Setting
Set in the Gateway Region, a veritable verdant oasis, surrounded totally by a barren wasteland that goes on for what seems like forever giving the impression of a completely dead world lying beyond. It is located in an alternate Earth and would be in what is now Montana; this story takes place in the late cretaceous period of the Mesozoic Era. The land is made up of steamy prehistoric jungle, murky marshes, vast fern Plaines, rocky outcrops and a wasteland surrounds the region that seems utterly devoid of life and is avoided stringently by all who inhabit this land for beyond only death seems to exist and no creature that has left the Gateway has ever been seen again.
Locations:
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Fern plane:
The Fern plain is covered in a thick layer of prehistoric ferns, growing up to six feet in height in some areas. Trees are scattered about as are ponds and oversized patches of dirt formed on unhealthy land. The fern plane is mostly home to large herbivores dinosaurs and attracts more than its fair share of attention as a result. The dinosaurs living here cannot move freely in the denseness of the forest and choose to live where food is plentiful and movements are unrestricted. The Fern plains are divided into three distinct zones.
The Solar Expanse is the name for the central part of the plains. It`s perfectly flat land that stretches for nearly one hundred miles circularly. The Solar Expanse is home to the largest herds, this is home to the biggest diversity of life in the Gateway.
The Moon Glade, is the lowest part of the valley and protected by rock outcroppings, making it a demanding area to try and venture into. It is named for the abundance of flowers that grow here, and only open at night. The herds here are practically landlocked as it would be quite difficult for them to scale the cliffs that act as a natural barrier and offer them much protection.
The Twilight Hollow touches the border between the lands of the gateway and the barren wasteland that lies beyond. There is a large lake here, surrounded by lush ferns and is the only place grass can be found in the entire region. Small islands dot the lake; the more aggressive herds inhabit this area and defend it jealously against all others. This land is considered prime real estate for herbivores as the plants here are particularly notorious. The land devolves into rocks and sand as one nears the barrier into the wasteland.
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Badland (barrens):
Under the relentless beating of the sun and parchment of draught lies a world almost devoid of life; the barrens, but even so, nothing is as dead as the wastelands that lie beyond. The earth is cracked, few plants survive here and those that do are sickly and grow where underground water exists. Patches of trees present some amount of shade but no getaway. This area is most lively at night where there is relief to be found from the harsh sunlight. The badlands lie in the south most part of the Gateway region, and act as a natural barrier of sort between the rich lands and the wasteland.
Marshes:
Marshes are all over the rainforest, the largest one borders the badlands separated from it only by a rocky area that nothing inhabits, and near an edge where the fern plane meets the forest. The marsh has areas of shallowness and depth all throughout. Big amounts of it are completely covered at the surface in various floating aquatic plants. Before reaching the marsh the ground completely becomes thick deep mud that heavier dinosaurs sink right into, hindering their movements. The marshes are fraught with unseen dangers in the form of prehistoric crocodiles (Deinosuchus) that lie in wait; yet it is home to many water loving dinosaurs, and a wealth of aquatic life.
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High Rock spires:
A barren like area west of the lower rainforest; Spires of rock seem to grasp the sky, these ancient structures of rock make the perfect roost for the only creatures that lives here, the biggest flyer ever, the Quetzalcoatlus. Quetzalcoatlus rule the sky, roosting at the peak of tall rock spires west of the Cutter clan. Quetzalcoatlus are not completely social with their own kind, but also not completely antisocial either, they are tolerant. They are keen on attacking young dinosaurs, but anything small enough to be pierced with their razor sharp talons is fair game. Their wing-span is just under 36 feet wide weighing upwards of 300 pounds, Their neck is 10 feet long with legs over 7 feet in length, as is the long head. Fur-like fuzz (modified scales) covers their bodies. While this area is impressive to behold with all the distinctive rock formations it contains; it is consider extremely dangerous not only because the inhabitants of it have gained a taste for dinosaur meat, even though the typically fly south to the twilight lake to feed, but also because rocks fall frequently from the spires, some of which are over 1,300 feet in height. During storms lightning tend to strike the ground frequently here as well, so this area is typically avoided all together.
