The IC thread can be found here; migratory-beasts-thread-t10843.html
Do not post in the IC thread without an accepted profile.
The OOC thread can be found here; migratory-beasts-ooc-thread-t10844.html
Go here for questions, comments and accusations you may have.
Introduction
For the past few years, every summer had gotten warmer, this year’s summer is no exception. Water is getting scarce, the change of climate makes it impossible for most fruits to ripe, trees wither and the competition among the animals for the food is even more fierce than ever. The land can no longer offer enough nourishment for everyone to survive. There is only one solution; migrate.
Welcome to 'Migratory Beasts', an RP featuring the themes; survival, exploration and travel. It takes place on a continent where there is no technology, no nothing. It's nature and nature alone. But that's not a problem, as you won't be playing a human character, why not? Very simple; humans do not exist.
Concept and rules
The plan is to have about 4-8 players before starting the RP. They will be in control of their own characters and are allowed to control most NPC's. However, controlling the more important NPC's and/or another person's character is forbidden, unless stated otherwise.
Together, the players will start their quest in search for a new homeland. During the RP the characters travel north. They'll be faced with many kinds of dangers of this world. Unfamiliar predators, poisonous flora, forces of nature, etc. I plan on making a map for every region, allowing the players to decide what route to take (although their characters will not know where they're exactly going). So they choose if they want to climb over the mountain or walk around it for example.
All the standard rules apply, no god-modes, no hijacking, I'm your only God in this RP, etc. etc. I don't think that needs any explanation. What I would like to add however, a few less common rules;
1. Please state the time in which events take place in your posts. This can be simple as putting 6:32 AM above a paragraph. If you make a jump in time, note that too. Even though our characters have no idea of what 6:32 AM may be, it's useful for your fellow RP'rs and me to be able to track things down.
2. In addition to rule 1, I will decide what day it is. Until I post the day is over, it isn't. So if your post ends on 11:59 PM, you are not allowed to post until I announce it's the next day.
3. You need to eat and sleep. Since you will be travelling you need to seek food and refuge, every day! If you decide not to eat and sleep, your character will be significantly weakened. If you do this repetitively and do not have a very good reason, it will result in a warning.
4. You travel in a group, you travel together. This doesn't mean you are supposed to stay with the group at all times, but if you do wander off, please don't make it longer than twenty-four hours per day.
5. Take note that if you're up against a 5 house-high T-Rex-look-a-like, you can not win, if you need to cross a broad river you don't just take a leap. There are no over-the-top movements allowed and miraculous healing isn't either. So if you break your leg that big rocks falls on top of it, you'll be stuck with that broken leg for a long time.
I'm running a 3-and-out system, means that I'm going to ask you to leave the RP on your third warning. I hate to be this strict and hope that if it has to happen you know it is not a personal assault.
Lastly, if there's anything unclear, please ask me.
World
Our world; as mentioned above there is absolutely no such thing as technology. The creatures live in caves, holes, trees or in the open air. The environment the RP will be set in will differ as the characters travel. We start in an area which looks a bit like this, Sub-Saharan Africa, but with more caves, few oases, etc. In these lands food is getting scarce and competition for it is fierce. To survive, a small group of animals decides to move northwards, to wetter climates with more food. All of the players will be part of this group, all of them having their own reasons (which they'll need to specify in their profiles). A Callum for example, may travel with it's pack in search of food, or be banished and looking for a new family. A Phyre on the other hand, may be afraid of getting eaten and wants to live in a safer haven, while a Splegs may just want to aid the travellers.
Races
You may have noticed the words 'Callum', 'Phyre' and 'Splegs' in the above paragraph, those are three of the races that are playable. You're not allowed to make a new race, I will not accept a profile with a race not mentioned in the below content. End of story. If you want to find details about a specific race, search for the following tags;
Callum [CA01]
Lon'aer [LO02]
Wildrim [WI03]
Phyre [PH04]
Faelin [FA05]
Splegs [SP06]
I'll describe the races I'm using. It's quite a large amount of text but it should also give you guys some insight on the world and physics. The mentioned species (usually) don't eat each other and communicate by speech. The template I'm using for the races is as following;
Name of the race
Description;
Basic description of physical shape, strong points, hunting/mating habits, etc.
