|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 11:23 am
"Let me tell you a story..." Updates Front page update is now complete. Jivvins!  So, I've decided, since we have three eggs, we're going to aim for a few random pages over the next 50 or so.... Let's say 1014, post 8, 1032, post 4, and 1045, post 1. Person to get each of these posts will have their choice of the three eggs up top. Two're girls and one's a boy, and none have ranks yet. I might let the winner pick those. Table of Contents .01. Events, News and Updates .02. Rules and FAQ .03. The Story .04. Settings .05. Jivvin Rankings .06. Stages of Growth .07. Bonded Jivvins .08. Nonbonded and Wild Jivvins .09. Non-Jivvin Forest Dwellers .10. The Wilds Society .11. The Council and Historics: NPCs .12. Breeding .13. Applications and Customs .14. Staff .15. Affiliates
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 12:17 pm
1. Do NOT PM any of the staff begging for a Jivvin. This will only make us mad, and possibly get you black-listed.
2. Please, please, please do not just 'bump' the thread. Here and there is appreciated on the off chance that there hasn't been thread activity for...days. But otherwise it's rather irritating and pointless. You could just as easily say a word or two and potentially start a conversation.
3. No sore losers. Do NOT whine if you lose ANY event. We do our best to judge fairly and correctly, so no sore losers. Besides, there's always next time.
4. Begging, whining, and generally just being frustrating and rude will get you blacklisted. Fairly straightforward. One warning.
5. Do NOT steal the art. Major peeve. Wegs and Keppit work extremely hard on their pictures, and we will personally hunt you down and slaughter you if we've found you've taken one without permission.
6. Do NOT pester us about Fourth Stage. If you RP, you -will- get it, and it -does- take some work to reach. Do NOT expect to reach it just right off the bat. Fourth must be EARNED, not given.
7. No god-moding. This can be difficult around the center at times, especially when NPCs come into play. Keep in mind skill levels and the abilities of different ranks--and individual Jivvins. Or, better yet, discuss the outcome of the confrontation before you RP it out. And use that to god-mode all you'd like :3
8. Do not give your Jivvins abilities out of their reach. Lately I have seen far too many cases of super powerful magic Jivvins. Only, I repeat, only Daewls have magic at all, except for rare cases of healing abilities in Afya or particular sly attributes in Olplyns such as Jatin. Sargtlins have next to no magic, Uuthli can only fly, and Vhaids are just snobs. If you have an idea for some ability that you think is a possibility, run it by Moo or Keppit first.
9. If a Jivvin goes a month after hatching without being named, the staff reserves the right to assume the Jivvin has been abandoned and rehome it. No refunds will be granted. Jivvins can be named at any time before hatching as well, so it is no fault of ours if you neglect to ever name it.
10. Staff word is law. Don't fight in the thread, people. And if you do and a staff member says to shut up, shut up. This is supposed to be fun.
------------- Q. How do I get one?
A. Jivvins are now accessible through three different means: The application process, breedings, or customs. Each of these is outlined in other posts on this page.
Q. How much do they cost?
A. Standard Bonded and Wild Jivvins are a completely FREE pet, provided they pass the application process. This is, however, still a breeding fee (differing according to Jivvin stage), and special customs are available for a price.
Q. Are these RP mandatory?
A. Technically, no. However, RP is highly encouraged, and your Jivvin will not reach Fourth without it. Wilds are RP mandatory.
Q. And if I don't RP?
A. Your Jivvin sits in your sig looking pretty? We ask that you RP at least once a month if you have a Wild, hopefully much more than that. If you are gone for longer than that period without explanation, you will be warned and, if inactivity persists, the Jivvin will be taken back by the shop.
Q. Do you do pet trades?
A. On occasion, yes, but if you offer to do a pet trade and we say no, don't feel insulted. We just can't do them often.
Q. Can Jivvins talk?
A. Jivvins can speak aloud, yes, and can speak telepathically with their bonds as they grow older. Married Jivvins can also speak telepathically with each other, but this is strictly according to the Wilds standards of marriage.
Q. When will my Jivvin grow?
This comes down to level of activity, and, really, when you want it to grow. Jivvins grow at different rates. More roleplaying will give you more say in when your Jivvin grows. Little activity will have your Jivvin growing whenever we feel like growing it. Wilds also grow much more slowly than Bonded Jivvins.
Q. How do Jivvins reach 4th Stage?
A. A quest and a crystal, to put it simply. The crystal changes them as soon as they touch it. And no, you can't just find a rock and claim it's a fourther crystal. Quests will be granted as we feel they are deserved.
Q.
A. In the RP Guild, we've set aside a thread specifically for location/NPC info, including a special 'Ask The Council' section. Ask there <3
Q. Do you accept bribes? :3
A. No. There is a custom section for the more specialty creatures, but all others must meet our application standards. No exceptions.
Q. Is co-owning allowed?
A. In most cases, yes. But if a Jivvin is co-owned, we expect it to be RPed by at least one of the owners. There's really no point in co-owning otherwise.
Q. How strictly do we have to adhere to ranks?
A. Rankings are really more of guidelines, and we do allow for a lot of personality variety within the ranks. Stretching some norms is acceptable. For example, Raechel, an Afya, can be quite stubborn and forceful if need be. But I don't want to see any pacifist Sargtlins or conniving Afyas, and so on and so forth.
Q. Can two Jivvins be bred together if bonded to the same person?
A. Absolutely not. Said Jivvins should think of each other as some sort of siblings, generally speaking...and even they do not approve of such relationships. If they are two Wilds who are played by the same person, however, they may breed if they meet the RP criteria, just as any other pair.
Q. What about same sex relationships?
A. Homosexuality is uncommon in the Jivvin world, but not particularly looked down upon. However, breeding is not allowed between same sex pairings.
Q. Must my Jivvin have a guardian?
A. All Jivvin eggs received from the Center must at least initially have a bond, and may only lose that bond if their owner 'releases' them once they hit adult, or they are abandoned before then to a new owner. Who that bond is is -almost- completely up to you, be it your Gaia persona, one of your other pets, whoever. However, please be reasonable... Wilds will never have a bond.
Q. Can I get a cosplay Jivvin?
A. ...The short answer would be 'Absolutely not'. In reality, you almost have the option to make your own cosplay. Jivvins will never be an exact cosplay--no reincarnation of this or that (save for Naturo and Gaara, who still aren't exactly and were created before this was decided). However, Jivvins can be raised in such a way that they...idolize the character they would be cosplaying, you could say, and they're fourther if they reach it would resemble said character. Tifa, for example; Tifa was just like any other Jivvin, a Sargtlin, and happened to enjoy Final Fantasy and, specifically, her namesake. So she wound up looking like her. If you want a cosplay, arrange something like that. Please note, this sort of situation will not happen with Wilds. They do not and cannot have the exposure.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 12:19 pm
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 12:33 pm
The Present The Center: Public
.....The Jivvin Center is a disheveled, crumbling, two-story farmhouse situated on the edge of a large wood. The building, desperately in need of a new coat of paint, is colored a light, flaking blue with a roof of grayish shingles. A wide porch lines both front and back, completely with a surprisingly strong railing and three steps up to the level of the house. The backyard abruptly ends at thick woodlands about ten feet from the porch, unbroken save for a gravel road leading into the trees. At first glance the house could pass for an decaying old relic, save for a freshly painted sign nailed against the rail to the left of the front steps. In dark blue letters, it simply reads 'The Jivvin Center'.
The interior of the building is considerably better off than the exterior, much better kept as well as completely modern and up to date. The first floor is composed of a kitchen, living room, dining room, master bedroom, a small office, and two bathrooms, while the second floor plays home to a few more bedrooms and a trap door leading to the attic. Though the building is rumored to be the home of Wegs and her family, the artist is very rarely there and any and all visitors are encouraged to make themselves comfortable and at home.
The House: Semi-Restricted
.....After following the gravel road for a ways, the forest opens to a massive natural clearing. The path begins a gradual slope upwards, winding over small hills and around a lake, finally ceasing as it reaches the highest point of the clearing.
Placed upon a hilltop overlooking the lake is a towering mansion, old and crumbling, yet majestic and intimidating. Composed of light, faded bricks, the building, five stories tall, looms above the trees lining its clearing. Indeed, the final floor is consistently clouded in a light haze, as if fading into the sky. The building seems to flicker, changing shape and structure by the angle at which it is viewed, one moment the ancient mansion, then, for a split second, a newly built castle.
Three sets of double doors are placed across the building's front, each inscribed with an hour glass: the first with all the sand at the bottom, the second with the sand hovering at the middle, and the third with the sand only in the upper half.
The middle set, the doors of the Present, open to a wide hallway, from which most other parts of the House can be accessed. The first floor, though elaborate and well kept, it rather typical, containing such things as a kitchen, living room, dining room, living room, den, and two 'master' bedrooms, as well as the grand ballroom, two labs, an art studio, a makeshift garage, a large office, and the infamous 'Egg Room'.
