Welcome to Gaia! ::


Yep, thats right! The founding of Barton Town! Back when our great great ancestors were just settleing into this land.. or something like that.. XD

To make it exact.. it's probably.. hum... round 40 years ago from Gambino's fall. (Gambino was around 45 then we're guessing, and that makes him 5 in this RP)

This is an RP heavy(well semi heavy) thing. Really it has no point otherwise... It'd just be random art.

There are three with characters...
1.Your own avatar is used! =3 wether they were helping found barton, or against it. Tis your choice.. they may just be a child watching their parents work, or they're just now being magically whisped into gaia by some unknown force.
2.A premade character! something I make up(or one of my friends) that you happen to obtain via sale. X3
3. One of gaia's characters! Yes there will be special sales for them. X3

Story

((note:: this will be written better, s'just a roughdraft))
Humans used to be a smaller race amongst the magical races, mostly living in small families on their own. But now groups are getting together to build larger safter towns.
Many other races are unhappy with this.. As the humans are a sense of stupidity to most, and even food to some. Others embrace the idea of Humans civilizing themselves more, and wish to help.

Gaia smiles apon this event, blessing the humans with prosperous feilds and births, allowing the humans to quickly expand their new city.

updates//

06.10.06-
I'm still looking for help with new race and class suggestions, but right now I'm REALLY looking for item suggestions! This includes what it does, looks like, ect and for all kinds. Jewelry, weapons... anything. And plain to magical. You could have a simple golden necklace with a ruby, or a sword that transforms into a dragon. :3
The bonuses to this? Perhaps getting a destiny of your own if you contribute enough... OR getting to keep one or two of the items.
Art stuff!

Check out me other shops or http://arafel.deviantart.com

I need a cert! Badly. XD
Name of the shop (Destiny; a tale of gaia)

Name:
Age:
Race:
Gender:
Class:
Alignment:
Player:
Generation:

Inventory can go on this cert, or another.

Familiar Cert
Name:
Gender:
Loyalty

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Jhonny K. Gambino! *gasp*
Full Image
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Random Information


Residents//



Rules//


Lists//

Whitelist::
Nenia Vomyr-Donated 10k eek
Kamileun-Donated a shirt =B
rimedragona-for being my loyal stalker for over a year now. XD
Karma_K- Helping make up alot of the items. :B


Greylist::
No one =D

Blacklist::
No one =D

Workers::
Arafel- Artist, manager, everything in between. XD
Freize- Writer
Karma_K- Item Inventor

Breeding//


Future Shop Layout
01. Introduction post/Directory/Updates
02. Story
03. Sales
04. Rules
05. F.A.Q.
06. Pickup
07. Owners List
08. Breeding
09. The Library
10. Lists
11. Links
12. Growth Requirements
13. Customs
14. Pet-Trades
15. Credits
There are really WAY too many classes to list. XD So I'll list them as they come in.

Once I have the list I'll make a chart! X3

Basics
Swordsman
Magic-User
Healer
Archer
Theivery
Nature-Bound
Trainee

Moderate-Swordsman
Crusader
Knight
Samurai
Warrior
Mercenery
Bounty Hunter
Pirate
Paladin

Moderate-Magic-User
Sorcerer/ess
Witch/Wizard
Hexer
Warlock
Necromancer
Summoner
~insertColor~ mage
Illusionist
Bard

Moderate-Healer
Acolyte(or cleric)
Paladin
White-mage
Preist
Preistest

Moderate-Archer
Sniper
Hunter
Amazon
Ranger
Bowman
Crossbowman

Moderate-Theivery
Rouge
Pirate
Spy
Pick-Pocket
Theif

Moderate-Nature-Bound
Druid
Ranger
Beast-lord

Moderate-Trainee
Monk
Assasin
Ninja
miko(kinda like preistest but eh..)

Advanced-Swordsman
Lord Knight
Black Knight
White Knight
Capitan(pirate)
Samurai Warrior
Samurai Mercenary
Dark Paladin
Holy Paladin

Advanced-Magic-User
High Sorcerer/ess
High Warlock
High Necromancer
High Summoner (noice a pattern of highs? XD)
Dark Illusionist
Light Illusionist (good vs evil)
Bard(Specified)
Alchemist

Advanced-Healer
Dark Paladin
Holy Paladin
High preist
High Preistest

Advanced-Archer
Hunter(Specified)
Cheif Amazon
Sniper(Advanced)

Advanced-Theivery
Ninja Spy(XD)
Stalker
Robber

Advanced-Nature-Bound
High Druid
High Beast-lord
(that one druid oposite..)

Advanced-Trainee
Champion Monk
Assasin Cross
Honored Ninja

Non-Combat-Student
Librian
Historian
Scholar
Teacher
Writer
Scientist/inventor
Psychologist
Orphan

Non-Combat-Laborer
Carpenter
Blacksmith
Plumber
Shipwright
Amrorer
Cooper (Barrel maker)
Glazier (Glass worker)
Miner

Non-Combat-Farmer
Shepard
Orchard Grower
Planter(Plantation owner)
Dairy Farmer
Flourist
Poultryman
Equestrian

Non-Combat-Preformer
Dancer
Guitarist
Mandolin
Flute
Singer
Drumer
Piper
Actor/Actress

Non-Combat-Artisan
Jeweler
Tailor/Seamtress
Potter
Furniture Maker
Weaver
Painter
Luthier (Instrument (Guitar) Maker)
Chef

Non-Combat-Merchant
Trader
Shopkeep
Banker
Moneylender
Fish Monger
Green Grocer
Butcher
Milkman

Non-Combat-Socialite
Aristocrat: Life at the top is hard. No, really, it is! The demands of the wealthy are high, life isn't just fun and games. It's all about seeing and being seen. The aristocrat's time is constantly being demanded at parties, social gatherings and political meetings. Not to mention making the occasional appearance to Gaia's less fortunate citizens. To be born an aristocrat is perhaps one of the greatest privileges you could have; wealth, education and power.

