[fancypost bgcolor=transparent; bordercolor=transparent; font-family:apple chancery; font-size:14pt; color:silver; margin-bottom:-15px;][align=right]The forest that once was green,[/fancypost][fancypost bgcolor=transparent; bordercolor=transparent; height:75px; width:400px; background-position:top; background:url(http://images.boomsbeat.com/da…7199/night-sky_2-jpeg.jpg);][/fancypost][fancypost bgcolor=transparent; bordercolor=transparent; font-family:times new roman; color:silver; font-size: 8pt; height:300px; width:400px; overflow:auto;]My Generals;
I don't know if you'll ever read this- I have suspected for a while now that my messages have been intercepted, although previously I believed it to be safer to not mention this. Heres to hoping you will, however, because the enemy is far more dangerous than we believed it to be.
I don't want to say much, in case this letter falls into the wrong hands, but let one thing be clear: the Nightmare is as ancient as you are, although he has just come. He may even be older. He works under the Divines, although which I could not say. He knows much of our plans. Too much, but not all.
He has plans to march, soon- when I will not say, for as mentioned, I don't believe these messages have been reaching you, at least without being read first. You may have the advantage, however, if you act quickly. I suggest checking at several locations.
The most relevant is where the End began. You should find three things here; two magic-based, and one created like anything else. Send Fire and Mystery, as well as any troops they deem necessary- not too many, however, for once you enter, only eight may survive. Your prizes will be guarded- it is a test, however, and the guardians want you to succeed.
I also suggest sending Earth to traveler's sanction. Another advantage may be found here, although you may past the trials to come without it. This advantage lies not in a physical form, but an informative one; its carrier is trustworthy, but if you choose to follow this path as well, hurry- you will not be the only one after it.
Here is where I must end this writing- I can hear the others awaken, and I must not let them catch me. Once again, heres to hoping you receive this.
I'm afraid all our lives may depend on it.
Most Sincerely,
Yyll
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[fancypost bgcolor=transparent; bordercolor=transparent; font-family:apple chancery; font-size:14pt; color:silver; margin-bottom:-15px;]Was colored black by those killing machines[/fancypost][fancypost bgcolor=transparent; bordercolor=transparent; height:75px; width:400px; background-position:top; background:url(http://images.boomsbeat.com/da…7199/night-sky_2-jpeg.jpg);][/fancypost][fancypost bgcolor=transparent; bordercolor=transparent; font-family:times new roman; color:silver; font-size: 8pt; height:300px; width:400px; overflow:auto;]Draumr is the kingdom of dreams- take this in a literal sense, if you will. All humans' dreams created it as it is, although it stopped expanding many years ago. It's a mismatched creation, and one far from perfection; Draumr is made from all dreams, the good and the bad. Nightmares are, of course, supposed to be separated from the peaceful dreams, but one can imagine the mischief they choose to create. Before now, these Nightmares have never had organization- they've simply run amok, creating annoyances but never absolute chaos. There has never been much need for a large force to keep them under control- as of late, however, something or someone has been rallying the demonic troops. A violent nightmare, managing to creep past the defenses put up to keep more dreams out, said to be worse than all the kept Nightmares combined. It is said that, without the queen's own abilities, Draumr would already have been overrun- as it is, normally questionable actions have had to be taken. Outcasts- dreams who weren't quite bad enough to be Nightmares, but who weren't good enough to stay in the safety of the kingdom's rule- and new dreams have been chosen for positions under the queen's court to keep citizens safe. There are hopes that these dreams will even be able to defeat the Nightmares, hopes that unaccepted outcasts will be welcome at the end of the war, and that the border between the kingdom and the stars will open again, and allow the kingdom to continue expanding. Worries, as well- that these new members of the court will only quicken the forces working against them, that the questionable among them are untrustworthy after all. The outcome, however, doesn't depend on any of these factors- it depends on the belief of the dreams' creators.