There are three sets of stairwells, one on either end of the House as well as the grand staircase in the ballroom. The largest, the middle, leads only to the second floor, though both others lead to every floor save the last. Up these stairs, the House's second floor is composed entirely of bedrooms, about half of which are inhabited and the rest of which are available for guests.
Another flight up, the third floor is divided into three large sections: a set of meeting rooms of varying sizes along the left end of the House, a massive library of rare books in the center, and a third set of rooms to the right that has been devoted to a private apartment.
The fourth floor is uninhabited and serves as a barrier between the House's residents and the beings of the fifth. The two smaller stairwells are the only means up, and their doorways are almost constantly locked against traffic either in or out. Just beyond the doors, within the floor, are two rooms which serve as armories for a variety of strange, runed weapons, the only defense against the shadows of the fifth.
A single, wide stairwell at the center of the fourth floor rises to the door to the fifth. This door remains perpetually locked and barred, spelled to restrain the shadows of the fifth within. Though guests are welcomed and end encouraged through most areas of the first three floors, the upper two are strictly off limits unless permission is granted by the few possessing keys.
INSERT HOUSE PICTURE AND FLOORPLANS
The Forest: Public
.....Only steps behind the Center, a thick forest stretches for miles in either direction and on to the horizon in the north. Composed primarily of deciduous trees, along with the odd evergreen grove, the forest is dark and uninviting.
Indeed, the trees are said to play tricks on visitors, cracking branches to spook hikers and even switching places... It is not uncommon for one to find themselves hovering within a few feet of the Forest's edge simply because the trees, whether they notice or not, keep turning them back. Others, meanwhile, may find themselves horribly lost within a matter of minutes, and many never find their way back out.
Aside from the trees, the forest plays home to a variety of strange creatures, the most famed being the wild Jivvins and the Ba'rra Ssan. Located far to the northwest, the Wild village is virtually inaccessible unless you know exactly where to find it, else the trees will simply switch places and lead you away. A charmed path has been created between the Village and the Center, shortening travel time from days to approximately an hour, but again, it is only accessible to those who know how to find it.
The primary danger of the woodland lies with the Ba'rra Ssan. A naga-like species, they lead solitary lives amid the trees, gathering only for rare ceremonies or celebrations. Though general not aggressive, they are extremely dangerous when hungry or angered and have a strong dislike for anything vaguely resembling a Jivvin. Thus, humans are fair game, and the Ssan are best avoided.
A good ways east of the Village and a long walk north of the House is a monstrous lake, along with a small cabin on the western bank. Hikers are warned to avoid the cabin at all costs, but the lake is an excellent picnic spot--should one brave the walk to reach it.
The Village: Semi-Restricted
.....The Wild village originated following the massacres as a safe haven for what few Jivvins managed to escape the slaughters. Founded by only fifty-odd Jivvins, the so-called 'village' now numbers somewhere over a thousand, yet still they manage to remain hidden.
Aside from the spells and wards of the forest itself, each home, shop, and public building is individually magicked upon construction to avoid prying eyes. At a word from a sentry, the entire village can vanish to nothing until a threat passes. Magic has also allowed for such things as (limited) electricity and plumbing, though most technology is avoided.
Otherwise, the town is rather average. Homes grow larger and grander towards the center of the village, with the most extravagant playing home to the current Vhaid, as well as meeting place of the Council and, in the basement, jailhouse for what few criminals arise.
Entrance into the village by bonded Jivvins results in a permanent stay--or a hefty fine--and all non-Jivvins are strictly prohibited entry.
Soyala's Cabin: Private
.....A short walk to the west of the Village, the trees open to another small clearing, completely empty to any untrained wanderer. However, with the proper greeting, a quaint, brilliantly white cottage appears, situated perfectly in the center of the clearing and seeming to emit a light all its own.
Inside, following the homey outdoor image, the Daewl's cottage is a simple affair. It is composed of only four small rooms: living room, kitchen, bedroom and bath, each painted as bright a white as the outdoors. All furnishings are shades of whites or creams, save for the occasional small decoration of pale blue or violet.
Every so often the entire structure, furniture and all, seems to flicker and waver, as if not quite whole. Access to the Daewl's cottage is strictly by invitation only and will usually require an escort of one of the Council members.
INSERT COTTAGE PICTURE AND FLOORPLAN
The Past The Castle: Public
.....Through the first door of the House, the door to the Past, one emerges into the exact spot they have left--though the sights have changed considerably.
Rising in place of the crumbling mansion is an exquisite, smallish castle. The bricks are recognizable as the same shade from before, and all three doors still remain, but here the similarities end.
The castle rises far above the mansion's mark, whole and solid and gleaming as if it were built yesterday. Towers and ramparts and billowing banners; the sight is something straight out of a storybook. Around the side of the castle, a good distance away near the edge of the substantially larger clearing, a small village composed primarily of shops is visible. Beyond it, homes are peppered among the trees, half hidden in the gloom of the forest.
Changing doors, entering through the middle, the way opens up to an elaborated marble entrance hall. Marble pillars line either side of the hallway with open archways which lead to other areas of the castle spaced in between.
Surprisingly, the building followed much the same structure as the House, library and all, though it is much, much bigger, containing a myriad of other fascinating rooms just waiting to be explored. Though all are free to investigate, by ready with a story if you are discovered--Jivvins are generally frowned upon, and any mention of the 'future' will have you labeled as a witch and sent to the gallows.
INSERT CASTLE PICTURE AND FLOORPLAN
The Town: Public
.....Towards the edge of the clearing, a good few miles walk from the castle, is the small town Cheule. The town is utterly unremarkable, simply your average, everyday, run-of-the-mill old England type settlement.
The civilization itself is composed of an array of small shops, booths and the like; the butcher, the baker, the candlestick maker--not to mention a large blacksmith's shop towards one end of town. Towards the center of the settlement, there are booths of produce, clothing, odds and ends, whatever the people of the town can find to support themselves.
Individual homes of the townspeople are spaced amid the forest bordering the town and consist of everything from tiny shacks to the rare manor. The population itself consists primarily of humans, along with a few Jivvins and the occasional more uncommon creature.
The town is typically a quiet and uneventful place; its citizens were some of the few who refused to participate in the raids and massacres, making it something of a safe haven to the survivors who wandered its way. Nonetheless, there is the occasional skirmish and, as small as the town is, a grudge goes a long way. If you have nothing good to say, say nothing at all.
The Village: Semi-Restricted
.....Almost completely identical to the Present, save much fewer Jivvins.
In Short The Rules:
.....Certain areas are open to everyone, certain are open with permission, and some are altogether prohibited unless you have an absolutely amazing reason for using them and clear it with the staff.
Of the Present, the Center and Forest are free for use by everyone. The House is much the same, but the top two floors are completely off limits. The Village is open ONLY to Wilds unless a Wild or certain bonded (Jack, Zelda, etc) brings the visitor there. Soyala's cabin is by invitation only.
Of the Past, both the Castle and Village are free to everyone. The Village follows the same rules as during the present. Keep in mind that upon entering the past, the door might change your appearance somewhat (provided you are not a Jivvin). Clothing will change to something more suitable of the time, hair dyes will vanish, etc and so forth. Everything returns to normal upon returning to the Present.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 1:18 pm
The Ranks system began years ago simply as titles from one Jivvin to another. These 'titles' ranged from compliments to curses, and were more words in passing to the appearance or personality traits of different Jivvins. At one time, there were close to a hundred of these descriptive titles, but only six of the more well used have survived to this day. In present day society, these ranks have taken the more prominent role of social circles and political parties. Wild Jivvins especially tend to interact primarily with those of their own rank, and certain ranks have grudges or alliances with others. For example, Sargtlins and Uuthlis have always been on good terms, while Sargtlins and Olplyns despise each other by nature.
