The hermit from a race of rejuvenating people, whom he was his only specimen left, was sitting at his tent, which was somewhat luxurious, and even had scrolls, quills, scroll materials and ink. He began to write on the scroll...
This world... Full of species... Full of nations. That was a lot just a mere tens of thousands of years ago. At first, the species around the world were just mere tribes wandering from place to place. They began as evolved animals with superior capabilities. Then however, a challenge that would forever change the route of the species came to be. The ices of the north grew. They drained the water, causing levels of water to decrease worldwide. This made the planet colden and the species had to leave to the caves but the ones that prospered on cold. The era lasted a hundred thousand years. However, after that time, the ice capes retreated, leaving to the world within heat.
A few lacked of the food necessary due to the fact that on the ice ages there were creatures of massive proportions. These species decided to settle in and begin the art of modyfing the soil to produce the plants they needed. They also began to domesticate animals and mold them into whatever they wanted to be in a matter of thousands of years.
Ever since this happened, nations began to appear on this planet. Cities of gold and of all jewels appeared. They conquered their precedesors and founded great civilizations whose extension and glory is beyond belief.
The species manipulated their landscape and manipulated minerals to their pruposes. First the rusty stones, then the copper, then the bronze and now the iron.
However many backward tribes remain. Specially at the huge unconquered plains that now hold their cattle or ride upon monsters. These shall also one day be conquered the might of the civilization.
Will these new races pass the test of time? Will their leaders lead them to glory? Or they will collapse and they legacy destroyed? This depends on you, the reader.
About the RP
Welcome to Races: Evolution II. The sequel to the infamous Races: Evolutionwhere the greatest feature was percentaging up to death in a world where everyone was allied to a pony race until the english attacked them. Don't worry, nothing of that will happen here as long as people remain loyal to the rules.
On this RP you will command your race and attempt to survive the test of time. And yes, I said a race. Unlike my previous RPs, you can control your race and all the nations within it (unless you allow someone else to take over a nation or if your race is conquered of course). Famine, war, leaders wanting glory all await to destroy in a few years what you took hundreds of years to build.
If you want you can choose not being a divided race but instead be an unified large nation. This is specially if you think that controling multiple nations isolated from the world is boring.
Also, this RP starts at 1 A.D. This is so that people won't get bored as quickly or start speed rushing technologies.
Time pace
Unlike almost all my other RPs, time passes away as quick as the players want and to adapt to the circumstances the player is going on. For example, one can make a few years pass, while someone else can go months. All I want you to do is not to try to stagnate the RP (EG: Posting in days all the time) and not to overspeed the RP (EG: 50 years later...) I want people whom can actually be patient, not a speed rusher that wants to do everything at once.
However if people say that they need a time skip, a poll will be set up determining where will the time skip fall depending on what people want (just nothing major like interestellar when we are at the late antiquity. More like skipping the early middle ages to the beggining of the low middle ages)
There are times when the timelapse might change. If the RP contains a lot of active people it will slow down. But if few are around, expect month-jumps or even years. When this happens, you might insta, but make it minor.
Also, I want you to put the date of when the post is occuring. But please do not go 12 A.D when everyone is at 50 A.D or viceversa.
Because the RP is stagnating, I decided to add a new rule: Minimum IC time between a post and another: 15 days. Maximum IC time between a post and another: 2 years
Rules
An RP without rules is like a country with no goverment. Complete anarchy and mass stupidity. If you need help to follow the RP rules the guys of the PoW were generous enough to put up a thread where you can learn how to RP well. Although I don't expect perfect posts or let alone players your posts should have a minimum of quality. Alright, here are the rules.
Follow the normal RP rules mentioned at the RP discussion thread AND the forum rules.
Do not be a Mary Sue.
Do not just focus on one thing unless you have a logical reason to do so.
It is more fun when you actually write a history down than when you simply try to be at the top score on everything like if this was a videogame.
Minimum length of a post: Two lines. Nothing less. I am not talking about just writing half a liner on story and then throwing a stream of stats, I am talking about two full lines of story. Saying "The random tribe is hunting" and stat-flooding does not count as a two liner. "With their tails, the random tribe went underwater looking for a few fish. The chief came with them hoping to find anything good, his guards and 10 more fishmen came to hunt with them." with or without stats. Now THAT'S a two liner that counts as one in the rules.
Be realistic.
No whining
Don't make stupid races (EG: Ponies, dragons that have stereotypical-heart-shaped eyes, etc).
All the player-and-player interactions will be decided via PMs by the rivals. At intra-player interactions with their nations/races insta-ing is allowed.
No insta-ing (insta-building, insta-conquering, etc.)
Organize your posts well.
Alright grammar is obligatory.
No nuclear exchanges or at least not when we don't have an opportunity to escape and colonize other worlds (when other worlds have been terraformed of course).
Researching stuff at a date slightly earlier than what it was actually invented is allowed but don't make it major
You can always "orphan" your species (turn them into NPCs) or remove them if they didn't left an important mark in the world or in someone else's species.
Having two races is allowed. Just don't use the second race just to benefit the other.
Another rule I can't put there is that when you put stats put them under a spoiler. For example:
(note: nothing on the spoilers intended).
And that if you use spoilers you can put Minecraft emoticons on the right place (although people will think less serious of your post). Example:
Farms
Military
However, this is not allowed:
So the mining team was exploring the caves and they found a strange monster and they ran but not without first killing the monster and they came to their king and gave him iron
Applications:
You can make a race without making a nation app and play as other nations. The nation app is just there if you want to flesh out further a nation you're playing as or if you are playing with someone else's race. In the case you are playing as a race and you have a nation on the same race and you want to flesh it further you can fill the app as you will. If you are just playing as a nation with someone else's race you need to fit in the requirements and have permission of the race creator.
Name: The name of your race. Can be anything that makes sense such as: "Khaineli" but don't have your cat walk around the keyboard, resulting in "Hhefiwyhagraphpaerugphaueg"
Caracteristics: Basic description of your race. Two paragraphs of 4 sentences each minimum or a paragraph of 4 sentences if you have a picture (not needed but encouraged).
Other: Anything that doesn't fit.
Suggestions: Any suggestion to improve the RP. Make them maturely instead of "lets skip to the year 3000 nao1111!!!1!!!11!1!!!111
Location: Where are your species located? You can point it out on the map so we know better where they are.
Name: The name of your nation. Can be anything that makes sense such as: "Boreiniksh" but don't have your cat walk around the keyboard, resulting in "Xhofiearhgpreahupioehrog"
Description: The culture, religion, etc. of your nation. Must be 1-2 paragraphs long with 4-6 sentences each
History: The history of the nation. If it has just been founded then put the history of the region your nation occupies.
Other: Anything that doesn't fit.
Suggestions: Any suggestion to improve the RP. Make them maturely instead of "lets skip to the year 3000 nao1111!!!1!!!11!1!!!111
Location: Where is your nation located and which area it occupies? Pointing it out on the map is not needed but encouraged.
For secondary information such as the maps, players and other non-important stuff, see the post that is below the post below.
Races: Evolution II - Second post (secondary information, map and anything else you should see)
Map:
This is the map of the world. It has been made with this tool that I found out. (seed: 19971240 but it lacks continent C)
(a huge thank youto villageidiotx for the idea of regions)
These are a few rules you should keep in mind if you update the map:
NEVER save as a JPG/JPEG or resize the map. It ruins the quality horribly and makes it nearly uneditable. Always save as a PNG and keep the map at the same size as it keeps the quality.
Don't randomly make edits that don't look like they belong to the map.
If you add new islands or lakes they should be small and actually look like they belong to the map. That means, no grabbing Paint and add random stupidity like this. Yes, you can make smaller rivers, just that they don't give you an unfair advatge (the ones in the map are the main rivers) and forests and stuff as long as they are not OP. This is to avoid Continent B conquering rapidly the A and C continents without much opossition.
If you don't have Windows XP like me and you wish to add borders tell me and I'll add them for you. You can make them anyway but I will still thicken them so that it can be edited better, specially at later stages.
Regions:
Region 1, 2, 11 and 9 (The great steppes): These are highlands for the most part and there are several shepardical tribes except on the rivers where there are cities, but other than that, the place is full of nomads. These dominate most of the continent. However, they have many rivers and the highlands are rich of resources. (Reccomended civilizations: Nomadic, on 11 can also be mongols and also can be european at the rivers or any other place giving your race an advatge against conquerors from other continents)
Region 3 (Central desert): The region is barely populated due to it's desertical position except for the rivers, which are the official Mesopotamia of the RP. Bordering land 4 these rivers create huge waterfalls, which feeds the region. (Reccomended civilizations: Mesopotamian or Arabs)
Open Space: 5/5 | 4/5
Sighting of Civilization: 5/5 | 4/5
Security: 3/5 | 2/5
Animals: 0.5/5 | 0/5
Minerals: 2/5 | 5/5
Trees: 0.5/5 | 0/5 (except at the rivers, which have 4/5 |1/5)
Water: 1/5 | 0/5 (except at the rivers, which have 5/5)
Fertility: 1/5 | 0/5 (except at the rivers, which have 5/5 | 4/5)
Modern materials (Uranium, Oil, etc): 5/5 | 3/5
Special:
Vegetation: 1/5 | 0/5 (except at the rivers, which have 4/5 | 2/5)
Region 4 (The depression): This is a lowland surrounded by steep cliffs. These are more wet than the steppes of the regions first mentioned, is very fertile and to the south you have a forest shortly before the mesopotamia ends.
