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The Lost Civilizations - OOC/Signups

For all of your non-NationStates related roleplaying needs!

Next Era? When do we start? What should it be called?

Start it right now!
9
19%
In a few days.
5
10%
In a week or more. This tech level is fun.
6
13%
It should be Called Age of Depression.
10
21%
It should be Age of Colonialism
14
29%
It should be -open for sugg-
2
4%
It should be -open for sugg-
1
2%
It should be -open for sugg-
1
2%
 
Total votes : 48

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Harkback Union
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The Lost Civilizations - OOC/Signups

Postby Harkback Union » Mon Dec 01, 2014 8:16 am

The Lost Civilizations

Current Age: Age of Uncertanity

Item Capacity: 38
+2 or +1 For those with starting bonus
+1 After each conquered civ
-1 If conquered.

IC

Image

The continent of tredera, quiet for half a century after a string of disasters destroyed its prosperious civilizations. The few who survived the initial destruction spent the rest of their lives scavenging among the ruins for food and medicine due to the collapse of The ecosystem in a continent-wide forest fire. After 50 years, the trees and plants finally regrew and The next generation could for the first time in their life grow their own food from the seeds they re-discovered. After a long period of stagnation, the population to grow and new civilizations emerged on the ashes of the old.

The last Map - From before the apocalypse.

THE NEW SYSTEM!


"Agents", "Forces", "Infrastructure" "Culture" and "Knowledge", These are the 5 categories into which every civilization can add one item once an RL day. Agents are Important people who can be moved about to preform important tasks. Kings, Queens, Spies, Artists, Scientists are the examples. Forces are Military units and infrastructure that can also be moved about to blow up stuff. An Armored division, A Fleet, An ICBM installation are fine examples. Infrastructure are city districts, colonies, Important industrial complexes, Ports, Wonders and such. They are the backbone of a civilization. Culture are works of art while knowledge is a fancy word for technology (and perhaps magic if there is demand). Instead of putting numbers into these categories, Civs are required to describe what each item in their list does. There are guidelines on how powerful each item can be:

1. Each Item added should be worth roughly the same on same tech/industrial/cultural levels. You don't have to throw numbers at other people. We don't need count populations and GDP. We just count items in different areas to determinate who is ahead in which area. Realism though is still welcome ( - For instance, To make lots of Tanks you need lots of factories. - Wars destroy stuff. Be sure to lose Items. - When opponents do something in secret, Pretend as if you didn't know.)

2. Each civilization has an Item limit. It starts at 20 and expands by 6 with each passing era... unless your civ existed since before the apocalypse, then you might start with up to 22!

3. New Knowledge and Culture either branches from existing Knowledge and culture or in rare cases, is completely anew. There is no limit for growth of culture but there is for Knowledge.

In the era of awakening, We start at tech level 1 and go up one level with each new era. All technologies before tech leve 1 are available for all, these include everything humanity knew in 1600 AD in the Real world. The technologies for tech level 1 should be from the 1600-1800 era, for instance: Steam power, Biology, Chemistry... you can add more, as longs as it fits into the period. Also be sure that each item knowledge covers a topic not too small or too large. Up to 2 Knowledge can be shared between each 2 civilizations. This means that the civilization which receives the Item does not have to spend an RL day spent inventing it... however, The knowledge will still count towards their Item cap.

Technologies from The current tech level cost 1 RL day to get and count as 1 Item. Techs from past tech levels take 0.5 RL days to get and count 0 towards item cap.Technologies from 1 levels ahead take 3 RL days (which means for 3 RL days you can't get anything else) and count as 2 items while technologies from 2 levels ahead cost 6 RL days and count as 3 Item. No research may occur 3 tech levels ahead. Please be sure to have ALL prerequisite Technologies when researching new techs.

4. Each "Forces" Item should roughly be the size of a single Division, "Infrastructure" the value of City district, a Region's worth of farms and ranches, a nation-wide road network or Perhaps a huge mine. You can also split up 1 unit of items into may small items, Very insignificant Items such as a single soldier or a lone cottage do not count towards your Item cap and can be added freely if you think it makes sense in the grand scheme of things.