[hr]
Draumr has a fairly normal geography- mountains split the two halves of the kingdom, with fields, farms, and forests creating the rest of its free land. A single river connects the two major cities, known as the Eva, or the Eve- it is the basis for most to all trade and communication between the separated sides, and a highly important resource to the areas of the land with no other source of water. The two biggest cities are Sudroen- the capital and a central trading district that resides in the southern reaches of the kingdom- and Nott- the northern city, and the Nightmares supposed base, although the rumors have yet to be confirmed. Other important locations are the Kyn and the Horgr. Between the two cities, the river, and the land's important land marks, there are few interests of location in Draumr- besides a few small dwelling towns, such as Mainsamr or Allmikill, and a few remote outcast villages or other crazed beings, there is almost nothing but forest and mountains between the two cities.
Sudroen
Sudroen rests at the very edge of the mountain range, built right into the mountain side. Its a large place, but the majority of its buildings look more like a medieval village's than the capital of a dream kingdom's might. A larger building, a combination of a mansion and a palace, is at the end of its central road. It is the residence of the Queen, her court, and the most elite of her new army. Barracks reside close to the palace for the rest of the soldiers who aren't on a march or quest.
Nott
Nott is hidden below the cover of a tall forest at the very north of Draumr. Its a dark city, but its inhabitants tend to celebrate a wide variety of holidays for a wide variety of religions- for a city appearing so downcast, it is highly accepting and rather upbeat. even so, it is a haven for criminal activity and a place where many outcasts take shelter, becoming criminals in turn. the Nightmare's army is rumored to be sheltered here.
the Kyn
the word 'Kyn' means the place of beginnings, the origin- most inhabitants of Draumr believe it to be exactly that; the location where the very first beings entered the kingdom, before it came to power- the most ancient and the most powerful. it is a sacred place, and not even nightmares dare to desecrate it, as it is also believed that it houses all dreams' source of power. the actual location of the Kyn changes often, resulting in few who have actually been to it; it is supposed that the Kyn is a large cavern filled with jewels and springs that are rumored to heal a traveler of inflictions mental and physical.
the Horgr
the Horgr is a sanctuary along the main road that travels between the two halves of the kingdom. it is open to all travelers, good or bad, and is considered by many almost as sacred as the Kyn. the mansion-like stop rests just a mile off the main road in the middle of the mountains, and regularly houses very few living beings- instead, its servers are spirit-like magicks created and maintained by its permanent residents.[/fancypost]
[fancypost bgcolor=transparent; bordercolor=transparent; font-family:apple chancery; font-size:14pt; color:silver; margin-bottom:-15px;][align=right]But they and their furry friends[/fancypost][fancypost bgcolor=transparent; bordercolor=transparent; height:75px; width:400px; background-position:top; background:url(http://images.boomsbeat.com/da…7199/night-sky_2-jpeg.jpg);][/fancypost][fancypost bgcolor=transparent; bordercolor=transparent; font-family:times new roman; color:silver; font-size: 8pt; height:300px; width:400px; overflow:auto;]there are a vast range of religions and therefor cultures throughout Draumr, but most of them revolve around a specific set of divine beings. the two major religions surrounding these central beliefs are known as Oerr and Rjoda- the people of Oerr and the Rjoda make up the bulk of Draumr's population.
Draumr
in these two religions, it is widely believed that Draumr was created by three divines- Diana, Skod, and Volva. Diana contributed the sky and free will to the creations, as well as the spirited Phoenix; Skod contributed the earth and logic to the creations, as well as the lawful Dwarves; Volva contributed the natures and the ability to feel to the creations, as well as the magically talented Elves. It was these three who opened the doors from the infinite verse of stars to the dream-creations, and upon the arrival of the other major divines, decided to close it to prevent the greed and evil that was bound to follow from taking too much of a hold in their lands. the difference between Oerr and Rjoda here is their agreement with this three divines' decisions- the people of Oerr believe it should remain closed, while the Rjoda believe that this gate should have remained open.
