
Rules:
1.No GMing
2.you can't start fights with others unless you decided on a winner. (in rp)
3.you can't kill other's Aisul without their permission.
4.No stealing art, ideas or concepts from others.
5.respect each other.
-Make new threads in wherever you want. an Aisul can join any community that he/she wants, regardless of area.
-There are no leaders in Aisul communities.(there are generally 1-3 communities in a location. They are not rivals. The bigger they are, usually they are more successful.) They don't believe one Aisul is better/worth more than the other.
How do they get things done? Well they have roles.
Common;
The default job when you start roleplaying (unless specified).
There is no shame in having a common job, you help with the basic necessities such as gathering food and teaching basic life skills to fawns.
Elder;
Always old, tired folk that can't really help around. They always serve as story tellers and are often advisers in all matters.
Mentor;
They help gather too except they have a skill in a certain field and can/want to take on students to teach them that skill. (example, weaving, speech to wild animals and proper speech, fur dyeing,etc.)
Specialized;
Almost like mentors without students. They can be mentors if they chose so. They help gather sometimes but usually just do their specialization (example,hairstyling/restoration, weaving, building, accessory making)
Scouts;
They know the lay of the land quite well and often get to go on adventures.
They are skilled fighters and are very quick. They are the first to put their life on the line if there is a threat. They often have short hair as it is easier to travel with and are cautious about things they don't understand.
Healers;
There is usually only a singe healer in a community, or perhaps two if one of them is old. They know low magic but specialize in herblore. They can be midwives even though birth is an odd thing for them as most of them were not born from a mother. They can take on students if they choose.
They often educate the community about common healing herbs or poisonous plants.
fawns;
They could just be a little playful thing until they grow up and take a common job or start specializing in something early in their life.