Welcome to Gaia! ::


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The Realm now has a Guild. All information is currently being reorganized and moved to the guild. the main thread will be pretty much shut down, in favor of using the guild, which will keep things more organised.

If you would like your journal moved to the guild, please let me (merangue) know, either in this thread, or in the guild OOC chat thread (or if you absolutely must, by PM )

Seeno is hosting a Valentine's Day event in the Guild, and everybody should at least try to stop by, as you've got the chance to gain some stat bonuses through RP, and perhaps some other perks o_0 you never know.


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story

<img src="http://img.photobucket.com/albums/v490/therealm/banners/mapsmall.jpg" align="left" alt="click for larger image">Adapted from Greg Bear's 'Songs of Earth & Power'

In ancient times, when Man and Sidhe still inhabited the same Earth, there was a Great War, called the War of Westering. The war was first won by Man, who, as punishment to the Sidhe, sought out the one known as Mage, and bid him strip the Sidhe of their souls, thus destroying for them any life after material death. Unwittingly, however, by this act Man had given unto the Sidhe life eternal, with no natural death.

The Sidhe, outraged, did send forth their warriors, and turned the tide against Man. They too sought out the one called Mage, and through his magic, turned all men to beasts. And as cruel fate would have it, in the least, claw-foot, scruff-furred animal forms, none could tell how to open the portal of Death’s dark embrace, to retrieve the souls of the Sidhe.

And so, doubly defeated, the Sidhe left on their star-marches, spanning time and distance and leaving the man-beasts to dwindle on Earth, and Mannus, the Mage who confined men-beast and all allies, was also made beast form, and beast form is still; the Serpent Mage.

But what rises, must at some point fall. The Sidhe’s great victory was soon put to waste as petty jealousies and sibling rivalry wreaked havoc on the star-marching Sidhe. Having no goals or worthy adversaries, the Sidhe turned on each other, and, having no souls, what death there was, was final. Wickmaster Sum, sensing the end of all Sidhe in this worthless fighting, sought to turn the march back to Earth. Thus started the second Great War, the War of Quandary, in which Sidhe fought Sidhe for a victory more costly than defeat. In the end, the star-marchers did turn back, thinking Earth to be their choicest harbor for a safe refuge and long-deserved rest. Among their dead: Wickmaster Sum, of the Line of Dravi.

However, having returned to Earth, peace was still not to be had. Through the long ages, Man had crawled up from beast by nature’s road of change and pain. And though this Man was still newly-born in it’s conscious life, the Sidhe were still mistrustful for the most part, having remembered that man was the cause of their great misfortunes. Seeing all their hard work undone by nature, some argued that they should once again seek out the Serpent Mage and bid him return their souls, that perchance a trade of liberties, the Mage’s true form for the Sidhe’s true soul, was in order.

But Krake, having taken up the Wick after Sum’s death, feared the worst; that by returning the Mage to his full power and true form, it would re-awaken the rage Man felt for it’s animal fall, and the Sidhe, too weak for one more victory, would be utterly destroyed. And so, Nizandsa’s faithful lost the debate. But Krake, still filled with rage, ordered his coursers to end all dissent among the Sidhe, and in Grand Combat, the pall of disgrace once again loomed over all. The murder of Nizandsa was the final blow, ending all trust between the branches of the Sidhe.

Adonna then created the Realm, a safe haven for all Sidhe, and they gave up the Earth to Man. Elme, Tonn’s daughter, took up the Wick in Krake’s wake, and brought a new peace to the race of Sidhe. And, against the lord Tonn’s wishes, she loved and married a human man, Aske, and begot fourty children of mixed heritage, who, like the Sidhe had everlasting life, having no souls to speak of, but like humans, aged with time, in their own peculiar way. Twenty of those children went on to marry humans, and have yet more children.

As with all things, though, peace cannot last. Man came in force to the Realm, despoiling it with their presence. Among them, one who called himself a Mage above all others, believing himself to be all-powerful, David Clarkham, the Isomage.

Once again, Great War broke out, the Sidhe seeking to destroy Man once and for all. The War was devastating; the entire plain where it was fought was scourged. The rivers turned to steam, the trees became serpents and crawled away, the land cracked like open wounds, revealing all of Adonna’s past indiscretions. In the middle of it all, stood the Isomage’s House. He lost everything, almost, but he escaped, and still had enough power to threaten the Sidhe with great harm if they didn’t make a pact with him. For their part, the Sidhe were to create a livable territory within the Blasted Plain, and gather all humans there, all those who had crossed over, willingly or not, and were being persecuted. The Sidhe were not to harm them, but would tend them. For his part, the Isomage would go far away and work no more magic in this part of the Realm.

Thus began the uneasy truce between Man and Sidhe.



merangue
Slicey
O.o This sounds like a really groovy pet but i think i have confused myself and don't understand the story properly >.>

When you first get the pet are you on on earth? and if so how do they return to the realm when they are old enough, are there like designated portals to move between the two worlds or do they have to travel in secret? why are they brought to earth to be cared for? or are they not..


The story is a story of war between two races, the Sidhe (fairies) and the Antros (humans)

Depending on how you RP it, when you first get the pet, you are either on Earth or allready in the Realm. You are basically a surrogate parent to the child until it grows to the point where it can take care of itself. Most of these children, be they of the Mage races, the Humans, or the Sidhe, will play some intricate role in the war that is brewing between the humans and the fairies in the Realm.

The reason they are cared for by surrogates and not their normal parents is probably something like, to be kept out of reach of the Maln (though surely some will choose that exact group as their future occupation X3 ) and other factions which would use them to further their own power in the Realm and on Earth.



