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User Image - Blocked by "Display Image" Settings. Click to show.It was not some strange chime from a creepy shop. No, the chime itself was purchased and paid for in a small country crafting shop, where a good dozen chimes hung from the ceiling. And even then, Trio brought it home feeling nothing out of the ordinary - no magic power, no premonition of what was to come. Wood and metal, with a chime so clear and so sweet she found a place to hang it that night, and listened as it rang right outside her window.

Over the next several days, many of Trio's housemates commented on it, or admired it. But all too soon, the novelty wore off, and they went about their lives, paying little to no attention to it. Of them all, only Trio lay awake some nights, listening to the wind catch the chime and draw more of those sweet tones from it. It never occurred to her that some nights, the wind that stirred such beautiful music could only be felt right around the chimes themselves...

Late one night, while Trio was getting ready for bed, she noticed that the chimes seemed especially active. Taking a moment to step outside, she frowned. There was little wind around the house - certainly not enough to make the chimes so loud and insistent. Padding on bare feet, she made her way to below the windchimes, peering up at them for several seconds before she realized that, in the dim light of night, there were darker shadows moving around the chimes. "H-hello?" she called out, eyes locked on the newcomer. Her fear faded as the creature paused, then slowly began to sink downward.

User Image - Blocked by "Display Image" Settings. Click to show.The size of a small child, the spirit hovered before Trio's face, arms ending in wispy air instead of hands reaching up to touch Trio's far more solid features. Although it had no mouth to speak of, and eyes very alien to Trio, there was a sense of happiness as the spirit suddenly swirled around her, the wind itself whispering into her mind.

"Hi!"

It didn't take much convincing for Trio to open her home. The blonde had a penchant for taking in 'strays' of all shapes and sizes, and adding one more to her menagerie was hardly a chore. The spirit seemed to blossom under Trio's care, exploring the house and surrounding lands with an avid, child-like curiosity. They often sat together at nights, after Trio's daughter had been tucked into bed. It was a quiet time for the two, broken by the sounds of everyone slowly getting ready or tucked into bed, and by the tiny jingle of the spirit's chimes as the wind knocked the metal bits about.

Trio was never sure just how she came to decide upon Ealasaid for the spirit's name - certainly, the spirit seemed unable to tell her any other name, and they both agreed it sounded pretty. And for several weeks, they continued like that, slowly growing comfortable with each other.

User Image - Blocked by "Display Image" Settings. Click to show.One night, however, things changed. The small spirit didn't come when Trio settled into her rocking chair, instead lingering near the chime, where Trio couldn't see her very well. It took some coaxing before she eased forward, her form larger and more solid than Trio had ever known. "Trio," Ealasaid murmured softly, when she was close enough to be heard. The words, though spoken, sounded somehow like they'd been shaped from the pure music of the chimes themselves. Trio started, jerking up in her seat to stare at Ealasaid in wonder. The woman looked very humanoid, and solid enough for Trio to dare reaching out, one hand tapping against Ealasaid's arm. Trio flushed as soon as she realized what she'd done, drawing her hand back.

"Trio," Ealasaid murmured, chuckling softly. "I've... decided to stay. This has become home for me, and I can think of no one I'd wish nearby more than you. Can you... will you accept me now?" The last words were spoken carefully, but Trio could hear the fear behind them. Before Ealasaid could say much more, Trio reached out, clasping Ealasaid's hand in one of her own.

"Of course."
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1. Introduction
2. Table of Contents
3. Rules, Questions and Answers
4. About the Spirits
5. Available Chimes
6. Pickup
7. Chime Owners
8. Crafting the Chimes
9. Most Recent Spirits
10. Roleplaying
11. Magic and Spells
12. Polished Wood, Tarnished Metal, Shattered Crystal
13. Affiliates
14. Shop Staff and Credits
15. The Front Porch
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  1. Do not take the art. It was commissioned by myself from Prolixity, Vashtya, and Envy Fairchylde.
  2. Do not beg, whine, or harass myself or any of the colorists about getting a Chime Spirit. Negative attention-seeking will result in negative results.
  3. My word is law.
  4. Do not bring drama into my thread. I don't like drama, and it can be left at the door.
  5. A single person may own multiple Chime Spirits, and more than one person may own a single Chime Spirit.
  6. Do not edit flatsale or auction posts, and follow the directions posted for each. Failure to follow the directions will result in your post being ignored. Editing your posts will result in far worse.