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Rainforest:
The rainforest is locked under layers of cover and murkiness, at night it`s pitch black and fogy. It`s always alive with the sounds of various creatures, and ripe with the pleasant scent of flowers and matured fruit. It can provide cover for some particularly dangerous predators who take advantage of the camouflage. The three clans of the brotherhood are situated within the forest along with the various smaller tribes under the brotherhoods control. They have divided it into three distinct territories. The clans are as follows:
The Cutter clan is the largest of the brotherhood clans, living about sixteen miles south from the Moon Runner clan. With as much influence as they have over the smaller tribes it`s no wonder resentment has arisen within the Moon Runner and Shadowmist clans, though the clans are joined by their claw vowels, politics are beginning to obscure that oath and the leaders better judgments. The Cutter clan has thus far managed to maintain a tense peace with their brothers, but dealings can grow bitter rapidly when influence and territory are at stake.
The Cutter clan territory expands the entirety of the jungles largest clearing known as the Goodview expanse, with few trees standing within the clearing, but plenty densely encircling it. On the far north section of the clearing, the tallest tree in the jungle stands, evidently towering above all others. The ancient tree has become part of many rituals for the Cutter clan, known as the tree of shame; sitting beneath its branches as a spectacle to the rest of the clan to be mocked is considered a most degrading of punishments. It was formally known as the Earth Walker clan, but it`s current leader Cutter changed its name to suit his egotism which is considerably inflated. There are many residents of this clan that still refer to themselves as Earth Walkers and refuse to say otherwise, but will never call it that in Cutters presence as there is a law against doing so.
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Located in the south west portion of the clearing lies the community nests, under constant guard and well out of the way of any undemanding entrances to the clearing, east is a hot spring, supplied by an underground volcanic vent.High Rock Spires lies to the west, creating a natural barrier of sorts on that border.
Sentries are on duty on every side, patrolling a certain amount of ground each.
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The Moon Runner clan territory is one of the most stunning in the entire rainforest, though not as extensive as the Cutter clans; it is certainly considerably more impressing. The river runs through the central of the territory, branching off in that division to five streams also running through the territory. The river opens up into a striking, rocky medium sized waterfall, which dumps into crystal clear and deep waters. The clan comfortably resides in this land of water and plentiful vegetation for cover and shade; though not as close to the fern plains as the Cutter clan, the journey is not so distant that it does not merit the trouble. There is plenty to be seen here, including many small waterfalls created by the streams and the fascinating leaping fish that inhabit them. The Moon Runner clan spends more time on sentry duty as, unlike the Cutter clan, they have no natural boundaries. The nesting site is especially guarded and located on a small island in the middle of the river that must be swam to, making it safer than the forest, which anything can emerge stealthily from at any time.
The Moon Runner clan is not nearly as engrossed in the Cutter clearing as the Shadowmist clan, but they have traditionally been more upset by the comparative luxury the Cutter clan enjoys. The Cutter clan has experienced fewer casualties and qualms less concerning ambushers. Members of the Moon Runner clan seem to be the most intelligent of the brotherhood; the moon runners are known for their inventiveness and have developed clever solutions to everyday problems. They are also the first of the clans to experiment with building things such as nets for fishing and makeshift shelters of branches and leaves. They also experiment with growing herbs for medicinal purposes, which traditionally have to be hunted down, and grow only sparsely naturally. These qualities give this clan a leg up in the race for social evolution.
The Shadowmist clan is twenty two miles north of the Moon Runner clan; the same river the flows through the Moon Runner territory also courses through the Shadowmist territory. The Shadowmist is the most enigmatic of the three clans, they have to be. Theirs is an area of a great deal of hazard, living in a slightly more elevated and wholly treed region; threats come at any time from every direction, dappled in endless shadow. Than land is not without it benefits however, prey is well established in the area, eliminating the need to make the extensive crossing to the fern plain and risk ambush. Underground caverns, although forever steeped in darkness, provide haven and confidence for the clan. They are the most spiteful of the Cutter clan and desire on a potent level their territory. Members of this clan tend to act less civilized then the rest of the brotherhood; at times seeming to barely be sentient, but when it comes to strategizing and warfare they cannot be matched as they are far more intelligent then they seem.
