Come, take a seat. I will make this one quick, because I know we are all busy people. As you can no wonder tell by the title, this is the third attempt at running this RP and keeping it alive. While that might seem like a lot, the thing is that we have 2 people with us who have been here for both, so as far as players are concerned, we are almost already done: though I won't play because it was the undoing of our second attempt, 2-3 more people will be enough for us to get going.
Now, I know. You're thinking what this lunatic is talking about, he didn't even talk about the RP itself!
This is it. The old post, that probably explains it better than I ever could. Go give it a read if you fancy a 23,000 character longofrm version, but I will try and make it simple this time around so we can all go on with our lives the quickest.
Brief Explanation
In essence, From Dawn Till Dusk is a longform nation roleplay with a heavy focus on player interaction and the development of your culture. Too often have I played a space NRP and thought to myself: "Man, now I will need to write a 60,000 character part about my species because I really don't want to gloss over their history and culture. Or found myself playing 4x games and getting tired of the limited diplomatic options or sub-par subterfuge. I always just wanted more *meat* to whatever I was playing. This is basically that, wrapped into a neat package that should hopefully help you create a race/nation you'll go on to use in other games as well.
The RP starts at the dawn of civilization and goes on from there for... however long we are able to take it. The goal isn't to win, it is to build a truly unique world that we all enjoy playing in and interacting with others (even if yes, that could often mean war). How time passes is something we will decide once we have everyone we need and can make an educated call. But starting from just a single village of your people, while I would think it a miracle if we progressed into anything far too modern, there's plenty of fun to be had with the first cities and seagoing boats being built.
Speaking of which: you will have a chance to create a truly unique race on an island full of mysterious and alien creatures: perhaps including the people you control. Though I will accept neat race ideas if they don't fit into the system, in the last iteration we've come up with a system of point based race creation (kinda like Stellaris), mostly aimed at giving you various ideas to play around with before you make your final decision.
And... that should be all. TL:DR, you control a race of your own creation through their journey in time, starting from their first primitive village, all the way to perhaps world domination (but most likely not). Build a city, trade with others and explore the world around you to find out about all the things that make the world tick around you. There are very few limits on what you can do, just as long as we all agree to be cool and have fun instead of trying to "win" at the game. (We all know there is always that one person.)
Your Race
Your race, your rules! This is probably the most fun part for me, where you truly create an identity for your people. Think about what they are like and how they might act if they were just animals. From there on, you'll have a pretty good idea as to where to start writing the history of your civilization: from giant frog people who settled on equally giant lilypads in mud houses, to fairies who controlled magic and made houses from leaves and udnerfoliage, here is your first chance to make something fun (And yes, those were both races from the first iteration of the RP)
Before I give you the list, I want to introduce you to the system, as envisioned by me, and used by many other games. Here is an example build:
By default we have 3 trait picks left, and 1 trait point to play around with. After looking through the list of options, we decided that we want to pick up the trait "Strong", which makes each member of our species significantly stronger than what appearances would first suggest. Strong being a -1 Point trait means that we now have 0 trait points available, and 2 picks left. Right here we could end the selection and create a bit more detailed lore around these race of strong creatures, since our trait points are in the positive and we have picks left.
However, we also decide that this isn't enough on it's own, so we pick up the trait "Venerable". Venerable would make our race not only strong but on average live some 20 years longer, if not killed by other means. However, venerable being another -1 Point trait means that we are now using up 1 more points than what we have left. This puts our total at -1 Trait points and 1 Picks left. As such, we cannot go ahead with this build just yet, seeing how it is inherently unbalanced.
But fear not, we still have one picks left. So, after looking through the list of negative traits, we eventually pick up "Anemic". Anemic is a +1 Point trait that causes all members of our race to have a lower count of oxygen carrying vessels (whatever compound that may be), meaning that they tire out far more easily, and require more sleep to replenish their blood supplies. Once we have chosen this, our total comes out to 0 Points, and 0 Picks left! Congratulations, you now have a race of creatures who are strong but can tire out easily, so they things more slowly thanks to their naturally longer lifespans. That, or any other combination of behavior you can come up with using these traits.
Obviously there are some other combinations as well. You may choose to pick a -2 Point "advanced" trait along with a +1 trait, and then leave it at that or choose a 0 Point trait, like "Nocturnal", or "Lightweight Skeleton". Either way, as long as your Points and Picks are 0 or above, you are good! By default, every race is of a humanoid appearance, meaning that at the very least they have two legs, two arms and a head with 2 eyes in the front. Without further a due, here is the list, compiled as Positive, Negative and Neutral traits.
Phew, let's quickly revise what the rules of the species making are: - Generally humanoid for ease of roleplay/compatibility - You start with 1 trait Point and 3 trait Picks. Both must be either 0 or more for your race to be possible. - You can apply custom cosmetic traits to it in order to make them look apart from normal humans (such as making lusty argonian maids and the like) or for that one person we all know to make a race of elves.
