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Alvirad: Character Creation

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Mr. Blackbird Lore

Dapper Codger

PostPosted: Sun Jan 06, 2008 2:26 pm


Classes & Profile Skeleton|Magick & Deities|Factions

Character Creation
Things you need to know to build a character


Character Classes


The classes listed below are the options for your character. Follow all of the designations below when deciding on a class for your character. If you have a class you wish to create as a unique class, PM Mr. Blackbird Lore with the subject “Class—Insert Class Name Here”.

Martial Artist- While they are a very uncommon breed, there are a select few on the continent of Alvirad that possess the ability to use their own body as the ultimate weapon. The masters of these arts are even capable of challenging armed opponents! Often, these men and women are also deeply involved in a specific philosophy or religion and devote themselves to peacekeeping.

Fighter- A basic melee combatant, often without formal training. Usually bandits fall into this category, as well as basic infantry in most armies. May be proficient with swords, axes, maces, and small arms.

Swordsman- A melee combatant that has been formally trained and is highly proficient in the use of swords and the killing arts. Often were once members of one of the great armies or a mercenary group. Proficient only with swords.

Axeman-A melee combatant that has been trained in the use of axes. Though few of the armies offer thorough training with axes, one could acquire a reasonable degree of skill working with a mercenary group or a bandit group. Proficient only with axes.

Cavalier- A mounted combatant trained in one of the formal academies. Trained in the use of lances and swords and mounted combat, the cavalier is a skilled warrior indeed. Proficient with swords and lances.

Knight- The commander of the legions of troops, the mounted defender, the knight is the epitome of law and order, trained in the use of axes, swords, maces, and lances. Able to use all four weapon types while mounted, the knight is a formidable foe indeed.

Paladin- Paladins are quite similar to the Knight, but are also much greater. They are a step above the Knight and are dedicated to the cause of justice. Many are devoted to a Higher Power, and all their deeds are done in a righteous light. They are the "Knights in shining armor," coming to the aid of those in need. Whether on horseback or on foot, the Paladin is a formidable foe, capable in the use of axes, swords, maces, and lances.

Ranger- The ranger is sometimes a scout for great armies or in other cases the woodland tracker or hunter. A versatile combatant proficient with swords and bows, the ranger can come from any number of backgrounds or places.

Rogue- A thief and scoundrel, the rogue can come from any number of places and backgrounds. While rogues are skilled and shrewd combatants, they are skilled only in the use of small arms, such as daggers and light swords.

Assassin- The silent killer, the poisoner of the evening meal, the Assassin is a skilled killer trained to deal death from the shadows. Trained in the use of swords and small arms, the Assassin may come from a number of places—a local thieves guild, House Deneith, or perhaps the fabled Order of the Shadows.

Sniper- One of the skilled archers of the great armies, snipers are usually highly-trained warriors proficient with bows and crossbows.

Cleric- Holy warriors and priests, Clerics gain their divine magic from their deities, and are usually well-trained in their arts, though some come by their abilities without much training at all. May be proficient with swords, small arms, staves, and maces.

White Mage- A practitioner of the White Magick, always formally trained in their arts, and usually from The Holy Empire.

Due to the large number of Black Mages already submitted, we will not be accepting any more until the number decreases or the overall number of active characters increases.
Black Mage- A practitioner of the Black Magick, always formally trained in their arts. Always from Vidal.

Mercenary- Soldiers for hire that have had prior experience working with an army but are now selling their skills for hire. Mercenaries are usually proficient in either swords, small arms, axes, or maces, or any combination of them.

Pirate- A member of one of the pirate crews on the Great Ocean, pirates are sea-faring warriors with little to no formal training. Proficient in either swords or axes.

Duelist- A swordsman who focuses more on agility and skill than brute strength or force, a duelist is first and foremost a showman. Often the favorites of royal courts, duelists are proficient in swords and small arms.

Lord/Lady- The child of one of the great houses of Alvirad, Lords and Ladies are adept warriors, often leading troops into combat for the glory of their nation. Having been trained by private tutors and instructors, they could be adept with any weapon.