The nesting area is underground, one must first go down into the cavern, and then up into a hidden chamber. All interactions here are done in complete darkness; the hatchlings will remain securely hidden away here until a few months of age when they will begin wandering out into the forest hanging close to mom. At nightfall the land is carpeted in a thick mist which occasionally lingers for hours into the daylight, reducing the temperature. The mist gives these nocturnal raptors the perfect cover to set up some ambushes of their own. Due to the amount of difficulty they`ve been forced to endure, the mass of this clan have become as acrimonious as the shadows they dwell amidst.
A river cascades through the Moon Runner and Shadowmist clan territories, branching off into many streams, some of which have waterfalls. Toward the edges the trees get thinner, appearing further and further apart, most forest dwellers actually reside in this section. The jungle is sprinkled with Marshes and clearings; the biggest of these clearings is the dwelling of the Cutter clan. The biggest marsh is east of the Cutter clan territory.
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The north most portion of the Gateway is mountainous, and seems to constantly be capped in snow. Dinosaurs avoid the cold heights of this area as there is little to be gained from venturing up to such lofty elevations that are only sparsely inhabited.
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The Gateway region is named for the energy barrier that surrounds it and keeps it protected from the dangers beyond. No one seems to be left that knows about this barrier, but it can be felt if one attempts to cross it. It pushes back against creatures applying increased friction on them until they pass it. Once through however, it seems to become a solid object forbidding reentry. If one leaves the Gateway they don`t return and all that lies outside is a wasteland that stretches endlessly in all directions; life ends without fail in this seeming dead earth and the creatures that inhabit the Gateway seem to understand this on some level, even if just on a subconscious level as creatures rarely step outside the Gateway.
Plot
Brotherhood of the Claw is about an uneasy alliance between three clans of remarkable sentient (similar in intelligence to Stone Age humans) Deinonychuses, of the diminutive tribes under their control, and of the rebellious outlanders. War seems on the verge of breaking out when squabbles over resources, boarders and clan politics reach a boiling point, and tempers only continue to flair as the spiteful outlanders, who live in exile barely carving out a living, aggress the various subordinate tribes of the region into instigating an uprising against the brotherhood. Under the threat of society crumbling, It`s up to some alarmed individuals to do what they can to reclaim the peace between the brotherhood before it`s too late, but the sudden appearance of what the clans refer to as `mega predators' (Tyrannosaurus Rex, Siats, and Acrocanthosaurus) that were believed to have vanished from the land long ago, but pose a real threat to the clans which have previously only faced real trouble form what they call `ambushers` (Albertosaurus) and 'snappers' (Deinosuchus ) the appearance of these executioners in the land is complicating things and only serving to add logs to the fire of imminent warfare. Many believe that the brotherhood and their ways are antiquated and must be removed and replaced in order for all Deins to progress and prosper. The brotherhood maintains strict laws and follows traditions that seem obscure to raptors that are becoming cilvilized and desiring to shed the old ways all together. However, little do those who desire the fall of the brotherhood know that the very existence of the ancient bloodline of the brotherhood between the marked (deins bearing the mark of their clan at birth, a royal bloodline of sorts that decides leadership and bequests them the ancestral gift of the clan usually only one marked one exists in each clan at any given time, and their seems to be a kind magic implicated in it) in each clan is all that is protecting the land from a deadly virus that drove their ancestors to the land of the Gateway to begin with--the Gateway of course being a shield that was erected in order to protect the land in a time that the world was being swallowed up by devastation. Should the bloodline of those who gallantly gave their lives erecting that shield (they bonded their own life forces into it in a last-minute attempt to ensure a future for their kind. The barrier is subconsciously regulated by the power within the present descendants of the bloodline) ever be destroyed the barrier would disintegrate, and the calamity that befell the rest of the world would obliterate the lands of the Gateway; the last remaining vestige of all dinosaur kind, and cause their extinction from the face of the world. So in short the life of the brotherhood is the very life of the land; yet no one remains that realizes that, as the story of the barrier and the original brotherhood has fallen away into myth, so the truth about the brotherhood has to be exposed before it`s too late.
