Hidden 9 yrs ago 9 yrs ago Post by KingTip
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KingTip That King of 'Some Realm'

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(Disclaimer: This is heavily influenced by an idea my friend and I had on another forum that never really got off the ground)

Long ago the planet of Eren flourished with great kingdoms and empires. Man had conquered the world and entered the renaissance era much earlier than our own history. Great minds made new inventions daily, pushing mankind's golden age further than anyone could ever imagine. Then, as if the planet took this as an insult, the Great Plague started. The Great Plague demolished this world's hopes. It spread through the nations like an invisible wildfire leaving a wake of destruction and death- Although leaving a wake implies the Great Plague had moved on, which it hadn't. The Great Plague had stayed, clinging to the land itself like a tick. It killed Humans, animals, plants, even the land itself seemed to be corrupted by this great evil. While humanity did not completely die out during this Great Plague, living during this era was like being tortured in hell. The Great Plague was so ravenous, if you were unlucky enough to not die immediately, you genes and DNA would be forever altered by the Great Plague. No one really knows how long the Great Plague lasted, only that it had lasted a very long time. There were no records or any civilization during the Great Plague, and the records of old kingdoms seemed to die as well, leaving mankind to start from scratch. Eventually the plague did die down, leaving as suddenly as it appeared. The remaining living things were alien compared to before- Including now many different races of humans, no actual humans left. Also new and sparse wildlife, plants and animals. What will happen in this new and threatening world? What civilizations will rise from the dust? And the biggest question- Will the Great Plague return?

Hello! Welcome to After The Plague, a NRP about many devastated new races of humans and their rise. The game starts in the middle of stone age where your tribes have been organized for a while. Deaddlife is my co-GM.
Map (For a size reference, these are just two continents. Once we advance enough we can reveal other continents with NPCs):
imgur.com/GS5olU8
Sorry img not working

Name (of tribe):
Race (Just name here, race form below):
Population (There was just a massive dying and it's the stone age now... think small, max about 700):
Organization (How is your tribe led? Is there a religious leader, war chief, etc.):
History (We start the RP a few years after the plague, so how did your people find and group together? How is your tribe doing today? Preferably 1 paragraph):
Religion (what your people follow, and gods may help in game occasionally. Explain the god(s) they believe in):
Shelter (Do your people live in treehouses? Caves? Tepees? etc.):
Location (You may begin as a nomadic group, but eventually settle down. Post a picture including your tribe please.):
Wildlife/Geography (What kind of nature do your people live in/around?):

Race Sheet:
Name:
Changes (How did the plague change your race from being human?):
Appearance:
Advantages (If it is magic that is the only advantage you may have):
Disadvantages (Must be twice as many as advantages, you were created by a force of evil and death, after all):
Lifecycle (How old do they get?/ Anything special?):

Guide to the wildlife- The flora and fauna of New Eren:
Humans were not the only lives changed during the plague, plants and animals were also affected and changed in big way. This is an optional community 'journal' where flora and fauna around your tribe could be added, so we can get an understanding of this crazy new world. All you have to do is at the end of you App, write 'Guide Entries' and under write the name of the plant/animal in bold, then give a description. You may write as much or little as you want, and I will add it here.
Hidden 9 yrs ago Post by Deaddlife
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Deaddlife The Anti-Genesis

Member Seen 9 yrs ago

You know it might have helped to post a like in the interest check.

Nation sheet
Name of country: The Restored Lands

Race: Gwill

Population: (small is rather unclear)

Organization: Tribe. The Gwill are led by a council of six elders, one for each of the elements. The strongest wielder of an element is by definition an elder. In the event of an impasse the elders of Life and Death have the final say and must reach consensus.

Religion: Shamanism. All things are a combination of the six element which are all a gift of the creator. All Gwill are taught magic from a young age and those who reject magic or the idea of the creator are pitied.

Shelter: Treehouses. Built both among the tree tops and within the roots, the Gwill find or use magic to shape natural dwellings. Those who cant find housing find refuge in gardens or on roofs.

Location: (will wait on map)

Wildlife/Geography: Heavy swampland, mostly water. Wildlife is densely populated.

Race sheet
Name: Gwill

Changes: The plague warped select members of humanity, sapping their strength and size, draining their flesh of color, leaving them to wither. But there are those who survived, those who would become the Gwill.

Appearance: Gwill and humanoids but only stand at roughly a half to a third the size of a man. Their skin is a dust grey that blends well with shadow but this effect is ruined by other features. Their straight hair for example is a brilliant white with an almost spiny quality that can easily be seen in most lightings. Finally each Gwill has bright, colorful eyes that match the color of their magic.

Advantages: Elemental magic (life, death, fire, water, air, earth.)

Disadvantages: As most can tell by their size the Gwill are weak. Additionally the Gwill area soft hearted people, acts of aggression are not in their nature.

