[b]WIP Posts[/b] [hider=+] [center] Hello, this is another revamp of the roleplay created by the wonderful [@MyLalia]. For those who have been with us since the beginning (or an earlier reboot), there is much you will recognize, as for those who are just joining please note the following: [b]This is is a dark and mature roleplay. The themes of death, torture, forced marriages and war are but a handful of the things that can be found within these walls.[/b] My name is Libby and I will be your conductor on this wild ride. I also have a pet Ellion that is sometimes helpful but mostly derails plot lines because she is bored and I wasn’t paying attention enough. Do not trust. (Really, don’t trust her. She wrote that to make me look mean I swear. ~Libby) Jokes aside let’s go on a little adventure. [img]http://coversforfb.com/media/covers/thumb/Fantasy--Warrior-Lovers--3738.jpg[/img] [h2][b]The Players[/b][/h2] [hider=The Gemmenites] These fair creatures known as the Gemmenites (or Gems for short) hail from a country known as Gemmenia. While they look human in most physical aspects, each one is born with the power to call upon one of the four elements: Water, Fire, Earth, Air. With this power they can guide their aligned element to perform various tasks for them, however, their powers are limited by their own constitutions. If used for too long, or requests are overly complicated, the Gem can end up doing harm unto themselves. Gem's appearances are varied as they come in various hair colors as well as skin tones. One of their common, unique features is their glittering skin. It is usually very subtle and is most noticeable when in the sunlight or by firelight. As for their lifespans, the average Gemmenite might live to somewhere between 100 and 150 years of age. Also important to note that Gemmenites are a very community oriented society. They do not condone violence and have gone to great lengths in order to avoid war. They have no formal army, and most Gems to do not know how to fight (though most do not want to anyway). It is because of their close-knit nature though, that is comes as no surprise that they gather their strength from their fellow Gems, and thrive when working together toward a common goal. [hider=Culture: Gemmenite] [list] [*] Gems live in something like a paradise called Gemmenia (Rolling green hills, crystal clear waters, and beautiful cities) [*] Gemmenite court members are voted in from Grand families, but if a common Gem receives support from the people. They to can be voted into the court.(A grand total of seven Gems of each type are on the council at any one time, with the exception of the ruling element, which only has three council members and then the king or queen presiding over each council session.) [*] Gemmenite royalty is a long line of rulers that are usually water Gems as they are usually wise. (There has been families of other elements, usually they ruled when they're most needed) [*] Gem's are peaceful beings, and don't like fighting. That is why they give some of their daughters to the Drakken, so that they get much needed protection. [*] Female Gemmenites become of age for the Reaping at 18yrs-21yrs [list][*] Most are taken at 18yrs, as most Drakkan males don't want anything older.[/list] [*] Gem's usually marry other Gem's of the same element (so wind with wind, water with water.) So their children will be of the same element. [list] [*] A two different element Gem pairing will result in the child getting the element of its same gendered parent. [*] In uncommon cases the child of two different element Gems can get the same element of its parent of the opposite gender. But again this is uncommon. [*] There has been cases where the above have been disregarded and the child having a completely different element than either of the parents. This is really rare though[/list] [*] Gems have a trio of Goddesses and one God (Naia - Goddess of Water and Wisdom, Auram - Goddess of Air and Liberty, Pyrus - God of Fire and Strength, Vivari - Goddess of Earth and the Great Mother) [*] Gem brides have been known to set up small shrines/altars in secret within their husband's estates to retain their native faith. Typically things do not go well for the brides if these shrines are found.[/list] [/hider] [hider=Gem Gods - Lore] [u][b]Vivari the Great Mother[/b][/u] [hider=Vivari - Goddess of Earth and the Great Mother] [img]http://wiki.guildwars.com/images/thumb/4/4f/%22Melandru%22_concept_art.jpg/300px-%22Melandru%22_concept_art.jpg[/img] [/hider] [list] [*]Vivari was the founder of all the races. [*]When the world was young and fertile she gave birth to many creatures; most she loved and nurtured. [*]These loved ones were the first races, beautiful and gentle, they represented their mother's gentleness and kindness. [*]But the Great Mother's violent side became manifest in her next children, who were vile and delighted in attempting to destroy or enslave the other races. [*]Three of these children, Drun, Krenta, and Sorrak, became gods themselves, having drawn great power from the suffering they