Welcome to Gaia! ::


..Introduction

A world long and far away from Gaia exists, untouched by man for eternity and how it shall stay until the end of time and existence as we know it. Here a strange race lives, the Miaoni and their cousins of various types. A world of medieval style and grace, filled with adventure and magic. The world is known as Mir'tith.

Since it was first there, things have changed - for better or worse is unknown. The past is forgotten - it is as though someone has 'reset' the world into forgetting most things, including all major events. At least til just before thigns began getting interesting...

((This means you may pick and choose distinct memories, mates no longer need to be so if owners do not want to be and pretty much everything is renewed. This is to simplify certain things in the reopening to allow old miaoni back.))

..Table of Contents
01. Intro/ToC
02. News
03. Races
04. Classes
05. Alignments
06. Dierties
07. Inventory & Items
08. Prices & Ordering
09. Breeding & Adoption
10. Thread Rules & FAQ
11. Roleplay
12. Staff & Credits
13. Affiliates & Links
14. Guild Links
15. Shop Links

[[Please note thread is under severe [re-]construction!!]]
..News

12.03.06 :: We are OPEN for business finally! And in order to celebrate such, there is a free raffle: http://www.gaiaonline.com/guilds/viewtopic.php?t=6833935

12.03.06 :: Finishing details, wondering where assorted odds and ends disappeared to, and generally making sure I'm 100% sure that we're ready to go. Had to reorganize some information, add stuff, etc. I HOPE that everything is there now. Aside some of the stuff at the very bottom that kind of has to wait or was waiting or stuff. >.< But the info should be clear. I HOPE.

10.03.06 :: Workgin on filling in as many GM spots and querying god owners -- while not entirely on schedule, closing in on an official opening soon enough, even if a few thigns are still not quite finished.

04.08.06 :: Rebuilding again, working on the guild, and a coloring and RP manager competition coming really soon. Also more revamps to races coming, as well as gods again. Sales will not be open for awhile, but pelase feel free to lurk once the thread is set up completely.
..Races

All sample images are of teens, since Miaoni will usually start out as teens, and male, then female.

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Normal Miaoni Race :: Regular, Dark, Moon, Outlander, Wilde, Woodland, Yaedra..


Miaoni :: Normal Miaoni will have a yellowish fur color, much like lions. Their hair and eye color can be a variety of colors. This race of Miaoni can be found anywhere and doing just about any thing. They are the most common of the races and this makes for one big army.

Dark Miaoni :: Dark Miaoni are the most outcasted race in all of Mir'tith. They usually have dark gray, almost black fur. Their hair is usually either a striking white or gray/black like their fur. Their eyes are a variety of vivid colors that seem to glow at night. This race usually become the darker of the classes such as rogues, assassins, death knights and necromancers. Not all Dark Miaoni are untrustworthy or mean though. Some prove to be quite the opposite.

Moon Miaoni :: Moon Miaoni prefer to come out at night as they worship the moon and normally the God, Tyr because of this. They have pale fur with hair and eyes that are usually lighter shades as well. They are very intelligent and make excellent mages and clerics.

Outlanders :: The outlanders usually have brown fur. Their hair is usually a shade of brown or black as well. They are the exotic race. Many become gypsies or merchants. They live usually either in the desert and have made quite a haven out of it. They have every oasis, nook and cranny mapped out and definately has the upper advantage when attacked because of this.

Wilde Miaoni :: The Wilde Miaoni usually are tanned with random black spots or stripes on their fur. When you commission one be sure to list which one or you won't get them! Their hair can can be a variety of colors but their eyes are always a vibrant sky blue. These Miaoni live along the plains or in the mountains. They love the outdoors and thus, they make good Rangers, Fighters and Barbarians.

Woodland Miaoni :: The Woodland Miaoni are quite different from most other Miaoni as their fur is a deep green shade. Their eyes, however, can come in an assortment of colors and usually do not match. In fact, most Woodland Miaoni are known to have a green and brown eye! They love nature and most worship Neadra. They make excellent Rangers and Druids.

Yaedra :: The Yaedra are a unique race as well. These Miaoni usually have blue fur. Many believe this to be because they enjoy living near large bodies of water. It's very rare that you find a Yaedra Miaoni that's not living in a port town or off on some ship. Yaedra make nice merchants, pirates, rogues and fighters.

Nobles :: Nobles are a rare type of Miaoni. No one is quite certain how it happened but all Miaoni that are of noble blood come out a unique color, not seen in the other races.

..Rarer Races

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Fox Miaoni Racial samples - regular, silver, shadow, golden


Fox Miaoni
Fox Miaoni are known for their cunning and deterous nature, more limber and capable, and often more inclined to physical activities and bardic natures then they are at purely magical choices. They hail from a different land, though the fox Miaoni refuse to reveal where - perhaps they simply came form nowhere?

Regular :: Regulars are found pretty much anywhere, and are the average fox, with little special of note outside the normal.

Silver :: Silvers hail form the northern regions where it's colder, and occsionally tend to eb a bit more magically inclined then regular foxes.

Shadow :: The Shadow foxes will never speak of their origins, and tend to be a fair mix of warrior and magic based simply deciding on taste as they come of age. Often times darker then their cousins, and more mailicious, as though they hold some kind fo grudge.

Golden :: Golden Foxes are light-loving foxes who do have a penchant for magic, although many are known to persue routes such as bards, rogues, and other occupations. Goldens are good-natured often, and tend to be happy-go-lucky and brither in their outlook. manytimes a golden can be fund as a wandering merchant or bard, telling tales of the far off and mystical.

