Ashevelen was on guard as they descended down below, her senses primed to as much as they could. Hand gripped on the hilt of her sword, ready to strike at anyone that would see through their ruse.
A figure a bit below appeared, Ashe could almost feel the blood leaking from them. The person started talking, a never-ending triade of words which Ashevelen fully ignored as she stepped down a few flights of steps sword pointed at the person's throat. Before she could strike him down, his clothes and general bearing combined with Gwyn's words "Dalious?!" made Ashe stop before she could strike him down.
" Friend of yours? " said Ashe barely looking towards Gwyn. Her sword was still pointed at Dal's throat.
Ashevelen pulled on Gyw's rope and guided her down towards the doors.
"Thank you boys! I'll get her over to Damian right now. " said Ashe as they went down the stairs.
As soon as she was sure there were no guards around, she leaned towards Gywn's ear and whispered "Good that we didn't attack, 4 guards. A hard fight. Let's keep up with this charade until we find our people. ". Before making another step, Ashe broke an arrowhead off and gave it to Gywn. "Watch your hands. Don't get cut on it. If you see an oportunity, pretend to trip towards a guard. "
Government Form: Magical Supremacy - The Immortalis follow the commands of the one that was touched by the Glade and ‘thus has the strongest magic. Young or old, one that shows great potential in mastering magic, will lead the Immortalis.
Demographics: Wooden Warforged - The Wooden Warforged are what the name implies. Their bodies were initially made out of the different metals of the Homeplane, created as an experiment by the Gods. Upon their Exodus, they lost their memories and after hundreds of years, their bodies started to deteriorate. The few Warforged that did wake up after the Exodus discovered that there were no metals around to repair themselves with. The few Warforged that refused to change to wood slowly perished.
Racial Traits:
Pro: Warforged - The Wooden Warforged don’t need to eat, breathe and don't age in a "normal sense". The material they're made of gets older and eventually breaks.
Con: Very weak against fire.
Con: Slow Reproduction (+1 NP cost for populace increase)
Con: Wooden Core. If their wooden core is destroyed, the Warforged will wither away and die.
Con: Water is Life - The wooden Warforged require water in order to live.
Population:
Stone Age: 3496
---
Plane Description: The verdant paradise. The whole plane of Frutex is a massive forest with enchanted trees. The smallest tree can reach up to 20 metres tall, while the largest can reach up to 300 metres tall and 100 in width. It isn't only the plants that are tall, everything on the plane is oversized and it's all due to the magic glade that rests in the middle of the plane. The glade is placed deep in the forest, hidden and the place where the only river on the plane comes from.
Oversized animals and insects roam the land making the plane extremely dangerous. Many flying monsters reside in the upper echelons, eating any who wish to gather the fruits of the trees. The ground isn’t safe either, with burrowing monsters that only come out to hunt.
All but a few of the types of trees that grow in Frutex produce fruits or vegetables. Either up in the sky, right at the top or on the ground. The only place that can be considered safe on the plane is the Glade where no animals or insects go willingly. The magic of the place scaring them off.
Plane Traits:
Pro - Magical Glade: The glade is a place where magic grows from and also the birth place of Frutex. It's waters bless those that are one with nature.
Con - The Giants : Everything on the plane is oversized. Trees can reach up to 300 metres, the smallest insects are the size of the average humanoid.
Con - No metals. The plane is devoid of all common/rare metals.
History: Not much is known about the Pre-Exodus time period of the Immortalis. What is known is told as a myth by storytellers and shrouded in superstition.
The Immortalis arrived on the plane in impressive numbers as beings of metal but quickly discovered that their armour meant nothing against the wildlife of Frutex. Many chose to fight and many died. Those that didn't die in the first months, discovered a truth that spelled the end of their civilization. There were no metals whatsoever on the plane. This combined with the massive size of the plane caused a split between the Immortalis.