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May we RP in here even if we don't own any of these pets?
Yes, you absolutely may RP in here. You're also welcome to bring any other pets/companions you might like. We welcome pretty much everyone.

Would items be accepted in the flatsale or just pure gold?
Items will be accepted as payment on a case-by-case basis, depending on the preference of the colorist and shopowner. Because of this, when you want to know about items, you must also inform me which chime you're wanting to buy (if any, please say any), so that I can ask the appropriate colorist his or her preference. You must also provide a list, either in a post in the shop or in PMs, of the item or item you're offering, and I recommend you be prepared to pay in pure gold in case the item is refused.
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Spirits and Chimes

Metal Chimes - Lawful Spirits
Metal windchimes are chimes that use metal to make the sounds we hear. Their tones are often highly musical and charming, and dependent on size, may be high or low. These windchimes call forth lawful spirits - such spirits may be good or evil, but they follow some set of rules rigidly.

Wooden Chimes - Neutral Spirits
Wooden chimes can be either columns with flute-like openings which, when the air passes over and through them, sound a melody, or hollow columns that produce sharp taps as they hit the center, much as normal windchimes. Wooden chimes produce neutral spirits, who adhere to the rules or ignore them as the spirit sees fit.

Crystal Chimes - Chaotic Spirits
Crystal chimes produce very delicate sounds - when made right, the sounds are very pleasing to the ears, but seem as fragile as the material they're made from. Crystal chimes often use facets to create a suncatching visual effect, as well. These chimes lure chaotic spirits, who follow no rules and will often live their whole life based on chance and randomness.

Stages

Windchime
Chime Spirits are drawn to windchimes. In order to recieve one, you must first procure a windchime from this shop.

Air Spirit
The spirit has been drawn to the windchime, and is now lurking as it determines whether it wishes to remain near the windchime permanently.

Permanent Spirit
The spirit has now found a true home near the windchime, and manifests itself fully. The spirit will remain near the windchime, or in some events near the chime's owner, permanently.
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None at present.
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[img]http://darkhuntress.com/chimespirits/chimes/japicert.jpg [/img]


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Name - Owner - Gender - Stage - Chime Type - Wind Type - Journal Link (if applicable)


??? - Krow Batellio - Female - Air Spirit - Crystal - Zephyr
??? - Reyna Crelos - Male - Air Spirit - Metal - Zephyr
??? - Ves - Male - Air Spirit - Metal - Zephyr
Anila - Shiromaru - Male - Windchime - Metal - Breeze - Journal Link
Anna - Japi - Female - Permanent Spirit - Metal - Flurry - Journal Link
Cynthia - Ithiltari - Female - Air Spirit - Crystal - Zephyr
Ealasaid - Trio Maxwell-Chang - Female - Permanent Spirit - Metal - Flurry - Journal Link
Eberlin - Syrie - Male - Air Spirit - Metal - Zephyr
Getsuei - Hakugen - Male Female! - Permanent Spirit - Metal - Zephyr
Illargui - FlorenceGale - Female - Permanent Spirit - Crystal - Zephyr
Isaure - Thabara - Female - Permanent Spirit - Metal - Zephyr
Jarrel - TormentedAngie - Male - Air Spirit - Crystal - Zephyr
Leif - Naien Haigara - Male - Air Spirit - Crystal - Zephyr
Lune - Prolixity - Male - Permanent Spirit - Crystal - Zephyr
Lyric - Zero Dream - Male - Permanent Spirit - Metal - Gust - Journal Link
Lyron - Balinese - Male - Permanent Spirit - Metal - Flurry - Journal Link
Madiha - maskedquerade - Female - Permanent Spirit - Metal - Zephyr
Makani - tbiris - Male - Air Spirit - Crystal - Breeze - Journal Link
Nina - Japi - Female - Permanent Spirit - Metal - Flurry - Journal Link
Oberil - Tamtun - Male - Permanent Spirit - Metal - Breeze - Journal Link
Orali - DivineSaturn - Male - Air Spirit - Metal - Gust - Journal Link
Pax - M - Male - Permanent Spirit - Metal - Flurry - Journal Link
Rulala - Jestari - Female - Air Spirit - Crystal - Breeze - Journal Link
Shakiiro - Trio Maxwell-Chang - Male - Permanent Spirit - Metal - Breeze - Journal Link
Soleil - Prolixity - Male - Permanent Spirit - Crystal - Zephyr
Surya - Sosiqui - Female - Permanent Spirit - Crystal - Zephyr
Tasha - Pi-sama - Female - Permanent Spirit - Metal - Zephyr
Tillandsia - GreenEyesWinK - Female - Permanent Spirit - Metal - Zephyr
Tintagel - Sosiqui - Male - Permanent Spirit - Metal - Zephyr
Zvonimir - DivineSaturn - Male - Air Spirit - Crystal - Zephyr
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Sometimes, Chime Spirits grow lonely, or wish for another friendly face around. Knowing, as they do, the lure of windchime music, they turn to the shop, where they can purchase other chimes that might do well to lure a friend to them. Admittedly, not all spirits have such high intentions, but we can hope.