Please note that most, if not all, of the character information for the NPCs is taken practically verbatum from Greg Bear's Songs of Earth and Power. Also, the places mentioned and used, the setting, the themes and, well, pretty much the whole concept of this shop, is based on or borrowed from Greg Bear's Songs of Earth and Power. I don't claim any of it as my own, and it'll say right on the tags that it's copyright Greg Bear, so I'd appreciate it if people didn't start bitching at me about it, savvy?</center>

These will be role-play heavy pets.
They will have journals (thanks to Anya! for the idea)
They will have a base pose, but otherwise be completely unique.
There will be at least four stages, if not more.
There will be eqquipable items.
There will be different classes and guilds and orders ect, with their own distinguishing clothing or accesories (wickmasters and coursers for instance will have shields or arm bands of some sort, possibly armor with a crest emblazonned on it).
There will be stats and skills to develop, and NPCs to interact with.
There will be (granted that i can get the permission. i really have to ask if i can use this idea...) quests, a similar idea to those of the Chrysthalls shop (holy crap awesome shop go look!)
There may be user-created guilds or factions! But you'd need to really deserve it...

3nodding


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12/20/04 - Custom Auction is over! Grats Rieluni

12/13/04 - The custom auction is up, click here to go to the thread

12/09/04 - Mizuyousei's Cledar Kolena has grown! (pg 133)

12/07/04 - Yakobi's Kaigan has broken his curse and is a child! (pg 123)

11/26/04 - Flatsale over! the winners are Yakobi, Lenachan358, Riannon, & Mizuyousei! Grats winners!

11/25/04 - Flatsale today! Link is on page 83

11/05/04 - Arezou's Urge Obiajulu is a child! pg 59

11/04/04 - Kit Kiana's Urge Lona is a child! pg 55

11/03/04 - Dyani's Serpent Brice is a child! pg 46

11/02/04 - Kimaria's Cledar Kes is a child! pg 41

10/30/04 - The winners of the Writing Contesthave been announced! Congrats to Arezou, Dyani, and Kimaria! <3

Expect a flatsale within the next couple of weeks, as well =D

10/23/04 - Well, round one of the contest officially ended yesterday. Since I got more entries than I was expecting, and they were all of excellent calibre, there will be a second round starting on Monday, with a new prompt, and ending on Wednesday. The people moving on to the next round are:

Cubi
EvilGummy
Dyani
Arezou
Kimaria
Youko-chan
Apathetic Nonchalance
Chibi-Baka-Chan
XiaoRen
TheMadHatter

See you Monday!

10/20/04 - Seeno's Cledar Leah has grown! pg 22

Only 47 hours left in the 'win a custom' writing contest. All the entries are so good, I'll have a hard time picking >.<

Added the last of the 'growth' pictures to the like-titled section. Click on the smaller serpent images to see the bigger versions.

10/19/04 - Ballentine's Cledar Jason is a child! pg 21

10/16/04 - The 'Win a Custom' Writing Contest has started. See the 'special event' post for more info. Contest Thread

10/14/04 - Added a bunch more stuff to the NPC post, changed the post order around about ten times XD and added some info for an upcoming RP contest, where you could win one of three Full-Custom characters for a freaction of the price of a regular custom! *insert cheesy salesman grin here:*

still working on getting that banner up... if i had more character art i'd hold a contest or something...

10/13/04 - Headers, Footers, and Subject Banners are up =D Now I just need a main shop banner, and some linking banners. Also, Journals for the first two Realmc haracters are up. Still gathering the rest fo the Places and NPC info, as well as some info for the existing groups (like the Maln, the Wickmaster's Coursers, etc...)

10/12/04 - I think I may have a huge chunk of the info up now =D Still deciding on a price though T__T any suggestions? The sooner i get a price set, the sooner y'all can get one of your own...

10/12/04 - Yay! Got the shop started up, and adding more info. Still don't have everything written up that I need, but it's getting there 3nodding


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The Realm is based on Greg Bear's Songs of Earth & Power. Really good book. Non-Playable Character descriptions, race names, history, magics, themes, places, ect are all borrowed from the book, and thus are copywritten to Greg Bear. I claim no rights to their creation, and the only things that are really mine in the shop is the designs for the Mages, and the art itself.

Please note that these pets will be RP-Heavy, so if you don't like writing, and would rather just have a Realm denizen that sits in your sig and looks pretty, you'll have to discuss it with me privately.

You may own as many Realm denizens as you can keep up with, but if I see that you're not updating and RPing the one(s) you allready own, I reserve the right to refuse to provide you with another one.

Once in a while there will be a giveaway of a custom or semi-custom character to the most active person or persons in the thread; those who help others and keep this place going. The winner(s) will have the choice of whether to keep the character or give it away

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In this world, you are in essence a mafoc mar, or 'bag mother', meaning you are taking care of a child or being that is not your own, until such a time that it may take care of itself. It would be prefferable that most of the RP past the child stage, such as when he or she goes on a Quest, or is undergoing training and whatnot, is done from the point of view of your Realm character, though you may still take an active role in certain respects.

You will be given a journal for your Realm denizens, where it is suggested that you keep track of any RolePlay and other such things. Although this is an RP-Heavy shop, you don't have to update every day ^__^; but at least once every couple of weeks would be a good thing. The appearance of your Character may change depending on how and what you RP.

All group RP may be done in the shop thread, in the area/Quest threads provided, or via IM, or directly into the journals. When you update your journals, please leave a note in the thread that you have done so, to make it easier to know which journals to check ^__^=

When RPing, please make a conscious effort to stay in character and follow the general lines of your character's personality and stats. If you do not RP, your Realm denizen will not grow. Fail to RP long enough, and your character will be taken away and given to someone more dedicated, unless you can provide me with a valid reason for your lack of updating.

Birds, Serpents, Insects, Sea Mamals: all can talk if you want them to. Whether it is simply talking to eachother in a language you can't understand, or talking to you as well. It is entirely up to you!

Strong RP, decently-lengthed updates, and IC interaction/behaviour will all result in character growth and perhaps some bonuses. RP that is hard to follow, short updates (less than two paragraphs), and OOC interaction/behaviour will get you warnings and stat dockings.


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The growth of your Realm character is dependant on whether or not you update your Journal.

