Ello, just to give you a little information before posting:
-follow the rules.
-FOLLOW THE RULES!!!
-please no supernatural races like vampires, werewolves, angels, or demons.
-humans and all anthros are allowed. none know overpowering magic, more along the lines of natural abilities like tentacles, tails, talons, claws, teeth, etc. humans can be part-anthro but appear human, at the cost of being weaker in their abilities of the anthro they are a part of.
-ablities need to make sense. lizards can't fly with wings, birds can't have gills, aquatics are required to be in the water every few days for an entire day.
-character profiles go to the profile thread after pm'd to myself please.
-if help is needed, i'll assist.
-and again: Follow the rules.
Now, with that said we can start. Insanity islands is a setting which is clockwork (not steampunk, clockwork) and within a semi-post dark ages feel for how a majority of the parcipiants are within. Each grouping if islands belongs to different races from a previous war which is trying to be forgotten, as only the sages of the tribal islands are the ones who'll even dare talking of such. Boats are fast, some don't need to use sails and instead use clockwork motors, and land-transpo is at a degredation of the steam engine, so railing is laid across bigger islands and the mainland for better trading.
Here are the different island groupings, each having it's own majority of creatures living on it associated to it's name: Avian Islands, Scale Rocks, Canine's Caves, Mainland, Aquatic's Coves, and Feline's Isle. As far as I know, we'll be starting on the Mainland, where slavery and trading is on the high with transport being at its maximum level.
-follow the rules.
-FOLLOW THE RULES!!!
-please no supernatural races like vampires, werewolves, angels, or demons.
-humans and all anthros are allowed. none know overpowering magic, more along the lines of natural abilities like tentacles, tails, talons, claws, teeth, etc. humans can be part-anthro but appear human, at the cost of being weaker in their abilities of the anthro they are a part of.
-ablities need to make sense. lizards can't fly with wings, birds can't have gills, aquatics are required to be in the water every few days for an entire day.
-character profiles go to the profile thread after pm'd to myself please.
-if help is needed, i'll assist.
-and again: Follow the rules.
Now, with that said we can start. Insanity islands is a setting which is clockwork (not steampunk, clockwork) and within a semi-post dark ages feel for how a majority of the parcipiants are within. Each grouping if islands belongs to different races from a previous war which is trying to be forgotten, as only the sages of the tribal islands are the ones who'll even dare talking of such. Boats are fast, some don't need to use sails and instead use clockwork motors, and land-transpo is at a degredation of the steam engine, so railing is laid across bigger islands and the mainland for better trading.
Here are the different island groupings, each having it's own majority of creatures living on it associated to it's name: Avian Islands, Scale Rocks, Canine's Caves, Mainland, Aquatic's Coves, and Feline's Isle. As far as I know, we'll be starting on the Mainland, where slavery and trading is on the high with transport being at its maximum level.