Pronouns: She / Her Romantic Attraction: Aegosexual, Aromantic More About Me: I am a Subetan with a serious addiction for pets and giving them stories. I unfortunately need to sit my butt down and actually write them for each individual pet. Ah well. My second greatest love is to help out during site events. I help give out pumpkins, rreign dolls, flowers, trinkets/dances, etc. If you need help, just get in touch and I'll do my best to help you reach your goals.
Same As It Never Was: Just your basic run of the mill shop where I dump stuff I want to sell. This will generally be anything lower than a million sP in value. Rarities and Randoms: If you've stumbled upon this shop, it is indeed a place where I hoard certain items that I feel would benefit from being separated from the rest. Often for items over a million, but also rare items such as Free Store Snags, Donation Center Grabs, coins, scratchcards, elixirs and maps. When The Price Is Right - Storage for items waiting for the price to rise to a set amount. These items will not drop in price, but rather wait for the economy to change. Check in. I might have extra humming power crystals at hand. I may not, but I fragment a lot every day. HOWEVER! If you are trying to buy up a bunch of Humming Power Crystals, I will make an extra, special deal for you to save you a massive amount of clicking/buying! I will happily buy a crystal shop item for you, and charge you the price of the crystals, rather than the price of the item. Example: Let's say you wanted to buy a Jack Cardale Plushie, worth 2,000 crystals, and I'm charging 2,000 sP per crystal. Instead of clicking 2,000 times, drop me a message asking me to please buy it for you. I will buy the plushie and charge you 2,000 sP x 2,000 crystals = 4,000,000 sP instead of whatever crazy inflated amount it happens to be going for in user shops at the time. This will save your hand, and still earn me the sP that you would have had to spend 2,000 clicks trying to buy up. :) |
| Joined: Tuesday June 27th Member For: 19 years, 8 months, 2 weeks, 5 days Forum Posts: 4,796 - Recent Posts - Recent Topics Trading Cards: 250 Plushies: 4,824 Beanbags: 2,919 Tiles: 21 Pumpkins: 154 Stickers: 2,115 Bobbleheads: 50 Minions: 1,816 Trades: 17 Achievements: 1878 Scores: Click Here Battle Stats: Click Here Give Gift: Click Here |
![]() A Guide to Downtown | ![]() Dusk Warador Wand | ![]() Arid Warador Wand | ![]() Star Chart |
![]() Stake | ![]() Shinwas Soap | ![]() Shinwas Sealed Scroll of Dark Magic | ![]() Shinwas Healing Wine |
![]() Nesting Meet my lovebird, Fileet. He was my baby and I got him shortly after he'd been weaned back in 1994. He passed away at 2:20 pm, November 8, 2011. He was 17 years, 4 months, 15 days old. RIP Baby birdie... |
![]() Meet Amari. It's a Greek name, meaning "eternally lovely." He was a Blue Masked Lovebird who hatched in February of 2013. He was, sadly, not long for this world, as he was 6 years old when we found him in the bottom of his cage on October 25th, 2019. |
This is my new baby birb, Ari. He's a Lineolated parakeet (Linnie), hatched on April 24, 2020.![]() He's a little cutie and learning to talk. He says a cheerful, "Hiii!" when we walk into the room. Other things he says:"Yeah!" "What'cha doin'?" "Good morning." He also blows kisses and imitates the cooking timer beeps. |
The Orphans are an elite mercenary guild that undertakes dangerous missions beyond the jurisdiction of local militias and law enforcement. Their members possess exceptional skills, allowing them to handle jobs that others cannot. Committed to identifying and nurturing talent, the guild recruits and trains individuals for various tasks, ranging from high-stakes rescues to routine artifact recovery. However, the majority of their work involves adventuring, property retrieval, and investigation. The training provided by the guild is extremely demanding and designed to prepare members for a wide range of challenges, including covert operations, intense combat, specialized reconnaissance, and wilderness survival. Members may even engage in minor criminal activities such as lockpicking and theft, depending on the job requirements. Assassinations and murder-for-hire operations are strongly discouraged by the Orphans and are kept prohibitively expensive to limit them, as they prefer not to step on the Assassins Guild's toes. Instead, the Orphans find it much healthier for everyone if they refer clients directly to the Assassins Guild for such jobs. The Orphans Guild and the Assassins Guild have mutual respect for one another, and any inadvertent overlaps in assignments are managed with professionalism and appropriate compensation. However, this does not mean that the Orphans will avoid killing altogether. They often take on tasks that involve eliminating dangerous animals, monsters, or garden-variety bandits. These tasks are quite common, and an Orphan may choose to eliminate a criminal or specific target if they feel it is warranted. Like any trade guild, the Orphans Guild is an organization of enterprising professionals. They typically establish a single public guild hall in each country or nation where they operate. Stationary Orphans remain at the Headquarters, returning there after completing each assignment. In contrast, Itinerant Orphans often embark on journeys to different countries, setting up in public spaces to accept jobs, thus amassing both wealth and a favorable reputation until they can establish a new Guild Headquarters in their latest location. Itinerant members typically await clients in a corner club, inn, or tavern, which has become a running joke among Orphans, as these venues are deemed the stereotypical spots for a client to encounter an adventurer.