In shop terms, Ranks determine things such as base personality and some minor physical differences. Rank will also determine which lineart your Jivvin's Third stage will appear in. The traits described by the rank are not end-all be-all, but your Jivvin should portray at least a general idea of what the rank designates. Though some traits will bleed from one rank to another, some are set in stone. For example, you'll never find a Sargtlin preaching peace and love to the world. Just try and stay true to the ranks. Vhaid | ProudThe rank of Vhaid can be divided into two sub groups: the 'true' Vhaid, and the much more common Royals. True Vhaid are the ideal leaders, those most likely to earn a position at the head of the Council. Self-assured but not arrogant, stately, reliable, these Jivvins have a natural knack for gaining one's trust and taking charge of a situation. Royals, on the other hand, are something of a false Vhaid. Royals are extremely proud, haughty, and often rather snobbish. These Vhaid refer to themselves 'true' Vhaid even if they are not, and consider themselves well above those of any other rank, equal only to their own kind. The term 'Royal' is often used as in insult between Jivvins as a result. Royals are fairly common, while true Vhaids are extremely rare. Eggs that are expected to exhibit the true rank are often kept to the Wilds. Sargtlin | StrongSargtlins, while their own rank, often reflect some of the qualities of the true Vhaid, though the differences are significant enough to set them apart. Prone to arrogance, these Jivvins have an attitude about them that demands immediate respect--or else. Warriors by nature, these Jivvins will often resort to threats and violence rather than settle an argument verbally. They are extremely quick tempered, easily offended and angered, and have a tendency to act before they think. On a positive note, Sargtlins are extremely loyal and unselfish, and terribly devoted to anyone they grow close to. Sargtlins are one of the more common ranks, both among the bondeds and the Wilds. Afya | KindPerhaps the kindest of the Jivvins, Afya are the most sweet-tempered of the ranks. These Jivvins are friendly by nature and extremely optimistic, always looking on the bright side of things regardless of circumstance. Patient, trusting, and reliable, these Jivvins will do anything in their power to help whenever it is needed. Though hard workers and loved by most everyone, Afyas as a whole are recognized as one of the lesser ranks. Their trusting attitudes make them terribly gullible and easily taken advantage of. Eager to please, they will often back down rather than risk a confrontation, meaning they hold little stance on matters of opinion. Afyas are another of the more common ranks, though the number is often underestimated due to their subservient tendencies. Olplyn | CunningOlplyns are something of loners in the Jivvin world. Sly and secretive, the are utterly uninterested in anyone other than themselves, other Olplyns, and, if bonded, their bonds. Olplyns have an arrogance to rival the Royals, a fierce pride in their rank, and rarely associate with other ranks because of it, though this is true more so for the Wilds than those with bonds. Olplyns are slow to trust and slow to befriend, preferring their own company to that of anyone else. They have an extremely quick wit, are highly intelligent as a rule, and often use clever words and tricks to worm their way out of tight spots. Olplyns hold a fierce disliking for Sargtlins, who dislike them in return, but as another of the lesser ranks, they do not hold much say in opposing Sargtlin decisions. Daewl | AloofDaewl are cold. The true traits of individual Daewls can fall under any of the other ranks, though they tend to mask these traits, and so they have been granted a rank of their own. Daewls are aloof and impersonal, rarely speaking with any other than their own rank, and then usually in strange languages that vary from Jivvin to Jivvin. They tend to shun others, limiting their attention to a choice few, and will often interject into conversations with completely unrelated words or topics, if only for the amusement of watching the other fumble to respond. Despite their affected silence, Daewls are extremely intelligent, more so than any of the other ranks. Each Jivvin possesses a certain ability from hatching, an element as they call them, and each element is unique to the Jivvin. Strength of these powers will vary, as will the ability to manipulate them and the extent to which they can be manipulated. Daewls are the only Jivvins who can enter the Future door, and then only if they know how to do so. Uuthli | WingedUuthli are a coexistence of all of the other ranks. Uuthlis may exhibit traits of any of the others, though these traits are usually to a milder degree than the others. The clear distinguishing difference, the trait that sets them aside from the others, is simple: Uuthlis have wings. Wings will come in any color under the sun, as will the Jivvins themselves, and, due to their large size, are often something of a hindrance. Because of this, Uuthlis, when in the Fourth form, are capable of, in a sense, absorbing the wings into themselves to keep them out of the way unless needed. The process is painless, effortless, and takes only seconds, leaving behind large tattoos along the back in the shape and coloration of the hidden wings. Many bonded Uuthli, on top of what traits they gather from other Ranks, tend to be comical and airy, taking things in turn and letting them pass as quickly. The Wild Uuthli, because of their present leader, are primarily like the Sargtlins in demeanor, though some still waver towards the other Ranks.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 1:28 pm
Size Chart Egg | SelJivvin eggs range in size depending on the number in the clutch, and can be anywhere from the size of an ostrich egg to larger than a human head. Jivvins will remain within their egg for an indeterminate length of time; that is, until they are properly cared for and brought to hatching. This time can vary anywhere from a few days to a number of years, and extended lengths are of no harm to the Jivvin itself, hence the opportunity to store abandoned eggs in a room in the House. No Jivvin will ever die in its egg, unless some harm comes to the egg itself. It is a state of limbo between vulnerable states within the mother and directly following birth. Jivvins will hatch only when they judge the area safe and accepting, and it is generally a very short process, consisting of only a matter of minutes. Be careful not to miss a chance to bond.
First | UstA First stage Jivvin is the equivalent of a human infant to young child. Mentalities vary from Jivvin to Jivvin, usually as a result of the length of time spent within the egg, though this is not always the case. In a general sense, First stage Jivvins will be something of a human toddler. Speech is limited and broken, understanding of situations is limited to 'good for me' or 'bad for me'. Relationships with bonds also will vary, though most will see the bond as a parent, just as the bond is expected to treat the Jivvin as a child. Otherwise, it is rather ordinary and, again, this stage will last an indeterminate amount of time depending on level of attention to the infant. Second | DradaThe Second stage Jivvin parallels to a child to teen aged human. Here, as personalities truly begin to develop, the influence of rank becomes much clearer. Otherwise, they are fairly typical of children, in the sense that all children are different and all Jivvins will be so as well. Again, this stage lasts an indeterminate amount of time based on level of attention to the Jivvin. Third | LlarThird stage is the adult and, for many, final stage of the Jivvins. Third stage Jivvins are completely capable of taking care of themselves and often times, bonded or not, will leave home to begin families of their own. Rank plays a clear role in the Jivvin's life here, especially in those of the Wild Jivvins, and will often influence decisions, arguments, and even friendships. Upon reaching this stage, the Jivvin will age no further; they remain eternally young, enduring a sudden, dramatic aging only towards the end of their bonds' lives. Freed or Wild Jivvins will age no further. Fourth | QuenThe Fourth stage is a trait reserved primarily for the Wilds, but, recently, has been offered to more and more of the Center's bonded. This trait is attained by the finding or gift of a certain stone, and allows the Jivvin to change at will between it's Third form and Fourth, which appears, in short, as a human with the ears, horn, and tail of a Jivvin. From an ooc note, this stage will be available only after a good deal of activity and/or roleplaying is shown by the Jivvin. Journals are also encouraged, if only to log roleplays, as they will allow the staff to take notice of participation more easily and, thus, provide quests more quickly.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 1:32 pm
 When baby birds hatch from their eggs, they form a bond with the first being they see, following and thinking of said being as their parent. Jivvin hatchlings react in much the same manner. However, in the case of Jivvins, that bond is escalated a bit further. If a human (or, as this is Gaia, something of human intelligence) is present at hatching, the young Jivvin will mentally link itself to this person, forming a strong bond.
While the Jivvin is still young, this bond is merely to fix a 'parent' figure in into its mind, but as it grows older towards the 'child' age, the bond strengthens to allow Jivvin and human to communicate emotions and, as it nears adulthood, speak telepathically.