Investor: Ah the wise investor. Unlike the aristocrat, the investor has better things to do with their time than waste it on trivial pursuits. Life isn't about frivolities; it's about one thing and one thing only, money. You believe that investing in new ventures is the key to Gaia's future. (Not to mention you'll make a hefty sum in the process.)

Event Planner: Born into high society, the event planner knows how to live well. Event planners are a class of Socialite whom often find themselves questioning what they should do with there time, and what better thing to do than plan the next grand event of Gaia? Event planners tend to have elaborate tastes and at times will spend months working on one project. They are the ones for whose parties the Aristocrats show up.

Gossip: Some socialites will just never be satisfied with the life they have. The gossip is a perfect example of this. Similar to the Aristocrat, the gossip will spend his or her days partying, attending events and so forth. However, you can always count on the gossip for the latest scandals and news. Desperate for anything that will cure their boredom; the gossip often times likes to stir up trouble, sometimes spreading malicious rumors which are not always true.

Non-Combat-First Aid
Nurse
Midwife
Doctor
Optomotrist
Surgeon

Non-Combat-Citizin
Peasent
Orphan

::Gaia Today::
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: razz ast Gaia::
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Civilizations//


Alteri Planes

Barton

Blood Shadow

Drifx

Elmfall

Figaro

Guldora

Maranda

Orkark Mines

Pera

Silvera

Tzen Island

Whisking Woods

Comparing Gaia now with past gaia//

Two groups of aristrocrats set forth building the two settlements. One was the Gambino Family, the other was the VonHelson family.

Gambino started barton, and The Vonhelson started Guldora.

Guldora will eventually fall (for reasons the RP will decide) And the vonhelsons will take refuge in Gambinos town. Eventually breaking off again to try and form durem.

Barton finally builds it's city wall and becomes officially founded.

When Barton meets the tzen tribe they become allies of eachother, and eventually move into barton. This gives the gambinos a chance to take the island, and start to build Gamino island.

When the Orkark mines collapsed, there was a good dead area of land just ripe for a town. The vonhelsons seize this opportunity, and break away from Barton and start to build Durem.
The rest of the mines can still be seen on the map today as a cave.

Gambino Island is finished before durem.

For reasons the RP will decide the City of Silvera will fall, eventually to be reclaimed as Aekea. You can still see it's ruins underneith the town.

And during all this a few other thigns have happend, most of these are for reasons undecided:
-Elmfall will move to drifx's land and join them.
-Alteri plains will either move south, or join whisking wood.

Ask questions! we need them D=

Q: Whats your favorite Color?
A: what? o_o IS THIS A QUIZ?! D= AHH

Q: Who do i send my payment to?
A: shop account. ^_^

Q: You suck.
A: ....SO DO YOU *immature flailpoint*

Q: Can i get a custom?
A: they're all customs really. o_o

Q: how about a custom race?
A; mm... Bring it up with me, we'll talk. ^_^

Q: custom class?
A: feel free to suggest a class I don't have, If i like it I'll add it to the list then you can use it. If not you'll have to settle for something else.

Q: pet-trades?
A: maybe. Send me all the information, I'm a breedables addict. But I'm also very busy, so i try to hold back.

Q: How many can I have?
A: As many as you want, except for the main gaia characters. ^_^ Then it's 1 per person.

Q: How much?
A: depends really, i kinda price with how much work goes into certian things. o_o but for most flatsales 5k for premade, 10k for normal

Q: Can i have a tech guy? or robot?
A: no this is set in mideval kinda setting. Not tech yet, though gaia did move along pretty fast. Portable headphones, robots, and factories while they still have knights. XD

Q: Cosplays?
A: no, doesn't exactly fit with the gaia scheme. o_O You also can't use your avatar to cosplay as someone. If I find you doing this I will cancel your character form the RP. :B

Q: how do you get a gaia character? (ex. Gambino)
A: depends, probably an RP contest or Auction.

Q: How do the generations work?
A: its kinda flexible depending on race.
Gen1; 200+
Gen2; 101-199
Gen3; 71-100
Gen4; 41-70
Gen5; 26-40
Gen6; 11-25
Gen7; 1-10

Q: whats the point of them?
A: it helps pairings. Gen 7 can only pair with gen7, no matter what race. The others are dependent on race and how long they live.
Shop//


Weapon shops:

Swords-
Daggers-
Iron Dagger -- a basic dagger that is best-used as a throwing dagger. While heavy and deadly on impact, it is not intended for prolonged useage or as a primary weapon. Its cheap price makes it possible to buy them in bulk to have a well-stocked arsenal of them.
1d4

Dagger Of Penetration -- a well-crafted dagger that is designed to be both deadly and used as one's primary weapon. its blade is longer than most daggers, giving it both extra reach and maximum potential for harm when plunged into an opponant
1d6

Sacrificial Dagger -- intended for use in rituals and ceremonies. Its golden hilt and silver blade give it a beautifully-forboding appearance.
1d4

Barbed Dagger -- a dagger with a serrated blade designed to cause maximum damage when withdrawn from a wound, much like a porcupine's quill. The blades of these daggers are popularly coated in poison prior to use to create maximum potential for fatality.
1d4 on initial impact/1d6 when withdrawn
Axes-
Chains-
Clubs/Maces-
Gauntlets-
Spears-
Staves-
Whips-
Sythes-
Lances-
Flails-
Katars-

Crossbows-
Bows-
Slings-
Guns-
Darts-
Chakram-
Shurikens-
Cannons-


Tonfa-
WarFans-
Naginata-
Lajatang-

Instruments-

Armor shops:

Normal Clothings-

Paddeds-
Leathers-
Leather Vest -- made of thick and durable leather. Metal discs can be applied to its surface to strengthen it further

Lamellar Armour -- a vest constructed of leather plates that have been hardened by courbouille method using hot filtered beeswax to provide maximum protection to its wearer

Open Faced Brigandine -- a layer of thick leather sandwiched between two layers of neverwear weave. Provides protection against piercing attacks, though is weak against axe blades and the broadsides of swords.