caused. [*]Horrified at what she had created, the Great Mother birthed three others, Naia, Pyrus, and Auram, to try and stop the three hated ones. Into these three good children she poured all of her strength. [*]They were to bring balance, but her violent children were themselves too strong, and created their own children from the flesh of their Mother, weakening her. From the Mother's flesh many vile races were born, overpowering the Elder children. They nearly destroyed their Mother and younger siblings. [*]As a final bargain, Great Mother Vivari offered her vile sons valiant, strong enemies to fight in the south, the place that was blighted. But in exchange for this hunting they had to keep their offspring away from the north. [*]They agreed, but Vivari knew her children would test her will and power, so she made the Great Spine to at least forestall the inevitable. [*]The mountains of the Spine were as high and as deadly as the one who made them; as protective of the Gemmenite realm as any mother would be to her favorite daughters. [*]To the north of these mountains Vivari and her three children ruled justly and brought prosperity back to their lands.[/list] [hr] [u][b]Auram, goddess of Air and Freedom[/b][/u] [hider=Auram - Goddess of Air and Liberty] [img]https://s-media-cache-ak0.pinimg.com/736x/15/7a/91/157a91d09b39710b5dae21ac51d00d1f.jpg[/img] [/hider] [list][*]Auram is the youngest of the Mother's godly children. [*]She is creative and rather quiet, always there but rarely noticed unless she's in a temper. Kind of like the element she embodies. Similarly, she is able to change her nature within seconds. [*]As an individual she is less powerful than her siblings, but when she is matched with either her brother or sister she makes them stronger. As what is a raging ocean without the mighty wind? What is a raging fire without the wind to fuel it?[/list] [hr] [u][b]Naia, Goddess of Water and Wisdom[/b][/u] [hider=Naia - Goddess of Water and Wisdom,] [img]http://40.media.tumblr.com/d22f74df92ffbf3ddcb24211dbdb6e7a/tumblr_mp729c3HzJ1s3ehzko1_1280.jpg[/img] [/hider] [list][*]Naia was the first of her Mother's children. [*]Naia, like the waters she governs, is largely calm. It takes a lot to rile her up, but when she does, like a great ocean churned in a storm, her wrath is a force to be reckoned with. [*]Naia was named the keeper of histories and wisdom for her element's stability. While one choice may have been earth, it was determined that even mighty mountains eventually crumble and shift, but water stays forever. Even through drought, storm and flood alike, water is never destroyed; simply changed of form and moved someplace else. [*]Water gems are the only ones known to bring their babies through a type of baptismal ritual. Depending upon the clan, a water gem baby will be blessed by the water in the village's most precious reservoir (be it a fresh spring, a fertile ocean, or a cleansing waterfall, it makes no difference so long as it is vital to the settlement). More on this later.[/list] [hr] [u][b]Pyrus - God of Fire and Strength[/b][/u] [hider=Pyrus - God of Fire and Strength] [img]http://fc00.deviantart.net/fs70/f/2010/331/c/7/agni____god_of_fire_by_riddhesh-d33oy9m.jpg[/img] [/hider] [list][*] Middle child of their mothers second birthing of godly children. [*] Pyrus is the ridged back bone of the group, a fearless fighter/warrior and easily set off. He gives strength to the weary and warmth to those that need it, [*] He is the only male god in the Gem gods pantheon and is the protector his sisters, mother and the people. [*] Fire Gems make up the majority of military and city guard roles.[/list] [/hider] [/hider] [hider=The Drakken] Towering over many of the realm's other races, the Drakken are an ancient race of large, horned warriors. They too have the ability to control the elements, however, unlike their Gemmenite counterparts, have access to two different elements instead of just one. This can lead to an overall weakening of their power or control, though many make up for this with physical strength and battle prowess. As mentioned before, the Drakken are a much larger race than most. With heights averaging near the seven foot range, they barely have need for their war toned muscles to earn them the intimidation factor. Hair color and skin tones rarely differ from Drakkan to Drakkan, their environment dulling them over time. They are known for having either greyish, or tanned skin which are frequently decorated with tribal-esque tattoos and battle scars. Common hair colors are black and white, however, since breeding with Gemmenites has begun, other colors such as auburn and the occasional golden blond have been known to occur. While their skin tones and hair colors might leave one less than impressed, it is actually their horns that really set them apart. Sprouting from the sides of their skulls, these horns come in a huge variety of shapes and styles as well as colors. They are as unique to a Drakkan as a fingerprint is to a human. (Author's note: Due to cross breeding with conquered