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How much would people be willing to pay for a spirit/construct?

15k 0.26229508196721 26.2% [ 32 ]
20k 0.10655737704918 10.7% [ 13 ]
25k 0.11475409836066 11.5% [ 14 ]
30k 0.11475409836066 11.5% [ 14 ]
35k 0.024590163934426 2.5% [ 3 ]
40k 0.37704918032787 37.7% [ 46 ]
Total Votes:[ 122 ]
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      1. Entryway
      2. Bulletin + Rules
      3. Front Desk; Information
      4. World Map
      5. Cards; Sale & Event Information
      6. Owner List
      7. Constructs
      8. Stage; Roleplaying
      9. Staff
      10. Affiliates


      WE HAVE A GUILD
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      Click on the banner~! <3

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20 August 10.
      New Hiring thread opens. Click here.

5 August 10.
      Welcome to staff, Haikari!

4 August 10.
      Manager applications concluded.

28 July 10.
      Recruiting full-time manager(s)! Please see this thread for more details.

26 July 10.
      Main thread up!

17 May 10.
      Second I/T and recruiting round up.

20 October 2009
      First I/T set up.


Rules
All rules and guidelines are subject to change at any given time, without forewarning, at our discretion.

Anyone who does not follow these rules will be banned from the guild and shop, permanently or temporarily depending on severity of the issue.

1. Be respectful to everyone.
2. Thieves will not be tolerated. Our art, graphics, and story is our own and you may not use it.
3. Easy on the swearing. Really, we don't need you saying '********' every other word.
4. You may not claim our work as your own. Because it's not.
5. Begging is a no. Don't do it.
6. Please see the staff about problems first. E t e r na l x Melody will be able to help you. Don't make matters worse.
7. Never, ever, ever god mod.
8. Always send trade promptly to Fabula Carte after you have won a flatsale or an auction.


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      This is the library, where many paths meet. Please feel free to share with me any questions you may have; I probably won't know the answer, but I will be sure to get back to you when I do!
      I have the pleasure of seeing travelers from all around the world; they come to me with me tales of their adventures and friends. Some of them are explorers, always eager to return to the rough and tumble. (They damage my books.) Others are researchers, oftentimes bringing back fantastic specimens and letting them loose. (They also damage my books.) Yet others fancy themselves as mysterious nomads, and mostly keep to themselves. Merchants, wandermen, students, and locals also frequent this library; you can find a kaleidoscope of people here at any time. Some are helpful. Some are friendly. Some smell pretty bad.

      And most of them keep special cards.

      These cards have been immensely popular recently; crafted by Artists, they summon a likeness of the being they depict. I've noticed that people love to collect them as pets and companions, or even for use in challenges and fights!
      Some Artists draw inspiration from the world around them; others choose to create from pure imagination.

      But the most coveted of the cards are the ones of the spirits...who are not created, but found. Spirits often choose to inhabit innocent objects- such as strange flowers, or pretty lanterns. Wanderers frequently stumble across them unknowingly. When this happens, some spirits chose to flee, but others choose to stay with their discoverer, whether it be for curiosity or for the joy in company, or for other reasons of their own. The card, then, becomes their home of convenience.



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      Spirits found as items are usually the ones who still rely on them for strength or familiarity. They tend to take on a rather diminutive form at first. As time goes by, they are able to grow and become independent.
      I found my own friend, Ellise, as I was cleaning one of those ridiculously dusty backrooms...she had been inhabiting an otherwise unremarkable book.

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      Now, she's become a very helpful (and easily excitable) member of the library staff.

      Watching the spirits grow is fascinating; it all depends on the amount of attention they are given. Some will take mere days; others could prolong this to weeks.


      Anyway, if you're interested in the cards, stick around! People love to post notices here regarding the ones that have been found and are seeking companions.


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      Tied to this world are pixel cards. The cards themselves are divided into two types: spirits and constructs.

      Spirits
      The player-unique aspect of the shop and "central focus" of shop. Entirely unique to each owner, these are three-stage pets; stage one would be some trinket brought back from a part of the world. Stage two would be a mini- doll, and stage three would be the fullsize.

      Items and Spirits
      Perhaps it is a crown worn by royalty for generations past; perhaps it is a doll, loved dearly only by its young owner. The item has significance; there are powerful emotions and experiences associated with it, which eventually attracts a spirit.
      A sword once owned by a valiant knight might appeal to a brave, powerful one, while a princess' tiara might call a proud and regal lady.
      The memories associated with the item will be passed over to the new spirit, and these often shape the character of the spirit.


      Growth of a Spirit
      Before it finds an item to call home, a spirit is not a person so much as it is the potential to become one. Once it finds an item and can take in the memories and characteristics associated with it, it will begin to grow. Immediately, it will greatly resemble the previous owner in persona; as it develops as an individual, it will become his or her own character.

      At the very beginning, when the spirit doesn't yet have a physical form, it will still behave a lot like the previous owner. It can make itself known, but cannot be seen; because it is still adjusting and going through the previous owner's experiences, it might often speak of or otherwise act upon them. At this stage, it can touch or move objects, though this does not work well and is often not worth the enormous effort it takes. Spirits like this are often responsible for "ghost" sightings; people might mistake the spirit as the previous owner coming back to haunt the living.