Gods and Goddesses
Diana [dee-ah-ney] is the goddess of energy, fire, and the sky. she is typically represented as a fair lady, neither human, elven, nor any other imaginable race (although some believe she shows as the humanoid of a Phoenix), garbed in either mages' robes or a heavy set of armor. she takes no side between dreams and nightmares, instead choosing her champions on the ferocity of their heart and the strength of their mind- she rarely chooses a champion, however, due to her picky and arrogant nature. diana was one of three divines who is said to have created Draumr and its first three races- it is the Phoenix that is said to be her main creation, a shape-shifting fiery bird that follows her in her choices of power. chaotic neutral
Barnoeska [barn-oh-ee-esk-ah] is the goddess of fertility and youth. normally appearing as a mid-aged child in a pure white gown, she is thought to be one of the kindest of the divines and is often prayed to for luck in times of hardness. while she was one of the later/newest divines, and often considered one of the least intelligent, it was Barnoeska whom had suggested the close of the gates between worlds. she is one of few divines who choose not to have any champions, as they often go against her non-violent nature. neutral good
Ulfr [uhl-fer] is the god of the hunt, the night, and the wilderness. he is typically shown as a timber wolf, or in his less chaotic moods, a stag. while not inherently evil, he is most often considered so due to his violent and nonlogical nature- Ulfr also tends to take the side of the nightmares. many also consider him to be the god of trickery, due to his amusement in playing with mortals. as mentioned, Ulfr most often takes champions from the nightmares- those he does take from the other side, however, still tend to have a mostly questionable nature and are often highly unpredictable, like him. chaotic evil
Skod [skoed] is the god of power and order. he most often appears as a slightly more elven form of his Dwarf creations, either in a judge's garb or a warrior's. he is also often represented as a melee weapon of some kind, most often either a great sword or an axe. Skod, while controlling and stubborn, represents the law of the land and is for the order which the citizens of Draumr require in order to function without mass murder- at least, in mosts' opinion. Skod typically chooses his champions based on the power they hold and the quality of their morals. lawful good
Volva [voel-vah] is the goddess of magic, mystery, and the strange. her appearances and depictions change often, with the flow of the seasons, the mood of the kingdom, and in the actual goddess' case, her mood. most often, however, she will appear either as an elven lady with the bottom of a snake or as a small dragon, colors depending. not much is known about volva- she chooses to keep to herself- but the few champions she has chosen tend to be just as secretive as their mistress, and generally ones who have strong magical abilities. true neutral
Villr [vill-er] is the god of alcoholic drink, festivities, and mirth. he is highly unpredictable, and his shape changes too often to catalogue; Villr is likely the most active divine when it comes to interfering with mortals, and often descends to draumr to play jokes, get others in trouble, and generally cause playful mischief. even so, he has a strong sense of what is wrong and what is right- this and his odd fascination with mortals and their activities cause him, however, to strongly underestimate their own sense of morals. he is one of few divines to not take champions. chaotic good
Lucifer [loo-si-fer] is the god most related with nightmares- he is the god of violence, control, and chaos. in most depictions, he is simply a black mist- no mortal has ever actually seen the god and lived. even so, he is thought to be relatively level minded, and often has well thought out (while unagreeable) causes to his actions. there are rumors of where he has even let a mortal live because he found them intelligent, amusing, or charming- of course, if such a thing has happened, these dwellers have kept surprisingly quiet. he is one of the four divines who don't take champions. lawful evil
Neffolr [neff-oe-lar] is the goddess of judgement and punishment. she is typically shown to be an odd and terrifying mixture of human woman and bird, with a yellow beak, feathers, and a humanoid shape. while her attitude towards mortals isn't a pleasant one, she is not considered evil; she is more so a disappointed mother figure, always looking at the flaws and encouraging the younger to do better. her champions are typically either those who she sees few flaws in, or those who she believes she can shape into one with few flaws. lawful neutral
Vaet [vaet] is the goddess of greed, misery, and the plague. she has no true form, and is considered to be a spirit wandering Draumr purely to inflict misery on any she comes across- many believe that she was once good at heart, but was changed by the coming of Lucifer, or that she was somehow betrayed or forgotten by the other Divines. she is the final divine to not take a champion. chaotic evil
Holidays
Hearthfill is a holiday most practiced by the Oerr, although on occasion some Rjoda will follow in the celebrations. It was meant to celebrate the bring-around of the second generation of neutral and good Divines- as in those not involved in the original creation of Draumr- and is a three day event that takes place in the middle of the winter. it is usually full of feasting and competitions, with the largest of both being held on the third day. the cities are typically split up into six districts on these days, those towards the front for the minor divines and those closest to the noble-area for the creators. the three divines considered to be evil are not celebrated on this day.
