FEB 2024 SOLVUNN MINGLE
WHO: Anyone in Solvunn!
WHAT: Mingle Meet & Greet for new and old Solvunn Summoned!
WHEN: Early through Mid-February
WHERE: Primary Settlement: The Drunken Lamb and Welcome Committee's Tree House
( BLAH BLAH BLAH )
WHAT: Mingle Meet & Greet for new and old Solvunn Summoned!
WHEN: Early through Mid-February
WHERE: Primary Settlement: The Drunken Lamb and Welcome Committee's Tree House
( BLAH BLAH BLAH )
WIP RECIPE POST
One of the things I've felt most fortunate about my time here is that I get the opportunity to meet so many people from so many different places. And I know I'm not alone in that!
Some of us has been here for a few summers while others only a moon or so, and it's not always easy when we have malms and mountains between us. But I think one of the best ways to understand where someone comes from is through what they like to eat. Right?
So, Alucard and I have a proposal! This could be the opportunity to create the first universe-wide cookbook. So if you have something to contribute from your world, whether it's your favorite dish, an old family recipe, or just something that you think is a staple to show off your culture's palette, let us know!
( Read more... )
Some of us has been here for a few summers while others only a moon or so, and it's not always easy when we have malms and mountains between us. But I think one of the best ways to understand where someone comes from is through what they like to eat. Right?
So, Alucard and I have a proposal! This could be the opportunity to create the first universe-wide cookbook. So if you have something to contribute from your world, whether it's your favorite dish, an old family recipe, or just something that you think is a staple to show off your culture's palette, let us know!
( Read more... )
(no subject)
WHO: Anyone in Solvunn!
WHAT: Mingle Meet & Greet for new and old Solvunn Summoned!
WHEN: Early February
WHERE: Primary Settlement: The Gardsbruk Farm
( BLAH BLAH BLAH )
WHAT: Mingle Meet & Greet for new and old Solvunn Summoned!
WHEN: Early February
WHERE: Primary Settlement: The Gardsbruk Farm
( BLAH BLAH BLAH )
(no subject)
WHO: Anyone in Solvunn!
WHAT: Mingle Meet & Greet for new and old Solvunn Summoned!
WHEN: Early through Mid-August
WHERE: Primary Settlement: The Drunken Lamb and Gardsbruk Farm
( BLAH BLAH BLAH )
WHAT: Mingle Meet & Greet for new and old Solvunn Summoned!
WHEN: Early through Mid-August
WHERE: Primary Settlement: The Drunken Lamb and Gardsbruk Farm
( BLAH BLAH BLAH )
Entry tags:
crappy aion teleos cr chart
one heart, one stomach, one braincell
gonna save you from yourself (and feed you)
now we don't have time to unpack all of that
worstie
kenoma meow meows
we could have had it aaaaaall
guilt-free murder
whomst gave you the RIGHT?? (problematic stepson)
Entry tags:
AION TELOS WISHLIST
LEGEND
☐ incomplete
◼ complete
▣ an Attempt Was Made
☐ incomplete
◼ complete
▣ an Attempt Was Made
GENERIC
☐ Ride a dinosaur
☐ Befriend a dinosaur
☐ Curate a pack of dinosaurs ala Jurassic World
☐ Create Squape Wine
◼ Get drunk (Ernesto is clearly best drinking buddy)
☐ Reach level 5 Pleroma and go crazy Light Warden-style
☐ Kill someone
☐ Be...killed?
▣ Have an epic battle against Kenoma (got cut short...)
☐ Go to Achamoth (under...dubious?? Circumstances?)
☐ Have her trust betrayed/destroyed
☐ Swim in the ocean/return sea lizard to the sea
☐ Very serious cross-sect friendship (of non-canon CR)
☐ Cross-sect smoochies, feelings not required (don't judge me)
☐ Potential relationship bs in general (she's never been in a real one, sorry)
☐ Conjury/healing training!
◼ Hold someone's shard (too bad Estinien had to die to do it)
▣ Carry tall white-haired men
SPECIFIC
☐ Convince YJH that her cooking is delicious
☐ Steal Meteion for the Pleroma
☐ Give Emet-Selch Grape PTSD
☐ Drop Emet-Selch's true name for extra fun and wtf how do you know that
☐ Blow Zenos up again
☐ Convince Hayame of the power of friendship
☐ Ride Dragon!Estinien into battle
☐ Wet t-shirt day with breastie
☐ Get Abel to drop her honorifics
Entry tags:
(no subject)
Aion Teleos
SUGGESTED USE
This is a mobile friendly heart meme, which means no hovertext! Mobile users, please make sure you are viewing the desktop site version of the meme in your mobile browser (right click the three stacked dots in the upper right-hand corner of your browser and check off desktop site.)

