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Information ➳ Rules

╔═══*.·:·.☽✧    ✦    ✧☾.·:·.*═══╗
𝐓𝐡𝐢𝐬 𝐈𝐬 𝐌𝐲 𝐔𝐧𝐢𝐯𝐞𝐫𝐬𝐞.
╚═══*.·:·.☽✧    ✦    ✧☾.·:·.*═══╝
✱*.。:。✱*.:。✧*.。✰*.:。✧*.。:。*.。✱
。 • ˚ ˚ ˛ ˚ ˛ • 。* 。° 。* 。 •
☾ ⋆*・゚:⋆*・゚:⠀ *⋆.*:・゚
・ 。゚☆: *.☽ .* :☆゚
*•.•*•.•*•.•*
∘☽༓☾∘

It's Not Wise To Play God .

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Introduction
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➳ Welcome!~
To My World

~❉᯽❉~

This is quite different from my past command games. And although most aspects are the same, there will also be some twists. Such as.....
This being my very own Sandbox.
A miniature world, you can say.

Three tribes.
Each ruled by a leader.
And home to my creations.

Every little thing will be affected by me.

One creator, limitless creations.

I Wonder, How Will These Tribes Thrive? What Choices Will They Make?

Will They Fail?

Or Will They Succeed?

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Rules
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➳ 1. You may have up to two hybrids in the game; Though please note if you are one of the starting players, you may only have one in the game and the second one will be on the waiting list. To new players once the game has started, you can put two hybrids on the waiting list at once. If you have a hybrid already in the game, the one on the waiting list won't be as prioritized, meaning new players that sign up will have their hybrid (Or one of, if they choose to sign up with two) put before yours.

➳ 2. There will be no cross-tribe relationships. No younglings will be half one tribe and half another. And there will be absolutely no mates from different tribes. Please stick to your chosen tribe- things will get far too confusing if other hybrids start popping up.

➳ 3. I may show favor to a tribe, depending on how its doing. If a tribe isn't doing well and seems to still be giving tribute, I may lend a hand. First password, tag two people who might be interested. If a tribe is, however, doing well and has an abundance of resources, I'll make a few disasters, for the other tribes to catch up. I don't want a tribe to be knocked off the world completely and erased.

➳ 4. If you have any complaints, just bring it to me in PM rather than make a scene in the comments. If you have a concern, please do tell me and I'll see what I can do. Same goes for anything alarming.

➳ 5. Colors and most names must be realistic. Just treat the appearance and naming part on the form as a normal warrior cat one. Each tribe has their own hybrid type and features (Wings, horns, tiny body, etc.). If you want to customize those features make the color realistic and matching to your chosen color palette. Each tribe also has their own appearances- stick to your tribe's main colors. Sacred prefixes and suffixes are moon, eclipse, and spirit.

➳ 6. Each tribe has their own set of commands to use. Certain commands will only be for one specific tribe. Please keep to your tribe's commands and not use another tribe's set.

➳ 7. Keep in mind that the hybrids aren't meant to be realistic. They won't act according to the animals they are a hybrid of. So don't come at me if an eagle eats grass.

➳ 8. Please try to be active. Don't join if you know you aren't going to be able to keep up.

➳ 9. Once you are an elder, you may choose to end your hybrid's life and create a new hybrid.

➳ 10. You may only have one high rank. Second password, put chaos somewhere in your form. High ranks are the leader, second leader, heir, and heir's mate.

It's Time For The Tribes To Rise .