And some extra: - If there is any question about what a trait does, feel free to ask. Some traits have such keywords as "often" or "sometimes" when describing a feature, meaning it is more a suggestion for a secondary feature than anything. - Rule of cool applies to every trait, unless there is an upgraded version of such trait, or a different trait that would add the other effect. - Within reason, Neutral traits that would thematically make sense can be applied for free if you ask me. - Neutral traits that aren't listed but you think would be right about at 0 points can be negotiated as the 1 custom trait per race. This is simply due to the fact that I am a single man, and I can't possibly list everything people can come up with X3
A list of traits that provide your species with a beneficial effect at the cost of trait points.
Adaptive (-1) - Members of this species display an innate hardiness when it comes to surviving the harsh expanses of land that cover vast portions of the continent. Through means of a robust immune, cardiovascular and nervous system, they are able to brave the harsh sun of the desert as well as the humidity of the rainforests or the freezing of the tundra. This allows them to settle down and prosper in places where other races might struggle to survive.
ˇˇˇˇ Mutually Exclusive ^^^^
Rapid Evolution (-1) - Members of this species display a rather unique feature amongst their peers: a significantly heightened rate of cell divisions that allows them to adapt to changes in their environment over single generations. It takes some time for the effects to kick in, but once they are exposed to adverse weather conditions they will begin to evolve various extra bodily functions, such as an increased number of sweat glands or a thick body hair. This however, results in the diversification of the species, which in some special cases may result in the loss of ability to mate with each other. Communal (-1) - Members of this species often live together in larger groups than normal, numbering in the hundreds or thousands for individual groupings, and dozens in smaller groups. The traditional role of a family either doesn't exist, or is extended far beyond those of normal races, sometimes up to a few dozen or hundred individuals. Indeed, it might also translate to a stronger bond between each member of the species. As such, they have no problem crowding together at home or at work, and sharing what they have with each other. Venerable (-1) - Members of this species showcase an increased lifespan compared to what one would expect. Whether they age slower or enjoy a section of their life longer, these creatures will often live 20-30 years longer than others, if they don't succumb to wounds or infections during their long life.
ˇˇˇˇ Mutually Exclusive ^^^^
Ancient (-2) - Members of this species have unnaturally long lifespans, the oldest members living as long as 200-250 years. Their bodies are also significantly more resilient as a result, able to recover from dangerous diseases and other adverse effects that might shorten their lifespan. Intelligent (-1) - Members of this species show increased levels of cognitive abilities compared to their peers. They are able to learn new skills much faster and develop methods and tools based on them seemingly overnight. The mysteries of the world unravel in front of their eyes, and even the complex and chaotic nature of magic begins to a form a pattern. Fast Breeders (-1) - Members of this species are fast breeders, meaning that they are able to deliver their offsprings much quicker, or will usually deliver several at a time. Through a combination of natural factors, this means that they are able to replenish their numbers and breed new life into their population much quicker. Athletic (-1) - Members of this species, through evolution or adaptation, have developed a robust cardiovascular system that allows them to keep doing physically demanding tasks for much longer than others, and deal with the generated heat more efficiently. Strong (-1) - Members of this species may appear normal at first glance, but their unimposing stature holds a highly efficient muscle structure that allows them to accomplish great deeds of strength that is simply impossible to other species of their size. They can run faster, lift more and generally do better in any physical tasks they are confronted with.
ˇˇˇˇ Upgraded ˇˇˇˇ
Herculean (-2) - Members of this species could hardly be called natural, even by a stretch of the word. Their imposing frames hold an disproportional amount of muscles mass compared to the size of their bodies. They are naturally much heavier than average, and they can lift weight several times of their own body mass. Though physically demanding, their bodies needing much more nutrients to keep them running, the benefits of this Herculean strength are undeniable. Diplomatic (-1) - members of this species display a natural ability to pick up on social cues that help them deal with both each other and different cultures. As a result they are often employed as diplomats, as even the most average member of their species are on par with the best orators of other races. Often their culture or language is much more complicated in order to convey meanings that only they can utilize, making it much more difficult for outsiders to understand them. Thrifty (-1) - Members of this species seem to exceed at making the best use of what they have available, be it money or resources. This makes them both excellent traders, and a rather waste-free population where even the smallest things are used up to avoid losses. As such, their economies often run seamlessly and without delays, even when they do not have access to as many natural riches. Flightless Wings (-1) - Members of this species display a rather unique feature, most likely a relic of a bygone evolutionary era: a pair of flightless wings. These wings, while unable to properly lift them off the ground for more than a few seconds at a time, allow members of this species to soften landings from otherwise dangerous heights and even show minimal gliding capabilities. Be it on their arms or backs, these wings have various benefits and can even help out when trying to impress other species.