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Bunny Miaoni Racial samples - regular, snow, night, wooded


Bunny Miaoni
Bunny Miaoni are friendly by nature, playful, lighthearted, and occasionally a bit timid. Still, there are tough, brave ones, so don't judge the book by word of mouth! They hail from the west somewhere over the seas, but some hardy and brave individuals - and not so - have come over.

Regular :: Regulars are grey in color, and tend to adore open fields and rocky places both - they excel at scouting and spying with their great hearing.

Snow :: Hailing from the colder regions, the Snwo bunny racials tend to be mroe hardy and tend to be better explorders and wanderers.

Night :: These dark bunnies tend to favor darker thigns, and more mahically inclined. They have a penchant for dwelling out in the night since they blend in better.

Wooded :: Prone to being rangers, druids, and other classes in touch with nature, they are at home in forests and other places where life abounds in flora and fauna.

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Satyr Miaoni Racial samples - regular, lunar, solar, spring, fall


Satyr Miaoni
Satyr Miaoni are half regular miaoni, half deer - they are more wild then their cousins, and more in tune with nature. Commonly they take to non-strict classes because they are not fond of linearity and confining rules. They are free-spirits, and often on the roam. Some say that the satyr race was formed from cruel experiments ages ago - the satyrs themselves deny such rumors, although they do not know form where they originated either.

Regular :: Regulars tend to be the average, and often enjoy being outdoors to the confines of houses and society so much. Many love to have a side talent of music, art, gardening - anythign to keep the hands busy.

Lunar :: Lunar prefer colder weather and regions, blending in well up in the snow. They tend to persue crcnae an dpriestly arts alongside their more nature-bound Druid and Ranger, although many a fine warrior has come from Lunar Stayrs. They are more the thinker and serious minded of the Satyr types.

Solar :: Solars love warmth, and claim to hail from the deserts. Nomads constantly, and always in search of something new, they tend to eb vagabonds and vagrants, living off what they can make.

Spring :: Spring are so-called for their green colors like the new growth of spring - and truly, they are vivacious and lively. They are truly the best rangers and druids usually in wooded and jungle terrains with a keen eye and knowledge for many plants.

Fall :: These Satyrs are the color fo fall, and are extremly serious-minded. They are least likely to be around large bodies of water - and tend to be very cautious and careful of their actions due to conesquences. Some say the Fall Miaoni race came form an accident somewhere, and evovled into what they are now, explainign ttheir very cautious nature.


More Races to come...
..Classes

A subclass is an alternate name you can have for your main class on your cert, but you will still report to the main guildhall of that particular class. Please be sure to let the colorist know what you want!

Note :: Classes that have ** Next to them are closed clases this is either due to severe amounts of a certain class or the class is supposed to be rare!

..Fighter-types

Fighter :: The questing knight, the conquering overlord, the knigs champion, the elite foot soldier, the hardened mercenary, and the bandit king--all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Fighters who are not actively adventurers may be soldiers, guards, bodyguards, champions or criminal enforcers. An adventuring fighter might call himself a warrior, a mercenary, a thug, or simply an adventurer.
Characteristics: Of all the classes, the fighter has the best all around fighting capabilities. Fighters are familiar with all the standard weapons and armors. In addition to general fighting prowess, each fighter develops particular specialties of his own.
Role: In most adventuring parties, the fighter serves as a melee combatant, charging into the fray while his comrades support him with spells, ranged attacks and other effects. Fighters who favor ranged combat can prove very deadly though without other melee support, they can find themselves in front-line combat more often than they might prefer.
Possible Alignments: Any
Nicknames: Fighter, Knight, Mercenary.
Guildmaster: ??? - played by RyftBringer
Worship: Any, but many favor Graven
Dislikes: None.

Archer :: The archer's specialty is his bow, and it is this he's dedicated his life to. Deadly from afar, often unseen until too late, the archer is a precision fighter who has refined sense and a good knowledge of what the best shot is to aquire the desired effect. While able to operate in groups creating a deadly shower, the archer can work alone as well, and many often use their skills for hunting as well on the side. The archer is knowledgeable in anatomy as well of many things, simply to allow for disabling rather then death as well.
Characteristics: The archer has a keen eye for things, often catching finer details most wouldn't. They deliver their attack from afar, leaving them often only to a dagger for close-range defense. Still, as long as they can keep their advantage of distance and high perches, they are excellent as snipers and hunters.
Role: The archer is a formidable warrior from the back, and a decent survivalist, though by no means a ranger. They are good and understanding wounds, but hardly a healer, and know what sort of injury can cause what sort of problems though - simply by virtue of being able to cause them from afar.
Possible Alignments: Any
Nicknames: Hunter, Bowman, Sniper
Guildmaster: OPEN
Worship: Any, some favor Neadra or Graven
Dislikes: None.

Ranger :: The forests and hills are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (and indeed they are), and he knows his prey in deadly detail.
Characteristics: A ranger can use a variety of weapons and is quite capable in combat. His skill allows him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature, that he can actually draw upon natural powers to cast divine spells, much as a druid does.
Role: The rangers best role is that of a scout and secondary combatant. Without the heavy armor of a fighter or the staying power of the barbarian, the ranger should focus on opportunistic and ranged attacks. most rangers use their animal companions as sentries, scouts, or to assist them in melee combat.
Possible Alignments: Any
Guildmaster: Khel Iloun - played by Syrius Lionwing
Worship: Neadra, rarely Gwynh or Tyr
Dislikes: None.