However, our shop offers a special service. Instead of simply allowing them to purchase a pre-made windchime, the spirit may purchase a windchime kit, which allows them a bit more customization. Only Permanent Spirits may purchase kits, and there is a limit to how many each may purchase, dependent on the type of wind they can control. Only kits that are in stock may be purchased.

Each kit comes with all the parts required to make a windchime, and also includes three special, magic dyes that can color any surface. The purchaser must specify the color of the dyes they want. Spirits are not constrained to the materials used for their own chimes. They may choose any of the three types, provided all three are in stock. There is no way of knowing what gender of Chime Spirit a windchime kit will attract.

Spirits may purchase up to two kits for each wind-type they reach, though only from kits that are currently in stock. Spirits who have reached Blizzard may undertake a task that will enable them to make as many kits as they want, for the rest of their lives.

Metal Windchime Kit: 4k
In Stock: 1
(colorists: Trio)
Purchased: 2
(colorist: Hakugen, Chime Spirit: Ealasaid - owned by Trio Maxwell-Chang, colors: to be decided)

Wood Windchime Kit: 4k
In Stock: 0

Crystal Windchime Kit: 4k
In Stock: 1
(colorist: Zero Dream)
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Roleplaying can begin from the very first stage, incorporating how the chime's owner interacts with the chime: where it is placed, what sort of atmosphere is around. Those wishing to roleplay will have their wind type upgraded from "zephyr" to "breeze" after they've written or roleplayed their first scene. Starting at breeze, Chime Spirits gain the ability to use magic, and can further how many spells they know by roleplaying. Periodically (likely once a week to once every two weeks), I will go through, reading the roleplaying and checking up on it. Those who've roleplayed fairly significantly during that time period will likely find any spirits involved raised to a new level, with new magic spells to choose. After some serious thought, I have chosen to post certain minimum requirements for anyone wishing to achieve their wind-type upgrades. There are no consequences for not meeting these minimum requirements, save that the wind-type will not change.

When a Chime Spirit is upgraded from "zephyr" to "breeze", the spirit will recieve a journal in our guild. Only roleplay in that journal, in the guild, or in the main thread will count towards upgrading your Chime Spirit. However, those wishing to are more than welcome to copy and paste roleplayed scenes from other places, such as other guilds, journals, or instant messengers.

Roleplaying is not now, and will never be, required. However, those who do roleplay may find that they recieve other perks, in addition to the spells only available to roleplayers. Those with a journal do not have a minimum amount of posts required, nor a deadline to concern themselves about. Wind Type upgrades and spells given will only occur when the owner shows some initiative.