The bonding process was originally initiated back when Jivvins played personal guards to the humans at their sides--and also served as motivation for the more selfish ranks to fulfill their duties. For if the human grew ill or was killed, the same befell the Jivvin. In present day Gaia, though Jivvins are now seen as part of the family rather than a possession or tool, the same holds true: If harm befalls their chosen bond, the Jivvin will feel that pain as well, and if the human dies, the Jivvin too will perish. Egg - First - Second - Third - Fourth Generation 1 @ Kilith -- Uuthli -- Wegs @ Kylara -- Afya -- Foenixfyre @ Meissa -- Vhaid -- Sundragyn @ Tifa -- Sargtlin -- Azurai @ Bruce -- Afya -- Hawk_heart @ Seraphyx -- Olplyn -- Chaeval @ Kuro -- Daewl -- TheMadHatter @ Kano -- Uuthli -- MoochiLove @ Carmen -- Olplyn -- Lilwerewolf @ Fiona -- Sargtlin -- Seth Keta @ Misae -- 'Mage' -- RogueRoxness @ Fenwrit -- 'Mage' -- Lenta @ Monev -- Vhaid -- Zeejay @ Aisha -- Uuthli -- Kanth @ Zelda -- Daewl -- Xbear @ Faust -- Uuthli -- Xbear @ Grapple -- Sargtlin -- Yakobi @ Aerin -- Vhaid -- Inle-roo @ Aristotle -- Olplyn -- Aylee @ Aida -- Afya -- MoochiLove @ Coraline -- Sargtlin -- Wegs @ Aerith -- Uuthli -- Azurai @ Enys -- Vhaid -- MoosieFate @ Rune -- 'Mage' -- Kanth @ Cira -- 'Seraphim' -- Foenixfyre @ Uri -- Uuthli -- Sarabi Adruenna @ Lucius -- Uuthli -- Megjen @ Uri & Lucius -- Uuthli -- Keppit @ Fell -- Olplyn -- Zeejay&Rogue R. @ Naruto -- 'Kyuubi' -- Kanth @ Gaara -- 'Ichibi' -- Chirigami @ Ravija -- Uuthli -- Sarabi Adruenna @ Gene -- Sargtlin -- Sciz @ Devon -- Vhaid -- Invader Teri @ Kintara -- Daewl -- Quinny_chan @ Sameil -- Olplyn -- Halfling_Elf @ Alexander Edward -- Vhaid -- Ranald @ Kei -- Olplyn -- Alera_ @ Rhea -- Vhaid -- Emelyn @ Alfie -- Afya -- A.V. Karlet @ Codiene -- Daewl -- Karma_k @ Sphynx -- Sargtlin -- Xbear @ Sanyu -- Uuthli -- Monkeylovefirework @ Squidley -- Daewl -- Doomi @ Nox -- Afya -- Maeko-Hana @ Oscar -- Vhaid -- Lulu_Tiffany @ Jhadia -- Sargtlin -- TheMadHatter @ Elayeth -- Olplyn -- Keppit @ Kheetsu -- Sargtlin -- Cassiopeia Starkitten @ Rillian -- Afya -- Thalion @ Takala -- Afya -- Arafel @ Maeve -- Sargtlin -- Skye Starrfyre @ Ambar -- Uuthli -- Trelweny @ Aruna -- Daewl -- Dulcea @ Beryl -- Vhaid -- Skye Starrfyre @ Johan -- Olplyn -- Heartless!Kimi @ Varen -- Vhaid -- [ astra ] @ Imogen -- Olplyn -- Sylan @ Kirikan -- Vhaid -- Esopha @ Kalmeros -- Sargtlin -- GreyDragon @ Diylizo -- Uuthli -- TheMadHatter @ Anoiktos -- Daewl -- Skye Starrfyre @ Aubri -- Uuthli -- Halfling Elf @ Seif -- Vhaid -- o0 Nel Zelpher 0o @ Lekka -- Afya -- Sinecura @ Ari'Nacht -- Olplyn -- Emerwyn @ Daisy -- Vhaid -- Rabid Jigglypuff @ Kailani -- Daewl -- Mindsend @ Izach -- Sargtlin -- Miliardo Kason @ Jin Huo -- Uuthli -- LP @ Procul -- Daewl -- mouselet @ Uttara -- Vhaid -- Kimie Kitty @ Caedon -- Afya -- keetabirdy @ Winston -- Daewl -- Ginchael @ Mocha -- Olplyn -- EvionVixen @ Hare' -- Afya -- DecayingThorn @ Leiko -- Afya -- CuterThanYou @ Karncolor -- Sargtlin -- CuteFuz @ Princess -- Uuthli -- Antigra @ Matzi -- Sargtlin -- Amy D @ Annie -- Sargtlin -- Jeanemon @ Dexter -- Vhaid -- Wotcher @ Harmoniae -- Uuthli -- Skye Starrfyre @ Atrasai -- Daewl -- Aethubryn @ Cel -- Afya -- Anvion @ Princeton -- Afya -- Bloody Anubis @ Serafine -- Afya -- Glass Crow @ Lusivan -- Uuthli -- Kalietha @ Calvin -- Olplyn -- Keppit @ Danka -- Vhaid -- NinetailedNightmare @ Mei'Baran -- Daewl -- Rabid Ice Weasel @ Rhenus -- Afya -- Moofuls @ Lakadi -- Uuthli -- Rabid Ice Weasel @ Paelin -- Afya -- Gelfin @ Diciembre -- Uuthli -- Chi Sohma @ Keznik -- Olplyn -- Pukio Generation 2 @ Tihr -- Sargtlin -- Kanth @ Meiser -- Daewl -- Morogue @ Trory -- Afya -- Iris_Virus Pick Up
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 1:56 pm
There are two basic situations that will result in a 'nonbonded' or 'wild' Jivvin.
The first is fairly obvious and is the case for the greater majority of the Village's population. And this is simply that there was no possible bond available at birth. The parents of the egg, rather than give it up to a potential bond, kept the child. As Jivvins cannot bond with Jivvins, upon hatching the child began life without a bond, granting it absolute freedom and immortality, provided it did not die of illness or murder.
The second possibility applies to those Jivvins who once had a bond, and is rather akin to being disowned. These Jivvins have been tossed out, abandoned, or subjected to some form of severe mistrust, enough to side the Jivvin entirely against its former bond. Or, in rare cases, the Jivvin has simply been released for one reason or another.
However, such practices are generally frowned upon and, if planned, must be discussed with either Moo or Jack before it can be undertaken. Egg - First - Second - Third - Fourth Wilds@ Axel -- Olplyn -- Endejester @ James -- Olplyn -- Thalion @ 'Scar' -- Daewl -- Ryugen @ Bay'lohved -- Afya -- Keppit @ Mejari -- Vhaid -- Antigra @ Mjedan -- Daewl -- Indubitably @ Eosphorus -- Uuthli -- Skye Starrfyre @ Eleos'dikisi -- Uuthli -- TheMadHatter @ Caitrione -- Vhaid -- Moofuls @ Reuben -- Afya -- Wegs @ Kamin -- Sargtlin -- Keppit Generation 1@ Jack -- 'Pirate' -- Moofuls @ Moriah -- Uuthli -- Doomi @ Kama -- Olplyn -- Moofuls @ Satou -- Sargtlin -- Keppit @ Lee -- Daewl -- Rayne Winner @ Gus -- Afya -- Keppit @ Scion -- Daewl -- Moofuls @ Aaralyn -- Afya -- Skye Starrfyre @ Kaname -- Uuthli -- Orphene @ Naomi -- Afya -- Arrikanez @ Zensi -- Afya -- GunSniper @ Canaan -- Olplyn -- Indubitably @ Kashultz -- Olplyn -- Rabid Ice Weasel @ Horatio -- Uuthli -- Jeanemon @ Puck -- Vhaid -- Chibi Sheepcat Generation 2@ Dariusz -- Uuthli -- Xbear @ Zachariusz -- Uuthli -- Moofuls @ Anastazja -- Olplyn -- X & Moo @ Silthran -- Uuthli -- Moofuls @ Mange -- Daewl -- Kanth @ Klu'Chud -- Daewl -- Moofuls Valz'hin@ Dannuthe --- Emerwyn @ Meros-Jaspin --- Keppit & TheMadHatter Pick Up
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 2:02 pm
Non-Jivvin Forest Dwellers
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 2:08 pm
 Of the Village: History and Structure
.....Hundreds of years ago, in the time of kings and queens, knights and dragons, the Jivvins were a breed well know to society. Though uncommon to the general public, the Jivvins were prized among the wealthy for their human intelligence and brilliant colorations. They became the companions to kings, the partners to captains, a symbol of strength and royalty reserved only for the upper-class. And as dissensions grew among the poverty stricken common-folk, the Jivvins were despised and envied as much as the people for whom they stood.
In attempts to bring about civilian governments, revolutions began. First one, then the next, and so on across the country. Like wildfires they arose until the nation was in a state of civil war, the small upper-class versus the much greater lower. Even with tools and supplies on their sides, then odds were too great, and within a short time the wealthy, the royalty, were overrun and crushed.
At their sides, the Jivvins, ever faithful to their sworn bonds, perished more numerously even than the humans. Some were killed defending their homes, many lost their lives when their bonds passed on, and still more were slaughtered following surrenders as a mockery to the society they stood for. The breed was all but wiped out.
Amidst the chaos, from one fight to the next, a small group of survivors slipped away. In small groups of threes and fours, traveling by night and communicating by air, they made their way to a designated safe haven: a forest known to possess Wilds of the breed, those who had never known a bond for generations back, as well as the added security of a small village towards the outskirts of the forest that had taken no part in the so-called massacres.
Together with the few remaining true Wilds, this group, numbering approximately fifty by the conclusion of the massacres, founded what today has bloomed into the Village. Home to approximately one thousand inhabitants at present, the Village is carefully hidden deep within the forest. Access by foot is nearly impossible; truly, it is a place only accessible if one knows exactly where to find it. A combination of the switching trees of the forest and the spells and tricks of various Daewls serve to hide it from sight should anyone unwelcome approach. In the hundreds of years it has existed, no human has ever set foot within its boundaries.
The Village itself is rather ordinary in structure, with homes growing larger and more magnificent towards the center of the town. The most extravagant of these plays home to the present Vhaid, as well as meeting place of the Council and courthouse if the need arises. Towards the far end of town is a bustling marketplace, the center of commerce as well as general gatherings and day to day socialization. Towards the town's opposite end is a wide training and sparring arena. The homes grow smaller and simpler as they move from the center, with those on the very edges of the village generally serving as farms of varying produce and meats. Aside from the main Village, a few homes pepper the forest even further within, spaced from the town according to their professions. All are closely monitored at all times.
Of the Society: Individual Status and Rank Relations
.....Jivvins are a very social people by nature, save perhaps for a few choice Olplyns and Daewls. The Village is positively brimming with activity during the day, with individuals visiting each other and the market, participating in their favored occupation, and so on. It is no sleepy village in the trees. The Village is alive with activity both day and night, and much effort is put into ensuring that such a place remains well hidden.