"I just think you're cute."

"I would kill for you, or sacrifice myself for you."

"You're my found family."

"I love you, or could fall in love with you."

"I would hold your shard affectionately."

"I would hold your shard respectfully."

"I find your shard or the placement of your shard to be appealing."

"I would slide into your communion DMs /brow waggle."

"I think you/we could use a hug and I can provide it."

"I would rescue you or fight by your side in a sense of comradery and respect."

"I would rescue you or fight by your side because you need it."

"I would trust you to hold my shard."

"You are my Frion (friend Aion)."

"I would willingly spend time with you, congrats."

"I don't understand half the things that come out of your mouth."

"I am very concerned for your well-being."

"I'd like to get to know you, for better or for worse."

"You amuse me."

"I would protect you from the other sect."

"I would protect you from yourself."

"I would tease you (affectionate)."

"I would tease you (asshole)."

"You frighten or unsettle me."

"You frustrate or annoy me."

"I would use/manipulate you."

"I would physically or emotionally hurt you."

"I would kill you (but only because I was directly ordered/absolutely forced to...)"

"I would kill you (but spare your shard/let your allies retrieve it.)"

"I would kill you (&steal your shard for my side.)"

"I would kill you (&crush your shard)."
1. Post a blank comment for your character.
2. Copy and paste the worm container in replies to other top level comments and add your worms in!
3. Customize your worm with the text included in the code for eachheartworm, if you like.
Copy and paste the following Container into your replies:
Then copy and paste the corresponding worms into your container!

"I just think you're cute."

"I would kill for you, or sacrifice myself for you."

"You're my found family."

"I love you, or could fall in love with you."

"I would hold your shard affectionately."

"I would hold your shard respectfully."

"I find your shard or the placement of your shard to be appealing."

"I would slide into your communion DMs /brow waggle."

"I think you/we could use a hug and I can provide it."

"I would rescue you or fight by your side in a sense of comradery and respect."

"I would rescue you or fight by your side because you need it."

"I would trust you to hold my shard."

"You are my Frion (friend Aion)."

"I would willingly spend time with you, congrats."

"I don't understand half the things that come out of your mouth."

"I am very concerned for your well-being."

"I'd like to get to know you, for better or for worse."

"You amuse me."

"I would protect you from the other sect."

"I would protect you from yourself."

"I would tease you (affectionate)."

"I would tease you (asshole)."

"You frighten or unsettle me."

"You frustrate or annoy me."

"I would use/manipulate you."

"I would physically or emotionally hurt you."

"I would kill you (but only because I was directly ordered/absolutely forced to...)"

"I would kill you (but spare your shard/let your allies retrieve it.)"

"I would kill you (&steal your shard for my side.)"

"I would kill you (&crush your shard)."
heart template from Prismatica, worms by Freya, based on art by GessoGecko on etsy.

