Beastkin type. Some of the most notable have created large communities rooted within the lands of their home: the fox-like Kitsu of the plains, the rabbit-like Shilo of the forests, and the cat-like Naemo of the jungles are a few to name. Most Beastkin possess spiritual connections with their environment sometimes strong enough to forge a bond with an animal partner. The Beastkin hold ceremonial trials to realize and develop this potential that lies within the young generation that are of age. While these trials can be held at any sacred site, they are most often held in mass gatherings in large communities.

While multiple tribes seem to exist in harmony, there is often conflict between each tribe for turf and resources. Being only so large, the continent has sparse care to give and only the most deserving can persevere within the harsh environments of Apechio. Even with the land they have the Beastkin only occupy a quarter of the continent, as the rest half has been deemed too dangerous to migrate to. Plagued by the dry sands of Pandora, the poisonous swamps of Harmarsh and the decayed cliffs of Nevermore to name a simple few; the only creatures that scour these regions are more dangerous than the environment itself. Such are the lesser ancients, more monster than beast; the Mundan are one such species that have been known to successfully cross the turfborder and invade tribal lands, burning all in their path or kidnapping wandering stragglers. Such terror has prevented migration and forbidden all exploration beyond their own lands, but rather increased defense of it.

Iveran

The first race of beings to ascend to rule upon the continent of Angolia. The pale-skinned Iveran are perhaps the most common species that populate the continent. With an unnatural lifespan of over 200 years, the Iveran have overcome any obstacles and enemies to their development as a species by outliving them. Prideful and well-aware of their presence in the world, they brew racial rivalry through striking self-confidence and an attitude of superiority over 'lower' races. In modern times this is done through competition in technological advances and historical discoveries, which the Iveran people lavishly celebrate. Where they boast intelligence they fall victim to arrogance, and it is a matter of dishonor in their culture to show weakness, especially by asking for assistance. This limits their dealings with other nationalities to making sure they get what they want from others, with little care to giving much back. Trade and international dealings still exist, as Iveran machinery is in high demand with the less-developed nations.

Sarskrit

Hailing from the dark wastelands of Praar, the Sarskrit are a race of Nomads with a high sensitivity to sunlight. While some rare specimen have successfully adapted beyond the rays' touch, the majority of their people stay fully covered in order to avoid sunburn, or worse. Adapted to the impregnable gloom of their land of origin, the Sarskrit possess full dark-vision, able to live and thrive in eternal nightfall. Need for greener pastures, and their everlasting curiosity for the extraordinary, has however compelled them to seek refuge in lands under the sun.

It is the Sarskrit whom, in the known world, dedicate the most resources to research of the elements, and of ancient elemental artifacts. Even amongst their scattered, nomadic tribes, they use their various findings to develop new and improved methods and goods for the benefit of their entire civilization. The less spoken aspect of their research and findings are devoted to weapons development. In their tightly knit communities, the Sarskrit tend to be very protective and are known to take hostility to the slightest notion of intrusion or offense. Yet, a kind and respectful approach to their way of life will be repaid courteously.

Sapien

Once acknowledged as the master race that stood at the epicenter of the world, now scoffed at as their withered hopes are trampled upon beneath the feet of even the lowest peasants. During the end of the major turf war between the three great nations, tragedy struck as a coup d’état seized the grand Sapien capitol and executed all Sapien figureheads. What followed was an unexpected massacre plotted by the Iveran and Sarskrit that left barely a fifth of the original Sapien population standing in dumbfounded wake, only to fall farther from grace as their hands and feet were bound in the chains of slavery.

Now, regarded as an untouchable class, the sapiens have no choice but to accept their punishment in exchange for what little food and other living necessities they are bestowed. In recent history only a lucky few have been granted freedom and the opportunity to prove their loyalty to their respective master nations, while others have escaped to far corners of the world and some even to the quiet nation of Jimora; hiding, biding their time. It is in these refugee camps where a resistance increasingly protests against the immoral mistreatment of their brethren. The Sapien refugees that have managed to escape, in their small communities, maintain their old traditions and worship of their deities. The enslaved do so in secret or not at all, fearing punishment for heresy.The Sapiens are weakened, enslaved, but a rebellion is rising.