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Rankings
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╭─────────╮
Leader
╰─────────╯
Leaders are the ones in charge of the tribe. They are responsible for leading the tribe and making sure things are well organized. A leader will have three blue souls, which act as their lives. Unlike yellow souls, blue souls signify royalty and only the bloodlines of leaders have blue souls. There is no discrimination between the two soul types and both are treated equally. The leader is the one who will find the second leader and produce heirs. Leaders are also those who reinforce the traditions and make sure the creator will not bring destruction upon the tribe. All leaders have the suffix -moon. The leader has 4 energy.
╭─────────╮
Second Leader
╰─────────╯
Second Leaders are the main leaders' mate. There can only be one second leader. They act like the main leader and take charge when the main leader is unable to. Second leaders are basically like main leaders, but they don't usually make the extremely important decisions. The second leader will be of yellow soul. Only the Heir's Mate and Second Leader will be able to produce Younglings with blue souls. Second leaders will have three souls, similar to the leader. All second leaders have the suffix -eclipse. The second leader has 4 energy.
╭─────────╮
Chosen Heir
╰─────────╯
The Chosen Heir is one of the leader and second leader's offspring. Out of their total offspring, the leader and second leader must come to a decision of who will inherit the leader position once the leader passes on. The chosen heir, once picked out from the first litter, will then continue on as any average youngling would. Once the chosen heir is of age, they will rank up to a chosen heir instead of warrior. The chosen heir is to then find a mate who can become the second leader, though there is no rush. They may choose to wait until they can become a leader to do so. The chosen heir's mate must be of their opposite gender, so that the next litter in the bloodline will be able to have a chance of having blue souls. Upon the official death announcement of the main leader, the chosen heir will be able to receive two additional blue souls, giving them the total of three blue souls. All heirs have the suffix -spirit, regardless of whether they're the chosen heir or not. The chosen heir has 4 energy.
╭─────────╮
Heir's Mate
╰─────────╯
The Heir's Mate is, as the title states, the mate of the chosen heir. They are next in line to become the second leader. When a warrior and the chosen heir becomes official mates, the warrior will then rank up to the heir's mate. Upon the official death announcement of the second leader, the heir's mate will be able to receive two additional souls, giving them the total of three souls. The heir's mate has 4 energy.
╭─────────╮
Healers
╰─────────╯
Healers are the medics of the tribes. They are in charge of healing illness and disease. The tribe's health is the most important thing. Right from the age of a youngling to herb learner, they dedicate their lives to learning how to find medicinal herbs and how to heal. Healers are allowed to have a mate but they can only have offspring if their mate is the one who will be having and taking care of their offspring. There can be multiple healers in a tribe. At the age of 80 moons, the healer must retire. The healers have 3 energy.
╭─────────╮
Herb Learners
╰─────────╯
Herb Learners are those who are training to become a healer. Right from the age of a youngling, once they've officially decided that they will become a healer, there is no going back from their decision, as they will already be dedicating their lives to the knowledge of herbs and illnesses. At the age of 15 moons, they are old enough to become a full healer. The herb learners have 2 energy.
╭─────────╮
Warriors
╰─────────╯
Warriors are the ones to follow the leaders and second leaders of their tribe. They are the tribe's defense and offense. They are the ones who make sure there is enough prey to feed their tribe. Without warriors, the tribe wouldn't be able to survive. Warriors may have a mate and produce offspring if they so wish. That said, the amount of mates one can have aren't limited. At the age of 80 moons, the warrior must retire.  The warriors have 3 energy.
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Students
╰─────────╯
Students are those who are training to become warriors. They learn from their mentors about the ways of their tribe and strive to increase their skills. Students may bond with each other, but may not have mates until they've grown into a full warrior. It is important for a student to train at least once each day; exceptions being if they are currently being punished or are physically unable to. At the age of 12 moons, they are old enough to become a full warrior. The students have 2 energy.
╭─────────╮
Mothers
╰─────────╯
Mothers are those who are currently expecting or nursing younglings. Regardless of gender, they are referred to as mothers. Mothers generally stay in the nursing den with their younglings, as they aren't able to do much. They are mostly important to a tribe -though not as important as the leader, second leader, heir, and heir's mate- as they provide the tribe with new younglings. Mothers have 1 energy.
╭─────────╮
Younglings
╰─────────╯
Younglings are the future of the tribe. Born as little, fragile beings, they grow as each day passes. They stay in the nursing den with their mother until they are old enough to officially old enough to leave. At the age of 6 moons, they are old enough to become either a herb learner or student. Younglings have 1 energy.
╭─────────╮
Elders
╰─────────╯
Elders are the retired healers and warriors of the tribe. They live their days in peace; most of the time. Since the elders' den is connected to the nursing den, the elders are able to pass on the stories of the tribe to the eager younglings that would gather around for a tale of the older days. Elders have 1 energy.

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Tributes
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Tributes are a way to gain favor from me.
Tributes are important to a tribe, all three must give a tribute at least once every three moons. If they would like to gain more favor, however, they may give tributes more often.
The leader and second leader are in charge of giving tributes. They must both agree on what to give. Tributes may be prey, herbs, or generally anything really. However...one wrong tribute and the tribe may just suffer from a loss of favor. An excellent tribute will bring in more favor than usual.

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Hunger
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╭───────────╮
Eating Order
╰───────────╯
Leader
Second Leader
Mothers
Heir
Heir's Mate
Elders
Healers
Warriors
Herb Learners
Students
All hybrids eat two prey.