Barbarian :: From the frozen wastes of the north and the hellish jugnles of the south come brave, even reckless warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These 'barbarians', however, have proven their mettle and their value to those who would be their allies. To enemies who underestimate them, they have proved their cunning, resourcefulness, persistance, and mercilessness.
Characteristic: The barbarian is an excellent warrior. Where the fighter's skill in combat comes from training and discipline, however, the barbarian has a powerful rage. While in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded and has the energy for only a few such spectacular displays per day, but those few rages are usually sufficient. He is at home in the wild, and he runs at great speed.
Role: A barbarian's typical primary role in a group of adventurers is a front-line combat specialist. No other character can match his sheer toughness. He can also serve as a good scout thanks to his speed and trap sense.
Possible Alignments: Any
Nicknames: Barbarian, Beserker, Warrior, Viking.
Guildmaster: Stark the Terrible - Played by Nothing Yet
Worship: If any, Graven or Neadra
Dislikes: None.

Amazon :: Akin to the barbarians, the Amazons are different in other ways. While the barbarian has their rages, the Amazon is a more refined fighter, and also female only! Amazons are a society to themselves, or once were. Now they are expanding, but keep their ranks limited to females only in reverence of the goddess of Nature they often look to and their origins by legends as well. The amazon is adept with weapons, and prefer spears or close-combat weapons depending on their tastes. Dextrous, agile, and full of finesse, the Amazon is a warrior to be feared on the field of battle as she can be relentless, sharp and cunning, and quicker then the eye!
Characteristics: The amazon is defined not only by her gender, but by her lithe agility and trained combat skill. While often better at hunting and stalking then the Fighter, she is often less adaptable and sticks to a few well-trained combat methods. Still, she has little fear and will push ahead into a fight, calculating her moves as she goes and elaving a path of blood behind her until she wins.
Role: The amazon makes a great front-line fighter and a decent strategist and also able to help a group survive the wilds with her natural given talents of survival. She's also a decent scout, and well-versed in nature lore of her home terrain.
Possible Alignments: Neutral Good, Chaotic Good, Neutral, Chaotic Neutral
Guildmaster: *pending*
Worship: Neadra usually, rarely others.
Dislikes: None.

**Paladin :: The compassion to pursue good, the will to uphold law, and power to defeat evil--these are the three weapons of the paladin. Few have the purity and devotion it takes to walk the paladin's path, but those few are rewarded with power to protect, heal and to smite. In a land of scheming mages, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished.
Characteristics: Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. A paladin can also direct this power to help others, healing their wounds or curing diseases. Even a novice paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. In addition, this power draws a mighty steed to the paladin and imbues that mount with strength, intelligence, and magical protection.
Role: The paladin's chief role in most groups is as a melee combatant, but she contributes other useful support as well. She makes a good secondary healer and her high charisma opens up fine leadership opportunities.
Note: Paladins symbolize the ultimate purity. Aiding an evil class (rogue, necromancer, assassin, pirate, death knight) or evil people from neutral classes will result in removal of paladinship. Deflowering a virgin will result in removal of paladinship. So much as getting drunk in a tavern can cause one to be removed from paladinship. They are a strict and pure race for a reason. No other way is accepted. Those removed for minor offenses will become a Fighter. Those removed for major offenses will become a Death Knight. I'm sorry but there's no choice in this. No way a god will forgive one. Those that are demoted to Fighters may regain the favor of their god in one mortal year (say three months real time) if they maintain paladin code without paladin powers/abilities. (Means you act like a paladin as much as possible, even while not being one). Death Knights do not get a second chance.
Possible Alignment: Lawful Good
Guildmaster: Shade - played by Jerryhargabyte
Worship: Aurok
Dislikes: Death Knights

**Death Knight :: A death knight is perhaps the most evil class in all the land. Usually brought back by a necromancer or cursed by a god to live a life of torment, the death knight lives his undead life to bring pain to those around him. A death knight is usually a noble fighter that did a great wrong or a paladin that swayed away from his noble cause. They were once noble people that broke a code or honor and thus, becomes cursed when brought back as an undead thing.
Characteristics: A death knight does not have the magic a paladin has for such a special gift was stripped from them when cursed. However, they do gain a mount, much like the paladin does but the death knights mount is a nightmare, a steed as evil as it's owner.
Role: A death knight prefers to travel alone but if in a group is usually necromancers, assassins and rogues. They death knight cannot stomach anything good and pure and sees out to destroy it so is usually found with those nearly as evil as himself.
Possible Alignments: Chaotic Evil
Guildmaster: *pending*
Worship: Modoven
Dislikes: Paladins

..Arcane-types
The arcane type classes are those who's primary source of action and attack is their spells. Their spells are learned through hard training and study, dedication and the energies are not otherwise granted by the gods.

