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as hialao is the central dimension from which everyone can travel to the others, it's no surprise that its train station is the largest by far, and one of the focal points of the dimension itself. it's long and semi-open, sharing similar construction as the east side of the dimension -- light walls and several pillars running down its length. there are six different branches of the hialao station; one for each of the remaining dimensions. if you're just arriving you can find various informational pamphlets about the dimensions in each of the branches so that you can decide where you want to go. the trains run in both directions with each dimension twice a day - once in the morning and once in the evening - so if you miss one, you'll have a bit of a wait. luckily though, there's plenty in hialao to occupy you should that happen.
the main square is where the general hustle and bustle of the little island town can be found - from attractions to eateries, the main square provides residents with various things to busy their day with. built around tall buildings and stone pathways, the main square is decorated with lush vegetation and an elegant fountain in the middle to top it all off. most of the citizens roaming around this area tend to have come from the east side, but the area in no way neglects those with less money to blow - so long as you can afford what the main square has to offer you.
though much of hialao feels very tropical, the east side of the island is more reminiscent of a european town. the homes are almost all large and lush, the atmosphere elegant -- not surprising, considering the wealthiest residents of the dimension call this area home. the streets are narrow, shops pressed tightly near its center, and plenty of opportunities for entertainment can be found throughout this area, if you can afford them.
opposite of the east side, the west side of the island is secluded among the cliffside near the beach, seeming much more tropical than the european-styled east side. due to the dangers of rockslides, the smaller houses and shacks of the west side and much less pricier than those found between the narrow streets of the east side. although the west side is much less glamorous than its counterpart, it still manages to offer many opportunities for entertainment.
away from the clamor of the island town are the more remote areas of the dimension. found among the outskirts are various cliffsides that outline the island as an almost-barrier, lining the sands of the beach and curving around the heart of the island. not too far away from the cliffside is the local beach, with water that stretches for miles and miles - except, you may want to be wary of what exactly resides in those waters. the docks provide opportunities to fish and boat tours, as well as rent out kayaks and various other boating needs. not far past the island itself lies kahiko garden - a regular, little oasis with breathtaking vegetation and streams dividing it all. it's safe to say that the more interesting parts of the island might be found outside the town itself.
hidden between cliffsides and shrouded by plant life is moku valley, a marvelous gorge complete with hiking trails and obscure flora. tucked neatly into the cliffs is the falls, an open area made up of waterfalls and streams - perfect to stop at for a rest while exploring the valley. deeper into the valley are the hot springs, one of the most treasured spots among the island, and even further lies the dormant volcano - mauna makai. although, you might not want to stray too close; while currently inactive, that could very well change in the matter of seconds.
the bazaar is the central most location of the main town of wildewall. it is here that the people of the dimension gather to enjoy a day of shopping or leisure. throughout the bazaar are the many shops that have been built on the dirt paths for as long as anyone can remember. others have stalls lining the dirt path to show off the wares they have created, or stolen in some cases. if a day of shopping isn't what you're after, there are various places of leisure. there are also a few inns in and surrounding the bazaar to offer a temporary place of rest.
the military division is, as one might imagine, the area of wildewalll that is dedicated to the protection of those who choose to live there. although no residences line these paths, it is one of the safest places to be when the sun falls below the horizon. the barracks for the soldiers, as well as the forges that create provisions for the soldiers, is located in this area. if you ever find yourself running from a bandit, run directly into this district. there is always someone there to take the lead and save a few lives.
the north division is the home of the government that rules over all of wildewall. farther up, past all of the others in the dimension, is the head house where the three leaders of wildewall hold their meetings with each other. inside the head house are actually four separate places that ensure no one grows tired of seeing another when peace must be on their minds. on either side of the head house are the farms that constantly provide the food and even transportation to the entirety of the town. it is here that the train station resides, allowing those who wish it to travel to and from other dimensions.
these homes are those that choose to live in the safety of the soldiers of wildewall, living in or very near the town. these homes reside between the north division and the bazaar. the houses themselves range from luxurious near the north division to rather sad looking shacks farther away from the town. still, it offers protection that the outside forests do not offer.
