Global climate change alarmed the scientists of the human race. They rushed to create solutions to the warming environment, and the feats granted by billions of dollars in government grants were astounding. Unfortunately, in Man's desperation to reverse the mistake made by fossil fuel emission, he made another mistake. Vast mirrors were launched into Earth's orbit. Sulfur dioxide was injected in massive amounts into the stratosphere. Algae plants were built to absorb carbon dioxide from the choked atmosphere. For many, many decades, as these efforts increased, the climate seemed to be improving, as atmospheric levels of CO2 dropped almost to levels similar to the Industrial Revolution.
Humanity had created a massive albedo effect, and removed much of the carbon dioxide that had been sending the Earth's climate out of control.
Then, the planet wobbled in its orbit.
Crops withered and livestock froze. The ice caps, now free of what had seemed like their doom, began to creep farther along the globe than they had in 12,000 years. After years of debate, sluggish governments finally scrambled to remove or destroy the orbiting mirrors, ordered the algae plants to shut down. By now, though, it was too late: the white ice sheets reflected sunlight off the planet, and what was humanity to do--start burning fossil fuels again? They'd just about run out and switched to more efficient energy sources years ago. With food supplies dwindling, riots erupted in every major city on Earth. Many deaths were not from starving or freezing, but from fighting.
Now, it is left to the last few handfuls of humans to survive in the harsh environment left to them by their ancestors.
This roleplay takes place east of the new Cordilleran Ice Sheet, near the sad ruins of the once-great city of Denver. It is, of course, more spread out than that, but that's a general idea of the location anyway. The Rocky Mountains, once a pretty sight, are now sinister on the Western horizon, completely white and jagged like a horrible set of monster's teeth. It is dry and cold and windy, but tenuous woodlands have popped up to give shelter to humans and animals.
Some of the survivors of the Great Freeze turned to hunting and gathering in order to stay alive. They are rugged travelers, wearing the warm pelts of their kills and always following the herds of musk oxen or caribou or moose or the occasional slowly-adapting elk. Their camps are heavy wooden-framed shelters that can hold around 5 people, with very simple chimneys or flaps to channel out their woodsmoke. They live in clans of around 30 people and occasionally head far enough south to trade with the city-folk, and are slowly reverting to the old beliefs of worshiping nature. The clans usually have one male and one female leader, some hunters, some gatherers and some child rearers.
The clan featured in the roleplay is called the Clan of the Roaring Winds, a group of nomadic hunters and foragers who rely heavily on the elk and moose in their area. They revere fire, because it keeps them warm and safe, and the animals they hunt, for keeping them fed and clothed, and they are quick movers with fast wits and a fierce temperament if their way of life is threatened. They have a tattoo of one dark-blue, vertical line down each of their cheeks, and their death ritual consists of hanging the deceased on a pole after painting their face red; they believe it will intimidate any evil that tries to harm the soul in the afterlife. They also tie the person's weapons and gear and any other prized possessions to the pole. While not especially welcoming to outsiders, they are generally pretty kind and will gladly trade with other groups, including city-states that tolerate them.
Farther South, where agriculture has remained possible (although hard), small city-states have come into being, made mostly of scrap from ruined suburbs and similar sources. They are mostly located near rivers or any other water source they can find. Any number of crops are grown here; often individuals have the task of growing their own kind of food and then trading it at the markets, usually located at the center of the cities, which are gradually growing in complexity; some even have greenhouses and the like. They have also bred a sort of cattle that is furrier, needs less water, and is more resistant to the cold. These settlements can support a couple hundred people, and are usually protected by thick walls and very small militias.
The city-states are often ruled by a king, a queen, or both, with small royal families. Unlike the old-age royalties, these ones are usually allowed or even encouraged to marry commoners so that inbreeding is kept to a minimum. Unlike the hunter-gatherers, who rarely bump into each other, city-states will more often war with each other.
The city-state featured in the roleplay is called Crowhead. It is somewhat semi-advanced in comparison to some others, but unfortunately this makes the city a popular target for marauders and such. Because of this, the city is generally distrustful toward other "nations" and most groups of "savages", although they are familiar with the Clan of the Roaring Winds, and will let them through the gates to trade. They are ruled by a queen named Keria Upel, who is a widow (anyone is free to submit a character who is a child of hers, but I'd prefer only one or two.)
1. Forum rules and stuff
2. At least 4-5 sentences per post for the most part, but if you can't really think of stuff then I don't mind, that's more of a guideline I guess
3. Make as many characters as you can handle
4. other than that, anarchy woo
Name:
Age:
Gender:
Hunter-Gatherer or City-Dweller?:
Rank: (For hunter gatherers, the only ones there really are are leaders, hunters, foragers, and babysitters)
Appearance: (Description or picture is fine)
Personality:
History: (if applicable)
Other:
Name: Keria Upel
Age: 52
Gender: Female
Hunter-Gatherer or City-Dweller?: City Dweller
Rank: Queen
Appearance: Starting to put on the pounds due to her slowing metabolism, but not ugly. She has bright piercing gray eyes and light mousy brown hair a little past her shoulders. Because there aren't really many (or even any) people who are skilled enough at working metal to create crowns, she carries a grand staff with a polished, semiprecious stone on the end. She really always wears a dress, and a thick fur cape sort of thing over it.
Personality: Easily concerned, and quick to order up safety precautions if necessary. She sends out at least one scout every week to check for hostile clans or militias. It's quite easy for any commoner to arrange to see her, and she likes to hear her people's concerns, although she hates all the formalities and just wants people to get to the point. She will sometimes ride a horse to the market, visit a dying person who's requested to see her, or stand on the wall of Crowhead and just watch the snow blow itself into drifts. She becomes withdrawn when sad or angry.
History: She's been the Queen since she was 19 and married to the older King, who died due to a fungus-infected supply of grain. After the death, she ordered changes to make this less likely to happen in general. She married into the throne from common roots, and first allowed the Clan of the Roaring Winds to enter for trading purposes. She never orders a criminal executed; instead she exiles or imprisons them. Only a horribly detestable crime deserves death in her eyes. Although she's kind, she'd sic her militia on any intruders in a heartbeat.
Other:
Name: Kilugna
Age: 24
Gender: Female
Hunter-Gatherer or City-Dweller?: Hunter-gatherer
Rank: Hunter. Occasionally forages.
Appearance: She has wavy, silky black hair to her shoulders and green eyes, along with the blue tattoos on her face. She's small and light, making her swift and stealthy. She's also the best candidate to send onto a frozen lake or something if need be, due to her small size. She has a slightly crooked nose from a time she fell down a steep slope and fell face-first onto a rock bed, and a sharp-toothed grin.
Personality: Loyal to her clan and secretive (but not mean) to outsiders. She likes eating, a lot. You want her to be your friend? Food's the way. She's definitely a survivor; she's determined and doesn't give up even when it seems there is no hope. She's sharp-witted and humorous, always trying to look at the positive side of things, even when plans go awry. She's playful and for the most part trusting, unless she detects bad intentions, in which case she still isn't mean, just eager to leave. Her fighting style is to disable with as little pain as possible before fleeing; she kills her prey as quickly as possible and is very into the nature thing.
History: She's been to Crowhead exactly once. She was nine years old, and fascinated with everything. Other than that, uneventful.
Other:
Keria Upel- CLIW
Kilugna- CLIW
Kit Waterstone- Strangelander
Itan- Strangelander
Arysta Wargrave- Myst
Lyra Wargrave- Myst
James Trelland- enkas
Martin Smith- marcopolonian