The Protectors are four, only four, and no more than four. They are not three, they are not two and they are not five, or six. Only four.

Because they're cool like that, each Protector is bound to one of the four classical elements: Air, Fire, Water, Earth. They have absolute control over their element and a longer lifespan than the ordinary horse. I do mean absolute control; together, they are nearly godlike.

Protectors are played by my moderators/watchers/admins. Hence, their IC word is IC law. Because of this, they will only be played by people I know and trust to not abuse it. If you are denied, do not feel unloved. I will be anal when picking their players.

That isn't so say your character can't oppose/fight/disobey a Protector's others. All's fair. But beware, as they are ridiculously powerful.

As the name suggests, they protect the land (bet you wouldnÕt have guessed that, eh?). They liaison with the Dark Ones, they broker peace between rival herds, they rule when thereÕs necessity of it (i.e., a leader's player quits or goes inactive, a protector will step in and lead it until someone else is chosen) and, rarely, they fight in wars when there's need for it. When they're not in any special need, they just chill and mingle as ordinary horses.

Protectors can, if they so desire, join the ranks of a given herd - as long as they remember their role as the impartial stewards of Eclypse (of course, they might not. What a fine opportunity for plots...).

Protectors can walk anywhere - even in the Darklands, though they're not always welcome. Hard to argue with godlike ponies, though.

Protectors, strong and awesome as they are, can and will die, whether in battle, old age or whatever. They are by no means immortal or invulnerable (though they are damn near close to it).

Protectors are able to pursue classes as normal but are not to earn abilities from it, only titles and extra cool. They're already overpowered as-is.

Protectors' innate abilities cannot be used in battle. Nothing is perfect, after all.

Another tricky thing for Protectors: sometimes, a new Protector will be born (usually from the current Protector's bloodline, though not always - it sometimes happens that a Protector will have no heirs, or the heir will die in foalhood, in which case the ability will immediately jump into another horse). Upon the birth of a new Protector, the current/older one will instantly die consumed by its element. The birth/death of a Protector has to be planned OOC and the new player (if thatÕs the case) will need to be pre-approved by me.

If a Protector dies and no eligible heirs exist, the element will stay in stasis until a heir appears.

Receiving Protector powers is thought to be extremely traumatic.

It's not unheard of a Protector going insane by delving too deep into its element and losing his or herself to it entirely.

The scope of what, exactly, a Protector's powers entail will be shared privately to those who play them.

If a Protector's player needs to quit or abandon the position, I'll pick a new one.

Dark Ones can be chosen as Protectors, though it is extremely rare. In this case, the Protector will immediately lose its shadow powers in stead of its newfound elemental awesomeness.

The Protectors' elements can be harmonic, neutral or antagonic. Since there are only four elements, it goes like:

Antagonic Neutral Harmonic
Fire Water Earth Air
Earth Air Fire Water
Air Earth Water Fire
Water Fire Air Earth

Harmonic elements complement each other and grow stronger in each other's company. Protectors with harmonic elements can easily overwhelm a third Protector and do a great many things together.

Neutral elements are just that, neutral. No positive or negative effects are felt.