{-Apocolypti-}
--The End is Near--
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Rules
1.) Forum Rules
2.) 3 Characters Per Username
3.) 4 Sentence Minimum
4.) Keep it PG-13
5.) N0 Ch2tsp3ak or sp@zz
6.) Respect all Members
Warning: This role play is based off the end of the world, and contains mild violence and language. If you are uncomfortable with talking about and/or role playing death, this is not the right RP for you. This isn't a little romantic comedy. It's serious, and only serious and mature users should think about joining. Thank you.
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Introduction
The end is near, they said. There is not much time left for humanity. Everyone scorned their words, claiming insanity held them. But they were right. But, they were wrong as well. The end was closer than they thought. It was knocking on humanity's door, and it wasn't about to leave. As quickly as it came, it was over: war, disease, drought, famine. All that was left was the shell of a once great race; the ruins of a golden age. Only the stronge survived, but some of them wished they had died as well. The ones who had died were the lucky ones.
No one was about to imagine the hell that came to the survivers after the end of the world.
Information
This is an Apocolyptic Role Play based around the survivors after the world ended. There is not much food, and even less clean water. Most water and food has been contaminated by radiation, and almost all shelter has been destroyed. But in the ruins there are embers of hope. As time has progressed after the end, medicines and foods and ways of unconaminating water have been found. New creatures have risen from the remains of old. There is a chance for the survivors yet.
This RP was inspired by the book 'The Eleventh Plague' and a video game called 'The Fallout'. Neither I know much about, but the concept of both have helped with the creation of this RP.
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Rankings and Jobs
Scavenger: Scavengers are the lowest link in the new world. They scavenge for food and clean water, sometimes trading what they have found with Merchants. Scavengers or 'rouges' use what they have to survive, and would kill to protect what little they have.
Slavers: Slavers are men and women who hunt orphans and scavengers to sell or trade for food and water. They will even kidnap merchant children to sell.
The Orphans: The Orphans are children who wander and are part of no colony or city. Kind of like scavengers, but these young kids and teenagers have no protection from radiation and are distrustful. They do not know how to use weapons.
Merchants: Merchants are travelers who trade what they collect for things they need. They travel anywhere they can and will trade whatever they find.
Second Class Healers: The 'modern' doctors. These are scientists and doctors who work on helping the injured and sick.
Hunters: Hunters are the usual antisocial people who will do the dirty work for any colony or person. Most have gone rouge and will attack slaver camps or bands of merchants.
Gunners: Gunners are first class warriors and assassins. They have a trusty weapon by their side at all times, and can be known to carry more amunition than they need.
Herders: These are the animal friendly folk who are willing to experiment with and get to know the new animals in the new world.
Herbers: Herbers are the slang words used to describe the people who live in the colonies and cities.
Missionaries: Those who still believe in the gods and spirits of the old world. They will sometimes travel with merchants to spread their knowledge, and many can tell stories of how the world used to be.
Colonies and Cities
The Second Hand Colony: The colony taking up the entire Northern border with what used to be Canada, and stretches down to meet the Desert/Wasteland in the center. Mostly made of mountains and forests, this is the biggest colony, and is probably the most uncharted and wild one.
The Sea Colony: The colony by the sea, taking up the North Eastern part of the past USA. Because of bombings and radiation lakes and ponds pocket the land from impacts. The ocean is full of contaminated water, but some of the water inland is safe to drink.
The Forest Colony: Located on the Western side of what used to be America, this colony owns the states that were once California, Washington, Idaho, and Oregon. This colony is big on taking care of animals, and growing food.
The Desert/Wasteland Colony: This colony is located in the Central and Western parts of the past USA, owning most of the mountains and the great plains. In this area there is hardly enough water and food, and the big desert sun and barren landscape make it the perfect radiation zone. All who live here must own some sort of radiation protection gear.
Swamp City: Located on the edge of the Desert Colony, Swamp City is around where Mississippi used to be. Probably one of the tougher towns in the new world, and also the biggest. This is were most of the central alliances are set up.
Calligar City: Calligar City is located on the Desert and Second Hand border. The second biggest city after Swamp City, this town is set on trade from the Merchants who came across the desert and the hunters and herders from the mountains and forests.
Mongomery: Mongomery is a city in the Eastern part of the new world, up into Sea Colony territory, but still close enough to the Desert Colony to get some extra radiation. This small town is set up on alliances, and is a cross point to all cities in the West from the Sea Colony.
Darshville: Located in the Sea Colony, the biggest city in that colony. This town specializes with doctors and scientists who want to help find a way to make contaminated water safe to drink.
Tailsen: Located on the Forest and Second Hand colony border, this is a small city usual taken up by merchants, missionaries, and hunters who want to make their way through the Desert to Swamp or Calligar city, and into the Sea Colony.
