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Posted (edited)

Hello all! I've resurrected myself back to the Shard after... whoah, way too long, and I'm back to the rp scene!

 We'll do sign ups here and then I'll probably make a new thread for the rp proper.

But! This is gonna look a little different. This is a Civ RP, where rather than playing as a character, you will be piloting a burgeoning nation. 

What Nation? Well that's the fun part. For your character I would like you to fill out a nation that comes to a new planet! Perhaps your old planet underwent a cataclysmic disaster so you escaped on a futuristic colony ship? Perhaps you discovered a magical portal and decided to send settlers through? Perhaps your god commanded you to find a new, purer land and gave you passage through their domain? Any options are open, any level of technology or magic (as long as you're fine chatting with me about balance). I hope to have 8-12 nations on our planet.

You will be able to take a certain number of actions (probably 4 but that might change over time) for the nation per "year," and those actions could be almost anything, from putting into place a recruitment policy for your army, sending out explorers, or sending an envoy to a neighboring country. If it helps, think of it as roleplaying as the country's leader/leaders and making those decisions for your country.

Maybe in way of example, I played a game similar to this before, and I began the game as a nation of  forest elves. I began by using my actions to research ancient magics and explore the world around me, then I began sending diplomats to the other nations I found, marshaling forces to defeat monsters or tyrants, and building up infrastructure. Some people playing really went into detailed Roleplaying (roleplaying the full conversations the diplomats had between them) and others just said "I sent a diplomat with these terms and with these instructions," same with war tactics etc.

If you're interested, fill this out and send it in the chat along with any questions. Before too long, I'll have a map made up so you can pick where you'll begin.
 

Nation's Origin: 
National Colors: 
Nation's Government Type: 
Nation's Faith and beliefs:
Nation's Ruler: 
Nation's Primary Race(s):
Nation's Total Population: 

Magic or technology use:

Other information:

 

Edit: Here's the map of the planet! Your scanners/magical senses show that the planet is most hot and humid, somewhat tropical in nature, with only a little bit of land close to the poles cold enough to have snow during the year. The planet also is surrounded by a ring system, similar to Saturn in our solar system

Siren.jpg

Edited by Negative_Null
Posted
3 minutes ago, Negative_Null said:

Hello all! I've resurrected myself back to the Shard after... whoah, way too long, and I'm back to the rp scene!

 We'll do sign ups here and then I'll probably make a new thread for the rp proper.

But! This is gonna look a little different. This is a Civ RP, where rather than playing as a character, you will be piloting a burgeoning nation. 

What Nation? Well that's the fun part. For your character I would like you to fill out a nation that comes to a new planet! Perhaps your old planet underwent a cataclysmic disaster so you escaped on a futuristic colony ship? Perhaps you discovered a magical portal and decided to send settlers through? Perhaps your god commanded you to find a new, purer land and gave you passage through their domain? Any options are open, any level of technology or magic (as long as you're fine chatting with me about balance). I hope to have 8-12 nations on our planet.

 

If you're interested, fill this out and send it in the chat along with any questions. Before too long, I'll have a map made up so you can pick where you'll begin.
 

Nation's Origin: 
National Colors: 
Nation's Government Type: 
Nation's Faith and beliefs:
Nation's Ruler: 
Nation's Primary Race(s):
Nation's Total Population: 

Magic or technology use:

Other information:

How would it work to control a whole nation rather than one person?

(Also, you might want to shorten your sig to 3-4 lines. The mods have been trying to crack down more on that lately)

Posted (edited)
5 minutes ago, Spark of Hope said:

How would it work to control a whole nation rather than one person?

Right, thank you for that. I'll put it into the main post but

You will be able to take a certain number of actions for the nation per "year," and those actions could be almost anything, from putting into place a recruitment policy for your army, sending out explorers, or sending an envoy to a neighboring country. If it helps, think of it as roleplaying as the country's leader/leaders and making those decisions for your country

Also thanks

 

Edited by Negative_Null
Posted
Just now, Negative_Null said:

Right, thank you for that. I'll put it into the main post but

You will be able to take a certain number of actions for the nation per "year," and those actions could be almost anything, from putting into place a recruitment policy for your army, sending out explorers, or sending an envoy to a neighboring country. If it helps, think of it as roleplaying as the country's leader/leaders and making those decisions for your country

So almost like the board game Risk, but not every decision involves military?