For your child to develop past it's first stage, it is required that you post at least one entry in your Journal. The growth for stages upwards of the second, child, stage, will be run on a points system (the details of which I am keeping to myself), and yes, some children will grow faster than others. However, if you do not post in your Journal at least once a month, be it an RP session or a regular entry, your child will not grow.

The Realm children have four stages, two (in the mage case) or three (sidhe and antros) of which have basic poses but are unique otherwise, with the last stage being completely unique in pose and lineart.

1st Stage - animal (mages) or baby (sidhe, antros) - In this stage, your charge is almost completely dependant on you. Mages, in animal form, are bit more mobile and self sufficient than the baby form of antros and Sidhe, but they will all depend on you for care and shelter at this point.

It is required that you post at least once in your journal to move beyond this stage. Sidhe and Antros will take longer to advance past the first stage than mages, unfortunately.

Age: (antros and sidhe) 0-4 years old

2nd Stage - child - In this stage, your charge is now slightly more self-sufficient. They are learning, and curious, and able to be left to their own devices or to interact more freely with other characters and children. Though they may have some skill in magic at this point, it is most likely to be rather undevelopped, and difficult to focus except under dire circumstances (like the adrenaline rush that lets a mother lift a car off her trapped child...).

You may send your child alone into the Realm to receive training and discipline from the Geen Krona, but at such a young age, it is unknown whether they would survive the rigors involved.

Age: 5 - 10 years old

3rd stage - adolescent - the teen years. By this time, your charge should have some inkling of what it wants to do with it's life. Become a hero of justice for humans on the side of the Council of Eleu? Or perhaps a dark priest in the iner workings of the Maln? Regardless of which choice they've made, there will certainly be many hardships ot face on the road ahead.

You charge is now almost completely self-sufficient. Though, like most teenagers, they will still depend on you, their caretaker and guardian, for some things, they are now ready to face the open world, to go by themselves ot the Realm and undergo the training and tasks that will help then, in the end, to reach their goals. Their control over magic and skills is now more refined, though still not all that it could be, and able to be controlled more at one's will.

Age: 15~20 years old

4th Stage - adult - All your hard work and care has payed off, and your charge has reached adulthood. Most will have almost perfect control over their magics and skills, and some will have even advanced in rank among their chosen vocation, or become leaders among the people.

At this point in it's life, your charge is completely self sufficient, and can generally provide for itself the food, shelter, and protection it requires.

Age: ???

note: the fourth stage des not have a set pose or lineart, and all will be unique. You may have this image updated to your liking every couple of months, for a small fee.

Mages all start as animals in their first stage, then children, adolescents, and finally adults.

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Sidhe and Antros (humans) start as infant/toddlers, and then progress through children, adolescent, and adult stages.

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-DO NOT STEAL MY ART! the concepts may not be mine, but the art is. Art theft is a serious offence.
-Be respectful to everyone at all times.
-Do not post in somebody else's Journal unless given express permission to do so.
-Do not harass the shop or pet owners.
-Do not ask to have a pet reserved for you. If you can't be online for a particular flatsale, ask somebody else to try for you, or wait until another flatsale to try.
-DO NOT PM ME ASKING WHEN THE NEXT EVENT WILL BE! Check the 'pricing' section for flatsale, auction, and raffle announcements.
-Co-owning is generally not allowed.

Flatsale Rules


-Flatsales are RP-Prompt format, unless otherwise stated.
-One Character per person, per flatsale. Even if you would be buying one for yourself, and one for a friend, it is not allowed.
-All posting MUST STOP 15 minutes prior to the flatsale start. This way, nobody misses the Prompt Post, and nobody misses the GO post. Anybody who posts after the 15 minute warning wil be disqualified from participating in that sale.
-Roughly 10 minutes before the 'GO' post, a situation or question will be posted, which you must use as your basis for your RP entry.
-When the 'GO' is posted, you will have 10 minutes to submit your entries, after which the 'STOP' will be posted.
-Any entries submitted after the 'STOP' will not qualify.


Auction Rules

-Only bid what you have! None of this 'well I don't have the gold, but I can get it in a month!' kinda thing. If you don't have it, don't bid it!
-No sniping. If, within 30 minutes of the scheduled end time, there is a bid, the auction will be extended by another 30 minutes from bid time until there is a period of 30 minutes with no bids.
-No discouraging/encouraging people to bid. If they want to, or don't want to bid, that is their own choice!
-If you do not send the trade within 2 days of auction end, your win will be revoked, the character re-auctioned, and you will be banned from participation in any further Realm events, unless you can supply me with a decent excuse.
-Items are accepted at MID GEN value only. No exceptions.


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Questions!
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Antros
Humans. Simple as that. They live mostly in Euterpe, the capital of the Pact Lands. Humans and Sidhe are mortal enemies, having fought many Great Wars against eachother. The Sidhe seek to destroy Man, and Man seeks freedom from the tyranny imposed upon them after the Isomage's defeat

Changed into animals after the War of Westering, they re-evolved over millions of years into the humans we have today. Sly and cunning, they contain vast pools of potential, brought forth in times of crisis or despair. Humans are also, with discipline, capable of Grand Magic such as that performed by the Sidhe. They can throw shadows, but unlike the Sidhe, shadows thrown by humans can be solid and real, and will die to allow the caster to escape. When a human has shed all of it's 'other selves' in this fashion, it becomes almost a supreme being, as strong in magic as the Sidhe and Mages, if not stronger. The Sidhe have convinced the humans, over the years, that they are not capable of magic, and most have forgotten the war and the destruction, eating once again of the flesh of the animals. When a human finally realizes it can perform magic, it is usually quite by accident.

Michael Perrin and Kristine are the leaders of the Humans, though most would rather live with what little they have than risk losing it all in a revolt against their Sidhe jailers.

Sidhe
The mortal enemies of Man, the Sidhe were stripped of their souls in the War of Westering, then gained their revenge by changing all the humans into animals. After the star-marches that bred dissent among them, and the Grand Combat that brought Elme to power, the Sidhe created the Realm, and left all of Earth behind.