Commeron: Located in what used to be Arizona, this is a herding and travel town in Desert Colony territory. Many merchants cross from this town to Calligar or Swamp City. If you want to make it across the desert alive, you'd want to stop here on your way through. The Colorado river, altered in its path by bombings, runs a few miles away from the city, and is so far clear of conamination.
Arthvul: Located on the Sea and Second Hand colony border, this town specializes in lakes and caves. Most missionaries are stationed around this area, along with hunters and gunners, and a few stray doctors and scientists. Unofficialy, this has been self-proclaimed the capital of the new world.
Groups and Alliances
The Healers of the Angel: Made up of healers, missionaries, and herbers
The Sons of the Apocolypse: Made up of Gunners, Hunters, Scavengers, and Slavers
The Slavers: Made up of slavers
The Angel's Society: Made up of missionaries and healers
Animals
Hunting Dogs: Look like mutated wolves
Byhrim: Look like a cross between a bison and a cow
Chibree: Animals that look like horses but can have body parts like that of a cat or dog
Kysalk: A type of alligator looking reptile that can swim and walk on land
Shinar: An animal that looks like a house cat, but has reptile like mutations
Camriq: A type of bird that resembles a bat but with feathered wings
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Forms
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Members
|Name|Gender|Age|Rank|Colony|Nickname|Weapon|User|
|Joseph Alexander Taskeri|Male|23|Missionary|Second Hand|Jayrin,Jay,Jared|Rifle|Blind Prophet|
|Atrec Damir Shirleton|Male|19|Scavenger|Mongomery|Artec,Damir|Hunting Knife|Blind Prophet|
|William Allen Turner|Male|25|Merchant|Tailsen|Liam|Crowbar|nightiff;|
|Kasrrin Annabelle Magerine|Female|15|Orphan|Desert/Wasteland|Kasri,Anna|None|Blind Prophet|
|Talasyn Baggans|Female|17|Herder|Forest|Tal,Tala,Talon|Knife|EgyptianArcane|
|Seraphina Lynn Knights|Female|18|Hunter|Swamp|Sera|Knife|Mosica|
|Aleu Ember Worth|Female|18|Scavenger|Tailsen|Aleu|Knife|Winter|
--The End is Near--
--------------------------------------------------------
Rules
1.) Forum Rules
2.) 3 Characters Per Username
3.) 4 Sentence Minimum
4.) Keep it PG-13
5.) N0 Ch2tsp3ak or sp@zz
6.) Respect all Members
Warning: This role play is based off the end of the world, and contains mild violence and language. If you are uncomfortable with talking about and/or role playing death, this is not the right RP for you. This isn't a little romantic comedy. It's serious, and only serious and mature users should think about joining. Thank you.
--------------------------------------------------------
Introduction
The end is near, they said. There is not much time left for humanity. Everyone scorned their words, claiming insanity held them. But they were right. But, they were wrong as well. The end was closer than they thought. It was knocking on humanity's door, and it wasn't about to leave. As quickly as it came, it was over: war, disease, drought, famine. All that was left was the shell of a once great race; the ruins of a golden age. Only the stronge survived, but some of them wished they had died as well. The ones who had died were the lucky ones.
No one was about to imagine the hell that came to the survivers after the end of the world.
Information
This is an Apocolyptic Role Play based around the survivors after the world ended. There is not much food, and even less clean water. Most water and food has been contaminated by radiation, and almost all shelter has been destroyed. But in the ruins there are embers of hope. As time has progressed after the end, medicines and foods and ways of unconaminating water have been found. New creatures have risen from the remains of old. There is a chance for the survivors yet.
This RP was inspired by the book 'The Eleventh Plague' and a video game called 'The Fallout'. Neither I know much about, but the concept of both have helped with the creation of this RP.
--------------------------------------------------------
Rankings and Jobs
Scavenger: Scavengers are the lowest link in the new world. They scavenge for food and clean water, sometimes trading what they have found with Merchants. Scavengers or 'rouges' use what they have to survive, and would kill to protect what little they have.
Slavers: Slavers are men and women who hunt orphans and scavengers to sell or trade for food and water. They will even kidnap merchant children to sell.
The Orphans: The Orphans are children who wander and are part of no colony or city. Kind of like scavengers, but these young kids and teenagers have no protection from radiation and are distrustful. They do not know how to use weapons.
Merchants: Merchants are travelers who trade what they collect for things they need. They travel anywhere they can and will trade whatever they find.
Second Class Healers: The 'modern' doctors. These are scientists and doctors who work on helping the injured and sick.
Hunters: Hunters are the usual antisocial people who will do the dirty work for any colony or person. Most have gone rouge and will attack slaver camps or bands of merchants.
Gunners: Gunners are first class warriors and assassins. They have a trusty weapon by their side at all times, and can be known to carry more amunition than they need.