Region 5 (Eastren Sør-skogen (southren forest in Norwegian)): Unlike the westren areas, this one is pretty low but it has a minor canyon made by the northren rivers. Due to the distance from the poles this region is pretty cold however. (Reccomended civilizations: Nordic)
Region 6 (at the south, the northren one is part of C) (Central Sør-skogen): This is for the most part, a highland. It is also colder than the fifth region due to the height of the zone and it's latitude. (Reccomended civilizations: Nordic)
Region 7 (Tiāngān shān (Heavenly mountains in Chinese)): This is a mountanious land that provides rivers and fresh waters on the north but other than that, it is pretty desolate. Surrounded by a wide variety of cultures (Reccomended civilizations: To the south and west Nordic, to the east Nomadic and to the north Chinese)
Region 8 (Mountains of Ferin): These are more series of mountains that also provide waters to the steppes and also to the central desert. (Reccomended civilizations: Nomadic except on the east which can be mesopotamian)
Region 10 (Tiān gōng tǔdì (Heavenly lands in Chinese)): This is a mini-paradise on Earth. Rivers flowing all over the place, forests and plenty of resources. For the sake of equilibration, most of these lands will be occupied by more races than usual and that are warring. (Reccomended civilizations: Chinese and to the east can also be mongols)
Region 12 (Westren Sør-skogen): Pretty much the same as Region 6. Just that it has more minerals and looks like a horribly mutilated Europe. (Reccomended civilizations: Nordic)
The unnamed region of the east: This land is divided in the tropical jungle and the temperate forest. They are divided by a river. (Reccomended civilizations: Khmer and any other jungle civ)
Region 1 (The Sea of greatness): This is the equivalent of the Mediterranean sea. It's always full of trade, pirates and divides the West Urineo from the Eastren Urineo.
Region 2 (The hilly zone): This just exists so that people can use it's resources but other than that it's not very uncommon to see romans and nomads fighting against eachother. (Reccomended civilizations: Gauls, romans and other civilizations of the mediterranean)
Region 3 (Westren sea): This is basicaly the most developed area of the continents and possibily of the whole world too. Many races struggle and a few mananged to create empires out of it such as the Graffyins (Reccomended civilizations: North mediterranean such as greeks, romans, gauls, iberians, etc.)
Region 4 (Eastren sea): This is more likely to be a contested territory than a peaceful one. Here egyptian-likes and mediterraneans struggle to keep the territory under control but it's seen more often as a place where the cultures can mix.(Reccomended civilizations: Mediterraneans and egyptians)
Region 5 (The bridge): The only connection this continent has between east and west. Completely dominated by foreign civilization and somewhat hilly too(Reccomended civilizations: Mediterraneans, egyptians and nomads if you somehow manange to free the region)
Region 6 (The plains): Most of the land here are just simple plains. There are a few minor forests however and the land is occupied by nomads (Reccomended civilizations: Celts, Germanic peoples, etc)
Region 7 (The semi-Greece): (will be merged with 4 soon)
Region 8 (The frontier): This place is full of small islands and is the main limit of the sea. It is mostly uninhabited or claimed by other nations however (Reccomended civilizations: Greeks or phonecians)
Region 9 (Northren jungle): Contrary to most of the west, this part is largely untouched by other civilizations due to the hardness of entering and has civilizations whose sustainement relies on trading jungle products for basic materials like iron, food, technology, etc. Some attempts to conquer the region took place but were frustrated by guerrilla warfare, trade distrpution and hardship of entering the place in general. Only small bits are actually foreign territory (Reccomended civilizations: Amazonic - Mediterranean)
Region 10 (Highlands): This part is mostly like the steppes in continent A. Just slightly more wet due to smaller size. (Reccomended civilizations: Nomadic-European)
Region 11 (Central desert): Like it's bigger brother to the east, it has a central desert. Just no luck having mesopotamia but having a Nile river instead. These egyptian empires also conquered chunks of region 5 and created their own nations. (Reccomended civilization: Egyptian or bedouins)
Open Space: 5/5 | 4/5
Sighting of Civilization: 5/5 | 4/5
Security: 3/5 | 2/5
Animals: 0.5/5 | 0/5
Minerals: 2/5 | 5/5
Trees: 0.5/5 | 0/5 (except at the rivers, which have 4/5 |1/5)
Water: 1/5 | 0/5 (except at the rivers, which have 5/5)
Fertility: 1/5 | 0/5 (except at the rivers, which have 5/5 | 4/5)
Modern materials (Uranium, Oil, etc): 5/5 | 3/5
Special:
Vegetation: 1/5 | 0/5 (except at the rivers, which have 4/5 | 2/5)
Region 12 (Hilly plains): These are the same as region 6, just lower but has a hill that provides minor rivers and forests. (Reccomended civilizations: Again, nomadic-european)
Region 13 (Mountains): These divide the great jungle from the desert. The wet winds come from the west and rivers come from the east so this allowed the place to create it's own Amazon rainforest. It's rich on minerals however, allowing the surrounding regions to gain access to better resources
Region 14 (The void jungle): It is poor on minerals except on the mountains. Due to it's surroundings it is isolated from the rest of the world and few actually dared to enter. There are a few nations and even empires but these are stagnated for the most part. Also most nations prefer the land way, not the water way. (Reccomended civilizations: Amazonian with a few other elements that make it Neo-Assyrian Empire-advanced).
Region 2 (Veriene taiga): This is a huge island-taiga due to the currents that reach the place. It is only inhabited by nations whom know how to take advatge of the rain (which isn't very much considering the primitive nature).
Region 3 (Southren Perinse): This area is an extension of Perinse, which can be considered the main continent. The line from extreme to center is very hilly and provides resources and minor rivers.
Region 4 (Minor islands): These are just two islands that form part of a sea that divides the jungle island from Perinse. They are very wet like the island 5. (Reccomended civilizations: Mesoamerican)
Region 5 (Great aauatlan (jungle in Nahuatl)): This is mostly a jungle island. There are no rivers running here but there are plenty of lakes and the rains give all the water a civilization needs. Your race will need to have special abilities to drain rain water or something to survive. (Reccomended civilizations: Mesoamerican)
Region 6 (Meilejen island) An island that can be said to shoot of continent A, but that it's a better companion with the other islands. This island is a grassland but unfortunately does not have the luck it's brothers have.
Region 7 (Northren Periense): It has the same caracteristics as it's southren brother. Just that it's divided in two extremities and has a small gulf on the east. It also has some species from continent A, they arrived at the ice ages but they are now completely disconected from their homeland.
Region 1 and 2 (The ice): What do you want me to tell you? It's just the ice that surrounds the poles. They are just lifeless deserts.
Region 3 (Medeo and Ilaen): Medeo is the landmass to the south. It's entirely covered in snow so no species can inhabit it. Ilaen on the other hand is mostly a desolate snow desert but on the north it has a small tundra. However it is too cold for anything to establish on a permanent settlement although global warming might help the life there.
Continents:
Continent A (Dehini): This is the biggest continent of all. It also has a very diverse amount of biomes ranging from forests, to a huge desert, to huge steppes dominating the entire continent thriving with shepardical tribes.
Continent B (Unireo): This continent is divided in two parts connected by a narrow earth bridge. Urineo of the east, which is very diverse and the biggest, Urineo of the West, not as big or diverse but very developed. These continents fall on the equator or at least on the tropics so they have two big jungles. There is also a central desert that is sparsely populated except for the rivers. It also has a semi-mediterranean with a lot of trade dividing both halves.
Continent C (Niaukin): This continent is not connected by land (or at least not now as once on the ice ages it was an unified continent). Instead is an archipielago of big islands filled with Mesoamericans and a few lucky people of continent B and A. Because this was once a continent connected you can find a species on the northren island on the small islands.
Ocean D (Duhine): This is the biggest ocean around. Aside from an island belonging to continent A and minor islands this continent is desolated of inteligent life but of the ones that live on the waters.
Ocean E (Konile): This other ocean is the one that divides the continent B, A and C. Again, few islands, nothing remarkable.
North and south poles (F): Except for landmasses near both poles, both are just cold deserts.
If you have problems because you want to write two lines instead, then a tip I can give you is imagine if you are an observer of the action your post is taking place. Act like if you were recording the whole thing and then you had to describe it. Other than that, I can only say that you look at the RPers workshop. It's a vast center of resources where you can gather skills for your posts.
If you make a race, like I said, it is better when it is something exotic and not a reskinned human with minor differences (although humans and other humanoids are still allowed)
You can also make your own culture or mix others (I would normally discourage stuff like Roman-Aztec due to the fact that they never met but since the continents are diverse, specially A, you can make mixes that never came to be in real life).
The RP will have a wiki if it breaks the 10 page count on the OOC and didn't have a rule collapse.
A sentient race of bipedal lizards.
