[Nation RP] Terra Nova

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Alright, here's the Shadowlings. They're the main antagonists against everyone. They're based on Metroid Prime 2's Ing.

-Species Name: The Shadowlings
-Appearance:


ing_warrior_1736.jpg

(This is a Shadowling warrior)

-Biological Description: A group of hive-minded, shape-shifting alien abominations. They tend to have psychic powers. Worse, they can possess other species to service them.


Step Two: Describe your civilization. Your civ likely won't be the only civ of your species-you'll have encounters with other groups of your civ. You will, however, be the strongest.

-Civ's Name: The Shadowling
-Civ Colors: Black and Red
-National Flag: A black background, with a red skull drawn over it.
-National Anthem: None.
-Capital City: The Crash-sight in Antarctica.
-Type of Government: Hive Mind.
-Other Policies: A̡̰̟̯̺̦̣ͅL͖̲̗̦̮ͅͅL҉̠ ͓̩̗̬I̛̭S̼̻͈̙̣ ͏̬̟̭͕͇͇O̱̱̘̩̤͠N̺͇̺̝͓̥E҉̱̰̩̟͈̦ ͉̝̗̗̝̖̥I͉̫̗̬͠N͈͕̙͚ͅ W̻̯ͅO҉̙̺̰̠̭̼R̶͉͇̠̥M̦̹̫͘W͎̺̣̝O̷̖̪͍̦̹̘O̱̹̫̤D̡̰̙̣
-Techs: They don't really have any per say. However, possessed creatures still know how to make and use their own equipment. Luckily, this knowledge isn't spread throughout the entire hive.
-Religion: Again, they don't have one per say. There are some cults that worship them, but they're usually lunatics. Many religions identify them asdemonic.
-Descripton of lifestyle: Possessed creatures usually stand around and do...nothing. At all. It's quite unnerving.




Step Four, make your leader:

Name: Wormwood
Appearance: Here's what he looked like when he was in space:
latest

Bio: The "asteroid" that crashed somewhere in Antarctica. He's an extremely powerful and malevolent force in the new world.



Step Five: Make two units for your civ. Here's the CS for a Unit:

Thanks to their ability to possess other creatures means they may use just about any unit. However, here's their uniques:


Name: Shadowling Warrior.
Appearance:
ing_warrior_1736.jpg

Unit Type: Melee Infantry
Description: They have sharp claws, and can run at 20 MPH. They also have the ability to shoot some sort of red laser out of their eye that's as powerful as a small gun.




Name: Shadowling Ghost
Appearance: http://vignette3.wikia.nocookie.net...ntering.png/revision/latest?cb=20140819234400
Unit Type: Mage
Description: Their tentacles can be used in self-defense, though they aren't very powerful. The real problem is that they emit a field of psychic energy that occasionally drives other creatures insane, or worse-possess them. Activating this field is strenuous for the ghost, and in fact often kills it.
 
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Species Overview

- Species Name: Ductilis monstrum (Malleable (or ductile) monster), dubbed "Bugs"
- Appearance: Most of the Swarm are asexual "maggots", pale, slimy-skinned base templates. The only real sexual creatures in the Swarm are the largely immobile Queen and her heavily-armed Consorts, both of whom are the most heavily mutated of the species.
Vampire_Priest.jpg Norn_Queen_Concept_2.jpg Alien_King.jpg
- Biological Description: Mildly telepathic, highly genetically varied, and exceptionally dangerous, the initial variations of Ductilis monstrum evolved in Argentina, and eventually migrated northward to Brazil. Initially human, these particular mutants began to take after insects. By the time they reached their destination, the very first Queen had evolved. From there, they slowly evolved into the Swarm of today, a caste-based race whose mutations can be altered by the genetic material selected from the Queen's Consort, which fertilizes a clutch of 600 eggs, laid three times a day. These variants can create as many as a hundred known sub-species, ranging from warriors to specialized workers. However, most eggs remain unfertilized, creating a horde of unaltered creatures that act as workers and drones designed to service the Nobles.