Olugfrodr is the holiday celebrating the closing of the gates. it is also celebrated by the Oerr, although it is a very solemn event. tradition dictates that a candle is lit in the home for every family member, present, absent, alive, or dead- the first child of each family, continuing down the line if they aren't available, is then requested to join in a procession down the cites' streets. upon reaching the castle of the city, a priest or priestess draws the symbols of the three creators on their foreheads. it is when nightfall arrives that the events pick up in joy- there are three events, one for each divine: fireworks for Diana, weaponry competitions for Skod, and vivid magic displays for Volva.
Van is celebrated by both the Oerr and the Rjoda celebrate, for the day that Draumr was believed to have been created. it is a day of joy, and although many families preform their own traditional ceremonies, it is a common theme to exchange gifts between loved ones. these gifts are meant as an act of kindness, but they usually have a useful task that they preform; clothing, candles, food recipes, and things related to specific jobs.
Heim is a celebration by the Rjoda. while not directly related to the divines, many usually schedule a time to pray to them or some other way of thanking them, for Heim is the holiday of celebrating what is had and forgetting what isn't.
The Divines each have their own holiday dedicated to them, including those considered evil, although their celebrations tend to be more personal to specific citizens. These are: Kappi, for Diana; Hirdir, for Barnoeska; Gramr, for Ulfr; Mannvirding, for Skod; Ijomi, for Volva; Fylgo, for Villr; Afrad, for Lucifer; Grid, for Neffolr; and Mein for Vaet.
Other Cultural Aspects
Dress in Draumr is generally pretty free-for-all, although often gender or job specific. Most females, unless too poor or dictated by a job, are socially expected to wear a dress or robe. Nobles were expected to show their wealth, commoners would often attempt to look more wealthy, etc. For the most part, all citizens of Draumr are expected to be polite towards each other- nightmares and outcasts are the exceptions to this societal rule, as nightmares don't care and outcasts are supposedly not worthy. It is also typical for men to look down upon women, even those of higher rank- when the Queen began pulling outcasts, woman, and apparent newbies in for her 'army', it was quite an outrage. Most of those who fall into these categories are treated far from respected, no matter their position or power. Travel between the cities and towns is uncommon unless one is a merchant, a messenger, or a Noble; while not necessarily against the law, it is abnormal and those who do it are treated as such. No matter the conditions of the person, anyone who is harassed by a nightmare is expected to be assisted as much as possible; those who defeat one are typically treated as a hero. Despite Oerr and Rjoda being national religions, those who don't follow them are expected to treat those who do respectably (excepted aforementioned conditions) and those who do are expected to treat those who dont respectably (-). [/fancypost]
[fancypost bgcolor=transparent; bordercolor=transparent; font-family:apple chancery; font-size:14pt; color:silver; margin-bottom:-15px;]Brought down the queen bee and her men[/fancypost][fancypost bgcolor=transparent; bordercolor=transparent; height:75px; width:400px; background-position:top; background:url(http://images.boomsbeat.com/da…7199/night-sky_2-jpeg.jpg);][/fancypost][fancypost bgcolor=transparent; bordercolor=transparent; font-family:times new roman; color:silver; font-size: 8pt; height:300px; width:400px; overflow:auto;]Phoenix;; one of the first three races to have been brought through the gates by the Creators. Phoenixes are fiery creatures, both in personality and in abilities, and typically have two forms; one a giant, bird-like creature of a flame red color and the other more humanoid, the latter tending to look unlike any other race- if possible, they may look like an exceptionally tall human-elf hybrid. Most phoenixes are flame benders, and have the ability to summon flame spirits and crumble things around them to ash amongst other, smaller abilities. a phoenix's biggest weakness is water- when in an ash state (either the state between forms or the state of recovery after what would normally be a death), it is fairly easy to defeat them simply by wetting their ashes with water. very rare