Kidney Belt -- a thick leather belt which is essential body armor in hand-to-hand combat. It fits snugly around the waist, protecting one's vitals from swords and daggers.

War Skirt -- provides lower body protection. Water-hardened and molded to protect the hips, the front, and the rear. There is no question as to why this would be essential.

Archer's Vest -- this vest is crafted with supple yet extremely tough oil tanned leather under a 7/8 oz leather breastplate. rawhide lace at the sides and rear provide for adequate sizing adjustments.
Studded leathers-
Cords-
Bones-
Wraith Armor -- this armor appears to have been made from the bleached white bones of a human. A ribcage enwraps the wearer's chest and a spine supports the back. Upon putting this armor on for the first time, the wearer will note immediate feelings of weakness as the magic possessed by this armor draws from its wearer's lifeforce to manifest its powers (the major cost of donning this armor). While wearing this armor, one is immune to all forms of cold and experiences double their natural resistance to magical attacks. Those skilled in magic while wearing this armor will be able to summon a skeletal warrior. Once put on, this armor becomes bonded to its wearer. It cannot be sold, traded, or given to anyone else.

Dragonbone Breastplate -- carved from a portion of the sturdy femur of a dragon's hind leg. Extremely rare and nearly impervious to all melee attacks, this breastplate is also heavy and a bit inconvenient for mobile battle.

Demon Bone Gloves -- gloves with the bones of a demon infused into their tops. These gloves render their wearer able to handle extreme amounts of heat without scalding their hands. They carry the slight risk of possession, however, and one must always keep holy water at the ready.

Demon Bone Leggings -- leggings that have had the bones of a demon infused into their front. Wearing them allows the wearer to walk through fire and magma unharmed. As with their glove counterparts, they carry the slight risk of possession of the former owner of their bones.

Shaman's Helm -- worn by higher priests, druids, and shamans, this helm has been fashioned from the skull of a bison and infused with Bestial Attunement. This helm can only be custom made for specific classes and is not available to the general public
Chain shirts-
Hides-
Coarse Hide Tunic -- this garment can be used as makeshift armor in a pinch, but does not protect from much or for prolonged periods of time. However, most would say that its better to have a dagger pierce someone else's skin rather than their own.
AC+1

Fawnskin -- extremely thin and soft leathers, favored as undergarments to avoid the chaifing most armors cause against the flesh.
AC+1

Feathered Hide Shirt -- worn beneath metal armors in cold climates to provide a layer of heat between flesh and freezing metal
AC+1

Scale mails-
Serpent Mail -- crafted from the scales of black serpents. This mail is durable enough to deflect most arrows and darts, and its natural oils make it the choice of thieves and assassins as it eases one into slipping in and out of tight spaces.
AC+4

Lizard Mail -- one of the most commonplace scale mails and the most affordable. Crafted from the bony plate scales of rock-dwelling lizards, this mail is heavy and resilliant to most ranged attacks.
AC+3

Wyrm Mail -- a heavy mail crafted from the scales of feral mountain and marsh wyrms. Able to withstand close-proximity blows with most daggers and swords. As the scales are pointed and secrete toxins, it is a favored mail of hand-to-hand combat as it keeps an opponant from getting too close
AC+5
Poison damage- 1 hp per 3 turns if cut with scales. (so don't punch it)

Dragon Mail -- a very rare armor that comes in a variety of strengths, depending on the color of dragon scale used to craft it. Of all scale mails, these are the most formidible and desired among warriors, able to withstand phenomenal amounts of damage, to deflect most magical attacks, and to aid its wearer with whatever base attribute(s) its host dragon possessed.
AC+10
Elemental Protection- 20% Acid, Fire, Ice, water, Earth or Air(depending on scales used)

Spectral Mail -- a legendary armor that has only been spoken of in books. No one is yet known to possess it as it requires scales from the color of every dragon to properly craft it. As dragons, in themselves, are incredibly hard to find and finding one of each sort would be virtually impossible, it is believed to be even moreso impossible to collect scales from all of them. Spectral Mail is said to render its wearer virtually invincible, providing him/her with the attributes of all dragonkind. It is whispered that should such mail fall into the wrong hands, the budding new world could be plunged into darkness.
AC+20
Elemental Protection- 50% against all elements
Spell- Summon Kobolds
Chain mails-

Breastplates-
Splint mails-
Banded Mails-
Half plates-
Full plates-

Bucklers-
Sm.Wooden sheilds-
Sm.Steel sheilds-
Lrg.Wooden sheilds-
Lrg.Steel sheilds-
Towers-

Caps-
Helmets-
Salet -- crafted of iron, this basic helm provides jaw-level facial protection with a narrow visor that allows for good visibility and airflow.
AC+2

Armet -- characterized by its hinged cheekplates and "sparrow's beak" visor, this helm is crafted from heavy courbouille hardened leather and affixed with metal studs, providing protection down to the neck
AC+3

Barbuta -- fashioned after the design of the early greek Corinthian helmet. This design allows for unrestricted airflow and visibility with an adjustable leather liner Provides good scalp and back of the neck protection, and favored by prison guards
AC+1

Viking Helm -- crafted from steel and domed to fit most heads, this helm fits over the upper face, allowing two holes for visibility rather than a visor and is fastened via a strap that fits beneath the chin. The top can be customized with wings/horns for a more formidible appearance on the battlefield.
AC+1

Centurian Helm -- A stately and ornate helmet, forged from gold and steel with leather lining. A horsehair crest along its top (dyed to suit its wearer) completes the effect of intimidation.
AC+1

Rings-
Necklaces-

Magic Shops:

Scrolls-
Potions-
Minor Healing Vial -- Contained within this vial is a basic healing potion made from local herbs, which will mend most cuts, abrasions, and bruises within five minutes after being injested.