Posted
Just now, Spark of Hope said:

So almost like the board game Risk, but not every decision involves military?

Yeah, similar to Risk but with more RP possibility. I'd probably compare it most to like a Civilization or other RTS/Grand Strategy game. The one I'm most familiar with is Stellaris, but you could also compare it to Crusader Kings, Distant Worlds Universe, Total War... stuff like that.

Maybe in way of example, I played a game similar to this before, and I began the game as a nation of  forest elves. I began by using my actions to research ancient magics and explore the world around me, then I began sending diplomats to the other nations I found, marshaling forces to defeat monsters or tyrants, and building up infrastructure. Some people playing really went into detailed Roleplaying (roleplaying the full conversations the diplomats had between them) and others just said "I sent a diplomat with these terms and with these instructions," same with war tactics etc.

Posted
Just now, Negative_Null said:

Yeah, similar to Risk but with more RP possibility. I'd probably compare it most to like a Civilization or other RTS/Grand Strategy game. The one I'm most familiar with is Stellaris, but you could also compare it to Crusader Kings, Distant Worlds Universe, Total War... stuff like that.

Maybe in way of example, I played a game similar to this before, and I began the game as a nation of  forest elves. I began by using my actions to research ancient magics and explore the world around me, then I began sending diplomats to the other nations I found, marshaling forces to defeat monsters or tyrants, and building up infrastructure. Some people playing really went into detailed Roleplaying (roleplaying the full conversations the diplomats had between them) and others just said "I sent a diplomat with these terms and with these instructions," same with war tactics etc.

That makes a lot more sense, thanks for the clarification. I'll probably join but I'll need time (that I don't have at this moment) to make a nation

Posted
Just now, Spark of Hope said:

That makes a lot more sense, thanks for the clarification. I'll probably join but I'll need time (that I don't have at this moment) to make a nation

Thanks for clarifying for everyone else. I'll probably start once we hit a few people, so we have time, but even then I don't have anything against people joining during it (although I may impose a limit to how many people can join)

Posted
4 hours ago, Negative_Null said:

Hello all! I've resurrected myself back to the Shard after... whoah, way too long, and I'm back to the rp scene!

 We'll do sign ups here and then I'll probably make a new thread for the rp proper.

But! This is gonna look a little different. This is a Civ RP, where rather than playing as a character, you will be piloting a burgeoning nation. 

What Nation? Well that's the fun part. For your character I would like you to fill out a nation that comes to a new planet! Perhaps your old planet underwent a cataclysmic disaster so you escaped on a futuristic colony ship? Perhaps you discovered a magical portal and decided to send settlers through? Perhaps your god commanded you to find a new, purer land and gave you passage through their domain? Any options are open, any level of technology or magic (as long as you're fine chatting with me about balance). I hope to have 8-12 nations on our planet.

You will be able to take a certain number of actions (probably 4 but that might change over time) for the nation per "year," and those actions could be almost anything, from putting into place a recruitment policy for your army, sending out explorers, or sending an envoy to a neighboring country. If it helps, think of it as roleplaying as the country's leader/leaders and making those decisions for your country.

Maybe in way of example, I played a game similar to this before, and I began the game as a nation of  forest elves. I began by using my actions to research ancient magics and explore the world around me, then I began sending diplomats to the other nations I found, marshaling forces to defeat monsters or tyrants, and building up infrastructure. Some people playing really went into detailed Roleplaying (roleplaying the full conversations the diplomats had between them) and others just said "I sent a diplomat with these terms and with these instructions," same with war tactics etc.

If you're interested, fill this out and send it in the chat along with any questions. Before too long, I'll have a map made up so you can pick where you'll begin.

Ill join. Just give me a few hours to make my Civ

Posted (edited)

@Negative_Null I have a question. How does the benefits of having a lower technological Civilization balance out with higher tech civs.