outside of the protection of the soldiers, wildewall is completely surrounded by lush forests. within these forests, there are military outposts to protect those smaller settlements that didn't wish to live in the hustle and bustle of the larger town. following paths, you may come across one of the many shrines that a resident of wildewall has built to be at one with their religious beliefs. some are active, others are simply ruins. however, not all is well in the forests. there are a few bandit camps lurking within the shadows, just waiting to take advantage of a poor, innocent soul.
travel far enough away from the safety of wildewall's main town and you will come across the fishing docks. the fishermen take pride in their work, often staying for long periods of time in order to ship back enough fresh fish to their beloved town. other than the main dirt road that leads the shipments to and from the town, the forest has surrounded the area, causing a very dangerous atmosphere to those who are brave enough to face it. after all, the bandits know how to get their food very easily.
though it's called a lake, this body of water is quite large and incredibly deep - though with the right potions, that won't make much difference to you. on the surface the water seems to change and shift colors as you look, like many things in this dimension. crystalline blues, deep purples, fiery reds; it's beautiful but almost looks dangerous. don't worry, though - if there's anything dangerous about lake amaranth it's what lies beneath it.
the largest town in elestis -- in fact, the only real town, unless you count the merpeoples' city. iscantir is surrounded by a thick ring of ice; it's about a mile across and, unless you happen to have a pair of ice skates, pretty difficult to cross. the village is still able to be seen across the ice circle, of course, and typically the guards stationed on the inside of the ring(who always have at least a few wizards in their ranks) will ask you to identify yourself and lower a bridge if they're satisfied with your answer; otherwise there's a good chance they'll feed you to some kind of beast.
floating just south of iscantir atop a bundle of ever-white clouds is castle kiamoko, where the parliament and other government officials reside and where all of the lawmaking of elestis takes place. it isn't particularly large as there are only five parliament members; the rest of the castle's occupants are typically assistants, maids, and the like. meetings between parliament members and the people of elestis can be scheduled (walk-ins are almost always turned away) but of course it's up to you to get up there. this is precisely why many of the citizens have purchased their own flying broomstick; it pays to have these things handy.
perhaps it may not seem the most aptly named area of elestis -- the trees are ever-changing in color, from their roots to their branches to their leaves, much like the water of lake amaranth. it makes a spectacular show for even the older residents, and many like to venture to the outskirts of town to watch the lights in the evening. however, though there are many beautiful things in the forest, such as unicorns and fairies, if you're lucky enough to spot them, be warned that there are many mysterious (and sometimes dangerous) things that lurk here as well.
though it's true name is the "cavern labyrinth", locals have taken to calling the vast network of caves outside of town the vines because of the way they seem to twist together nonsensically. truthfully, it's incredibly easy to become desperately lost in the caves, with so many twisting passageways and chambers that lead up, down, and to various sides, if you aren't careful. many a townsperson has been lost to the vines and thus it's highly recommended to stay away from them. however they do hold many treasures -- it's said that ancient pirates hid their loot in the caves, and that is far from the only legend that surrounds them. needless to say that is enough to tempt many into braving their twists and turns.
this was once a place of solitude and quiet, often the perfect getaway spot for a picnic -- the hills dip down into a long stretch of grass. at least, it begins as grass, and then quickly fades into a large pond; still, it works for small groups, as there are many round sections of still-grassy earth found dotted throughout the area of water. needless to say it was a popular spot, and still is, though that's mainly on account of the many whimsical things that have gathered near this spot. namely, the carnival. if you've come for peace and quiet, you're likely to be disappointed, with the delighted noises of carnival-goers not too far away.
if parse is an atom then the central unit is the nucleus. this town square is massive, its streets wide to accommodate the heavy traffic that moves throughout. shops are situated on every level, their lights always on, their doors never closed; the streets aren't illuminated by streetlamps but by the billboards that loom floating overhead, enormous screens that flicker between advertisements suspended in mid-air. though daylight never touches this dimension, it's as bright as noon here, but in neon colors, and at any hour there is a steady, humming noise of people - artificial and otherwise - and of machines. police presence here is heavy, order needed to keep everything running smoothly and the citizens in line.