Dwarf;; one of the first three races to have been brought through the gates by the creators. generally short, stubborn humanoid creatures, dwarves tend to be highly intelligent and somewhat anti-social. while they are excellent warriors, they also exceed all other races in technology and mechanics; most dwarves are naturally skilled at the forge, even beyond this other skills. the combination of the three make the race one of the deadliest, and their loyalty also tends to be unmatched. very rare
Elf;; one of the first three races to have been brought through the gates by the creators. Elves are a mysterious race, although they are slightly more common than their Created brethren, and tend to be both intelligent and magically gifted. elves are also highly attuned to the wild, and are both much more eco-concious than most races and tend to be friendly with wildlife; an elf that hasn't learned the animals' language is a rare one. elves also tend to be born into the ability of shape-shifting, although they usually have one form and many never even realize this ability. their skills, however, and their beautiful appearanc rare
Ellinor;; odd and somewhat monstrous creatures, ellinor tend to be a cross between human and some sort of animal- they usually display a humanoid figure with animalistic features, such as ears, fur, tails, or other such things. they range from more beast-like to mostly human, but all can naturally speak- at the very least- the language of the animal they take after. ellinor more commonly take after mammals, but some take after reptiles or birds. a select few even take after fish. uncommon
Shifter;; shifters are the beings who take two or three forms- their main form tends to be of a human, or sometimes an ellinor, and the other(s) is (are) usually some sort of wildlife. shifters range in forms, some taking the normal sort of wildlife and some the more fantastical sort, and some have certain conditions to transforming while others can do so at will. most shifters also retain a telepathic ability, in order to better communicate with all sorts of creatures. uncommon
Human;; humans are often thought of as the most basic of races. they don't have any special abilities, besides boasting an excellent immune system and some sort of talent with weapons, and are also thought to be the most unpredictable. as such, they worship a variety of gods- including those not in the basic divinities- and are the most varied between nightmares and dreams. common
Faerie;; faerie are purely magic-based creatures, and much like the ellinor, tend to take after some sort of wild creature. unlike the ellinor, however, they almost always take after either an insect or an avian creature, sporting wings or other such hovering/flying based things. although they are magic-based, most don't have an extraordinary magical ability. common
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[fancypost bgcolor=transparent; bordercolor=transparent; font-family:apple chancery; font-size:14pt; color:silver; margin-bottom:-15px;][align=right]And thats how the story goes[/fancypost][fancypost bgcolor=transparent; bordercolor=transparent; height:75px; width:400px; background-position:top; background:url(http://images.boomsbeat.com/da…7199/night-sky_2-jpeg.jpg);][/fancypost][fancypost bgcolor=transparent; bordercolor=transparent; font-family:times new roman; color:silver; font-size: 8pt; height:300px; width:400px; overflow:auto;]Queen Gillyan Okraesi is the queen of the nation, although she often doesn't act like it; she is respected because she treats even the poorest of peasants as equals, and honestly does what is best for her people. While she doesn't often travel between the cities, she does often coordinate with her underlings there in order to make sure both halves of the nation are connected properly. She doesn't act much like royalty otherwise; she often joins her soldiers and guards in training, although she never follows them onto the field, and has a boisterous sense of humor.