Edited by IcedOutPenguin
Posted
15 minutes ago, IcedOutPenguin said:

@Negative_Null I have a question. How does the benefits of having a lower technological Civilization balance out with higher tech civs.

That might balance out by giving you more population, more magical capability, anything else you can think of, to start. Even if there are some factions that do start off at a disadvantage, I expect you'll have opportunities in the game because of it, like being able to adapt more easily to the new planet. Basically, we'll chat about it, but there's some ideas. If you have some ideas specifically for your faction, DM me

Posted
2 minutes ago, Negative_Null said:

That might balance out by giving you more population, more magical capability, anything else you can think of, to start. Even if there are some factions that do start off at a disadvantage, I expect you'll have opportunities in the game because of it, like being able to adapt more easily to the new planet. Basically, we'll chat about it, but there's some ideas. If you have some ideas specifically for your faction, DM me

Thanks! Still working on my civ. 

Posted

Ooh fun! I'd gladly join, and should be able to make time for this given my investment in my stranded worldbuilding projects. These guys may be a little OP, though they're kinda crippled by infighting, bureaucracy issues, indecisive though humane policies, and an imminent economic collapse. 

The Interstellar Intelligent Species Council (IISC)

Nation's Origin: Space! The IISC spreads outwards from Earth (which is now a historical site and nature preserve that contains almost no people), where the FTL drive was first invented, but it's a hegemonic empire of a dozen or so alien species devoted to economic, scientific, and diplomatic expansion through exploration of new star systems, trade with new species for tech and biochemistry, and ethical annexation. 
National Colors: 
Nation's Government Type: hegemonic bureaucracy officially headed by a group of representatives for each species, including honorary empty seats for those actively at war with it. They try to hear all voices and pass regulations that benefit everybody, but it takes around a year to communicate from the center to the fringes of explored space, and even longer to send any sort of military forces to do anything. 
Nation's Faith and beliefs: Miscellaneous, with philosophies from every species represented and blended together. All sapient beings have full rights (there's some friction with the Vvondin, a hive species with drones that would gladly throw their lives away for scientists or breeders); documentation of all life forms, cultures, and events is vital to scientific advancement and historical knowledge; biotech is widespread and some planets are set aside for evolution experiments in the hopes of creating new and useful biochemistry, and the post-scarcity economy means most things are free, but cannot cope with anything unique being coveted by all, and is about to experience a collapse as shipping resources to the fully mined and terraformed inner star systems becomes harder and harder. 
Nation's Ruler: technically the council, but they're too far away actually manage the colony and exploration ship. At the moment, the captain, diplomat, and head scientists would work together to make decisions, then create new organization if a colony is founded. 
Nation's Primary Race(s): the three species naturally capably of existing in air at typical temperatures are humans, Ferrians (very odd creatures made from magnetic nodes. They "eat" metal to acquire energy), and Sapiodrakes (bipedal dragons, effectively. They won't be on this ship though, because they were only recently contacted). Vvondin, due to their already-existent specialization for different roles, use biotech almost universally to survive in any environment. Some other species (there are thus far 13 known, including a couple at war with IISC and a super-intelligent AI that basically does its own thing) would also be on the ship, but unless they felt up to almost irrevocable modification, they would stay there or colonize some more hospitable planets. 
Nation's Total Population: the ship would start with a few hundred, plus some stored gene sequences for genetic diversity. The IISC itself has trillions of citizens living in mostly in megastructures like hollowed moons. 

Magic or technology use: very high tech, has never seen magic. Has FTL transportation and communication (though it's slow by some standards, and forcibly obeys causality by dropping out of warp if it enters a gravity well or "hyperwake" left by another ship), advanced computers with natural language processing, and most importantly biotech that can manufacture nearly anything from nearly anything, used in all aspects of life. Food, clothes, and tools are grown from portable organisms with overclocked metabolisms and computer-controlled genetics, and medical technology incorporates the ability to manufacture arbitrary proteins to its fullest extent. Spacesuits (and environment suits), temporary habitation, and, if pressed, armor are all made from incredibly durable self-healing biofabric, which can be adapted to nearly any situation. 