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Ancients
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Ancients are generally classified as gigantic creatures who's existence predates that of any human races'. There are numerous kinds of ancients, some yet undiscovered. Lack of study prevents understanding of these behemoths enough to safely permit travel through their territory. Altogether, Ancients are a giant threat to all human races, small and frail in comparison. In Angolia, disappearance of any groups sent to explore the lands has caused construction of bordered walls with large pillars of flame meant to ward off the beasts. Only certified personel trained to hunt and fend against Ancients are permitted passage. In Apechio, the sheer savagery of Ancients has forced the natives to migrate to a small corner of the continent.

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RP Mechanics
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Affinities
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High in the sky above, four stars of raging brilliance dazzle the horizon from time to time, these are recorded as the cardinal stars, and each is believed to grant the power of the four cardinal elements (a.k.a affinities) that regulate the land. The below affinity chart shows the relationships between the four main affinities of Ignis, Ventis, Aeris, and Aquis; as well as the elements belonging to each family. Each affinity's weakness is indicated in the corner of the diagram.

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Djinn
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Djinn are magical creatures that are hidden all over the world of Vessel. Finding one is rare indeed, taming one is even more difficult depending on the specific djinn encountered. Some djinn need only be captured to be tamed, while others are found to be more easily caught by those that share the djinn's individual personality. Successfully taming a djinn enables your character to develop and evolve their ability. Taming a djinn of the same affinity as the tamer can grant them an equip ability. Djinn of different affinities are important as well as their unique abilities can provide the tamer with more flexibility and utility. Djinn can aid the character throughout many ordeals, thus it is important to understand how they work.

States
Set – The djinn retains its creature form and follows its master around like a pet, able to interact socially to an extent of hastened gibberish and playful pouncing. The djinn can slightly adjust its size to scare off threats or even sneak a ride on the master’s shoulder. While Set, a djinn may be ‘unleashed’ using its primary ability (varies among djinn) before immediately assuming a Standby state. Alternatively, the djinn may be manually switched to Standby. The more a djinn’s primary ability is used without the djinn recovering, the weaker its ‘unleash’ becomes and the longer the djinn will take to recover once it does so.

Standby – The djinn assumes a form more akin to its element. While in Standby, the djinn will be rendered immobile as it channels all of its energy to attain up to three different levels of ‘release’ each dependent on the djinn’s focus (time spent charging). Should the djinn sustain enough damage while focusing it can be knocked back into a Set state. If the djinn is damaged by its opposing element, it can be severely wounded and forced entirely into Recovery. If desired, Standby djinn can be manually switched into Set state. Doing so is immediate but will result in the djinn canceling any energy it has channeled, nor may the djinn use its primary ability for a time until it has completely manifested into its Set form.
❖ Djinn Effect – The djinn boosts the potency of any same-affinity magick cast within the djinn’s range of affect regardless of the caster.
❖ Djinn Summon – The djinn’s highly volatile affinity form can be unleashed upon a target of the master’s choosing. The djinn will seek and harass an enemy before releasing a shockwave of elemental power
❖ Djinn Equip – The djinn has stored its maximum energy capacity and can transition to Equip state if the master's affinity is compatible

Equip – The most powerful state a djinn can attain. The djinn merges with its master and enhances their ability and weapons, but can only merge if the master's affinity is the same as the djinn's. The more djinn of same affinity the master owns, the more powerful the equip becomes. The equip lasts until all the djinn's stored energy is depleted, extremely skilled wielders are able to tap into their own energy pool to keep the equip going for significantly longer, but their strength and power is heavily sapped afterword, leaving them extremely vulnerable. This is not advised.

Recovery – After a djinn has been released, it must restore its lost energy; It does this by seeking refuge within the master’s body. The higher the level of release, the longer the djinn will take to recover. If a djinn is harmed by the affinity it is weak against it will take longer to recover. Once fully recovered, the djinn will be Set to its master ready to assist once more!


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Rules
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❖ Follow standard TOS.
❖ Swearing is allowed.
❖ No Godmodding, Mary Sues, Gary Stus, and stuff.
❖ Stay active. Post at least once a week. If you cant post for awhile, let me know. Disappearing without warning beyond the time limit will result in your characters' removal.
❖ Each player may have a maximum of 2 characters.
❖ You can use things other than "" To signify your text, but for a thought, ONLY italicize the word.
❖ Please write good and with description and no one liners. Can't stress that enough. 3+ paragraphs.
❖ Djinn are author granted not self-given.
❖ Keep it PG-17. I don't mind fondling, but keep it above the waist okay?

Notice:
As the RP progresses and Vessel's secrets are revealed, more content will be unlocked on this front page!


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