Minimum Requirements
Zephyr - nothing
Breeze - one roleplayed or written post which has been posted to the Journal Request thread
Gust - two roleplayed or written posts in journal, or two roleplayed scenes (complete) in the guild or shop thread
Flurry - four roleplayed or written posts in journal, or four roleplayed scenes (complete) in the guild or shop thread
Dust Devil - four roleplayed or written posts in journal, or four roleplayed scenes (complete) in the guild or shop thread
Gale - five roleplayed or written posts in journal, or five roleplayed scenes (complete) in the guild or shop thread
Blast - six roleplayed or written posts in journal, or six roleplayed scenes (complete) in the guild or shop thread
Sandstorm - eight roleplayed or written posts in journal, or eight roleplayed scenes (complete) in the guild or shop thread
Squall - twelve roleplayed or written posts in journal, or twelve roleplayed scenes (complete) in the guild or shop thread
Windstorm - thirteen roleplayed or written posts in journal, or thirteen roleplayed scenes (complete) in the guild or shop thread
Tempest - fourteen roleplayed or written posts in journal, or fourteen roleplayed scenes (complete) in the guild or shop thread
Tornado - sixteen roleplayed or written posts in journal, or sixteen roleplayed scenes (complete) in the guild or shop thread
Hurricane - eighteen roleplayed or written posts in journal, or eighteen roleplayed scenes (complete) in the guild or shop thread
Blizzard - twenty roleplayed or written posts in journal, or twenty roleplayed scenes (complete) in the guild or shop thread

Please note that all posts/scenes mentioned here are new. The entire amount required to progress through all current levels is 123 roleplayed or written posts in journal or roleplayed scenes (complete) in the guild or shop thread. These post requirements likewise do not include any standard "first page" posts such as photo albums or "about the character". Only actual written scenes or journal entries are accepted.


Chime Spirits Guild
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As time passes, a Chime Spirit grows in strength, becoming capable of controlling much stronger winds and harnessing more and more magic. While all Chime Spirits instinctively know all the magic they use, only once they've reached a certain level of strength can they actually use the spells. And they are able to use more and more spells the stronger they grow. However, they are only capable of using specific spells, and only after these spells are listed in the first post of their journals.

There are several levels of strength for a Chime Spirit, all dependent on the types of wind they can control.

Wind Types
Zephyr: At this stage, a Chime Spirit is far too weak to use any magics whatsoever.
Breeze: The first stage of increased strength, the Chime Spirit is capable of manipulating mild breezes, and may choose one spell each from the air and music spell categories.
Gust: The Chime Spirit is now capable of sending short, strong bursts of wind at targets. This wind is very localized. The Chime Spirit may also choose two spells from the air and music spell categories.
Flurry: The Chime Spirit can make the wind swirl in small, localized areas, and may lower the temperature enough to create some tiny snowflakes, which will melt upon landing on any surface. The Chime Spirit may also choose two spells from the air, music, and ice spell categories.
Dust Devil: The Chime Spirit can make the wind swirl in small, localized areas, and may manipulate small bits of dust that are kicked up into the air by the force. The Chime Spirit may also choose two spells from the air, music, and earth spell categories.
Gale: The Chime Spirit can now control strong winds in a larger, still-localized area. The Chime Spirit may also choose three spells from the air and music spell categories.
Blast: The Chime Spirit is able to control strong, sharp winds in slightly smaller localized areas than Gale. The Chime Spirit may also choose three spells from the air and music spell categories.
Sandstorm: The Chime Spirit can call up strong winds that kick up sand and grit, obscuring vision and chafing skin and other more delicate . The Chime Spirit may also choose four spells from the air, music, and earth spell categories.
Squall: The Chime Spirit is now able to call up a full thunder or snowstorm covering a moderate, localized area. The Chime Spirit may also choose four spells from the air, music, ice, and water spell categories.
Windstorm: The Chime Spirit can call up violent winds capable of uprooting small trees and overturning some heavier items. The windstorms created cover a large, localized area. The Chime Spirit may also choose five spells from the air and music spell categories.
Tempest: The Chime Spirit can create stronger windstorms contained in smaller localized areas. The Chime Spirit may also choose five spells from the air and music spell categories.
Tornado: The Chime Spirit is now capable of creating and controlling a tornado within a smallish, moving area. This tornado is easily as destructive as a natural one, and highly dangerous. The Chime Spirit may also choose six spells from the air, music, and earth spell categories.
Hurricane: The Chime Spirit can create and control a hurricane without requiring a body of water for it to build in. These hurricanes are contained in moderate to large, moving areas, and easily as destructive as a natural hurricane. The Chime Spirit may also choose six spells from the air, music, and water spell categories.
Blizzard: The Chime Spirit is capable of creating a blizzard despite the current temperature or weather conditions. The buildup of snow is so fast and strong that even a full summer day will not melt it for at least two days. These blizzards are highly dangerous. The Chime Spirit may also choose six spells from the air, music, and ice spell categories.