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Have you heard the fairy tales? Princess, dragons, brave knights, and evil sorcerers? Difficult challenges to overcome and fairy godmothers? Well, let me tell you, happy endings don't just happen. It takes magical nudging and hard work. Godmothers get stuck with Kingdoms to watch over and protect, you know! And let me tell you, if it weren't for Godmothers, a lot of story endings would be very unhappily ever after indeed! Calyptic: Cally, for short, is a magical Godmother. She has been sent to Prince Khane's castle to test him. Rumor has it that everyone in the kingdom works, even the elderly! If he's the Traditional selfish prince, and this is going to be just another Beauty and the Beast story, she's going to scream! Khane: This young prince believes he is cursed! First, he lost his parents at a young age. Then, while still grieving, he had to be raised and trained properly so that he wouldn't become just another spoiled brat. At the age of 16, something happened. Something very strange. He... he wasn't himself! He began acting like a spoiled, selfish prince, even though he knew better. The pressure to be a nasty, self-centered little beast was overwhelming. Panicked by this, he believed that he had been cursed somehow. Desperate to deflect the curse, he gave his servants standing orders to follow when the curse activates. One wet and stormy evening, the curse strikes again, and Khane can only hope his standing orders will prevent an enchantress from turning him into a beast. Nelix is a young Godmother who has been given her first task to handle by herself, as assigned to her by her mentor, Cally. Children have been taken in kingdoms by a little goblin-like man in exchange for spun gold. Traditionally, the goblin's name should be guessed, and the child left behind. It is becoming an alarming trend that the name guesses are failing. Nelix has to step in and fix this before Tradition decides to change for the worse! Things take a turn for the strange when she comes across a little man in the woods named Albert, with a whole bunch of children.
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Applied Magical Theories (AMT), a corporation dedicated to testing out the various branches of magic, has gotten a hold of a book about summoning. It was theorized that, should a creature be summoned and bound to the will of a master, AMT could become a superpower in its own right on Subeta. This theory spawned a research division, code-named "The Summoning." The mistake made by everyone who tampers with such things, is the belief that the book was accurate... and complete. They are not demons; they are dual elementals. They have free wills of their own, and they do not appreciate being kidnapped from their friends and family. It is currently unknown how many of these elementals AMT was able to summon. The building that was used to summon and house them was destroyed one evening by a particularly angry elemental of Fire and Darkness. Records are being called a total loss. What is known so far: several have been identified, and now that some are in our world, the beings on the other side want to find their missing citizens... The Rift is weakening...
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"A child's instinctual need for the comfort of a stuffed animal is rooted in a reality long forgotten by the adult world. The hidden truth is that these companions have been defending children since the dawn of time. Meet Aheri, the Loyal Guardian. Keep your Loyal Guardian close at hand and go to sleep knowing that your guardian will protect you through the night." There is magic instilled in some very special stuffed animals. To most adults, they're just ordinary stuffed animals. But to those who believe in magic, they're so much more than ordinary. These animals come in all shapes and sizes. Big ones, tall ones, large ones, small ones. They are born in the human world and each one is blessed with life from their Maker. Only one human from each generation can forge their life force. That life is then pledged to defend the children from the things that go bump in the night. But children are not completely helpless either; they have a strange magic known as imagination. Like all magics, children can control it as much as it controls them. It can bring magical life to all of their toys. It can turn them into a giant or allow them to soar like an eagle. But when a child has lost control of it, it can give life to things that go bump in the night. There is no equation, no formula, no blueprint for make-believe. No structure, guidelines or rules. Only magic can exist in such an unfettered state. Only Imagination. A child can learn to control it, but they have to be able to create a barrier where none exists; they must be able to keep their fear from making their imagination run wild with terrifying things, and they must be able to summon the courage to face those fears and summon that self-same imagination back into their control to help themselves. Imagination without courage is useless... The things that go bump in the night are known as Beasties; ugly monsters that creep in the shadows and hide beneath beds and inside closets at night. The Beasties never have been much on courage, unless they outnumber you. They're essentially cowards at heart; they'll cower every time in the face of bravery. But they are always trying to catch and steal children, for not only do they see children as tasty snacks, but