Major Healing Vial -- a potent healing potion that fetches a higher price, meant to cure cases of poison that have advanced beyond the antivenom's capabilities and more serious wounds. Effects take up to ten minutes to work.

Heart Of Phoenix -- The potion contained within this vial glows a vibrant orange-red as though with the very essense of life itself. It is hard to come by and extremely expensive. If used on someone who has recently expired (within a few moments), it will revitalize them to allow for further healing

Focus Serum -- Favored by hunters, magicians, and other professions where focus and patience is a must. When taken by needle beneath the skin, this serum brings the world into utmost clarity and focus, allowing its user to devote full attention to one object at a time without distraction. Take care when using this potion as some users become so engrossed, they do not notice they are being robbed or even that their homes might be burning down around their ears!

Mortis Powder -- Makes its taker become still and quiet as a corpse when inhaled. Bloodflow slows, and one's pulse becomes near-nonexistant. Its effects last up to 24 hours before full vitality is restored. This is a must for stowaways, hiding amongst corpses on a battlefield, or otherwise falsifying one's own death. Take care, however, lest you wake up on a bonfire, in a grave, or at the bottom of a lake.

Neko's Sight -- A gold-tinted potion which hones its taker's reflexes to a sharp edge. They become more agile, smell things more keenly, and are able to see clearly in the dark. This potion is favored by assassins and thieves

Merman's Breath -- inhaling this powder will allow the user to temporarily breathe underwater. The length of time it lasts is dependant entirely on the amount of powder taken. An entire vial will allow up to two hours of underwater breathing.

Golem Salve -- when applied to one's skin, this magical salve makes one's flesh temporarily as hard and resilliant as stone. Its effects last only a few moments, so it is not wise to rely on this item in battle.

Banshee's Gift -- this potion's focal effects are on the taker's throat. Ingesting a single vial will give its taker the power to give a banshee-like shriek, deafening those in the immediate area and shattering glass. This is a wonderful deterrant for escapes in missions gone awry

Featherfall Potion -- Recommended for miners and climbers. When taken, this potion's effects last for up to a full day. When falling from high places, your body weight will lessen the further you plummet, rendering you as light as a feather with an equally light landing when you reach bottom.
Summonings-
Herbs-
Foxglove -- a small white blossom. Its petals are a common ingredient in healing potions and salves

Primrose -- It is said that only one holding a primrose could enter into the realm of fey. This herb is often used in potions that draw heavily from fey magics. They are sold dried on the stalk or pre-ground into a powder

Gladiola -- used primarily in salves after being ground via mortar and pestal to give them texture.

St. John's Wort -- when eaten by itself, it is known to cure smaller ailments. It is more commonly used for creating focus serum and as a componant in spells that augment one's wisdom.

Rowanberries -- Fresh, they are used to create a spicy sort of wine that is popular around the holidays. Dried, and they can be powdered and used in certain tranquilizers and poisons

Brownie Moss -- a thick lush moss that is found only in deep caves or in especially-lush forests. It is said to contain earth essense and is an important ingrediant in stronger healing potions as well as such vital ones as Heart Of Phoenix
Charms-
Channeling Items-

Tool shops:

Antidotes-
User ImageAntivenom -- a serum which, if administered quickly, will remove the poisonous effects of certain animal and plant attacks. It is not a cure-all, however, and there are some known to have a violently allergic reaction to it. Use caution when administering.


User ImageSmelling Salts -- powerfully-acrid salts used to revive those who have fainted.



User ImageFireblood Powder -- When mixed into a tea or a broth, this powder alleviates the effects of hypothermia and is a must when travelling into icy regions. Use in extreme moderation.

User ImageBreeze Salve -- When applied to the chest and brow of one suffering from an extremely high fever, it will temporarily cool their body to a healthy temperature. Use in moderation.
User ImageKero Elixer -- Named for the frog-like croaks of those afflicted with throat problems. This syrup eases soreness and brings down swelling.


User ImageHoly Water -- essential when travelling into cursed lands. Applying Holy Water to the brow of a possessed or tainted person will exorcise the darkness from within them. Annointing armor or pendants with it is known to keep Undead/Cursed beings at bay

Poisons-
User ImageDryder's Shroud -- slow-acting, painless, and deadly. This poison is often favored by assassins as it can easily be slipped into a victim's meal/drink and they will not begin to feel its effects for nearly an hour. The process is so gradual, in fact, that often the afflicted party will simply go to bed and not awaken the next morning. Death by Dryder's Shroud is often mistakenly ruled as natural.
User ImageWyrmsblood -- violent, fast-acting, and painful. This poison is favored for executions as it does a fine job of making an example of the person it has been administered to. Those who ingest it often immediately suffer internal hemmoraging, vomiting, and convulsions. Death follows within three to five minutes.


User ImageBrowncap Extract -- a more conventional poison often spread on barn floors to destroy rats, insects, and other pests. Not quite as dangerous to larger beings, but can still be fatal if injested in large quantities.

Bags-
User ImageCanvas Bag -- a basic bag for storage and for travelling. It is sturdy, thick, and has moderate carrying capacity.

Leather Sack -- Ideal for carrying sharp or coarse objects that may tear a normal bag. Limited storage capacity.

Medicine Bag -- a small pouch worn on a cord around one's neck, used for storing stones and herbs.

Satchel -- A leather bag worn over the shoulder which is ideally used for gathering ingredients or carrying small loads while travelling

Knapsack -- a canvas bag worn on the back with small storage capacity. It is, however, ideal for those needing to travel short distances.