Civilization

- Name: The Swarm
- Colors: White and green.
- National Flag: None, but the Swarm, through some level of incomprehensibly genetic memory, leave this symbol wherever they spread their reach.
CEU91sjWAAAvb0X.png
- National Anthem: While not a song per se, the more intelligent castes of describe a sort of psychic lullaby that plays through the minds of individual biomorphs.
- Capital City: The ruins of Rio de Janeiro (and the vast cave system created beneath it).
- Type of Government: Oligarchic Hive mind
- Other Policies:
Internal:
- Individual biomorphs are all required to fulfill their individual roles in the Swarm, with no exception. (Biomorphs designed for individual thought have some wiggle-room for this rule)
- All non-essential biomorphs are required to submit for assimilation back into the Swarm once their roles have been completed.
- Any high-level thought or politicking is left to the Queen and Consorts, with some deference given to higher-ranking biomorphs.
- Secession by lesser Queens and/or Consorts is not tolerated.
Foreign:
- Other organisms, without exception, are to be consumed and cataloged for use in creating new, better biomorphs.
- Opposition to the spread of the Swarm, be it splinter hives or other sentients, is to be demolished unless its existence is deemed strategic by the Queen.
- Alliances are nonexistent, but, as previously stated, policies of passive aggression are applied to forces of equal or greater might, or civilizations that may be assets to the defense of the Swarm.
- Technology: While some advanced technology is used in higher, more intelligent Swarms, most prefer to use weapons formed from biological manipulation. In fact, the Shaper caste of the Swarm is entirely dedicated to manipulating the seed of the Consorts, ensuring that each other caste is born with the tools necessary to fulfill their roles. These can range from claws to scythe-like sword-arms, to carapace armor, to even acid-spitting "flesh-guns". Architecture is constructed similarly by the same caste, though in this case raw biomass is re-shaped to fulfill the roles required, from support beams of bone to floors of flesh.
- Resources: While trade is virtually non-existent due to the intense aggression shown towards virtually every other organism on the planet, Swarm bio-construct is highly durable and intensely valuable, and many advanced flesh-weapons created by the Swarm are compatible with other organisms. Of course, the big problem is finding out how to get it from them...
- Description of Life: To an outsider, the life of individual biomorphs in the Swarm is relatively dull and repetitive. Warrior-morphs fight, maggots serve the Noble-castes, Shapers create, and the Queen breeds with the Consorts, creating an ever-growing army of monsters. However, to each caste, this is all that life is, and they literally cannot know anything else. Even the Queen, perhaps one of the most intelligent organisms on Earth, is bound to her genetic role.

Leader

- Name: The Ancient
- Appearance:Ripley_finds_Queen.png
- Bio:
The first of the Swarm Queens, this one is as old as the species. She no longer resembles her once humanoid base mutation, having now evolved into a full Queen, and from there into a unique organism named by the other Queens of Brazil as "The Empress", and known by the rest of the species as "The Ancient", the name she prefers. While not in full control of the Swarm, the Ancient controls the vast majority of it. Her massive experience has rendered her nearly omnipotent, with countless battle strategies memorized and an infinite number of species cataloged in her hive. However, being intelligent and perhaps the most sentient of the Swarm, she has developed a deep sense of pride and arrogance, which is used against her by more cunning and ambitious Queens. What they don't know is that the Swarm is, in the end, the kingdom of the Ancient. And none can take it from her...

Soldiers

Name: Ravagers
Appearance:Genestealer.png
Unit Type:
Standard Infantry
Description: The most basic warrior-morph of the Swarm, Ravagers are roughly human-shaped, though the similarities end at the body shape. Standing seven feet tall and highly-muscular, Ravagers possess a bullet-resistant carapace armor and razor-sharp claws as strong as steel. However, these basic morphs lack ranged weaponry, and are limited to charging or ambushing prey.

