Progress Updates: Daily

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Progress Updates: Daily

Post  Admin on Fri Dec 23, 2011 10:37 am

As of 12/23/11:
All primary lore has been completed; ready for upload (Where is the Blackhope history?)
Primary map structures nearly completed; Advent and miscellaneous structures remaining
Hosting sorted out; ready for upload
Administrators during up time (to manage player issues; NON-EXISTANT
Plugins; suggestions being accepted
Amount of starting players (at least 10); ready for upload
Additional Media; in progress (Pathogen?)
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Re: Progress Updates: Daily

Post  Richaro on Fri Dec 23, 2011 1:35 pm

Wait... do you mean Advent from the first rw or some new town? and the list looks great.
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Re: Progress Updates: Daily

Post  Schwinny on Fri Dec 23, 2011 3:53 pm

Am I doing something wrong or has the server been down for about a week? (I got rid of the whole Hamachi thing)
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Re: Progress Updates: Daily

Post  SK4RR3R on Fri Dec 23, 2011 4:34 pm

Schwinny wrote:Am I doing something wrong or has the server been down for about a week? (I got rid of the whole Hamachi thing)
ip isnt working for me either..
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Re: Progress Updates: Daily

Post  Admin on Fri Dec 23, 2011 4:55 pm

Richaro: Pardon me for not telling you sooner. Yes, we are rebuilding Advent. I'll give to the coords next time I see you in game. All we really need to finish it are the gardens (remember them?).

SK4 and Schwinny: Pardon me guys. We are no longer using the same IP that we did for the hamachi server. Ill PM the new one to you.

Also, imma turn the server on right now if you guys want to hop on.
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Re: Progress Updates: Daily

Post  Richaro on Fri Dec 23, 2011 5:50 pm

Yes... yes.. i do... and woot
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Re: Progress Updates: Daily

Post  Beluga on Mon Dec 26, 2011 9:02 pm

Almost there.
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Re: Progress Updates: Daily

Post  Richaro on Wed Dec 28, 2011 12:45 am

Ya know maybe you can put up when youll put on the server in the calender? just saying cause i never see it on and i feel like rebuilding advent, and if i do i might get minizor to help me or some of the ancients cause my memory of a place over 5months can have its limit.
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Re: Progress Updates: Daily

Post  Beluga on Wed Dec 28, 2011 2:18 pm

Yea I was trying to talk to Saper about that. I'll try to post something when the server goes up.
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Re: Progress Updates: Daily

Post  Schwinny on Wed Dec 28, 2011 10:31 pm

I believe today marks one month of working on Ruined World 2. Good job everyone, we've done more in one month than the first team has managed to do in about 5 months! Very Happy
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Re: Progress Updates: Daily

Post  Admin on Fri Dec 30, 2011 2:32 pm

Hi guys,
Just wanted to let you all know that I'm going to be in Boston for the next few days, so the server won't be on. I'll try to monitor all my PMs from my phone to keep things going. If I gave you a task, please complete it. Especially you luck. Happy new years everyone!
~AJ
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Re: Progress Updates: Daily

Post  Beluga on Sat Dec 31, 2011 12:22 am

Who is luck?
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Re: Progress Updates: Daily

Post  Richaro on Sun Jan 01, 2012 5:14 am

No the question is: Who was phone?




also happy new years people!
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Re: Progress Updates: Daily

Post  Beluga on Sun Jan 01, 2012 8:36 pm

I am his phone...
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Re: Progress Updates: Daily

Post  Schwinny on Sun Jan 01, 2012 9:14 pm

Beluga wrote:I am his phone...

No me.
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Re: Progress Updates: Daily

Post  Beluga on Sun Jan 01, 2012 11:30 pm

King is dumb.
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Re: Progress Updates: Daily

Post  Admin on Mon Jan 02, 2012 12:01 pm

Hey guys, I'm back. I hope you all had a partylicous fun-filled New Years. 2012 eh? Lets get this server up before the world ends. Today, January 2, I plan on leaving the Build Server up all day long. It will be on by the time you read this. I want you to finish whatever you had been working on. According to my sources, the 1.0.0 Bukkit came out, and it would be best I get started on plugins as soon as possible. The Minecraftforum page is being worked on (hopefully), as well as our artwork. I also have a few external things being worked on as well. Finish up what you were doing, so we can conclude the building stage.
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Re: Progress Updates: Daily