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This Story is about the Brotherhood of the Claw and the obstacles they'd overcome, it's about their struggle, the ups and downs of surviving in a world full of danger. It's the story of strength of brotherhood and the ordeals that test such bonds. Where the story goes is yours to decide.
History
Originally the land that would come to be known as the Gateway was nothing special, just a region buried in surroundings just as lush, far from the sanctuary it would one day become. In a time hundreds of years before this story takes place, stars seemed to fall from the sky and crash to earth, bringing fires and smog with them to demolish and smother the land. The sentient inhabitants of the Goodview expanse looked on in horror as they thought they were witnessing the world die; they were sure it was the end of all things, but just as suddenly as the heavenly bodies ravaged the world, they ceased falling and offered a glimmer of hope to the clans whose land had escaped the destruction. However, the rocks from the sky were not to be the end of it, for the meteorites that fell to earth had brought with them something far deadlier then a simple barrage. A virus alighted upon the Earth, one for which there was no defense from, a virus that could eradicate carbon based life AKA every living thing on the planet. Plants shriveled and died and heaps of carcasses lie all over baking in the sun. The world was animate with the sound of anguished cries of death and many parts had fallen silent--forever silent. Among the deinonycuses of the primitive clans existed the first of what would become the Brotherhood of the Claw. Theirs was a truly enigmatic lineage consecrated with extraordinary seemingly otherworldly powers denoted by distinctive marks appearing engraved into their skin. They percieved the unseen peril moving with the winds and closing in on their lands. Feeling as though nothing would survive the disease, the three marked joined their powers together, releasing all the energy from within them, their very life forces erecting a barrier of energy around the land--their gift to all their kind that life may continue, creating a future for them all. Their heirs witnessed their sacrifice, and vowed to carry on their ways establishing the clans of the brotherhood. The brotherhood was a regime of sorts for the entirety of the deinonycus population of the Gateway region; named for the belief that it was the gateway to the world`s very last Eden. The raptors had decided that they needed to organize and have charge if they were to continue to survive and avoid would be threats. Each clan split into the mark they aligned with, and there was a peace born out of the destruction the likes of which there had never been before. They were indebted for the chance at life they had all been granted, as they beheld the world beyond the barrier come to an end, a soundless, barren land that reminded them how truly fortunate they all were. Above all the Brotherhood of the Claw remained resilient, named for the brotherliness among them and the mark of the claw, in the hopes that they`d continue to reign supreme for all time, so that the smartest creature next to man in an alternate world would never fall into oblivion...Though they mourned the passing of the world outside, and became closer in their grief; the peace was not to last, bigger and more dangerous predators appeared from the mountains, apparently having fled their before the barrier closed them in, and threatened the raptors, the brotherhood of the claw had to call upon their gifts for the first time since the barrier appeared many decades before. Unified in their efforts they drove the `mega predators` back over the mountains and for a time celebrated their victories. Though soon it became apparent that the clans didn`t see eye to eye as they did not feel that they were all equals. The Earth Walkers seemed to have the best of everything, and declared that they had played the biggest part in driving the megas back, declaring their gift was the greatest. The others were understandably affronted by such pompous declarations, and stabbed back insisting that their own gifts were superior. It was then that resentment and jealousy split the brotherhood, and it was that acrimony that would continue persistently into the future. Keeping the clans at odds, only just managing to maintain an uneasy treaty as they all refused to yield to the others. Over time such squabbles would only sour, threatening to tear the brotherhood apart as the true meaning of their creed seemed to slip away in the scuffle unspoken, until simply a myth. With the bond formed in the past breaking, could the Brotherhood survive?
Rules
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This is a Fantasy Dinosaur RP, though some of it is based on real scientific fact, much of it has been exaggerated. It is not supposed to really be accurate. The Main characters here are sentient and as a result are anthropomorphized pretty heavily (given humanlike qualities) and live in a made up land on an alternate version of Earth. There are some magic elements, but that side of things is toned down and mostly in place just to explain the shield and the significance of the brotherhood.