Herders: These are the animal friendly folk who are willing to experiment with and get to know the new animals in the new world.
Herbers: Herbers are the slang words used to describe the people who live in the colonies and cities.
Missionaries: Those who still believe in the gods and spirits of the old world. They will sometimes travel with merchants to spread their knowledge, and many can tell stories of how the world used to be.
Colonies and Cities
The Second Hand Colony: The colony taking up the entire Northern border with what used to be Canada, and stretches down to meet the Desert/Wasteland in the center. Mostly made of mountains and forests, this is the biggest colony, and is probably the most uncharted and wild one.
The Sea Colony: The colony by the sea, taking up the North Eastern part of the past USA. Because of bombings and radiation lakes and ponds pocket the land from impacts. The ocean is full of contaminated water, but some of the water inland is safe to drink.
The Forest Colony: Located on the Western side of what used to be America, this colony owns the states that were once California, Washington, Idaho, and Oregon. This colony is big on taking care of animals, and growing food.
The Desert/Wasteland Colony: This colony is located in the Central and Western parts of the past USA, owning most of the mountains and the great plains. In this area there is hardly enough water and food, and the big desert sun and barren landscape make it the perfect radiation zone. All who live here must own some sort of radiation protection gear.
Swamp City: Located on the edge of the Desert Colony, Swamp City is around where Mississippi used to be. Probably one of the tougher towns in the new world, and also the biggest. This is were most of the central alliances are set up.
Calligar City: Calligar City is located on the Desert and Second Hand border. The second biggest city after Swamp City, this town is set on trade from the Merchants who came across the desert and the hunters and herders from the mountains and forests.
Mongomery: Mongomery is a city in the Eastern part of the new world, up into Sea Colony territory, but still close enough to the Desert Colony to get some extra radiation. This small town is set up on alliances, and is a cross point to all cities in the West from the Sea Colony.
Darshville: Located in the Sea Colony, the biggest city in that colony. This town specializes with doctors and scientists who want to help find a way to make contaminated water safe to drink.
Tailsen: Located on the Forest and Second Hand colony border, this is a small city usual taken up by merchants, missionaries, and hunters who want to make their way through the Desert to Swamp or Calligar city, and into the Sea Colony.
Commeron: Located in what used to be Arizona, this is a herding and travel town in Desert Colony territory. Many merchants cross from this town to Calligar or Swamp City. If you want to make it across the desert alive, you'd want to stop here on your way through. The Colorado river, altered in its path by bombings, runs a few miles away from the city, and is so far clear of conamination.
Arthvul: Located on the Sea and Second Hand colony border, this town specializes in lakes and caves. Most missionaries are stationed around this area, along with hunters and gunners, and a few stray doctors and scientists. Unofficialy, this has been self-proclaimed the capital of the new world.
Groups and Alliances
The Healers of the Angel: Made up of healers, missionaries, and herbers
The Sons of the Apocolypse: Made up of Gunners, Hunters, Scavengers, and Slavers
The Slavers: Made up of slavers
The Angel's Society: Made up of missionaries and healers
Animals
Hunting Dogs: Look like mutated wolves
Byhrim: Look like a cross between a bison and a cow
Chibree: Animals that look like horses but can have body parts like that of a cat or dog
Kysalk: A type of alligator looking reptile that can swim and walk on land
Shinar: An animal that looks like a house cat, but has reptile like mutations
Camriq: A type of bird that resembles a bat but with feathered wings
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Forms
- Code: Select all
Username:
Name: (First Middle Last)
Gender:
Age: (12-27)
Nickname:
Personality: (3 sentences minimum)
History: (3 sentences minimum)
Description: (3 sentences minimum)
Rank:
Home Colony:
Weapon: (Gun, Hunting knife etc.)
Other:
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Members
|Name|Gender|Age|Rank|Colony|Nickname|Weapon|User|
|Joseph Alexander Taskeri|Male|23|Missionary|Second Hand|Jayrin,Jay,Jared|Rifle|Blind Prophet|
|Atrec Damir Shirleton|Male|19|Scavenger|Mongomery|Artec,Damir|Hunting Knife|Blind Prophet|
|William Allen Turner|Male|25|Merchant|Tailsen|Liam|Crowbar|nightiff;|
|Kasrrin Annabelle Magerine|Female|15|Orphan|Desert/Wasteland|Kasri,Anna|None|Blind Prophet|
|Talasyn Baggans|Female|17|Herder|Forest|Tal,Tala,Talon|Knife|EgyptianArcane|
|Seraphina Lynn Knights|Female|18|Hunter|Swamp|Sera|Knife|Mosica|
|Aleu Ember Worth|Female|18|Scavenger|Tailsen|Aleu|Knife|Winter|