ˇˇˇˇ Both Requires Lightweight Skeleton ˇˇˇˇ
Shoulder/Back Wings (-1) - Members of this species, for one reason or another, have retained or evolved wings early in their evolution. These wings portruding from their backs allow members of this species to take to the sky in limited capabilities. While not as efficient or strong as wings attached to their arms, these wings allow them to use their arms for various tasks while airborne. Using them is somewhat tiring, and remaining in the air for extended periods can be very tiring, even to the most athletic of their members. However, these wings are often far more extravagant than that of other races, giving a certain aura of charm or malice around the members who carry them.
ˇˇˇˇ Mutually Exclusive ^^^^
Winged Appendages (-1) - Members of this species, for one reason or another, have retained or evolved wings early in their evolution. These wings are attached as extensions of their arms, either in the form feathers or similar structures they can spread out, or as thin membranes on skin or similar material attached to them. This method of flying is far more efficient and fast than that of other winged races, allowing them to soar in the sky for much longer. However, this means that they are unable to use tools while flying, though they are still able to carry items in their hands while in flight. Resilient (-1) - Members of this species are unnaturally hardy, able to resist otherwise deadly infections and eat a range of poisonous plants. Even open wounds will pose little risk to their life, and most of their organs are robust enough to sustain themselves for a while with damage that would be life threatening for others. Limited Regeneration (-2) - Members of this species have naturally overclocked regenerative abilities that allows them to recover from serious wounds without further aid. As long as injuries don't outright kill them, they regenerate parts of their bodies: fingers, appendages and parts of organs regrow, and bones weld in record time.
ˇˇˇˇ Upgraded - Mutually Exclusive with Symbiotic Host ˇˇˇˇ
Achillean (-3) - Members of this species display an unnatural hardiness, a perplexing result of natural evolution or genetic tailoring. Both hard to injure and quick regenerate any wounds they receive, this species enjoys a distinct lack of natural predators who would attempt the foolish foolish endeavor of taking them down. Indeed, others will only assume these are normal creatures until they regenerate a lost arm by the end of the week. Extra Arms (-1) - Members of these species showcase an unnatural evolutionary feature: an extra set of arms located above or below their shoulders. Though seemingly cumbersome at first, these arms are just as functional as the other two, making this species both excellent physical workers and warriors. Hive Minded (-1) - Members of these species display a high level of teamwork and organization that is the result of an evolutionary caste-system. Whether it is a chain of superiority, or co-existing pieces who deal with various tasks or even an incredibly versatile command chain, this species has unrivaled organization and efficiency. Titanic (-3) - Members of this species display an incredibly rare, but rather obvious combination of traits: they are massive in size, their strength and ability to withstand damage is enough to drive away most predators, and they seemingly keep aging forever. Of course, this mix has it's drawback in the form of a rather lethargic population who are unmotivated to breed. So while they live for long, for one reason or another they do not mate often and bear an offspring even more rarely.
^^^^ Mutually Exclusive with Fast Breeders ^^^^
A list of traits with negative effects that give you extra trait points to spend.
Nonadaptive (+1) - Members of this species don't adapt particularly well to foreign environments and struggle to survive in places that aren't similar to their birth. The extreme cold or heat strains their nervous and immune systems, making them fatigued and sickly on such places. Repugnant (+1) - Members of this species are, frankly, hard to look at. Whether it is a lack of symmetry on their bodies or some particularly obnoxious or gross feature, other races frown upon them for their looks. While these features hardly limit them in their way of life or interacting with each other, more often than not even members of this race crave those from other species, as well as usually getting avoided in a multicultural crowd. Solitary (+1) - Members of this species are used to living alone or with only a very small selection of others. They do not enjoy large crowds and prefer to be by themselves. As a result, they both take up more space with living areas as well as frown upon jobs where they have to work with others. Wasteful (+1) - Members of this species are particularly wasteful: they have little regard for both money and resources, often choosing to live for today instead of thinking for tomorrow. This results in increased upkeep for their economy, often requiring far more supplies than it would needed. Fleeting (+2) - Members of this species don't live very long, usually dying around the age of 40-50 when left to their own devices. As a result, they reach adulthood much faster and there are often not enough time for a generation to absorb the knowledge from their elders, making it harder for members to absorb skills that are gained over time. Dumb (+1) - Members of this species aren't exactly bright: they often have a hard time grasping more elusive concepts and pick up on new skills much slower. While they are certainly capable of coming up with new ideas on their own, the average population is not nearly as bright as their peers are. Slow Breeders (+1) - Members of this species reproduce much slower than normal, be it a lack of natural incentive or a long gestation period. As a result, their population grows much slower, and recovering from plagues or disasters is much more costly for them than normal.
ˇˇˇˇ Upgraded ˇˇˇˇ
Lethargic (+2) - Members of this species suffer from a mental block when it comes to reproduction. It is unknown how they have managed to reach this evolutionary pitfall, but most members of the species only births a single offspring during their lifetime. As a result the society is rather stagnant, and it's population only increases very slowly, if it even does that. Sickly (+1) - Members of this species are rather sickly, often succumbing to various diseases than periodically come to haunt them. Though their immune system is weak, they can still deal with diseases effectively if they live a healthy life.