Mage :: A few unintelligible words and fleeting gestures carry more power than a battleaxe, when the yare the words and gestures of a mage (wizard). These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook, preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic. Mages depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers and practice minor magics whenever they can. For a mage, magic is not a talent but a difficult, rewarding art.
Characteristics: The mages strength is with her spells. Everthing else is secondary. She learns new spells as she experiments and grows in experience and she can also learn from other mages. In addition to learning new spells, a mage can, over time, learn to manipulate her spells so they go farther, work better, or are improved in some other way.
Role: The mage's role depends somewhat on her spell selection, but most mages share certain similarities in function. They are among the most offensively minded of the spellcasting classes, with a broad range of options available for neutralizing enemies. Some mages provide great support to their comrades by way of their spells, while others may focus on divinition or other facets of wizardry.
Possible Alignments: Any
Nicknames: Wizard, Witch, Sorcerer, Sorceress, Mage, Warlock
Guildmaster: Richard Angora - played by Mintaka
Worship: Bendor, Zydrik usually, sometimes others
Dislikes: None.

Bard :: It is said that music has a special magic, and the bard proves that saying is true. Wandering across the land, gathering lore, telling stories, working magic with his music and living on the gratitude of his audience-- such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts and spies. A bard's magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. Evil bards forgo blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences 'willingly' give.
Characteristics: A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that mages often use. In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rel on speech or sound.
Role: The bard is perhaps the ultimate generalist. In most adventuring groups, he works best in a supporting role. He can't usually match the stealth of the ranger or rogue, the spellcasting power of the cleric or mage, or the combat prowess of the barbarian or fighter. However, he makes all the other characters better at what they do, and he can often fill in for another character when needed.
Possible Alignments: Any
Nicknames Gypsy, Jester
GuildMaster: Gwynna - played by Kimie Kitty
Worship: Chauntea, occasionally Jasmine
Dislikes: None.

Necromancer :: Some people obsess over the dead. This scary lot hides in the shadows or in cemetaries, weaving their magic in a cruel attept to bring back the dead and use them for their own means. They are puppet masters, cunning controllers and manipulators that use the tortured souls and undead bodies for their own gain.
Characteristics: A necromancer has quite a few spells known only to them that they have found or created for their own purposes. No other mage has access to such spells though I'm sure a few have tried to gain access to such knowledge. Though a necromancer uses the spells for darker purposes, the power to control the dead would benefit many armies. Necromancers are often sought out and paid well for such aid.
Role: Necromancers do not often join in parties and on the rare moments they do, they prefer to keep their distance, summoning undead creatures to fight for them.
Note: Necromancers are bad. Despite rumors that there's good ones that can put the dead to rest.. they are bad. No one can put the dead to rest, as in forgive them for cruel actions done in their life, except the gods. Necromancers are bad people that use the dead for their own means. Nuff said.
Possible Alignments: Lawful Evil, Neutral Evil, Chaotic Evil
Guildmaster: ??? - played by Miliardo Kason
Worship: Mordoven most of the time
Dislikes: Most everyone.

..Holy-types
The holy type classes are those who gain their powers and use primarily spells granted by their gods. This excludes the Paladins who are warriors first, and clericly skilled second. This is the clerics domain, and those like them.

Cleric :: The handiwork of the gods is everywhere-- in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries--their clerics. Good clerics heal, protect and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make the gods will manifest. And if a cleric uses his god's power to improve his own lot, that's to be expected too.
Characteristics: Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death and an experienced cleric can bring back people who have crossed over that brink. Clerics have some combat training. They can use simple weapons and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells.
Role: The cleric serves as a typical group's primary healer, diviner, and defensive specialist. He can hold his own in a fight but usually isn't well served by charging into the front of combat. They are better suited to the middle of a group, using their magic and fighting as needed.
Possible Alignments: Any
Nicknames: Priest, Healer
Guildmaster: OPEN
Worship: Any
Dislikes: Necromancers

Druid :: The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear--all these and more are at the druids command. The druid, however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid's sacred grove, and to those who feel her wrath, the distinction is overly fine.
Characteristics: Druids cast divine spells much the same way as clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented towards nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals. Druids do not wear armor. They prefer simple robes and avoid carrying much worked metal with them because it interferes with the pure and primal nature that they attempt to embody.
Role: The druid enjoys extraordinary versatility. Though she lacks the sheer healing power of the cleric, she makes up for it with additional offensive power.
Possible Alignments: Any
Nicknames: Summoner, Elementalist
Guildmaster: OPEN
Worship: Neadra, Zydrik
Dislikes: None.

Monk :: While the priest brings the will and word of their gods to the people to help, the monk uses their spiritual powers to train and refine themselves in combat. They call upon mystical forces to defend and protect, and devote themselves entirely to trainign and perfection of mind, body and spirit. Thier dedication is to their ability and training, often calling on the name of a god for guidance and protection, though not to the same extent as the Cleric.
Characteristics: The monk is like a holy warrior with some spiritual powers, trained in bare-hand combat and martial-arts styles. They can wield minor healing magics but are more adept and skills and moves which call upon their diety's powers to offensively strike those who dare encroach upon their sacred territory or threaten that whhic they are devoted to.
Role: The monk is an offensive fighter who can be deadly without a single weapon and strike hard and fast without warning. However they are disciplined, often resorting to combat nly when necessary, and are quite knoledgable in the non-magical healing arts.
Possible Alignments: Any
Guildmaster: OPEN
Worship: Any
Dislikes: None.

..Rogue-types
They are the ones who rely on dexerity, agility and tricky skills to get by, or the ones who otherwise get by on means other then sheer combat or magical efforts. This is a much broader class, with thigns form pirates to rogues to the assassins.