All Jivvins are created equal…with some mild variations in the mix. This is the general belief among individuals, but relations between ranks often raise or lower one Jivvin above or beneath another. As a rule, Vhaids hold themselves above the other ranks, a status that is self-proclaimed and quite often the mockery of the other ranks. As a result, the Vhaids, or, rather, the Royals tend to stick to their own, very rarely branching out to form relationships among the other ranks.
Sargtlins and Uuthlis, over time, have formed the militant sects that defend the Village should the need arise. In working together, and in the views they share on these issues and others, the two ranks have become strong allies. Both ranks are inclined to be suspicious of the Daewls and their leader, and neither are particularly fond of Olplyns in the least. Daewls, like the Vhaids, generally prefer to keep to their own, occasionally associating with Uuthli or Afyas, and Olplyn relationships are almost strictly restricted to other Olplyns or Afya. Afya approach the other ranks from an unbiased stance and base their friendships on individual interaction.
As explained earlier, individual status is also determined by mentality versus the normal association with age. Level of ability will also play a large portion of how an individual is viewed. Exactly which abilities are prized differs among the ranks, usually focusing on their naming attributes. Strength, bravery, skill in battle for the Sargtlins, cunning, wit, secrecy among the Olplyns, and so on. Extent of ability, for example, is a deciding factor among many Daewl. Those with more impressive powers are held in a higher status than those who dally in lesser magics. And so forth among the ranks.
Of Aging and Education: Maturity vs. Literal Age
.....There is no definite rate of time between growths for Jivvins. While bonded Jivvins tend to grow fairly quickly in order to better fulfill their duties to their bond, this is not so for the Wilds. With no life cycle to parallel themselves to, the Wild Jivvins tend to grow extremely slowly, some remaining in one stage or other over the course of decades. What is time to an immortal? They are in no rush to age physically and, upon reaching adulthood, seem to cease maturing altogether. This is not so. Jivvins continue to age throughout their lives, simply at a much, much slower rate than before. It is only very rarely that anything more than minor physical changes appear at all.
Thus, custom in the Jivvin village dictates that age is not the deciding factor in day to day life, but maturity level. When there is a possibility of one Jivvin remaining a Drada for years upon end, and another reaching Llar in a matter of months, it is both unfair and unwise to value the notions of the second over those of the first. As a result, physical age is often overlooked. A young, wise Jivvin would be held at a higher standing than an older , careless Jivvin. However, some opportunities are left only to Llar, such as working with the Sargtlin and Uuthli forest patrols. Many of the higher learning opportunities also require one to be a Llar, and nothing beneath that age will be permitted to take position in the Council.
On Occupations: Sustaining an Isolated Village
.....Like many of the governing laws of the Village, those deciding the details of the economy and available occupations have been arranged to allow for isolationism. All of the Village's needs, be they food or goods or shelter, must be met by the Village, and very strict laws have been formatted to see to it that this ability to self-sustain remains possible. The details of these laws can be summed up in one simple statement: Everyone must work.
All Jivvins are expected to have some kind of occupation, and to maintain it appropriately. Failure to do so will usually result in the Jivvin being apprenticed into another trade and monitored exceptionally closely--and further chances to redeem oneself are virtually unheard of. Repeat offenders risk being expelled from the Village; the society is too small to bother with those who will not pull their own weight. That is not to say that these jobs need be difficult. It is not uncommon for a married or mated couple to have one partner who works away from home, and another performing a lesser job from the home, such as mending clothing or maintaining a small garden of their own. Most, in fact, embrace their occupation of choice; it fills their days and often becomes more of a hobby than a chore. An idle mind is prone to wander, and wandering is dangerous in the forest.
These jobs begin at a young age, often as Dradas apprenticed to more experienced Jivvins, and tend to be fairly predictable according to rank. Healers, weavers, farmers, cobblers, blacksmiths, tanners, and more--including those who maintain the magics surrounding the Village's electricity and plumbing; the list goes on, and is often expanding as Jivvins stumble across technology that may have been discovered a hundred years prior in the modern world. Sargtlins and Uuthli, as the more militaristic of the ranks, are also expected to run scheduled patrols alongside their chosen occupations, though some will specialize more in these military games than others, and some may be advised that their attention is best placed elsewhere.
On Mates and Reproduction: Relationships and Child Rearing
.....The concept of mates in the Jivvin world equates to the idea of marriage in the human sense, the difference being that Jivvins rarely if ever anticipate the pairing lasting indefinitely. A mated pair is understood to be a temporary companionship, which is not to say that it will end in horrible disaster; quite the opposite, most simply dissolve into a more platonic, close friendship. With an eternity to explore, changes in interests and outlooks are not uncommon, and it is perfectly acceptable and even expected for partners to go separate ways and develop interests in others.
This is not to say that their time together is completely casual. Mates will often remain together for several years to decades, living in the same home and raising children together; it is considered extremely poor taste to separate while the children are still in the home, and even worse to pair up with another before the child has reached adulthood. As a result, single parents are uncommon, but not entirely unheard of, circumstance presiding.
True marriage, on the other hand, is an exceptionally extreme and very rare undertaking. Marriage in the Jivvin realm is often equivocated to the bonding process between and Jivvin and human at its hatching, but it is elective and, as such, much more intimate. The process binds soul to soul, an unbreakable promise between the pair which ties them together for eternity. There is no divorce, and there is no "falling out of love". The death of one partner will almost always cause the death of the other; in the rare cases where it does not, the other almost always commits suicide only shortly afterwards.
Marriages, rare and beautiful as they are, are celebrated with massive, complicated ceremonies which often last days on end. These are the rare times when all concerns of secrecy and productivity come to a pause, and celebration engages every member of the village in days of music and dancing and feasts.
Children participate in schooling almost electively; a formal school system is difficult with the irregular growth rates of Jivvins, and so most early schooling is done from home. There are several small schools, more like private tutors, which educate in single classes of only ten to twenty individuals, and teach specifically mathematics and history--but these, likewise, are elective, and are usually attended only by exceptionally gifted youngsters. All Jivvins are expected to learn to read, unless disabilities render them incapable, but maintaining the ability is not enforced once the Jivvin reaches adulthood.
Young Jivvins are also highly encouraged to participate in rank-specific activities, either formal rank-founded organizations such are apprenticeships with Afya healers or Sargtlin and Uuthli patroling activities, or more casual social clubs, intended to encourage rank unity and knowledge. Dradas are also expected to apprentice under a more skilled adult beginning shortly after their growths.
On the Council: History, Elections, and Powers
.....The Council was initially created as a necessity of the Village's formation; leaders naturally appeared among the scant survivors, ranks instinctively followed the most impressive of their rank. The initial Council was not so formal in its arrangement as the developed. Initially, the council consisted of a Vhaid, Olplyn, and Uuthli, with a Daewl inserting herself with the promise of protecting the swelling group's location. Shortly thereafter, a more formal structure was decided, and a Sargtlin and Afya were incorporated, allowing for the structure that has survived the centuries to this day.
Council members are and have always been decided on a democratic basis, with rank members voting for the representative of their particular rank. The time between these elections, however, is completely elective. Elections arise whenever enough of the rank feel it necessary--that being, whenever enough of the rank are dissatisfied by the job being done by their leader. Three ranks have not seen an election since the Council's initial creation, and in these positions the founders remain in positions of power: Aleda of the Uuthli, Jatin of the Olplyn, and Soyala of the Daewl.
From the early days of the village, the Uuthli have flocked about their leader. Aleda has stood as a solid and reliable member of the Council. Predictable, yes, but wise in her decisions, and strong in her commitment to them and to her rank. For the Olplyns, Jatin has ruled with slightly less conviction; it is often joked that he remains in power simply because few other Olplyns care enough to challenge him. Jatin is often viewed as one of the less responsible, less deserving members of the Council, but is nonetheless an exceptional representative of his rank--and probably one of the view who would actually be tolerate by other Council members.
Soyala, meanwhile, holds her position primarily through fear. No one quite knows the extent of the Daewl's powers or knowledge, and no one quite cares to find out. No Daewl has dared challenge her claim in living memory, but most have no desire to. Soyala is a point of severe pride to the Daewl rank, and nearly all harbor a fierce loyalty towards her--despite the questionable rumors that arise now and then.
Even the rank of Sargtlin has undergone little change. The original Sargtlin Council member perished a scant few decades after the formation of the Village, and left his son to succeed him. Lysius was elected to the position almost unanimously by his rank following his father's death, a following which wavered only during the period of turmoil following the loss of his wife. Lysius survived the loss and recovered to rededicate himself to his rank, and has proved a fiercely loyal and successful leader, though his means may occasionally be questionable.
The two ranks to see the most change have been Afya and Vhaid; Afya, often because few harbor the pride and stubbornness to argue their claims to the position, and Vhaid because nearly all feel themselves capable. The past century has been exceptionally stable for both ranks, allowing for a long period of calm in the Council. Raechel of the Afya has managed to make herself perhaps the most loved Council member of all time--and, indeed, one of the most loved Jivvins in the Village. Presenting a clear presence of the Afya in the Council, but maintaining the stubbornness and determination to have her voice heard, Raechel has brought a high level of respect to a rank that was once considered naive and often manipulated.