      When the spirit has finished adjusting and has gained full control over itself, it can take on a physical form. However, as they still are not especially powerful, they assume a diminutive form. They are also still dependent upon the item for support. Spirits at this stage often choose to hide away and bide their time if they had been left on their own until this point. They are often curious or mistaken about their abilities; they remember the abilities of the item's previous owner, and feel that they perform similarly...which may or may not be correct, but is more often the latter. Spirits usually have some magical ability and vary widely in types and proficiency, which they typically attempt to test at this stage. This experimentation and exploration of talents can easily be misinterpreted by travelers who catch only glimpses of them, which leads to rumors about tricksters or any number of variant upon that theme.

      Once the spirit has grown further, it becomes powerful enough to take on a fully grown form, and has developed enough as a person to stand on its own away from the item. Some choose to live away from humans, others still stay around to haunt their item, and yet others integrate with society. By now, spirits have grown enough that it is difficult to make generalizations about them; they diversify themselves and each stands alone as a unique individual.


      Cards and the Summoner
      Cards were initially developed as a way to keep and control the Constructs, which artists created and patterned after the creatures of the world around them. However, it was quickly discovered that they made a convenient bond between human and spirit; if a spirit chose to live with a human, the card could be adopted as a "second item". It could either be a new home, or it could exist simply as a way for the summoner to connect with and call the spirit to them.
      It is important to note that the relationship between the summoner and the spirit varies very widely depending on the individuals involved. Some are maintained as friendships. Some can be master-apprentice training; others might take master-servant roles, and it could be either party that is considered the one in power.



      Constructs

      Storyline-wise, the shops fit in like this: much like the humanoid spirits, creatures are found inhabiting the world. The shopkeepers are people who can create cards, so they choose to make mimics of the creatures they see in their travels. They may also pull creatures from their own imagination- that is, those that don't fit in any of the world areas.

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      Neir is the forest region. Many small villages are found in and around the area. Visitors may walk through its pleasant outer fields, flower meadows, and tame woods. Flowerbeds and little cottages dot the area. Beyond that, the dark forest depths, bizzare mossy underground, and mysterious sealed caverns may be explored all the way to a forest of mushrooms.

      Radalphae is the port town and ocean region. Radalphae is popular for its sunny beaches and colorful reefs. Atolls and small tropical islands are a quick boat ride away. Adventurers may explore a ghostly grounded shipwreck, dive down to undersea gemstone caverns, and even find the remains of an underwater city, Ys.

      DeClaire is the name given to the giant, stony mountains. Visitors who traverse its cliffs and canyons are rewarded with a magnificent view. At its summit rests an observatory built to study the heavens and arcane magic. Above it soar two temples of the sky: one firey and glorious for the Sun, the other icy and snowy for the Moon.

      Sarvhana, the desert, was in ancient times the cradle of civilization. Though the desert is mostly uninhabited now, people have set up a camp town at its cool oasis. From there, the dunes may be traveled to find the pyramids and the remains of the lost cultures. Ruins of marble and stone, and older catacombs are popular dig sites.

      Mortael, the dark range, is the name of the nightmare lands. Though its town is colorful and popular with the younger crowd, not many are willing to journey there. The region is home to purple fields, swamps, and trickster's villages. Farther in, there are haunted graveyards and creepy dead forests. There are even tales of a gate to Death and the underworld...

      Khashea is the castle forgotten by time. Tucked away on a mountainside, it is a place rarely visited by people. Though long since abandoned, the castle lives on; though remnants of a romantic medieval fairy tale may be found, gargoyles, ghosts, and demons now call this place home. Suits of armor and animated statues haunt its rose garden, courtyard, towers, and dungeon.

      Metropolis is the grand central city, and the place where all paths meet. Artists who have been to many parts of the world tend to settle here; they carry cards from the places they've seen. Metropolis is home to a diverse group of people; travelers never know what they will find here.

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      None at present.


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      None at present.



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      None at present.






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      None at present.



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      Customs are worked out directly with an artist you contact. Therefore, availability is determined by whether or not there's an artist accepting requests at the time.
      Please visit the artist records for availability and artist status. Thank you!



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      Gifting cards: Yes, you may gift cards, with the exception of releases that deal with roleplay prompts and the like. They will be labeled as being non-giftable. Otherwise, just mention who the card will be for and the card will be sent to the appropriate person.

      Saving images and direct linking: You may direct-link the card as it grows. Please save each stage to your own server as you get them. Once it is finished growing, you do not need to keep the direct link.

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      Currently under revision.

      Much like the humanoid spirits, creatures are found inhabiting the world. They are a common inspiration to the Artists who are able to create cards. As such, many choose to make mimics of the creatures they see in their travels.


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      Roleplay is optional, but encouraged! Although your cards will grow even if you don't participate, there are benefits such as faster growth if you do.
      Please just have common courtesy and follow the Daisy Code.


      Some notes...
      At the item stage, spirits are able to communicate and make their presence known, but are unable to physically manifest themselves yet. They are invisible to the eye and may only be represented by the object it associates with.
      At the miniature stage, they are able to take a humanoid form- but one that is small in stature. They also are very dependent (whether they admit it or not) on both the item and the caregiver.
      At the fully-developed stage, they have grown to become like human adults, both in size and independence.
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      Original concept and cards by Alette Aimistr, who has since retired.
      Current concept- Alette Aimistr and Illuminato
      Management- E t e r n a l x Melody
      Artists- Alette Aimistr (retired), Illuminato (Inactive), Contained (retired), [ f o x ] (Inactive), Nychii (retired), mayamei (retired) , Erlyn (Inactive), Akkhima (Active)



      Questions and concerns may be posted in-thread or sent via PM to the appropriate person. Please feel free to PM E t e r n a l x Melody or the shop mule at any time.
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Just post or PM for affiliation. Thank you!
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