Note: Items may overlap between categories and may also be uncategorized if they don't fit in anywhere. Items may also involve multiple things. For instance, An aircraft carrier may count both as a ship and a squadron of aircraft. You don't need to add a separate Item for the air forces. Same goes for the airfields of land-based air forces. Basically, The minimal Infrastructure needed for armed forces are included in their Item. Same goes for knowledge and culture. However, If you add the airfields and army bases separately as Infrastructure, That will make your military Items stronger as you have built proper infrastructure to maintain them.

Guide to Cards:
1. At start of every era, pick 3 cards from IC op.
2. TG 1 civ about what cards you have (They can abuse the information so make sure they are your friends)
3. Use active cards either openly or secretly. If you use them secretly (espionage, Sabotage or assassinations), inform the civ who knows what cards you have about the secret action. He will then have to inform everyone else that an unknown civ played card a on civ b which caused effect c...
3B. Keep passive cards until the end of the era (Research, Militarize). If you still have them on the last day of the era, you can reap their benifits.


Minor rules and PAQ (probably asked questions)

Q: Is this open?
A: Yes, And it always will be.


The Application:

Code: Select all
Name:
Their Short very history:
Starting Items (choose 1 in each Item category, +1 In one Item category of your choice for a total of 6):
Starting location (You can specify specific locations on the map or non specific ones, such as Tropical coastline, Desert, Rocky mountains):

Please note that Territories of Past civilizations are not available as starting location without approval of said civ. Telegram me If you are confused about who is what or consult the Old OOC thread here: viewtopic.php?f=31&t=314747
Last edited by Harkback Union on Tue Mar 17, 2015 5:43 pm, edited 16 times in total.

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G-Tech Corporation
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Postby G-Tech Corporation » Mon Dec 01, 2014 9:09 am

Swanky, app soon. Did you decide on how many items old civs start with?
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Postby Harkback Union » Mon Dec 01, 2014 9:22 am

G-Tech Corporation wrote:Swanky, app soon. Did you decide on how many items old civs start with?


I was expecting you...
OP says all civs start with 6 Items. What OP gives to old players is a permanent +2 to their Item limit... Isn't that enough?
Fine, then you can exchange the +2 Item limit for +2 starting item!

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G-Tech Corporation
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Postby G-Tech Corporation » Mon Dec 01, 2014 9:35 am

Harkback Union wrote:
G-Tech Corporation wrote:Swanky, app soon. Did you decide on how many items old civs start with?


I was expecting you...
OP says all civs start with 6 Items. What OP gives to old players is a permanent +2 to their Item limit... Isn't that enough?
Fine, then you can exchange the +2 Item limit for +2 starting item!


Haha I'm not contesting, just wondering if new civs and old civs start at the same item level.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Postby Harkback Union » Mon Dec 01, 2014 9:37 am

G-Tech Corporation wrote:
Harkback Union wrote:
I was expecting you...
OP says all civs start with 6 Items. What OP gives to old players is a permanent +2 to their Item limit... Isn't that enough?
Fine, then you can exchange the +2 Item limit for +2 starting item!


Haha I'm not contesting, just wondering if new civs and old civs start at the same item level.


Well, I guess there could be some advantage, either short term or long term. pick one.

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G-Tech Corporation
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Postby G-Tech Corporation » Mon Dec 01, 2014 9:58 am

Harkback Union wrote:
G-Tech Corporation wrote:
Haha I'm not contesting, just wondering if new civs and old civs start at the same item level.


Well, I guess there could be some advantage, either short term or long term. pick one.


I was thinking old folks could start with one extra Asset, in the form of the way they survived the apocalypse, and the two+ limit you mentioned, due to being able to recover more of their pasts.

Would my old idea of a decaying airship city be alright for a starting asset?
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Ammar
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Postby Ammar » Mon Dec 01, 2014 10:00 am

Where exactly is said list of items for each category?
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Capsland
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Civil Rights Lovefest

Postby Capsland » Mon Dec 01, 2014 10:02 am

This seems cool. ~Le tag~
Last edited by Capsland on Tue Dec 02, 2014 9:36 am, edited 1 time in total.
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Harkback Union
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Postby Harkback Union » Mon Dec 01, 2014 10:52 am

Ammar wrote:Where exactly is said list of items for each category?


Well, damn. I forgot about that part. There is no list yet. give me a sec.