ˇˇˇˇ Upgraded - Mutually exclusive with Sedentary/Resilient/Achillean ˇˇˇˇ
Immuno Compromised (+3) - Members of this species, most likely due to an ancient viral plague, are extremely easy to infect with even the mildest of diseases, a simple cold often killing them off over a short period. As a result the species have evolved a sedentary lifestyle, where they rely on herd immunity to keep themselves safe from recurring diseases. They do not trust outsiders in fear of another plague that could wipe them out, and usually travel while being protected by thick sheets of clothing and practice excellent hygiene at home. Weak (+1) - Members of this species are naturally weak, their muscles either underdeveloped or simply lacking in areas. As a result, they are unable to do hard physical work. Construction efforts are significantly hampered as such, and often require many more people to achieve the same task. Anemic (+1) - Members of this species do not possess the necessary cardiovascular system to be effective, be it from a lower blood count or weaker heart muscles. As a result they tire out more easily even when doing simple tasks, and are often sleepy during the day, spending a larger portion of the night resting to recover their energy. Quarrelsome (+1) - Members of this species don't get along well. They often fight with each other and even the slightest offenses result in a fistfight between the respective members. As a result it isn't always easy to organize them into a coherent group, and they rarely get along with other species on the simple account of taking their gestures as serious offenses.
^^^^ Mutually Exclusive with Diplomatic ^^^^ Decadent (+2) - Members of this species are lazy and do not wish to contribute to society unless it is absolutely necessary. It is hard to keep them in order as they often skip out on work, and would rather see others work instead of them. As a result they often employ animals or slaves to do their job, but still occasionally fail at keeping these servants in check, making them a highly inefficient culture. Special Diet (+1) - Members of this species gain most of their nutrition from a single food source close to their home region. Their bodies have evolved to efficiently break it down to the point where they are unable to digest food that is too different from it. This can be a specific type of plant or certain animal that only dwells near their living area.
A list of traits which give both beneficial and harmful effects to race, and as such don't cost extra points. Some of them are also completely free to pick, but usually provide a very restrictive effect.
Big (0) - Members of this species are naturally larger than their peers. This size is both a blessing and a curse: members of the species usually live slightly longer and are stronger, but they also move slower and tire out more easily, as well being unable to easily hide or fit onto smaller spaces.
Size cannot larger than elephants.
ˇˇˇˇ Mutually Exclusive with Both ^^^^
Small (0) - Members of this species are much smaller than other species, most likely due to some form of natural predator in their early history. A few feet tall, they possess a small stature that is easy to hide. While fast on their feet and quite nimble, they are usually not as strong due to their smaller size, and will take less punishment.
ˇˇˇˇ Upgraded ˇˇˇˇ
Extremely Small (0 / Does not cost Trait Pick) - Members of this species are unnaturally small. Perhaps a result of a rare genetic disease that spread across the population or genetic altering, members of this species are usually shorter than a single feet. While extremely quick for their size, often able to outrun much larger predators, they are quite vulnerable. The cold environments prove deadly to them, and a combination of diseases and physical trauma can easily overwhelm their bodies. However, as is often the case with smaller creatures, they have evolved a number of unique traits which they can use to overcome these issues.
^^^^ Mutually Exclusive with Adaptable / Achillean / Herculean / Symbiotic Host / Living Plants ^^^^ Nomadic (0/ Does not cost Trait Pick) - Members of this species are often on the move, displaying a natural urge to get a change of scenery. While they enjoy a well of stamina far greater than their peers to keep them going, if forced to stay put for a generation or more they will begin to become increasingly anxious and even unruly. Not to be bogged down in a single location, they are constantly shifting their homes and own only items that they can carry.
ˇˇˇˇ Mutually Exclusive ^^^^
Sedentary (0/ Does not cost Trait Pick) - Members of this species do not like to travel, and prefer to stay near their birthplace for most of their lives. Their cities are few but often massive, built by generations upon generations of their members who have all lived in the same place. Exploration is a mostly foreign concept to them, only done when space or supplies are running out to maintain the population of their gigantic communities. Symbiotic Host (0) - Members of this species have underwent a rather curious evolutionary turn early in their history: similarly to human mitochondria, they too have offered to be the host for a helpful symbiote. This relationship has proven to be beneficial for both entities: in general, members of this species are slightly better at a certain task, thanks to their relationship. However, due to their different origins, they do not share some key systems that would keep them self sufficient, meaning that they are suspectible to different threats that would otherwise not harm them. In addition if one entity does, the other will likely die as well, or become crippled.