Other information: the IISC is very willing to incorporate alien technology and biology into their technology, just as they accept alien species and culture. This extends to magic - unless there are complications involving incompatibility, the IISC engineers will very quickly find ways to incorporate magic into their devices, probably resulting in a nation of immortals with infinite materials and power. (There will have to be checks in place - perhaps this could cause a civil war... or just make magic not overpowered. Or difficult to combine with technology.)

Posted
7 hours ago, Negative_Null said:

Nation's Origin: Traveled through a magic portal into this world.

National Colors: green, brown, and sapphire blue

Nation's Government Type: semi-constitutional monarchy, Sapphire has many counselors, and a 3/4 vote by them may overrule a decision, this has not happened in the past 500 years however, as Sapphire often finds solutions than meet most needs.

Nation's Faith and beliefs: Paor Dracon. A religion that basically worships their dragon king as a prophet for Godith (I would appreciate any help with this cause I'm bad at it)

Nation's Ruler: Sapphire dragon named Sapphire, who is the god king of their empire.

Nation's Primary Race(s): All of them, Humans, Elves, Dwarves, A few dragons, ect. But also half-dragons.

Nation's Total Population: (idk , how much is a good amount)

Technological development level: Gunpowder, Printing Press, Steam engine (though not widely used yet), Mechanical clocks, Seed drill.

Cultural development level: Capitalism, Extensive recorded histories, Never had to deal with Feudalism, Public libraries and other services, well maintained policing force, very strong economy.

Magical development level: Druids, Mages, And innately magical beings do exist and are harnessed.

 

I did it!

Posted
On 4/4/2025 at 10:35 PM, Dragonheir said:

Ooh fun! I'd gladly join, and should be able to make time for this given my investment in my stranded worldbuilding projects. These guys may be a little OP, though they're kinda crippled by infighting, bureaucracy issues, indecisive though humane policies, and an imminent economic collapse. 

The Interstellar Intelligent Species Council (IISC)

Nation's Origin: Space! The IISC spreads outwards from Earth (which is now a historical site and nature preserve that contains almost no people), where the FTL drive was first invented, but it's a hegemonic empire of a dozen or so alien species devoted to economic, scientific, and diplomatic expansion through exploration of new star systems, trade with new species for tech and biochemistry, and ethical annexation. 
National Colors: 
Nation's Government Type: hegemonic bureaucracy officially headed by a group of representatives for each species, including honorary empty seats for those actively at war with it. They try to hear all voices and pass regulations that benefit everybody, but it takes around a year to communicate from the center to the fringes of explored space, and even longer to send any sort of military forces to do anything. 
Nation's Faith and beliefs: Miscellaneous, with philosophies from every species represented and blended together. All sapient beings have full rights (there's some friction with the Vvondin, a hive species with drones that would gladly throw their lives away for scientists or breeders); documentation of all life forms, cultures, and events is vital to scientific advancement and historical knowledge; biotech is widespread and some planets are set aside for evolution experiments in the hopes of creating new and useful biochemistry, and the post-scarcity economy means most things are free, but cannot cope with anything unique being coveted by all, and is about to experience a collapse as shipping resources to the fully mined and terraformed inner star systems becomes harder and harder. 
Nation's Ruler: technically the council, but they're too far away actually manage the colony and exploration ship. At the moment, the captain, diplomat, and head scientists would work together to make decisions, then create new organization if a colony is founded. 
Nation's Primary Race(s): the three species naturally capably of existing in air at typical temperatures are humans, Ferrians (very odd creatures made from magnetic nodes. They "eat" metal to acquire energy), and Sapiodrakes (bipedal dragons, effectively. They won't be on this ship though, because they were only recently contacted). Vvondin, due to their already-existent specialization for different roles, use biotech almost universally to survive in any environment. Some other species (there are thus far 13 known, including a couple at war with IISC and a super-intelligent AI that basically does its own thing) would also be on the ship, but unless they felt up to almost irrevocable modification, they would stay there or colonize some more hospitable planets. 
Nation's Total Population: the ship would start with a few hundred, plus some stored gene sequences for genetic diversity. The IISC itself has trillions of citizens living in mostly in megastructures like hollowed moons. 