Magic Spells
Air
Delicate Hands - Invisible hands created by air, used to manipulate objects.
Flight - Manipulate air around you to lift yourself and items you're wearing off the ground and fly. Skill depends on Agility+Magic.
Levitation - Manipulate air around you to lift yourself or others off the ground and fly. Skill depends on Agility+Magic/2.
Shadow Puppet - Condensed air in the general shape of a humanoid or animal that can be used for a variety of tasks like sparring targets or Dinner Theatre actors.
Wind Arrow - When caster holds two fingers on either side of lips and blows, the resultant charge of wind acts as an arrow, damaging target.
Wind Shell - Focussed wind that knocks away missiles on all sides. Size of shell dependent on Magic stat.
Wind Shield - Focussed wind that knocks away missiles. (Works only for caster.)

Music
Cacophony - Loud din that distracts the listener(s) and may cause minor pain.
Call of the Siren - Music that, when sung or played, acts as a lure to those who hear it.
Calming Tune - Calms the listener down if anxious or worried. Does not work on anger or hatred.
Chime Space - Caster can transfigure small objects into small, metal windchimes. Objects can be transfigured back when the windchime plays a particular set of notes.
Dinner Theatre - For a very hefty energy expense, the caster can create a feast complete with song and stories performed by shadow-puppets.
Dirge - Music that, when sung or played, lowers the listener's mood into depression.
Drum and Fife - Music that, when sung or played, grants an additional 20 points to Strength, Agility, and Speed. (Effect ends 1 hour after song's end)
Duet - Spell that enables the caster to communicate with one other intelligent being up to 50 miles away, provided all communication is done in song.
Echo of the Chime - Makes anything you wish sound like a windchime.
Enchant - Caster can imbue any magical object with 1 ability from any single realm of magic he or she can use. Requires roleplay to be effective.
Faerie Reel - Music that, when sung or played, forces listener(s) to dance until exhaustion.
Healing Song - Music that, when sung or played, heals the subject of serious wounds.
Imbue - Caster can imbue any non-magical object with 1 ability from any single realm of magic he or she can use. Requires roleplay to be effective.
Lullaby - Music that, when sung or played, puts the listener(s) to sleep.
Soothing Song - Music that, when sung or played, soothes the subject of minor wounds.
Tabor and Pipe - Music that, when sung or played, grants an additional 20 points to Intelligence, Wisdom, and Charisma. (Effect ends 1 hour after song's end)


Earth
Earth Spirit - Summons a weak spirit of earth who can perform minor earth and stone related activities. Spirit is wise.
Flying Stones - Rocks and boulders spit from the ground at the feet of caster.
Granite Shell - Hardens skin to a stone-like material, resistant to physical damage and some magical attacks.
Grow - Make plants and animals grow significantly larger.
Sand Castle - Create a sand castle out of sand or dirt around. Duration and size are dependent on Strength.
Stone Grasp - A giant immobile hand of earth rises from the ground to grab anything above it.
Swell - Make the target of the spell larger, based on your Intelligence.