nations, there are a few genetic anomalies that have popped up among the offspring. This however should be treated as a rare case, as Drakkan genes are the dominant ones. This includes race classification and element alignment.) Many see the Drakkan race as being very selfish and barbaric, however, they are surprisingly organized in their chaos. They have a primarily patriarchal society, though, female Drakken are given just as many rights as the males. Most disputes and decisions are settled using physical means, with the spoils going to the victor. They do have a king, whose family oversees the war plans against other nations alongside the various clans that make up Drakka. And if need be they will step in to settle a dispute that has gotten out of hand between his subjects. Also important to note that due to their beliefs and societal norms, any Drakkan that is born weak, sick, or too much like their conquered breeding partner is immediately surrendered or abandoned and will not be raised as a legitimate child of that Drakkan. On average they can live to be over 700 years and like the Gemmenites, they bear many resemblances to human beings. [hider=Culture: Drakkan] [list] [*] The Drakken live in a harsh environment (deserts, rock filled lands, forests filled with horrible creatures) [*] Very few livable places in Drakka. [*] The Drakkan Court is made up of War Lords (Who are heads of grand standing families). The War lords' families have their own mini court which take care of strict family things that don't need to go to the high court. [list][*]These War Lords and important family members are usually the ones allowed to take mates. So most of the children belong to these few. (Almost like breeding a small army) [*]Any of the Grand standing families may challenge the Kings right to rule. This is rarely done, and has only been done 4 times in all of Drakkan history. (As only the strong can rule Drakka)[/list] [*] There are Drakkan females but they are rare as they too love to fight. (plus the Drakken seem to produce more males than females, hence why they take brides elsewhere) [*] The Drakken are also not the kindest creatures, living in some of the harshest terrain and having an inbred need to cause chaos makes them difficult. [*] The Drakken have a trio of Gods (Drun - God of War, Krenta - God of Death, Sorrak - God of Prolificity) [*] Though they have this trio of Gods, they also have lesser Gods. The one most mentioned in Drakkan writing is known as Norric, he is said to be the bringer of darkness and a servant of the God trio. [*] To ensure that a Gem bride is not stolen or if she happens to run away, some Drakken give them a special mark to let others know who they belong to. (this can be a brand, tattoo or anything that can be seen) [/list] [/hider] [hider=Drakkan Gods - Lore] [u][b]Krenta - God of Death[/b][/u] [hider=Krenta - God of Death] [img]http://fc03.deviantart.net/fs71/i/2010/121/f/5/Without_Sin_Demon_by_JSMarantz.jpg[/img] [/hider] [hr] [u][b]Sorrak - God of Prolificity[/b][/u] [hider=Sorrak - God of Prolificity] [img]http://img.auctiva.com/imgdata/1/0/5/5/4/0/1/webimg/562800709_o.jpg[/img] [/hider] [hr] [u][b]Drun - God of War[/b][/u] [hider=Drun - God of War] [img]http://fc02.deviantart.net/fs71/i/2013/287/6/9/demon_warrior_by_shaman_2000-d6qj2gp.jpg[/img] [/hider] [hr] [u][b]Norric - bringer of darkness and a servant of the Gods[/b][/u] [hider=Norric - bringer of darkness and a servant of the Gods] [img]http://media.wizards.com/images/magic/daily/arcana/892_ravenousdemon.jpg[/img] [/hider] [/hider] [/hider] [hider=The Anathos] If you don't recognize the name, do not fret as this is a brand new addition to the Prized Bride universe. As they are not quite playing an active role right off the bat, they will not be available for player creation until later on. That being said, they do play some part in the version of history we are going with for this revival so we figured we might let you know a little something about them beforehand. Not much is known about the Anathos as they are an ever evolving species. According to ancient historical records the Anathos were a bug-like humanoid species, although due to their diverse nature, it may be more accurate to refer to them as a culture than a race. Anathos have the ability to breed with just about any other species and have the genetic talent for assimilating the best features from those pairings. In more current times, their appearances match closer to their conquered races' than their original, but it is still possible to find individuals that have still maintained some of the original features. Staying somewhat true to their bugish nature, all Anathos are essentially one large family. Everything is done for the good of the whole and there is not much in the way of free-will. Rumors speak of a queen that is more or less a god to her people, and has immense sway over their lives... This however has never been substantiated. All decisions seem to go through a set of Anathos that closely resemble priests. They are the ones that determine when breeding