Magic or technology use: very high tech, has never seen magic. Has FTL transportation and communication (though it's slow by some standards, and forcibly obeys causality by dropping out of warp if it enters a gravity well or "hyperwake" left by another ship), advanced computers with natural language processing, and most importantly biotech that can manufacture nearly anything from nearly anything, used in all aspects of life. Food, clothes, and tools are grown from portable organisms with overclocked metabolisms and computer-controlled genetics, and medical technology incorporates the ability to manufacture arbitrary proteins to its fullest extent. Spacesuits (and environment suits), temporary habitation, and, if pressed, armor are all made from incredibly durable self-healing biofabric, which can be adapted to nearly any situation. 

Other information: the IISC is very willing to incorporate alien technology and biology into their technology, just as they accept alien species and culture. This extends to magic - unless there are complications involving incompatibility, the IISC engineers will very quickly find ways to incorporate magic into their devices, probably resulting in a nation of immortals with infinite materials and power. (There will have to be checks in place - perhaps this could cause a civil war... or just make magic not overpowered. Or difficult to combine with technology.)

HEY I RECOGNIZE THAT

@Negative_Null

okay

so

the thing

my Country…

*deliberates*
THERE SHALL BE NO DECONFIRMING HERE

Here

Spoiler

Name: Pact for the Peace of the United Nations of Gorin (PPUNG)

Public Goal: Colonize, explore, find new stuff.

Secret Goal: Find the imprisoned goddess Adari in order to claim her power for their glorious leader, Kintlen. As well as restore contact with their glorious leader, Kintlen.

Notes: This is a colony that got permanently cut off from the rest of their spacefaring empire, which had sci-fi tech mixed with fantasy magic. However, the magic is based off of crystalline structures that can basically do anything, and was the basis of their tech - during the event that stranded them, the structures of the crystals were all destroyed, and they became substantially crippled technologically. (These crystals, before being destroyed, would provide unlimited energy, so it was essentially to them as fossil fuel is to us. In that regard. It also performed a variety of tasks, turning them into a pseudo unstoppable force of bloodthirsty conquerors.) They like to make other countries think they are more powerful than they are.

Cataclysm: The actual event that stranded them was an attack by invincible zombie monsters called Hasrathans, powered by the twin/opposing goddess Keylana (who is also trapped, but her prison can be used as a magical enhancement with effects akin to *ehem* meth, which is what people had seen it used before in the past. But it also manifests, more rarely, as a golden metal that grants Hasrathan powers - but when the empowered dies, they zombify.)

Magic available: Ichor - the traditional magical enhancement from Keylana (not the zombie one). By blood sacrifice of certain individuals, they can get some of their old magic back, but it’s a fragile version that breaks quickly.

 

Posted
On 4/4/2025 at 3:37 PM, Negative_Null said:

This is a Civ RP, where rather than playing as a character, you will be piloting a burgeoning nation.

Posted
2 hours ago, BridgeBoi said:

Can I join? I’ll come up with a nation. Also how serious is this? Cause I have some stupid/funny ideas.

@Negative_Null

I'd prefer semi-serious at least, but whatcha got?

Posted (edited)

Sounds fun! I’ll join. 
Sylvallia

Nation's Origin: a small plant that’s entirely covered in forest. Unfortunately, after thousands of years of peaceful living, a mysterious storm of fire came and burned down the great forest of Sylvallia. Seeking a new home, they used magic to travel to a new planet that they have began to settle on. 

National Colors: Bronze and Emerald


Nation's Government Type: Sylvallia is run by a council of chiefs. Each chief represents a different village. The council is lead by the Eagle chief. 


Nation's Faith and beliefs: Sylvallia has a nature based religion that prohibits the harming of plants or animals unless absolutely nessecary. 