I don`t want anyone correcting me, I know the facts and I created the fiction. The story and setting are as `exact` as they are going to get. The theme is dinosaurs of the cretaceous from North America, though there might be a couple rule breakers.
Rules which must be followed:
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-No Godmodding! (Your characters are not indestructible, they cannot beat everyone, they do get tired and in all realism trauma should kill them, but doesn`t have to if you can RP the recovery well enough)
-No insulting other players out of character
-You can have as many characters as you can keep active
-Stay active (Tell me you are quitting before you quit)
-Leaders may banish anyone from their land at any time
-No Powerplaying! You can not kill another player unless they have given you their permission! (This means no posting as any character but your own)
-When fighting another players character never write that anything connected, just what your character attempts to connect with so the other person can respond. Each person is permitted two blocks/dodges but must be hit at least once, another players character can only be killed in a fight if you have their permission before hand, so no inflicting mortal wounds.
-Use the OOC chat, there may be important things posted there, and it`s a good place to discuss plot and elements of the story.
-Anyone caught in violation off any of these rules will either be given a warning; second offenses will get you banned.
-All writing skill levels are welcome; just try to use correct spelling please.
-Keep it PG- PG-13, no particullary graphic violence, though some violence is fine and expected, keep cursing to a minimum
Additional info:
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The core story is based on clans of sentient deinonycus, which by the way are to be the featherless version in this setting. While I will permit characters to be added that have feather crests like those in Jurassic Park 3 or perhaps some feathering on the tip of the tail, characters with feathers anywhere else will not be accepted, and the young will not have feathers either. Perhaps the fact that some individuals have some feathers and others don`t could be used to represent the idea that maybe sometime in the far future their descendants will be feathery, but in the present they are scaly. I am using this look as the base model for the Deinonycus in this setting:
As for colors, since they have become tribal there have been more flashy colors and patterns popping up, but flamboyancy of course has it limits for a predator where it can only become a hindrance. So no really garish or bright colors having some bright color in the face is fine though. Dull and solid colors, grays and browns , greens, browns with faint stripes, splashes or spots , oranges, tans, bronze, coppers, no markings, or faint stripes, greens, blue greens, browns with dark stripes or spots, Tiger colored, and green or brownish with dark stripes or spots are most common. Their ages will be represented in the equivalent of human years as in 1 year= 1 year this is inaccurate as all heck, but it simplifies everything so you know exactly how old everyones characters are. They will have shoulders, wrists and hands that are more functional than an actual Deinonychus; an adaptation born from their sentience.
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While only the leaders of the clans are marked and can evoke their clan`s power, all members of the clan share a distinctive trait under the alignment of their mark. The Cutter Clans mark looks like a raptor foot print and appears on the neck, the Moon Runners mark looks like a feather and appears on the thigh, the Shadowmists mark looks like a crescent moon and appears on the shoulder.
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The trait that aligns the Cutters is speed; raptors of this clan are faster and more agile then the others; just more athletic in general.
The trait that aligns the Moon Runners is ingenuity; raptors of this clan are more imaginative and creative leading to a clan wide interest in problem solving and inventing.
The trait that aligns the Shadowmists is stealth; raptors from this clan are more crafty, sneaky, and tricky then the rest, they have mastered the art of melding into shadows, and see much better by the night then others.
The power of the Cutter Clan is gravity, when evoked can cause the pull of gravity to increase within a certain radius; this power can also be used to rip apart the ground or cause sink holes.
The power of the Moon Runner Clan is wind, when evoked it causes sudden violent torrents of wind; this power can also be used fling creatures up into the sky, provided the weight isn`t too great. The wind can be manipulated and redirected at will.
The power of the Shadowmist Clan is darkness, when evoked it causes temporary blindness and triggers mist to fill the vicinity. Can plunge an entire area into utter darkness or allow the raptor to vanish into the shadows.