Image: Food: They are mainly carnivorous, with a diet of large rodents, birds and medium sized mammals. Communication: Their form of communication is through hissing and croaking noises in a combination to have meanings. Sight: Their sight is a mixture between visible light and infrared. Any hot objects will look brighter, while cold objects will look dimmer. Hearing: Their hearing is terrible, although they have an organ to sense vibrations. Smell: They have an excellent sense of smell, although they don't smell through their nose, they taste the air with their tongue. Blood: They are cold blooded, so cold climates or sudden temperature changes are not healthy for them. Skin: Their skin is composed of strong low-friction scales. Agility: They are not very fast as their ancestors were because of walking on two legs, but the special pads on their hands and feet allow them to climb well. Intelligence: They are average in problem solving and inventing, but reacting to situations is always hard for them. Habitat: They like hot/warm climates that don't have extremely cold nights. So somewhere near the equator will always suit for them.
Other: Nothing. Suggestions: World map please?
Nation Application:
coming soon...
It's coming soon. This will be the official second post where the map will be around and everything. Also I scrap the rule of numbers because it's stupid.
((I will post a race and nation app as soon as I find a picture for my race and have enough time to make an app. One question though; is it possible for me to have a small city state?))
Laimargo are greenish monsters appreciating their four arms and shockingly horrid appearance.
Diet: They feed solemnly of meat, hence receiving the title of carnivorous; Laimargo commonly feed on lesser mammals.
Sight: Although having narrow Citrine eyes, they have impeccable eyesight that captures over seven different colours, distinguishing with ease the prey from the flora it conceals. Alarmingly attentive to every minute detail, Laimargo are able to observe ever the respiratory motion in the thorax of the creatures.
Auditory System: They are pointed mildly, and are worse than of human's capacity to listen. The range of vibrations they attain to listen are from 25 Hz to 5,000 Hz.
Flair: They lack in sense of smell, unless something is highly acidic, such as feline urine.
Palate: The only things that have chemical reactions are things with high sodium content, such as salt itself. However, in the wild it is quite difficult to find eating with sodium.
Skin: Their skin is highly consistent and are humbly thicker than Leatherette.
Intelligence: They are above the moderate in intellect, more elevated than of the feline class and overtaking the average IQ of 92-93.
Habitat: They usually prefer settling in humid and warm environments. Arid locations, such as deserts, makes their organism use more expansively the water; leading to inevitable dehydration and possibly death, those being common in extreme cases, such as the one quoted.
Other: Using the coincidental type of mythical creatures, I may say the Laimargo leans to the Horc lifestyle though in a most civilized manner, assuming Horc's typical IQ goes between seventy to eighty.
Suggestions: Shattering a conjuct of keywords throughout the rules that should form a randomized phrase of one's will to identify this's perusal of the rules.
----
While regarded about this application-ish part of roleplaying, I apologize to Epik for utilizing his form of application. Sorry, Epik! Hope you mind not.
Nephener, you are accepted. As of you Gales, you can have your small city-state if you want. Remember you don't need to make a nation app of your race unless you want to flesh it out further. Also added the location part in your app so that we know where your species are instead of blindly guessing. Also you can make your own fauna and flora as long as it isn't OP but you can still use Earth-species and even humans (someone make an app for them on a random location). Anyway, here's my app.
Name: Graffyinn
These races can fly because of their Griffin resemblance (see below). They evolved arms and legs, so they are semi-biped, but since they are heavier, they can't stand perfectly in an erect position, and when they stand for long time they start to shake, so most of their people walk on 4 legs. Some don't even have hands, making the tool-working impossible. They are heavier than the griffins, but they didn't lost the ability to fly. However, they can't fly as well as a griffin. They can fly almost 7 meters. The strength is concentrated mostly on their wings, so when they are very hungry, they can fly up to 10 meters and just before starvation, they can fly 14 meters. However, flying at these heights starving is suicidal. If they mix with a normal Griffin, they are able to have hybrids called Grafyins, but the Grafyins are unable to use tools. Their hand resemblance to a claw make them better at grabbing big stuff than small stuff.
These races are griffin-like. They are a mix between a lion and an eagle. However, they are somewhat different from a normal griffin. They have 6 limbs. 2 legs, 2 arms and 2 wings. Due to the quick evolution at the beggining of the species, they didn't lost most of their hair in comparison of what they would be like if the evolution was slower. Because of this, they are able to survive better in the cold enviroments. Their colouring is, on the body, orange. On their wings, they are coloured white and on there, they are feathered, something that allows them to fly.
Here's a picture of them. Just that they don't fly on the clouds and that they are slightly modified: Location: Zone 3 of continent B mostly, although a few populations on 5, 12 and a tiny one on the 7th of the C continent. Other: Yes, this was taken off Universal Civilizations. I really had nothing else in mind. Suggestions: Well, I am the OP! How in the world I am supposed to suggest myself something if I can just make it happen!
And its fine if you use my format. Race Application: Name: Azx {Pronounced AZ·ux} Characteristics:
A sentient race of bipedal lizards.
Image: Food: They are mainly carnivorous, with a diet of large rodents, birds and medium sized mammals. Communication: Their form of communication is through hissing and croaking noises in a combination to have meanings. Sight: Their sight is a mixture between visible light and infrared. Any hot objects will look brighter, while cold objects will look dimmer. Hearing: Their hearing is terrible, although they have an organ to sense vibrations. Smell: They have an excellent sense of smell, although they don't smell through their nose, they taste the air with their tongue. Blood: They are cold blooded, so cold climates or sudden temperature changes are not healthy for them. Skin: Their skin is composed of strong low-friction scales. Agility: They are not very fast as their ancestors were because of walking on two legs, but the special pads on their hands and feet allow them to climb well. Intelligence: They are average in problem solving and inventing, but reacting to situations is always hard for them. Habitat: They like hot/warm climates that don't have extremely cold nights. So somewhere near the equator will always suit for them.
Location: Mostly Zone 3 of Continent A, although they also inhabit nearby zones.
Politics: Dynastic theocracy, meaning that certain families are said to be blessed by the gods, therefor those families rule the civilization Civilization Type: Fluvial (Rivers are the life source of the civilization)g Agriculture: Agriculture isonly for trading, as most Azx don't eat grain or vegetable (the only exception being vegetable/fruit/grain based beverages). In the fertile areas around rivers, the population of the civilization that dedicates themselves to farming grows: in fields: Barley, Wheat and Cotton, in groves: Olives, Dates and Grapes.
Fermentation of fruit or grain to create drink has already been invented, and is of very high demand in most cities. Each city has it's own farming district, which is composed of sparse buildings and vast fields. Animal Husbandry: This is the main source of food, there are many Azx with this profession. Mainly the animals kept are: Goats (For milk, wool and eventually meat), Camels (For transport and work), Ak (For Meat and Hide). Livestock keepers only have arid climate animals. Infrastructure: Almost all buildings are built out of mud bricks or sandstone in the case of wealthier families. Decoration on the exterior is considered only for temples, and is not usually found on personal houses or shops. Economy: While barter is mostly used in small villages, currency is dominant in large cities. The currency is simply flattened metal discs, the weight and type of metal gives it it's value. In every market tere are specialists for telling you the exact value of your money. In every city or town there is a market usually near the farming and livestock district. Religion: The Azx religion is a Polytheist religion with over 200 gods. The gods have a hierarchy system, where one type of god has many minor gods or "aspects". Example: Az, the god of music has 4 sons: Percussion, Air, String and Vocal. There are many temples in each city, with altars for sacrifices. Culture: Singing and dancing are considered evil, unless it is as an offering to the gods. Music is very common, especially percussion instruments such as drums and bells. Other Races: The Azx living in Schactdel domain are extremely racist, considering any other non-domestic sentient race devil spawn. Although they will trade and make war alliances with other races, only Azx are allowed to live in Schactdel. Military: The Azx are not an aggressive race in general, although when threatened they can be vicious. The main weapon is spear and dagger, people that use ranged weapons are considered dishonorable for not fighting like a true warrior. Hierarchy: The class ranks are (from highest to lowest):
-Ruling Dynasty
-Nobles and Respected Dynasties
-Priests and Warriors
-Specialists and artisans
-Peasants (Agriculturists and Herders)
-Slaves & Prisoners Slavery: Rich people can afford slaves, which are lows class Azx, or Azx that opposed the country.
History:
Around 2000 BC, there were many nomad Azx tribes wandering the desert, hunting and collecting. Many events happened, but the story of Schactdel starts in 300 BC, when the biggest Azx tribes united to defeat a twisted band of Azx that were terrorizing everybody. They won and decided that united they were stronger, so ever since one dynasty of the family considered most blessed by the gods ruled in a imperialistic way. Throughout their history, no other wars have occurred although there were many times when they got very close to it.
Cities:
Aza - Capital
Type: Merchant/Artisan
Size: Large City
Population: Overpopulated
Food levels: Average
Wealth: Above Average Sark - Food District
Type: Livestock/Agricultural
Size: Medium City
Population: Medium
Food Levels: High
Wealth: Below Average Ake - Military District
Type: Militaristic/Artisan
Size: Small City
Population: High
Food Levels: Average
Wealth: Average Azeke - Religious District
Type: Religious/Cultural
Size: Medium City
Population: Medium
Food Levels: Slightly below average
Wealth: Very Wealthy
These are only the main cities, there are many other towns and villages.