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2072 AD
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Postby 2072 AD » Mon Dec 01, 2014 11:00 am

I am a public account. With me, anyone can edit the IC op. I'll be sending out my password to accepted members of this RP, so we can all create the tech tree by consensus.

Here's the IC link: viewtopic.php?f=31&t=322153.

Feel free to post once you're accepted, and add matters to the IC OP.
Last edited by 2072 AD on Mon Dec 01, 2014 11:20 am, edited 1 time in total.

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G-Tech Corporation
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Postby G-Tech Corporation » Mon Dec 01, 2014 11:02 am

Hark, might want to send the pass out via TG, not just post it here. We should know it, but we is not the entire forum.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Postby Harkback Union » Mon Dec 01, 2014 11:10 am

G-Tech Corporation wrote:Hark, might want to send the pass out via TG, not just post it here. We should know it, but we is not the entire forum.


Right. Will do...

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Ralnis
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Postby Ralnis » Mon Dec 01, 2014 12:14 pm

Do I count as a past civilization? Also, would underground vaults of knowledge count as an asset?(like the decaying sky city of G-tech's)

Also, I wouldn't mind magic if it is implemented.
Last edited by Ralnis on Mon Dec 01, 2014 12:17 pm, edited 1 time in total.
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New Strausberg
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Postby New Strausberg » Mon Dec 01, 2014 12:27 pm

Tag, I'd love to be a part of this woo!

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Seno Zhou Varada
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Postby Seno Zhou Varada » Mon Dec 01, 2014 12:44 pm

Why hello there. Project Tag hand initiated.
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G-Tech Corporation
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Postby G-Tech Corporation » Mon Dec 01, 2014 1:18 pm

Name: The Landsraad Hegemony
Abbreviated History: The Hegemony was formed from the remnants of the Ameralite Dominion during the Age of Darkness, the airships and flying cities constructed in the death throes of the old world escaping above the rollicking volcanic clouds to the skies above, where crops could grow and men could live.
Initial Assets:
[Legacy] [Infrastructure] Eternity: The floating city, last hope of the Ameralite people when the world grew dark and the winters never ended. It is borne upon immense hydrogen ballasts which by forgotten means harvest the lift-gas from the atmosphere, and her highly magnetic core frozen in time allows her to navigate the skies and not fall from the air.. Home to twenty thousand souls, she is failing, her maintenance a matter of religion and rite instead of science due to how much knowledge was lost during the Age of Darkness. Her gardens and farms still flourish however.
[Agent] Genovian Heratus Valentin: A great inventor and progenitor of the return to solid earth, Genovian is one of the few men in the Hegemony to understand the principles upon which Eternity operates, and has invented several flying machines which aid transit to and from the sky-city, as well as being a founding member of Symphony below.
[Forces] The Blackguards: Formerly the sworn defenders of the Citylords and the Highprince, their roles were ended with the death of the Dominion. Those few that survived with Highprince Justinian aboard the Eternity are the only fighting unit the Hegemony holds. Over time they have degraded from elite soldiers surpassing any upon the world to mere professional warriors, but their lineage and heritage offer them the chance to come to glory once more.
[Infrastructure] Symphony: This city, now home to half of the numbers of the Hegemony, is a testament to the building skills of the survivors of the Ameralites. Cut into the mountainside, her winding passages and tiered levels are secure against almost any attack, and a wondrous system of windmill pumps and agricultural canals feeds her denizens safe behind the strong walls of the metropolis.
[Legacy] [Infrastructure] The Inky Depths: Beneath the peaks of the Grinding Ice iron and anthracite run in vast veins, and these veins are now part of the lifeblood of the Hegemony. Great shafts have been delved down into the early, where machines of steam and lower class men labor to support the society above.
[Culture] The Graven Peak: Once a testament to the might of the sons of the stars, this mountain was carved with the history of the world, and much of the knowledge of those who came before. Positioned in the extreme western tip of Hegemonic influence, it stands over the corpse of the ancient wonder of Mara, and sees many visits from both Devotiaries and archaeologists from Eternity.
[Knowledge] Advanced Metallurgy: Though much was lost with the end of civilization, the techniques of forging and blacksmithing so beloved by the sons of Ameral were not; her cannons, light metals, and understanding of the alloys and uses of materials live on in the annals of the Landsraad.
[Knowledge] Primitive Rigid Flight: Despite not holding a candle to the wonder that is Eternity, the Ameralites have created a variety of rigid zeppleins and airfoils that allow easy transit through the sky, while the means of extracting their inert lift gas of helium are also known to the workers before the Hegemony.
Starting Location: The Radiant Peak; east of ancient Mara, the Mountains of Grinding Ice are so named for the glaciers at their peaks. Near one of these mountains the Hegemony has constructed its first surface settlement, named Symphony, to begin the recolonization of the world below. It is a fertile mountain valley, through which the river Dnaip runs, and it is but the first note in the Song of the sons of the stars.
Last edited by G-Tech Corporation on Tue Dec 02, 2014 1:19 pm, edited 1 time in total.
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Levis Avara
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Postby Levis Avara » Mon Dec 01, 2014 2:26 pm