A part of the Immortalis chose to find the centre of the plane while others were determined to find metals to fix their broken bodies and create more of themselves.
Nothing is known about those that left to find metals. Lost, destroyed or too far away to return were the theories. The ones that went to find the centre of the plane died in big numbers from the different creatures of the plane. Eventually they arrived at the birthplace of the forest.
The magical Glade. The magic of the Glade started to change them almost immediately as they went inside its waters and then…they went offline. Many, many years later, more than they would know, the Immortalis awakened. The metals they were made of corroded with time and plants grew around their cores.
Their memories were wiped from corrosion and time. With no memories of what they were or previous technologies, the Immortalis were ready to understand the magic of the Glade and its power.
Culture and Society: The Immortalis all live in the magical Glade. The one place truly safe from the wildlife of Frutex. From the beginning, they’ve gathered massive leaves and bones from the corpses of creatures that died in order to build themselves shelter from the rains that can last days.
Standing on the ground meant flood could easily kill them and as such, they live in the lower parts of the trees. Leaves, bones and different objects are used to construct shelter or places where they can store water safely. While the river of life, as they call it, is objectively near to the Glade, it is a far journey for them.
In cases where wildlife is encountered, the Immortalis will do everything in their power to escape and return safely to their village, even if that costs the life of one of them.
Culture Traits:
Pro: Equality for all - The Immortalis's culture is based on sharing everything between members of the tribe. Water, shelter, tools, anything and everything is being shared.
Con: Pacifist Society - The Immortalis refuse to harm one another, animals or anything that is alive. Only if in direct danger, they will defend themselves but only to a minimal degree. Enough to escape but nothing more.
Con: Naturalists - The Immortalis venerate nature and its power. They exist to expand nature’s grasp over different biomes, even at the cost of their own lives if needed.
---
Governance and Politics: The Immortalis follow their leader, the Touched, as they call them by following their advice. Upon creation which involves finding long lost cores of other Warforged or a complicated magical ritual which they still haven’t yet mastered, they subject the newly created member to the waters of the Glade and its magic. If a core is completely submerged into the waters and kept in there for a full moon, it begins to change into the Wooden Cores. In the most rare cases, the process can happen quickly and the core changes in mere hours. That is when the Immortalis know that a new Touched has been created.
Technology and Magic:
Pro: Medium Magical Development - The magic of the Immortalis is one with nature. Anything and everything they do is in accordance with it. Minor plant control and Minor plant growth are the main two spells the Immortalis have learned.
Con: Very Basic Warfare - There is no need to fight when one communes with nature.
Con: Very Basic Metallurgy - As there are no metals on Frutex, the Immortalis haven’t been able to learn how metals work.
Con: Very Basic Mining - No metals mean the Immortalis have not learned the skill of mining.
Military Overview: As strong believers in pacifism, the Immortalis have no military. The only weapon they could potentially use is their druidic magic.
---
Additional Info: (Anything else you want to include that there isn't a spot for up there. Little factoids about your nation are both amusing and welcome. Include a theme song if you want)
A strong wind. A powerful explosion of magic. An implosion of senses. Something awakened. Something that shook the very core of reality. Something older than it. A God. The last one. All across reality, a voice could be heard. Everywhere where mortals existed. “I have watched you all. I know you ever since you were nothing more than specs of divine nothing. I would’ve loved to meet you all but I don’t have much time left. Saving you from my siblings and their madness, was my greatest achievement. The Rifts will open now, once more. Go, meet each other, live. ”. Soon after the voice stopped talking, holes in reality started to open all across the planes of existence. Each connected to one another and to one more place. A valley. A massive valley specifically created to support the life of mortals across the planes. A valley in constant change, always adapting to any new inhabitants, always making sure two mortal races won’t be too close to one another.
