Story:(this part is not necessary to read)
There are many myths surrounding the creation of this world. Nobody knows for sure what happened many millennia ago. But as the last survivor of a race who can live forever and as the very first animal with intelligence that came to this world, I can tell you what happened.
A series of worldwide changes have occurred millions of years ago, which have wildly altered the ecosystem. Species across the planet struggled to survive. They soon realized that the obstacles of life could only be overcome with bigger brains, and so civilizations began. They began by creating basic tools. Later, on the course of millions of years, these basic tools began to get more and more complex. It is hard to say when their intelligence boom began, but it was caused after they finished their biggest test yet, the era of the glaciers. Some began their intelligence by discovering that throwing seeds to the ground and taking care of said seeds would bring them food without needing to hunt, others by banding together after a cataclysm. And there are so many other ways that these people developed themselves.
After this, the history didn’t develop in an equal pace or on an equal way. At the same time civilizations were rising and falling in certain areas, in lands far away people were still wandering like their animal ancestors.
Nobody knows what will happen in the future. Nobody knows what new mighty empires will develop. Nobody knows what revolutionary advancements will be made. Nobody knows what the final fate will be. All we can hope is that, if there are gods out there controlling our fate, destiny leads us to a prosperous future. This is the World of the Races.
Introduction:Welcome to the World of Races. The unofficial third installment of the Races: Evolution
(I) (II) series that spawned on the Minecraft Forums. Let's see if we can get some actually intresting stuff here!
The concept of this roleplay is simple. You control the political entities of one race and lead its development across the ages.
Rules:1) No godmodding (example of godmodding: If you are losing a war, to win it you reveal that you actually had a gigantic army waiting until the opportune moment to strike)
2) No metagaming (knowing what someone else is doing unless you have spies)
3) No insta-ing
4) No powergaming (taking control of another nation)
5) Posts must be at minimum 6 sentences of history. No posts made just for developing technologies are allowed.
6) No silly races
7) Keep this realistic. No magic or other fantasy elements allowed. If this RP gets far enough we will eventually have sci-fi stuff though.
8) Do not use your nations to greatly benefit one nation. And unless you really have to, you may not put your race/s into a huge alliance.
9) You may have up to two races.
10) OOC commentary in IC must go between double parenthesis
11) Since this is a race RP, you are free to make changes to your development so long as your race is good at it and so long as it’s nothing absurd. (see the strengths section in the app) (An example of this would be that, if your race are very skilled builders, you may develop renaissance architecture in the early medieval era. However, keep the FTL spaceships out of the Napoleonic Era).
12) All diplomatic contacts (be meetings, battles, etc.) should be resolved via PMs to avoid clogging the thread with diplomatic-only posts (unless you are announcing the opening of said interaction). Wars are an exception to this rule (save for the battle parts).
13) If you want to retire for whatever reason, or if you are having trouble with the internet and it will be hard for you to post/may stop working at any moment, please let me know. But be prepared for a reminder if you are going AWOL (that is, randomly disappearing from the RP) after a week. If you ignore this reminder for another week your nation will be NPCed and it will suffer very hard for some time or until you return.
I know this sounded aggressive, but it’s seriously a big problem in RPs.
14) No IRL religions.
15) The stats should go in hiders.
16) My word, although important, is not uncritizable. Feel free to criticize anything I do at any time.
17) This isn’t as ruleish as most of the other rules here, but it’s still something to pay attention to. Depending on how big you are for the time period (as well as other factors), you might start suffering from effects of instability. These will rage from minor incursions and corrupt bureaucracy, to new religions popping up and major plagues. You are especially prone to these if you start out with an unified race.
On the pace of this RP: It mostly depends on what the players are doing and what is happening. If there are few players around and nothing interesting is going around, feel free to leap through season by season. However, if there are many players and a lot of stuff is going on, the speed will slow down. I want to keep timeskips as a last resort option though, and they will only be done with the approval of the majority of the active players.
If you are doing a story arc which requires you to go in a slow speed in comparison to the other players, tell me and we will try to reach an arrangement.
Map:Credit goes to Dinh AaronMk.
Applications:Race application:I strongly recommend removing the parts in parenthesis since they are just mere explainers.
Name: (self-explaining)
Description: (one paragraph should be for physical description with 6 sentences minimum unless you use an image, and another paragraph for it's behavior and other non-physical stuff (I know this sounded lame, I couldn't word it another way) with 5 sentences minimum)
Evolution: (optional. However, this part will allow you to shorten the description part)
Strengths: (this should be what your race is good at and the aspects it's more advanced)
Weaknesses: (what your race is not good at and the aspects it's more retrograde)
Location: (here goes the location of the race in the map).
Nation app: You don’t really have to do the nation app if it’s under your race. And even if you do, it can be a name and the amount of population or gigantic with several paragraphs for each and one of the minor details. If you are playing as a nation from someone else’s race, this app will be necessary (and in addition you will need permission from the owner of the race), so if you are doing that, here is the app.