So is magic allowed?
Last edited by Levis Avara on Mon Dec 01, 2014 2:27 pm, edited 1 time in total.

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Levis Avara
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Postby Levis Avara » Mon Dec 01, 2014 4:56 pm

Name:The Altarian Republic
Abbreviated History: Founded after the fall of the Empire the nation of Arcea fell to anarchy.The island was mostly abandoned deemed uninhabitable has indeed tens of millions of perished due to the extreme darkness and the few that survived are nothing but cult maniacs.Settlers from Bellona came back to the find the city of Arvenia to start anew in a world gone wrong.
Initial Assets:
[Infrastructure]The city of Arvenia in southern Arcea isle is mainly powered from water.The river Tripoli provides all the energy the city could want with dams providing the energy. beautiful marble domed buildings sits on the water with water falls falling into a huge lake. The city is subject to barbarian attacks but on the water it is difficult to invade.
[Agent] Scientist Benevin Julius Aurelius Scientist and adviser to the Senate is one of the few souls to venture to the forbidden city of Arcea.There lies the Great Library and the ruins of the magnificent city the hallows of knowledge and history science and technology is abundant here and he brings many ancient trinkets steam engines,and cotton gins radios etc to study.He has managed to replicate and make these machines function some what but the Senate fears the techs are cursed because of the Dark Age and bans them from public use.
[Forces]The Dragon Army.A small but formidable force protecting the citizens of the Republic from barbarian gangs and up holding the people and Senate this honorable army will once again lead to the ancient glory of Arcea only thru justice and reason.
[Knowledge]Engineering.The Altarians are creators not destroyers they have turned the desolate landscape to evergreen once again farms and canals are being constructed with great skill the buildings and terraces holding life giving gardens plant life and other beautiful scenery.Canals and farms provide much needed food to the growing populace of 18,000
[Knowledge]Steam Power.The Arcean people have never forgotten the wonder of Steam power which powers the entire city.The coldness of the Volcanic Winter can still be felt and steam power provides much heat to offset this mini ice age.Steam Ships although very rare also provide speedy travel across the Tripoli but still Arcea Island is a hot bed for Barbarism and the Republic makes sure to shield it self from this chaotic world.
[Culture]The Altarian Forum Here is the center of the Republic Several important structures are here including the Altarian Senate house made of gleaming marble with pillars and a dome.It is of religious,social,political,and economic importance and where elections are held has well.
[Knowledge]Biology:In Altaria farming now is the most important task that can be practiced.Benevin has studied many of the plant and animal life around Arcea and compared it to the biology books from the Great Library and found that many animal and plant life that existed before the Dark Ages simply don't exist anymore.He also helps the farmers by maximizing the fewer agricultural plants that still exist and finding seeds from the Vaults in the Library to teach them how to grow them.
Starting LocationSouthern Arcea on the Tripoli river
Last edited by Levis Avara on Tue Dec 02, 2014 5:37 pm, edited 5 times in total.