Lifecycle: Gwill are considered mature at age 14, and are considered old at age 30. However many Gwill live well over a hundred with the record being 182 years.
Hidden 9 yrs ago 9 yrs ago Post by ArcaneUnit
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ArcaneUnit

Banned Seen 8 yrs ago

Name : Gath

Race : Oathmen.
Population (There was just a massive dying and it's the stone age now... think small, max about 700):
1 "chieftain, religious leader, and wise man. Archgath Forthbringer (the most notable forefather among us.), and his wife Emilia, their four sons and two daughters. 8
two Chiefs, and their wives. His trusted advisors, as well as their 2+1 sons and 3 daughters. 10
IN addition two cronies, and a bastard son. 3
2 women, and a single mother. 3
and three other couples, with a combined number of 4 sons and daughters. 10
34 people + prominent, neighbouring bachelor and Bachelorette tribes, as well as elderly/children tribe at the center of a village of marital homes. 230
Organization : The tribe is a group of men who either followed Archgath out of mutual respect, lack of viable options or out of regards for him.

History The Gath People of the Oathmen were once various nomadic groups fairing in the wilderness against post-apocalyptic tribes. They were remnants of their peoples whom did not side with or whom were enslaved, eaten, raped or killed by those savages, cults and factions.
-Archgath was one whom lead people repeatedly in times of strife with a confident stride and reassuring hand, so it became so that his top chieftain bowed to him alone and even acknowledged their own weakness of mind and heart, as he took their strengths into account. He was appointed leader, even though he was simply still like an Ox, or another prominent beast of burden.
- His children are subconsciensously aware they do not inherit his title or privileges or belongings or inhabitants.
The people fought won many small battles, but they stay far from the large factions and developing cities. Their relation with neighbouring tribes is one of superiority and recognition but not authority.
They have situated themselves in a pleasing location and not a defensive one, but they are well aware of their surrounding and survival tactics.

Culture: A man can only have as many wives as he is capable of holding true, protecting, providing for, acting as full time spouse and parent to her offspring and as a friend whom is not in the mean while a sexual deviant ~ Social equality and enmity is first above his personal capacities, including the children's covetousness, ambitions and moral development.

Religion : the wiser people are Spiritual and borderline religious. The leaders are passively religious, and the women productively enlightening. The children understand their God to be universally encompassing, involving all physical, philosophical and moral boundaries with bias towards its own recognition and Way and detest for the things which are wicked {bringing about demise upon those who are wicked and those whom accompany them and harbour them.}. Their God is That which creates and sustains life, regardless of the Holistic essence of it's nature, and it has love for all things and a place for them, but is relentless against it's enemies and those who do not put faith in it. It is a God that despises adultery, because the social effects are catastrophic regarding inequality and enmity.
Shelter : Log, stone, dirt houses with wooden roofs. They dig basements, and build on hill sides and against cliff faces, they keep their community in as few housing lodges as possible to save on heat and conversation, but build wherever they find good hunting, fishing and vacation grounds. The migrate, and in the bets places build palace like structures (regarding cultural standards {Great halls.})

Location :
This is what my people dream of. More water and less heat:

They see lots of this:

good portions of this:

but life looks like this:

Wildlife/Geography : India style forest

Race Sheet:
Name: Oathmen after they oath they took when congregating to stand for virtue and righteousness under the unconditional and unchanging circumstances of their God's nature and person.
Changes : The offspring have many freckles, some dark, some light, some dispersed and some abundant. There has also been a much higher level of brown than blue eyes, but this was because of cultural influence on the pregnant women's psychology than it was the plague.
Appearance: Caucasian, brown hair, blue and brown eyes, average height 5'9"
Advantages (If it is magic that is the only advantage you may have): they come from a very sympathetic and empathetic tribe which produces few internal conflicts so prosperity is abundant and the opportunity to develop and explore is looked upon with interest not rejection. So because this is a Magical quality, I will look upon all other traits positive and negative with an air of Inspiration and Appreciation. ATTRIBUTE of our Prominent : CONSIDERATE
100 is considered experienced, not old, and so weaker elderly will end up creating a social discomfort.
Disadvantages : We are arrogantly/ignorantly proud, incurring enmity between us and other tribes when subduing cultural differences and enforcing laws. ~ This leads to our initial vulnerability in conflict resolution. Attribute of our petty: effrontery
27 is still considered young and is courting age.
Hidden 9 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

Member Seen 4 yrs ago

Name (of tribe):
Tuaha

Race (Just name here, race form below):
Corvines

Population (There was just a massive dying and it's the stone age now... think small, max about 700):
75

Organization (How is your tribe led? Is there a religious leader, war chief, etc.):
Corvines based their society on the animal that serves as their totemic spirit, the Crow. Corvines as such, have a society based on family clans within the tribe, with each family having around of 7 living members at a time. The Clans have a kind of loose confederation without a defined leader, acting almost as a anarchic commune governed by emergent behavior.