in this dimension, where no one sees the light of day, life seems like one long party - and in the entertainment part of parse, they're doing nothing to deter that. there are countless clubs and bars and arcades - but perhaps the most popular pasttime of the citizens of parse is the virtual reality combat game called 'interface'. having fun and using free time on recreation isn't quite as taboo in parse as it may be in other worlds; in fact, it's encouraged, and as long as you have the credit to support yourself in your habits, then letting loose is entirely acceptable - it may even be expected. some good things come with the party atmosphere - like innovative fashion and trends - but there's always the other side of the coin: recreational drug use, addiction, and dealing.
travel in parse is made easier by three separate levels of travel, each one higher in the air than the last. rules are strictly enforced where these circuits are concerned; anyone found violating the rules will be detained. the lowest level are for those traveling on foot; the second level for those with motorcycles; the third for those traveling by shuttle. the shuttle itself is free to all citizens and can be accessed by elevators on every street corner; motorcycles can be purchased from dealerships throughout parse. SHELL is a heavy presence in the streets of parse, their three-wheeled vehicles able to bypass all the rules that everyone else must obey.
residences of all sizes are available here in parse, but no matter how small the house, the technology remains. they're all smarthomes, each with its own personal artificial intelligence unit which can be customized to change its name, personality, and voice. this unit can be instructed to do anything from lock the doors to do dishes to run a bath and is designed to recognize its owner and any other frequent visitors, if instructed. basic furniture is provided upon first moving in, but upgrades can be purchased if something more glamorous is preferred. there is always something bigger and better waiting for those that have the credit for it.
the entirety of parse is run by a single company - BIOS. the owner of BIOS, the CEO and therefore the one with absolute power, is unknown to the citizens of this world as of yet, though some of the higher-ups in management serve as mouthpieces to communicate to parse's citizens. BIOS wasn't always the biggest power in parse, but when they seized control of the dimension's power source - the nectar that flows in rivers into the massive city - they seized control of the entire world. BIOS controls everything, from commerce to the police force to the very air the citizens of parse breathe, and has been, for the most part, fair in its rule - though it's only a matter of time before the power goes to its head.
outside of the city itself, beyond the jurisdiction of the police and out of the reach of BIOS is the junkyard. here, anything broken, old, unused, forgotten gets dumped in mountains of metal and wires. years ago, no humans ventured out here, only drones that carried the unwanted junk - but eventually, inhabitants of parse began to make their way out here. the culture in the junkyard is entirely different from that in the city, most all comforts gone and law ignored. there is dirt, grunge, and broken metal - rough in everything where the city itself is smooth. dirt roads wind through mounds of damaged goods and lead to a broken-down city pieced together with relics of the past.
parker is the wealthier district within barrows. this is where the most powerful gangs are based, and almost everyone who lives here is a member of one (besides the rare few who’ve gained influence on their own). while no place in barrows is safe, parker district does at least put up a presentable façade, and there are plenty of opportunities to be entertained – but don’t let your guard down.
the majority of barrows’ population lives in starr district. some areas of the district are decent enough, while others are total slums. unorganized violent crime is common here, so many who are skilled enough have taken up work as vigilantes, trying to protect the innocent people who live in the district.
there are plenty of stores scattered throughout barrows, from the utterly innocuous to the sort that would be illegal in any place with, you know, actual law. the shop owners won’t cheat you out of your money (usually), but be careful not to lose your wallet on the way there. a large number of barrows' residents work in either these stores and restaurants or the factories that exist throughout the dimension.
most of the residents of barrows live in apartments, though the quality of these vary widely. those who live in parker district often live in lavish, roomy suites. in starr district, the lucky live in decent apartments, while those who are less so are forced into cramped quarters with few amenities.
the park functions as the border between the two districts and is technically part of neither – it may be the only area in barrows with trees. it’s a large, well-kept area, even including a playground for children and a public pool. during the day, the park is rarely the scene of any crime, but it’s not advisable to stay out after sunset.