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Seno Zhou Varada
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Postby Seno Zhou Varada » Mon Dec 01, 2014 6:51 pm

Name: Zyrasian Remainder
Their Short very history: Got in a mess with Arcea, almost conquered, Ameralites saved them, union with Ameralites, golden age, great war beginnings... BAM suprise revolution, left to the sea, created floating city, civilization saved! (This sums it up
Starting Items (choose 1 in each Item category, +1 In one Item category of your choice for a total of 6):
Knowledge: Steam Power: The most needed knowledge to survive. The Spirit, the mighty floating city on the coasts off New Zyras is kept afloat on this power. Due to the water needing boiling to be drank steam is so commonly made and used it powers the city keeping it afloat and the steam afterwards is converted back to freshwater. And some smaller steam boats head to the mainland every once and a while to collect old relics and scavenge the remains of the people who rebelled who couldn't support themselves from the apocalyptic weather.
Knowledge: Engineering: The Zyrasians beat their partners, the Amerali, in one way. Industrial power and techniques. They knew how to build, what to build, and the way to do it efficiently. Grear wonders in New Zyras, Zykra, and Spirit show it off to every person just by looking.
Knowledge: Biology: Life on the sea is tough. With the devastating loss of life they had to know what they could eat and not get seriously harmed in anyway. They using previous knowledge began to learn all the: Deep sea fish, close to surface fish, and shore fish. Also learning many new fishing methods as well as whaling.
Culture: Viva la Revolution: The Zyrasians are an independent, free, people who don't tolerate conquerers, slavers, racists, and bigots. These defiant people don't take crap from nobody anytime at all.
Infrastructure: Spirit: The floating city that kept these people alive. Armed by cannons and fireworks using heavy bombardment on enemies to keep them away and using steam power it slowly moves along. Advanced fishing machines and whaling guns also are on the city for food and fuel harvesting. It houses 20,000 people and has small farms to keep vitamin C and others up and some livestock but not much.
Agent: Keya Vos Siochanna: The namesake of Keya the commander of the forces of the lost city of Siochanna. She is head scavenger of the reclaimers of New Zyras, a group dedicated to fixing New Zyras, scavenging relics, and clearing the city of looters. She operates in the Name of the Grand Council and is very experienced with outsiders, the few that remain.
Forces: The Reclaimers of New Zyras: 3 sects, The Royal scavengers, The Vanguard, and The Navy. While the Zyrasians absolutely hate fighting they will do it if necessary. These 1st of course scavenges and cleans up New Zyras for settlers to come. The 2nd go out into the deadlands, ruined farms, and ruined factories to clear them out for the scavengers but usually patrol Spirit. The last explores the seas and makes sure no people come near Spirit. Now there is a small airforce of ballons with people in the baskets but that's for dangerous areas.

Starting location: Off the coast of New Zyras
Last edited by Seno Zhou Varada on Tue Dec 02, 2014 1:16 pm, edited 3 times in total.
Political Compass: Economic: -8.88 Social: -9.54
Libertarian Socialist with Anarcho-Communist Leanings
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The Almighty Bob
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Postby The Almighty Bob » Mon Dec 01, 2014 8:09 pm

Name: The Free Gygaxi Republic
Their Short very history: Formed from the remnants of the Federation of Gygax, this group of survivors has been struggling to rebuild their livelihoods and their memories of the time before the Cataclysm. They believe that all people deserve a second chance. They learned that a long time ago.
Starting Items:
[Agent] The Ancient: The leader of this small group of Gygaxi. He takes his inspiration from the mythical figure The Elder. He is extremely charismatic and holds the group together.
[Force] The Militia: Almost everybody here knows how to use a weapon. They haven't got any formal training, but they can certainly hold their own in a fight.
[Infrastructure] Old Gygax: The ancient city of Gygax, filled with strange wonders and beautiful buildings. Many of the less practical constructions are nothing but piles of rubble now, but from this rubble and the buildings still standing, the Gygaxi make their home.
[Culture] The Remnants: What remains of Old Gygax and the mysterious Gygax is where the Gygaxi draw most of their inspiration and cultural identity from. Ancient statues of long-forgotten idols stand ruined by the passage of time and something greater. Something unknown and dangerous. Something unspeakable.
[Knowledge] Engineering: The Gygaxi learned much of architecture from studying the work of their ancestors. They pride themselves on their aesthetic abilities and solid workmanship. Knocking down Gygaxi buildings is not easy. Also, they can construct basic clockwork such as a...clock. But not a very good clock.
[Wildcard][Culture] Strange Cult: Some of the less practical among the Gygaxi worship evil and unforgiving gods, claiming that these must have caused the Cataclysm. Most dismiss these claims out of hand, but many believe that these cultists are on to something...
Starting location: The Ring of Gygax: The ancient homelands of the Federation of Gygax, a lush and fertile valley encircled by mountains.