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Seasons
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╭─────────╮
Newleaf
╰─────────╯
+3 prey
+2 sticks
+2 herbs
╭─────────╮
Greenleaf
╰─────────╯
+2 prey
➮ +2 sticks
+3 herbs
╭─────────╮
Leaf-Fall
╰─────────╯
+3 sticks
-1 herb
╭─────────╮
Leafbare
╰─────────╯
-3 prey
-2 herbs

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Sicknesses
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Ideas for sicknesses and injuries are welcome!
╭───────────╮
Moon's Curse
╰───────────╯
The deadliest of diseases; if it can even be considered one. Moon's curse can be found in any hybrid. If a tribe loses enough favor, hybrids in the tribe may start coming down with moon's curse. How severe it is may vary. Most of the time moon's curse can't be cured. However, there is a small chance it will be able to be cured. Hybrids that are unable to be cured are doomed to die. Fortunately, moon's curse is not contagious...
If curable, it will take 25 herbs to cure.
╭─────────╮
Young Fever
╰─────────╯
Found in younglings. When a hybrid with coldcough comes near the nursing den, younglings have a fairly high chance of catching young fever. Younglings with young fever must be cured the same moon, else the next moon they will die.
Takes 5 herbs to cure.
╭─────────╮
Coldcough
╰─────────╯
Can be found in any hybrid. Similar to greencough and whitecough. Must be cured in two moons or the hybrid will die.
Takes 10 herbs to cure.
╭─────────╮
Mooncough
╰─────────╯
Can be found in any hybrid. It's a more peaceful alternative to moon's curse. Highly contagious, if all hybrids with mooncough have not been healed, the amount of hybrids with mooncough will be doubled the next moon. If a hybrid with mooncough has not been cured in two moons, the hybrid will die.
Takes 10 herbs to cure.
╭─────────────╮
Severely Injured
╰─────────────╯
Can be any hybrid in general. It is more common in hybrids that have gone into battle. If left untreated, the hybrid that has been severely injured will die the next moon.
Takes 16 herbs to cure.
╭──────────────╮
Moderately Injured
╰──────────────╯
Can be any hybrid in general. Typically more common in hybrids that have fought with something. If left untreated for two moons, it can worsen into a severe injury.
Takes 12 herbs to cure.
╭───────────╮
Slightly Injured
╰───────────╯
Can be any hybrid in general. Though some cases are just a hybrid stumbling into a thorn bush or something of the sort. If left untreated for three moons, it can worsen into a moderate injury.
Takes 8 herbs to cure.
╭─────────╮
Minor Cold
╰─────────╯
Commonly found in herb learners, students, mothers, younglings, and elders. It can be found in other ranks as well. A minor cold isn't too serious, although since it is contagious, it can become quite serious if left intreated for too long. After three moons and if the hybrid hasn't been cured yet, the minor cold will become coldcough.
Takes 5 herbs to cure.
╭─────────╮
Injured Soul
╰─────────╯
Can be found in any hybrid. An injured soul, even if it is extremely slightly injured, is a severe case. It can become worse if not healed immediately. A hybrid's soul is basically the hybrid's life source. Destroying the soul will destroy the hybrid; regardless of soul type. A slight injury to a soul must be cured in three moons, a moderate injury must be cured in two moons, and a severe injury must be cured in the same moon, or the hybrid with an injured soul will die. Each moon they aren't treated, they will worsen.
A slight injury would take 10 herbs, a more moderate injury will take 15 herbs, while a severe injury takes 20 herbs.
╭──────────╮
Broken Limb
╰──────────╯
Can be found in any hybrid. Happens more commonly in Fovun hybrids due to flying accidents.
Takes 10 herbs to cure.
╭──────────╮
Aches
╰──────────╯
Commonly found in elders. Happens more during Leafbare but can happen in any season in general.
Takes 5 herbs to cure.

