Roleplaying isn't necessary at Nezumi's Children, but it is highly encouraged. Roleplayers have access to several perks, such as improved breeding odds and the ability to purchase items from our
incentives shop. We try to keep loose meta-plots running all the time, and RP events will happen often.
Here is some information that will help you when roleplaying here. You don't have to follow my suggestions completely; instead, try to get a feel for the world and put your own unique spin on things. Plots are interactive and user-driven, so the more ideas you have, the better! Just try to keep your RP in the spirit of the shop. For further details regarding RP in this world, you can check out our advanced
RP guide.
The World
The rats live in an abandoned pet store. The domesticated rats have lived their entire lives in cages, and are just now learning to live on their own, find their own food, etc. The wild rats have built their territory into the walls and foundation of the building, and have dug an extensive tunnel system that runs underneath the whole store.
Rats can make nests anywhere, and claim territories in any part of the store that isn't already occupied by other rats (or that is occupied...but they'll have to run the current occupants out, first!) Maybe your rat decides to live in an underground burrow; maybe their colony is behind the vending machine, under a shelving unit, or inside of a dog kennel.
Your rats have access to all of the things you can find in a pet store. Most of the food comes from the pet food aisles, but they also have access to the storage room, the employee break room (which has vending machines), and the displays of candy and chips at the front of the store. Dye-makers might make their dyes from "color-enhancing" tropical fish flakes or other substances; healers can craft medicines from all the over-the-counter medications found in the aisles. The sky (and the pet store shelves) is the limit.
Religion
Specific beliefs vary from one colony to another. Some colonies subscribe to a very strict religion, while others may be wholly atheist. On the whole, however, most rats are rather superstitious, and nearly all of them believe in the "spirit realm," an alternate reality where the spirits of the dead live. Rats believe that spirits speak to the living through dreams or the visions of
usoothe, and share knowledge about all sorts of things. Essentially, any kind of instinctual knowledge is attributed to the spirits, and rats believe that the collective knowledge of all rat-kind can be tapped into if the need is great enough.
Many of the domestic rats revere the spirit of Nezumi the Prophet as a powerful religious figure, and may pray to her specifically in times of need. Domestic rats also traditionally believe that "the Great Ones" (humans) are divine, and would gear their religions toward pleasing those giants. Since the disappearance of the Great Ones, however, many rats have turned away from these beliefs.
Colonies
Rats are social animals. Very rarely, you will find a rat who chooses to live as a loner, but they're few and far between. Lone rats are usually neurotic, wildly aggressive, or otherwise "damaged." It's more common to find nomadic rats in pairs or small groups. Most rats choose to settle down in colonies.
Colonies can vary tremendously in culture and habits. Generally, however, they may include some of the following ranks:
Alpha - The leader. Usually male, but can be female. The alpha sets the rule of the colony, and to defy the alpha's rule is to invite punishment, banishment, or even death. The word for "alpha" varies a bit from one group of rats to another, but the term will always begin with the prefix "U" which denotes respect.
Allaysi - Scouts. These rats search for food, search for territory, or spy on neighboring colonies. Most allaysi are females or young males, due to the amount of energy needed for the job.
Keshu - Warriors. Usually males or larger-bodied females, the keshu are responsible for patrolling the borders of the territory, warding off intruders, and keeping an eye out for predators. Most alphas were once keshu.
Nosobo - Healers. Male or female, nosobo are gentle-hearted and often very sensitive to the suffering of others. They usually stay close to the territory, but may venture out to find medical supplies. They use a variety of homeopathic remedies, and their touch is rumored to have medicinal properties on its own.
Usoothe - Seers. Not every colony will have an usoothe, but those that do are very lucky. Usoothe are gifted with the ability to speak freely to the spirits (or so the rats believe). Exact powers may vary; some usoothe can read human text, speak with other animals, or use telepathy. Most also have visions of the future.
The rats weren't the only animals to survive the Big Water, although they did fare better than most. The pet store does have a surviving population of ferrets, guinea pigs, hamsters, mice, birds, and reptiles. A few fish still linger on, although they're dying off due to lack of food and stagnant water. The store is also completely overrun with crickets.
The rats generally don't interact much with the other animals. Some animals, like the ferrets and large snakes, are considered ushu (dangerous enemies) and avoided. Others, like the mice and hamsters, can be a food source for bold rats who feel like hunting them. Otherwise the rats generally ignore them. Usoothe can sometimes speak with other animals, though, and even regular rats can communicated to a limited extent through gesture etc.
The other species don't have any official art, but feel free to appropriate a member of those species for any RP purpose you need. If you create an NPC-type "major character" (like a ferret who can be used as a bad-guy in a lot of plots), let me know and I'll make them known.
We love roleplayers. We love roleplayings SO MUCH that we actually reward them for all that they do! Here at Nezumi's Children, you'll never have a pet taken away from you for inactivity. You will, however, get some sweet rewards for RP.
It's pretty simple. Every RP you complete and log are worth 1 point. Points can be traded in at the RP Points Shop for dyes, breeding perks, fertility potions, genetics records, even custom rats.
There's only a few simple rules to obtaining points from the RP point shop:
-- The rat in the RP must be certed and listed on the parent's list for the RP to count
-- RPs can only be redeemed for points once. For subsequent points, you'll need new RPs.
-- A qualifying RP must be at least 1500 words or 15 posts long.
-- RP can be either SRP or with a group. If in a group, you need to have 1500 words on your own or an equal share of posts.
-- RPs must have a clear ending of some kind
-- You are responsible for tracking your own RP points. We'll keep records of when and how you spend your RPs, and if we catch you repeatedly milking the system, you will be banned from using the exchange or even greylisted from the shop.