BTW if we get crazy magic, I'm totally making Bremor a magical crater.
Last edited by The Almighty Bob on Tue Dec 02, 2014 3:05 pm, edited 1 time in total.

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Ralnis
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Postby Ralnis » Tue Dec 02, 2014 3:33 am

Name: The Stao'nonxizil
Their Short very history: The Remnants of Xel'nox and the Theocratium that decided to go live underground in specially designed vaults that kept their knowledge that they either gained or stolen from Trederan nations and had go inside of to escape total destruction. They live underground in vaults and were able to farm mushrooms and were able to turn their vaults into a united underground city and now are starting to come out and explore the ash that was once Xel'nox.
Starting Items (choose 1 in each Item category, +1 In one Item category of your choice for a total of 6):

[Infrastructure] Zon'friex: Once a collection of underground vaults that had held all of the collective knowledge that Xel'nox had either stolen or discovered on their own, but they had mostly stolen it, and had found themselves once they had came out of their vaults and had became a bustling city with a labyrinth made of roads and corridors that connect to districts that lend a hand to one another and find the city that they have become and build for the betterment of themselves. Zon'friex is called the Glowing City or the City of Ash as they had settled under the ash that had toppled them and the most powerful nations. It is also called the Glowing City because it has a large network of crystals that glow a rainbow of colors and also the large industrialization that had never been seen since the year of Veer'gornash, which was the last era before the Dark Times. The city's workings are of common place and it now houses 11,000 embers that still flicker among the darkness. The City is nearly hidden from the naked eye but the only thing that can be sought is the various holes that lift up smoke and vapor that are symbols of advancement and a new age for them.

[Agent] Weyky'tri: Inventor, Shaman, and current leader of the Sax'fro. The Sax'fro at one time were one of the most intensive spy agencies in the world before the Dark Times, they were formed for the use of exploration and gathering of knowledge when the Theocratium of Xel'nox made their one and only colony, Xergiok, on Tredera and the Sax'fro caste was prevalent in obtaining most of the technology and knowledge of Tredera that rivaled other powers of spies in the world. When the Dark Times came, they retreated with the rest and had gained power as the leaders of the remnants and became intertwined with the new beliefs and culture of the Stao'nonxizil. Weky'tri is skilled in deciphering the ancient text that the Sax'fro used that became the new language of their people and ushered in the inventions that they had discovered long ago at the end of Veer'gornash. The Sax'fro caste still hold an a power over their people as spies, assassins, and now leaders of their civilization, but they are still but a shadow of the legend they used to be, but the new age can bring better legends and a new power for them.

[Forces] Zel'nov Warshamans: A mixture of the two sects of the Warshaman caste that once fought for the Amarites in the past. In the past, the most elite of their cast became the Quo'nox, the ones trained in fighting by the Amarites and led their brothers and sisters to war in what was called Wild Thunder's March, which was led by the Quo'nox Warshaman Myxsti'thyx, which is known to the Old Languages as Wild Thunder and he was a master tactician and the one who wrote the Huen, or the Warshaman's own version of unconventional warfare that allowed them to be famous auxiliaries that won them several victories, both offensive and defensive. When all Warshamans were called underground, then they had joined each other as a hybrid lead as they were the first ones to try and scavenge, reclaim, and explore Xel'nox and they had became more in line to stealth and skirmishing then their old styles of combat. They also are trained in guns and weapons of different types, but they prefer weapons for accuracy and stealth that allows them to take out their forces with precision then brute force like of Old Times.

[Culture] The Storm Rides Again/The Statues of Az'martinx: The natives of Xel'nox resistant outside influence even when they were offered to learn. Their culture is known to be the most alien of them all and they love it and their beliefs are no different. Their storm gods of their Parthenon were at once 3200 alone and statues littered their entire civilization. Now their belief is more reformed and still eldritch as their gods and even revered ancestors are transformed into what one will call to be horrible and repulsive, but it is unique and show the part of their belief that like a storm, they will always rise and ride again.

