M O D E R N F A N T A S Y - T H R I L L E R - A D V E N T U R E - A N T H R O
I N V I T E O N L Y
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P r e m i s e
“The lush green forest sat in silence. Only the occasional tweet of a bird gave any sign that life even existed in the emerald green wonderland. It felt like the sort of place a great adventure could start...”
Forest of the Future, Original Post
Forest of the Future, Original Post
Hard to believe that last February was the 12th anniversary of the original Forest of the Future. But here we are, back in 2017, thinking about it once again.
Forest of the Future is not native to this forum, as most of us who have migrated the Mobius Forums are more than aware of. But for the first time in six years, here we are again ready to relive and hopefully revise the concept to be something we’re happy with. For those who aren’t migrants of the Mobius Forum, the best way I can explain Forest of the Future is that it’s a pretty simplistic yet rewarding concept. In short, this roleplay is a reboot of the 2005 collaboration of the same name that took the premise of a jump in-jump out story that anybody could participate in with no strings attached and with no previously established lore. This version of Forest of the Future will be the third attempt to play with the concept and essentially build something out of nothing. Though, this is not without revisions to formula and some steady communication to guide what we are doing.
Said revisions won’t be much. The original Forest of the Future was set on Mobius, which is a fairly defined prospect so I would personally like to wipe the slate most clean and merge some of the ideas I had with Into the Unknown, which conceptually was basically a reboot of Forest of the Future without any of the nostalgia or process. These elements will be fairly simple like some prehistories about the anthropomorphic peoples crash-landing on the planet know as Mir several centuries ago. Beyond that the ideas aren’t really rigid and are open to collaboration and definition throughout the story itself.
As we build the setting through in character posts, we will determine what exists in the world at large. We will start with mostly a blank slate, so this section will seem very ambiguous and unfinished for the time being. Let’s make sure this one is better off than the stories this collaboration is based on! To kick us off, I’d like to remind everyone that this is grounded in an anthropomorphic setting within the modern fantasy genre. Whether this ends up looking like a weird offshoot of Final Fantasy and Sonic the Hedgehog is anybody’s guess, but remember the golden rule of Forest of the Future! If you notice that one writer has already started going with one form of story, try not to do anything that would directly contradict it. Try to communicate with your fellow writers to create a wonderful story that you may one day look back at with pride.
I assume everyone Tergonaut has gotten into contact with is game. I know I sure am.
C o m p e n d i u m
A ongoing dictonary for the RP. Updated over time.
Airship Federation
A mobile Novan trade federation that uses technology to be mobile and airborne rather than stationary.
Ilos
A Novan city (and city-state).
The Fall
Formerly known as The Interminatis Forest, The Fall is a large continental forest home to ruined structures that the Novans claim is the wreckage of their flagships they descend from. It is known as the most dangerous frontier wilds on all of Mir due to the monsters that dwell within.
The Federation of Vseia
An Airship Federation that has removed itself from Miran and Novan politics.
Let
Slur/Slang for a dependant small child.
Merecc
A Novan city (and city-state) in southeastern Mir; north of The Fall.
Mirans
Since late antiquity, Mirans, the human population of Mir have been the most influential and dominating force on the planet. But outside of cultivating civilization, Mirans have done especially great things prior to their rivalry with the Nova. Alchemical Science has prospered, the discovery of Magic has led to an enlightenment age that has lasted centuries, and human tenacity has overcame the dire beasts of the Miran frontiers.
Nekomi
Nekomi, also known as catfolk, are native to Mir. They greatly resemble humans, save for various feline traits, the most obvious being their ears and tails. In addition, they possess slit pupils (and superior night vision), retractable claws on their hands, and teeth somewhat more on the pointed side. Their hair color generally reflects the pattern of the fur on their ears and tail.
Nekomi tend, as a species, to be highly social, inquisitive, energetic, and inventive. This manifests in any number of ways on an individual level, but the result is that they almost always coexist with at least one other species. There are very few entirely nekomi settlements. Humans in particular tend to share communities with nekomi, and while there was at one point tension and prejudice between the two races, it has since died out. The nekomi are not as populous a race as humans, with a tendency for fewer offspring (one or two is the most common, and and twins and triplets are far rarer). They exist as a minority throughout the human nations. They've worked their way into the Novan nations as well, and on average are more readily accepted than their human counterparts, though still subject to discrimination.
Nekomi and humans are biologically compatible, and while nekomi traits do manifest more often than the corresponding human traits in offspring, such traits are polygenic and not all nekomi alleles are dominant over human alleles. This will sometimes produce interesting combinations. Nekomi do have some unique aspects to their culture but as a whole they tend to adopt and share the culture of whichever majority species they live with. In general they have a slightly higher occurance of magic than humans, with significantly higher concentrations of shapeshifters (not counting natural catshifters, who make up 75% of the nekomi population), shadow mages, and strong illusionists.
Nekomi tend, as a species, to be highly social, inquisitive, energetic, and inventive. This manifests in any number of ways on an individual level, but the result is that they almost always coexist with at least one other species. There are very few entirely nekomi settlements. Humans in particular tend to share communities with nekomi, and while there was at one point tension and prejudice between the two races, it has since died out. The nekomi are not as populous a race as humans, with a tendency for fewer offspring (one or two is the most common, and and twins and triplets are far rarer). They exist as a minority throughout the human nations. They've worked their way into the Novan nations as well, and on average are more readily accepted than their human counterparts, though still subject to discrimination.