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These powers can only be evoked by the marked, and only with significant strain on their own life forces; they shorten their lifespan with every use as it ages them as much as a decade. They typically only use these powers as a last resort; though minor forms of their powers are used in ceremony and in a pinch. When all the marked combine their powers by joining hands, a new mark appears on them; the mark of the claw from which they derive their orders name, and the greatest power of all is evoked; manipulation of electromagnetism itself, the very thing that allowed a barrier of energy to be erected. Evoking this power calls upon all subtle energies, it could be used to instigate a violent electric storm or for something less destructive; the implications are vast, and the result of their individual gifts merging. Calling upon this ancient power would almost certianly come at the cost of the participant`s life as it drains their very life force away. It is never done unless the circumstances are extenuating, as they were during the spread of the celestial virus.
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So that`s the fantasy element of this--onto the rest now:
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Outlanders:
In every society there are those who live outside the law, refusing for one reason or another to obey authority, the dissenters, the rouges. They are called the outlanders; raptors that either kept to themselves or banded together with others who`re also been exiled or elected to leave. The outlanders are actually a collection of raptors who were exiled for breaking laws, those who choose to leave rather than live under the brotherhoods rule and some that were born in the barrens and have never lived under the clans, as well as those who escaped planned executions. These raptors still bear the traits of the clans they are aligned with, but those that are born to outlanders have no alignment at all, no special trait, no gift. With the forests being constantly patrolled, they are forced to dwell in the barrens `no raptors land` land that no other raptors ever set foot in. The barrens are just as they are called-- barren, dry cracked hardened ground stretching to the horizon; insufferably hot, with very little vegetation and hardly any life. The outlanders have adapted to this inhospitable environment out of necessity, for they are not tolerated on the grounds of the clans or the subordinate tribes. They are drawn to areas where sickly looking spiky trees grow loosely together, areas that provide some amount of shade and underground reservoirs of water. Cutter has ordered that all Outlanders found in the forest be captured and thrown into the pits--deep, steep walled holes; they`d be held captive without food or water until it was either decided that they be freed or executed depending on what crimes they had committed. The latter of the ultimatums was a good reason not to be captured, but the outlanders usually in to small of numbers, and of poor condition to bring down any kind of substantial prey, have taken up stealing from the clans, but stealing isn`t the only way they are pushing their luck, outlanders abhor clan raptors or at least most of them do, they usually don`t hesitate to kill any clan raptor that ventures out on its own. This is not tolerated by the Brotherhood, which demands the captures of any outlanders caught in the forest and are even rewarding those responsible for the capture of the agitators; which has led to the onset of raptors vying to become bounty hunters of sorts. Many outlanders have begun to visit the smaller tribes frequently in an attempt to turn as many raptors as they can against the clans, in hopes of starting an uprising to oust the brotherhood. This among other things is only fueling tensions between the clans who are beginning to seriously contemplate war an option. The outlanders basically live in anarchy themselves; they are more aggressive than most of the clan raptors, many have very short fuses. They are a collection of thieves, murders and those who choose to be more civilized, but all seem roguish. The lack of order seems to be devolving them back into a bestial state of mind.
The clans are made up of four leaders, usually all male; The Alpha/Alpha pair is on top, and the others act as their council, with all decisions in the clan being made by all four of them, though the alphas always have the final word, and all but one member of the council is select by the Alpha themselves so this form of government is in no way a democracy. The Alphas demand order from their subjects, the laws of the lands are strict. The brotherhood is about rituals and hallowed traditions from the time when their ancestors first achieved sentience. They have complex rite of passage ceremonies and mating customs. Unlike their non sentient counterparts in the forest, they have developed language and have even begun to discover concepts like art and creativity. They don`t create shelters, wear clothing or use weapons other then what they`re born with, but they have begun using herbs medicinally; caring for the old and sickly that in past times would have simply been left to die. They also have discovered ways to preserve food to make it last longer, and have begun naming certain herds on the plains and keeping track of their numbers as they learn to actually manage their resources, because the Gateway is an isolated land this is especially important. They nest communally, tend to be monogamous, develop strong family and communal bonds, grieve and celebrate the departed, and have the alphas christen their newborns with names, and they have begun to invent sports and games to be played on the downtime as well as assigning jobs to the populace. One such game known simply as `balance` is particularly popular in the clans as a way of proving ones strength and dexterity; it involves two raptors standing face to face while balancing on a log situated over a pit, the first one to knock the other off balance into the pit using only strikes from their tails is declared the winner; depending on the opponents they face they may earn many bragging rights. The Moon Runners prefer to play a version on the water. Such competitions exist in a variety of forms and also double as training exercises especially for the younger raptors. These raptors tend to transform almost everything into a completion, even the most mundane of tasks. Though, they tend to value skills in the hunt higher than anything else. Skills in the hunt can make or break a raptors standing among the clans. The amount of posturing present in this pursuit is almost basal in nature despite the sentience of the participants.