Druid- Praised as the greatest herbalists and the best trackers, these men and women understand the ways of Nature. By coming into a pact with the forces and Deities in control of the world, they are able to call upon those forces to aid them in their times of need so long as they do not abuse these abilities for corruption or evil. Those of this class are rarely fighters, but those capable of combat typically use swords, staves, bows, and small arms.

Military Hierarchies
All four nations follow the standard hierarchy of General, Captain, and Lieutenant in their armies. However, they also each contain specific titles for men and women of great prowess. This is a list of those special titles.


Vidal
Black Death (120 Mages) Unit Hierarchy
Arch Sage -- Leaders of the Black Guard of Vidal
Black Guard -- Members that have proven their might as Black Mages and/or Necromancers.
Demophile -- Black Mages that have harnessed a significant ability in the area of destructive magick.
Black Mage -- yet undistinguished Mage
Legion (200 Warriors) Unit Hierarchy [for the following types, the adjective is supplied by OTHER military forces; ie, a Champion is called Dark Champion only by people of other regions.]
Huskarl -- General; renowned for their magick-imbued armor that shrugs off most attacks and weapons rumored to drain a person's soul; Six in existence. (PM for more info.)
Dark Champion -- Soldiers that have proven a mix of might and magick can indeed go a long way.
Black Knight -- Soldiers with little to no magick that have killed more than 10 enemies or competitors during war or skirmish.
Legionnaire -- bottom of the hierarchy, brainwashed foot soldiers or Vidalans that lacked the gift of magick and were "recruited."
Dark Legion (60 Mages, 200 Warriors) Unit Hierarchy
-Arch Sage
-Black Guard
-Huskar
-Demophile
-Black Mage/Dark Champion
-Black Knight
-Legionnaire
Navy (Also in order of rank; those of the same rank decide authority by experience.)
Seer -- Trained in Necromancy, they use the eyes of spirits to view the area around and beyond the ship; two per ship.
Pilot -- Vidalan ships do not have sails and do not use the wind as a driving force; instead, Mages are trained to manipulate the ocean to push the ship forward. Two per ship, one active at a time.
Thermophile -- Demophiles with a focus on fire and destructive energy, there are 15 per ship and are the only assault/defense force.

Lhazaar
Navy
Admiral -- In command of one of the four Marine Fleets, each of which is comprised of 24 ships; each Fleet has one capital ship.
Commodore -- Given direct command of six ships, including his own.
Captain -- In command of a single ship.
Ensign -- A sailor



Character Profile Skeleton


Gaian Username: (For my reference)

[b]Name[/b]: (Okay, fairly easy)

[b]Gender[/b]: (Only two choices, come on people.)

[b]Age[/b]: (Still easy…be reasonable.)

[b]Height[/b]: (Easy)

[b]Weight[/b]: (Still easy)

[b]Allegiance[/b]: (See the list of Factions)

[b]Class[/b]: (Slightly harder)

[b]Weapons[/b]: (Maximum of 2 starting...don't over do it)

[b]Appearance[/b]: (In words, please. Include a link to a picture and you will be rejected.)

[b]Personality[/b]: (1-2 Paragraphs would be nice.)

[b]History[/b]: (Easy. 1-2 Paragraphs minimum. Keep the setting and the rules laid down in mind.)

[b]RP Sample[/b]: (2 Paragraphs minimum.)
PostPosted: Sun Jan 06, 2008 2:31 pm


Classes & Profile Skeleton|Magick & Deities|Factions

Magick


Magick in the world of Alvirad is an expansive and far-reaching force that has many applications and many fashions in which it may be called upon. First, I'll explain the basic rules, applications and restrictions of magick and then the different forms of how it may be cast.