is allowed, and who it will occur with. Those children are then taken and redistributed to designated caretakers where they are closely observed until they have matured. Once old enough they are placed into their roles based off of their observed talents and strengths. Those that develop divergent minds, or are severely flawed, are not banished like other species tend to do. Instead they are contained and put to use elsewhere, cut off from the rest of the colonies and are banned from breeding. Much like the other races of this realm, the Anathos retain some touch of magic... however there is not much documented on this. Information on how much of the population as well as the extent of their abilities have been lost to the modern races. It is because of this lack of information, and the ever changing physical appearances, that the Anathos are often considered a legend or myth by younger generations. [/hider] [h2][b]History of the Gems & Drakken[/b][/h2] [hider=Then:] As far back as anyone remembers, there have always been the Gemmenites and the Drakken. The Gems are a passive but proud people, quite content in their ways of life. Innovative and patient, they are incredibly good at working with and alongside one another. As the 'first children' of Vivari, the Gemmenites are considered immensely beautiful in the eyes of many of the other races. This has made them targets over the years but their pacifist nature has lead them to develop other skills to aid their survival. Many of their cities have become famous for their advancements in the arts, medicines, and even agriculture. With these skills they have managed to create many allies in which they rely on for protection in exchange for their services in diplomacy. All these factors considered, it is no wonder the Gemmenites have been able to maintain their land's vitality and thrive because of it. Made up of a few large cities and plenty of scattered towns and villages, the Gemmenites live their days out in peace and abundance in a land often referred to as a paradise. Living to the East of this said paradise, separated by a mountain chain known only as The Great Spine, are the blightened ones. Forced to spend their days in what many consider a wasteland are the Drakken. These are a people born from blood and thrive on war, known for their brute strength and ruthless nature. While they are capable of living several centuries, they found killing each other could be just as satisfying as killing everyone else. Living in the shadows of Paradise, they make do in a land of rock and monsters; a land where only the strong can survive. It took a a true crisis for the Drakkan race to come together as one, but lo and behold, they managed to do just that. During some of their explorations southward, the Gemmenites happened across a new people know as the Anathos. Being the peaceful creatures they were, the Gems opted to leave them be and return home in good faith. This good faith was not shared. The Anathos, conquerors by nature, followed the Gemmenites north to their homeland where they amounted an attack on the nearly defenseless people. Being an unknown enemy, their allies scrambled to help, but many attempts were unsuccessful and many died as a result. Around this same time frame, the Drakken began realizing their own troubles. Their independent and pillaging ways had lead to a shortage of female Drakken. Those that were left seemed able to bear only male children with the occasional female. Because of this the Drakkan race was staring down extinction within a century or two. A Drakkan hero by the name of Toran the Bold discovered a Gemmenite woman that had been forced to flee because of the Anathos invasion. What exactly that had occurred between the time they met and the time that she bore his three sons is a complete mystery to all. However, this pairing had given the Drakkan people hope... and more so, a plan. News of her had rallied most of the families beneath one crown. It was their plan to track down the Gem's homeland and simply take what they desired, however, this particular Gem came with a warning. She warned them of the Anathos that plagued her land and attacked her people mercilessly, and how they sought only to see the world under their control. Seeing opportunity, the royal family learned from her diplomatic ways and offered a compromise. Freedom and protection for all in exchange for the lives of a few. The Gem's had no choice but to accept. It has been written that the Drakken fought with a ferocity never before seen by the Gemmenite people, and with a unity never before seen from the eastern lands. They fought more savagely than the invaders from the south, and despite their best efforts to assimilate the warrior race, the Anathos found themselves severely outmatched. Witnessing such bloodthirsty and war addicted behavior, the Gems began to wonder what exactly they had gotten themselves into, however... It was not in their nature to back down from a promise. With the war won, the Drakkan lords came to the courts of the Gemmenite royalty, swords still