Rogue :: Rogues have little in common with one another. Some are stealthy thieves. Others are silver tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.
Characteristics: Rogues are highly skilled, and they can concentrate on developing any of several category of skills. While not equal to members of many other classes in combat, a rogue knows how to hit where it hurts, and she can dish out a lot of damage with a sneak attack. Rogues have a sixth sense when avoiding danger. Experienced rogues can develop mystical powers and skills as they master the arts of stealth, evasion, and sneak attacks.
Role: The rogues role in a group can vary dramatically based on her skill selection--from charismatic con artist to cunning burglar to agile combatant--but most rogues can share certain aspects. They aren't capable of prolonged melee combat, so they focus on opportunistic sneak attacks or ranged attacks. The rogues stealth and trapfinding ability make her one of the best scounts in the game.
Possible Alignments: Chaotic Good, Chaotic Neutral, Chaotic Evil
Nicknames: Rogue, Thief, Pickpocket, Burglar, Con Artist, Gambler
Guildmaster: Allen - played by Achan
Worship: Any, but favor Syn, Jasmine, Tyr
Dislikes: None.

Pirate :: Pirates are masters of the high seas, able to travel any body of water with little difficulty and prefer life at sea. Granted, if there's a treasure or good aventure - or women even - you can bet the pirate will set his sights on land. If you're ever in a pinch for getting around on the waters, look no further then the pirates, but be careful who you trust. While some are more benevolent and kind, yet still rebellious, others are dirty and cruel and wouldn't think twice to shove you off the plank!
Characteristics: Pirates are masters of crafts on water and much of the seafaring life. They wield swords adn daggers often, able to defend their ship at a moment's notice form mutiny or raiding, and able to return the favor to others. They're well-rounded in comat, and gifted in the more dextrous arts, but don't expect one to skulk around like a common thief! They're just naturally more adept with their sea legs then most landbound people.
Role: The Pirate is th seafarer and adventurer, the carefree soul wandering in search of something or even perhaps running a semi-decent living shuttling people for a fare while listening in on gossip for something of value. Wether heartless and ruthless or cheeky and good-hearted, the pirate fills the needs of the sea and searches for adventure in all corners.
Possible Alignments: Chaotic Good, Chaotic Neutral, Chaotic Evil
Nicknames: Buckaneer, Swashbuckler
Guildmaster: Spatz - played by Nothing Yet
Worship: Any, if they do.
Dislikes: None.

**Assassin :: Death from the darkness, the assassin is a specialist of being unseen and bringing death in an instant. Much feared and respected both, the assassin does her work and leaves only rumor and a cold body behind. While most never recognize the face of the assassin, they will talk of the deaths that come unknowingly. The assassin kills not for simple pleasure, but through contracts and orders, and also for furtherment of power. They are a secretive, specialzed guild that few make it through. They are not rogues, or thieves and to insinuate such to an assassin is being marked for death. The assassin has no good in them, though they are quite organized often and respectful to a point. They value honor, tradition, and respect the rules.
Characteristics: The assassin is agile, dextrous and quick, smart in all manners of death from well-placed stabs to poisons to other methods. They can incapacitate as well, avoiding a kill and know how to retrieve what they need if the issue is pushed. However, their specialty is dealing death and warnings desired by others too wise or cowardly to do it themselves. An assassin who goes against the will of the Guildmaster is thrown out and branded a rogue, a fate worse then death in this honor-bound class.
Role: The assassin plays form the shadow, the unseen hand that sometimes guides others as they will. The assassin also adventures in search of trainign and refinement, to study other things and to gather information. They are agile and quick, often skilled in dual-wielding combat but restricted to light armor. Still, they often cause more harm then they take.
Possible Alignments: Lawful Evil, Neutral Evil, Chaotic Evil.
Guildmaster: ---
Worship: Mordoven or Syn
Dislikes: Most people.
..Alignments

**Please not that you can only choose one alignment. This represents your character as a whole. It's not possible to be of two alignments.

Lawful Good, "Crusader" :: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion.

Neutral Good, "Benefactor" :: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.

Chaotic Good, "Rebel" :: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

Lawful Neutral, "Judge" :: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

Neutral, "Undecided" :: A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs evil or law vs chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil--after all, she would rather have good neighbors and rules than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way. Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.

Chaotic Neutral, "Free Spirit" :: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. he avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does nto intentionally disrupt organization as part of a campaign of anarchy. To do so, he would have to be motivated either by good or evil. A chaotic neutral character may be unpredictable, but his behavior is not totally random. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal.

Lawful Evil, "Dominator" :: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. he is comfortable in a hierarchy and would like to rule, but is willing to serve. He comdemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood or not letting children come to harm. They imagine these compunctions put them above unprincipled villains. Lawful evil is the most dangerous alignment because it represents methodical, unintentional, and frequently successful evil.

Neutral Evil, "Malefactor" :: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nautre or love of conflict that a chaotic evil villain has. Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

Chaotic Evil, "Destroyer" :: A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the srpead of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is the most dangerous alignment because it represents the destruction of not only beauty and life but also of th order on which beauty and life depend.
..Dieties

The dieties of Mir'tith. Info shall go here.

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Aurok [Jerryhargabyte]
God of Order and paladins, Aurok is a believer in justice and upholder of all that is good and light. If you are evil, or sway from the path of good, do not cross him, for he will be swift in his justice against those who stand against his cause.

Myst
Goddess of healing and love, she is the reason the clerics are blessed with the power to heal. Her gifts are cherished by all, a revitalization of life energy, and her domain over love leaves her given prayers by many couples before their wedding day.