Most of the female Sidhe live in Inyas Trai, City of the Sidhe, which lies beyond the Blasted Plain. Almost all of the male Sidhe belong to one order or another, and rarely stay in the same vicinity as the female Sidhe, as it builds a kind of magical dependance which can only be escaped by killing or changing the female. For this reason, Sidhe males are incapable of love, as it would make the dependance unbreakable.

Tall and lean, they once shared roots with humans. They sometimes amuse themselves by portraying the human Gods, leading the humans to glory or demise. The Sidhe have their own Mages and Councils and Orders, all with great power, and all with some level of corruption. Some of the strongest Sidhe are the Wickmasters, who can channel their magic through staffs, changing the shape of the wood into a weapon or a shield of power. They are capable of most magics, including temporal magic, opening gateways between one place and another, peeling back a slice of air to create a doorway. The Sidhe are also capable of 'throwing shadows', creating temporary doubles of oneself, so that the original can escape.

The Sidhe abhor the eating of meat, as all animals are descendants of man, so in their minds, it is like eating the flesh of man. They view those who eat meat as heathens, and worshippers of The Serpent.

Adonna is the 'God' of the Sidhe and creator of the Realm.

The Ban of Hours is effectively a leader of most of the Sidhe, the others follow the Will of Adonna.


Cledar
The Bird Mages. Makers of music and Songs of Power. Generall cunning and quick-witted. Their music has the ability to create or destroy, to open portals to other worlds, and to transport humans unwilingly to the Realm. After the War of Westering, the Cledar were transformed into birds of all shapes and sizes.

Distinguishing Features: Wings

Arno Waltiri is the leader of the Cledar, though his humanoid form is long since gone, and he remains locked semi-permanently in his bird form, a large raven with a yellow bill and red-rimmed eyes.

Urges
The Insect Mages. These are the Mages who breathe life into the world, who create something from nothing. They have the power to bring forth life from the darkness of death, and are responsible for all the flaura and fauna one sees in the Realm, and a lot of the like on Earth. After the War of Westering, they were shaterred and transformed into insects.

Distinguishing Features: Multiple arms

The leader of the Urges is not known at this point, and is beleived to have perished. Due to the nature of their powers, Urges are not very common.

Spryggla
The builders. They create the faery cities, the towers that seem to come from nothing and extend to the clouds, buildings that seem improbably or downright impossible. They live to build. After the War of Westering, they were transformed into the mammals of the sea, creatures with no hands, and thus no ability to build. They have limited magic, encompassing mostly the ability to affect everything within a certain radius, changing it's color,f orstalling seasons, and of course, building great dwellings and tools and such out of virtually nothing. It is dangerous to wander into the territory of a Spryggla, as their magic also induces a kind of forgetfulness and a desire to stay there forever, reguardless of what quest or journey one might allready be on.

Distinguishing Features: none. The Spryggla have no real distinguishing features apart from their small stature. Most are shorter than 5' at full-growth.

Serpents
the Serpent Mages are perhaps the most powerful of all. Few in number and forever cursed, they are the ones who stripped the Sidhe of their souls, and changed Man into Beast, thus damning themselves in the process. Ranging from large, water dwelling serpents (like the one dwelling in the lochs of Ireland and such) to smaller, less menacing varieties. The serpents are filled with power, but with the power, comes darkness, a foulness of the mind, an inescapable evil that drives one to madness

Distinguising Features: Slitted eyes and scale-like skin. Some Serpents are unfortunate enough to not be able to fully break the animal curse, and remain with snake-like lower bodies.

Mannus is the leader of the Serpent Mages. He remains in beast form, an enormous, water-dwelling serpent, travelling around the world through hidden waterways, and growing ever-stronger, but incapable of using much of his power. He has the ability to project himself into other bodies, but it tends to drive the recipient of his massive power quite insane in short order. His curse, written in glowing script along his underside reads 'as long as the Sidhe know darkness, what is without, within, what is within, without'.


All Mages were once Human, which is why they were affected by the animal fall of the War of Westering, even the Serpent Mage, who wrought the dark magic spell to seal them all, could not escape it.



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Flatsale Realm Denizens will normally cost 10,000 gold unless otherwise specified.

Customs will generally be auctionned off, with a starting bid of 15k. Rarely I will offer a custom for a flat rate of 50k. Rarely. Also, on occasion, there will be a free custom giveaway to the most active person or persons in the main thread.


Next Flatsale:


Next Auction:


Next Raffle:


Next Special Event: Writing Contest (first round ends today. second round starts Monday)



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I am currently not accepting pet trades for The Realm.</center>

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Current Owners

@Ballentine - Jason - Cledar - child
@Seeno - Leah - Cledar - child
@Kit Kiana - Lona - Urge - child
@Dyani - Brice - Serpent - child
@Arezou - Obiajulu - Urge - child
@Kimaria - Kes - Cledar - child
@Lenachan358 - Jessila - Antros - baby
@Mizuyousei - Kolena - Cledar - child
@Yakobi - Kaigan - Spryggla - child
@Riannon - Gwydion - Sidhe - baby
@Rieluni - Zamyr - -



Full Images - stage 1

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Full Images - stage 3




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Faer owners list

@EvilGummy - Selai'tes - Arboral
@Chibi-Baka-chan - Anunnaki - Pelegral
@Apathetic Nonchalance - Aria - Meteoral
@chaoticdivinity - Myk - Pelegral
@Sable Rose - Dakarai - Arboral
@Kayze - Equinox - Pelegral
@Huni Pi - Swasha - Riverine
@Dark Fire Angel - Miko - Pelegral
@Selket Admor - Avina - Pelegral


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If, by some stroke of luck, you manage to snag a custom, these'd be the forms you fill out. Depending on which Race you want your custom to be, there are different forms.

There are no custom slots currently open.