Behaviour;
Base for the character's personality. The RP'er can change this (to limited extents) however.
Diet:
Self-explanatory
Strengths
Strong points of the race.
Weaknesses
Weak points of the race.
Callum
[CA01]
Description;
Callums are small, ball-shaped, feline creatures. They have four paws with small, yet sharp claws, a whip-like tail, a pair of large black eyes, a small sensitive nose, two large triangle-shaped ears, and huge mouth.
A Callum walks on all four of its limbs; although they may be stubbly Callums can move at great speed and have great manoeuvrability. Their senses are also fantastic, their sight can follow the fastest motions with ease and their hearing and smelling senses are very precise.
These attributes make Callums good chasers and fast trackers.
However a Callum is not very strong physically, their jaws are relatively sharp and likewise are their jaws, but a Callum lacks pure power. A lone Callum can’t take down larger preys because of how easy it is to toss around. When together, multiple Callums jump on the prey in rapid succession, tiring the prey before dealing the killing blow.
The older a Callum becomes, the fuller it’s fur. Few males even grow manes after reaching adulthood. A Callum’s tail will remain growing throughout it’s entire life, although at a much slower pace than the rest of it’s body.
Behaviour;
Callums are very playful and will remain so throughout their entire life. Most are also straightforward and simple, although there are some exceptions and in extreme cases these are banished from the pack. A pack will claim a large territory, scratching marks in trees and logs to define the borders. A Callum will almost never leave its territory unless it has no other choice.
Callums live in packs, they are social and look out for each other. They play, hunt, eat and travel together. A lone Callum tends to become aggressive and this often results in it’s own death.
Callums tend to stay together in their respective packs and do not communicate with anyone living outside of their territory. They do not allow other predators on their territory which sometimes causes them to have fights with lone Wildrims. If a family of (female) Wildrims decides to inhabit their territory however, they will often move, not being able to compete with their brute strength. Callums do accept vegetarians in their territory and will sometimes communicate with those which they do not feed on, being all of the other races. In this RP they will be forced to communicate with their travel partners however.
Diet:
Smaller animals and fruit. Although they give preference to larger animals.
Strengths:
Great speed and manoeuvrability
Good vision, good sense of smell, good sense of hearing
Sharp claws and jaws
Good team player
Weaknesses;
Lacks pure power
Lightweight
Vulnerable when alone
Lon‘aer
[LO02]
Description;
Humanoid creature with naturally long hair growing from the head, shoulders and above the hips, all falling to the rear. Lon‘aer are long and slender, but have only three fingers each hand and their feet are very similar. Males have wings on their backs and feathered tails to maintain their balance in air. Females have stronger bone structures because they bear their childs like mammals. Therefore females have more solid and thus heavier bones, this weight disables them to fly. Thus evolution ditched their wings.
A Lon’aer stands on its legs, but dashes using all four of its limbs. They are also good climbers and build their nests inside of canyons as no predators can reach them there. Their senses are average, except for their sight, which is excellent. Lon’aers feed on fruits and fish, which it catches with its hands and feet.
Males are a tad fragile, because of their hollow bones. They are also much less resistant to cold than females. Females have lower stamina but greater physical strength. Both genders use their hands and feet to pick up objects and can use these objects in battle.
Behaviour;
Lon’aers are individual creatures; they are perfectly fine by living on their own. However they often build their nests close to other Lon’aers and Phyres, forcing them to live together. Usually this goes well, but sometimes Lon’aers of the same get in conflict with each other, if this happens they will almost always fight. Lon’aers are also known to be very loyal to their partners.
Lon'aers are individualists by nature, but not shy by any means. They are one of the few species to actually feel commitment to their partner for example. If one settles down it becomes much more social.