Welcome one and all! I am TimeMaster and I’ve got the immense pleasure of bringing you a RP that you’ve probably seen before but in a new format. This is a combination of a few ideas that I’ve seen on RPG a few times and something created by my Co-GMs and myself. Original idea was formed by @Tortoise sometime ago in the RP called Gateways which you can find HERE and then later on continued by @Irredeemable in Gateways 2 and we've got a reworked reboot of the Rifts roleplay done by @Tortoise.
To broadly summarise however, this is primarily an RP about cultures, nations and races interacting with one another.. A RP spanning thousands of years from the moment of the Rifts opening in our respective planes of existence.
Technology and Magic
Our nations are all going to start in the Stone Age and the tech level should match that time period. Each of our nations are going to start with 1 specialised tech and 2 very basic technologies. While one nation might have learned how to farm more efficiently than others, they wouldn’t have had the time to learn different technologies.
After learning 2 new technologies/deepening your understanding of magic 2 times, your level will increase from Basic to Medium. 4 new technologies / understanding of magic will need to be researched to increase from Medium to Advanced, 8 for Advanced to Master.
The scale will be: Very basic (your con), Basic, Medium, Advanced, Master.
When advancing ages, every few turns (depending on how the IC goes), your technology level will go back 1 level. Master to Advanced, Advanced to Medium, Medium to Basic and finally, Basic to Very Basic.
Some of the technologies you may research will have pre required techs before your people can learn them. For example, in order to teach my people how to create a sword made out of iron, they will need to know how to mine iron and how to work the metal in a way that makes swords.
Basic Agriculture Basic Metallurgy Basic Fishing/Boating Basic Building Basic Governance Basic Mining Basic Animal Husbandry Basic Learning and Development Basic Warfare Basic Magical Development (subjected to traits/points)
Explanation of technology level and actual technology:
Tech Level - The general level of understanding your nation has about a certain tech from the tech tree. For example warfare. Technologies - What technologies have your people learned from said tech tree. For example, what specific things have your people learned about the art of warfare.
On Joining and Leaving:
If someone wants to join after the game has already begun, we’ll pretend that the Rift has just now opened. If we’re past the stone age, depending on how far we are in the other age, the nation will be able to choose X number of free techs to be at a similar level as others. Likewise, if someone leaves or goes MIA, we’ll say that the Rift has just shut down as a defence mechanism placed by the God. In this way, the NRP should be able to accept new players whenever, and survive losses without grinding to a halt.
Rules
1.) No godmodding, or controlling other player's characters/nations.
2.) Cannot fully conquer another player's nation without permission.
3.) If conflicts cannot be decided, the GMs will arbitrate.
4.) Use caution, judgement and behave appropriately when it comes to real-world cultures and religion if you plan to include them in your nations.
5.) When using concept art for your NS/posts, avoid anime pictures. Some are fine, but keep it to a minimum.
5.1) After reading this, write Osmosis somewhere to know you’ve actually read this.
6.) Be good to one another!
7.) Post at the end of your posts a small summary of what has transpired in your nation & the number of NP left.
8.) “Hate each other’s nations, not each other.” when it comes to war.
9.) Turns will change every 1st and 15th of the month.
Playable Races:
The playable races can be chosen from the below list and they’re the most common races of Dungeons and Dragons 5e. Physical descriptions will be the only thing that will matter and not the backstory of said species. Any of these races can be remade in a subspecies of your own liking as long as they don’t stray too far from the originals. For example, you could have Centaurs that somehow evolved horns and now are unicorn centaurs or goblins that due to the plane you’ve arrived on, they evolved and grew taller than the usual goblin but you cannot have goblins that suddenly grew to a giant-sized monster.
Playable Races DnD 5e:
Different races available than below based on the "rule of cool" but they should all be from DnD.
Each player receives 5 Nation Points per turn. Nation points, also known as NP, are the primary ‘currency’ of your nations and are a way of measuring the time and effort your nation is putting in increasing certain aspects of your nation. At the start of each Turn, all unspent Nation Points from the previous turn are lost.