Name: Stalkers
Appearance:Predalien.jpg
Unit Type:
Light/Stealth Infantry
Description: Camouflaging, intelligent, slimmer, and stronger than their Ravager brethren, Stalkers are the cheap answer to firearms. While Ravagers can withstand some gunfire, they ultimately succumb to the inevitable, and flechettes or bladed weaponry only cause worse damage. Therefore, Stalkers were designed to fill the gaps of Ravagers. Having a more complex dermis, Stalkers are less durable than Ravagers, but are able to blend into their surroundings. Furthermore, they're lighter, stronger, and bigger than their cousins, as well as more skilled in close-quarters combat. However, Stalkers are not fielded as standard infantry. Instead, they are deployed behind enemy lines as disruption, inside enemy settlements as assassins and saboteurs, and sometimes, when the situation calls for it, as lower-level commanders in the field.
 
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@The Philosoraptor I like the species, though I think the species will need a more specific informal name. Is "Biomorph" applicable?
 
[WIP]


So, step one is to create your species:

-Species Name: Humans
-Appearance:
RcA6bMkei.png

-Biological Description:
Homo Sapiens Sapiens is a tall, bipedal great ape with less hair. Humans are sometimes thought of as slow, physically weak, and have poor senses, the truth is actually more complicated. Humans are relatively slow, but they have excellent endurance and can move over a very wide range of terrains. While humans are certainly not the fastest runners, climbers, or swimmers, it's rare to see a creature that beats them in all 3 areas. Humanity also has very good hand-eye coordination and aim.

Step Two: Describe your civilization. Your civ likely won't be the only civ of your species-you'll have encounters with other groups of your civ. You will, however, be the strongest.

-Civ's Name: The United Reclaimed States of America (URSA).
-Civ Colors:
Blue, White
-National Flag:

-National Anthem:
-Capital City:
Arc City, what used to be DC.
-Type of Government: Constitutional Republic
-Other Policies: Capitalism, right to bear arms, freedom of speech and religion. Currently, they have no official policy for dealing with non-human creatures. The current de-facto policy (an unwritten rule, if you will) is that, for now, non-human sentients will not be allowed citizenship, but have the same rights that a foreign visitor would have.
-Techs: The current logistical situation that faces URSA essentially makes them unable to build anything
-Resources: Biodiesel, Steel, Wheat
-Descripton of lifestyle: It's as closed to a suburban lifestyle that you can have out in the post-apocalyptic world. People live in mass produced housing with 2-4 kids and usually a dog. And all the houses are made of ticky-tac, and they all look the same.
-Civilization History: Long before Wormwood, there was a secret society that was pulling strings of major corporations (particularly banks) and governments. With their vast amounts of money and power they spammed their logo everywhere they could in subliminal messages in order to mess with conspiracy theorist's heads.
They were the first to discover Wormwood, and the first to decide to deal with the problem. They sunk all their money into creating a high-tech underground bunker, and then took themselves and a bunch of randomly selected families into the bunker to stay around while the rest of the world was blown up.
Their mission, now, is simple: Reclaim the world for mankind.


Step Four, make your leader:

Name:
Appearance:
Bio:



Step Five: Make two units for your civ. Here's the CS for a Unit:

Name: URSA Ranger
Appearance:
17PoliceOfficerHoldingMachineGun.jpeg

Unit Type: Ranged Infantry
Description: Rangers are the police and military of URSA rolled into one. They usually carry Submachine Guns, Tasers, and also Police Batons.



Name: Clerics
Appearance:
versace-mens.jpg

Unit Type: Mage
Description:
The Cleric is what might be called an "Anti-Mage"-a mage designed to fight other mages. They use their psionics to calm magical energies around them-that is to say, they essentially create an anti-magical field that makes spells less useful. Of course, the field can't stop the most powerful magic, but it does weaken them. In addition, they also carry revolvers. However, while they are good against enemy mages, they aren't very strong against conventional enemies.
 
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Wow lol, so many hive-mind species XD This'll be... interesting at least.