Choose one of Strong / Intelligent
Choose one of Anemic / Sickly
Describe the symbiote on your sheet under your traits tab. Nocturnal (0) - Members of this species are nocturnal by nature, meaning that they spend the better part of the day in their dwellings, and instead they move out at night to deal with their usual tasks. To go along with this lifestyle, their senses are greatly enhanced and allow them to effectively traverse the pitch black nights. However, these same senses are often assaulted by daylight, making the members of the species much less effective, or downright lethargic at times if they have to work during the day. Lightweight Skeleton (0) - Members of this species have a complex, mostly hollow bone structure which significantly lightens their body mass. As a result, they are able to move much faster with the same amount of body weight and tire out slower, and are quite acrobatic by nature. However they are very susceptible to blunt force trauma, a fraction of the normal strength needed to break their bones and inflict injuries. Furthermore, their bones will often not heal properly afterwards, as a result of their complicated internal structure. Plantoid (0) - Members of this species display a large number of mutations that are more similar to plants than animals. Whether or not they once evolved from plants or received significant chunks of DNA from them is uncertain, but what is certain is that this species display positive and negative traits from both species. They are able to go without food for much longer and they understand nature like no other species could ever hope to. However, their lives are tied to the sun, still needing to absorb it's rays to help with their metabolism, but they also need to consume other nutrients to stay alive. Slightly more resilient to diseases of the fauna, plant based fungi are able to infect them as well.
ˇˇˇˇ Mutually Exclusive ^^^^
Sentient Plants (0 / Does not cost trait pick) - Members of this species have evolved from plants or have received some significant gene altering during their history, making them more akeen to the flora than the fauna. Whatever the reason is, this species requires little to no outside nutrients other than water and carbon from the air, as well as sunshine. While certainly an efficient way of generating energy, it is in no way as fast as normal metabolism. While unburdened by food, they perceive time much slower than other species as a result of their slower circulation and metabolism. This makes them appear slow and sluggish compared to other races, which relegates them to a more peaceful life. Thankfully, not many predators are out to get them, and they are unburdened by age as individual members of the species can keep growing forever unless they are killed by other means. They are also immune to most viruses that would affect non-plant based creatures, but they have their own scourge in the form of insects.
Both traits are interchangable with fungus based alternatives, with slight narrative alterations. Amphibian (0) - Members of this species have evolved a set of both lungs and gills which allows them to breathe in an out of water. However, they are naturally tied to water as their skin easily dries up and their senses are often assailed when out of water, which makes them unable to truly adapt to land-based life. At the same time they are usually not used to the deeper depths of the ocean, restricting their living spaces to the coastlines, rivers and lakes of the continent. Armored Shell/Skin (0) - Members of this species have evolved a peculiar bony shell around parts of their body that keeps them safe from most physical attacks. However, this shell usually hampers their movement, if not outright stops them from being able to attack back while using it for defense. Any Cosmetic Trait (0 / Does not cost trait pick) - Cosmetic or rarely used physical deformations along the lines of antlers, feathers and tails are free. Though everything here mostly affects RP anyways, anything chosen here will be exempt from consideration when it comes to war/economy. Other than that, it is obviously up to each player how they deal with it. If you are unsure about a trait, just ask. Any Other Trait (? / Max 1) - I am certain that I couldn't possibly list all traits, though I've tried listing some of the most common ones in order to provide a varied roster. Whether it is positive, negative or neutral, if you have an idea for a trait you might want for your race then don't be afraid to ask about it. These will help give a unique flair to your race that I couldn't come up with or didn't want to list (such as my idea of a race tied to a single sapling, for example). If you have any questions, do ask, but try to stick to the ones I have listed.
Aaaaand, that is it. Now, here is both an example sheet and the skeleton of what you should all be working with ^^
[hider= Sheet Code] [center] [b]RACE NAME:[/b] [b]RACE TRAITS:[/b] List here the traits that you have picked for your race, along with any additional info you may need to provide on it. [b]RACE PHYSICAL DESCRIPTION:[/b] Describe how your race looks like, and provide a picture of possible [b]POPULATION:[/b] Up for community vote, depending on traits [b]RACE BEHAVIOUR:[/b] Describe how your race normally behaves, to give a general idea about them [b]HISTORY:[/b] You will have plenty to write here once we begin! [b]CULTURE:[/b] Same as above, leave it free for now. Will fill up as we get into the game. [b]TECHNOLOGIES:[/b] Tech tree coming very soon. Until then, the best way to think of your people is the natives on lonely islands on the pacific. Except, they have no culture just yet~ [list][*] - Primitive Technology [/list] [/center] [/hider]
Here is a made example of it!
RACE NAME: HOOMAN
RACE TRAITS: - Athletic - Adaptable - Quarrelsome RACE PHYSICAL DESCRIPTION: Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. POPULATION: 12 RACE BEHAVIOUR: Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. HISTORY: CULTURE: TECHNOLOGIES:
- Primitive Technology
I would like to say again, that this is mostly a guideline, even if the system was made to be fully usable (and to be enforced in the last time). I would love to see people use it, but some things will never fit inside any given system. So if these traits don't give you any inspiration, or you're hellbent to include your furry shapeshifters into the RP (please don't), then you can always just type it out anyways and ask the rest of us if it would be alright.