Entry tags:
[OOC] FST

Title
Subtitle
Subtitle
Waking Dream by Unleash the Archers
As the day falls over into night
Centuries like flowing streams as years go rushing by
Waiting in the dark for afterlife
Waterbead by Splashdown
With all the shiny waterbeads
Rolling off her bending knee
Gimme chocoalte!! by BABYMETAL
So, a bit (heart). I ask you just a little bit
Quickly chocolate. Please give me chocolate quickly!
Pass me chocolate! Chocolate please!
The Vision by Goodluck
Came to me like a thousand suns drifting on the sea
The Vision
Like years before your eyes kissed my lips
And left me wanting more...
A Realm Reborn
Soak Up The Sun by Panski (feat. Ellena Soule)
I don't have diddly squat
It's not having what you want
It's wanting what you've got
These Dreams by Heart
Every second of the night I live another life
These dreams that sleep when it's cold outside
Every moment I'm awake the further I'm away
Heavensward
On Your Shore by Charlotte Martin
The water's getting deep
At the turn of the tide
I feel this part of me die
Am I washed on your shore and barely alive?
Asking for a Friend by CHVRCHES
That I'm afraid to die
The past is in the past
It isn't meant to last
But if I can't let go
Will you carry me home?
Can we celebrate the end?
I'm asking for a friend
Stormblood
Who Says You Can't Go Home by Bon Jovi (ft. Jennifer Nettles)
I was looking for something I couldn't replace
I was running away from the only thing I've ever known
Who says you can't go home?
The Ballad Of Me And My Brain by The 1975
And would you sign an autograph for my daughter Laura?
'Cause she adores you
But I think you’re shit
KARATE by BABYMETAL
With our fists more...
With our spirits more...
with making all sharper.
Still more, seiya soiya, let's fight on
even if we get sad and unable to stand up.
Shadowbringers
It Has Begun by Starset
And watch the shell come unraveled
As the seed begins to rise
Embracing its starlit fate as we wait in the night
It's written in the walls
Noises by Pale Waves
I feel like I'm slowly losing myself
I'm afraid that I need help
Why do I stare so much at my body?
I'm falling, I'm crawling on the floor at night
I know it's not right but you can't fix me this time
Cirice by Ghost
Even though you've been told so
Can you hear the rumble?
Can you hear the rumble that's calling?
I can feel the thunder that's breaking in your heart
I can see through the scars inside you
Endwalker
Don't Go Outside by Poppy
Suck the fear in through your eyes
Everyone is bland and blind
Don't go outside
Everybody’s Going To The Moon by Jamiroquai
Escape catastrophe
See time is tickin' on and on and on and on
And life's in short supply
So send me on a no-return trajectory
'Cause everything I know is going to die
Pan by Nightwish
A feast of beautiful tragedy, wonderful fantasy
The play is yours to write
Yours to live
Ready the night by a playwright
Entry tags:
[OOC] Himeka's Conjury School
Introduction
Now that powers have returned, Himeka is going to be teaching some people the Art of Conjury! This is, of course, based on how these magics work in Final Fantasy XIV, but the intention here is to be a basis for these spells to be practiced and changed based on magics learned in Abraxas.
To practice magic is to manipulate aether, source of both magic and life. It occurs naturally in multiple degrees of density and can be poisonous at extreme levels. Aether can be aspected into six elements—ice, water, wind, lightning, fire, and earth—and drawn towards two polarities: Astral, the active, and Umbral, the passive. In conjury, three of those elements are practiced.
“
Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell. Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers.
To practice magic is to manipulate aether, source of both magic and life. It occurs naturally in multiple degrees of density and can be poisonous at extreme levels. Aether can be aspected into six elements—ice, water, wind, lightning, fire, and earth—and drawn towards two polarities: Astral, the active, and Umbral, the passive. In conjury, three of those elements are practiced.
Himeka's Conjury School
What types of spells we be learning?
Conjury is considered a healing art, but you will be learning a variety of spells that range from straight out healing, status, support, and offense.
Wait, offensive spells? But I'm a healer!
Yes, yes you are. But one of the main points of learning these offensives spells (other than to make sure you can defend yourself), is to teach a new conjurer how to pull and focus aether from the world around them. By casting earth, wind, and water-aspected spells, you will learn how to identify those different types of aether and naturally draw from your environment.