also as a source of fear. The Beasties use fear as a weapon to gain strength against the Stuffed Animal Militia. No one knows when the Beasties first came to life, but from the first time the Stuffed Animal Militia came upon them, they have been at war. The mission of the Stuffed Animal Militia has always been clear; to protect the children. The price they have paid for this mission is often a dear one... and these losses are honored and remembered in the Hall of the Fallen. Here, statues of the valiant guardians who perished are erected in honor of their sacrifice. King Marco of the Stuffed Animal Kingdom sits upon the throne in the Crystal Castle; the seat of power that bars the gate between a child's bravery and their darkest fears. As long as the king is in command over that throne, the gate is sealed. Should a beastie ever amass an army, lay siege to the castle, and take control of that throne, the gate will open to every child's worst nightmares. And once that happens, a feast will begin... composed of true night terrors, and the very lives of every child in the world... **Inspired by the comic series Lions, Tigers and Bears
Rebecca Chance has fallen into the Stuffed Animal Kingdom. Protected by two guardians, Aheri and Miesha, she must return to her own world. The portal that Rebecca fell through is only one-way, so she must travel through the Stuffed Animal Kingdom to find a safe route. Neither Aheri nor Miesha know of any in the surrounding lands, so the group decides to head for the wisest being in the Stuffed Animal Kingdom; Inahrii, an ancient dragon whose knowledge spans the ages. If anybody knows how to get back home, Inahrii will! The problem is that the Beasties have gotten bolder, and Rebecca is in danger! A pair of Beasties, Babbler, and Grunt, are hunting for Rebecca at the behest of their master, an unknown creature known only as Vex the Cruel. Along the route, Babbler and Grunt ambush the group and attempt to steal Rebecca. They manage to kidnap her temporarily but their attempt to bring her to Vex is interrupted by Sahloknir, a fierce dragon who also happens to be a noble knight! How does a dragon become a knight? Well, he has to be brave, courteous, and noble. Since protecting children is one of the noblest of deeds, this fellow is more than happy to help! The problem is, that Rebecca's presence has been reported to Vex, and he has raised an army of Beasties to join the search. With the help of a scout robot called AXAL, they have to navigate the Beastie-infested lands in between them and the Crystal Castle. |
The world existed in a delicate balance. Fire and Water. Earth and Air. Light and Dark. Divided among and between, was Balance. The sun rose each day to bring light and growth, and the moon took its place to allow for darkness and rest. The concepts were very simple and this was what all branches of magic strove for. Balance was disturbed, however, when a new Director of Light came into power when the old one retired. This new Director was very opinionated, and those opinions involved restructuring the balance. He named himself Tahrovin the Inquisitor. He believed that balance was only achieved when Darkness was eliminated. Light became Good, and Darkness became Bad. Bad must be stamped out, or forced to live within the constraints that the Light permitted. Freedom was caged by new laws; laws which became more constricting on a weekly basis. In the beginning, commands were treated with grumbling and complaining, and the Light Agents did their best to warn the Dark Agents and work with them as peacefully as they could to enforce the new laws. Dark Agents were shocked, offended, and very upset by the new regime, as was to be expected. For a time, they tried to follow the constraints, not wanting the long friendships that had been forged to shatter. But commands became worse and worse. The strain on both sides quickly reached the breaking point. Friends became enemies, and every Light Agent who obeyed, soon took to hunting the Agents of Darkness like criminals. Angry at the treatment, the Dark Agents, responsible for keeping the Dark Citizens safe, retaliated. The battle began in earnest when the Dark finally put their collective foot down. War broke out. Cities became segregated. Then, they became all Light or all Dark. Supremacists took sides and went for one another's throats. Balance exists in all things, and even war between the two elements could not be won; only struggled through with losses on both sides. Factions began forming, and the unity of the Agencies fractured. The war grew worse, with more casualties, as no one could unite for any decisive decision. Where was the Agency of Balance in all of this? Thrown into chaos. Agents of Balance were either "Missing In Action," or else "no longer with the Agency." It should be no surprise that the ones who went missing were trying to aid the Dark in regaining equality. But there is one faction doing better than any of the others... one rumored to be hiding in Shadowglen forest. They say a mystical Sanctuary has appeared, and sympathizers are gathering...
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If a dungeon needed exploring, or a treasure retrieving, or simply the call of adventure, Kelani's group is the best of the best. They can be hired for the right price, and seem to be able to handle themselves in any situation. Then a new dungeon is discovered, with something from ancient times sealed inside, it seems like the perfect adventure...