Nations that enacted an alliance between them can combine their NP to achieve something they couldn’t normally do with their own points, such as learning a new technology or spell which will in turn raise the technology/magic level.
2 NP (1 NP if specialised tech, your pro): Learn a new idea or technology. This idea or technology should be reasonably attainable from the people’s present culture and level of technology. 1+ NP: Build a new village / increase your population by a number appropriate to the current age. Roughly 100 people per NP during stone age and then that number will be multiplied by 10 each age. 2 NP (1 NP if magic specialisation): Increase your understanding of your people’s magic. This new understanding of magic should be reasonably attainable from the people’s present culture and environment. 5 NP: Have your nation’s inhabitants develop a basic magical system. Advanced magical systems require more than 5 points. This magical system should be explained via IC with pros and cons. Subjected to plane traits which might state that magic doesn’t exist in your plane which would mean this isn’t an option to you.
[sub](This is probably a good place to insert a flag or other representative image)[/sub]
[color=goldenrod]Government Form[/color]: [sub](Monarchy? Caliphate? Anarcho-capitalist Republic? Whoever slays the most demons is in charge? Whoever [i]summons[/i] the most demons is in charge? Or anything else you can think of. Keep in mind we’re in the Stone Age initially. Certain ideas have not been [i] thought of[/i] yet.[/sub]
[color=goldenrod]Demographics[/color]: [sub]Both humans and non-humans welcomed. Be snooty elves and grumpy dwarfs if you want. Any of the DnD races are allowed within reason (no Gods, Archdemons or super robots etc). If you’ve got a custom subspecies of dwarf or human that evolved differently from what we know as their race, please write up what make them different [/sub]
[color=goldenrod]Racial Traits[/color]: (1 Pro, 1 Cons) Think of something that sets your race apart from the others, orks might multiply faster than others, dwarves might have a special sense that makes them find diamonds faster etc)
[color=goldenrod]Population[/color]: [sub] Stone Age: 1000 or Less: Small 2500: Normal 5000: Large 7500 or More: Massive and needs a racial trait Bronze Age: 10k of less: Small 25k: Normal 50k: Large 75k or more: Massive and needs a previous racial trait Iron Age: 75k: Small 100k: Normal 125k: Large 150k or more: Massive and needs previous racial trait Medieval Age: 150k: Small 175k: Normal 200k: Large 250k or more: Massive and needs previous racial trait [/sub]
--- [/center]
[color=goldenrod]Plane Description[/color]: [sub](When your people left through the Rift, where did they end up? Is it a flaming inferno? Is it an earth-like jungle, or a mountainous island chain? What's this place like, and does anything else live there? Let your imagination run wild here)[/sub]
[color=goldenrod]Plane Traits[/color]:[sub](1 Pro, 2 Cons. What makes your plane special? Did your new place of existence help you discover how to make glowing swords of mana? What did it cost? Maybe there are swamps everywhere which makes trade hard and those swamps are made of acid or maybe there’s a constant hurricane raging on the plane? The pros/cons don’t have to correlate to one another)[/sub]
[color=goldenrod]History[/color]: [sub](What happened after you landed on your new plane of existence? This can be as brief or detailed as you like.)[/sub]
[color=goldenrod]Culture and Society[/color]: [sub](How do they live? Anything from ritual cannibals, to matriarchal atheists, to a German-Chinese fusion culture. Religion also goes here! [/sub]
[color=goldenrod]Culture Traits[/color]: [sub]1 Pro, Two Cons. Did your people create a new religion and that made their society very united but they’ve abandoned their previous warlike culture? Or maybe they built a coliseum and fight every day of their life but their farms are suffering due to it?[/sub]
[center] --- [/center]
[color=goldenrod]Governance and Politics[/color]: [sub](Like the government form field, but more room for detail. Tell me if your monarchy is slowly being subsumed by the merchant classes. Or, if your people are organized in such a way that they don't even have a government or politics anymore, then this is also a good place to talk about that.)[/sub]
[color=goldenrod]Technology and Magic[/color]: [sub]1 Pro, 2 Cons. What did your people specialize in? Maybe you’re expert bow makers but you never bothered to learn how to farm and your animals die from lack of proper care. Or maybe you’ve discovered the long-lost art of smiting using your magical infused sweat but you haven’t learned how to cook food and your people are constantly sick because of it. [b]The tech/magic has to link somehow to the culture somehow.[/b][/sub]
[color=goldenrod]Military Overview[/color]: [sub](This is the space to talk about any offensive/defensive capabilities you have. Now, keep in mind your culture/race/tech. If you have a huge army, there must be a reason for it.[/sub]
[center] --- [/center] [color=goldenrod]Additional Info[/color]: [sub](Anything else you want to include that there isn't a spot for up there. Little factoids about your nation are both amusing and welcome. Include a theme song if you want)[/sub]
Ashevelen stopped quickly as soon as she heard the guards. She quickly mock-tied Gwyn with a wink with her rope, arranged her clothes with a few slaps.