Economy Bag -- a bag stitched from Neverwear fabric. Often very large and virtually indestructible. These bags are often used by those needing to ship a large cargo from one point to another.

Bag of holding --
Torches-
Basic Torch -- a wooden-handled torch which will provide light for approximately twenty minutes after being lit before the flame consumes it.

Industrial Torch -- a metal-handled torch which is more commonly affixed to the walls of mineshafts and hallways than it is carried as it is often too hot to touch after it burns for a while.

Ornate Torch -- this torch has been carefully sculpted in iron and dark mahogany wood, bearing elegant and gothic symbols and sometimes encrusted with jewels. Its craftsmanship fetches a high price and it is most usually only seen in the halls of wealthier people.
Lanturns-
Paper Lantern -- this lantern has been carefully made out of wood and brightly-colored paper. The flame inside of it is a small one and it provides only dim light.

Iron Lantern -- this lantern is a good companion to the tallow candle. It is simple in construction and ideal for travel or for use when outside of one's home.

Foo Lights -- while not technically lanterns, these glowing orbs are often used in the place of lanterns by magicians and wizards. Their gentle and steady green glow is favored to the flickering inconsistancy of a candle's flame. While one can be summoned and given to a non-magic user, it will gutter out of existance after 48 hours or so.

Tin Lantern -- Moreso decorational than practical. These lanterns often have pinprick designs in the sides, casting whimsical shadows on the walls of a darkened room when a candle is placed within them.

Staked Lantern -- much like the iron lantern, but this one has been welded to the top of a tall metal stake. When working in a wet or muddy environment, these are your best bet to ensure your lantern does not become damp and go out.

Cave Lantern -- specifically designed with the drafty and sometimes-damp environment of a cave in mind. This lantern is completely enclosed after being lit, preventing wayward breezes and water droplets from extinguishing the light. It is also reinforced to prevent breakage should it end up being dropped, making it a worthwhile investment.
Ingredients-
User ImageGold/Copper/Platinum/Steel Ores -- Primarily mined by dwarves, can be refined into bars for smithworking, ingredients for alchemy, or into coins for commerse


User ImageGold/Copper/Platinum/Steel Bars -- used for creating mail, helms, gauntlets, boots, weaponry, and certain wand upgrades


Ruby/Zirconium/Sapphire/Amethyst -- basic gemstones used in wand upgrades, jewelry insets, and as alchemy ingredients. Rubys are especially sought-after for wands as they make especially-good conductors to channel the strain of magic
Elburnite -- a rare mineral that is a rich red in color found primarily in stalagtites, making it dangerous to harvest. It is highly sought after by the Drow Race who refer to it as 'Bloodstone', believing that it is the petrified blood of the sleeping gods themselves. They seek to place it in the pendants and amulets worn by the higher priests of their covens. As a rarity, it also is used as currency, valuing at 2 platinum per ounce.
Flint Rocks -- sold as large chunks or in smaller chips, depending on whether it will be used for fire-starting or to construct arrowheads.

Dried Herbs -- a powdered mixture of various dried herbs. While some alchemy concoctions call for this, it is more popularly used to add flavor to food

Yellowlung Oil -- oil extracted from a newt. Alchemy ingredient

Scales (Assorted) -- individual scales that have been gathered from various creatures including serpents, lizards, lesser snakes, and dragons. Particular combinations/colors available to order at a higher price.

Nightsbane Petals -- Alchemy ingredient, a primary addition to any and all spells centering around desire/love. By themselves, the petals are a mild aphrodesiac and sought after by others for this reason.

Browncap/Mottlecap/Redcap Mushrooms (fresh or dried) -- used as ingredients in concocting certain poisons

Venom Sac -- Used both for creating poisons and in brewing antivenom. Serpent, Arachnid, and Foliage available.

Fresh Meat -- herbivorous or carnivorous. Brought in fresh daily by the local hunters and are both used as cooking ingrediants. Requests are welcomed.

Dried Meat -- meat that has been smoked and preserved into small edible strips. Ideal for travel or for stocking up for the colder months when game has become scarce.

Pelts (furred, feathered, scaled) -- For use in making garments, blankets, armor, and weaponry. Our stock is limited to what the local hunters are able to provide, please bear in mind when purchasing.
Papers-
Parchment -- used for hastily-jotted notes and for delivering messages. This paper, while convenient, inexpensive, and sturdy, does not survive age very well and is known to crumble after only a few years of shelf life.

Heavy-Grain Paper -- ideal for printing and often bound into journals and books. Ink and graphite do not smudge nearly as easily, making this paper fetch a slightly higher price

Ornate Paper -- used for printing official degrees, invitations, and letter-writing. While pretty to look at, its price does not make it a practical choice to be used in place of regular paper.

Fiber Paper -- plant pulp that has been roughly strained to create a very coarse sort of paper. Too oily to write on, it is best used when torn apart and used for packing material or mattress filling. It can be bought in sheets for easier transport or pre-shredded in a sack
inks-
Black Ink -- The most traditional and easily-made of inks. It is inexpensive, suits any quill and writes on any paper.

Red/Blue Ink -- Ink that has been colored using plant dyes and serves the same purpose as black ink.

Gold Ink -- the perfect companion to the ornate paper when needing to write something that carries a certain pizazz. Its extravagance makes it fetch a much-higher price

Dragonsblood -- Sold in extremely small vials, is quite expensive, and hard to come by. This rare ink is intended only to be used by officials to bind contracts and to otherwise place their signature in the utmost highest of importance on a document.
Bed rolls-
Canvas Roll -- not precisely comfortable, but serves its purpose. The canvas bedroll is sturdy, of a moderate weight, and can withstand the strain of travel rather well

Leather Roll -- For those who like to rough it. Not particularly warm, but this is the ideal choice for hunters, mountainclimbers, and miners who are in need of a second layer of skin between them and the elements while they rest.