Banner: A basic spear puncturing a rock Location: The center of Zone 3 on continent A, but there are also small towns around it in the rest of the zone. The capital is in a fertile plains area between two rivers that sustain it.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/1/2013
Posts:
63
Location:
**** you
Minecraft:
necroppsfp
Member Details
Race application:
Name: Buta {Boh - tah}
Characteristics:
Appearance: A sentient race of bipedal Dynastinae (Rhinoceros beetles - http://en.wikipedia....wiki/Dynastinae).The Buta are normally about 1,70 Meters tall, essentially they look like a Rhino Beetle standing up, the only main differences are that the legs they use to stand on are much thicker then their four arms, and they can move their heads freely.
Food: Herbivorous, they eat fruits, leaves, roots and some tree barks.
Communication: They communicate by making sequences of noises with their mouth-parts and rubbing their arms together, each sequence has a meaning.
Sight: They have horrible sight, their eyes are small, and can only see a very limited color scale.
Hearing: They have great hearing, they not only have sensitive ears, they also have antennae that help their hearing.
Smell: They have a moderate sense of smell.
Blood:They are cold blooded, so cold climates or sudden temperature changes are not healthy for them.
Skin: Their skin is thick and resistant, however their wings are thin and fragile.
Agility: They are not very fast when walking, so when they need to move quickly they tend to use their wings to hover above ground.
Intelligence: They are above average when it comes to logic and strategy.
Habitat: They prefer warms temperatures, so they tend to live near the equator.
Name: Ternoaedi (Tear-no-ah-die) Caracteristics: A larger bipedial form of the bengal tiger which is strong but slower than its animal counter part.
Food: The Ternoaedi are primarily carnivorous but will also act as scavengers in time of need. They can ingest plants but they get very little if any nutrients from it.
Communication: Their form of communications is more often then not growled or a deep rumbling you could hear from their chest. Some are capable of actual speech but it is very rough and often has a growl inside of it.
Sight: They can see in both regular light waves and the lesser light waves found at night. To them night time is just a darker form of day in which their sight is only limited by the obstruction of objects.
Hearing: They have a large range of hearing which is greater than that of a human. Their ears are specifically made to swivel so as to catch specific sounds from one direction or to hear better from another.
Smell: They can smell a dead animal from nearly three miles away. Yet their smell is often their weakness due to plants such as Coradotas which blocks their ability to smell for days, sometimes weeks.
Blood: They are warm blooded and use to living in almost any environment except the sea and deserts.
Skin: Their skin is covered in fur which can range in coloring from orange and black to grey and white. Their fur is around seven to eleven inches thick which causes problems for them when they are in warmer climates.
Agility: They are slower on their feet and their prefered form of movement when traveling long distances is by running on all fours. This is a very tiring form of movement but it gets them from one place to another a lot quicker than by walking.
Intelligence: They are farily intelligent but very war like and often use their intelligence as a way to gain an advantage over one city states that they have formed. They are not known for their arts and crafts but for the cities built into the surronding areas and the intricate weapons which don them. They are great metal crafters and make some of the largests swords.
Habitat: They can live almost anywhere from snowy landscapes to savannhas. They can not survive for long periods of time in a desert or near by the oceans. In the deserts they require at least fifteen liters of water a day and near the oceans they must build their houses on stilts due to their fear of large amounts of water.
Relationships: They often do not join up with each other outside of their city state of birth and will rarely make contact with other city states only to announce war, propose a trade, or to tell them about an approaching enemy of the race. Many lesser creatures and some greater creatures are the Ternoaedi's enemies due to their strength and intimidation.
Other: Nepher, our races will be dire enemies. Suggestions: Seems like this is all together so there is nothing I really think needs improvement(Unless you can add bacon some how.) Location: Region 7 of continent A
City State app
Name: Targnolika (Targ-nol-ikah)
Description: (Just because Epik's form is pretty cool.) Politics: Tergnolika is a democratic city state which does have a small family by the name of Gernoia who runs the financial side of the city and practically control the city in times of battle. They have a sister city by the name of Tornoi-Laiki which supplies them with most of their food.
Civilization type: Hunters/farmers/fishermen.
Agriculture: Althought the Ternoaedi of Tergnolika are primarily carnivors they grow plants to supply their animals. They rarely if ever actually eat the plants themselve except for the Garkok which is ground up and mixed with water to cleanse it and provide the Ternoaedi with the following nutirents of iron, vitaman B, vitamin D, and protein. They grow a special plant which is know for its ability, after the process specially made by the Ternoaedi of Tergnolika is done, to catch fire and burn on almost any substance. This plant is called Firdol and often grows only up at the high altitude of Tergnolika where it's specially made roots allow it to cling to the rocks of the mountains and the thorns to protect it from small birds which like this succulent fruit.
Animal husbandry: The main source of food in Tergnolika is by the livestock they raise on the steep mountain slopes. They mostly raise mountain goats for their milk, meat, and heavy fur. They raise donkeys to take supplies down the mountains, to power their gaters and waterwheels, and after a long time of service they are eaten. There is a type of large cow like animal called a Dernoai which the Ternoaedi of Tergnolika have used for years to provide them with food, move carts from the mines to the city, to provide them with leather and fat which is used to make the Firdol mixture, and to move rock slides. They live stock keepers raise their animals in the mountains often only a few miles from Tergnolika and feed their livestock the wheat and Garkok from farms.
Other: I like kittens. History: Tergnolika was formed twenty years ago when a group of five hundred refugee Ternoaedi had decided it best to join together for the protection. They established a government in which there would be a lead family which could be challenge for control of the city but decided that there would also be a system by which the people could decide who controls the city so long as over two thirds of the population agreed on the change of leadership. It was extremly hard for them to survive high up in the mountains where there was very little land to grow food to feed their livestock and the livestock they had brought up from the lower areas of land were not made for the mountains and did not survive long. In the first year over seventy people died from the cold, starvation, and rock slides. They then discovered the Dernoai which was the first livestock which could survive the cold mountain temperatures. They started trading with another city of refugees further down the mountain where they could grow more crops and had a wider acess to livestock changes. For the Firdol mixture there was a trade of wheat and corn to feed their livestock and there was also the trade for donkeys and mountains goats to get weapons from Tergnolika. Tergnolika was a prosperous city by year ten and was very well protected by the twenty foot tall wall manned with small ballistae and archers. They had started a mine at year five which had lead deeper into the mountain where there was iron for making weapons. They were attacked three times and succesfully repelled all three attacks by the use of their weapons. Suggestions:Beep- not needed. Location: Region 7 between the two mountains at the edge of where the two rivers combine to make one flowing down the mountain.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/1/2013
Posts:
63
Location:
**** you
Minecraft:
necroppsfp
Member Details
Nation application:
Name: Lakat = {Lah - Kah - K }
Description:
Politics: Theocratic Monarchy, The current King (Or Queen) is said to be the re-incarnation of one of the Apprentices (explained in the religion section), when the King(Or Queen) Dies his(hers) first son(or daughter) is chosen as the next ruler.
Civilization Type Agricultural.
Agriculture: The Buta are herbivores, and as such their food comes from the farms, the most honored profession is to be a farmer, and they are commonly called as the sons of Tera (Apprentice of the harvest). The territory directly surrounding the river is made of farms, that grow trees, vegetables, roots and others.
Animal Husbandry: The Buta only raise animals to collect wool, leather and other resources that are used for manufacturing clothing or other uses, the meat of animals they skin is offered as sacrifice to the gods.
Infrastructure: Buta houses are made inside the earth, the Buta use their horns to dig the earth and make large holes deep into the earth, they then cover the walls and floor of the hole with wood or stone (Usually wood seeing as it is easier to get.) and live in them, the outside of houses are only visible as round wooden hatches, however the interior of the houses are very decorated and comfortable. The only building that is decorated on the outside as well are temples, usually containing big statues of the five main gods, and smaller ones of their apprentices.
Economy: The Buta have a simple form of currency, they use three small shapes of metal each with its value, metal cubes are called Rak and are worth the least of all three, metal pyramids are called Rakok and are worth more than Rak but less than Rakut, metal spheres are called Rakut and are worth the most.
Religion: The Buta religion is polytheist with four main gods and many secondary gods (called apprentices).The five main gods are the gods of Sea and Wind (Tako and his brother Takako), the goddess of nature (Shaka) and the two twins of Time (Kala the goddess of day and Alak the god of night).The main gods share their wisdom and power with their apprentices, These apprentices are the secondary gods (Examples: Tera the Apprentice of the harvest, Tahou the Apprentice of the storm, etc). Many sacrifices are made to the Gods and the Apprentices in temples.
Other Races: The Buta of Latak believe that although all races were created by the Gods, only they are blessed and as such all other races living in Latak must pay taxes, and cannot work as farmers nor have any royal position.
Military: The Buta are not aggressive, however they keep a strong military to defend themselves, Their main weapons are their sharp horns and hammers, although Buta skin is naturally strong, warriors train to make their wings and skin stronger.