stained with the blood of their enemies, and eyes burning with excitement. Everything about them was intimidating, and when they finally spoke, there was not much to do but listen. Many looked around in confusion as the warriors demanded their hard won prize, all eyes turning to the king Nixus, who had no words to speak. A single nod was all the Drakken required before they began grabbing the most beautiful daughters from the court. For a brief moment, the parents of the these Gems broke from their usually peaceful nature and rose up in protest. They were furious that they had not been consulted of such a decision, but they were quickly silenced. Toran the Bold left the court with a single threat, complete annihilation of the court and of the country if they did not comply with their end of the bargain. This, however, was not the end. Not by any measure, for the next words he spoke have bound the two nations ever since. "We will return in one year's time. If our brides are not ready we will consider it an act of war." [/hider] [hider=Now:] It has been nearly four Gem generations since the war, though the Drakken still have living memory of its glorious achievements. The Anathos have remained dormant in their defeat for over a century, however something in the wind is stirring. The Drakken were never meant to be a united people. The Gem's were never meant to live beneath the weight of chains. And the Anathos? Well, they've never yet been denied a victory. Peace is faltering and freedom calling... Which way will the tides roll, that is up to you. [/hider] [h2]Element Magic in Detail[/h2] [i]If you have any questions or would like to propose an idea that doesn't fit into these guidelines as stated, PM [@Obscene Symphony] or DM her on the Discord server. She'll help you out.[/i] Gems and Drakken have the ability to control the four elements: Water, Air, Earth, and Fire. Gems have a somewhat weaker command over only [i]one[/i] element, but because of their connection to the elemental gods, can in general exercise finer control. Drakken, on the other hand, have a stronger command of [i]two[/i] elements; however, due to their disconnection from the elemental gods, usually have a harder time exercising fine control. No character can create their element out of nothing. In order to control an element, that element must be nearby**. This also means that one's command of their element does not extend indefinitely; instead, they have a certain radius around themselves in which they can exercise their power. (This is not a harshly defined distance and will be dealt with case-by-case). Different people have different levels of control, and control takes practice. The act of using one's element can happen by accident (for example, when experiencing strong emotions) but such outbursts lack control. Exercising specific control requires a conscious effort - just like anything else, the more complex the task, the harder one must focus. Using elemental magic draws on the energy of the user. Extended or overly intense use of their element can cause exhaustion, overexertion, and in severe cases loss of consciousness. [sub]**See the Fire section for specifics.[/sub] The limits and specifics of control by element are as follows: [hider=Elements] [hider=Water][h3]Water[/h3][b]Water [i]can:[/i][/b] Be moved, shaped and controlled without physical contact. Can be heated or cooled, requiring more or less energy depending on the difference between the water's original temperature and the one trying to be reached (as a general rule, it is easier to cool water than heat it). This includes freezing and boiling. Can be controlled in solid, liquid and gaseous form. [b]Water [i]cannot:[/i][/b] Be controlled in huge quantities. Be made any harder than ice. Be heated any hotter than boiling temperature while still in liquid form, and not heated much further as steam. [/hider] [hider=Air][h3]Air[/h3][b]Air [i]can:[/i][/b] Be moved and controlled without physical contact (although admittedly, characters are in physical contact with air most of the time). Be heated to an uncomfortably warm temperature, and cooled to an uncomfortably cold temperature, using comparatively less energy than heating or cooling water. Be blown around with the maximum force of a strong enough wind to knock a person off balance. Be used to alter the trajectory of airborne items such as arrows, with effectiveness decreasing as the weight of the object increases. The item will only be affected by this within the user's radius of control. [b]Air [i]cannot:[/i][/b] Create hurricane-force winds. Lift people or heavy objects off the ground. Be made liquid or solid. Tear clothing (although it can blow clothes around). [/hider] [hider=Fire][h3]Fire[/h3][b]Fire [i]can:[/i][/b] Be lit and extinguished by a fire user (this encompasses fire of their own creation and of outside creation) Allow the user to heat objects, but not cool them. Be created at different temperatures (within the range that fire naturally occurs) with practice and focus. Be "thrown" or otherwise moved/controlled