Rules
Hey, congrats on making it through the mechanics :D
Sadly, I am contractually obliged to say these yadda-yadda parts, but you might as well read them.
- No godmodding: Pretty straightforward in an NRP I think, especially since most of the relative powers will be decide by us all, or between contestants in a conflict. - No metagaming: This rules used to say something-something about advancing too fast in tech, but we already established that we have changed that. So this mostly means you shouldn't know about the secrets of another nation because you read their post. - No griefing: There are no winners or losers here. We are all here to have a great time, and hopefully influence each other in a creative way. If you do something that is out of character for your people that is aimed at hurting anyone else's experience then you and I will have a long talk. - Be nice with each other: This is self explanatory. Don't be a douche or critique other's works beyond an acceptable limit even if you disagree with them. We are all here to have fun.
Final Words
First of all, thank you for reading through everything written down above, I know that it can get pretty complicated and long at times. Usually it would be the place for some lore, but this time we are the ones making it. Or if you didn't read it, then naughty you >:o
I want to say that this is something that has been in the works for over 4 years now. As far as the GM (me) is concerned, you should know that I'll pour all my energy into getting maps, fancy images and ideas for all of you to see, because I do want to see this thing through. Even if sometime sit will be slow because I do have a full time work, partly the reason we didn't manage to go through with this idea last time. I am well aware that RPs more often than not die out after a while, but since I've had the pleasure of participating in an RP that has been going on for well over a year now, I've always held hope that an RP can survive when the people are passionate about it. We all have a real life that can screw with us, so I will not ask anyone to be around at all times. What I do want to say though is that I hope that everyone who writes here was something they want to see in this RP. Imagine the sorts of things that you'd want to do that you can only do when playing with me. If you've found one that you like, the congratulations! Share with us your thoughts, and if you don't like something, then please try to talk with me/us to change it instead of leaving.
I have no false hopes, but I still have faith that we can create an amazing experience for everyone as long as we worth together as a team, and put our noggins together to create an experience about nations, people or even individual characters that we'd enjoy. It certainly isn't out of the question to create character based spinoff RPs if we ever like a select few of them enough. And if things go right, we shall see our people become so advanced that they themselves will start their own little RP inside this one
With that little speech out of the way, I am hoping to see all of you lovelies down in the interest check below, and hopefully soon enough we will be working together on creating something amazing. Until then, I shall be working on creating all the content for you to enjoy.
Yes, this is copied from last time, but it still holds true. I do really wish for this RP to flourish and take off, hence why I'm giving it another go. Hopefully third time really IS the charm.
With that, I will let you all go. Please, if you are interested then leave a message here or send me a DM. If you have any questions just ask away! I will be looking at every message and trying to reply as fast as I can, but I can be busy at times so excuse me. Either way, hope you all have a nice day and I'm excited to see the ideas people come up with.
@Dark Cloud Not nearly as much as you think. Honestly, I would be fine with just a paragraph or two as long as you and everyone else is having fun. After all, that's the point of any RP, is it not
Tail (0 TP) A thick tail that extends about 2ft in length and six inches in diameter at the base. Tail bones are slightly thicker and stronger, however it isn't used as a weapon but a way of communication. It isn't particularly heavy so it is not an effective counterbalance.
Scaled Hide (0 TP) Has partially scaled hide in certain places such as: the face, shoulders, tail and legs. But the scales confer little protection against attacks.
Sharp Nails (0 TP) Tiny black nails that are curved and talonlike, however they aren't effective weapons. The nails help with lacking motor skills, and assist in matters requiring a firm grip on objects held or used. Located on hands and footpads.
Sensitive Eyes (0 TP) Lidless reptilian eyes on either side of the head, that are sensitive to bright lights.
RACE PHYSICAL DESCRIPTION:
Skittermander are short reptilian humanoids, reaching only about 2ft-2¾ft tall. Their hides range from the lightest beige to the dullest brown with patches of scales on their faces, shoulders, knees and tails. They are physically weak with rather underdeveloped muscles. Their tails extend to reach about 1ft in length and contain thick bones that are strong while also durable, however because of how short their tails are Skittermander can't use them defensively but they do use their tails to communicate. Skittermander have large lidless black eyes that are sensitive to bright lights.
POPULATION: Up to community vote.
RACE BEHAVIOR:
As a whole Skittermander are quite social creatures that have a tendency to let curiosity drive their desires to meet new people, see places they've never seen and experience sensations that they have yet to discover. This desire to discover new things is often paired with their fear of being alone which results in them forming small groups of up to ten individuals, with an equal male to female ratio all travelling in packs.
Despite their fear of being without company they are extremely adaptable and well acclimated with environments that normally would be difficult to endure. Skitter society dictates that without each other they will surely perish and that they are strong as a pack, which drives their belief that in groups they can handle things with teamwork and strength in numbers.
Sup, just checking in to see the new page and who shows up. Seems like i'll be getting reptilian cousins.