Kyros, of the Vhaid, is the youngest of the Council members, but has managed to hold his position longer than any other Vhaid predecessor. He has been challenged for reelection several times, but always won by a clear lead and, indeed, even his challengers will often grudgingly admit that he has done a good job. Turmoil in recent years, however, has led to new rumblings over the position...but rumblings, of course, may mean nothing.
The Council and its elected members are assumed to have the full confidence of their ranks, and, as such, are expected to have the backing and confidence of the other ranks. As such, the Council has unquestioned power over laws new and old; they may write, change, enact and enforce whatever they see fit, provided the entire Council meets over the subject and a majority vote carries. (It is understood, however, that should anything too outlandish carry, the Council may very quickly be reconstructed with new, clearer thinking individuals.)
The Council also serves as the final legal system, as far as judging conflicts or crimes and distributing suitable punishments. These may be minor activities such as verifying that Drada are apprenticed to more extreme legal matters of trials or banishment. Regardless of complexity, the Council's word is final in all matters, and most Jivvins, after living under the same leaders for more than a century, are quite content with their decisions.
In OOC Terms: Simple Explanation and Rules
.....The key to the Wilds is this: Don't panic, don't over complicate things. The Village may seem complex, but really it can be summed up as a more medieval-aged civilization. It has advanced a bit further, to be sure, and is home to plumbing and the equivalent of electricity, but most non-Daewls prefer to use candles and wood stoves. There are no phones, TVs, computers, etc, but there is a printing press and books, and many metal and leather-working technologies have been advanced simply by the creativity of those employed by them over the years.
The specific things to remember in playing a Wild are as follows: Wilds, unless given express permission, may not leave the forest. Most wilds have no interest in leaving the forest and, indeed, rarely leave the Village itself. Wilds are highly rank-oriented, Wilds are naturally suspicious of outsiders, and the Village is completely self-sustaining. All Wilds have jobs, and most Sargtlins and Uuthli run patrols as well. The Council has absolute power, and its current members are generally well-known and approved of.
Center Jivvins may NOT enter/go near/be aware of the Village unless they have express permission from Moofuls or Keppit, or have been guided there or discussed it with a Jivvin who is knowledgeable on the subject. Merely wandering around the forest will NOT divulge the location of the village, just as it will not provide random fourther crystals.
On Past Plots and Non-Wild Relations: Need To Knows for Wild RPers
.....Many events had taken place to date that will effect how certain Jivvins are seen around the Village. These shall be noted here for reference, and this section shall be periodically updated should any other drastic situations arise.
Jack : Jack happened near the Village as a Drada, was met by an Uuthli patrol and taken to the Council. He was welcomed into the Village as a new occupant, granted a further stone, and immediately recognized by the present Sargtlin, Lysius. The young Uuthli was invited to stay with Lysius until such time as he aged enough to be granted his own home. Weeks of brutal treatment followed. The boy was beaten frequently, tortured to a mild extent, and every so often one of the lesser Afyas was brought in to heal him. After some time he escaped and made his way to the Council, explaining all that had occurred and begging to be released home. The Sargtlin was questioned of his motives, and patiently explained that it had been an older Jack who murdered his wife some few hundred years ago.
A trial was held, during which Soyala looked to the Past, to the Future, and determined that Lysius was indeed correct. The Sargtlin was pardoned for his behavior, and the boy was offered a bargain: because of the suffering he had endured, he would not be put to death, primarily because such an action would change the course of history. Instead, he was offered a choice: He would remain in prison until such time as the crime was to occur, or he would return home under a strict code. Knowledge for silence, wings for freedom. The boy agreed, was stripped of his budding wings, his rank, and sent home under the grounds that he was to speak of the Village to absolutely no one. Jack has since returned to the Village, becoming something of a go-between for the Council and the modern world, as well as a direct aid to the Daewl, Soyala. The presence of a murderer in their midst is grudgingly tolerated by the Wilds, though the only ones known to really interact with him at all aside from the Council are the Afyas.
*UPDATE* Discovering that Satou had retreated to an abnormal time in the Past, Jack hurried to retrieve her before she could alter the course of history--only to discover that some fifty years had passed by the time her located her, and that she had formally married the Sargtlin, Lysius. In the midst of attempting to solve the situation, the pair were set upon by a band of Ba'rra Ssan and, in the ensuing chaos, a careless stab of Jack's blade caught Satou, rather than the Ssan he had been chasing, just as her husband arrived upon the scene--the cause of the earlier agonies of Jack's life. With Satou near death, Jack carried her through the Doors and to the present, where Raechel was able to save her life. Jack has since been pardoned of all crimes and been offered the heartfelt apologies of Lysius and the Council.
Scion : Shortly after reaching adulthood, Scion was tricked by Fenwrit and the Valz'hin Asios and briefly trapped within the Fifth Floor of the House. While there, his soul was ravaged and torn in a battle with Asios; both survived, but only at the cost of sharing one body. The Valz'hin took possession over the Daewl, controlling his mind and abilities and infesting him with the wild hunger innate to the Valz'hin. Through Scion's abilities, the pair were able to capture and cannibalize several Wilds. However, during an attempt to capture the Olplyn, Jatin was able to negate the effects of Scion's magics, and the Daewl barely escaped with his life. Scion was found shortly thereafter and held in confinement until he and the Valz'hin could be forcibly separated. The process drove Scion into madness, but killed Asios; thanks to the careful attention of his mate, Zelda, Scion has (mostly) recovered, but lives in exile from the Village, in a cottage on the far end of the lake.
Scion is an Illusionist. He is capable of creating and manipulating a scene to a degree that utterly consumes the mind of his target. And the more they believe the illusions, the more they are based in reality. There is a simple counter-measure to this trick: one must consciously believe that one's surroundings are false, the stipulation being that one must be aware that it is Scion causing the change. All Wilds would have been informed on how to counter these attacks should there be any further trouble with the white Daewl.
Zelda : Zelda, as Scion's mate, has proved invaluable in rehabilitating and monitoring the wayward Daewl. She has become a frequent visitor to the Village, and her presence is grudgingly tolerated by most of the Wilds,though few harbor any real level of trust towards her. Zelda is known by sight by most, and is the subject of many rumors involving Scion, his sanity, her sanity, and her control over him. Approach with caution.
Satou : Satou arrived in the Village shortly after its founding, in the midst of the turmoil associated with the massacres. She later married the Sargtlin, Lysius, and shortly thereafter was believed to have been killed. The truth of the matter is that Satou is a Center Jivvin who, unhappy with her present time, traveled back in time through the Past door and was incorporated into a budding Village. Satou has recently returned to the Village following an accident that nearly took her life, when Jack visited the Past to bring her home. She lives once more with her husband, and is a familiar and welcome sight about the Village.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 2:19 pm
Name: Kyros
Time: Present
Gender: Male
Species/Rank: Jivvin/Vhaid
Distinguishing marks: Ornate stripes on tail and ears, small wave-like tattoos under each eye.
Abilities: Exceptionally skilled public speaker.
Personality: The ideal Vhaid. Honest, trustworthy, good at what he does. 'True' Vhaid in a nutshell.
Other: The youngest of the Council, Kyros was born long after the massacres, but quickly rose to power simply by his skills and intellect. He has held the position of Vhaid nearly his entire life, having accepted it shortly after reaching adulthood, and has been the most successful Vhaid the Wilds have yet seen.
-------~+~------- Name: Lysius
Time: Present/Past
Gender: Male
Species/Rank: Jivvin/Sargtlin
Distinguishing marks: Long scar down right arm; mottled patterns or reds, browns and grays on tail and ears.
Abilities: Swordplay; undefeated.
Personality: Much like a Vhaid in demeanor and leadership qualities, though a Sargtlin in his strength and quick temper. Nicer than he appears to most- however, once a grudge is made, it lasts.
Other: Lysius was appointed to the council, replacing his father. To this day, Lysius grieves the loss of his wife, who was killed in a skirmish with the Ba'rra Ssan. He lives alone in the village and focuses on leading his rank- and trying not to dwell on the past. Yet not often succeeding.
-------~+~------- Name: Raechel (Rae)
Time: Present/Past
Gender: Female
Species/Rank: Jivvin/Afya
Distinguishing marks: Odd tattoo-ish swirls on her shoulders/ wrists/ ankles/tail/ears.
Abilities: Can heal minor wounds--bruises, small cuts, etc--with just a touch. Larger things take time, but are possible.
Personality: The absolute embodiment of her rank. One of the few Jivvin who can actually claim to be loved by all.
Other: Though she showed extreme promise with her extraordinary healing abilities from early on, Rae underwent two decades of training to learn of magic, medicine, and politics needed to guide her rank. Now, despite her rank's previous standings, she has earned the respect of the village for herself and other Afyas.-------~+~------- Name: Jatin
Time: Present/Past
Gender: Male
Species/Rank: Jivvin/Olplyn
Distinguishing marks: Thin white stripes down ears and tail, + tattoos
Abilities: Can 'pick' any lock. Ace with throwing daggers, can stay out of sight unless he wants to be seen, and make almost any disguise seem convincing. Actor.