Hierarchy:
The king(or queen)
Noble families and Priests.
Warriors and farmers.
Academics.
ordinary Buta and outsiders.
poor Buta and outsiders .
prisoners and slaves.
Slavery: Only the King can have slaves.
History:
Around 200 B.C several Buta tribes joined forces to fight against the Baleksta, a group of Buta that claimed to be messengers of pagan Gods, and where trying to eliminate all Buta that believed in the five main Gods and their Apprentices. After the Baleksta were defeated, these tribes decided to unite, so they could be stronger.The war hero Maklo was titled the re-incarnated Takto (God of war) and was made the first king, ever since then the the tribes joined and became Lakat.
Main Cities:
Maklo Teret-Capital:
Type: Merchant/Artisan
Size: Large City
Population: Overpopulated
Food levels: Average
Wealth: High
Tera Teret- Farmlands
Type: Livestock/Agricultural
Size: Large city following the river.
Population: Medium
Food Levels: High
Wealth: average
Takto Teret- Military district
Type: Militaristic
Size: Small City
Population: above average
Food Levels: Average
Wealth: below average
Quince Teret- Religious District
Type: Religious/Cultural
Size: Medium City
Population: Small
Food Levels: average
Wealth: average
These are only the main cities, there are many other towns and villages, but most of them are poor.
Region 3 (Central desert): The region is barely populated due to it's desertical position except for the rivers, which are the official Mesopotamia of the RP. Bordering land 4 these rivers create huge waterfalls, which feeds the region. (Style of civilization: Mesopotamian)
I am considering making a race for this region, but when it says "barely populated", approximately how many individuals can it hold?
Region 3 (Central desert): The region is barely populated due to it's desertical position except for the rivers, which are the official Mesopotamia of the RP. Bordering land 4 these rivers create huge waterfalls, which feeds the region. (Style of civilization: Mesopotamian)
I am considering making a race for this region, but when it says "barely populated", approximately how many individuals can it hold?
Although a race and country already inhabits it, Judging by the river it could sustain quite a few large cities.
This will probably get me back in forum role playing.
But, stated in the rules, you said that nothing major can change and brought examples of technologies being developed far before they actually existed.
The reason I am bringing this up, is because I would like to know if we can make our race's history different than our own history in appropriate times.
For example, when firearms are developed and mass produced, would I be allowed to have my race continue to use metal armor due to tradition? Or have a government that is different than real life ones?
((OH KINKAZ, what a fail. by 'this sucks' i didn't mean the RP but the nation app I was gonna apply on this post. and no, i will not decrease this sentence's size due to laziness.) i wont fix it either the fact it has only one parenthesis or any grammar or spelling mistakes. whatever this is getting astonishingly childish.)
Backstory
The hermit from a race of rejuvenating people, whom he was his only specimen left, was sitting at his tent, which was somewhat luxurious, and even had scrolls, quills, scroll materials and ink. He began to write on the scroll...
This world... Full of species... Full of nations. That was a lot just a mere tens of thousands of years ago. At first, the species around the world were just mere tribes wandering from place to place. They began as evolved animals with superior capabilities. Then however, a challenge that would forever change the route of the species came to be. The ices of the north grew. They drained the water, causing levels of water to decrease worldwide. This made the planet colden and the species had to leave to the caves but the ones that prospered on cold. The era lasted a hundred thousand years. However, after that time, the ice capes retreated, leaving to the world within heat.
A few lacked of the food necessary due to the fact that on the ice ages there were creatures of massive proportions. These species decided to settle in and begin the art of modyfing the soil to produce the plants they needed. They also began to domesticate animals and mold them into whatever they wanted to be in a matter of thousands of years.
Ever since this happened, nations began to appear on this planet. Cities of gold and of all jewels appeared. They conquered their precedesors and founded great civilizations whose extension and glory is beyond belief.
The species manipulated their landscape and manipulated minerals to their pruposes. First the rusty stones, then the copper, then the bronze and now the iron.
However many backward tribes remain. Specially at the huge unconquered plains that now hold their cattle or ride upon monsters. These shall also one day be conquered the might of the civilization.
Will these new races pass the test of time? Will their leaders lead them to glory? Or they will collapse and they legacy destroyed? This depends on you, the reader.
About the RP
Welcome to Races: Evolution II. The sequel to the infamous Races: Evolutionwhere the greatest feature was percentaging up to death in a world where everyone was allied to a pony race until the english attacked them. Don't worry, nothing of that will happen here as long as people remain loyal to the rules.
On this RP you will command your race and attempt to survive the test of time. And yes, I said a race. Unlike my previous RPs, you can control your race and all the nations within it (unless you allow someone else to take over a nation or if your race is conquered of course). Famine, war, leaders wanting glory all await to destroy in a few years what you took hundreds of years to build.
If you want you can choose not being a divided race but instead be an unified large nation. This is specially if you think that controling multiple nations isolated from the world is boring.
Also, this RP starts at 1 A.D. This is so that people won't get bored as quickly or start speed rushing technologies.
Time pace
Unlike almost all my other RPs, time passes away as quick as the players want and to adapt to the circumstances the player is going on. For example, one can make a few years pass, while someone else can go months. All I want you to do is not to try to stagnate the RP (EG: Posting in days all the time) and not to overspeed the RP (EG: 50 years later...) I want people whom can actually be patient, not a speed rusher that wants to do everything at once.
However if people say that they need a time skip, a poll will be set up determining where will the time skip fall depending on what people want (just nothing major like interestellar when we are at the late antiquity. More like skipping the early middle ages to the beggining of the low middle ages)
There are times when the timelapse might change. If the RP contains a lot of active people it will slow down. But if few are around, expect month-jumps or even years. When this happens, you might insta, but make it minor.
Also, I want you to put the date of when the post is occuring. But please do not go 12 A.D when everyone is at 50 A.D or viceversa.
Because the RP is stagnating, I decided to add a new rule: Minimum IC time between a post and another: 15 days. Maximum IC time between a post and another: 2 years
Rules
An RP without rules is like a country with no goverment. Complete anarchy and mass stupidity. If you need help to follow the RP rules the guys of the PoW were generous enough to put up a thread where you can learn how to RP well. Although I don't expect perfect posts or let alone players your posts should have a minimum of quality. Alright, here are the rules.
(note: nothing on the spoilers intended).
And that if you use spoilers you can put Minecraft emoticons on the right place (although people will think less serious of your post). Example:
Farms
Military
However, this is not allowed:
Applications:
You can make a race without making a nation app and play as other nations. The nation app is just there if you want to flesh out further a nation you're playing as or if you are playing with someone else's race. In the case you are playing as a race and you have a nation on the same race and you want to flesh it further you can fill the app as you will. If you are just playing as a nation with someone else's race you need to fit in the requirements and have permission of the race creator.
Race application:
Name:
Caracteristics:
Other:
Suggestions:
Location:
Name: The name of your race. Can be anything that makes sense such as: "Khaineli" but don't have your cat walk around the keyboard, resulting in "Hhefiwyhagraphpaerugphaueg"
Caracteristics: Basic description of your race. Two paragraphs of 4 sentences each minimum or a paragraph of 4 sentences if you have a picture (not needed but encouraged).
Other: Anything that doesn't fit.
Suggestions: Any suggestion to improve the RP. Make them maturely instead of "lets skip to the year 3000 nao1111!!!1!!!11!1!!!111
Location: Where are your species located? You can point it out on the map so we know better where they are.
Nation app:
Name:
Description:
History:
Other:
Suggestions:
Location:
Name: The name of your nation. Can be anything that makes sense such as: "Boreiniksh" but don't have your cat walk around the keyboard, resulting in "Xhofiearhgpreahupioehrog"
Description: The culture, religion, etc. of your nation. Must be 1-2 paragraphs long with 4-6 sentences each
History: The history of the nation. If it has just been founded then put the history of the region your nation occupies.
Other: Anything that doesn't fit.
Suggestions: Any suggestion to improve the RP. Make them maturely instead of "lets skip to the year 3000 nao1111!!!1!!!11!1!!!111
Location: Where is your nation located and which area it occupies? Pointing it out on the map is not needed but encouraged.
For secondary information such as the maps, players and other non-important stuff, see the post that is below the post below.