Sidhe Custom

Gender:
Name:
Skin Tone:
Marking Style: (tribal tatoos, swirly stuff, whatever you want. also, you don't have to have markings if you don't want them!)
Marking Placement: (where do you want the markings? shoulders? egs? chest? everywhere? lemme know! )
Marking Color: (pretty self explanatory. what color do you want the markings to be?)
Hair Color:
Hair Length:
Hair Texture: (frizzy, wiry, silky, whatever)
Hair Style: (pigtails, ponytail, bun, dreds, loose, whichever you want.)
Eye Shape: (slanted, round, hooded, whatever you want)
Eye Color:
Clothing: (default clothing for males is brown pants and a brown shirt. default clothing for females is a brown sack-dress. If you don't want that, then tell me what you do want)
Body Type: (skinny, normal, chubby? whatever you want)
Build: (wimpy? muscular? athletic? angular? whichever you want! it's a custom afterall!)
Personality: (a brief summary of the personality you wish your character to have)



Antros Custom

Gender:
Name:
Skin Tone:
Marking Style: (tribal tatoos, swirly stuff, whatever you want. also, you don't have to have markings if you don't want them!)
Marking Placement: (where do you want the markings? shoulders? egs? chest? everywhere? lemme know! )
Marking Color: (pretty self explanatory. what color do you want the markings to be?)
Hair Color:
Hair Length:
Hair Texture: (frizzy, wiry, silky, whatever)
Hair Style: (pigtails, ponytail, bun, dreds, loose, whichever you want.)
Eye Shape: (slanted, round, hooded, whatever you want)
Eye Color:
Clothing: (default clothing for males is brown pants and a brown shirt. default clothing for females is a brown sack-dress. If you don't want that, then tell me what you do want)
Body Type: (skinny, normal, chubby? whatever you want)
Build: (wimpy? muscular? athletic? angular? whichever you want! it's a custom afterall!)
Personality: (a brief summary of the personality you wish your character to have)



Cledar Custom

Bird: (pick a bird.)
Gender:
Name:
Skin Tone:
Marking Style: (tribal tatoos, swirly stuff, whatever you want. also, you don't have to have markings if you don't want them!)
Marking Placement: (where do you want the markings? shoulders? egs? chest? everywhere? lemme know! )
Marking Color: (pretty self explanatory. what color do you want the markings to be?)
Hair Color:
Hair Length:
Hair Texture: (frizzy, wiry, silky, whatever)
Hair Style: (pigtails, ponytail, bun, dreds, loose, whichever you want.)
Eye Shape: (slanted, round, hooded, whatever you want)
Eye Color:
Clothing: (default clothing for males is brown pants and a brown shirt. default clothing for females is a brown sack-dress. If you don't want that, then tell me what you do want)
Body Type: (skinny, normal, chubby? whatever you want)
Build: (wimpy? muscular? athletic? angular? whichever you want! it's a custom afterall!)
Personality: (a brief summary of the personality you wish your character to have)



Urge Custom

Insect: (pick an insect, any one you want.)
Gender:
Name:
Skin Tone:
Marking Style: (tribal tatoos, swirly stuff, whatever you want. also, you don't have to have markings if you don't want them!)
Marking Placement: (where do you want the markings? shoulders? egs? chest? everywhere? lemme know! )
Marking Color: (pretty self explanatory. what color do you want the markings to be?)
Hair Color:
Hair Length:
Hair Texture: (frizzy, wiry, silky, whatever)
Hair Style: (pigtails, ponytail, bun, dreds, loose, whichever you want.)
Eye Shape: (slanted, round, hooded, whatever you want)
Eye Color:
Clothing: (default clothing for males is brown pants and a brown shirt. default clothing for females is a brown sack-dress. If you don't want that, then tell me what you do want)
Body Type: (skinny, normal, chubby? whatever you want)
Build: (wimpy? muscular? athletic? angular? whichever you want! it's a custom afterall!)
Personality: (a brief summary of the personality you wish your character to have)



Spryggla Custom

Sea Mammal: (pick a mammal that comes form the sea. dolphin? seal? otter? whatever you want.)
Gender:
Name:
Skin Tone:
Marking Style: (tribal tatoos, swirly stuff, whatever you want. also, you don't have to have markings if you don't want them!)
Marking Placement: (where do you want the markings? shoulders? egs? chest? everywhere? lemme know! )
Marking Color: (pretty self explanatory. what color do you want the markings to be?)
Hair Color:
Hair Length:
Hair Texture: (frizzy, wiry, silky, whatever)
Hair Style: (pigtails, ponytail, bun, dreds, loose, whichever you want.)
Eye Shape: (slanted, round, hooded, whatever you want)
Eye Color:
Clothing: (default clothing for males is brown pants and a brown shirt. default clothing for females is a brown sack-dress. If you don't want that, then tell me what you do want)
Body Type: (skinny, normal, chubby? whatever you want)
Build: (wimpy? muscular? athletic? angular? whichever you want! it's a custom afterall!)
Personality: (a brief summary of the personality you wish your character to have)



Serpent Custom

Snake: (pick a snake. any snake.)
Gender:
Name:
Skin Tone:
Skin Texture: (scaley/smooth)
Marking Style: (tribal tatoos, swirly stuff, whatever you want. also, you don't have to have markings if you don't want them!)
Marking Placement: (where do you want the markings? shoulders? egs? chest? everywhere? lemme know! )
Marking Color: (pretty self explanatory. what color do you want the markings to be?)
Hair Color:
Hair Length:
Hair Texture: (frizzy, wiry, silky, whatever)
Hair Style: (pigtails, ponytail, bun, dreds, loose, whichever you want.)
Eye Shape: (slanted, round, hooded, whatever you want)
Eye Color:
Clothing: (default clothing for males is brown pants and a brown shirt. default clothing for females is a brown sack-dress. If you don't want that, then tell me what you do want)
Body Type: (skinny, normal, chubby? whatever you want)
Build: (wimpy? muscular? athletic? angular? whichever you want! it's a custom afterall!)
Lower Half: (snake-like lower half, or regular legs? your choice)
Personality: (a brief summary of the personality you wish your character to have)



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Contests



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Current Quests
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Past Quests

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Here you'll find definitions for the different arts and magics that your character can learn and master through questing and role play.</center>

Arts

All the arts go hand-in-hand. If you wish to master the magic skills, you must first have a grasp of the arts that build their foundations.