without physical contact. [b]Fire [i]cannot:[/i][/b] Control lightning. Burn cold. Make the user immune to fire damage (although touching the flame of a candle will probably not hurt, and a fast reaction time and certain level of skill may allow an individual to take control of external fire or prevent fire from touching them). [/hider] [hider=Earth (Drakken)][h3]Earth (Drakken)[/h3][b]Earth Drakken [i]can:[/i][/b] Move and shape mineral material (rock, metal, etc.) without physical contact (the level of shaping achievable depends on the malleability of the substance). Heat and cool mineral materials to an uncomfortable levels (but not to a point where they can cause burns or frost damage). Create small fissures in the ground. [b]Earth Drakken [i]cannot:[/i][/b] Create earthquakes (this would require an army of cooperating Earth Drakken). Control plant life. Create gaping cracks in the earth. [/hider] [hider=Earth (Gems)][h3]Earth (Gems)[/h3][b]Earth Gems [i]can:[/i][/b] Affect plant life (encourage growth, nurse plants back to health, etc.). Connect with animals (more like an empathy and mutual understanding). Control small quantities of earth (sand, dirt, etc.) Move existing plants a little (for example, raising a tree root to trip someone, or wrapping someone in pre-existing vines). [b]Earth Gems [i]cannot:[/i][/b] Control or speak to animals. Significantly accelerate growth (for example, grow a plant from a seed to an adult plant in the space of a day). Move rigid plants (no having tree branches punch your enemies). [/hider] [/hider] [h2][b]Plot:[/b][/h2] Our story here will be taking place over three arcs that can, and will, grow based off of the decisions made by you, our beloved roleplayers. For now, the first phase will be centered around the individuals. Whether you are a Gemmenite sacrificial bride, or a Drakkan lord looking to collect on your bounty... this is about establishing your character and their ties to one another. This is very important, so we urge you to take it as seriously as possible. It can, and most likely will, determine how this RP will unfold through future arcs. Due to their kind nature, Gemmenites don't appear to last very long in captivity. They have begun longing for freedom as it denied to them the very day they are chosen and married off to their new lord 'husband'. Gem brides, however, are very well aware that without their sacrifice there would be war and the deaths of their friend and families while still ending up in the hands of Drakkan warriors. Whispers have begun to surface from those who have forgotten the threat of the Anathos, some even believing them to be a Drakkan-created story meant for intimidation purposes. It is these people that have determined it is time to stop selling Vivari's daughters in exchange for false protection. Will your Gem risk it all in the hopes of freedom, or will they perhaps find a degree of comfort with the new life chosen for them? Or will they yet find another way, a third choice, still yet undiscovered? The Gems are not the only one seeking freedom, though. Drakken too have a choice to make. Many voices have begun speaking up, calling to return to the ways before the war. The days where absolutely everything was left up to the strong, no allegiances or promises owed to anyone. Days where a man could take whatever he wanted, whenever he wanted. It is only a matter of time before civil war breaks out, and the king keeping that peace is dying from the cruelest fate of all... Old Age. Can his sons keep hold of the crown, or will all he built die with him? His eldest son (who will be played by the wonderful Libby) is to ascend the throne after his father's death. Taking closely after his father, this son bears much in the way of physical prowess and political drive. Aside from the ever looming civil unrest, the young prince has but another problem to address with his reign. While Gem brides have been producing children for the Drakkan lords, over the years there have been fewer and fewer desired results. Some attribute this the culture shock and being forced to live in a much harsher environment from their homeland. Other blame it on the race's frailty. It his suggestion that more brides be requested to increase the number of wives Drakkan lords can take, thus increasing how many, and how often, children can be produced. It will also be helpful in replenishing the ones that are dying off due to stress or overexertion. His youngest son (played by the amazing Ellion) has other ideas. This prince has a vision for a future where Gemmenites are born and bred within Drakka's borders. It is his belief that the burden should not be the brides' to bear alone. A Gem who has never known freedom cannot miss it, cannot long for it, and thus should not die from having lost it. Stronger Gem's bred for a specific purpose, raised in the environment and amongst the culture... Thought to make the perfect slave race worthy of the Drakkan people. Which side will you support, Drakkan? Demand more, or play the long game and make your own? Will you follow either at