Neadra [Syrius Lionwing]
Neadra is the goddess of nature and life, and all thigns which live fall under her domain. Her faithful are often rangers and druids, although any who cherish life and nature also tend to worship her. Those who perfer the path fo the undead should be wary of her, as they stand for everything she is not!

Graven
God of war and strength, Graven is everything a fighter strives to be. He delights in exhibits of battle prowess, and when a wwar does happen, miaoni form both sides are known to pray to Gravon for victory for their side.

Bendor [Hellzmessiah]
Bendor's domains are over that of magic and knowledge, the foundations for all arcane learnings. Those who wish to study or learn often find themselves wanting ot be in Bendor's good graces, and call on him for aid in their endevours. Also, most arcane-types will at least respect Bendor, if not worship him.

Syn
SYn is the mistress of shadows and darkness, a favorite of all classes who are involved in stealthy tactics and anything which involves secrecy and deceit. If you follow the light, it is best not to gain Syn's wrath as she will strike hard and without forewarning - she favors those fo the dark who indulge in the more evil things.

Jasmine [Amirynth]
Tricksters and those who base their chances on luck will find their calling with jasmine. She is a trickster by nature, and tends ot give her fortunes on a whim to the mortals, making her fickle, but isn't that always how luck really is?

Tyr
God of the moon and of beauty - Moon maioni will often find favor and his graces, while more vain Miaoni will call to him for blessings to be the most gorgeous one. Those of the night also tend to keep on his good side, for that is his time of the day.

Mordoven [Mintaka]
God fo death and the Death Knights, Mordoven is the last god anyone wants having a grudge against them. Necromancers also tend to find favor with him, being that they raise the dead as minions. Still, most miaoni and other gods give him grudging respect for his place in the cycle.

Chauntice [Achan]
Chauntice adores bards, as they truly cherish her domains of music and song. She adores a good eprformance by all, and is heralded for her gift as even the common folk use music daily to brighten things up with a ltitle diddy being hummed.

Zydrik [Kimie Kitty]
Zydrik is the god of the four basic elements of wind, water, fire, and air. Magic users, followers of nature, and many others all pay Zydrik at least some favor for his gifts and dedication - keeping the elements in check and balance, and offering their fruits to all who wish to partake. There are few who don't at least acknowledge this god somehow.

Gwynh [Yayoi]
The goddess of the Sun and of protection, she is the ruler of the day, and often favored by the farmers and otehrs who require the light of the sun. She is also called on by travellers who are journeying, and otehrs who wish to gain some minor boon to feel safe as they go about.
..Inventory & Items

Each Miaoni will start off with roleplay items in their inventory. Below is an example of Meeki's Miaoni on the original cert. [[Cert epnding minor changes/updates.]]

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A flask, backpack and pouch will start in every inventory. However, depending on what your class is, you could have a few extra items.

However, say you have a fighter and it has a sword but you would rather use a katana or another sword. That's fine. The sword item in your inventory merely represents what brand of fighter/character you are. When you commission your pet a weapon at the weaponsmith, you can purchase a weapon of your choice, or perhaps even a magic one for your character! If you have a mace, you could get a flail or a club actually put on your miaoni avatar. If you have a normal brown bow and arrow in your inventory, that doesn't mean you can't have a spiffy golden magic bow on your avatar. Understand?

The invetory merely represents what you have on you, not what the items actually look like. The depends on you. wink

Pirates come with a deed which represents one of two things. If they are an adult, it means they own a ship. If they are a teen, then they just work on a ship. Once a teen reaches adulthood, he/she can have their own pirate ship.

There's several kinds of spellbooks too. There's one for each magic using class. So Rangers, Paladins, Necromancers, Druids, Clerics, Bards, Mages get a spellbook in their inventory. Druids and Mages will most likely get a staff while the others will probably get some sort of weapon.

The spells that are in your spellbook can can be found at the Mage Tower roleplay thread. So check that out if you are a magic using class.

There's music instruments for bards as well. They get a choice of two to have in their inventory. If they don't decide at time of commission, then the colorist will randomly choose two for them. The music instrument choices are :: Harp, Lute, Tamborine, Flute, Drums.

More items could be created and added later. There may be some items created for event only scenerios. We have a lot planned and hope we can make it fun for you all!
..Prices & Ordering Form

Prices

Standard Miaoni
The "typical" feline Miaoni, the most common of all the races existing that take the name "miaoni" ...

Racial Miaoni: 3k [Regular, Moon, Dark, Outlander, Wilde, Woodland, Yaedra]
Fox Miaoni: 7k [Regular, Silver, Shadow, Golden]
Bunny Miaoni: 7k [Regular, Snow, Night, Wooded]
Satyr Miaoni: 15k [Regular, Lunar, Solar, Spring, Fall]

Custom Miaoni
The rarer breeds, they are Miaoni with other animalistic traits or even on rare occasions have a strain fo faekat blood in them! Cost is based on granted extras the race gives as well as desired rarity [and complexity]. All come "custom colored" as well with patterns, etc. Teens coming ASAP, as all Miaoni will be starting as teens, no matter what race! Price includes future growth to adulthood and coloring there, as well.