Nekomi and humans are biologically compatible, and while nekomi traits do manifest more often than the corresponding human traits in offspring, such traits are polygenic and not all nekomi alleles are dominant over human alleles. This will sometimes produce interesting combinations. Nekomi do have some unique aspects to their culture but as a whole they tend to adopt and share the culture of whichever majority species they live with. In general they have a slightly higher occurance of magic than humans, with significantly higher concentrations of shapeshifters (not counting natural catshifters, who make up 75% of the nekomi population), shadow mages, and strong illusionists.
Novans
The Nova would be classified, by any normal database, as “humanoid bestials” due to their distinct appearance as anthropomorphic animals; however, to the people of Mir, they are recognized as strange and most definitely foreign. Mirans call them “furfolk” to signify their diversity of being strange animal people, though this does generalize those who have scales in lieu of fur. Mirans believe them to be outlanders. They are not incorrect in such assertions considering the fact Novans are not native to Mir—they are aliens.
Novans descend from their ancestors who served as members of a society known as the Novan Interstellar Trade Alliance, otherwise known as the NITA. Brilliant scientists and merchants by trade, the Novans had come to be some of the finest geneticists in the known galaxy. But they had enemies; enemies who engaged them in a fatal battle that caused three flagships to crumble as they descended into the atmosphere of Mir. A critical moment that every Novan that survived would call “The Fall”. That was four hundred years ago. The surviving Novans built settlements in the eastern hemisphere of Mir, hoping to recover enough caches and parts to setup a temporary colony as they awaited their rescue from the planet; a rescue that never came.
In the four hundred years that have passed since their arrival, Novans have created an identity of a cautious people that has cemented its role in the new world in only four centuries through their recovery of principal technological caches. The basic colonies have turned into federation city-states. Their technologies due to certain safeguards has rested, for the most part, in Novan hands. Technologies such as fabricators, turrets, and shield generators are hard-locked to Novan genetics and as a result have allowed Novans to remain independent of Miran rule.
Novans descend from their ancestors who served as members of a society known as the Novan Interstellar Trade Alliance, otherwise known as the NITA. Brilliant scientists and merchants by trade, the Novans had come to be some of the finest geneticists in the known galaxy. But they had enemies; enemies who engaged them in a fatal battle that caused three flagships to crumble as they descended into the atmosphere of Mir. A critical moment that every Novan that survived would call “The Fall”. That was four hundred years ago. The surviving Novans built settlements in the eastern hemisphere of Mir, hoping to recover enough caches and parts to setup a temporary colony as they awaited their rescue from the planet; a rescue that never came.
In the four hundred years that have passed since their arrival, Novans have created an identity of a cautious people that has cemented its role in the new world in only four centuries through their recovery of principal technological caches. The basic colonies have turned into federation city-states. Their technologies due to certain safeguards has rested, for the most part, in Novan hands. Technologies such as fabricators, turrets, and shield generators are hard-locked to Novan genetics and as a result have allowed Novans to remain independent of Miran rule.
Thorek Sea
A large body of water that is located south of The Fall; located in Southeastern Mir.
Urvask-Lsos Conflicts
A conflict between two political factions over a significant cache of medical serum.
Woodsedge
A city in southeastern Mir; somewhere near The Fall.
Yaera
A Novan city (and city-state).
G u i d e l i n e s
Pacing
- Activity will be left vague as social obligations such as employment, academics, and so forth take precedent over a shared hobby. But we should try to post with some regularity. Obligations will be reminded if needed, but this is a low stress endeavor so we shouldn't feel the need to make extreme demands regarding this. Just communicate your schedule when there are issues and keep me informed is the bulk of it.
Writing Ability
- The writing level I expect is somewhere around medium expectations (high school-level equivalent). This means comprehensive understanding of basic grammar and spelling is expected, characterization is important, narrative is important, and detail behind those are appreciated. I’d like to see a few paragraphs, though if it fits a post that there is enough to respond to and react to within one paragraph than that’s fine, but one-liner’s will definitely be off-base. Keep with the fluidity and enjoy yourself; though quality posts don’t have to be textbooks. Quality over Quantity, yet have fun and make engaging moments of introspection and interaction.
- With that said, I will not be putting posts under extreme analysis nor will I be inciting a “word count”. So just use your personal judgment of quality and we’ll be awesome.
Etiquette
- Rule number zero of my perspective is pretty simple; don’t test my patience or be a irredeemable jerk. But since we are all essentially familiar with one another, I doubt any sort of moderation or posturing will be necessary.
- Generally, the idea here is a simplified version of any sort of rules since we are all adults and we pretty much know the big rules—follow the host site’s rules, communicate, collaborate, and don’t be antagonistic towards others or at the very least keep the toxicity to a bare minimum. Playful banter and crass jokes are one thing; but actively making somebody feel unwelcome is another one entirely. There is a difference between being blunt and being tactless.
Applying
- Myself and Tergonaut will be determining the players for participation. Applications will not be necessary. If you are not an invited party, please do not post. PM either GM about your interest.