Rules: (because every system has limitations)
1. Magick may only be harnessed by those born with the ability to tap into their potential.
2. The "Essence" of Magick can only be found in living things, thus there is no such thing as "shadow" magick or any other form that would require magick in an inanimate object.
3. Magick CAN be used to enchant inanimate objects, thereby enhancing them with essence.
4. All Magick draws upon the Essence of the caster unless the caster has been trained in more advanced techniques. (And I would suggest you ask me just how well trained you are before you go about drawing Essence from the Sun. You are not Goku; don't even think about pulling that s**t.)
5. MAGICK CANNOT CREATE OR DESTROY MATTER. Much like that law of Physics, nothing can simply be brought into existence or dismissed into nothingness. (Other Realms are an entirely different topic, however, and is usually dealt with in Necromancy.)
6. All Magick can be defended against, nullified, or countered by other Magick if a user understands how. This is because Essence is an internal force within all living things, and to cast it expels it, thus making it an external force acting upon the environment.
7. With Six as a premise, one Magick user cannot "steal" or manipulate the Essence of another Magick user that is unwilling. S/he can, however, steal and manipulate from those incapable of managing their own Essence.
8. As a Mage comes to use a specific type of magick (Black or White) their ability to manipulate the other becomes more and more difficult. Even someone who has only just learned to destroy will expend a great amount of energy trying to heal someone. An Arch Sage of the Black Guard could very well die trying to shield himself from five or six firebolts, because shielding is White Magick.

Essence:
All living things have Essence, but only a percentage of living things are capable of tapping into and manipulating the Essence. Essence could be considered a measurement of will and vigor, but to give it a number is impossible. While all beings have what could resemble a "base value," Essence within a creature fluctuates with mood, age, physical condition, Faith, and natural intelligence. It can spent and regained like a person's physical level of exhaustion, but drawing from one's self too greatly can begin to tear at their very Soul. A torn Soul is bound to become forgetful, Essence continuously slipping from their grasp, and eventually deteriorate into hysteria until death. Only two Mages have ever been known to entirely destroy their own Souls through the use of magick; that is to say that their Souls were completely obliterated by the power required to fuel the magick they drew upon. Death to unwary Novices is common enough, but rarely as violent.
-Moods: Love, Fear, Hatred, and Anger are the most powerful emotions, empowering a Magick user. Depression, thoughts of suicide, indifference, and confusion all dissolve and weaken a being's Essence.
-Age: Younger denizens of Alvirad will able to keep a steady beat of Essence in their body due to the constant growth and steady development occurring. As this comes to an end, the Essence becomes slower to rebuild but more stable and easier to manipulate. The elderly and venerable Magick users are often Sages, capable of reaching beyond their feeble bodies to bolster their great Essence with all that surrounds them.
-Physical condition: You must strengthen all aspects of the human body to truly develop. This law also carries into magick. Without developing the mind and the body, your ability in magick will never reach its ultimate potential. Strong body and strong mind equal truly great Essence.
-Faith: Trust and belief in the Deities of Alvirad can often bolster one's Essence in two ways: first by the emotions evoked by strong devotion and second by the willful act of a God or Goddess aiding your ability.
-Intelligence: This is the final piece of the health triangle (body, magick, mind). Knowledge and the ability to make the logical connections among the variations of Magick and their many components makes for a strong and healthy mind ready to aptly manipulate Essence.

Types:
All Black and White Magick in Alvirad falls into one of the following categories. Naturalism itself is an entirely different form of Magick that has no reliance on Essence, and Necromancy has a few exceptions which are explained in detail in their respective sections.
Passive: Spells in this category are cast with a sudden surge of Essence. The user may "gather" Essence into the desired spell before release. The Essence may come from either the user or his/her surroundings and require no further manipulation once cast; however, further manipulation is possible. Ex: firebolts may simply be cast toward a target, or they may be cast and guided around an obstacle.
Active: Spells in this category are cast as long as they are supplied Essence. The Essence may come from the user or his/her surroundings. The amount of Essence supplied will determine the strength and/or speed of the spell. Ex: Healing a wound or creating a magickal barrier.
Instant: Spells in this category happen the moment they are cast and cannot be manipulated afterward. Ex: any "flash" spell (details below).
Enchantment: Enchantment is imbuing any object with Essence with a specific purpose. Enchanted items are called Charms. Charms may have only one enchantment at a time. Thus a sword cannot be imbued with Essence to "burn" all it strikes and also be impervious to breaking. It may either "burn" all it strikes OR be impervious to breaks. Essence in a Charm is not eternal; like all other methods, it will be spent as it is used. A sword that is Charmed to burn will deplete Essence every time it strikes something. The same would be true with a sword charmed to resist breaking. When all the Essence is spent, the Charm is worn out. An item can be enchanted again, and an enchantment can be "recharged" (ie, Essence given to enhance an enchantment already in place). There are three ways in which a Charm may function:
-Trigger: the caster, during enchantment, utters a trigger phrase. When the enchantment is complete, the Charm will be activated the next time that trigger phrase is spoken by the initial caster.
-Situational: The Charm is always active, but Essence is only depleted when a situation arises that provokes the Charm (ie, the "burning" sword striking a target, or firebolt striking an enchanted door).
-Constant: The Essence imbued to the Charm is constantly wearing away as the provocative situation is constantly present (ie, a bed enchanted to keep people away from it). These are the most rare and costly; such Magick is used sparingly.