Cotton Roll -- A slightly more luxurious choice than the canvas roll. The cotton roll is warm, lightweight, but tears and stains easily. Not recommended for travel

Goosedown Roll -- The most luxurious choice of them all and priced the highest. This roll is heavy, very warm, very comfortable, but not at all recommended for use anywhere other than in one's home. It does not survive travel well at all.
Blankets-
Wool Blanket -- A warm and heavy blanket woven from wool

Silk Blanket -- A light and delicate blanket woven from Dryder's Silk. It does little to keep the cold out, but it adds a definite touch of class to any bedroll it accompanies

Cotton Blanket -- A warm and medium-weight blanket. When accompanying the Canvas Roll, it is the best choice for lightweight travelling.

Furred Blanket -- A blanket made from the pelts of various animals. Heavy, warm, and sturdy.

Down Comforter -- like the Goosedown Roll, luxurious and expensive. In the harsher winter months, it can become one's best friend.

Candels-
Tallow Candle -- basic candle and inexpensive. It burns quickly and tends to give off somewhat of an unpleasant odor. It is best used in lanterns
Beeswax Candle -- a sturdier candle crafted from tightly-packed wax. They are longer-burning and scentless, making them moreso saught for use around the home or on adventures
Black Candle -- primarily for use in religious or funeral ceremonies. They are small, ornamental, and elegant, meant for nothing more than to be displayed or carried for a short time.
Everburn Candle -- this candle has been enchanted and burns with a magical flame that cannot be extinquished. They are expensive and primarily used in places that require constant sources of light.

Chains-
Iron Link -- a thick and industrial chain that is most commonly used in the making of manacles. It is rarely known to break, but tends to rust easily in damp weather and does not stand up to age very well. As a shortterm solution, it is the most affordable and best bet.

Gold Link -- small, delicate, and meant for stringing necklaces with. This beautiful gold chain, made by expert craftsmen, adds a touch of class to any who wear it. It is highly recommended one does not attempt to use it for anything more than decorational purposes.

Steel Link -- Very sturdy and very thick. This chain is best-used for holding boats at dock and hoisting cargo from one vessel to another.

Ropes-
Silk Weave -- This rope has been woven from a strong and sturdy dryder's silk. While soft and able to stand up to immense strain, it also tends to fray and rot if used in a damp and roughly-hewn environment such as a mine. This rope is also dyed and used in various crafts

Hemp Weave -- recommended for miners and mountain climbers. This rope has been woven of rough plant fibers, can hold a great deal of weight, and is slower to break or fray when faced with prolonged exposure to an errosive surface

Cotton Weave -- This rope survives contact with water the best of the three. Tightly-woven and often coated in bonding reagant, it is used to weave fishing nets

Fishing gear-
Hooks/Lures -- made from shiny steel scraps and fashioned into baubles that are sure to catch the eye of passing fish. The hooks are single-or-double barbed, depending on the difficulty of the fish one is hoping to catch

Line -- Sold in spools and tightly-braided from strands of silk and cotton to produce a line that is both resilliant and flexible.

Bait -- Sold individually or in cans. Customers may choose from a selection of earthworms, crickets, or fish eggs.

Basic Rod -- A yew rod which serves the basic purpose of being a fishing rod with no fancy bells or whistles. Recommended for beginners and for those fishing for smaller game.

Complex Rod -- Meant for the more serious fisherman, this rod allows for greater depth when casting and is reinforced enough to reel in larger fish without incident.

Fisher's Rod -- For professionals only. This rod is extremely sturdy, has an extremely far reach, can accomodate several lures/baits at once, and when in the hands of someone who knows what they're doing, can be a most beneficial tool.

Tackle Box -- a steel box for carrying and keeping your equipment organized

Fish Basket -- a whicker basket woven to hold your days' catch, with an over-the-shoulder strap for easy carrying

Ladders-
Stepping Stool -- small, sturdy, and meant to give those using it an extra two feet or so of height. Ideal for use around the home or in a shop to reach hard-to-get places

Loft Ladder -- High enough to reach most rooftops for work around the home or shop. It folds for easy storage when not in use.

Barn Ladder -- this ladder, constructed of wood, is incredibly tall with the high reaches of haylofts in mind. It comes with a small bottle of varnish to guard it against the elements while in storage.

Rope Ladder -- ideal for mountainclimbers and woven from sturdy hemp rope. It is lightweight, stakes easily into new locations, and rolls up for easy carrying.

Industrial Ladder -- forged from steel, this ladder is often bolted directly into mineshafts and made-to-order at specific depths. It is heavy, sturdy, and able to withstand great weight.

locks-
Steel Lock -- a basic lock forged from steel and fitted for a single key. It is a popular item for cargo trunks and prison cells.
Gold Lock -- tiny and ornamental, meant for journals and jewelry boxes with a single set of dainty keys that will open it.
Combination Lock -- a much more complicated locking mechanism. This lock has no key and opens only when the proper sequence of numbers has been entered. Due to the frustrations of those who cannot figure out (or remember, for that matter) the numbers that open it, this lock is also much sturdier than its basic steel counterpart to prevent breakage.
MultiLock -- This lock requires both a key and a combination, and is often used on extremely sensitive or valuable materials in transport to prevent theft.
Harpy Lock -- an enchanted lock that recognizes only the holder of a specific key. If anyone other than the person who locked it later attempts to unlock it, its shriek will alert all in the immediate vicinity of the theft in progress.
Haze Lock -- a lock that has been enchanted with a trap which will render anyone attempting to pick it unconscious for several hours.

Flasks/Mugs/Waterskins-
Wineskin -- a cured watertight leather pouch made to safely hold a pint of your liquid of choice

Canteen -- constructed of tin, lightweight, and sturdy. A must for any traveller

Tankard -- a popular choice for serving ales, made of sturdy steel and able to withstand the worst of barfights

Decanter -- Daintily-crafted from glass for the holding and serving of the finest wines and cordials.