the mostly-empty outskirts of barrows bear all the signs of halted construction – unfinished building projects make it a dangerous place, an industrial ghost town. it’s not safe to wander here for long, as you’re likely to be crushed by a falling beam or knifed by one of those who make their homes in these ruins. does make a decent place for clandestine meetings, though.
even the train station of this dimension is is entirely underwater, primarily functioning as a submarine port. tethya’s port lies within one of the dimension’s large area-bubbles, where submarines come and go on a strict schedule. the only train that runs from the port is the subway that links it to hialao. save for the docks, someone smart has built a cafe that serves light snacks for travelers. like the rest of tethya’s food, the cafe serves freshly-caught dishes, its entire menu consisting of seafood.
tethya is a much smaller dimension compared to the others, and residential space is scarce. the auxis quarter houses both the stinking rich and the average citizens. those who can afford to live comfortably in tethya make their home with other people who are filthy rich. however, the majority of the tethya’s residents live in the apartment complexes. the architects of the dimension chose to build up as opposed to horizontally due to the lack of land, some of these apartments reaching up to twenty floors high.
the belontia quarter sells unique wares that are difficult to come by in other dimensions. nearly all of the goods that can be found in belontia find their origins in the ocean. from fish-scale earrings to kelp dresses (who wears kelp dresses people from tethya wear kelp dresses), belontia offers a boatload of special merchandise. even the cuisine that belontia has to offer revolves around sealife, down to both cooked and raw fish whose flesh is so tender that it melts in your mouth.
if you’re looking to make a splash both literally and figuratively, look no further than the lamna quarter. the entertainment district of tethya is generally teeming with visitors, their main attraction in the shape of a large amusement park. those who wish for some peace and quiet often seek refuge in the pyocs gardens. surprisingly enough, many of tethya’s residents are heavily invested in submarine racing, and at night, the sounds of illegal drag races that happen outside the official tracks.
unlike the rest of tethya, the xiphias quarter is primarily devoid of the leisurely activities. here, the governing body of the tethya dimension can be found, including the royal palace and the council building. most of the power rests in the monarch's hands, and though the architecture is relatively toned down and classical, the colorful palace, decorated with both polished glass and shells, is awe-inspiring.
the world outside of tethya’s bubbles are dark and dangerous. with ocean stretching on for endless miles all around and no surface to speak of, the only sources of light are from the deep-sea creatures and the light from divers and submarines. there are treacherous underwater currents and massive beasts that lurk outside the safety of the main city. tethya’s rulers encourage people to stay within the city as much as possible, but there are still many adventurous souls who wander out -- perhaps in search of treasure, or the surface, or even to participate in illegal submarine races.
Welcome to the multiverse. You've slipped through the ephemeral veil of gossamer that separates your own world from ours. It is a train which mysteriously brought you here. These trains also serve as our lifeblood by interconnecting our six dimensions.
Hialao is the nucleus, a modern, sunny and hospitable seaside realm; Wildewall is steeped in tradition, good for those with archaic roots and a taste for wilderness; Elestis is the fantasy land of ever-tumbling magic and whimsical imagination; Parse whirs like the massive digital machine that it is, advanced and technological.
Barrows is the breeding ground of chaos, with refrains of grunge and anachronistic crime; Tethya is the small but glorious underwater world reminiscent of Victorian times; and those who don't feel at home in any of these places, or simply like to wander, are known as Drifters.
Skin made by Julianna Codes exclusively for Gossamer. Modals Script courtesy Code. Official site templates, optional posting templates, and residual coding by Julianna Codes. Icons courtesy Font Awesome and Ionicons. Site premise was formed by the original staff of Gossamer - Alida, Prince, Rebecca, Morgan, and Tera, who created the dimensions of Elestis, Hialao, Parse, Barrows, and Wildewall, respectively. Additionally, Tethya was the result of a site event and was created by a former member, Velvet. Gossamer's genre-based multiversal concept must not be duplicated or mirrored elsewhere without express permission from the current owner (Dae). DO NOT RIP, INSPIRE, RECREATE, OR STEAL ANY PART OF THIS SITE.