White Magick<>
The white places heavy emphasis on healing and on some elements of conjuration. However, the overall effect is using Magick as a means, not as an end. For example, the White Magick may aid you defensively and augment your abilities, but it won’t kill the bandits for you. White Magick includes:
-Defensive/Shielding spells
-Healing Magick
-Enhancements (physical ability/mind/physical properties/etc.)

Abilities
---Healing: Description: The trademark of White Mages, the ability to speed up the process of healing. Limitations: Healing requires physical contact between the Mage and the body that they wish to heal to transfer Essence; does not have to be touching the wound itself. This CANNOT cure diseases (notice the different verbs). Effect: Essence gives energy to the body, speeding up healing and the restructuring of tissue. Method: Active. The faster the Essence is given, the faster the healing. Side-Effects: Too fast can cause the patient to faint, and possibly even the Mage. Notes: can be used on one's self, which is actually much easier and reduces the Essence needed (none of it is lost on transition from one body to another).
---Barrier: Description: The Mage creates either a bubble of any size they can manage or a "wall." To the naked eye, this is registered as a transparent red field(to block physical objects) or a blue field(to block Magick). The field distorts all light from the other side (like looking through a tinted window in either direction). Those with Mage Sight can also detect Essence radiating between the Mage and the Barrier and the strength of the Barrier, giving them a significant advantage in battle. Limitations: Can only defend against Magick or Physical objects, never both (although two Mages working at once could each cast separate barriers).

RESTRICTIONS ON WHITE MAGICK:
1. White Magick cannot be used to directly kill anyone/thing; this is a physical impossibility. If you REALLY want to waste my time, PM me for the logic.
2. All TRAINED White Mages come only from the Holy Empire OR Lhazaar. There is no possible way for mages to come from Galifar (they import their mages) or Vidal (black mages only).

Black Magick<>
Unlike White Magick, Black Magick is used to injure, rather than to bolster one’s defenses or shield oneself or others. Black Magick provides command of destructive forces, rather than the subtle influences on the natural world. The Black Magick can be used to outwardly kill your foes, while the White will not allow it. Black Magick includes:

-Spells which debilitate and/or destroy
-Vampirism (healing yourself at the cost of another)
-Necromancy
-Illusions

Due to being an almost separate practice, Necromancy's rules are listed here:
-All Summoning requires Essence from the Summoner; drawing Essence from other sources is impossible. Any spirit being summoned must accept the Summon. Summoned Souls are only required to obey you if they are weaker. Souls of equivalent or greater Essence will more than likely ignore Summons or attempt to destroy your Soul and take your body. Souls of the dead and supra-human (Horrors, Demons, Angels, Muses, etc.) have personalities which are incapable of alteration; thus, you cannot convince a Tainted Soul to become holy nor vice versa. A summoned Soul is a constant drain on the Summoner's Essence (ie, just like an active spell); Summoned Souls kept on the Real Plane for too long are likely to turn upon their Summoners as they become weaker. Dismissing a Soul will also require Essence.

Methods:
-All (essence used to destroy and debilitate) is passive.
-All Vampirism is active or is triggered via keyphrase upon a charm, and will continue until the charm is destroyed or the possessor dies.
-All Necromancy summoning is active
-All Necromancy soul spells are active

RESTRICTIONS ON BLACK MAGICK:
1. Black Magick cannot be used in conjunction with White.
2. All Black Mages come from Vidal—read information pertaining to Vidal.