Stepping forward into the light, she pulled Gwyn and shouted a few curse words towards her.
"Hey boys! Just hear this. I just got hired and look what I caught on my first shift! This one looks quite nice, eh? Maybe we can have some fun later on with her. " said Ashe with a laugh as she approached the guards.
Government Form: Tribal Dictatorship - The Tribes of Kal’Tor are all bent to the will of Kal’Tor, the supreme leader of the tribes. His word is law and all follow him to death itself if needed.
Demographics: Magic Genasi: Magic Genasi are a subrace of the Genasi humanoids that originally arrived in the Kal plane. The original Genasi were born of the elements but the Magic Genasi have adapted to something different. Magical Energies. The Magic Genasi have learned to absorb the environmental magical energies that permanente the Kol plane. Allowing them to survive in most places on the plane. Their skin colour is in constant change from dark blue to light blue, giving them an almost ethereal appearance.
Racial Traits:
Pro: Magical Prodigies - The Magic Genasi have learned to bend the magical energies of their plane to their will.
Con: They require magic in order to survive outside their plane, otherwise they start dying.
Population:
Stone Age: 5034
---
Plane Description: The plane of Kal. Many words can be used to describe it. Verdant. There are jungles with plants that shine blue light day and night. Varied. To the south, a big ocean. To the north, a natural bone desert. In the center, plains. Long, almost never ending plains. Full of blue fauna, imbued with magic.
One could call Kal a paradise. One would be wrong. The magical growth that can be seen everywhere in the place is not benevolent. Mortals, fauna, plants, everything is affected by it in one way or the other. In most places, you can just feel the magical energies with no harm done but there are certain places where the energies are strong. So strong that they corrupt everything. Slowly killing anything in the area. Those areas are also where the Will-O-Magics can be found when they aren’t wandering around.
Plane Traits:
Pro - Magical Growth: The plane of Kal is a place of true magic. It runs deep into the world, changing everything that it touches. Anyone who enters the plane will feel the power of the radiant magic.
Con - Magical Corruption: Certain places on the plane are oversaturated by magic. Nothing grows into such places and living creatures slowly succumb to the corruption, making them uninhabitable and extremely dangerous, especially as they are slowly expanding.
Con - Will-O-Magics: All over the plane, tiny creatures made of pure magic can appear. Called Will-O-Magic or Wisps, these creatures are extremely dangerous. A single touch from one of them will cause exhaustion, multiple touches means certain death.
History: (What happened after you landed on your new plane of existence? This can be as brief or detailed as you like.)
Culture and Society: The Tribes of Kal’Tor are living based on a caste system with Kal at the top as their leader. The highest caste is composed of those most loyal to Kal and then the list goes down to the lowest caste which are nothing more than slaves even if not in name.