The brotherhood has named some of the herbivore herds and track their movement and numbers. They do this to avoid over hunting, and also to determine when it`s time to intervene when other predators are over hunting.
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The primary herds are as follows:
The BluFyre herd of triceratops on the twilight hollow
The Summersen Band of Montanoceratops in the solar expanse
The Badlands herd of Gallimimus moves between the solar expanse and Badlands
The Sunrise herd of Iguanodon on the solar expanse
The Reckoner Cresh of chasmosaurus on the twilight hollow
Other dino locations (a reference):
MAIASAURA
Fern plain, Marsh
ALBERTOSAURUS
Rainforest, Fern plain
TROODON
Rainforest
UTAHRAPTOR
Fern plain
QUETZALCOATLUS
High rock spires
MIACIS
Rainforest
ANATOTITAN
at the river, marshes and lake
ANKYLOSAURUS
fern plain
CORYTHOSAURUS
found where there is lots of water
EDMONTOSAURUS
Marshes, river
EUOPLOCEPHALUS
Rainforest
LAMBEOSAURUS
Marshes, river
MICROVENATOR
Rainforest
MONOCLONIUS
Fern plain
ORNITHOMIMUS
Rainforest
PACHYCEPHALOSAURUS
Rainforest
PACHYRHINOSAURUS
Rainforest
PARASAUROLOPHUS
Marshes, river
PENTACERATOPS
Fern plain
PROTOCERATOPS
Rainforest
SAUROLOPHUS
Lake
SAUROPELTA
Barrens
STYRACOSAURUS
Fern Plain
Archaeopteryx
Rainforest
Tyrannosaurus Rex
Rainforest, fern plain
PTERANODON
Rainforest, marshes, river, streams, fern plain
ACROCANTHOSAURUS
Rainforest, fern plain
SIATS
Rainforest, fern plain
ORNITHOLESTES
Rainforest
DracoRex
Badlands, Fern Plains
I have also compiled a list of other dinosaurs that one can RP as, but keep in mind that only the Deinonychus can talk as they are the only dinosaurs that are sentient.
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Also the dinosaurs listed above don`t have to be the only ones that live in the Gateway region, there could be others as long as they keep the theme. The Gateway is teeming with life; birds, lizards, snakes, fish, amphibions, insects, mammals-- all unlisted here but still present.
The Councilmen positions are all currently available for the other clans, so grab them up if you want. Also, those positions can be written by anyone in the RP as NPC type characters until they are filled, so we don`t have to wait. :) Also, anyone can write as my characters Cutter and Akayla as long as you don`t get them killed it`s fine; feel free to bunny. :) *Alpha posistions are filed, but marked ones can still be created- there is one per generation*
Feel free to make suggestions, as this is a work in progress and the first RP I have ever attempted to Master on this site.
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Other than that have fun, and sorry for the extreme wordiness of this O.o
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New players are free to join at anytime, it is very easy to write new characters in, because of the format. ;) Thinking of joining? Go right ahead, I will be more then happy to provide anyone with a sumary who doesn`t want to read all of this.
Word Minimum
100 words per post.
Joinable Species
Albertosaurus
Archaeopteryx
Chasmosaurus
Cutter Clan member
Dracorex
Gallimimus
Iguanodon
Miacis
Moon Runner Clan member
Moon Runner Councilman
Outlander
Protoceratops
Quetzalcoatlus
Shadowmist Clan member
Shadowmist Councilman
Triceratops
Troodon
Utahraptor
Second RP Master
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Started on: 08/01/2014 @ 3:55 pm