Druid Naturalism<>
Druids are those who have come into touch with their sixth sense, perceiving beyond the norm to put themselves in tune with the ebb and flow of nature itself. They walk a very straight and narrow path if they wish to retain this title and their abilities, but the rewards are great, allowing them to call upon all other living things in their quest for harmony. Druid Naturalism includes:

-Flora/Fauna Communication
-Weather Magick

RESTRICTIONS ON NATURALISM:
1. It is entirely elemental: thus, if the element is not present, the Druid cannot call upon it (ie, you cannot call upon fire in a room without candles or call upon water without being near a body of water). Ultimately, the Druid could be considered an artisan and the elements his tools. He cannot create them nor truly destroy them, only manipulate their behavior to his liking.
2. Naturalism requires the Druid to have an affinity (ie, training) for the element and the element to have an affinity for s/he (ie, positive essence). Abuse of the elements for death and corruption will lead to a loss of harmony and thus a loss of affinity. (Naturalism for Dummies: Don't do bad things, and natural will be your friend!)

Uncategorized Magick
Several abilities within Magick can be used for good or for bad, better or worse. Some are natural abilities, and some can be learned, but again these are only available to those born with the ability to manipulate Essence. Most deal with methods of seeing beyond the average person's ability.

Second Sight: A Mage with Second Sight can expend Essence in order to see into the Souls and bodies of other living things. This ability can be used to determine physical injuries and current mood, but requires focus. All Essence-Sensitive beings can use this ability, but it requires training. All White Mages receive training in this area to augment their aptitude in healing. Seers aboard Vidalan ships also have training in this area; otherwise, there are no Black Mages that receive training in this area.
Soul Sight: A Mage with Soul Sight is capable of seeing the Souls which will allow someone properly trained in the art to sense the nature of their intentions. (Do they intend to be hospitable or do harm, to help or ignore?) This is an ability given at birth that will grow and develop with time.
Mage Sight: Mages with Mage Sight may see the Essence of all other living things as well as Essence within Charms. They are capable of determining who is and is not able to manipulate Essence, thereby making them aware of all Mages within their range of sight. However, it also works like regular vision in that overlapping bodies cannot be distinguished, making it rather troublesome in large groups of Mages. (ie, if a group of 20 Mages huddled together, the Essence of those hidden by their peers could not be ascertained.)This is an ability given at birth, and is inherently static.
Scrying: Using any surface capable of providing a reflection, a person knowledgeable of the necessary incantations can gaze upon locations they have seen before to see the current events unfolding. The Scryer does not gaze into the medium, but rather immerses and/or makes contact with the medium with any portion of their body (a hand or foot usually). Scryers have a 360-degree view at the epicenter of their choosing. This often can cause nausea and dizziness in Novices or those susceptible to motion sickness. Some have been known to go blind, their minds incapable of handling the change in perspective. Ironically, the only way for such people to ever see again is via Scrying. Thus, blind Scryers are not all that uncommon. Scrying does not require the ability to manipulate Essence, but does require great mental strength and will to retain sanity, sight, and your stomach's contents. Oh, and the Incantations required for each medium. There's one for each medium: Water, Glass, Blood, and Fire. (The last one is recommended for Masochists only.)
Divination: Is a hoax. It doesn't exist. Any character or NPC claiming the ability to determine your future is a fraud... Unless it's me. In that case it might be true, but I'm a God so that's sort of a given fact of Alvirad.

----------
PM me if you think I missed anything.

Mr. Blackbird Lore

Dapper Codger


Mr. Blackbird Lore

Dapper Codger

PostPosted: Sun Jan 06, 2008 8:13 pm


Classes & Profile Skeleton|Magick & Deities|Factions

Factions

Here you will find the many political forces that exist in Alvirad. While this includes the four provinces of Lhazaar, the Holy Empire, Galifar, and Vidal, it is not limited to them. Should you desire to petition the addition of a new faction, please PM me with the title: Faction--[Name of Faction]. Thank you.


Lhazaar-- This is a kingdom with a strong navy, and a strong ruler. Recently, the many pirates in the area have become an increasingly large problem. Multiple towns along the coast have been plundered and razed. In response, the "Edict of Service" has been enacted, requiring all men to serve for at least one year in the Merchant Navy defending the many ships and ports of Lhazaar. Mercenaries frequently emerge from this country as well, due to the large variety of military training fields.