Stray
The preparation of the mind. Concentration, blocking someone's probing mind, hiding away your deepest thoughts so they cannot be used against you, recognizing the structure of the Realm so that you may change it to your benefit if need be. This art is neccessary if you wish to master any of the magic skills. It is taught by the Crane Woman Nare, who lives in Halftown.

Isray
Physical combat; how to hit the viatl areas, how to land blow son speedy opponents, how to block, how to stay standing when being attacked, and how to nticipate your oponent's movements. All very important in a battle, even a Grand Battle where one uses mostly magic and the powers of the mind will have some use for isray. It is taught by the Crane Woman Coom, who lives in Halftown.

Vickay
The avoidance of battle as a means of victory. Basically, how to run away. It is an essential skill if you find that your powers are not what you hoped they were, and you are facing an opponent or situation which would decimate you in short order. This skill is neccessary for using evisa and portal magic skills. It is taught by the Crane Woman Spart, who lives in Halftown.


Magic Skills

Evisa
Or Out-Seeing. It's the skill of shadow-casting, or throwing a shadow, in which the user casts off a double of his or herself to distract a persuer or enemy, and then flees in the oposite direction. Think 'doppleganger', like Naruto's shadow clone jutsu. It is more difficult for humans to learn this skill, but not impossible. One advantage over the Sidhe that humans possess in this skill's respect is that they can cast off living shadows that will actually die in place of their caster. It is done by concentrating on the aspect of yourself that you least like, then forcibly shunting it away from yourself. It's an odd sensation, but quite useful when your oponent is capable of telling shadow from self.

Hyloka
The drawing of heat from the center. With discipline, one can learn to tap the body's own heat source, effectively keeping warm in cold weather, and keeping dry in the rain. With concentration and practice, it can be developed into an external heat, so that you can light fires with a breath, or a pointed finger, or even create enough heat to scoop out a hollow in a boulder with your bare hands.

Portal Magic
Used to literally tear open the fabric of space, grabbing at nothing and yet when you pull, it opens as if you were opening a door to another world, or simply another place in the Realm. Takes much discipline.

Wickmastery
The ability to weild a wick in battle and out of battle, chanelling your strength and mind through the wick to change it's shape, form, and use. Example: changing your wick from a simple stick to a sharp-pointed pike in the blink of an eye.

Lengu Spu
Or out-seeing. A form of telepathy, it's used a lot by Breeds and Sidhe to gain language skills, and it's why it is so easy for them to learn the different languages like Cascar, Nerb, and even the human's English so quickly. Humans are less adept at it than Breeds, who are less adept at it than Sidhe, but all canlearn with practice and concentration. It is a skill also used to probe the minds of foes, or to gain access to the Cord of Discipline in an enemy and sever it, rendering them almost powerless. Also, it can be used to do wide-range sweeps of your surroundings, locating minds who are nearby, or locating specific people.

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These are a few of the Main Areas within the Realm. Namely, towns and areas of importance.</center>

The Isomage's House

A large half-burnt, dilapidated mansion standing in the middle of the Pact Lands. Vines grow along the walls, doors hang askew, and windows stand broken and left ope to the ellements. Behind the house is a wrought-iron gate with a small lock, and beyond the gate is a switfly flowing, muddy river. Or at least, that's what's there if you don't have the key to the lock. With the Key, you can travel through the gate and between the Realm and Earth, essentially, betweent he two houses of the Isomage. The hous ein the Pact Lands, with the gateway guarded by Lamia, and David Clarkham's house in L.A on Earth, haunted by music and guarded by Beatrice.

The house stands somewhere between Halftown and Euterpe.

David Clarkham's House (Earth)

A house like any other house, in most respects.

Four houses down and on the opposite side of the street was the white plaster single-story home of David Clarkham. It had been deserted for nearly fourty years, yet it's lawns were immaculately groomed, hedges trimmed, stucco walls spotless, and spanish wood beams unfaded. Drawn curtains in the tall arched windows hid only emptiness - or so it was reasonable to assume.

He didn't know if he had crossed a room or made his way down a hall, but he bumped against another door, fumbled for the knob, and found it. the door opened easily and silently. To the left in the room was another doorway leading into a smalled room. Moonlight spilled through French door like milk on the bare wood floor. All the rooms were empty of furniture.

the French doors opened onto a brick patio and a desolate yard, with a brick wall beyond. The door handles felt like ice...

A flagstone path curved around the outside to the side gate. When he had entered the front doors, there had been no moon, but now a sullen green ord rose over the silhouettes of the houses accross the street. It cast little light, and yet the moonlight through the French doors had been quite bright...


Euterpe

The capital of the Pact Lands, this is where most of the humans in the Realm are forced to reside. The homes within Euterpe are made of crude mud bricks, as wood is almost sacred to the Sidhe, and thus not wasted on their human charges.

The two main building are:

the Inn, the largest building in Euterpe, with two levels and multiple rooms. The floors are tiled with mica, which flakes off easily and must be swept clean regulalry, and the walls are generally hand painted with tiny rows of flowers or intricate designs, resembling wallpaper to some degree. Furniture is made of wicker, with cushions or thin cloth stuffed with grasses or reeds. Anybody who is new to the Realm is generally sent to the Inn until they can find a place of their own to stay. But seeing as how Euterpe is rather crowded, some people never leave. The Scholar can be found here generally, puzzling out some new, little-known fact about the Sidhe, and is generally very helpful to all new-comers.

and

The Yard, which is essentially a jailhouse. Being as how there are very little possesions in Euterpe that are worth stealing between households, there is very little crime. Why a jailhouse then? People learnt the hard way, unfortunately, that humans cannot beget children with other humans whilst they are in the Realm, and that any human child born in the Realm would be a soulless abomination. When the new life seeks to delve into the well of souls to find one for itself, it finds instead the Blasted Plain, and it's inhabitants,a nd draws into itself one of Adonna's Mistakes. the child becomes a monster, and will kill without provocation, usually wstarting iewth it's own parents. So, whenever a child is born of Man and Woman, it is put in a cell in the Yard and tended to until it dies of natural causes.