Ceremonial Goblet -- Sculpted from Silver or gold, these goblets are often used by the higher-class in times of celebration.

Snifter -- a ridiculously large glass used by the connesoirs of fine drink to fully appreciate their bouquet of flavor.

Flask -- a small and portable steel container for easily-concealed transport of drink or potion

Basic Vial -- A small glass bottle, capped with a cork and ideal for storing potions or dried reagents

Reinforced Vial -- A small zirconium bottle used to store more volitile contents such as venom or poison

Tool kits-
Alchemist's Kit -- Included in this kit are the following: (5) empty vials, (5) corks, (1) set of trimming scissors, (1) mortor and pestal, (1) Guidebook to Local Flora. Perfect for beginners to the profession of alchemy

Hunter's Kit -- Included in this kit are the following: (1) hunting knife, (1) skinning knife, (1) hatchet, (1) drying rack, (1) Guidebook to Tanning, (1) leather sack. This kit caters moreso to the hunter who intends to collect and sell the pelts of his kills

Miner's Kit -- Included in this kit are the following: (1) pickaxe, (1) lantern, (5) tallow candles, (1) canvas bag, (1) hammer, (1) chisel, (1) Ore Identification Scroll. This kit provides everything one needs to get started in the mining profession. Extra candles and torches are sold separately.

Magician's Kit -- Included in this kit are the following: (1) Yew Wand, (2) rubies, (1) Guide To Basic Spellcasting, (1) Guide To The Forgotten Languages, (1) Guide to Wandcrafting, (1) woodcarver's knife. While this profession requires more reading and patience than others, this kit will get you well on your way to understanding the basics of the magician profession.

Forger's Kit -- Included in this kit are the following: (1) Smithing Hammer, (1) Small Anvil, (1) Bar of Steel, (1) Bar of Copper, (1) Neverwear Buffing Cloth, (1) bundle of kindling, (1) Smithing Directional Guide. This kit will provide you with the barebones basics to begin forging armor and weaponry.

Repair Kit (Heavy) -- Includes various tools of repair to mend heavier tools and repair carrying supplies. A must for Hunters, Forgers, Warriors, and Miners.

Repair Kit (Light) -- Includes delicate instruments for the repair of wands, vials, faulted jewels, and torn pages. A must for Alchemists and Magicians

Servants-
Digitigrade Manacles -- These manacles are affixed to the hind legs of beasts such as centaurs, gryphons, and dragons, fitting snugly over where the main knee and secondary knee meet, binding them together. The limited movement is both uncomfortable and humiliating, as well as making escape impossible. They are most commonly used to keep prisoners in check or to openly advertise servitude.
Basic Shackles -- a run-of-the-mill chain-and-manacle combination which can be affixed to the wrists, ankles, or both. Various chain lengths and types available upon request.

Collar (Steel/Leather/Gold/Silver) -- available in various strengths, lengths, thicknesses, and levels of adornment to reflect your suiting taste.

Branding Needles -- Available to be used with the ink of your choice to place your emblem beneath the skin of your servant, forever marking them as your property in case of escape

Burrial
Discorporal Stone -- often placed in the coffins of those being buried. These stones are charged with soul energy that is believed to assist the soul in leaving the body and finding its hereafter. Though a common custom in some religions, others do not believe in such witchery. It is believed that Ghosts and Zombies are, perhaps, the result of wretched souls unable to leave their bodies or bodiless beings that cannot find the path to the next realm as a result of not being buried with a Discorporal Stone

Fabrics-
Neverwear Weave -- A hybrid of a silk-and-cotton, woven extremely tightly and cured with a bonding solution. The result is a cloth that never frays, and rarely tears. While not the most comfortable cloth for making clothing, it is often sought by those who own slaves to fashion outfits, as they do not wish to have to buy them more than one. It is also useful for scouring cloths and floormats

Canvas -- rough, uncomfortable, and better-used for stitching sacks than for making garments. To each his own, however.

Cotton -- soft, durable, and cost-effective. Cotton is the ideal choice for making lightweight clothing. It can be ordered in white, or it can be ordered in pre-dyed/patterned bolts

Silk -- woven from Dryder's silk, this material is rich, cool, and extremely light against the skin. It is easily-dyed and is best-used for formal/ceremonial clothing or shrouds due to its perishable nature.

Wool -- Sheared from the local livestock and made into a tight soft weave. This cloth is heavy, warm, and is popular for making heavy blankets or clothes meant to endure colder climates

Inns:

User ImageSingle night -- For the player or the travler, a single nights rest is all you need before you're off. The prices tend to be cheap, and the rooms are little more than one would need. A single bed, some tables, and nothing more.

User ImageWeeks stay -- A slightly better quality of room, you get a bed, a closet, some tables and changes of sheets.



User ImageMonths stay -- A bed, tables, closets, and fairly closer to such conveniences as outhouses and the kitchens.


User ImageLonger -- These times can vary, generally go from 6 months or more. These are basically like homes to the person staying there, and get most of the benifits as such.


Clinics:


Taverns:


Pet Merchents:


Auction house:


Farms:

Battle system//

A somewhat reformed version of Dungeons and dragon's dice system. :3

Starting a fight//
First you must get a moderator to either watch over your PvP, or to NPC the monster and watch over your fighting.
once you have that the fight will be normal Rp setting with various dice rolling rules involved. Your first post will be an initiation post.
Fights can be ignitiated against your will(character death can not), see fleeing if your character doesn't fight.

Initiation Posts//
This is the place where you first decide it's going to be a fight. You will roll initiative, which will be a 4 sided dice roll. Highest number goes first.