The Holy Empire of Light-- This Empire is known for its strong trust in the God Solem and his guidance. There is some controversy over the government's increasing ties with the church, but overall it goes unchallenged. In addition, the Empire has a large amount of men and women living their lives as clerics and missionaries; the former are pious citizens bent on the caring and defending of their nation, while the latter frequently travel to the other three nations in order to spread the good news of Solem. In recent times, the Emperor has begun to become more militant, pushing for the Arcane Inquisition and a military and clerical build-up.

Vidal-- This kingdom is run by a Regent Protector whom is also a greatly feared Black Mage. She surrounds herself with the Black Guard, a private elite force of Black Mages, and secludes herself from public for the most part. The country became something of a wasteland after the War of Succession, and the people now live in poverty for the most part. Magical abilities are also highly valued here, and all children are tested at young ages for potential as Black Mages. Some of the Mages trained here are even exported for money.

Galifar-- This nation holds strongly to its militant roots. All children are tested at age five for the potential to become powerful men and women (there is no discrimination between the sexes) of war. They train everything from Knights to Clerics, but all Mages are imported from Vidal. The Warrior King is a strong man with a powerful will, but has recently fallen ill. In addition, questions have arisen concerning his son's true mother and the border between the Holy Empire and Galifar has become increasingly smothered with military movement. It seems war may be near...

Pirating Clans--These are the many groups that live on the sea, and take from others in order to continue their survival. Pirates have recently been noted to perform much like mercenaries of the sea, hiring themselves out to the highest bidder for adventure and mischief. The individual Pirate Clans may own simply one ship or an Armada. The most populous Clan, the Ishadi, is comprised of seventeen vessels!

*If you would like to make your own, please make not of that in your Allegiance. It should show up as: Allegiance: Pirating Clan [Insert Clan]. If you could, please also include a brief history of the Clan's creation and recent activities within your own biography. Two paragraphs should be enough. If we find it appropriate, it will be added.
Clans: Ishadi, Commanded by ????
The Sea Fangs, Commanded by Wullf Maximas [Ronyo Storm]
Mystwalkers, Commanded by Captain Ro Terra [The Unsung Bard]


Mercenaries-- These are men and women that sell their skills for war, profit, and any other thrill you could imagine. Their abilities and skills are variegated, and most are little more than individuals working alone for private pursuits. Some, however, have culminated into bandit groups, vigilantes, or respected troupes of capable soldiers-for-hire. Whatever the case, they each have their own plans and may not be entirely trustworthy.
PostPosted: Wed Feb 25, 2009 1:10 am


The Divine Pantheon


These are the Gods and Goddesses of Aundair that denizens of Alvirad's four provinces dutifully worship. While more Gods and Goddesses do exist, these are the only ones whom are worshiped for the sake of gain in the matters of politics and war. The [W], {B}, and [E] signify the stance of the clerics: White, Black, and Either. Should you desire to add another God/Goddess, please contact Mr. Blackbird Lore with a PM titled God/Goddess--(Name of the God/Goddess).

-Solem, the God of Light and Giver-of-Life [W] (Sol'-uhm)
-Valen , the God of Valor and Strength-at-Arms [E] (Vay'-len)
-Gairn, the God of Travel [E] (Gayrn')
-Aquain, Goddess of the Sea and Seafarers [W] (Ah-kwayn')
-Deccan, God of Magic [E] (Dek'-an)
-Rennais, Goddess of Death and Secrets {B} (Ruh-nay'-is)
-Alysso, Goddess of Health and Healing [W] (Ah-lis-so')
-Olana, Goddess of Fire (O-la'-nuh)

As well as making a great focus for the stories in our Libram of Divinity, These Deities serve a second and much more vital purpose. They are capable of granting Miracles. Miracles can be anything from giving a soldier that extra edge in battle to healing a wound to flooding a river, and everything in between. Do not be afraid to call upon them, but let it be known that these Deities can be jealous beings. They much prefer that you praise one and only one. The more praise you lavish upon a Deity, the more likely it is that they will be willing to grant you a Miracle. Just be careful which Gods and Goddesses you revere: some of them are not on the best of terms.

All Miracles will be written in this color, they will be written ONLY by MR. BLACKBIRD LORE. Any attempt to forge your own Miracle will have dire consequences. You are not a God here; I am. Do not test me.

Mr. Blackbird Lore

Dapper Codger

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