History (We start the RP a few years after the plague, so how did your people find and group together? How is your tribe doing today? Preferably 1 paragraph):

The swampy forest of Vaal is not a particularly inviting area, but it was an area of dense forestation, where there were plenty of animals to hunt, and secluded areas to wait out the plague. The forests were far to hostile to settle along the ground, and incapable of being treked far on foot. The settlers who fled to Vaal learned ways of finding food and traversing the swamps, building bridges between trees, and watching the birds, particularly the Crows, who lead them to food sources, and finding places to build treehouses for settlement.

As the independent settlements grew, they began to intertwine with one another, slowly merging into a single settlement covering the entire Vaal Swamp Forest, the influence of the crow upon the newly forming society was beginning to show more, with the new settlers beginning to mimic the lifestyle of the Crow, follow its behaviors, and dress in ways that mimic its appearance.

Religion (what your people follow, and gods may help in game occasionally. Explain the god(s) they believe in):
Totemism is central to the Tuaha, who believe that the Crow is the holy animal of the entire tribe, and that the gods use the Crows of Eren as intermediaries with mortals. Each Tuahite is belived to have a Crow connected to their soul, two beings locked together at the soul, and if one dies, the other goes with them. As such, it is known that the Tuaha are especially protective of all corvids, seeing them as holy animals. Other Birds are also considered holy, especially birds of prey.

The Tuaha do not have a concept of an afterlife, nor of divine morality. They consider the Gods of their people to be Avian figures beyond the scope of the world. They did not create the world, rather they brought life to a barren reality that exists without beginning or end, and work to maintain the life they have created. In this, it mirrors the way that birds were vital to the survival of the early colonists of the hostile Vaal Forest.

Shelter (Do your people live in treehouses? Caves? Tepees? etc.):
The Tuaha live in sprawling Treehouses interconnected via bridges and pully elevators to move from tree to tree. Each Tree is a small settlement in its own, with many houses across the massive trunk of the tree.

Location:
The Vaal Forest-


Wildlife/Geography (What kind of nature do your people live in/around?):

Vaal is a densely forested area that covers marshlands, that have only become more toxic and wet following the growth of thousands of conifer trees. The area is pretty devoid of any plant life save for trees, but its swampy lands are filled with fish, who feed upon the algae that collects in the swamp waters. The fish attract small predatory animals such as rodents, snakes, canids and frogs, who are fed upon by the apex predatory birds. Pigs are also known to frequent the swamps to hunt rodents and fish as well, their corpses are frequently fed upon by crows and alligators.


The Canopy is a much more inviting area, primarily inhabited by birds and raccoons. This area is dominated by the Tuaha, who have turned it into a large settlement spanning the entirety of the canopy. The Tuaha are known to make excersions to the swamp floor to hunt pigs and alligators, as well as set up fishing camps.

Race Sheet:
Name: Corvines

Changes:
The Corvines were affected most notably in their development of wings. They sprouted out of a mutation that essentially created extra pairs of useless arms, but eventually began to develop into winged appendages rather quickly. Less obviously is the effect that it had on the Corvines' skeletal and muscular structure. A trade of began, with the skeletons becoming lighter and more brittle, with hollowed bones for flight capability, and a much more powerful muscular system, allowing for the necessary strength to fly.

Corvines were also affected mentally, beginning to lose the traits that made them think like humans, developing something closer to the mentality of the corvidae, particularly Crows. It is very prominant to anyone who would meet them. In that vein, it has made them both more adventurous, and much more hostile towards outsiders, attacking anyone who strays too close to the Vaal Forest.

Appearance:

Female Corvine

Advantages: Flight, an improved muscular system much stronger than a humans
Disadvantages: Brittle Bones, increased internal and external aggression, disorganized social structure
Lifecycle:
Corvines reproduce and are born as humans are, though they are often born in greater numbers than humans, usually 3 per pregnancy. When they are children, the corvines do little more than wander the tree villages, and watch what the adults do. Around the age of 12, they are sent into the swamp to begin the trials of age, to determine how well they can survive and provide for the tribe. This is also a test of the ability to fly, as it is necessary to return to the tree tops, as the elevators are closed off to those who have not completed the trials. To complete them, the Corvine must slay a Pig or an Alligator, and bring back its teeth to the clan members. Upon completion of the Trials, the Young Corvine will select a mate, who they will fight in a ritual battle to determine their worth to each other. If they find each other suitable, they will settle with each other, and live in the home settlement of their clan. The battle also determines what clan the couple will integrate into, that being the clan of the winner.

Corvines live typically about 55-60 years, but the oldest have been recorded at 80
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