
OOC | IC | Map (political) | Map (blank) | Map (physical)
OP Squad:
OP: - The Magic Dominion
Co-OPs:
Great Confederacy Of Commonwealth States
Old-ones speak of times long gone past, thousands of years ago, when the ruins that dot the landscape of our nations and tribes once held grand civilisations of stone and metal. They held secrets we could only dream of - the power to heal wounds, the knowledge of what lies in the seas... The ability to destroy each other in wars so fierce that they could wipe out entire populations. They wielded fire and rage as their weapons, with great structures falling before their vast armies. These stories are what we grow up with, what our mothers tell us before we go to bed. Alas, only rarely do these stories ever bleed into reality for those who hear them, and as these times grow further and further into the past, more of their secrets are forgotten.
We don't know what happened to them. After all, their knowledge was lost, and all stories have been passed down many hundreds or thousands of generations, like a game of whispers. Every culture has changed, each language evolved, each of their large towns crumbled and each of their governments collapsed. We are what's left - the reborn nations of humanity, just coming to prominence. From the ashes, a new society rises.Like The Phoenix.
Setting:
The Phoenix is set 50,000 years after a cataclysmic event which wiped out all of human society, on the continent once known as Australia. No-one in this time knows what the event was, nor why it happened, but only that it did happen, leaving behind now-crumbling remains of the society that once existed. Between these remains live the newly reforged human societies, in cultures unrecognisable to the ones of 50,000 years ago, and have diverged so far apart that those on different sides of the continent cannot even comprehend what each other are saying, and in states so fundamentally unmanageable that they must remain small or be so decentralised that they might as well be multiple states.
For many years until this point, nomads dominated the entire expanse of continent. Now, tribes are developing, as well as the odd tribal confederation, united by the common need to survive the harsh landscape of this scorched red continent, each wishing to make their mark on the world that has been left behind.
The expanses of desert and forest hold many different predators and dangers. Some of these are recognisable to you - spiders, snakes... Some are less so, like the Once-Humans, who inhabit the deserts, prowling, looking for prey to kill with their large fangs and razor-sharp claws.
Will you take on the tasks of this continent as a new culture and tribe? Will you survive the harshest days and fierce predators? Will you lead your people to victory, or fade away into the annals of a new history?
Explanation of Different Groups:
Tribes:
A guide of approximate areas. To the right is the
average area for a nomadic group, and to the left
is that of a tribal confederation.
Tribes are the main units of authority on the continent. A tribe is a small village which, while settled, retains a lot of their independent and decentralised ways from their nomadic pasts. Tribes have very little land,
but a fairly large population density thanks to the fact that they can work on the infrastructure of their villages and surrounding areas. Tribes are extremely small, and can often be only 2,000km2 (700 square miles) or less.
Tribal Confederations:
When tribes find numerous like minded tribes, they sometimes organise into tribal confederations. This gives them access to more land, population and military power, but they have the added struggle of getting numerous tribal leaders and chiefs to work together without disagreeing too heavily. Tribal confederations get more unstable the larger they become, so while they gain access to more resources, they have the added risk of falling apart. Tribal confederations generally don't exceed 10,000km2, or around 3,800 square miles.
Nomads:
Nomads are disorganised groups that roam around the continent. They can control large areas within which they move regularly, but have only a loose grasp on it, and fairly low populations. They can control an area of approximately 100,000km2, or around 38,000 square miles.
Organisations:
Organisations are groups of people united by (secular) interests, such as anthropology, philosophy or martial arts. They are usually based out of one tribe or another, and sometimes attract members from all over the continent.
Religions:
Religions are generally geographic-based, and unite tribes in mythology or tenets. Note that a religion is unlikely to have survived from our age, and a religion followed on one side of the continent is unlikely to be followed the same way on the other side.
Accepted Nations
| Name | Symbol | Type | RP'er |
| The Durzenk people | ![]() | Tribe | Zjaum |
| The Galeadian Confederation | ![]() | Tribal Confederation | The Magic Dominion |
| The Merapeblo people | ![]() | Nomads | Great Confederacy Of Commonwealth States |
| The Shepara Confederation | Tribal Confederation | The Assorted Saharan Outposts |
Accepted Religions
| Name | Symbol | Worshipped in | RP'er |
| Asyantrism | The Shepara | The Assorted Saharan Outposts | |
| The Blood Faith | ![]() | The Merapeblo | Great Confederacy Of Commonwealth States |
| Moxoranism | ![]() | The Galeadians | The Magic Dominion |
| Seven Git-yon Truths | ![]() | The Durzenk | Zjaum |
Accepted Organisations
| Name | Symbol | Located in | RP'er |
| Dralshy'a'aat | ![]() | The Durzenk | Czeckolutania |





