The building is made of a double-wall of large, mud bricks, and the doors are lined with shells strung on reeds, so as to make a noise when someone is approaching. The cells are deep, almost pit-like, with a high, thin window for light, a threadbare cot for sleeping, and three bowls for food, water, and waste.

Ishmael is one such child. He has the gift of prophecy, and whispers dark truths to those who would listen. He is refered to as 'Leader of the Howl' by the workers at the Yard, for his laments at being caged often get the less-bright Children wailing as well.


Halftown

The second town in the Pact Lands, Halftown is where the Halfbreeds live, generally the offpsring of a Sidhe female and a human male. The Breeds, as they are called most, do not tollerate living with humans, and yet full-blooded Sidhe will not suffer the Breeds either, and so they live in their own designated area, rarely venturing anywhere else.

The main difference between Halftown and Euterpe is almost immediately noticeable to anybody paying attention. Unlike Euterpe, the buildings in Halftown are made of wood, not mud bricks.

There are two main areas in Halftown, the Market, and the area on the other side of a cold, deep creek where Nare, Spart, and Coome live, beleieved to be the oldest Breeds alive.

The Market is where one can go to acquire goods, such as cheese, milk, and non-consumables like cloth and oil. there is no currecy in the Realm, and all is 'bought' and 'sold' on a basis of favours and work, and an odd sort of credit system. The person who runs the market is prided for being able to remember every transaction that has occurred that day, as most of the Breeds do not know how to read or write, and thus cannot keep track of sales in a ledger.

Nare, Spart, and Coome's Hut on the other side of the creek is where candidates for the Maln and other orders go to receive training and discipline. Occasionally, humans or Breeds are sent to train there, but it's more of an exception than a rule.

On the center of a mound stands a large, round hut, with one side sloping down to the ground. It would almost look like a tent, were it not for the small, round windows, and the smoking chimney jutting out from the center of the roof. Off to one side, there is a boulder formation that creates a natural seating aread, and to the other side, is a small hillock covere din tufted grass. A fence runs along part of the creek, which acts almost as a moat, and through the water run stepping stones, though they are far enough apart that if you don't have good ballance, you'll fall into the water. The creek itself is dark and almost murkey looking, with rather cold waters that have a silty feel to them.

Blasted Plain

The Blasted Plain is a vast wasteland encircling the whole of the Pact Lands. From the towns, it can be seeing as an orangey haze along the horizon, and it take a day or two's swift march to reach it from Halaftown. Few venture out to it from Euterpe.

The terrain is full of loose shale hills and yawning chasms spanned by fragile stone bridges. the air is filled with a choking dust which clings to everything and makes it difficult to breath. A stench emanates from large sulphur spumes that blow foul smeling clouds of vapor into the air. To attempt a crossing of the Blasted Plain with neither an Epon or a sprinkling of sani for protection is considered almost impossible., and to sleep without a magic circle is to invite the true form of the children to feast upon your soul.

There are many creatures within the Blasted Plain, though you may never see any when you cross. The most common are Adonna's Abortions, or, The Children, who tend to appear as amorphous purple shapes, whcih delve into your mind and show you things that you wish to see most, luring you away so they can eat you. The most prominent yet probably most harmless inhabitant is the Skull Snail, Adonna's Wife, who was transformed and cast into the Plain to wander.


The tortured spires of once-molten rock rose on all sides, some bending back to form loops and arches. The ground openned in cracks and chasms, farting sulphurous wisps and acric mists. Scaterred over the terrain were pools of churning yellow-orange liquid, like pus-filled wounds. The dust billowed thick and irritating.

The Gold Valley

Lin Piao Tai's Golden Valley, where the little Spryggla works his magic on the season, creating a perpetual golden Fall for miles around. Fruit trees abound, as do lovely little golden flowers. In the center of it all stands a huge pallace, oriental in design, made seemingly of black obsidian, with sharp edges and an impossibly gleaming surface, it is the only thing not Golden in the valley. Inside is a large courtyard with a golden founting in the center, water splashing down into a gold-lined basin, filled with tiny golden fish swimming about. Robotic-seeming servants wheel about, leading you into chambers filled with plush golden toned furniture and lovely lamps which cast a golden hue over everything. Even the sky has seemed to turn a lovely shade of sunset gold, casting everything in an odd light and playing with the shadows.

The Serpent's Loch

This isn't actually in the Realm, but it is accessible thorugh portal magic. It s simply a deep loch somewhereon Earth. In the distance, over the waters, looms a great cliff with a crumbling old castle. The shore is literred with small stones and glittering bits of mica and shale, with large boulders strewn about here and there. The waters ar black and glass-like, hardly rippled by the breeze.


Inyas Trai

The City of the Sidhe, built long ago by the Spryggla. Within it's walls resides the Ban of Hours, and many of the ancient stepping stones, used to travel from one part of the Realm to another, or to a whoel different world, if the person wishing to travel does not have mastery of the portal magic, or lacks and Epon to go abana.


Sklassa

The temple of the Maln, the Black Order.

Nebchat Len

A large lake, almost a sea, far to the North, beyond great savannahs. Beyond the lake is a forest, and beyond the forest - who knows?


Xanadu
aka ShangriLa, the Pleasure Dome

The Isomage's Pallace, the place he created by bending the song of the Realm to his will after his defeat at the Blasted Plain.

The Irall

Adonna's Temple, one might say. Where the core of the Maln operates and holds it's secrewt meetings and trials. Qhere the Breeds taken in the raids on Halftown are taken, to serve the Will of Adonna.