┏━━━━༻❁༺━━━━┓
Energy Changes
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Moon's Curse... takes away all energy
Young Fever... takes away 1 energy
Coldcough... takes away 2 energy
Mooncough... takes away all energy
Severely Injured... takes away all energy
Moderately Injured... takes away 3 energy
Slightly Injured... takes away 2 energy
Minor Cold... takes away 2 energy
Injured Soul... takes away half energy (if the hybrid has an uneven amount of energy, the half with the most energy will be taken away)
Aches... takes away 1 energy
Slightly Hungry... takes away 1 energy
Hungry... takes away 2 energy
starving... takes away all energy

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Bonding Levels
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╭─────────╮
Level 1
╰─────────╯
Acquaintances...
Have bonded 2 times.
╭─────────╮
Level 2
╰─────────╯
Friends
Have bonded 4 times.
╭─────────╮
Level 3
╰─────────╯
Close Friends
Have bonded 6 times.
╭─────────╮
Level 4
╰─────────╯
Best Friends
Can now become mates.
Have bonded 8 times.
╭─────────╮
Level 5
╰─────────╯
Mates
Have bonded 10 times.
╭─────────╮
Level 6
╰─────────╯
Inseparable
Can now mate.
Have bonded 12 times.

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Border
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The border starts off at full; 20/20. When the border drops below 10, there is an 80% chance of events happening each moon until the border is back to 10 or more. The border will drop by 2 each moon.

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Dens
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╭──────────╮
Leaders' Den
╰──────────╯
Leader and second leader.
╭─────────╮
Heir's Den
╰─────────╯
Heir and heir's mate.
╭─────────╮
Healing Den
╰─────────╯
Healers and herb learners.
╭──────────╮
Warriors' Den
╰──────────╯
Warriors.
╭──────────╮
Students' Den
╰──────────╯
Students.
╭─────────╮
Nursing Den
╰─────────╯
Mothers and younglings.
╭─────────╮
Elders' Den
╰─────────╯
Elders.
╭─────────────╮
Den Information
╰─────────────╯
All dens take 20 sticks to build.
It is important for all dens to be built. If a den has not been built yet after a while, ranks without a den built will start losing energy each moon until the den is built.

Which Will Be The Greatest Tribe, I Wonder ?

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The Fovun
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The Fovun are fox-sized creatures. With a body similar to a rabbit's and a tail much like a fox's, their fur is soft and silky. They possess large wings, strong enough to lift them and allow them to take flight. Fovun hybrids usually come in shades of brown, black, ginger, and/or white.
They live in a dense woodland area, with many trees in their territory. With leaves as soft as silk, the leaves from the trees are commonly used for nests. A nice bonus to using the leaves for nests, the leaves would appear to glow a pale shade of blue, giving off some light in the dens. Streams run through the territory, eventually leading to a large lake that all three tribes share.
The Fovun tribe are talented hunters and, without a doubt, talented in flying as well.
╭─────────╮
Skills
╰─────────╯
Huntingskill
Level 0.. 0 prey
Level 1.. 1-3 prey
Level 2.. 2-4 prey
Level 3.. 3-5 prey
Level 4.. 4-6 prey
Level  5.. 5-7 prey
Level 6.. 6-8 prey
Battleskill
Level 0.. 0 damage
Level 1.. 4-7 damage
Level 2.. 6-9 damage
Level 3.. 8-11 damage
Level 4..  10-13 damage
Level 5.. 12-15 damage
Level 6.. 14-20 damage
Foragingskill
Level 0.. 0 sticks / 0 herbs
Level 1.. 0-2 sticks / 0-1 herb
Level 2.. 2-4 sticks / 1-2 herbs
Level 3.. 3-5 sticks / 1-3 herbs
Level 4.. 4-6 sticks / 2-4 herbs
Level 5.. 5-7 sticks / 3-5 herbs
Level 6.. 6-8 sticks / 4-6 herbs
Healingskill
Level 0.. can't heal
Level 1.. can now heal young fever and aches
Level 2.. can now heal minor cold
Level 3.. can now heal slightly injured
Level 4.. can now heal moderately injured and broken limb
Level 5.. can now heal coldcough, severely injured, and mooncough
Level 6.. can now heal moon's curse and injured soul
Flightskill
Level 0.. can't fly
Level 1.. 20% success
Level 2.. 30% success
Level 3.. 40% success
Level 4.. 60% success
Level 5.. 80% success
Level 6.. 100% success

