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Terra Nostra Info

0 · 326 views · located in [Ranfonn]

a character in “Terra Nostra”, as played by Portrait of a Sociopath

Groups

Description

[U/C]A world-changing cataclysm has lifted the curtains on a new age of turmoil and unrest. The landscape will never be the same for mountains have vanished along with whole nations while new seas were born. All in all, it was a time of change where only the most adaptable will be capable of rebuilding what they has been lost or better their fate for new lands, ripe for the taking, have been laid bare. Conquest and exploration will not be without dangers, however, as with new lands come new faces. Creatures that have spent their entire existence underground, without light, have been freed from their austere and barren home and unleashed upon appetizing lands full of riches and resources. The only thing that stood between the battle-hardened warriors and prosperity were its indulgent inhabitants, dulled by centuries of peace and stability.

Build your kingdom, raise your army, for this is a time of war and conquest.


[U/C]A cataclysm has lifted the curtains on a new age of turmoil and unrest in which survivors struggle to rebuild what they have lost or explore, in hopes of a better future, new lands laid bare by this unprecedented phenomenon.




The Settings


O R I G I N S


The first life forms, unicellular bacteria that could do little more than feed and reproduce, appeared at approximately the same time in two very distinct environments: the surface known as Ranfonn, basking under the warm rays of the Sun, and the cold, stony world under Terra's humid crust, the Celocadis. Though radically different, both worlds had the right conditions to nurture the sparks of life that had been ignited. However, eons would pass before self-awareness became a reality and the latter would be the only thing both worlds would share. At least, for the time being.

Humans, the only intelligent creature living in Ranfonn at the time, lived as hunting nomads which allowed them to spread throughout the vast expanses of land until the discovery of agricultural techniques. This allowed them to settle down and build civilizations. Due to its efficiency, it allowed humans to prosper and spread throughout the continents. It also allowed scientific development now that they no longer needed to worry about their next meal.

As for the Celocadians, they lived in a harsh environment roughly 30 km below the Earth's surface. They knew not the meaning of 'sky', nor the meaning of 'horizon'. It was a world devoid of warmth and light apart from occasional deathly magma eruption and some rare phosphorescent fungi. Their world consisted of series of tunnels and alcoves where resources and oxygen were scarce as well as space itself which explained the Celocadians' short stature. These wretched creatures often had to rely on cannibalism to survive when they could not find another group to kill and eat. It was a "eat or be eaten" world where survival was quasi impossible, at least until the discovery of magic. Slowly, groups of Celocadians specialized themselves in different branches of Magic and drifted apart, becoming different species all together and slowly building themselves into something akin to civilized nations.


M I G R A T I O N


A millennium after the discovery of magic, a group of Celocadians known to inhabit volcanic regions accidentally found their way to the surface and quickly enslaved the budding civilizations of humans with their magical powers, powers no being with human blood could harness to this date. They used the night as their weapon after discovering how dependent of light the surface dwellers were. From the shadows, they would strike, spreading fears in the heart of many. Before long, they found themselves ruling this rich, new world full of space and emptiness. This newly discovered freedom urged the conquerors to scatter throughout the lands. Some preferred the forests, relishing in the feel of tall trees. Some opted for something closer to home and went to live in the mountains. Others enjoyed the emptiness of plains. Thus, the ex-Celocadians found themselves separated into small, but prosperous communities.

These groups changed overtime to adapt themselves until they, too, became something new, something completely different from their underground ancestors. It came to the point where their origins were relayed as nothing more than a myth and were quickly lost to the younger generations. They had renamed themselves as the Ranfonnians, dwellers of the surface and, for centuries, they lived in relative peace with little more than occasional skirmishes over lands. Warrior clans soon spawned philosophers, artists and even politicians. An easy life with human slaves at their beck and call had them lose their warrior ways. Gone were the days of violence and despair. Food and wine flowed in abundance and thus began an age of indulgence for the Ranfonnians.


P r o l o g u e


A world-changing cataclysm has lifted the curtains on a new age of turmoil and unrest. The landscape will never be the same for mountains have vanished along with whole nations while new seas were born. All in all, it was a time of change where only the most adaptable will be capable of rebuilding what they has been lost or better their fate for new lands, ripe for the taking, have been laid bare. Conquest and exploration will not be without dangers, however, as with new lands come new faces. Creatures that have spent their entire existence underground, without light, have been freed from their austere and barren home and unleashed upon appetizing lands full of riches and resources. The only thing that stood between the battle-hardened warriors and prosperity were its indulgent inhabitants, dulled by centuries of peace and stability.



The Role-Play



Terra Nostra is a fantasy-themed role-play that with kingdom building elements. Character growth and interaction between characters are still present like any RP of the genre, but to them, we've added a whole new dimension that revolves around the influences an RPer's decisions will have on the well-being of an RPer's nation or faction.

As a role-player, your role is to create a (or join another's) nation that will be based in an island or a piece of land. [See Map for available lots] This nation's background and culture will be all yours to decide so long as it does not clash with those of preexisting nations or the settings of the guild. There will be some restrictions to what you may have on your piece of land for the sake of balance and they will be mentioned in the documentation attributed to the creation of factions. There are some "stats"-based elements to the RP, mainly when it comes to Fame and Population, numbers the crew will use to assess the prosperity and reputation of said factions. These numbers can be altered through RP events of the [Wheel of Destiny], events regularly hosted by crew members. Population or Troop Count will also influence the outcome of combat, but much less than a characters' leadership skills and a role-player's decisions.

Character-wise, you may create as many as you like, but only [1]Main Character per nation you have joined or created. The rest would be Secondary Characters and would not be benefiting from the same powers and perks as Main Characters. These characters are to be individuals of high status among the faction they are part of for they will be the generals leading their people to prosperity.

The goal of this RP is to let RPers build their own nation and see how well they will fare in a changing world. The crew will provide some form of guidance when it comes to RP prompts, but only on a scale that would affect nations as a whole. What happens inside a nation and between nations will be determined by the RPers.



The Management




I derps. I lazies. Find yer own writing prompts. If you can't, ask for help. If you still can't, too bad. Jump on someone else's train.

Tea party role-players are not welcome.

So begins...

Terra Nostra Info's Story