all? [h2][b]Other Information:[/b][/h2] [hider=Fun Facts:] Drakken may have more than one Gem bride, so if there are loads of Gems and fewer Drakken, that is fine. Drakken get two elements, Gems get one. While the Anathos are listed as a species, they are not a character you can play just yet. Drakken will be mostly male, however we will allow one (MAYBE two) female Drakken, due to their limited existence. Female Drakken are considered a male Drakkan’s equal in every way. If there is a Drakkan wife, she is as much the husband as the husband. I don’t know how else to explain that. (Libby says they kick ass, and take no shit. Very Spartan.) Male and female Gem’s are about 50/50. While you can request to play a male gem, I really don’t seem them coming into play until at least phase two or three. So yeah… [/hider] [h2][b]Where You Come In:[/b][/h2] For now, we'll all be starting as either a Gem or a Drakkan. Drakken can come with past wives (living or dead) or this can be their first batch. If you wish to play a Gem, you have two choices. The first being that you are a brand new bride and all that goes with that. Your husband will be chosen for you by either Libby or Ellion (probably a decision between the two of us), and while we do on occasion take requests… We think it is more fun, and a more authentic experience if you just let us do it. Enjoy the challenge of working with another character that might not click with yours at first… Might even to push your decisions in a way you might not have originally planned. ;) Your second choice would be to play a bride who has already been paired with and living with a lord for some time. If this is what you decide to choose, then you may be in control of choosing your own husband. Both players need to be okay with this, and will be asked to collab on a back story... Or at least be on the same page concerning the time spent and relationship between the two characters. New Gem brides will start the roleplay off in a keep of sorts, taking place a brief time before the Choosing Ceremony. In it, Gem characters will get the chance to interact freely with one another. This time should be spent developing relationships with the other Gem characters. These ties can end up influencing decisions later on, so as we have asked before... Please try and take this seriously. We will also be using this time in order to give what will be a crash course in Drakkan culture as what will be expected of Gems as Drakkan brides. As for the Drakken and previous wives (if any of you choose this route), your characters will being doing something quite similar to the 'new Gems'. You will be arriving in the capitol city to participate in a... party of sorts. These events are held every year before the Choosing Ceremony, and should be used to set the family dynamics. Which Drakkan families get along with which... Who is seeking backing for a particular petition or motion? Make some friends or enemies, that is all up to you. [hider=Differences From Previous Versions:] If you are a new member to this RP, this note isn't so much for you. However, if you would like to compare some of its workings and history, feel free to enjoy. This is the third reboot of this particular idea (Original --> Reboot V1. ---> V.2 ---> Now). It is a beloved concept that has always attracted some of the best writers we have ever met. So many talented and dedicated RPers have participated over its iterations. Unfortunately, due to some previous events, and loosely laid out guidelines, for one reason or another... it has sadly died. Being so near and dear to our hearts, we really wanted to give it another chance at life, but we have decided that a couple of things needed to change to help assure its success this time around. Previously, we have seemed to have lost focus on what the RP is really about. We kept getting stuck on Choosing Ceremony, and ended up in isolated groups. This time around we want to focus a little more on building the world and the relationships across the families. That way everyone has some connection to another, and we can keep things moving smoothly where nobody ends up feeling left out. This will be done by allowing both parties time to create ties with their own races and essentially take their first steps toward your desired sides. Then by introducing your partners, you may end up being persuaded to change your ways in a very authentic and natural way. We have done this because, while bride and groom interactions are important, it is not the only thing going on... And tends to be the main killer of interest. Secondly, we will be implementing guidelines to help the flow of posting. This can be tricky as everyone has a different posting speeds and style, however we want to prevent stagnation. Specifics will be given momentarily but these are the two biggest factors - We will be running on a real time post limit. (Please note this is not a posting order, or quantity limit.) -In order to move things along, we as the GMs will have set plot movement dates. (These will be edited only if we feel that there