Nation's Ruler: The great Eagle Chief 


Nation's Primary Race(s): Sylvallia population is comprised of Sylvallians (duh). Sylvallians are humanoid, but they have bark for skin and vines for hair. They do not need food or sleep, they gain energy from water and light. 
Nation's Total Population: relatively small, probably around 50,000

Magic or technology use: 

Some Sylvallians are born with the ability to “grow” a material known as Vallium. Vallium is an extremely versatile material that is light and strong. Vallium is slowly generated directly from the Sylvallians. It comes from their body and then shaped into what they want to make. Initially it’s thin and malleable, but the longer they keep going the thicker and more solid it gets. The structure and flexibility is somewhat dependent on how the creator wants it to be. It’s used to make clothes, shelter and pretty much anything Sylvallians need. (Kind of like plastic, but stronger cuz Magic.)

This means that despite not using wood, the Sylvallians are decently advanced. They are great architects and have perfected Growing to make detailed items.

 But they are behind in most other key ways. They do not like fire, and they only have basic tools. 

Some Sylvallians also have the power to sense and connect to nearby life. This is how they traveled to a new planet. The 100 strongest “Finders” combined their power to reach out and find a new life source. They found one and managed to send their people there, but almost all of the Finders died in the effort, leaving Sylvallia stranded with no way to return home.

Other information:  Sylvallians are peaceful by nature and have never had any criminals or wars. Essentially, they are very innocent and susceptible to be manipulated until they learn a thing or two. 

Edited by Lord Spirit
Posted
5 hours ago, Lord Spirit said:

Sounds fun! I’ll join. 
Sylvallia

 

Very cool! That's some very interesting world building.

Also everyone, I added the map for the planet to the main post! Take a look and see if there's anywhere you want for your starting place. We'll probably wait a couple days for all the people who have expressed interest to be able to respond, and then start up. I hope it will be fun

Posted (edited)

Here is it is( sorry about font)

Uritea:

Nation's Origin: Long ago, there lived a little people known as the Kwalege. They were a peaceful happy little people. Then the traile attacked. The traille conquered the people of Kwalege and enslaved them. For a hundred years, the Traile oppressed the Kwalege. But hope came. A child born of Kwalege and Traile rose up and slew the god king of the Traile. But he didn’t kill the Traile. Rather this child did something extraordinary. He united the two lands as one, Uritea. He harnessed the power of bridging lands and creating portals. The child, known now as the worldbridger died but his descendants still unite the two lands. They also wield his power of making portals between lands. When their world spiraled into war and chaos, the Terilins, the worldbridgers descendants, created a portal through space to bring them to a new world. 

National Colors: Red and Blue

Nation's Government Type: the kingdom is organized into two lands. Traile and Kwalege. These two kingdoms appoint eight chiefs each who meet in the capital, Tharen. The Terilin also provide 8 representives to bridge the divide.

Nation's Faith and beliefs: The nation as a whole wants to bring in other nations and establish ties with them. They firmly believe in outreach and alliances with others.The Traile make up most of the miltary portion of the kingdom and are elite warriors , while the Kwalege act as farmers and merchants.They semideify the worldbridger is known.

Nation's Ruler: Tealen Bluesword, a strong miltary general who favors making allies

Nation's Primary Race(s): Humans 

Nation's Total Population: around 100,000

45,000 Kwalege, 40,000 Traile, 15,000 Terilin

Technology: the Uriteans are relatively slow technological. Most of their tech is high medival, with gunpowder just being discovered.  

Magic: The uriteans are able to make gateways. This allows rapid travel and high levels of trade. This does take skill and extract strain on the person though.

 

Edited by BridgeBoi
Posted
2 hours ago, Negative_Null said:

I added the map for the planet to the main post! Take a look and see if there's anywhere you want for your starting place. We'll probably wait a couple days for all the people who have expressed interest to be able to respond, and then start up. I hope it will be fun

I’ll take the small forest island on the far right!

Posted

Hey guys, new member but this looks like a ton of fun. Please lmk if I'm doing anything wrong. I know about double posting, and my parents did teach me basic human kindness, but besides that I don't know much of the etiquette of this forum. Here's my entry for the RP. 