[Knowledge] Steam Power: In Veer'gornash, steam power and the Industrial Revolution was starting for them but then the Dark Times came. Now it was a revival to what they never had completely grasp until the end of the world. The power of the Steam had allowed for them to fully see the sight of industrialization and the use of steam that allowed them to do lots of things, one of the many things was to use if for mining, building, and refining as well as learning about the use of the first taste of machinery that started to bring in factories to their sections of the city and the smoke and vapor started to rise out of the very ground itself.

[Knowledge] Chemistry: The thing that all natives of Xel'nox do know, from the fertilizer to gunpowder and explosives. They had decipher this the most out of all the text they were able to search for in the vaults they have been able to secure themselves in. It, with Biology, had became the foundations of bringing back horticulture and balance out the industrialization and the naturalism, though it only extends to growing mushrooms much better and larger though it has even better workings. They also allowed them to do things like rediscover gunpowder and the use of acids and explosives for both domestic and militaristic means. This also helps them in trying to survey the ground topsoil that they use the chemistry when it came to send out expeditions and trying to figure out if the ash is still in the land.
Starting location (You can specify specific locations on the map or non specific ones, such as Tropical coastline, Desert, Rocky mountains):
Underground in the Satizmi Waste, Northern Xel'nox, though the only thing you will see about the civilization is the smoke fumes that come out in a matter of holes.
Last edited by Ralnis on Tue Dec 02, 2014 12:37 pm, edited 1 time in total.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Harkback Union
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Founded: Sep 01, 2012
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Postby Harkback Union » Tue Dec 02, 2014 8:03 am

The apps are pretty neat, some though contain more then 2 in a single Item category. No matter, remember, If your civ was here before collapse you can either:
Add 2 starting Item
Add 2 to Item capacity.
Or do 1-1 for each.
If you have more starting items then allowed and not new, just adding Items on the first few days and you'll be fine.

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Rencini
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Founded: Jul 05, 2013
Ex-Nation

Postby Rencini » Tue Dec 02, 2014 8:05 am

In before the second page

Name: The Aragonix Confederacy (unofficial name/ethnonym/nationality: Cingeto)

Their Short very history: The Confederacy rose from the ashes of Rouen, Vercingetorix's only surviving city of the Great Collapse, after the Eternal Plague reached their city. Life as they knew it broke apart, the weak died, while the strong survived; therefore, the Aragonix are descended from the best, smartest, and fittest Cingeto; however, the population bottleneck also gave them their distinctive mark, complete heterochromia manifests itself in 90 percent of the population, while yellow/amber eyes are found in 33 percent; most people with yellow eyes are also affected with heterochromia.
Starting Items (choose 1 in each Item category, +1 In one Item category of your choice for a total of 6 8):

Agents:

Nicolau Karkat- The son of Heracles Karkat, who himself is the Verix matyr responsable for re-organizing the Cingeto into an organized state. He himself is only seven years old, but he has great expectations, exellent candidate for the Verix title.

Forces:

Navy of Rouen- Since the dawn of the Cingeto, ships, boats, and canoes were the life-blood of our people; thousands of years into the future, and they still are. Naval tradition runs strong, and it is expected for young men to spent two years of their life either at a merchant or a war-ship, though merchant ships outnumber warships in a 7 to 3 ratio.

Reconquistadors- Explorers, adventurers, and charters; these are the men responsible for the rebuilding and protection of the Confederacy. They carry steel swords and flintlock pistols; the wealthiest third also carry horses and carbines, while slightly more than half have muskets.

Infrastructure:

Brava Port- Home to the Navy of Rouen, the Piscator's Guild, and the underbelly of the Confederacy. Everything and anything from oddities, strange stories, and shady dealings can be encountered at Brava Port. By no coincidence also the most populated area of the Confederacy as well as the center of commerce in Rouen. Arguably the most notable thing about Brava Port are the great shipyards whom are constantly at work.

The Spire- Located in the far-flung, and disputed city of Provence, The Spire is an old structure of grostique architecture, believed by many to house secrets unknown. While scholars roam the towering structure in search of lost, and in a few cases forbidden lore, teenagers use it as a source of amusement to their endless pranks and reckless exploration, and even yet the increasingly present head-hunters who war against the “lost” inhabitants of Provence. The University of Alchemist, though a shadow of it's former self, is headquartered here, although little alchemy has taken place ever since being re-founded.