Map:
This is the map of the world. It has been made with this tool that I found out. (seed: 19971240 but it lacks continent C)
(a huge thank youto villageidiotx for the idea of regions)
These are a few rules you should keep in mind if you update the map:
Security: 2/5 | 1/5
Animals: 4/5 | 3/5
Minerals: 4/5 | 2/5
Trees: 1/5 | 0.5/5
Water: 2/5 | 0.5/5
Fertility: 3/5 | 1/5
Modern materials (Uranium, Oil, etc): 3/5 | 2/5
Special:
Vegetation: 5/5 | 2/5
Security: 3/5 | 2/5
Animals: 0.5/5 | 0/5
Minerals: 2/5 | 5/5
Trees: 0.5/5 | 0/5 (except at the rivers, which have 4/5 |1/5)
Water: 1/5 | 0/5 (except at the rivers, which have 5/5)
Fertility: 1/5 | 0/5 (except at the rivers, which have 5/5 | 4/5)
Modern materials (Uranium, Oil, etc): 5/5 | 3/5
Special:
Vegetation: 1/5 | 0/5 (except at the rivers, which have 4/5 | 2/5)
Security: 2/5 | 1/5
Animals: 4/5 | 3/5
Raw Materials: 2/5 | 1/5
Trees: 3/5 | 2/5
Water: 4/5 | 3/5
Fertility: 4/5 | 1/5
Modern materials (Uranium, Oil, etc): 2/5 | 1/5
Special:
Security: 1/5 | 1/5
Animals: 3.5/5 | 3/5
Minerals: 2/5 | 1/5
Trees: 4.5/5 | 4/5
Water: 4/5 | 3.5/5
Fertility: 3/5 | 1/5
Modern materials (Uranium, Oil, etc): 3/5 | 1/5
Special:
Security: 1/5 | 1/5
Animals: 3.5/5 | 2.5/5
Minerals: 3/5 | 2/5
Trees: 4.5/5 | 4/5
Water: 4/5 | 3.5/5
Fertility: 2.5/5 | 1/5
Modern materials (Uranium, Oil, etc): 3/5 | 1/5
Special:
Security: 3/5 | 2/5
Animals: 2.5/5 | 0.5/5
Minerals: 5/5 | 3/5
Trees: 0.5/5 | 0/5
Water: 3.5/5 | 0.5/5
Fertility: 2/5 | 0.5/5
Modern materials (Uranium, Oil, etc): 3/5 | 1/5
Special:
Vegetation: 4/5 | 1.34/5
Animals: 2.5/5 | 0.5/5
Minerals: 5/5 | 3/5
Trees: 0.5/5 | 0/5
Water: 3.5/5 | 0.5/5
Fertility: 2/5 | 0.5/5
Modern materials (Uranium, Oil, etc): 3/5 | 1/5
Special:
Vegetation: 4/5 | 1.34/5
Security: 2/5 | 1/5
Animals: 3/5 | 4/5
Raw Materials: 1/5 | 2/5
Trees: 1/5 | 0.5/5
Water: 2/5 | 0.5/5
Security: 1/5 | 1/5
Animals: 2.5/5 | 2.5/5
Minerals: 4/5 | 2/5
Trees: 3.5/5 | 2/5
Water: 3.5/5 | 3/5
Fertility: 2/5 | 1/5
Modern materials (Uranium, Oil, etc): 3/5 | 1/5
Special:
Security: 0.5/5
Animals: 4/5
Minerals: 1/5
Trees: 4.75/5
Water: 4.5/5
Fertility: 3/5
Modern materials (Uranium, Oil, etc): 1/5
Special:
Security: 3/5 | 1/5
Animals: 3/5
Minerals: 4/5 | 2/5
Trees: 0.5/5
Water: 1.5/5 | 0.5/5
Fertility: 3/5 | 1/5
Modern materials (Uranium, Oil, etc): 1/5 | 0.5/5
Special:
Security: 2/5 | 1/5
Animals: 2/5
Minerals: 2/5 | 1/5
Trees: 1/5
Water: 2/5 | 0.5/5
Fertility: 3/5 | 1/5
Modern materials (Uranium, Oil, etc): 2/5
Special:
Security: 2/5 | 1/5
Animals: 2/5 | 0.5/5
Minerals: 3/5 | 1/5
Trees: 2/5 | 0.5/5
Water: 2/5 | 0.5/5
Fertility: 2.5/5 | 1/5
Modern materials (Uranium, Oil, etc): 2/5 | 1/5
Special:
Security: 3/5 | 1/5
Animals: 2/5
Minerals: 3/5 | 2/5
Trees: 2/5 | 1/5
Water: 2/5 | 0.5/5
Fertility: 2.5/5 | 1/5
Modern materials (Uranium, Oil, etc): 2/5
Special:
Security: 2/5 | 1/5
Animals: 2/5 | 1/5
Minerals: 1.5/5 | 1/5
Trees: 2/5 | 0.5/5
Water: 2/5 | 0.5/5
Fertility: 2.5/5 | 1/5
Modern materials (Uranium, Oil, etc): 2.5/5 | 2/5
Special:
Security: 4/5 | 2/5
Animals: 3/5
Minerals: 1/5
Trees: 1/5 | 0.5/5
Water: 2/5 | 0.5/5
Fertility: 2.5/5 | 1/5
Modern materials (Uranium, Oil, etc): 0.5/5 | 0/5 Special:
Security: 1/5 | 1/5
Animals: 3.5/5 | 3/5
Raw Materials: 4/5 | 4/5
Trees: 4.5/5 | 4/5
Water: 4/5 | 3.5/5
Fertility: 2.5/5 | 1/5
Modern materials (Uranium, Oil, etc): 0.5/5 | 0/5
Special:
Security: 2/5 | 1/5
Animals: 2/5 | 1/5
Minerals: 2/5 | 1/5
Trees: 2/5 | 0.5/5
Water: 2/5 | 0.5/5
Fertility: 2.5/5 | 1/5
Modern materials (Uranium, Oil, etc): 2.5/5 | 2/5
Special:
Security: 3/5 | 2/5
Animals: 0.5/5 | 0/5
Minerals: 2/5 | 5/5
Trees: 0.5/5 | 0/5 (except at the rivers, which have 4/5 |1/5)
Water: 1/5 | 0/5 (except at the rivers, which have 5/5)
Fertility: 1/5 | 0/5 (except at the rivers, which have 5/5 | 4/5)
Modern materials (Uranium, Oil, etc): 5/5 | 3/5
Special:
Vegetation: 1/5 | 0/5 (except at the rivers, which have 4/5 | 2/5)
Security: 2/5 | 1/5
Animals: 2/5 | 1/5
Minerals: 2/5 | 1/5
Trees: 2/5 | 0.5/5
Water: 2/5 | 0.5/5
Fertility: 2.5/5 | 1/5
Modern materials (Uranium, Oil, etc): 2.5/5 | 2/5
Special:
Security: 0.5/5
Animals: 4/5
Minerals: 2/5 | 1/5
Trees: 4.5/5
Water: 4.5/5
Fertility: 3/5
Modern materials (Uranium, Oil, etc): 1/5
Special:
Security: 1/5 | 1/5
Animals: 3.5/5 | 3/5
Minerals: 2/5 | 1/5
Trees: 4.5/5 | 4/5
Water: 4/5 | 3.5/5
Fertility: 3/5 | 1/5
Modern materials (Uranium, Oil, etc): 3/5 | 1/5
Special:
Security: 3/5 | 1/5
Animals: 3/5 | 2/5
Minerals: 4/5 | 2/5
Trees: 1/5 | 0.5/5
Water: 1.5/5 | 0.5/5
Fertility: 3/5 | 1/5
Modern materials (Uranium, Oil, etc): 1/5 | 0.5/5
Special:
Security: 3/5 | 2/5
Animals: 3.5/5 | 3/5
Raw Materials: 4/5 | 4/5
Trees: 4.5/5 | 4/5
Water: 4/5 | 3.5/5
Fertility: 2.5/5 | 1/5
Modern materials (Uranium, Oil, etc): 0.5/5 | 0/5
Special:
Security: 0.5/5
Animals: 4/5
Minerals: 1.5/5 | 1/5
Trees: 4.5/5
Water: 4.5/5
Fertility: 3/5 | 2/5
Modern materials (Uranium, Oil, etc): 1/5 | 0/5
Special:
Security: 3/5 | 1/5
Animals: 3/5 | 2/5
Minerals: 4/5 | 2/5
Trees: 1/5 | 0.5/5
Water: 1.5/5 | 0.5/5
Fertility: 3/5 | 1/5
Modern materials (Uranium, Oil, etc): 2.5/5 | 2/5
Special:
Security: 2/5 | 1/5
Animals: 2/5 | 1/5
Minerals: 2/5 | 1/5
Trees: 2/5 | 0.5/5
Water: 2/5 | 0.5/5
Fertility: 2.5/5 | 1/5
Modern materials (Uranium, Oil, etc): 2.5/5 | 2/5
Special:
Laime (or Laimargo)(removed)If you have problems because you want to write two lines instead, then a tip I can give you is imagine if you are an observer of the action your post is taking place. Act like if you were recording the whole thing and then you had to describe it. Other than that, I can only say that you look at the RPers workshop. It's a vast center of resources where you can gather skills for your posts.
If you make a race, like I said, it is better when it is something exotic and not a reskinned human with minor differences (although humans and other humanoids are still allowed)
You can also make your own culture or mix others (I would normally discourage stuff like Roman-Aztec due to the fact that they never met but since the continents are diverse, specially A, you can make mixes that never came to be in real life).
The RP will have a wiki if it breaks the 10 page count on the OOC and didn't have a rule collapse.
It's coming soon. This will be the official second post where the map will be around and everything. Also I scrap the rule of numbers because it's stupid.
Name: Singular: Laime (Laei-Mah), Plural: Laimargo (Laei-Mer-Goo)
Caracteristics:
Laimargo are greenish monsters appreciating their four arms and shockingly horrid appearance.
Diet: They feed solemnly of meat, hence receiving the title of carnivorous; Laimargo commonly feed on lesser mammals.
