[img]http://fc02.deviantart.net/fs37/f/2008/257/e/1/The_World_Tree_by_AnasteziA.jpg[/img] [b]Arboreal[/b] [u]Concept[/u] Players create a unique anthropomorphic animal race (must be an arboreal animal, squirrel, bird, chameleon, monkey, etc.) and play as a member of that race in a world which is, effectively, a supermassive tree on the scale of a planetoid orbiting a star in space. The mainplot will involve the conflict between the green, sunlit realms of the upper branches (Phyllan or the Phyllosphere) and the dark, dank and fungal dominated landscapes of the root realms (Rhizora or the Rhizosphere). [u]Setting[/u] The World Tree or Orun is far older than even Owlish records and holds a host of animal civilizations within its boughs and betwixt its roots. Although each species has its own culture, they can be classed largely into two categories, Dendroids or Branch dwellers, and Rhizoids or Root Dwellers. Invertebrates dominate the Rhizorum and tend to be cold and ruthless in their organization. They care little for the health of Orun and so tend to spread sickness, blight, in their wake. Vertebrates, on the other hand, dominate the boughs and trunk and tend to be more empathic toward both one another and the world tree itself. The dominant society in the Rhizosphere is the Cicadian Empire, a powerful society of insect root parasites who draw the fuel for their dark magics directly from the tree's lifesap. Cicadians periodically lead invasions into the phyllosphere when their society undergoes a radical metamorphisis which grants them wings and powered flight. Opposing them in the branches is a loose alliance of varied animal cultures united only in their stewerdship of the tree and respect for the druids, ancient practitioners of green magic who offer advice but eschew power. [u]Magic[/u] Magic in the world always derives from the world tree. Black or Blight Magic taps the fluid essence of the world tree, called mana, for power and causes rot and sickness as a result. It is practiced openly only in the Rhizosphere. Green magic or druidry, on the other hand, restrains itself to using only sources that the tree itself provides, ambrosia from nectar or fruits. Black magic is unquestionably more powerful, but it can only destroy where as green magic may be weak but it alone can create life. Other forms of magic are rumored to exist, but are not widely known. All these magics require a certain kind of mind which is in tune with its source of power, the lifeforce of the tree or the spiral of decay. Such a mindset comes either from a natural gift or decades of training and/or intensive meditation. [u]Technology[/u] By using the different fibers and woods provided by the tree, almost any material imaginable is available for technology. Although limited to preindustrial machines, the animal races of the boughs have mastered wind power and airship technology. The later are the main type of transport in the Dendrosphere where the spans of air between branches would otherwise make travel difficult. Although not as keen on airships (many rhizoids already possess wings), Rhizoid armies are feared for their use of graywood (iron) and other metals available to them due to their close interface with the soil that surrounds Orun's roots. [u]Races[/u] In general all animal races will be about the same size regardless of the size of their realworld counterparts. Invertebrate races will be, in general, about half this standard scale. Players should feel free to be as creative as possible when designing their race so long as they stay true to the overall theme. [u]Game[/u] The game will be party based and open world. Although there will be mainplot elements players WILL NOT be railroaded and rather will have the freedom to confront challenges in whichever way they deem fit. The only constrictions are that players try to remain as a party and not completely ignore important world events. [img]http://25.media.tumblr.com/tumblr_mehd2hswTm1rbavngo1_1280.gif[/img]