All Colorists
Regular Miaoni (aka Noble): 10k
Bunny Miaoni: 20k
Fox Miaoni: 20k
Satyr Miaoni: 25k

Specific Colorist Only
Faekat Miaoni: 30k [Mintaka ONLY]

Unavailable
Bat Miaoni: 45k ((CLOSED))
Snake Miaoni: 50k ((CLOSED))

More races coming soon

All prices above are for Noble customs - that means ALL details of color YOU chose!

Ordering

To order see a Colorist's work journal to order, and be sure they have an open spot available.

Mintaka Journal
Felinxis Journal
Keiko Journal
Graceangel Journal
Chinchillie Journal

PLEASE NOTE: Sections marked with (Optional Waiting Period) are allowed to be left blank for a week to be decided on what to fill. This is highly recommended for new players, as they will not be allowed to change unless you pay 1000 gold to have the card edited. Choose wisely, because what your card says is how the Miaoni should be roleplayed and will be judged by.

Racial Order Form
*Name (Required)
*Gender (Required)
*Race (Required - need base + subtype)
*Hair Color (Required)
*Eye Color (Required)
*Class (Optional Waiting Period)
*God (Optional Waiting Period)
*Alignment (Optional Waiting Period)


Custom Miaoni Order Form
*Name (Required)
*Race (Required)
*Gender (Required)
*Race (Required)
*Hair Color (Required)
*Eye Color (Required)
*Fur Colors (Required)
*Markings (Optional)
*Class (Optional Waiting Period)
*God (Optional Waiting Period)
*Alignment (Optional Waiting Period)
..Breeding & Adoption

Status :: CLOSED

Rules for breeding

1. Your Miaoni MUST be at least 2 weeks old.

2. Your miaoni MUST have at LEAST 10 posts with the miaoni it has chosen for it's mate / hubby / wife over a 1 week period. YOU MUST provide proof of this when you apply for breeding!

Miaoni's can breed continuously but keep in mind, that children need taken care of and roleplayed as much as the adults. The more children you have, the more tied down you will be at your roleplay home, etc. Also note that while the breeding order is pending, your Miaoni should be pregnant. *wink*

Adoption is also possible for those that wish to be a single parent or are involved in a homosexual relationship.

Baby and Child stage will last two weeks each. A baby will grow into a child and then into a teenager. Though by teenage stage, we hope that the parents are boosted up to adult status. Then the offspring will stay in teenager form for possibly a couple months or more. First generations are the only ones that can breed at this point so if your offspring becomes a teenager, he/she cannot breed yet.

Breeding/Adoption will cost 6k per child. Yes, you can have twins. Note Miaoni children may only be owned/roleplayed by one parent. Adoption children may or may not look like the child.

Faekat Miaoni children will come out like normal Miaoni children but will have wings and perhaps a different tail. Colorists will be altering lineart for Faekat Miaoni children. Pure faekat miaoni couples will have pure children. Any other racial crossings will result in one or the other race being born. There will not be hybrid children except under extremely rare circumstances!

Breeding and adoptions may be found in each colorist's owrk journal:
Mintaka Journal (Faekat miaoni breedings MUST go through here ONLY)
Felinxis Journal
Keiko Journal
Graceangel Journal
Chinchillie Journal

Forms below for appointments for birthing and also for adoption. All information is required!

Breeding Appointment
Mother's Name:
Link to Mother's Picture:
Mother's Race:
Father's Name:
Link to Father's Picture:
Father's Race:
Number of Children Desired:
Sex Predetermination?: (If yes, what gender(s), if no, colorist will choose. Good for true roleplay!)
Race Predetermination?: (If yes, what race(s), if no, colorist will choose. Please note this is true for all Standard Racial Miaoni and all non-mixed Faekat Miaoni breedings. Pure race breedings create pure race all the time (fox+fox will always make fox, Yaedra+yaedra always yaedra children). Faekat Miaoni + any race will result in mixed heritage. This is the only exception to the "hybrid" rule! Any standard racial Miaoni pairs will result in mixed-blood standard children (aka they'll look like a noble) OR can come out as a pure race if desired/randomly determined by colorist!)
Name(s) of Child(ren): (Optional, may be named at time of birth, but rpefer names beforehand for ease of certing. However for roleplay naming after seeing the child is okay, hence why this is optional.)


Adoption Form
Maioni Seeking Adoption:
Link to Maioni's Picture:
Miaoni's Race:
Partner?: (Can be left blank if no partner)
Desired Gender of Child:
Desired Race of Child: (May only be either a standard rare Maioni or matching race of Adopting Miaoni or partner - or determined randomly by colorist under previous guidelines. This is to prevent "single" parents or couples who cannot have children naturally from "adopting" a rare race child cheap. Also, it's unfitting a fox should be raised by a snake, etc. The adoption center strives to pair the children with like-minded and similar habited adults. Random choice form guidelines left for roleplay simulation. An "adoption" agency will be created for roleplay hopefully. X3 ...)
..Rules & FAQ