is good reason to not yet move on. We do not wish to hold up the group if a couple of people can't' wrap up their shenanigans.) ^^These were another primary reason for previous reboot deaths, and we want to be sure it doesn't happen again. Made it not so fun for the other players, and we want everyone to have an amazing experience with this game. [/hider] [h2][b]Rules:[/b][/h2] [hider] 1. [b]Character Limit-[/b] We want this to be an expansive world, with lots of little parts working together for a larger whole. We will not be heavily enforcing a character limit... However, please create responsibly. Too many times have we seen people make more characters than they can handle (Trust me, I understand character creation fever well ~Libby). If we feel you cannot handle your character load, the GMs will take action and remove them from play. Additionally, we will need certain ratios to be maintained. At no time should our Drakken out number our Gems. Female Drakken characters and male Gemmenite characters should be few and far between with 'petition' to the GMs making a case for either. 2. [b]Posting Limit-[/b] As mentioned previously, the GMs will be running off of a real time (or RT) posting cycle. The expectation is at least one post every [b][i]nine[/i][/b] days. We aren't going to be super mean about it if you require a little more time, however, we would like to hear from you by day six if you are going to need an extension. If you don't think you will be able to consistently keep with this pace, as much as we would love to have you, this might not be the RP for you. We are totally okay with double posting, and have no limit on how many times you may post within those nine day segments. If you have a character ready to go, feel free to post for them. We understand that sometimes partners aren't always on the same schedule, and writer's block is also a thing. Just don't let those other circumstances hold everything up. With an RP like this, it's a little difficult to get spammy. Let's keep it lively in here. There will be events that happen on preset dates (in RL) to move the plot along. We aren't going to have anymore six months single nights. We have set the dates and we aren't changing them. 3. [b]Communication-[/b] This was originally going to be roped in with #2, however, we think this deserves its own section. Communication is key in an RP such as this, and we take it very seriously. Ellion and I are very understanding of RL circumstances, as we have faced many of our own. Work, school, home... It doesn't matter to us, so long as you talk to us. If you need a couple more days to post, let us know and we'll work it out. However, if you delay a response that holds up your group, more than once without warning, by more than three weeks... then you are out. It is unfair to the other players who are here and waiting. If we do not hear from you within the nine days, your character will be puppetted by a GM to move the story along. If we do not hear [b]anything[/b] from you after two weeks, we will have considered you uninterested. After the third week, your character will be written out and you will not be allowed to return. This being said, if you are aware of something big that will be taking you away from RPing for more than one month, we will require that you write your character out until you return. If you are comfortable with someone else playing your character you may delegate, however, it is usually easier to write out for extended times then to swap writers. If you have an emergency and have no time to write out, Ellion or I can do it for you. So long as you give us a heads up, you will be allowed to return when everything on your end settles, and can write your character back in. ( I wish I would have done this when I went to Europe for two months. You don't have to think about it and you can hop right back in when you are ready. ~Ellion) [b]~Please note that we will be a tad more lenient with limits around high stress times: Exams, Holiday Work Schedule, etc...[/b] 5. [b]Collaboration-[/b] While we promote cross player collaborations... We do suggest that you keep collab posts to a limit. Time zones have proven to be a tricky obstacle and have frequently slowed progress for months. If you know there will be some rapid fire dialogue for this one event, go for it. If you cannot get on the same page for a writing session then we ask you abandon the idea and change the scenario. Also keep in mind that your collab partner will still need to make a response to your stuff anyway, so it makes them a little unnecessary if you think about. 6. [b][s]Dictatorship[/s] Leadership-[/b] For this version of the Reboot, WeepingLiberty (Libby for short) will be taking over as acting GM. Her word is final say, and most decisions will be run by her anyway as she is more active during the week than the weekends. Ellion will be acting co-GM and has the same amount of power. However, due to scheduling conflicts... Ellion is only kind of active during the week but is totally your weekend warrior. [/hider] [/center] [/hider]