What happens if I use my own aether?
Aether is used for magic and life. So if you pull on your own aether too much you may eventually pull out all your remaining life force and die. Please do not do that.
Does my character have to learn the offensive spells?
Himeka will not teach the first cure spell until a character has demonstrated the ability to use the first two offensive spells. If your character elects not to use them in the future that is totally fine, but because of the whole "might kill yourself" thing (which happend to the mother of someone she knows), she will stress the importance of elmental spells.
How long will it take my character to learn?
That is totally up to you. Realistically those who are already familiar with magic will move much more quickly than those who have no experience. Also, anyone who is generally aware of lifeforce/elements will tend to pick up conjury more quickly.
Does my character need some sort of magic wand to use Conjury?
The short answer is no, aetherial manipulation can be done by hand without the use of other objects. However canes and wands are often used by conjurers as a means to focus energy and streamline spell casting, so it may be a good choice for beginngers who have not practiced magics before. These are usually used/made from natural elements, so it is totally up to you if your character would like to fashion something of that nature.
If you are curious, here is a full list of different Conjurer's Arms used in the XIV canon. Most are made of wood and may have some sort of metal, jewel, or crystal.
I have a question specific to my character!
Just ask below!
If you are sold, then click on the different "course" options below! 101, 102, 103 are loosely penned for OOC purposes and the level of spells. Your character will learn spells in the order they are posted. I have offered some ideas on how these spells may be progressed/manipulated by Abraxas magical knowledge in the future, but it is totally up to you.
Conjury is considered a healing art, but you will be learning a variety of spells that range from straight out healing, status, support, and offense.
Wait, offensive spells? But I'm a healer!
Yes, yes you are. But one of the main points of learning these offensives spells (other than to make sure you can defend yourself), is to teach a new conjurer how to pull and focus aether from the world around them. By casting earth, wind, and water-aspected spells, you will learn how to identify those different types of aether and naturally draw from your environment.
What happens if I use my own aether?
Aether is used for magic and life. So if you pull on your own aether too much you may eventually pull out all your remaining life force and die. Please do not do that.
Does my character have to learn the offensive spells?
Himeka will not teach the first cure spell until a character has demonstrated the ability to use the first two offensive spells. If your character elects not to use them in the future that is totally fine, but because of the whole "might kill yourself" thing (which happend to the mother of someone she knows), she will stress the importance of elmental spells.
How long will it take my character to learn?
That is totally up to you. Realistically those who are already familiar with magic will move much more quickly than those who have no experience. Also, anyone who is generally aware of lifeforce/elements will tend to pick up conjury more quickly.
Does my character need some sort of magic wand to use Conjury?
The short answer is no, aetherial manipulation can be done by hand without the use of other objects. However canes and wands are often used by conjurers as a means to focus energy and streamline spell casting, so it may be a good choice for beginngers who have not practiced magics before. These are usually used/made from natural elements, so it is totally up to you if your character would like to fashion something of that nature.
If you are curious, here is a full list of different Conjurer's Arms used in the XIV canon. Most are made of wood and may have some sort of metal, jewel, or crystal.
I have a question specific to my character!
Just ask below!
If you are sold, then click on the different "course" options below! 101, 102, 103 are loosely penned for OOC purposes and the level of spells. Your character will learn spells in the order they are posted. I have offered some ideas on how these spells may be progressed/manipulated by Abraxas magical knowledge in the future, but it is totally up to you.
Conjury 101 ►