@Protagonist The Amal don't really have footsoldiers per-say. Barrier Mucus can create them out of enemies though. Uen is the most heavily defended location, for obvious reasons, and has around 1 Artillery per 100 "footsoldiers". By "Footsoldiers" I mean, the number of humanoid constructs that could be made from the population, so if a single footsoldier required 10 million Amal cells, then for every 1,000,000,000 cells (100 x 10 million), there would be 1 Psionic Artillery (itself made of around 10 million cells). This means that Uen's subsurface complex, being about the size of a moderate city, contains approximately 500 Artillery. They can move cells at will though, so exact numbers vary, as do sizes and strength. Uen contains around 10,000 Barrier Mucus, but this number can be increased in an emergency.
 
Kriegsland doesn't like getting involved in foreign affairs but if they did it would be one big attempt at pest control.
 
Ooh, I'd hate to be a pest control company if I was having to deal with human sized insects, laser crabs and magical carnivorous fungus :D
 
@The Philosoraptor I like the species, though I think the species will need a more specific informal name. Is "Biomorph" applicable?
"Bugs" would be better. Biomorph pertains more to individual castes of the species. For example, the Ravagers are a type of biomorph, a sub-class of the warrior-morphs.
 
"Bugs" would be better. Biomorph pertains more to individual castes of the species. For example, the Ravagers are a type of biomorph, a sub-class of the warrior-morphs.
Okiedoke then. Bugs it is.


@Karakui Where's your nation's capital located, again?
 
So, how'll this work exactly? Do we play as our leaders, and move units around in a manner akin to an RTS game?
 
Okiedoke then. Bugs it is.


@Karakui Where's your nation's capital located, again?
I purposely didn't choose a location until we knew where we were going to be starting. I definitely think they should be close together, preferably bordering. That Brazilian insect nation is going to have a hell of a long way to go to meet the Russian dudes.
 
I purposely didn't choose a location until we knew where we were going to be starting. I definitely think they should be close together, preferably bordering. That Brazilian insect nation is going to have a hell of a long way to go to meet the Russian dudes.

We DID have a lot more people in the Interest Check. I am wondering where they all went.
 
I'll ask them and see if they are still interested.
 
I'll see to getting something up tomorrow.
 
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Species Name: Milakai

Appearance:

ef7cb7fc73297e7dee91ebb3e52f6ff2.jpg


Biological Description: Milakai are distantly related to humans, via a common ancestor. They move more fluidly than humans, however, but have a similar posture and can manipulate with both hands and feet. Prehensile tails allow fluid movement through trees and aid in balance. A slightly shorter, leaner body gives them speed and agility at the cost of brute strength.

They are otherwise physiologically similar to humans, and capable of similar vocal sounds (though their languages tend to be more guttural and hoarse in comparison to human tongues).

Civ's Name: Muun-Ori.

Civ Colors: White, black, and gold.

National Flag: A purposely tattered white flag with a smattering of black stars and a single golden circle at the center.

Capital City: O-At. It is located in eastern asia, on the boarder of what used to be China.

Type of Government: Military Meritocracy.

Policies:

Internal:
- Taking action grants an individual his rights. No action, no rights in Muun-Ori. Laziness is not tolerated.
- The right to bear arms in any situation.
- Milakai born frail, deformed, or otherwise not up to par with their brothers and sisters are a weakness. No family is to keep them.
External:
- Outsiders can be a danger, and are treated as such. Alliances are very rarely made. Foreigners have no rights or citizenship in Muun-Ori, and tourists or visitors are widely ignored.
- Allegiances must be made via a spar between leaders. Then the documents will be signed.
- War is considered first, peace second.

Techs:

Muun-Ori relies heavily on electric powered machinery. Devices vaguely resembling computers are common household objects, while many vehicles are powered by electric motors. Their tech is fast and reliable, and often takes aesthetic inspiration from old human artifacts.

Traditional weapons are electro-staffs and blades, but in true warfare they make use of kinetic projectiles, chemical explosives, and long-range bombardment when necessary.

Resources: Coal, iron, and copper. A mineral-rich mutant plant is thick in Muun-Ori, and thus one of the Milakai's main exports.

Religion: The Milakai believe that family lines have "spirits", and each family member who passes on becomes a part of this single entity. Appreciation is shown for the family lineage by doing good under the family name.