The Irall loomed, it's black central tower smooth and round anf eatureless, tapering to an anonymous needle point. Around it's base irrgular clusters of smaller towers poked out from a smooth dome of silky grey rock like crystals, all inclined toward the center.

...down the dark stone road, between pillars as shiny as polished metal yet as black as night, with gleams buried deep in their depths like watching eyes that enjoyed his discomfort, his fear.

The entrance was surprisingly small, just wide enough for thee horses riding abreast, and perhaps two heads taller than the coursers on horseback. The walls of the tunnel were cupped like the sides of a glacial cave, and what looked like dried flowers literred the sfloor. The air smelled sweet and dusty, not unpleasant, yet not quite pleasant.

...the tunnel had broadenned and filled with a faint greenish glow.

The tunnel openned onto an immense smoky chamber, it's ceiling lost in darkness. The walls on either side were pocked with holes thirty to forty feet in diameter, their lower edges stained by a continuous rusty dripping. The horses splashed in an inch-deep layer of silty liquid rippling across the floor.

The next chamber was like the interior of a cartoon beehive,circular horizontal ribs stacked layer upon layer to form a dome. In the middle of the chamber, a depressed amphitheater with yard-high steps led down to a rusty pool of water.


The Testament

A place within the Irall; the trial chamber of Adonna's judges, and the meeting place of the Maln.

The flew beneatht he bottom of the Realm, beyond all solidity, into darkness and terrifying creatin. the horses navigated through a forest of upside-down icecicles with bases hundreds of yards thick. Below, small, brilliant globes od indefinite size flitted over the maelstrom.

Ahead, an oval obejct like an elongated bean drifted over the Maelstrom. The bean-shape clarified into a cylinder about twice as long as it was wide. Spinning slowly on it's long axis, pointed down towards the Maelstrom, it appeared to have been lathed from a solid piece of brass. Irregular blotches of verdigris marked it's surface.

The cylinder was perhaps a mile in diameter.

...

He was in chains. His wrists and ankles were shackled to a brass bar with a ring on each end. Chains extended from the rings to another bar a few yards away. Shackled to that bar was a skeleton, clothes and dried skin floating in tatters on it's translucent yellow bones. Within a feeble, grey illumination he could see nothing but chains, bars, and more bodies.

He was floating in a graveyard.


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The Council of Eleu

Formed by Queen Elme, Ton's daughter, thousnds of years ago to help raise humanity to a level where it would be acceptable to the Sidhe. After Elme's death, the council continues, now headed by the Ban of Hours, who seeks to free the humans living in the Pact Lands, though due to the power of their opposition, the Maln, the Council of Eleu must work in secret.


The Maln
aka - The Black Order

An order of priests dedicated to serving the Will of Adonna. Acolytes must undergo rigorous training with the Crane Women, and pass a final test, which either grants you great discipline, or drives you completely mad. The headquarters of the Maln is the Sklassa, located far to the North, and unpenetrable by those who are not members of the Priesthood.

Created by Tonn to oppose the wishes and actions of the Council of Eleu, and to this day they are still enemies. Tarax is the current leader of the Maln.


The Coursers

An Elite Guard of sorts, these are the Sidhe at the command of the Wickmaster, who keep tabs on the movements of the antros (humans), and dispell any uprisings. They are well-versed in all magic skills and arts. The Coursers and the Wickmaster leading them all ride Epon, large, wraith-like horses capable of an almost flight-like gallop used to cover long distances speedily, and abana, a form of inter-spatial and dimensional travel used to cover even larger distances, like the space between two worlds. It was on the Epon that the first Sidhe went Star Marching.


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Commonly Used Words & Terms

Hoy ac! - A standard greeting, somewhat like 'hey you' or 'hello there'. Also used to get someone's attention.

Mafoc Mar - Bag Mother. A surrogate parent.

Geen Krona - Crane Women. The trio of Breeds within Halftown who train and prepare innitiates to the priesthood and other factions. they are thought the be the oldest living Breeds, direct descendants of Aske and Elme.

Jan - Child, i.e. jan antros - man-child, or human child.

Viros - Man, Male, i.e. Jan Viros - man-child or male child

Geen - Female, Girl, or Woman. When used in conjunction with the word Antros; i.e: geen antros - girl-child, or female human. Also, with Krona; i.e: Geen Krona - Crane Women.

Epon - A Sidhe horse. They have many abilities, including a flight-like gallop used to cover distances speedily, or the ability to go abana or to aband, which is a form of inter-stellar/dimensional/spatial travel, used mainly to get from one version of a world to the next without the use of portals and temporal magic. The Epon are also a form of protection against Adonna's Abortions, and other beings which roam the Blasted Plain.

They were all grey, hard to see against the sage but with a quality of irridescence more at home in an oyster shell than on a horse...faster than any horses he had ever seen, grey blurs with long manes. Beautiful animals.

His sharp eyes told him the animals were sinewy, tight-muscled, oddly out of proportion compared to the animals he had known all his life. They looked flayed, but their heads were exquisit, more delicately featured than Arabians, wild and energetic and maybe scared by something behind them.

Suddenly, the five or six horses in the lead lifted all their feet from the ground...The lead horses grew long, leaned out, flew over the ground, not running, their hindquarters blurry and necks stretching until their heads seemed level with their shoulders.

Like bright streaks of Navajo silver, all five lead horses merged with the sky and simply vanished.


Cascar - One of the main languages spoken within the Realm

Nerb - One of the main languages spoken by the Sidhe and a few Breeds

Preeda - The emotion that is the base of all emotions.

T'al - Half, as in t'al antros, half human.

Fricht - An insult; 'You are a crude and foolish fricht'

Temelos - The circuitry around the priesthood which the innitiates enter after having undergone their basic training.

Caersidh - n. cascar. [ker-shii] A house.

Kima - A stick, generally used as a practice wick during training.

Grazza - A raid, like those performed on Halftown by the umbrals and riverines.


Credits
art & some concepts (c) merangue
tags and banners by Ballentine
race/npc names, places, other concepts (c) Greg Bear, Songs of Earth & Power

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