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Once upon a time, there was a valley near Shengui Guo, named Tengoku. Tengoku Valley was a beautiful place, and a peaceful one, thanks to the goddess who tended it. Her name was Seinaru, meaning "Holy" in the local language. Seinaru ruled over her valley with love and protection; no drought parched her valley in the summer, and no deadly blizzards touched her home in winter. The seasons were noticeable, but never harsh. Harvest yielded plenty for the winter months, and spring brought flourishing crops for the next year. The land was fertile, and all that was planted there grew strong, and produced crops. Seinaru had a few landmarks that were hers; an orchard full of fruit bearing trees, a temple in which she lived, and magical gates that allowed no one to pass through without her permission. One day, she received a magical notice that people had gathered at her gates. Investigating, she found that the people were poor, carrying little more than what they had on their backs. War had broken out across the lands, and desperate refugees sought the only place they thought would be a sanctuary for them. Kindly, she opened the gates and allowed them inside. The people were grateful and began cultivating the lands. Homes were built, fields were ploughed, and the people gave thanks and worship at her temple. Seinaru continued to protect the valley and keep the land fertile. But a goddess lives forever, and not so mortal men. As the descendants of the original refugees were born, a darkness crept into their hearts. Life was good and fulfilling in the valley, but things that are easy breed laziness and selfishness. The people forgot how much they owed to their goddess. They grew demanding and petulant. When Seinaru chastised them for making demands purely out of a wish not to have to work for a living, many villagers grew enraged. They attacked the temple, seized the goddess, and threw her in chains. "You shall be imprisoned until you swear upon your soul to serve us and grant us all we demand!" the head man boomed, before slamming the door shut on the prison cell. As the lock slammed home, Seinaru's kindly and sorrowful expression darkened. "Then I recant my protections upon this valley," she intoned. The shackles fell away, empty. Seinaru, the Holy, was gone. In her place, stood Noroi, the Cursed. The orchard faded away from the landscape. The temple disappeared. On that dark, cold night, the protections vanished. And from the mountains, a deadly blizzard began to blow its way down to the now-unprotected valley of selfish humans.
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| Once upon a time, before the world shifted, there was an enchanted forest that was alive with strange and wondrous creatures. Golden sunlight filtered between cool green leaves, and everywhere you looked, there was life, laughter, and music. Lain sang wild, untamed melodies among the branches. Popoko helped those who got lost. The Mahar were wise, their scales glittering like jewels. Ghostly played tricks on anyone brave enough to wander at night. People built homes at the forest’s edge, drawn by its mystery and magic. It was impossible not to get swept up in it: people were inspired to sing songs, tell stories, write poetry, or paint. Creatures would wander out to meet the townsfolk, and everyone greeted them with open arms. Festivals and celebrations grew up around the creatures that came to delight, play, and inspire. That’s how the little town of Fableton sprang up. Buildings as colorful and peculiar as the stories themselves appeared, and people would travel from distant places, hoping to capture a bit of magic for themselves. Of course, people argued, debated, and sometimes fought, but laughter and dancing always pulled them back together. Yet, for all its wonder, it was not without its dangers. For every creature that brought joy, another inspired fear. Where some healed, others caused harm. For every friendly creature, there was something dangerous lurking in the shadows. Light and darkness, always entwined. No one remembers where the first true monster came from. Some say it was inevitable - just as virtue has its magic, so does vice. And that is what she was called: Vyces was a terrible hound, terrifying and relentless. She hunted the darkness within people’s hearts, always watching, always waiting. Then, one day, she chose her prey. The first death shook the town. A man known for his cowardice was found alone in a locked room, huddled in on himself in a position that people could almost call cowering. In life, he often failed in his responsibilities, made excuses rather than stand up, or show up when needed. His face was frozen into a mask of fear. The word “Cowardice” was carved across his forehead. A paw print lay burned upon his chest, directly above his heart. The spellcasters tried to see how he died, and what they witnessed haunted them: his soul had been ripped from his still-screaming body. That was the day the Hunters formed. They were a paramilitary group, trained to be guardians against the terrible and dangerous. Three of them, determined to protect the town, plunged into the forest to find whatever power had twisted their world. What happened in those woods, nobody truly knows, but after that, something broke. A sound tore through the forest, louder and deeper than thunder, and so fierce it left everything quaking. The creatures howled. The trees trembled. The forest lost its warmth of gold and coolness of green, replaced by a biting chill spreading from the woods’ heart. Sunlight rarely touched the ground, and no longer gave the forest its magical delight. The wind began to whisper, and dark things began to creep, slither, and slink where children used to play. Fableton’s whimsical, colorful houses turned gray and square. The laughter and songs faded. No one wrote stories or painted, because no one wanted to remember what was lost. Fableton was gone, and in its place stood Mournstead, a place heavy with silence and loss. The forest no longer welcomed the townsfolk. An unshakable sense of dread would surround those who ventured too deeply, for the forest lashed out like a wounded animal. Children dared each other to touch a tree at the very edge as a sign of bravery, but nobody wanted to go past the line where the sunlight stopped. People started calling it The Vale of Hungry Shadows. Three centuries have passed, and every year, the forest grows darker. The kind, the magical, the fantastic have faded, leaving only cruelty and nightmares. deadly creatures pour from the forest at night, stalking the streets. The Hunters are fighting to the best of their abilities, but as the darkness grows stronger, their job is steadily becoming harder. People want to escape, to find safety elsewhere. Some try, but the forest refuses to let them go. Anyone who tries to run feels the forest pulling them back. It despises them, but it also needs them. Because, in the end, it has to feed. WARNING: this series is monster-horror based, with death attached to each of the sins. Don't get too attached, as almost no one is safe.