Aero
Element ► Wind
Type ► Offensive
Area ► Single Target
Range ► Up to 25 yards
Cast ► Instant
Pulling from the surrounding air, the caster generates a gust of wind that swirls around a specified target. This does minor wind damage over time for a duration of 18 seconds. This does help introduce control over wind-aspected aether, so could be used to manipulate air in other ways as the caster progresses in their abilities.
Once mastered in Abraxas, this spell can be manipulated to suit other purposes. Some ideas may include being used to push an enemy back with a powerful gust of air, pulling air away from an enemy, creating small dust devils/tornados, etc.

Stone
Earth ◄ Element
Offensive ◄ Type
Single Target ◄ Area
Up to 25 yards ◄ Range
2.5 seconds ◄ Cast
Pulling from the ground beneath their feet, the caster summons stone to burst up from the ground underneath a single specified target. In comparison to Aero, this is about as fun as getting hit with a large rock. This spell does require cast time, so if the caster is interrupted, they may lose concentration and have to recast the spell.
Once mastered in Abraxas, this spell can be manipulated to suit other purposes. Some ideas may include breaking ground underneath an enemy's feet, summoning up rocks for masonry, etc.

Cure I
Element ► None
Type ► Healing
Area ► Single Target
Range ► Up to 30 yards
Cast ► 1.5 seconds
Since this is an unaspected spell, the caster may pull aether from any element of their choice to cast. In selecting an allied target, the caster can restore vitality and alleviate pain to wounds. This may be used to assist in accelerating healing, especially of minor wounds, or helping an exhausted team member find the strength again to keep moving. Cure can be casted multiple times to continuously restore vitality and can be a supplment to long-term treatment of serious injuries. This can also be casted on oneself.
Cure is not a replacement for medical attention from doctors and surgeons. It will not reverse all physical wounds, even though it can help with their healing process. Serious injuries still need to be attended to appropriately.
Once mastered in Abraxas, this spell can be manipulated to suit other purposes.
Conjury 102 ►

Repose
Element ► None
Type ► Status Effect
Area ► Multiple Targets
Range ► Up to 30 yards
Cast ► Instant
Since this is an unaspected spell, the caster may pull aether from any element of their choice to cast. Though a single target may be selected, all (enemy) creatures in the surrounding area of that target will likewise be affected and put to sleep. This lasts for up to 30 seconds unless the target is woken by either other magical or physical attacks.
Once mastered in Abraxas, this spell can be manipulated to suit other purposes. Some ideas may include inducing drowsiness rather than sleep, concentrating on a single target to increase the length of the spell, etc.

Medica I
None ◄ Element
Healing ◄ Type
Multiple Targets ◄ Area
Up to 15 yards ◄ Range
2.5 seconds ◄ Cast
Since this is an unaspected spell, the caster may pull aether from any element of their choice to cast. No targets need to be selected. The caster can restore the vitality and alleviate pain in wounds to oneself and friendly creatures in the area. This may be used to assist in accelerating healing, especially of minor wounds. Medica can be casted multiple times to continuously restore vitality and can be a supplment to long-term treatment of serious injuries. The healing potency, however, is less than that of Cure I as it is hitting multiple targets rather than focused on one, so it is better used everyone needs a boost.
Medica is not a replacement for medical attention from doctors and surgeons. It will not reverse all physical wounds, even though it can help with their healing process. Serious injuries still need to be attended to appropriately.
Once mastered in Abraxas, this spell can be manipulated to suit other purposes.

Esuna
Element ► None
Type ► Support
Area ► Single Target
Range ► Up to 30 yards
Cast ► 2.5 seconds
Since this is an unaspected spell, the caster may pull aether from any element of their choice to cast. This removes a single detrimental status from a single allied creature. This can be anything from a spell that has caused an ally to slow down, put to sleep, taking excessive/additional damage, effects that will cause repeating damage over time (similar to how Aero will apply wind damage multiple times in a row), etc. What it removes will need to be at the discretion of the ailment and the player. This can also be casted on oneself.
This does not remove physical ailments like a disease, infection, loss of limb, etc.
Once mastered in Abraxas, this spell can be manipulated to suit other purposes.
Conjury 103 ►
TBA!
Sign-Up
You would like to take part? Great! Just for ease of tracking, please fill out the form below.
?Character Name: Obvious!
Experience: Is your character at all magically inclined? Short response is fine!
Reason for study: Why does your character want to take up Conjury? More for general interest/in how they may have share their interest with Himeka.
Courses: Right now I only have 101 and 102 up, so just let me know if your character will be wanting to learn both sets of spells.
Thread or handwave?: Would you like to thread out any portion of the lessons? Some instances will be handwaved regardless, but let me know either way and we will either work out a thread or handwaved details.
Anything else?: Any other questions, comments, things of note I should be aware of about your character or how they will be handling these lessons.
Experience: Is your character at all magically inclined? Short response is fine!
Reason for study: Why does your character want to take up Conjury? More for general interest/in how they may have share their interest with Himeka.
Courses: Right now I only have 101 and 102 up, so just let me know if your character will be wanting to learn both sets of spells.
Thread or handwave?: Would you like to thread out any portion of the lessons? Some instances will be handwaved regardless, but let me know either way and we will either work out a thread or handwaved details.
Anything else?: Any other questions, comments, things of note I should be aware of about your character or how they will be handling these lessons.
[OOC] Domain Info
Horizon Domain
Himeka Sui; The Fool
— The Traveling Crystal —