Personality: Despite his rank and position, Jatin doesn't exactly fit the 'Olplyn' stereotype. He is arrogant, persuasive, seductive, and perfectly willing to bend or break the law to suit his purpose. Yet Jatin, unlike most of his rank, is loyal to those around him, a strong believer in manners and (certain) morals, and, for the most part, quite the gentleman. Self proclaimed manwhore.
Other: Jatin spent his early life as an apprentice to an assassin, after his egg was stolen from a French court. He travelled about, and, when he found himself in the forests following the massacres, quickly rose in the eyes of his rank and was named the representative for the Olplyns. -------~+~------- Name: Aleda
Time: Present/Past
Gender: Female
Species/Rank: Jivvin/Uuthli
Distinguishing marks: None. Mottled dark green and brown wings.
Abilities: Flight? Excels in most forms of weaponry, specifically most short swords and archery.
Personality: Sharp and to the pont, Aleda says what she means exactly as she means it. She has no problem voicing her own opinions and is quick to beat others down if they disagree. Otherwise much like a Sargtlin, she is a born warrior, hot tempered and quick to pick a fight. First impressions last a life time, and she never lets up a grudge.
Other: Another of the original Jivvins, Aleda arrived to the Village during the time of the massacres, and served as one of the original founders. She was appointed to head of her rank without question, and has lead thus far again without question, setting the patrols and guards that have protected the Wilds for a good number of years.-------~+~------- Name: Soyala
Time: Present/Past
Gender: Female
Species/Rank: Jivvin/Daewl
Distinguishing marks: None. Always wears a silver pendant inscribed with a strange pattern and single amethyst around her neck.
Abilities: Too extensive to list.
Personality: Not much is known of the Daewl's demeanor. She turns away most visitors and lives away from the village. However, the few that have met her know her to be a peaceful, quiet person, much like an Afya overall, but prone to sudden mood swings--some of which can be quite violent. She has a love for practical jokes. A bit creepy over all, but good at heart.
Other: Soyala's existance was unknown to the 'Wilds' until they retreated to the Forest following the massacres, and found her in a group of true wilds, extremely powerful in her abilities. She is now the last of this initial group- the rest passed on after the Doors were created. To this day she shows no sign of fading, instead growing in strength and power as time passes and, recently, all but ruling the village from her cottage beyond it. -------~+~------- Name: Lady Tabitha Wittaburg
Time: Past
Gender: Female
Species/Rank: Human/None
Distinguishing marks: Wrinkles. Constantly wears a tiara.
Abilities: Can have anyone she wants beheaded on the spot. 8D
Personality: Haughty, arrogant, proud and vain, she is very easily offended and likes to pretend she is queen of the universe. Rather dim with age, she is nonetheless extremely stubborn and will do just about anything to get her way.
Other: Lady Tabitha rules her castle with an iron fist despite her old age, and attempts to do the same to the village nearby, though this hold has slipped as she's grown older. She absolutely despises Jivvins, more out of spite for never having one herself, and flips her lid at the sight of them. Think the Queen of Hearts.-------~+~------- Name: Hrandic
Time: Past
Gender: Male
Species/Rank: Jivvin/Vhaid
Distinguishing marks: Sketchy designs along ears and tail. Green hair--and beard.
Abilities: None
Personality: A royal desperately pretending he's not. He means well, but is a bit too devoted himself to do well for his rank.
Other: One of the more short lived Vhaids, but the Vhaid at the time brought by the Past door. -------~+~-------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 2:25 pm

Wegs Slots:.....|.....Keppit Slots: 1)Open...................... 1)Open...... 2)Open...................... 2)Open...... 3)Open...................... 3)Open......
To begin, I am going to safely assume that everyone knows where babies come from. Jivvins are no different, save that after a period of time, rather than give live birth, they lay an egg, and not long afterward the egg hatches either into the care of the parents or newly appointed bond. Jivvin couples can have anywhere from one to four eggs at a time, and, especially in the case of larger clutches, it is not uncommon for them to give away one or two of the eggs and raise the remaining as their own.
Jivvin couples 'court' as would any human pair. However, at the point where humans might marry, Jivvins tend to simply begin to refer to each other as 'mates'. They may move in together, possibly hold a brief, informal ceremony--in short, a somewhat simpler version of the typical human marriage, minus the formality and officiality.
True marriage in the Jivvin realm is an extremely rare occurrence, undertaken by very few only after a great number of years spent together. The marriage is celebrated with a brilliant ceremony that can last up to days on end, usually with the actual marriage occurring somewhere towards the beginning with plenty of festivities to follow.
In a Jivvin marriage, the two partners literally bond themselves to each other in a process similar to the hatching bond, but much more intimate, much more personal. A Jivvin marriage equates to complete devotion to one's partner, an unbreakable promise to love and support, to care for an encourage, a vow of sheer adoration that lasts through death and beyond. As beautiful as it is, very, very few undertake the commitment, and even making light of the subject is heavily frowned upon.
----------
In simpler, shop terms, breedings follow a few basic requirements. Firstly, in order to claim a slot, both parents must have participated in at least ten roleplays within the past three months. At least four of the roleplays must be between the pair claiming the breeding slot. Links to said roleplays must be sent in the PM requesting the breeding slot and will be reviewed before the request is accepted.
The number of eggs will be determined by the Jivvins mule rolling a die in the thread. There is a flat breeding fee of 10k, 5k per parent. Each recipient of an egg, be it parent or friend, is required to pay an additional 3k upon receiving the egg. If the parents choose to hold some sort of contest for the egg (raffle, auction, etc.), 10% of the profits must come back to the shop.
In the case of Wild breeding, as, following hatching, the child will grow up as a 'fourther', costs are substantially higher. Breeding is a flat 100k, receivers of eggs pay an additional 15k, and, in the case of events, 30% comes back to the shop. Take it or leave it.
----------
Genetics
.....The first thing to understand about Jivvin genetics is that you don't need to worry! If absolutely none of this makes sense to you, please don't be concerned. It's really not important. Jivvin genetics is primarily here as an excuse for the staff, who are nerds, to indulge in nerdiness. This will, however, be the system used for deciding upon ranks of offspring, so if you are curious, or bored, or nerdy like us, please feel free to read and enjoy.
For simplicity's sake, Jivvin genetics can be explained in Mendelian terms, with three primary determining genes as the "focus" of the concerned traits. (We are quite aware that it is much more complicated than this and there would undoubtedly be further influences, but remember, simplicity.) Also for simplicity's sake, we'll call these genes S, A, and B. We'll get back to that.
In Mendelian genetics, genotypes (the actual gene combination) can be categorized in three ways, as illustrated using the S gene: homozygous dominant SS, heterozygous Ss, or homozygous recessive ss. Phenotypes, on the other hand, indicate how these genes are expressed. Dominant genes take precedence in expression over recessive genes. Assuming, for example, that our gene coded for black dominant and white recessive, an SS or Ss gene would result in black coloring, while ss would show white.
When a parent generation reproduces, half of each gene is obtained from each parent and put together to create the new genotype that is the offspring. For example, say we had a black father SS, and white mother ss. We can use a chart called a Punnet Square to illustrate the results of the cross, and anticipate the genotype of the offspring.
All of the offspring of this cross would possess the genotype Ss, which, due to the presence of the dominant S, would encode for black, so all offspring would be black in color. With me so far?
This is the same basic principle as applied to the Wilds, except instead of one gene, we have three. The mixing of the various possible genotypes of these three genes gives us 27 possible genotypes, which can be summarized as 8 different phenotypes based on how they will express. These phenotypes are then distributed among the ranks based ont he frequency at which they occur.
To illustrate this idea better, the phenotype for the Sargtlin is SAB. This represents any genotypes that result in a dominant S, A, and B gene. For example: SSAABB, or SsAABb, or SSAaBb, and so on. The chart below lists the phenotypic expressions of the genes, as well as the genotypes included within them.
Now, that all gets rather complicated, and, really, is rather irrelevant in the fact of most Center Jivvins. Unless a Jivvin's ancestry is know (second or third gens, or Wilds with know parents/grandparents), the Jivvin will be assumed to have the homozygous genotype of whatever its expressed phenotype is. For example, a Sargtlin (SAB) would have the genotype SSAABB. An Afya (SaB) would have SSaaBB, and so on. This is negotiable, but if you plan to bring it up with me, please have a thorough understanding of how these genetics work and be ready and willing to argue your point.
From there, things are simple. The genotypes of the parents will be arranged into a Punnet Square at the time of breeding, and numbers will be rolled to select the position on the square from which the genotype of the offspring will result. Number of offspring will, likewise, be decided by an in-thread dice roll.
Please direct any and all questions relating to genetics to the thread, not the staff. We will answer you as promptly as possible, or offer other means of contact if you're up for an in-depth discussion.