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The Chesealt
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The Chesealt are small, slim creatures. They look much like a cat and have spots similar to a cheetah's. Though others look more like splotches, while some look like speckles. Chesealt hybrids, instead of having a tail, have flippers much like a seal's. Some, instead of just their tail, their flippers replace their hind legs. Those that do have this little change are best at fishing. Chesealt hybrids usually come in shades of gray, white, black, and/or golden.
They live in a generally flat area surrounded by many lakes and rivers. Many of the rivers in the other tribes' territories actually lead to the lakes in their territory. They generally use reeds and tall, strong grass for their nests. To soften their nests, they would put fluffy white balls of fur that are dropped by Fluews (Small fluffy creatures with extremely soft white fur. Imagine a cotton ball, now make them about the size of a palm and give em tiny legs). They usually gather in groups and often wander into The Chesealt tribe territory. They are harmless though.
The Chesealt tribe are talented swimmers and possess great speed that is much quicker than the other two tribes.
╭─────────╮
Skills
╰─────────╯
Huntingskill
Level 0.. 0 prey
Level 1.. 0-2 prey
Level 2.. 1-3 prey
Level 3.. 2-4 prey
Level 4.. 3-5 prey
Level  5.. 4-6 prey
Level 6.. 5-7 prey
Battleskill
Level 0.. 0 damage
Level 1.. 6-9 damage
Level 2.. 8-11 damage
Level 3.. 10-13 damage
Level 4..  12-15 damage
Level 5.. 14-17 damage
Level 6.. 15-22 damage
Foragingskill
Level 0.. 0 sticks / 0 herbs
Level 1.. 0-2 sticks / 0-1 herb
Level 2.. 2-4 sticks / 1-2 herbs
Level 3.. 3-5 sticks / 1-3 herbs
Level 4.. 4-6 sticks / 2-4 herbs
Level 5.. 5-7 sticks / 3-5 herbs
Level 6.. 6-8 sticks / 4-6 herbs
Healingskill
Level 0.. can't heal
Level 1.. can now heal young fever and aches
Level 2.. can now heal minor cold
Level 3.. can now heal slightly injured
Level 4.. can now heal moderately injured and broken limb
Level 5.. can now heal coldcough, severely injured, and mooncough
Level 6.. can now heal moon's curse and injured soul
Swimmingskill
Level 0.. can't swim
Level 1.. 10% success
Level 2.. 20% success
Level 3.. 40% success
Level 4.. 60% success
Level 5.. 80% success
Level 6.. 100% success

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The Prairiet
┗━━━━༻❁༺━━━━┛
The Prairiet are quite tiny. Slightly smaller than the size of a full grown Chesealt, Prairiet hybrids have a long, fluffy body with large rabbit-like ears and stubby legs. However, they have quite strong paws that are perfect for digging. Prairiet hybrids usually come in shades of gray, black, brown, and white.
They live in a large grassy meadow with tall, old trees. The tall grass in the meadow helps with hiding the small creatures and tunnels. Even when the tunnels aren't easily seen, all Prairiet hybrids can easily memorize where each tunnel is. They usually use tall, strong waterproof grass for their nests. Some decorate their nest with flowers while others prefer using shiny pebbles.
The Prairiet tribe are talented foragers and commonly known for their skill in digging tunnels. These tunnels help The Prairiet tribe, if need be, hide from attacks. Though they are commonly used for hunting in during Leafbare.
╭─────────╮
Skills
╰─────────╯
Huntingskill
Level 0.. 0 prey
Level 1.. 0-2 prey
Level 2.. 1-3 prey
Level 3.. 2-4 prey
Level 4.. 3-5 prey
Level  5.. 4-6 prey
Level 6.. 5-7 prey
Battleskill
Level 0.. 0 damage
Level 1.. 4-7 damage
Level 2.. 6-9 damage
Level 3.. 8-11 damage
Level 4..  10-13 damage
Level 5.. 12-15 damage
Level 6.. 14-20 damage
Foragingskill
Level 0.. 0 sticks / 0 herbs
Level 1.. 1-3 sticks / 1-2 herb
Level 2.. 3-5 sticks / 2-3 herbs
Level 3.. 4-6 sticks / 2-4 herbs
Level 4.. 5-7 sticks / 3-5 herbs
Level 5.. 6-8 sticks / 4-6 herbs
Level 6.. 7-9 sticks / 5-7 herbs
Healingskill
Level 0.. can't heal
Level 1.. can now heal young fever and aches
Level 2.. can now heal minor cold
Level 3.. can now heal slightly injured
Level 4.. can now heal moderately injured and broken limb
Level 5.. can now heal coldcough, severely injured, and mooncough
Level 6.. can now heal moon's curse and injured soul
Diggingskill
Level 0.. can't dig
Level 1.. 10% success / increases progress by 5%
Level 2.. 20% success / increases progress by 10%
Level 3.. 40% success / increases progress by 15%
Level 4.. 60% success / increases progress by 20%
Level 5.. 80% success / increases progress by 25%
Level 6.. 100% success / increases progress by 30%

Welcome To The World Of Cedivaria .

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