Himeka's domain is not static--it goes everywhere that she does in the form of the large, bluish shard of a crystal. It is adorned with a bronze holding and rings that obit in the opposite direction of the crystal's rotation. A small secondary crystal orbits at the top at the highest point. The crystal itself stands about twelve feet tall.
When she is on the move, the crystal itself floats about three feet above the ground, hovering at a steady pace. If she runs, it takes a while to catch up with her, but it always will even across difficult terrain.
When she decides to "set up camp", she will command the crystal to stay put in a designated area of her choosing. The ground underneath it will be pulled up like the earth itself is being pinched, creating a pedestal for the crystal to sit on. The crystal itself will continue to rotate but will glow and a column of aether will shoot up another twelve feet above the tip of the crystal. This aether will then expand out into a large dome that extends about 65-70 feet (20 meters) in diameter.
From the outside the dome will seem semi-transparent with slow ripples of energy that flow down the surface like water rolling along a smooth rock. Reflections of what is shown inside appear fuzzy, but general colors and shapes are apparent. One can enter inside the dome by simply walking through it--there is no resistance and the sensation itself feels like a short cool breeze passing over you.
What appears inside the dome are reflections of places Himeka has been, but does not remember. Though many show, there are a few that are most common.
When she is on the move, the crystal itself floats about three feet above the ground, hovering at a steady pace. If she runs, it takes a while to catch up with her, but it always will even across difficult terrain.
When she decides to "set up camp", she will command the crystal to stay put in a designated area of her choosing. The ground underneath it will be pulled up like the earth itself is being pinched, creating a pedestal for the crystal to sit on. The crystal itself will continue to rotate but will glow and a column of aether will shoot up another twelve feet above the tip of the crystal. This aether will then expand out into a large dome that extends about 65-70 feet (20 meters) in diameter.
From the outside the dome will seem semi-transparent with slow ripples of energy that flow down the surface like water rolling along a smooth rock. Reflections of what is shown inside appear fuzzy, but general colors and shapes are apparent. One can enter inside the dome by simply walking through it--there is no resistance and the sensation itself feels like a short cool breeze passing over you.
What appears inside the dome are reflections of places Himeka has been, but does not remember. Though many show, there are a few that are most common.
— Tanamizu —

The walls of the dome reflect the clear blue waters of a sea above. Large twisting branches of coral seem to cup around the dome and reach upwards towards the filtered sunlight. In the distance once can see more coral beds and rock formations. Shadowed reflections of schools of fish, turtles, and a large whale appear to cross at regular intervals. The sun never seems to set in this world, though the direction of the shadows does shift throughout the day.
The area below is mostly sand and rock with some coral outcroppings dotted along the main area. Shade can be taken in the rocks and underneath small caves.
The area below is mostly sand and rock with some coral outcroppings dotted along the main area. Shade can be taken in the rocks and underneath small caves.
— FEATURED CREATURES —
There are a few creatures that make an appearance in this domain. It is possible for visitors to create or add creatures to their liking. Any being with an affinity towards water or from the sea may become a permanent feature that reappears in future incarnations.
— KOJIN —
DISPOSITION: Polite
SIZE: Small (2ft tall)
INTERACTABLE: Occasionally
— DRAGONETS —
DISPOSITION: Curious, excitable
SIZE: Small (2ft tall)
INTERACTABLE: Often
— The Last Vigil —