Name:
Religion:
History: (2 paragraphs minimum with 5 sentences each)
Government: (2 sentences minimum)
Description: (describe the society here. 7 sentences minimum)
Population: (whether you want it census-shaped or a simple number put it here. Military must not exceed 10% unless you're a nomadical tribe or something)
Again, if this nation is from one of your races, you do not need this app.
Name: Girfahl
Description: The Girfahl are merely gryphons (that is, animals with head and wings of an eagle and body of a lion)
The Girfahl are based on their mythical counterparts but adapted for intelligence. They are very muscular and bulky and are especially so on their legs but their arms are more slendy. This allows them to stand in two feet, but not for prolonged amounts of time. Because of their musculature, they need a lot of food and they like living mostly alone. They also don’t like having many children because they eat the food. Since they have wings, they can fly, but their musculature doesn’t allow them to fly very far and they mostly fly up to 10 meters above the ground and 200 meters. Finally, although they find vegetables alright to eat, they must eat meat. Not doing so will cause serious health problems in the future.
Evolution: (I suppose the dark green areas in the map are forests) The Girfahl came from the western forests. Their gryphon ancestors had similar musculature but the trees were much stronger than what they are now.
The series of climate changes forced many Girfahl to migrate for places where their nests wouldn’t simply fall down. Those who migrated eventually found themselves into mountains and struggled to adapt to the arid mountains but they eventually found themselves a new home. A perfect homeland. A lake in the middle of the mountain, where they could have all the fish they wanted and put their nests over there.
Eventually both those who staid in the forest and those who migrated found themselves with the problem that even with the adaptations, the nests could still be easily hunted down. They began to resort to their brains and began to make small “walls” to defend their nests. These “walls” eventually developed into houses. The Girfahl living in the forest were the first to do this because there were too many creatures trying to hunt down their eggs, but eventually the ones living in the lakes resorted to the same tactics. This marked the beginning of the first Girfahl tribes, even though most of them were about 6-8 members big.
It wasn’t all perfect for the Girfahl tribes. Apart from the sociability process they had to go through, they also had to face the problem of the mothers giving too many sons. This eventually devolved into infanticide, and even today the tribes might only have three or four children at maximum.
This problem of sociability and infanticide was further agraved by the glacier era. While those who lived on the forest simply began using fire, adapting their shelters and even forming small villages, it wasn’t so simple for those living in the lakes. During that time, much of their sacred lake was frozen. Many died during this period, others migrated and those who remained tended to be very aggressive. This marked the difference between the intelligent forest natives and the warrior-like mountaineers.
After the glacier era came to a conclusion, it was easy to re-adapt to life as it once was for the foresters. The huge prey that died was replaced by smaller life but they still hunted them down. This allowed for slightly more prosperity, which allowed the small villages to grow into larger villages* and even began to form their own governments. And although the mountaineers restored themselves to their former numbers, they still hold with them their aggressiveness.
Now, fast forward to 1500 B.C, the exchange between the foresters and the mountaineers was more frequent, and many on the mountains have realized how lovely their brothers are living and how, in comparison, their mountains are miserable. The mountaineers began to push into the forests and attack the foresters. The attacks by the mountaineers made the land look poor in animals and plants since they now fed more people. Those living in the northern side of the river soon realized the gravity of the situation and around 1000 B.C, they began taking care of the plants and also began cutting wood to help the plants to grow and try to adapt the soil by irrigating it. This marked the beginning of limited agriculture for the Girfahl, and the new farms soon allowed them to grow even stronger.
Around 500 B.C, a legendary warrior from the mountains arrived named Erraj. He invaded much of the western forest and became the first king of Uskxea. His friends eventually became rivals after he died and they soon broke up the kingdom. A counter-attack by a forester tribe expelled the Uskxeans from the north of the river, but gave them complete dominance in the south. This allowed the south to become a series of short-lived large kingdoms, while the north had more stability but at the most a nation had a village or two.
The history of the mountains is far more mundane since most of the people living there still don’t know much about the forests and the mountaineers still live like their former ancestors. Many of those who listen about the living conditions of the west try to migrate there, but due to the hard weather in between, most of the people die.
Strengths: Since the Girfahls need to protect their nests from outer dangers, they began building houses and therefore are good miners (in the case of the mountaineers) and builders. In addition, their strength makes them excellent warriors (especially for the mountaineers)
*A village can be considered as places where there are about 80 persons living and towns where there are 175. In addition, there are a couple of hamlets and settlements (hamlets are 30 around 30 people and settlements are about 15). The amount of hamlets triples the amount of villages and the amount of settlements is the double of hamlets. Just in case you are asking, there are about 20000 Girfahl on this world (including those living in the tribes)
Weaknesses: The Girfahli nations tend to be very isolative and don’t care much about what’s going around the world. In addition, they don’t tend to take insults very well. Because only recently they have discovered farming, they also have little experience with farming and animal husbandry and the forests don’t give them much space to practice their agriculture.
Location:
The areas in dark grey are nations ruled by eastern mountaineers. The areas in gray are the areas ruled by the foresters. The inner black line is the definitive extent of the whole Girfahli species. The outer black line is also the extent of the Girfahli species, but they will be removed if someone claims them.