Water
Breathe Water - Allows the target of the spell to breathe water. Duration is dependent on Strength.
Create Water - Creates water. Requires a container to hold. Amount of water is dependent on Magic.
Ink - Create liquid pigments of any color.
Liquify - Change yourself into liquid.
Rain - Creates a rainstorm. Size and duration are dependent on Magic.
Sculpt Water - Allows the caster to control the shape, direction, and speed of the water.
Water Balloon - Throws a large bubble of water about the size and shape of an over-filled water balloon at the target.
Water Spirit - Summons a weak spirit of water who can perform minor water related activities. Warning! Spirit is temperamental...
Water Tower - Surround yourself with a funnel of water to hold enemies and objects at bay.
Water Walk - Allows you to walk on water without sinking.

Ice
Frozen Blade - Creates a one-handed sword out of ice. Holding will not freeze caster's hand, but all others take damage from the cold as well as the blade itself.
Frozen Shield - Creates a sturdy shield of ice. Holding will not freeze caster's hand, but shield is weak against fire or heat attacks.
Ice Shard - Creates a small, sharp shard of ice about the size of a throwing dagger.
Ice Spirit - Summons a weak spirit of ice who can perform minor ice and snow related activities. Warning! Spirit is mischievous...
Snowfall - creates a useful amount of snow in a square foot area half your Charisma. Great for parties and games.
Winter Afternoon - requires six hours of casting, but will create a small winter paradise in a square foot area equal to your Charisma. Ponds and lakes freeze solidly enough to skate on. Spell will end after 12 hours, and all snow and ice will melt naturally.
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Though I doubt it needs saying, people found here are people who have helped with the shop in some extraordinary way, or some way I feel deserves trumpeted praise.

Vashtya - Thank you for being interested enough in the beginning to make this seem worthwhile.
Envy Fairchylde - Your help and suggestions have really done a lot towards making this a reality.
Youkochylde - Your support always helps me, and you had some wonderful suggestions!
Britain - You were the initial inspiration for this project and my love of windchimes. Brat. <3
Ogre - You're also to blame for this. Thank you.
Prolixity - You were the first to prove to me that this dream was going to become a reality. Thank you so much.
Tamtun - Your help has enabled me to expand this place!


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People found here have done something wrong. Like the tarnished metal mentioned in the title, this wrong is capable of being fixed. It just requires a bit of work.

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Those found here are unwelcome in Chime Spirits. This post is permanent placement. Once you're here, you cannot go back.
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Link to us!

[url=http://www.gaiaonline.com/forum/viewtopic.php?t=10251888]
[img]http://darkhuntress.com/chimespirits/chimespiritlink.gif[/img][/url]
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Shopowner and Manager
Trio Maxwell-Chang

Lineartists
Envy Fairchylde (Crystal)
Prolixity (Metal)
Vashtya (Wood)
Syrcaid (Souzu)

Colorists
Hakugen
Reverend Smooth
Syrcaid
Trio Maxwell-Chang
Zero Dream
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At the moment, I'm looking for suggestions of spells people would like to see on the spell list. Feel free to suggest as many as you like. I may not use all (or indeed any) of the spells - it depends on what I consider fitting for the category.

Air:
No suggestions

Music:
Soothe: calms the listener down if anxious or worried. Does not work on anger or hatred. (maskedquerade)

Ice:
Chill: ice spell which creates a sheat of ice under the target, which may make the target's next attack fail.
Freeze: ice spell which causes above moderate ice damage and has a good chance of freezing the target.
Icicle: ice spell which sends a sharp, concentrated moderate ice spell at a single target in the form of a speeding icicle.
Snow Shoes: Allows the subject to cross ice or snow as though it was regular ground.
Snowsong: A soft lilting song that bolsters spirit and confidence. At the same time as the snow strikes it melts and washes away minor scars, wounds, and filth.

Earth:
Flying Stones: rocks and boulders spit from the ground at the feet of caster.
Stone Grasp: a giant immobile hand of earth rises from the ground to grab anything above it.
Stone Skin: Increase the armor class of a target character

Water:
Bubble: water spell which, if succesful, casts a bubble around the target, causing float, and if unsuccesful, causes light water damage.
Awaken: Wakens party from magical sleep
Water Walk: Allows you to walk on water without sinking

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