A domain that exists eternally beneath the stars. More often than not, it appears to be snowing, though there are occasional, infrequent breaks. The snowfall itself is usually gentle. The eternity of this domain takes place on a stone landing, flanked by the images of a gothic city on the eastern, western, and southern sides. Tall spires tower above to the south, giving way to a long cascading climb, protected by tall statues. To the east and on either side of the main pathway appear to be two equally tall and imposing manors, with banners hanging by each, but the designs are replaced by the symbol of the Fool. Off to the west one can see an array of lesser houses, wooden roofs and plaster keeping those together.
The landing overlooks a cavernous drop right off on the northern end over the edge of the railing. Any attempts to jump over the edge will result in exiting the domain. The steps up on the southern end are traversable to a point, but one will eventually see themselves exiting the domain as well. Thought he air is cool there is always a warm glow emanating from the buildings, so there is never a need for more light.
The landing overlooks a cavernous drop right off on the northern end over the edge of the railing. Any attempts to jump over the edge will result in exiting the domain. The steps up on the southern end are traversable to a point, but one will eventually see themselves exiting the domain as well. Thought he air is cool there is always a warm glow emanating from the buildings, so there is never a need for more light.
— FEATURED CREATURES —
There are a few creatures that make an appearance in this domain. It is possible for visitors to create or add creatures to their liking. Any creatures with an affinity towards the cold or of draconic origin will be more likely to become permanent.
— DRAGONETS —
DISPOSITION: Curious, excitable
SIZE: Small (2ft tall)
INTERACTABLE: Often
— MUSICALIS—

Light filters in through the glass ceiling of this domain, though there is no clear source such as a sun--it merely seems everpresent. Yet the dome itself provides a reprieve from the light and the lovingly planted trees and grass help bring the outside in. There is a railed off area in the center that opens up to a rounded pool, and inside said pool is a curious reflection of the seascape that sometimes adornes the crystal dome. If one looks closely the shadows of turtles will appear.
A gentle breeze flows through what appear to be open archways to the outdoors where more light seeps through, yet any attempts to reach these archways will result in someone leaving the dome and back out into the rest of horizon. Though no people are present, there is the sound of distant chattering and laughter that comes in and out.
A gentle breeze flows through what appear to be open archways to the outdoors where more light seeps through, yet any attempts to reach these archways will result in someone leaving the dome and back out into the rest of horizon. Though no people are present, there is the sound of distant chattering and laughter that comes in and out.
— ZENITH—

A courtyard of bright stone surrounded by rocky outcrops of floating highlands, nestled beneath the towering petals of a mammoth monument is the setting for this domain. The palaza is rounded and always lit by pink glowing puffs, though a recently repaired staircase leads down to a broken path of tile. Ruins of similar are visible in the distnace and across the vistas--it's clear that the current courtyard has recently been restored with care.
As with the other domains, walking down the stairs will bring you to the path but going beyond it will result in exiting the dome. Thre is a fountain in the middle that suspiciously looks like a homage to dragons, also adorned with glowing poms. Water flows regularly underneath. There is a constant wind that whistles through holes in the walls, cool but not unpleasant. The air itself is a little thin.
As with the other domains, walking down the stairs will bring you to the path but going beyond it will result in exiting the dome. Thre is a fountain in the middle that suspiciously looks like a homage to dragons, also adorned with glowing poms. Water flows regularly underneath. There is a constant wind that whistles through holes in the walls, cool but not unpleasant. The air itself is a little thin.
— FEATURED CREATURES —
There are a few creatures that make an appearance in this domain. It is possible for visitors to create or add creatures to their liking. Any being with an affinity towards air or of draonic origin will be more likely to become a permanent fixture.
— MOOGLES —
DISPOSITION: Mischevious, light-hearted
SIZE: Small (2ft tall)
INTERACTABLE: Often
— DRAGONETS —
DISPOSITION: Curious, excitable
SIZE: Small (2ft tall)
INTERACTABLE: Often
— DRAGONS —
DISPOSITION: Aloof, calm
SIZE: Large (10ft tall)
INTERACTABLE: Rarely
— NAVIGATION —
· Character Info ·