Culture:

Anthropology- Classified as an art as opposed to a science due to it's effect on society, the Cingeto are well-versed in what it means to be human ever since the first survivor encountered the “lost” denizens of Provence and asked the eternal question “What is it, that thing that separetes us from these animal?” Of course, the statement was made only half-jokingly as it had far-reaching impacts on the way the Cingeto thought about themselves and the rest of the world. They understand that it is culture that drives our view of the world and though reluctant to admit it, they know that the primitive “savages” from Province are still nonetheless cultured creatures and they should be no less respected or disrespected because the fact is that they are there and thus, their culture has allowed them to survive their unique situation... It often gets in the way of politics, but it makes up in allowing the Cingeto to become excellent diplomats by understanding how everything works in their own culture and a willingness to study other cultures.

Knowledge:

Biology- A side effect of anthropology is the increased interest in the human body; specifically it's limits, abilities, and functionality. Though not as knowledgeable about microscopic critters and the like (such as plants and other non-animals), they are more enlightened on medical aspects of the humans, making their medicine and surgical practices slightly better than those of other civilizations.

Steam Power- More than one explorer has met their fate at the hands of the enemy, but the secrets of steam power have been sucessfully stolen and replicated. Though none dispute it's prowess in making the Aragonix Confederacy a leading marine power, there is much trouble over it's use in factories and thus, harming the lifestyles of craftsmen and other skilled workers; however, it's use in the production of gunpowder and cannons is never questioned, so a compromise is likely.

Starting location: Rouen (Cingeto western area), the northern peninsula of Rouen, the peninsula across Rouen, and the semi-autonomous city of Provence (details Icly).
Last edited by Rencini on Tue Dec 09, 2014 8:55 pm, edited 3 times in total.
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I don't RP on weekends

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Dec 02, 2014 8:48 am

Name: The Harkback Cult
Their Short very history: Formed from the fragments of The Harkback Cult that survived the apocalypse. They have forgotten much of their history and lost their leadership. They focused their efforts on rebuilding their ancient capital and seeking out other survivors. So far, they had some success in the earlier, not so much in the latter.
Starting Items (choose 1 in each Item category, +1 In one Item category of your choice for a total of 6):
Agents:
- Mayor Ruebeck - Elected Mayor of Zadox, In charge of the city's robust infrastructure projects. Perhaps Descendant of the once respected Ruebeck family, whom according to some old brick tablets governed Zadox for an entire Millenia.
Forces:
- The Sentines - Guardians of the Harkback cult. They help wherever help is needed. If armed at all, they carry bronze spears, their traditional weapon. When not patrolling the streets in search of fires and wrongdoers, they tend to the sick.
Infrastructure:
- The Mirror Pyramid - besides the dormant mountain survived the apocalypse with little to no harm. An enormous device is housed inside which can act as both a microscope and a telescope, though not at the same time.
- Zadox - The city of nightmares according to those old and alive enough to tell stories of the past, the past Before the Apocalypse, but even they have trouble recalling the horrific things happened here. Night and day are very much alike in Zadox. During the day, Fog enshrouds the streets blocking out the sunlight while at night, the fog disperses the light of of the candles and oil lamps which makes up for a dim version of daylight. City streets have been widened by the disasters that struck the city and large parks grew on the ruins of the devastated palace that once stood in the middle of Zadox.
Culture:
- Sentientalism - According to the old brick tablets, Sentient creatures in the world must never be harmed or extorted in any way by a fellow sentient being. Peace, Cooperation and equality therefore is mandatory. The Cult holds these Ideas sacred and educates every harkback children to respect them.
Knowledge:
- Biology - Ever since the construction of the Mirror Pyramid, Harkback understanding of life, Especially on small scale has grown greatly. Bacterias, living Tissue and reproduction is understood well... Everyone in Zadox loves biology. Books about human anatomy were the first to be published after the apocalypse. Some believe that soon the harkback will be able to perhaps transplant organs or replace them with machines to extend human lifespan... some already make attempts to construct such machines.

Starting location (You can specify specific locations on the map or non specific ones, such as Tropical coastline, Desert, Rocky mountains):
Zadox, Where it has always been, Eastmost City of the Harkback Cult.

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Dec 02, 2014 9:45 am

Levis Avara wrote:So is magic allowed?


Gonna put up poll asap

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