That is not to say that one cannot change their caste. Through hard work and displays of loyalty a member of any caste can climb up the ranks and eventually belong to a new caste. Members of a caste will share everything between each other. Food, shelter, water. All the resources of a caste are to be split between one another.
Higher castes have more rights than lower ones to the point where the life of a lower caste means nothing to the higher one. Members of higher castes have full control of the members of the lower ones. Above all the castes, rests one man. Kal’Tor. Leader of the castes and the one who all bow down to. Believed to be undying by all.
Culture Traits:
Pro: Undying Loyalty - Members of Kal’Tor tribes will do anything for their leader even if it means certain death.
Con: Caste System - The caste system promotes inequality and distrust between members.
Con: Slaves - The lowest of the castes are slaves in all but name. Their time will come one day. The time for revolution.
---
Governance and Politics: Kal’Tor is the supreme leader of the tribes named after himself. The best food, women, lodgings and clothes are for him. All of the tribes, which he united himself, follow any and all “laws” he decrees.
In order for a law to be changed, each caste is united under a leader chosen by Kal’Tor. The leaders of the castes meet and discuss the law that needs to be introduced or changed. If the law is deemed important enough then it’s presented to Kal’Tor who may or may not put it in place.
There is no formal religion between the tribes but there is a common belief that there are no Gods anymore and the Genasi are the only sentient creatures.
Technology and Magic:
Pro: Medium Magical Development - The Tribes of Kal’Tor have learned the most powerful, in their opinion, magic type there is. The magic of Will. Channelling the Will that resides in any sentient creature, they can go in a fight between the Wills of one another. The Genasi with the strongest Will can dominate the others, bending them to their Will. A fight between Genasi usually takes place in their mind more than outside of it. Mind talk, mind paintings are also possible via the magic of Will.
Con: Very Basic Fishing/Boating - The Tribes of Kal’Tar don’t have access to big rivers or large bodies of water nor do they have any interest in fishing/boating. As such, they never developed the basic tech needed to fish or float.
Con: Very Basic Warfare - Never needing to fight between each other left the Tribes weak in case of attack. Their usage of Will to control those of a weaker caste was their primary focus.
Military Overview: There is little to no military between the Tribes. The Willists are the only ones that can be used to defend the tribes in case of attack.
---
Additional Info: (Anything else you want to include that there isn't a spot for up there. Little factoids about your nation are both amusing and welcome. Include a theme song if you want)
Also known as : Ashevelendar/Ashevelen/AsheTheReborn
Best compliment so far from [@Tortoise]
[img]https://i.ibb.co/qdK70br/image.png[/img]
On the brilliant roleplay : [url=https://www.roleplayerguild.com/topics/185726-through-the-gateways-humanity/ooc] Through The Gateways [/url]
Playing as the Goddess of Trade in Divinus 7
[img]https://i.ibb.co/QjWNXR4/Ashevelen-Token.png[/img]
Playing as the Goddess of Shadowy-Trades in Divinus 7
[img]https://cdn.discordapp.com/attachments/1006946263599677521/1014229630783340544/ShadowsAspectToken.png[/img]
Thank you!
<div style="white-space:pre-wrap;">Also known as : Ashevelendar/Ashevelen/AsheTheReborn <br><br>Best compliment so far from <a class="bb-mention" href="/users/tortoise">@Tortoise</a><br><img src="https://i.ibb.co/qdK70br/image.png" /><br>On the brilliant roleplay : <a href="https://www.roleplayerguild.com/topics/185726-through-the-gateways-humanity/ooc">Through The Gateways</a><br><br>Playing as the Goddess of Trade in Divinus 7<br><br><img src="https://i.ibb.co/QjWNXR4/Ashevelen-Token.png" /><br><br>Playing as the Goddess of Shadowy-Trades in Divinus 7<br><br><img src="https://cdn.discordapp.com/attachments/1006946263599677521/1014229630783340544/ShadowsAspectToken.png" /><br><br>Thank you!</div>