Being a lazy people fits well with me being lazy as well, so i'll just pop over and grab my old guys i was planning on playing :P
RACE NAME: Sobek RACE TRAITS: Ancient (-2) - Members of this species have unnaturally long lifespans, the oldest members living as long as 200-250 years. Their bodies are also significantly more resilient as a result, able to recover from dangerous diseases and other adverse effects that might shorten their lifespan.
Nonadaptive (+1) - Members of this species don't adapt particularly well to foreign environments and struggle to survive in places that aren't similar to their birth. The extreme cold or heat strains their nervous and immune systems, making them fatigued and sickly on such places. (Cold blooded)
Big (0) - Members of this species are naturally larger than their peers. This size is both a blessing and a curse: members of the species usually live slightly longer and are stronger, but they also move slower and tire out more easily, as well as they are unable to easily hide or fit onto smaller spaces.
Flavor traits. Amphibian light (0) - The Sobek can hold their breath for extended periods of time, 2 hours is standard but they can train for up to 3 or 4 hours. They also swim really well. The downside is that they cannot live underwater per se, on the flipside they aren't as sensitive to droughts as true amphibians.
Carnivorous (0) - Members of the species are carnivores and as such cannot eat plants save for a few spices and the odd fruit. Grain and vegetables are generally poisonous to them or otherwise inedible.
Tough skin (0) - The skin of this species is rough and leathery and provides protection against many cuts and bruises. Think the rough skin of a reptile or the thick hide of a hippo.
Tail (0) - Sobek have a tail, it helps with swimming and keeping their balance. It is also strong and could be used as a weapon, even if it isn't as long as a proper crocodile's tail.
RACE PHYSICAL DESCRIPTION:
The Sobek are a race of humanoid alligators, they never stop to grow their entire life, which can last up to 300 years, which results in some sobek reaching heights near 3 meters tall. But averaging 2,5. This together with their broad shoulders gives them a very menacing presence. Their skin is usually green, a light green which goes darker with age. But some variation exist and tones more akin to blue and yellow has been reported. A few feathers on the back of the head is also not unheard of but rare.
They are carnivores and as such have to hunt for food, therefore the species often sport lean defined musculature. Both males and females hunt. Males grow larger than the females.
POPULATION: Some
RACE BEHAVIOUR: The sobek are often described as looming. They move sort of slow to conserve energy but are fully capable of full on sprint and fighting. They are also unexpectedly sneaky despite their size and often ambush prey. They are cunning and ingenious, often using tools and tactics to achieve their goals.
The females are only fertile a dozen or so times during their lifetime, but when they are they can lay between 20 to 40 eggs, the eggs need to be kept body temperature for 10 months, usually just laid in a hidden spot in the wild, but in colder regions needs to be kept close to the female's body to keep its temperature. Temperatures during the early stage of the incubation help determine the genders of the eggs, which means that the mothers to an extent can control what their eggs will hatch as. This is not a clear science without temperature control tools however. The majority of eggs are born as male, with a ratio of roughly 60-40.
Most of the time in the wild, when not hunting, the Sobek will lay in a sunny spot and relax.
The Sobek can eat what other races would deem rotten meat, while it's not rotten per se, the Sobek can eat meat that would be considered rancid by other species, but not truly rotten meat. In fact Sobeks usually store their food for a while before eating it, preferring it more stale than other species. Often with some herbs or a light searing with fire. Sobeks love fermenting their meats and experiment constantly with new methods.
HISTORY: In the beginning, there was nothing...
CULTURE: From the swamp they roam...
TECHNOLOGIES:
- - -
Probably some alligators or something, but nothing yet.
cdnb.artstation.com/p/assets/images/i… Tadpole hunter. These little blighters pose no threat to Sobek, but eat unwanted vermin in the swamp. They don't fear Sobek and they don't taste that well, porous meat and mildly poisonous. So the Sobek leave them alone.
Intelligent (-1) (Members of this species show increased levels of cognitive abilities compared to their peers. They are able to learn new skills much faster and develop methods and tools based on them seemingly overnight. The mysteries of the world unravel in front of their eyes, and even the complex and chaotic nature of magic begins to form a pattern.)
Athletic (-1) (Members of this species, through evolution or adaptation, have developed a robust cardiovascular system that allows them to keep doing physically demanding tasks for much longer than others, and deal with the generated heat more efficiently.)
Wasteful (+1) (Members of this species are particularly wasteful: they have little regard for both money and resources, often choosing to live for today instead of thinking for tomorrow. This results in increased upkeep for their economy, often requiring far more supplies than it would need.) ((Basically how this applies to them in effect IC is that they love big parties to celebrate big events, so food and alcohol and such is the general area where this is actually focused on.))
~Flavor/Cosmetic Traits~
Small (0) (free pick according to Nis’s rule change on Discord) (Their height ranges from 4’6” to 4’10” as adults, these height averages being for males and females respectively, with male keeping to the lower end and females to the taller end of that spectrum rather consistently. 5’2” and above is rather abnormally tall for them as a result...and 4’3” and less being rather abnormally short by their standards.)