.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 2:31 pm
 The Jivvin Center is a free shop, but with this comes some stipulations. Firstly, it should be noted that Center Jivvins are no longer available through any means other than shop mandated events or breedings. These will include plot events, free raffles, spontaneous give-aways, and perhaps the occasional special auction. The application provided below does not apply to Center Jivvins.
It does, however, apply to the Wilds. Wild Jivvins are now available through an application process. Now, in theory, this is a simple process: Fill out the application below, post it in the Applications subforum in the guild, get approved, and play your new Jivvin. The difficulty comes in the 'Get approved' part. Moo and Keppit have gone to great lengths to create the world of the Wilds and the Village, and only characters who fit within this world will be approved. We will review all applications and ask for revisions where we feel necessary; as long as you comply with the revision requests, you character will undoubtedly be accepted eventually. We're no trying to exclude anyone, we just don't want the Village becoming a town of astronauts and emo flutterponies.
There are several things to keep in mind when applying for a Wild:
- Firstly, be sure to have read through the entire front page. Yes, I know it's a lot of content, but it's also relevant content. If your application doesn't reflect an understanding over Jivvins and their civilization, it will not be accepted.
- This form is only for adult Wilds. That is to say, a single stage. If you want one to grow from child so desperately, apply for the parents, have them breed, and raise the child. These adults, like all Wilds, will be in fourther form.
- Works-in-progress may be posted in the Application subforum of the guild. Feel free to ask for input on these from other thread-goers, or from Moo or Kep. We like seeing you interested and asking questions, rather than slapping something together and hoping it fits the criteria. When an application is ready for approval, please post a request for a review BOTH in the main thread and in the thread designated 'Approval Requests' in the guild.
- Aim for a unique character. Don't look at, say, Scion and go 'Wow, that's neat!' and copy it word for word. Make a character who you will enjoy. Please understand that 'unique' does not equal 'greater than sliced bread'. A character can be interesting and engaging without being Superman.
- You will not automatically receive art upon being approved. All newly approved Wilds must complete at least three RPs within a month of each other before they will be drawn. This serves the multiple purposes of letting Wegs and Kep get a further feel for the character, and verifying that the player is actually interested in more than pretty art. After three RPs have been completed, post again in the Approval Requests thread stating as much and with links to all three. We'll take it from there.
- You do not have any say in who your artist will be. Both Keppit and Wegs are extremely talented, and both can also be quite busy. Whoever is available will be called upon to do the art of the character. Breedings, however, will still be owner-choice.
It is also highly encouraged, but not required, for pre-existing Wilds to fill out these forms. The Application PART I. PHYSICAL Full name:: Reasons for the name(s):: Date of Birth/Apparent Age/Approximate Age:: If they were alive during the masacres, were they bonded? To whom? Rank:: If they are Daewl, what is thier one power?::Skin Tone:: Height:: Weight/Body Build:: Hair:: Eyes::Ear colours/markings:: Tail colours/markings:: Peculiar Physical Traits:: Distinguishing Marks:: Health:: Senses:: Voice:: Mannerisms:: Clothes/shoes/accessories:: Eating habits/mannerisms/tastes::[align=center][color=blue][b][u]PART I. PHYSICAL[/u][/b][/color][/align]
[b]Full name::[/b] [b]Reasons for the name(s)::[/b] [b]Date of Birth/Apparent Age/Approximate Age::[/b] [b]If they were alive during the masacres, were they bonded? To whom? [/b] [b]Rank::[/b] [b]If they are Daewl, what is thier one power?::[/b] [b]Skin Tone::[/b] [b]Height::[/b] [b]Weight/Body Build::[/b] [b]Hair::[/b] [b]Eyes::[/b] [b]Ear colours/markings::[/b] [b]Tail colours/markings::[/b] [b]Peculiar Physical Traits::[/b] [b]Distinguishing Marks::[/b] [b]Health::[/b] [b]Senses::[/b] [b]Voice::[/b] [b]Mannerisms::[/b] [b]Clothes/shoes/accessories:: [/b] [b]Eating habits/mannerisms/tastes::[/b]
PART II. GENERAL Occupation/Social Status in Rank::Views on Rank responsibilities:: Education/ Intelligence:: Marital Status:: Political Thoughts/ Views of Ranks and Vhaid:: Beliefs/ Values/ Strength of Beliefs:: What is his/ her usual disposition?:: Optimist/ Pessimist? :: Confident/Self-conscious? :: How does he/she feel about his/her appearance? :: Most important possession:: Talents :: What is a normal day like for this Jivvin?:: What is a normal rainy day like for this Jivvin?:: Greatest Fear:: What do they want most?:: Major Goals::1. 2. 3. [align=center][b][u][color=blue]PART II. GENERAL[/color][/u][/b][/align]
[b]Occupation/Social Status in Rank::[/b] [b]Views on Rank responsibilites:: [/b] [b]Education/ Intelligence::[/b] [b]Marital Status::[/b] [b]Political Thoughts/ Views of Ranks and Vhaid::[/b] [b]Beliefs/ Values/ Strength of Beliefs::[/b] [b]What is his/ her usual disposition?::[/b] [b]Optimist/ Pessimist? ::[/b] [b]Confident/Self-conscious? :: [/b] [b]How does he/she feel about his/her appearance? ::[/b] [b]Most important possession::[/b] [b]Talents :: [/b] [b]What is a normal day like for this Jivvin?::[/b] [b]What is a normal rainy day like for this Jivvin?:: [/b] [b]Greatest Fear::[/b] [b]What do they want most?:: [/b] [u][b]Major Goals::[/b][/u] 1. 2. 3. PART III. RELATIONSHIPS Significant Other/Relationship:: Who does he/she live with?:: Who does he/she spend the most time with?:: Father/Relationship with him/Rank/Current Status:: Mother/Relationship with her/Rank/Current Status:: Siblings/Ranks/Current Status:: Best Friend/Rank/Current Status::Feelings toward animals:: How does he/she view their family?:: How does he/she view their friends?:: How does their family view them?:: How do their friends view them?:: Who is their hero?::[align=center][color=blue][u][b]PART III. RELATIONSHIPS[/b][/u][/color][/align]
[b]Significant Other/Relationship::[/b] [b]Who does he/she live with?::[/b] [b]Who does he/she spend the most time with?:: [/b] [b]Father/Relationship with him/Rank/Current Status:: [/b] [b]Mother/Relationship with her/Rank/Current Status::[/b] [b]Siblings/Ranks/Current Status::[/b] [b]Best Friend/Rank/Current Status::[/b] [b]Feelings toward animals::[/b] [b]How does he/she view their family?::[/b] [b]How does he/she view their friends?::[/b] [b]How does their family view them?::[/b] [b]How do their friends view them?:: [/b] [b]Who is their hero?::[/b]
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 01, 2009 2:36 pm
Name: The Almighty Moofuls
Goes by: Moo, Moof, Moofums, Your Grace, Your Highness
Gender: Female
Position: Owner/Plot Manager/General Task Slave/Official Procrastinator.
Likes: Waffles, mohawks, motorcycles, chemistry, flying, octopi(?), SNAKES, free art, books, Lysius, rain, spicyspicy foods.
Dislikes: Tornados, fireworks, moldy food, Wegs, loud noises, guilt trips, bad grammar.
Craving: An irish cream milk shake. Mm. And art of Tayn <33
Other: Moo is general queen of the thread and ruler of the universe (in that order, mind). She's the one to come to with ideas or more in depth questions about how things run around here, as well as plot concepts and back info and whatnot. However, Moo is also a full time, double-majoring college student with a part time job and is away from home from at least 7am to 6pm on weekdays. Finding RPs when she gets home makes her happy :3
-------~+~------- Name: Regina Preyrock
Goes by: Wegs, Wegsy, Wegsykins, Wegsypoo, "You Girl", Artist-y One
Gender: Female
Position:over-all artist
Likes: classical music, drawing, crawfish-'tater soup, red/orange/green stripes, fluffy pillows, drawing, airplanes, ferrets, cloudy sunsets.
Dislikes: blue, bios, humid weather, too-tight socks, loud noises, being told to 'mingle' and 'be social', sand, people who are (for lack of a better term) stupid, excessive cursing
Craving: T___T a nice juicy steak with mushrooms and fresh grilled asparagus and and..... *drool*
Other: Despite what Moo may say, it is Wegs who rules the universe, using Moo as her puppet and simply telling her she's queen to keep her happy. As far as gaia goes, she's more of a lurker than anything. Drawing, mostly. In theory she lives in the jivvin center, but she doesn't seem to be around much.... Rumor has it this is because she spends most of her time surveying the rest of her cosmic empire.
-------~+~-------
INSERT KEPPIT STUFF
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jan 07, 2009 12:00 am
Want to affiliate? Just PM the mule with your link![URL=http://www.gaiaonline.com/forum/viewtopic.php?t=7412848] [img]http://i2.photobucket.com/albums/y37/Theonly_wegs/link.png[/img][/URL]
|
 |
 |
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|