Sight: Although having narrow Citrine eyes, they have impeccable eyesight that captures over seven different colours, distinguishing with ease the prey from the flora it conceals. Alarmingly attentive to every minute detail, Laimargo are able to observe ever the respiratory motion in the thorax of the creatures.
Auditory System: They are pointed mildly, and are worse than of human's capacity to listen. The range of vibrations they attain to listen are from 25 Hz to 5,000 Hz.
Flair: They lack in sense of smell, unless something is highly acidic, such as feline urine.
Palate: The only things that have chemical reactions are things with high sodium content, such as salt itself. However, in the wild it is quite difficult to find eating with sodium.
Skin: Their skin is highly consistent and are humbly thicker than Leatherette.
Intelligence: They are above the moderate in intellect, more elevated than of the feline class and overtaking the average IQ of 92-93.
Habitat: They usually prefer settling in humid and warm environments. Arid locations, such as deserts, makes their organism use more expansively the water; leading to inevitable dehydration and possibly death, those being common in extreme cases, such as the one quoted.
Other: Using the coincidental type of mythical creatures, I may say the Laimargo leans to the Horc lifestyle though in a most civilized manner, assuming Horc's typical IQ goes between seventy to eighty.
Suggestions: Shattering a conjuct of keywords throughout the rules that should form a randomized phrase of one's will to identify this's perusal of the rules.
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While regarded about this application-ish part of roleplaying, I apologize to Epik for utilizing his form of application. Sorry, Epik! Hope you mind not.
Name: Graffyinn
These races can fly because of their Griffin resemblance (see below). They evolved arms and legs, so they are semi-biped, but since they are heavier, they can't stand perfectly in an erect position, and when they stand for long time they start to shake, so most of their people walk on 4 legs. Some don't even have hands, making the tool-working impossible. They are heavier than the griffins, but they didn't lost the ability to fly. However, they can't fly as well as a griffin. They can fly almost 7 meters. The strength is concentrated mostly on their wings, so when they are very hungry, they can fly up to 10 meters and just before starvation, they can fly 14 meters. However, flying at these heights starving is suicidal. If they mix with a normal Griffin, they are able to have hybrids called Grafyins, but the Grafyins are unable to use tools. Their hand resemblance to a claw make them better at grabbing big stuff than small stuff.
These races are griffin-like. They are a mix between a lion and an eagle. However, they are somewhat different from a normal griffin. They have 6 limbs. 2 legs, 2 arms and 2 wings. Due to the quick evolution at the beggining of the species, they didn't lost most of their hair in comparison of what they would be like if the evolution was slower. Because of this, they are able to survive better in the cold enviroments. Their colouring is, on the body, orange. On their wings, they are coloured white and on there, they are feathered, something that allows them to fly.
Here's a picture of them. Just that they don't fly on the clouds and that they are slightly modified:
Location: Zone 3 of continent B mostly, although a few populations on 5, 12 and a tiny one on the 7th of the C continent.
Other: Yes, this was taken off Universal Civilizations. I really had nothing else in mind.
Suggestions: Well, I am the OP! How in the world I am supposed to suggest myself something if I can just make it happen!
so I can steal his format.And its fine if you use my format.
Race Application:
Name: Azx {Pronounced AZ·ux}
Characteristics:
A sentient race of bipedal lizards.
Image:
Food: They are mainly carnivorous, with a diet of large rodents, birds and medium sized mammals.
Communication: Their form of communication is through hissing and croaking noises in a combination to have meanings.
Sight: Their sight is a mixture between visible light and infrared. Any hot objects will look brighter, while cold objects will look dimmer.
Hearing: Their hearing is terrible, although they have an organ to sense vibrations.
Smell: They have an excellent sense of smell, although they don't smell through their nose, they taste the air with their tongue.
Blood: They are cold blooded, so cold climates or sudden temperature changes are not healthy for them.
Skin: Their skin is composed of strong low-friction scales.
Agility: They are not very fast as their ancestors were because of walking on two legs, but the special pads on their hands and feet allow them to climb well.
Intelligence: They are average in problem solving and inventing, but reacting to situations is always hard for them.
Habitat: They like hot/warm climates that don't have extremely cold nights. So somewhere near the equator will always suit for them.
Name: Schactdel {Pronounced: s-CHACT-dël}
Description:
Politics: Dynastic theocracy, meaning that certain families are said to be blessed by the gods, therefor those families rule the civilization
Civilization Type: Fluvial (Rivers are the life source of the civilization)g
Agriculture: Agriculture is only for trading, as most Azx don't eat grain or vegetable (the only exception being vegetable/fruit/grain based beverages). In the fertile areas around rivers, the population of the civilization that dedicates themselves to farming grows: in fields: Barley, Wheat and Cotton, in groves: Olives, Dates and Grapes.
Fermentation of fruit or grain to create drink has already been invented, and is of very high demand in most cities. Each city has it's own farming district, which is composed of sparse buildings and vast fields.
Animal Husbandry: This is the main source of food, there are many Azx with this profession. Mainly the animals kept are: Goats (For milk, wool and eventually meat), Camels (For transport and work), Ak (For Meat and Hide). Livestock keepers only have arid climate animals.
Infrastructure: Almost all buildings are built out of mud bricks or sandstone in the case of wealthier families. Decoration on the exterior is considered only for temples, and is not usually found on personal houses or shops.
Economy: While barter is mostly used in small villages, currency is dominant in large cities. The currency is simply flattened metal discs, the weight and type of metal gives it it's value. In every market tere are specialists for telling you the exact value of your money. In every city or town there is a market usually near the farming and livestock district.
Religion: The Azx religion is a Polytheist religion with over 200 gods. The gods have a hierarchy system, where one type of god has many minor gods or "aspects". Example: Az, the god of music has 4 sons: Percussion, Air, String and Vocal. There are many temples in each city, with altars for sacrifices.
Culture: Singing and dancing are considered evil, unless it is as an offering to the gods. Music is very common, especially percussion instruments such as drums and bells.
Other Races: The Azx living in Schactdel domain are extremely racist, considering any other non-domestic sentient race devil spawn. Although they will trade and make war alliances with other races, only Azx are allowed to live in Schactdel.
Military: The Azx are not an aggressive race in general, although when threatened they can be vicious. The main weapon is spear and dagger, people that use ranged weapons are considered dishonorable for not fighting like a true warrior.
Hierarchy: The class ranks are (from highest to lowest):
-Ruling Dynasty
-Nobles and Respected Dynasties
-Priests and Warriors
-Specialists and artisans
-Peasants (Agriculturists and Herders)
-Slaves & Prisoners
Slavery: Rich people can afford slaves, which are lows class Azx, or Azx that opposed the country.
Around 2000 BC, there were many nomad Azx tribes wandering the desert, hunting and collecting. Many events happened, but the story of Schactdel starts in 300 BC, when the biggest Azx tribes united to defeat a twisted band of Azx that were terrorizing everybody. They won and decided that united they were stronger, so ever since one dynasty of the family considered most blessed by the gods ruled in a imperialistic way. Throughout their history, no other wars have occurred although there were many times when they got very close to it.
Aza - Capital
Type: Merchant/Artisan
Size: Large City
Population: Overpopulated
Food levels: Average
Wealth: Above Average
Sark - Food District
Type: Livestock/Agricultural
Size: Medium City
Population: Medium
Food Levels: High
Wealth: Below Average
Ake - Military District
Type: Militaristic/Artisan
Size: Small City
Population: High
Food Levels: Average
Wealth: Average
Azeke - Religious District
Type: Religious/Cultural
Size: Medium City
Population: Medium
Food Levels: Slightly below average
Wealth: Very Wealthy
These are only the main cities, there are many other towns and villages.
Location: The center of Zone 3 on continent A, but there are also small towns around it in the rest of the zone. The capital is in a fertile plains area between two rivers that sustain it.
hi
Name: Buta {Boh - tah}
Characteristics:
Appearance: A sentient race of bipedal Dynastinae (Rhinoceros beetles - http://en.wikipedia....wiki/Dynastinae).The Buta are normally about 1,70 Meters tall, essentially they look like a Rhino Beetle standing up, the only main differences are that the legs they use to stand on are much thicker then their four arms, and they can move their heads freely.
Food: Herbivorous, they eat fruits, leaves, roots and some tree barks.
Communication: They communicate by making sequences of noises with their mouth-parts and rubbing their arms together, each sequence has a meaning.
Sight: They have horrible sight, their eyes are small, and can only see a very limited color scale.
Hearing: They have great hearing, they not only have sensitive ears, they also have antennae that help their hearing.
Smell: They have a moderate sense of smell.
Blood:They are cold blooded, so cold climates or sudden temperature changes are not healthy for them.
Skin: Their skin is thick and resistant, however their wings are thin and fragile.
Agility: They are not very fast when walking, so when they need to move quickly they tend to use their wings to hover above ground.
Intelligence: They are above average when it comes to logic and strategy.
Habitat: They prefer warms temperatures, so they tend to live near the equator.
Location:zone 10 of continent B
Name: Ternoaedi (Tear-no-ah-die)
Caracteristics:
A larger bipedial form of the bengal tiger which is strong but slower than its animal counter part.