Pointed Ears (0) (Just the free cosmetic aesthetic of their elven ears, though the shape of their ears does naturally improve their ability to be able to hear some higher and lower frequencies than other races as well as makes them noticeably quicker at locating the source of a given sound.
It is important to note that this is all due to the shape of the ears, a simple minor byproduct of their cosmetic anatomy, and isn’t some form of mega-super-animal-senses on par with super predators or something ridiculous like that. They don’t have the super animal hearing of a wolf or a fox at all, just better hearing than other sentient humanoid creatures like themselves that is all simply due to the shape of their ears.)
Skewed Gender Ratio (0) (This particular species possesses a more skewed gender ratio than other sentient species or mammals, possessing a distinctly higher rate of female births than male births within the population. The rather rather standard ratio of females to males in the population is naturally four to five females to every one male. Because the females are taller and stronger naturally, as well as recover far more rapidly after giving birth then the females of other species, the protection and conservation of the rarer and weaker/shorter males has been biologically and societally emphasized by necessity.
However, the rate of pregnancies and births in the population and Gannorian fertility rates all ensure the stable growth and size of the Gannor population overall. The reproduction rate of the species overall does not exceed that of other species with a more balanced gender ratio.
Or to put it much more simply, the species has more females than males but doesn't have an abnormally high birth rate. In other words they are not 'Fast Breeders', but instead have a skewed gender ratio and fertility rate that ultimately fully balances out the growth of their populations.)
RACE PHYSICAL DESCRIPTION:
A shorter than average race of humanoid elves with pointy ears and a light tanned skintone, one which only darken or pales some depending on if they get a lot of time in the sun or not. Their hair color ranges from a pale white to a soft or stormy gray to even a bright sterling silver in color, whilst their eye colors range from ruby red, to emerald green, to sapphire blue, to amethyst purple, to even pure gold or silver color. Their shorter bodies are naturally more agile and able to easily outrun larger predators or opponents, as well as allow them to hide more efficiently from others and fit into smaller spaces than many other races. Their fingers are rather nimble when put to work making something, and likewise their bodies are naturally athletic and can handle working for longer times when doing even rather demanding tasks.
~Average Female Dark Elf Example~
POPULATION: (Up for community vote, depending on traits)
RACE BEHAVIOUR:
A humanoid race that makes up for height with a sense of zeal during the good times, throwing big parties and wasting food over celebrations without a second thought. They can celebrate and party and work for rather long periods of time even under demanding conditions, and as such when they do throw those big wasteful celebrations or feasts they end up outlasting taller and much larger races in general. They tend to see cutting back on a meal during celebratory times and big occasions as almost offensive, as to them a celebration of the good times is something to go hard with! Even taking a foreign guest into one’s home is seen as an occasion to have a large meal at least. Indeed food-based hospitality is a norm of sorts among them...but also is something not abuse or cross in a bad fashion. Of course youth in their society are raised under and exposed to this to learn it from a very young age, but foreigners and those from unfamiliar places might naturally require an explanation of Gannorian food and feasting habits.
Generally the race is usually pleasant to be around if one finds themselves in their company on friendly terms if one reciprocates their friendliness, but likewise hostility will be met with rapid caution and potentially hostility in return if it is bad enough. What they lack in raw muscle and brawn is generally compensated for by them in their raw stamina and cognitive skills, making them a normally very adaptable and hardy group overall.
Family units are composed of four to five females to every one male. The shorter and weaker males will normally find themselves placed in charge of keeping the household in order, while the four to five females will be in charge of it as well as in charge of the gathering, hunting, protection, and preservation of the family unit from the outside. Pregnant females will be cared for at home, and the other females will pick up the slack as well during the pregnancy.
Young in each household will be generally reared by the combined efforts of their mothers and father for the first several years, and will be assisting around the home until they reach adolescence. At this point female children are trained and educated primarily by the mothers, while the fathers take over primary education of any sons. This is all to prepare members of both sexes for the future when they reach maturity and are recognized as adults. However, both the male and female roles in primitive Gannor society are emphasizes equally important to the community as a whole. Without one, the other cannot subsist alone.
This being said, females of the species being the taller, more numerous, and naturally stronger of the two sexes has meant they came to control society. They take up the mantles of leadership, fighting, hunting, gathering, defense, war, and so forth in turn. Hence, the differences between the two sexes have ultimately resulted in a very much matriarchal society among the Gannor.
HISTORY: (You will have plenty to write here once we begin!)
CULTURE: (Same as above, leave it free for now. Will fill up as we get into the game.)
TECHNOLOGIES: Tech tree coming very soon. Until then, the best way to think of your people is the natives on lonely islands on the pacific. Except, they have no culture just yet~
RACE PHYSICAL DESCRIPTION: Here’s the wikipedia about the human body. POPULATION: [???] RACE BEHAVIOUR: I don’t think I need to explain human sociology and psychology.