 

Dosuli

Nation's Origin: Scientific/Militaristic Expedition. The only people who survived were soldiers, literati, and engineers/scientists so they are excellent at math, science, and have excellent eyesight. Also very poetic, bordering on melodramatic. 

National Colors: Red, White, Yellow 

National Government: A meritocracy focused around an examination, a physical survival test, and aptitude tests to determine government department and/or job in life. Leadership is a council led by someone with particular proven policy/diplomacy acumen to be a face of the nation to the populace and outside. However, the emphasis on meritocracy is leading to a growing gulf between those who have networks and means to provide better for their children's success and those who don't. Also, nationally recognized poets, philosophers, and monks have particular say in the government and commonly oppose the policymakers, generals, and shamans, although any actions taken against national interests are generally frowned upon.

Faith and Beliefs: Shamanic beliefs that are connected to the magic, strong focus on harmonizing with others and a connection to the land, to the extent that portions of the land are abandoned due to perceived weakness of the land. (Read: Geomancy)

Nation's Ruler: Lee Daeyan: A once-in-a-lifetime candidate, he is 27 years old with a lineage that stretches back millennia and includes such notable figures as dragons, kings, and the greatest shamans and generals of all time. He is more pragmatic than the dreamers and poets who accompany him, but has an almost magical allure that causes him to be a natural leader. He was selected by the council to succeed his mother, an amazing woman of great accomplishments but very mortal lineage, right before the ship crashed and all but he and the gunners, engineers, and literati he lead to crash. However, like many of his people, he is headstrong, traditional, and has a memory as old as the mountains. 

Nation's Primary Race(s): They call themselves the Goraeng. Human in every other way, they each have a natural mark of a tiger, shark, magpie, or rarely, a dragon, that connects to their powers, personality, and other things. These connotations have started to lead to class-based discrimination, although the current population is too weary and has too many other problems for that to be an issue. Tend to be about 5'10" to 6'2", lithe and light or bulkier and tan reflecting ethnic differences from the homeworld. Because of the particular group that crashed, predisposition to good eyesight and a mind for numbers or letters.  

Nation's Total Population: Small, very small, around 15000 based on previous answers. Could change. About 10-40-35-25-10 split by age group. 

Magic: Magic is related to a variety of factors. The first is location and stars. The auspiciousness (for lack of a better word) of the stars and date one is born under is very important. (Think zodiac). In addition, the properties of one's location of birth (cardinal direction, shelter, terrain, season, weather) also affect affinities. Magic is in two forms: slight physical enhancements that could range from above-average stamina to gills and claws, and rarely, elemental abilities. The second is the tatoo I mentioned. Tiger marks are more aggressive, associated with fire, and have either natural enhancements like speed or fire/heat related abilities. Sharks are, of course, associated with water, strength, healing and dominance, and as such these people are natural leaders of all kinds, and powers range from better swimming, stamina, and awareness to one rare individual with a Katara-like power to heal with water. Magpies are mountains, plains, and the air. Free spirited, playful, and dutiful, magpie marks can be agile, have incredible senses, and some can even float. Dragon marks, of which there are currently only a handful are associated with weather and astronomical events, and their powers are incredible, like the ability to manipulate weather, create better conditions for a child's birth, or influence others. Percentage of dragon marks is up to Null's rebalancing.

Tech: In terms of tech, very high tech and innovative, somewhat contradictory to their traditionalism in every other way. They have an emphasis on things that go boom from behind walls. Think modern-ish era. They have some things, like advanced ballistics, radar, and sonar, but not others, like fourth-generation fighters or even modern tanks. Probably cold war without the nukes. Spacefaring came from Lee Dayan's mother, who possessed an extraordinary gift to slightly manipulate the gravity of nearby (5-10 light years) stars. However, it has been lost with her death. 

Other information: If I could have those southeastern or southern mountains that would be great, thanks. Also, they try hard to be respectful, but under certain circumstances will lighten up or lose it. In other words, completely predictable until they go 0-100. 

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