Race;; Human
Gender;; Female
Age;; 46 years of age
Religion;; Neutral
Aett Eiden is the second in command to the Queen. He does most of the traveling between the cities for her. Aett is also a Seeing Mage; meaning he can look both into the future and into the past, both of which are extremely rare abilities. He generally keeps to himself, but is highly intelligent and has a habit of keeping a bad temper.
Race;; Elven
Gender;; Male
Age;; unknown
Religion;; Oerr
Jon Peilstur is in charge of Nott in the absence of the Queen or her second in command. Even so, he is highly lazy and tends to exploit his power for the unneeded things of life and spends less time attempting to improve his city than attempting to improve his mansion. As such a selfish man, he also tends to pay for employees to be extremely loyal to him; therefor, very few know of his actual corruptions.
Race;; Ellinor
Gender;; Male
Age;; 92 years of age
Religion;; Other
Yyll is an undercover operative in the nightmares' forces. They originally arrived as a Dream, but was quickly named an outcast after those around them discovered their powers were odd and unknown to them. They have not been able to communicate with the few who know about their position in some months for unknown reasons. One of two champions of Volva.
Race;; unknown
Gender;; unknown
Age;; unknown
Religion;; unknown
Nightmare has no true name, but is often referred to simply as the proper form of its kind. Not much is known about it, besides that it is extremely powerful and is somehow managing to gather the lesser nightmares under its control. The public knows even less about it than the Queen's higher forces do. It follows no one but itself and seems to be operating in Nott and other parts of the northern kingdom.
Race;; unkown
Gender;; none
Age;; unknown
Religion;; unkown
[hr]
Generals [1/3] heads of the three divisions; typically handle battle strategies, announcements, and occasionally assist with training. often leave on specialized missions with small groups of soldiers.
Division One [1/1]
-> Hyre Fugal, female, phoenix, Champion of Diana
played by crystalline
Division Two [0/1]
-> Dwarf, Champion of Skod
Division Three [1/1]
-> Mona Grimm, male, elf, Champion of Volva
played by judal.
Captains [3/6] deputies of sorts to the generals; typically handle every day training.
Division One [2/2]
-> Aevitereus Avila, male, faerie
played by corporal akkaman
-> Avika Herdion, male, ellinor, Champion of Ulfr
played by guardian
Division Two [1/2]
-> Kumiho Nightstalker, male, kitsune
played by pikachu
Division Three [1/2]
-> Opus Onze, male, shifter
played by hitachiin.
Soldiers and Scouts [0/-] regular soldiers and scouts.
Division One [1/-]
->amynta mei io, female, faerie, soldier
played by hitachiin/c.c. idek anymore
Division Two [0/-]
Division Three [1/-]
-> Abbadon Cephas, genderfluid, faerie, scout
played by crystalline
Medics and Arch Mages [0/-] Medics specialize in the healing arts; Arch Mages are talented magic-users who practice specific forms of magic.