Food: The Ternoaedi are primarily carnivorous but will also act as scavengers in time of need. They can ingest plants but they get very little if any nutrients from it.
Communication: Their form of communications is more often then not growled or a deep rumbling you could hear from their chest. Some are capable of actual speech but it is very rough and often has a growl inside of it.
Sight: They can see in both regular light waves and the lesser light waves found at night. To them night time is just a darker form of day in which their sight is only limited by the obstruction of objects.
Hearing: They have a large range of hearing which is greater than that of a human. Their ears are specifically made to swivel so as to catch specific sounds from one direction or to hear better from another.
Smell: They can smell a dead animal from nearly three miles away. Yet their smell is often their weakness due to plants such as Coradotas which blocks their ability to smell for days, sometimes weeks.
Blood: They are warm blooded and use to living in almost any environment except the sea and deserts.
Skin: Their skin is covered in fur which can range in coloring from orange and black to grey and white. Their fur is around seven to eleven inches thick which causes problems for them when they are in warmer climates.
Agility: They are slower on their feet and their prefered form of movement when traveling long distances is by running on all fours. This is a very tiring form of movement but it gets them from one place to another a lot quicker than by walking.
Intelligence: They are farily intelligent but very war like and often use their intelligence as a way to gain an advantage over one city states that they have formed. They are not known for their arts and crafts but for the cities built into the surronding areas and the intricate weapons which don them. They are great metal crafters and make some of the largests swords.
Habitat: They can live almost anywhere from snowy landscapes to savannhas. They can not survive for long periods of time in a desert or near by the oceans. In the deserts they require at least fifteen liters of water a day and near the oceans they must build their houses on stilts due to their fear of large amounts of water.
Relationships: They often do not join up with each other outside of their city state of birth and will rarely make contact with other city states only to announce war, propose a trade, or to tell them about an approaching enemy of the race. Many lesser creatures and some greater creatures are the Ternoaedi's enemies due to their strength and intimidation.
Other: Nepher, our races will be dire enemies.
Suggestions: Seems like this is all together so there is nothing I really think needs improvement(Unless you can add bacon some how.)
Location: Region 7 of continent A
City State app
Name: Targnolika (Targ-nol-ikah)
Description: (Just because Epik's form is pretty cool.)
Politics: Tergnolika is a democratic city state which does have a small family by the name of Gernoia who runs the financial side of the city and practically control the city in times of battle. They have a sister city by the name of Tornoi-Laiki which supplies them with most of their food.
Civilization type: Hunters/farmers/fishermen.
Agriculture: Althought the Ternoaedi of Tergnolika are primarily carnivors they grow plants to supply their animals. They rarely if ever actually eat the plants themselve except for the Garkok which is ground up and mixed with water to cleanse it and provide the Ternoaedi with the following nutirents of iron, vitaman B, vitamin D, and protein. They grow a special plant which is know for its ability, after the process specially made by the Ternoaedi of Tergnolika is done, to catch fire and burn on almost any substance. This plant is called Firdol and often grows only up at the high altitude of Tergnolika where it's specially made roots allow it to cling to the rocks of the mountains and the thorns to protect it from small birds which like this succulent fruit.
Animal husbandry: The main source of food in Tergnolika is by the livestock they raise on the steep mountain slopes. They mostly raise mountain goats for their milk, meat, and heavy fur. They raise donkeys to take supplies down the mountains, to power their gaters and waterwheels, and after a long time of service they are eaten. There is a type of large cow like animal called a Dernoai which the Ternoaedi of Tergnolika have used for years to provide them with food, move carts from the mines to the city, to provide them with leather and fat which is used to make the Firdol mixture, and to move rock slides. They live stock keepers raise their animals in the mountains often only a few miles from Tergnolika and feed their livestock the wheat and Garkok from farms.
Other: I like kittens.
History: Tergnolika was formed twenty years ago when a group of five hundred refugee Ternoaedi had decided it best to join together for the protection. They established a government in which there would be a lead family which could be challenge for control of the city but decided that there would also be a system by which the people could decide who controls the city so long as over two thirds of the population agreed on the change of leadership. It was extremly hard for them to survive high up in the mountains where there was very little land to grow food to feed their livestock and the livestock they had brought up from the lower areas of land were not made for the mountains and did not survive long. In the first year over seventy people died from the cold, starvation, and rock slides. They then discovered the Dernoai which was the first livestock which could survive the cold mountain temperatures.
They started trading with another city of refugees further down the mountain where they could grow more crops and had a wider acess to livestock changes. For the Firdol mixture there was a trade of wheat and corn to feed their livestock and there was also the trade for donkeys and mountains goats to get weapons from Tergnolika. Tergnolika was a prosperous city by year ten and was very well protected by the twenty foot tall wall manned with small ballistae and archers. They had started a mine at year five which had lead deeper into the mountain where there was iron for making weapons. They were attacked three times and succesfully repelled all three attacks by the use of their weapons.
Suggestions:Beep- not needed.
Location: Region 7 between the two mountains at the edge of where the two rivers combine to make one flowing down the mountain.
EDIT: Finished the regions but can't update the second post any further. Gotta go to sleep. Man, it took very long.
Poll results:
What should we have?
What should we not have?
Name: Lakat = {Lah - Kah - K }
Description:
Politics: Theocratic Monarchy, The current King (Or Queen) is said to be the re-incarnation of one of the Apprentices (explained in the religion section), when the King(Or Queen) Dies his(hers) first son(or daughter) is chosen as the next ruler.
Civilization Type Agricultural.
Agriculture: The Buta are herbivores, and as such their food comes from the farms, the most honored profession is to be a farmer, and they are commonly called as the sons of Tera (Apprentice of the harvest). The territory directly surrounding the river is made of farms, that grow trees, vegetables, roots and others.
Animal Husbandry: The Buta only raise animals to collect wool, leather and other resources that are used for manufacturing clothing or other uses, the meat of animals they skin is offered as sacrifice to the gods.
Infrastructure: Buta houses are made inside the earth, the Buta use their horns to dig the earth and make large holes deep into the earth, they then cover the walls and floor of the hole with wood or stone (Usually wood seeing as it is easier to get.) and live in them, the outside of houses are only visible as round wooden hatches, however the interior of the houses are very decorated and comfortable. The only building that is decorated on the outside as well are temples, usually containing big statues of the five main gods, and smaller ones of their apprentices.
Economy: The Buta have a simple form of currency, they use three small shapes of metal each with its value, metal cubes are called Rak and are worth the least of all three, metal pyramids are called Rakok and are worth more than Rak but less than Rakut, metal spheres are called Rakut and are worth the most.
Religion: The Buta religion is polytheist with four main gods and many secondary gods (called apprentices).The five main gods are the gods of Sea and Wind (Tako and his brother Takako), the goddess of nature (Shaka) and the two twins of Time (Kala the goddess of day and Alak the god of night).The main gods share their wisdom and power with their apprentices, These apprentices are the secondary gods (Examples: Tera the Apprentice of the harvest, Tahou the Apprentice of the storm, etc). Many sacrifices are made to the Gods and the Apprentices in temples.
Other Races: The Buta of Latak believe that although all races were created by the Gods, only they are blessed and as such all other races living in Latak must pay taxes, and cannot work as farmers nor have any royal position.
Military: The Buta are not aggressive, however they keep a strong military to defend themselves, Their main weapons are their sharp horns and hammers, although Buta skin is naturally strong, warriors train to make their wings and skin stronger.
Hierarchy:
The king(or queen)
Noble families and Priests.
Warriors and farmers.
Academics.
ordinary Buta and outsiders.
poor Buta and outsiders .
prisoners and slaves.
Slavery: Only the King can have slaves.
History:
Main Cities:
Maklo Teret-Capital:
Type: Merchant/Artisan
Size: Large City
Population: Overpopulated
Food levels: Average
Wealth: High
Tera Teret- Farmlands
Type: Livestock/Agricultural
Size: Large city following the river.
Population: Medium
Food Levels: High
Wealth: average
Takto Teret- Military district
Type: Militaristic
Size: Small City
Population: above average
Food Levels: Average
Wealth: below average
Quince Teret - Religious District
Type: Religious/Cultural
Size: Medium City
Population: Small
Food Levels: average
Wealth: average
These are only the main cities, there are many other towns and villages, but most of them are poor.
I am considering making a race for this region, but when it says "barely populated", approximately how many individuals can it hold?
Although a race and country already inhabits it, Judging by the river it could sustain quite a few large cities.
hi
But, stated in the rules, you said that nothing major can change and brought examples of technologies being developed far before they actually existed.
The reason I am bringing this up, is because I would like to know if we can make our race's history different than our own history in appropriate times.
For example, when firearms are developed and mass produced, would I be allowed to have my race continue to use metal armor due to tradition? Or have a government that is different than real life ones?
((OH KINKAZ, what a fail. by 'this sucks' i didn't mean the RP but the nation app I was gonna apply on this post. and no, i will not decrease this sentence's size due to laziness.) i wont fix it either the fact it has only one parenthesis or any grammar or spelling mistakes. whatever this is getting astonishingly childish.)