Diet:
Fish and fruits.
Strengths:
Very versatile
Good climber
Excellent sight
Males can fly
Males have great stamina
Females are strong
Females are resistant to many weather conditions
Weaknesses;
No claws/jaws/etc.
Males are fragile
Females have little stamina
Wildrim
[WI03]
Description;
Large, broad shouldered, covered in a thick grey fur, large eyebrows and a very muscular build. A Wildrim is a survivor. Some of their bones grow outside of their body and can be seen as claws and spikes. Their shape is a combination of an ape and a large canine. Featuring a tail and a long nose. They can stand, but not walk, on their hind legs unsupported.
A Wildrim has immense force in its forelegs and the rest of its body is also very powerful. It will rip through many kinds of materials with relative ease. Its hair is stiff on the outer layers and the inner layers are soft and keep it warm. Making it resistant to attacks and cold weather. Wildrims also heal injuries quickly.
When Wildrims fight amongst each other, they do not use their claws but measure their strength. When they hunt, they hide and wait until a prey is within its reach.
Behaviour;
Wildrims have long life spans and grow fast, a male young will have to take care of itself very early in it’s life while females are nurtured for a longer time and will remain with the rest of it’s female family. Males are more individualistic because of this.
A male Wildrim can be very aggressive. The weaker they are, the more aggressive they become, this is for self-protection against other species. A strong Wildrim often has a mild and calm character, they will never attack another being unless hunting, defending itself or for a female.
Females live in groups and there’s often a lot of rivalry among these groups, a leader is appointed and when this leader grows old the strongest Wildrim in the family will replace her. But however fierce the competition may be sometimes, the family will always stick together.
Communication-wise, Wildrims are nothing special. Males tend to be calm and reasonable, females among each other are competitive but outside of that they're similar to males.
Diet:
Small and medium-sized animals, insects and roots.
Strengths:
Immense physical strength
Strong claws and spikes
Strong defence and quick recovery
Great stamina
Heavy weight
Weaknesses;
Slow
Poor team fighter
Females and weaker males are aggressive
Phyre
[PH04]
Description;
Phyres are large bird-like creatures. Their bodies are covered with feathers, they have large wings, long necks and long legs. Some of their feathers are separated as an ornament on their foreheads. Males’ feather ornaments are larger and brighter than females.
Phyres have relatively weak legs compared to other birds and cannot carry much with them, they are also very light. However, Phyres can remain aerial for very long periods of time, experienced fliers can even sleep while gliding. They use the air’s currents to their fullest and are not only fast but can also able to fly very high. They do not need a lot of food nor oxygen when they travel.
Some Phyres can predict or even manipulate the currents of the air, these are called Wind Charmers and are highly respected among other Phyres. A powerful Wind Charmer may even whip up small cyclones.
Behaviour;
Phyres are very hostile, they prefer to stay on the air for as long as possible because of their fear for predators and lacking mobility on the ground. A Phyre child is curious, but this curiosity will greatly decrease when it matures. They have a hard time trusting other species, especially predators.
A flight of Phyres is only seen when they travel, however they build their nests close to each other’s and sometimes close to Lon’aer’s. They feed their young for a very long time, they will not be able to fly until adulthood because their wings are not full-grown before.
It has a special sort of relationship with the air and treats it like a fatherly God. It worships the sky and thanks it for safety and fortune.
Phyres are very shy, especially towards Callums and Wildrims. But it's like with human-kind, you need to get in their trusted zone. This is the easiest for other Phyres, followed by male Lon'aers and Splegs, followed by female Lon'aers and Faelins, and the predators are last, regardless of nature.
Diet:
Flying bugs.
Strengths:
Excellent flier
Excellent sight
Very intelligent
Need little food and oxygen
Potential to predict and control the wind.
Weaknesses;
No (usable) claws/jaws/etc.