UNLESS one of the characters is not expecting the fight, you will decide this through the posting before the fight. Say theres a drunken fighter, and a barmaid. if the figheter suddenlly jumps her she would be taken off guard, and therefore the fighter would have first round.

Mods may have a say in who goes first depending on before hand RP. (So if you roll a higher initiative, but showed no signs of knowing it would happen in RP, then the mod will step in and call the roll void.)

OOCly in this post you will include the following:
Character: (Obvious)
Status: (Drunk, depressed, poisoned, normal, ect)
Armor: (What you're currently wearing)
Weapon: (Wha tyou hav eon you, remember you can't change it out without 2 turn loss penalty)
Spells: (What spells you've readied that morning)

Moderators//
A moderator must be around for any battle. Moderators are preapproved people that will monitor a fight. After each post you make a modorator will post the new stats.
For example:

Quote:
Fighter 1: ~Roll action here d20: rolled a 15~
Sweat covered his brow as he edged ever so closer to the mage, it was a wonder her spells hadn't fried him before he could get into range... With each spell she had cast before he had gone just a bit closer with his dodge. And now he was close enough, with a loud shout he rushed foreward slashing towards his foe.

Mod: Mage's armor class-12
Hit!
Blade meets the flesh of the mage, sliding across the flesh of her stomach.


Fighter: ~ Roll action here d8: rolled a 5 ~
Success! A strange satisfaction came as finally the battle turned to his favor.

Mod: Mage's HP- 6 - 5 = 1
A strong hit expecially on one with little armor to defend herself. Mage now feels weak, and the world seems to be wobbling around her. But she's still concious.

Mage: ~Roll action here d20: Rolled a 2 ~
Staggering backwards, she mumbled another spell under her breath.. praying for the fire to end this, knowing whichever way this went that would determine the end of the battle... Her heart pounded in her chest as she felt the slipping from her body.

Mod: Spell Fails.
The mages concentration seems to be off from the shock of the hit, as her fingers glow faintly she stumbles once more, and the fire fizzles out.

Ectect...


Attacking//
First you must see if you hit. It's easy, and basically like D&D. XD
Players have an armor class. Say it's a 10.
You then roll a D20 using gaia's dice roll option, and if it's higher than a 10 you hit.

If you miss that's it... next turn.

If you hit, then you go on to roll damage. Which will be stated with your weapon.

Spells//

Fighting modifiers//
Melee Damage has a strength modifier.
Armor class has a defence modifier.
Accuracy has a dextarity modifier.
Spells have a intellegence modifier.

Winning//

Losing//
Deaths must be preapproved with each play participating in the fight, and Arafel. If it's okayed then a normal fight will take place, and death can result.
Remember, full death means your character is dead. You can't return them in any way unless i've allready okayed the entire thing, and if you stray from what you told me you'll be blacklisted.

Things like zombiefication may occur to your character, depending on where he/she died. You won't have a choice in this once your character is dead.

Otherwise, losses just render you "fainted" in which someone will take you to a clinic. Sometimes the forest may help you return to a hometown. Theres also the slim chance of waking up on your own if no one shows, and staggering back to town yourself. You'll have 1 hp each time you awkaen, and may faint several times before you make it.

Faited characters//
Fainted characters will be out for 24 hours real time, and will awaken in a clinic bed. There may be a small fee, in which yu can pay or work off if you don't have it.

Joining in the fray//
If a friend of yours is getting attacked you have every right to jump to his or her defence. The fight will go the same as before, starting with your initiation post (without the roll) and your turn will start last.

Fleeing//

Stalkers

Yep. Fer everyone who's interested in this Idea and want to be notified when the shop opens just post saying so! ^_^

You can also add the mule "DestinyHQ" to your friendslist.

Schala-Kitty
Ryeanna
Mystaira
Dragain
ShadowedRaven
Mewshu
and.. Yeh can post now.

This is mostly just a place to keep all my information together as I get it done... But any opinions and whatnot will be apretiated! ^_^

Youthful Pants

33,975 Points
  • Master Medic 150
  • Never Give Up 35
  • Cool Competitor 150
OOH, first post! *dances*

I love your map, Ara, it's so detailed. And I wonder what the little circle thingie in the desert is... *wants to explore*

This is such a cool idea! If I were to take a guess, since Gaia is modern day, but somehow still a bit medieval... hm... maybe this is about 100-200 years ago? Or not... I don't know... I'm bad with time... *hangs head*

So... I'd be a dragon, right? 'cause I'm a dragon. 3nodding No Brishena, though. *sigh*


Oh, and I think you'd keep me updated anyway, but keep me updated! ^_~
Arigato! X3 I'll have the numbered map up as soon as I finish fixing it up.. gotta fix the typos and whatnot. o_o

*nods* I was thinking that but... arafels only like.. 150 or so. XD so she'd be too young, and we wouldn't get to have little gambino and ian and and XD

Youthful Pants

33,975 Points
  • Master Medic 150
  • Never Give Up 35
  • Cool Competitor 150
Oh, okay, then...

Maybe like... 50 years ago then? Or 35 or something?

Cause Gambino had to start his empire somewhere. And the shopkeepers could have shown up several years after the construction started. Not to mention... Barton town was first, then the other towns. ^_^ So we don't have to really worry about Edmund (! heart ) or Sasha or Moira or anyone yet. Just... uh... *ticks off on fingers*

Leon, Ian, the girl that greets us (name?), The jewelry lady... (shoot, name...) and such. And prolly Gambino, since he probably helped fund it...

which would move the time frame up, because he'd already have to have money... so maybe 20 years ago? Or less?

((hey... where's MRS gambino? Or at least mistress gambino, lol.)
hm.. *ponders*
Oh i know. X3 Gambino can be a kid.. and his parents will be the ones funding the founding of barton! Hm.. bout 7 I'd say.
So how many years d'you think that'd put us back?

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