Descripton of lifestyle: The Milakai area martial people by nature, and spend much of their free time making themselves better soldiers. That's not to say there aren't outliers, or that they don't know how to have fun. Bonfires and communal bathhouses are a good way to bond, and forging and sculpting bring out the most artistic minds of the Milakai. These artistic minds have built the golden towers of their cities, and forged the finest Milakai armor.

Leader:

Name: High General Kamaniah Thrisk.

Appearance: The High General dons a unique set of armor both on the battlefield, and is often cloaked in light golden robes in public. Assuming this position, most Generals dye hair black, though this is most often just around the eyes to give off the appearance of a mask. A feathered crest is worn formally.

Bio: Kamaniah Thrisk is an old general only holding onto his position because no one has yet shown themselves fit enough to take his rank. He rose to the position some thirty years ago after a multitude of successful campaigns against a feral Milakai clan. He's sharp and an experienced tactician, as well as a skilled combatant.

Units:

Name: Legionnaire.
Appearance: Deep red armor protecting only the most vital innards and joints. Higher ranks wear feline-shaped helmets.
Unit Type: Infantry.
Description: Legionnaires are heavy infantry units meant for strikes and occupations. Their armor is heavy and their weapons consist of electro-staffs, rifles, and various experimental explosives.

Name: Prowler.
Appearance: Prowlers are armored vehicles built to resemble a large predator. Two porthole "eyes" at its front, armored flanks and a massive front with protruding "claws". They are normally painted in patterns to their crews liking.
Unit Type: Vehicle.
Description: Prowlers are powered by massive inbuilt electric generators and manned by a team of three. Generally fast and mobile on three equally sized sphere-wheels. Weapons include explosive projectiles and a single projectile turret, thus allowing the prowlers to engage in short and long range combat. They are the most adaptable units.​
 
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WIP
I'll be finishing this up tomorrow or later tonight, depending.


-Species Name:

Milakai

-Appearance:

ef7cb7fc73297e7dee91ebb3e52f6ff2.jpg


-Biological Description:

Milakai are distantly related to humans, via a common ancestor.




-Civ's Name:

Muun-Ori.

-Civ Colors:

White, black, and gold.

-National Flag:

A purposely tattered white flag with a smattering of black stars and a single golden circle at the center.

-Capital City:

O-At. It is located in eastern asia, on the boarder of what used to be China.

-Type of Government:

Military Meritocracy.

-Policies:

Internal:
- Taking action grants an individual his rights. No action, no rights in Muun-Ori. Laziness is not tolerated.
- The right to bear arms in any situation.
- Milakai born frail, deformed, or otherwise not up to par with their brothers and sisters are a weakness. No family is to keep them.
External:
- Outsiders can be a danger, and are treated as such. Alliances are very rarely made. Foreigners have no rights or citizenship in Muun-Ori, and tourists or visitors are widely ignored.
- Allegiances must be made via a spar between leaders. Then the documents will be signed.
- War is considered first, peace second.



-Techs:

Muun-Ori relies heavily on a mixture of steam and electric powered machinery. Devices vaguely resembling computers are common household objects, while many vehicles are powered by steam engines. Their tech is slow, but heavy, powerful, and reliable. Muun-Ori, specifically its capital, O-At, is filled with impressive architectural accomplishments in the form of aqueducts and, a Milakai's favorite, bathhouses. Weapons range from blades and spears, to heavy manned tanks and clunky but dangerous electro-casters.

-Resources:

Coal, iron, and copper. A mineral-rich mutant plant is thick in Muun-Ori, and thus one of the Milakai's main exports.

-Religion:

One lives on in a state of "perpetual joy" if they died with honor.

-Descripton of lifestyle:


Name: High General Kamaniah Thrisk.

Appearance:

Bio:


Step Five: Make two units for your civ. Here's the CS for a Unit:

Name:
Appearance:
Unit Type: (Infantry, Vehicle, Mage, ect)
Description: (Their equipment, tactics, and whatnot)

Sun Wukong. Sun Wukong. Sun Wukong! SUN WUKONG!
 
I'm almost done with my human civ, I just need to think about its leader, its flag, and its national anthem.
 
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