Very fragile
Easily scared and low self-esteem
Faelin
[FA05]
Description;
A Faelin looks like a human child with a dragonfly’s wings. They dress their selves with leaves, which they tie to their body with their hair or vines. They live in self-built homes, often made out of branches and stones, near rivers or other kinds of streaming water. Some Faelins are known to use leaves as plates and all of them wash their food before eating it.
Faelins can fly short distances, but they cannot fly very high or fast. They are very manoeuvrable however and can stay in one position afloat. Their wings are very fragile and become unusable when they become wet.
Faelins have access to magical powers; they can summon balls of energy to throw and make bright flashes among others. Some shine light when flying, Faelins with this ability sometimes dance together at night, making beautiful light-show.
Behaviour;
A Faelin is a trickster, mischievous by nature they like to fool others for their own entertainment. They are also inventive and have deep respect for flora because it provides them with shelter and food.
Faelins live together in small groups. However within groups the males and females often live separately from each other. They are quite shy towards the opposite gender and will only reproduce together, after which the two will avoid each other even more than before. They do not feel uncomfortable near another species of the opposite gender however. Faelins communicate with any race easily, but usually they only do so if they are pulling a prank or can gain something from the conversation.
Diet:
Fruit.
Strengths:
Versatile
Inventive
Has limited flying ability
Has magical powers
Weaknesses;
Cannot swim
Physically weak
Tad slow
Splegs
[SP06]
Description;
Short creatures standing on two legs. Their arms and legs have the same length and their hands are made for digging. Their skin is rough and their eyes very small, in fact they cannot see very well. Splegs live underground in large colonies, they create underground caves with many different chambers.
Splegs compensate their poor sight by their excellent ability to pick up scents. They have small splits in their skin that are the opening for their smelling organ, they have a bit of skin similar to eyelids to protect this sensitive organ.
Splegs have great knowledge of all kinds of medicine, they use plants to heal their selves and others with great efficiency. It also knows poisonous aspects of plants and can distract this from them without much danger thanks to their rough skin.
Behaviour;
Splegs are very spiritual, like the Phyres worship the sky, Splegs worship the earth, but too much greater lengths. They pray and bring sacrifices to the surface. A Splegs will not come above the surface for anything but food, sacrifices or if it is worried. Splegs will always try to act as a mediator during conflicts and finds satisfaction in solving these, always remaining a pacifist.
They care a great deal about all living beings and try to maintain the balance. Splegs have been known to give shelter to hunted animals in their own caves, sharing their own food and raising young creatures abandoned by their parents.
Splegs are the most social of the bunch, they communicate with any race with ease.
Diet:
Roots, dry fruit.
Strengths:
Digging
Rough skin
Great sense of smell
Medical knowledge
Knowledge about poisons
Weaknesses;
Practically blind
No (usable) claws/jaws/etc. and even if they had they wouldn’t use them.
Optimistic to fault
Character template
If you’d like to join, copy and paste the following template and fill it in. I’ll let you know if it’s accepted as soon as possible, if it’s not I’ll state why and you’re welcome to adjust your profile or write another. If you aren’t sure about something, please ask.
Forum name;
Full character name;
Race;
Gender;
Appearance: I don’t allow pictures for obvious reasons.
Personality; A short description about your character. Do take note, it will need to fit the species you’ve chosen. You may stretch it a little, but if you’re a Phyre, you will not be a violent, havoc-wreaking beast.
Short Bio: A short bio about your character. Do take note, it will need to fit the species you’ve chosen. You may stretch it a little but if you’re a Callum it’s very unlikely you’ve already seen half the world. Also add the reason for joining the travelling group.
Additional Information: Special abilities, talents and whatever else you find necessary goes here. If your character travels together with it’s pack, husband/wife, children, friend, etc. a short description of them goes here too.
Q&A
I’ll update this section with questions I may receive. This is so people don’t have to search the entire thread or me having to answer the same question three times.
Final notes
Sorry it's a bit messy, but the board seems to have a anti-double-post-function. All questions and comments are welcome, so feel free to post.