Division One [1/-]
-> Minx, female, merharpy, medic
played by pikachu
Division Two [0/-]
Division Three [1/-]
-> Hyksos Chrysos, nonbinary, ellinor, arch mage
played by corporal akkaman
[hr]
Champions [3/7]
Champion of Diana [1/1]
-> Din, female, phoenix, General of the First Division
Champion of Skod [0/1]
-> Dwarf, General of Second Division
Champion of Volva [1/1]
-> Mona Grimm, male, elf, General of Third Division
Champions of Ulfr [1/2]
-> Avika Herdion, male, ellinor, Captain of First Division
Champions of Neffolr [0/2]
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[fancypost bgcolor=transparent; bordercolor=transparent; font-family:apple chancery; font-size:14pt; color:silver; margin-bottom:-15px;][align=left]of the beast with the four dirty paws[/fancypost][fancypost bgcolor=transparent; bordercolor=transparent; height:75px; width:400px; background-position:top; background:url(http://images.boomsbeat.com/da…7199/night-sky_2-jpeg.jpg);][/fancypost][fancypost bgcolor=transparent; bordercolor=transparent; font-family:times new roman; color:silver; font-size: 8pt; height:300px; width:400px; overflow:auto]rules! because lets be real, they're necessary. sorry guys.
normal kinda ish rules
1. lets start with the basics, and try not to spam the sign up thread with chats! i know the new rule has been applied, but i also know that we all need the little reminders of life. questions, character forms, tracks, and bumps are acceptable. if y'all want to chat, let me know, and i can create a thread for this purpose.
2. be polite ooc! its fine to remind each other of the rules, and its fine to have debates and such (off the sign up thread, of course) but lets not be rude about it.
3. its kind of sad that i have to remind people of this, but this is the advanced board for a reason. if you can't use proper grammar, or can't write lengthy responses, be honest with yourself: you might want to try a different board until you improve. (if you're having trouble improving, feel free to dm me about it and i'll see if i can help.)
4. when it comes to roleplaying itself, it is going to be graphic- while this may be a fantasy thread, this is also a war thread. swearing is fine ooc and ic, but lets keep ooc insults to a minimum, hm?
5. hint! i do not reserve spots unless i know you and your roleplay style well.
6. its also not first come first serve. i have the right to deny a form, even if i do know you/have reserved a spot for you, if i feel that it isn't advanced enough or if think that the character isn't right for the roleplay (i recommend you don't reuse characters for this).
7. i am god of this thread. i reserve the right to add rules, and i reserve the right to ask of you things not included in these rules. i will know if you have read all of them and all of this post, and if you have not, i reserve the right to dine on your entrails (haha jk [probably]).
form-related rules!!!
1. as previously mentioned: this is advanced. advanced forms. the little details count- including pretty-ness ;33
2. free for all forms! aka: op is too lazy to create one!
3. use the basics, though. detailed basics. history not required, but kudos if you write one.
4. alright. lets get down to the nitty gritty: i know what you've all been wondering. whats with these races? do we have to use them? are the 'Created' races only for the high ranks?' well here are your answers: no, you do not have to use my provided races! in fact, i encourage you create your own! then i can add them up to this post (please include a description :33). the one thing we want to avoid here is stereotypical races! lets avoid the vampires and the werewolves, i mean.
as for the rarity of the races, well, yes, we need to stick to such things: for now, the generals will be the only ones with the Created races, except for maybe the odd elf or two. the other rarity's will remain as such- any races created by you will be uncommon, and there will be fewer of them than humans or faerie.
5. similarly to the race rarities! the genders would preferably remain balanced.
6. remember: these characters are not from dreams, they are literally a whole dream or a series of dreams personified. as such, they will be as complex as we can make them.
7. overpowered equals nono.
8. bleh. read number 7 from the normal rules, please. i will add to these if need be.
other character stuff
if you read the plot (hint: you need to do that) some of these characters will previously have been outcasts, some of them will have been newbies, and some previously more ordinary citizens. the outcasts will be fewer than the newbies, and the newbies fewer than the ordinary citizens. for that matter, the outcasts should have more questionable: i.e., less noble personalities and pasts. read the races: the Created will most likely have been outcasts, except perhaps the elf, the uncommon more likely newbies or citizens, and the common most likely citizens.
if anything about the characters/the setting is confusing, feel free to ask any questions you might have.
so, finally, thanks for sticking with me! i know this isn't the most well written thing, but i worked hard on it, and i appreciate even the time took to read it.
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