Rules
01. NO STEALING. Don't steal ANYTHING - people caught stealing pets, or other images and items form this thread will be reported, blacklisted, and otherwise get into a bunch of trouble. Don't do it!
02. No fighting, flaming, whining, etc. For the love of all that is, don't. Got problems, take it to PM or the chatterbox. Keep it out of the thread. Don't whine about the prices, don't flame others or this shop or even flame other shops and people who aren't here. It causes drama and that's a highly unwelcome thing. Too much can earn listings or even bannings if you're rude, flaming the shop and regulars, and otherwise breaking Gaia rules and being an a**.
03. No cybering. It's a damn Gaia rule, respect it. You will be murdered - er, reported - if caught. You won't like what happens when reported for this and it will go to a mod.
04. No roleplay in the main thread. The main thread is for talking and other things, news, etc. RP will take place in the guild.
05. Host your own pets. While babies and children may be linked to because of their growing, teens and adults should be saved to your own servers. Do not direct link teens or adults. When your Miaoni becomes an adult, a new card will be given. (No adults do NOT transfer over items worm ON them. They've outgrown them!)
06. No Godmodding. When roleplaying if you have a young inexperience Miaoni, don't expect them to take an adult. no using abilities outside your Miaoni's class either - mages do not heal, and clerics do not cast fireball, nor do druids assassinate and pick pockets. The guild will have extended information on the classes and skills/spells available. Don't control the actions of others, either, or always determine what happens to another's character in a fight or other situation. If there are severe problems regarding this, it will be taken before the council and decided on.
07. Welcome new players. Diversify your roleplaying, expand your horizons and don't be afraid to try to roleplay with others. Also, if someone roleplays a bit different then you or seems less experienced, be nice to them. Everyone is allowed to roleplay and should not be discouraged or feel afraid to because they may not feel up to par with others or write as well.
08. Rules are subject to change as needed or required, and such changes will usually be announced/noted, however you should read over them time and again to be sure. Any problems may be brought up in PM to Miaoni.

FAQ

01. Are these roleplay required?
The Miaoni are roleplay-centric, meaning they are designed for roleplay and should be roleplayed. However, your Miaoni will not be taken away if you don't or never roleplay. Note, however, that gods and guildmasters are expected to be active or at least present to maintain their status. Inactive gods may find their gods taken away and given to someone else [and possibly redone!], and inactive guildmasters may and likely will be stripped of their position (but hwoever WILL exist and not be taken away). These are the only caveats to the ownership-RP relations. Also note if you are somehow banned, your Miaoni will die and cease to exist. This is the only other catch of existence.

[[Note: The "founding" gods make up the Council of Elders who help mediate problems and as such are not purchasable but given as determined by Mintaka or previously given. This is why these gods are subject for removal from ownership - the Council needs active members. Note hwoever that you need not RP constantly. You simply need to be around somewhat. Long-tern absences will be looked into, and hiatus notes should be given. Also, gods can be stripped for horrible RP/problems/etc. They will always be with good reason and all attempts to resolve otherwise.]]

02. The Class description says only this alignment can be the class I want, but I want to be a different alignent. Can I?

No. Alignment restrictions exist for a reason. There are no good necromancers, there are no evil Paladins. Etc. and so on. Anyone found violating these or their given alignments will likely find themselves in trouble with at least one god if not facing the Council, or other problems. Paladins MUST adhere to their code or forfeit their rights to their class and become fighters or cursed as Death Knights (a sad fate indeed). Repeated willful violations will result in actions being taken.

Have questions? Ask in the thread!
..Roleplay

Roleplay is done in the guild only - no RP in the main thread, please!! A link to the guild is below, and at the bottom of the thread are all the guild halls and other important RP places.

About Roleplaying
Roleplay in Miaoni is to be done in a formal style - that is in a third person, paragraph form.

Example
Richard walked along the road thoughtfully, considering what he was going to do today. He smiled slightly and waved to the baker as she was sweeping her porch for morning business. "G'day!" he called out to her, before heading on his way.


No ** for actions and such. You may do extra formatting beyond that - thoughts in italics [very much preferred if you include miaoni's thoughts so we know it's a thought] or speach bolded. You may even use a specific color for certain Miaoni.

Try to be as close to formal as you can - and you won't be penalized for typos/grammar issues, but we DO encourage the following be followed:

* No leet, no modern slang, no sticky caps, proper words [no u or r, or ur - it's you, are, and your/you are/whatever]

Combat

Combat, and abilities and skills may all be found in the guild - guild speicfic abilities are in the guild halls, general in the main forum.

General RP Rules

* No godmode - this means no auto-dodge all the time, auto-hits, or controlling other people's characters. RP between people is interaction, and that involves letting the other person have a chance to react.
* Follow rules for combat.
* Listen to Staff/RP mods.
* Stick to places allowed, or loos epermisison given to 'make' - no made up cities, etc.
* Use brackets (()) for OOC talk in the RP thread, but don't post ONLY OOCly in there repeatedly. OOC talk is good for asking permisison into an RP instead of just forcing yourself in on anothers RP, etc.

Guild

Guild is Here!!
..Staff & Credits

Important People
Mintaka: Owner, slave of the system
Meeki: Linearts, concept/original idea, original certs, past colorist

Current Staff
Kieko: Colorist
Graceangel: Colorist
Felinxis: Colorist
Chinchillie: Colorist
Miliardo Kason: RP manager
Kimie Kitty: Guild Helper

Old Staff
Syrius Lionwing: Certain Race creations, past colorist
Cyrwrynn: Past colorist

Credit goes out to the various people who did items and clothing for the miaoni of the past. We love you still!

Council

**coming soon**
..Affiliates & Links
Under Construction.
..Guild Links

Main Oen RP Threads
MirTith - Capital City

Guilds for the Classes

Fighter Classes
Fighters
Archers
Rangers
Barbarians
Amazons
Paladins
Death Knights

Magic Classes
Mages
Bards
Necromancers
Clerics
Druids
Monks

Rogue-ish Classes
Rogues
Pirates
Assassins

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