8 Deadly Sins Story List
Pillar of Mind: The connection of the body and soul. The mind is responsible for thoughts and emotions, as well as control and balance, which play a big role in the health of the forest. Pillar of Body: The physical form of the forest. The body is responsible for how it appears to others and what others experience while within it. Pillar of Soul: The non physical sense of the forest. The spirit is responsible for whether the forest offers guidance, peace, and healing, or deception, conflict, and harm. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
In a universe where comic book crazy shenanigans happen frequently, some of the population of the world were transformed into Supers approximately 10 years ago. Misty Falls is a city on par with Los Angeles and there are many stories to tell.
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These are the stories of those who live in Skyrim. In a harsh and savage world, where murder is a crime, but also a way of life, what makes a monster and what makes a man? All story links not directly pet related take you to Archive Of Our Own, and are safe to click. Cutting A Deal - Savari the Khajiit Dragonborn arrives in the sleepy town of Rorikstead, seeking a hot meal and a warm bed. Upon her arrival, she becomes involved in a rescue mission, and crosses paths with Lemkil; a man notorious for his alcoholism and mistreatment of his children. When Lemkil says something truly offensive to Savari, she decides to give him what he truly desires, albeit with a little persuasion. The Deadly Fang - Kriivah, a Breton werewolf and assassin, has already experienced betrayal in her life. Originally from the Hammerfell Chapter of the Dark Brotherhood, she travels to Skyrim after her Sanctuary falls. Renae Grigori, also known as Kriivah, is not your typical cold-blooded assassin; her green eyes, red hair, and smiling mouth conceal the soul of a wolf and a fondness for poisons. Encountering a jester on the road was just the start of her story. Legacy of The Dragonborn - Jo'Hari is a specialized mercenary known as Orphan White. She owes allegiance only to the Orphan's Guild and lives and dies by her reputation for professionalism and skill. Upon receiving an invitation to a museum in Solitude, Jo'Hari is soon drawn to Skyrim, with all the complications that come with it. Blood In the Marsh - A dark and suspicious rumor draws Lasirah, a Redguard vampire hunter, to Morthal. Prodded by her two patrons, Stendarr, God of Justice and Mercy, and Meridia, Daedric Prince of Life, she begins her investigation of a burned out house.... and begins to uncover a deadly conspiracy that will affect the entire town. Ancient Prophecy: Tyranny Of The Sun - Lasirah has been slaying remorseless, soulless, bloodsuckers for 15 years. Upon Jarl Idgrod Ravencrone's recommendation, Lasirah travels to Fort Dawnguard to start rebuilding a faction of vampire hunters. Meeting Isran and his growing group was a pleasant surprise. However, trouble starts right away when a Vigilant staggers in, begging for aid to prevent the vampires from getting their hands on a lost vampire artifact. Little did Lasirah know that this was just the beginning of the greatest adventure of her life. Thieves Guild - Dar'Zon, proudly wears his most ancient title; meaning that he is nimble fingered, lithe of tongue, inquisitive, acquisitive, and clever. He is but a clever entertainer, friend, quick with sleight of hand tricks, such as plucking a coin from behind one's ear, or shifting and shuffling cups. Thieves Guild? Khajiit knows nothing about the Thieves Guild, and he is quite offended, sir, by your claim that he did not acquire all of his property honestly. Good day to you. Unknown Quest Line - Daryn the Deft is a Dark Elf. Story idea to come.
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