Post  Admin on Tue Jan 03, 2012 10:11 pm

Hi guys.
I would like to congratulate everybody here. The build server is complete! The map is finished, and ready for release. Thank you all so much for your hard work! However, I ask you to be patient for the time being. For the server to be fully functional, many of the plugins we are using require a large amount of configuration, as long as permissions, so I would like everybody to just wait a few days for me to get it in order. Afterward, I will release a beta that you can test for me, just to make sure it runs smoothly.
Thanks,
AJ
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Re: Progress Updates: Daily

Post  Admin on Sat Jan 07, 2012 1:11 am

Beta will go live on Sunday, January 7, and be online until Wednesday. By then we should have had enough testing. If you are interested, PM me. We need multiple people to get a full view.
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Re: Progress Updates: Daily

Post  Admin on Sat Jan 07, 2012 11:59 pm

Hey guys.
This is what the forum on the minecraftforum will look like. I am currently unable to post it for some reason, so I posted it here to show you guys.
Some of the HTML is just for that website, so if something is in brackets, ignore it.





Welcome, to Ruined World 2.


[size="3"]Timeline::[/size]

[size="4"]The year is 2448.
We are the children of the damned and the lost.
The last four hundred years have taught us much. There is no God; there is no heaven or hell.
Just earth.
We used to fight for freedom. Now we just fight for survival.
We abandoned nature long ago, and now we pay for it dearly. The planet is barren; most natural species exist purely by genetic modification.
Let me tell you how we came to be this way... from the beginning
[/size].

2011
Oil levels run low worldwide, a desperate struggle to find more sparks tensions between the world superpowers.

2012
Britain's already strained economy collapses, sending several other countries into another economic downturn.

2013
American president Obama is voted out of office. The new Republican candidate sparks tensions between America and Asia, by claiming its leaders are "Self-obsessed thugs" and refuses to apologize.

2014
Britain breaks into civil war.

2015
The world’s first fully self-aware robot was created, and immediately picked up by the US army.
The US begins training and preparing these as soldiers.

2017
The last of the American Oil runs out. Russia and China hold reserves but refuse to part with it unless countries pay ten times the value.
United Nations demands they part with the oil, and help suffering countries develop alternate energy sources. China and Russia leave the UN, and form the people's republic of Asia.

2018
North Korea's aged leader dies of old age, and is almost immediately replaced by his son.
North Korea joins the PROA

2019
Tensions continue to rise between America and PROA.

2020
An America Naval carrier is shot down in the Pacific Ocean. A missile is later recovered and identified as belonging to North Korea.
North Korea claims the ship was attempting to steal oil reserves travelling through the pacific islands.
American president declares war on the PROA, urging the rest of the western world to join in.
European Allies, NATO, make a concentrated attack on Russian supplies. Russia responds by expanding into parts of Eastern Europe, previously neutral.

2021
Parts of Scandinavia ally with the PROA, partly from fear of attack.
America promises to rebuild and fund several African nations when the war is over, in return for assistance against the PROA. Many accept, believing this to be the start of the United Nations of Africa.

2022
The PROA now controls most of Eastern Asia, including Japan, which they use to help produce robotic soldiers.
American abuses the control over many African nations, using the people as fodder. African nations that did not join the union, such as Egypt, rebel against American rule, but refuse help from the PROA.

2025
NATO forces capture Moscow. PROA retaliates by nuking Britain. The British civil war halts and the people unite to return fire.
America Nukes the PROA heavily, murdering billions.
PROA Nukes several major America, African, European and even Australian Cities.

2027
NATO wants payback. They reply with a huge nuclear bomb that was supposed to hit the Korean capital Daehan Minguk, but the bomb was miss calculated and hits the moon instead.NATO Log

2030
PROA captures Germany, using only robotic soldiers.
America develops a highly experimental "Super soldier project", combining genetic manipulation and mutation.

2035
A scientist predicts half the world's population have been killed or mortally wounded since the war began.

2038
Super soldier project condemned by NATO, after an entire town is found mutilated and mutated, attempts to bring medical aid to the mutated people fails, as PROA raids the support, and the mutants kill the rest.

2039
PROA sends their last robots to the NATO headquarter located in France, hoping they will win the war. NATO finds out about the attack and evacuates the whole sector and retreats to America. When the robots arrive they detonate NATO's trap. The trap activates a huge EMP that was mainly supposed to only destroy the robots, but the EMP goes out of control and stretches around the whole world. The world is now officially without any electricity or energy.

2040
Fighting slows down. Most people are mutated or dead.

2050
Vast starvation wipes entire countries out.

2055
The last government remaining crumbles.

2056
The EMP effect starts slowly to recover.

2057
Survivors band together for survival, and begin work on preserving species using advanced cloning and genetic manipulation.

2060
The first new city is established.

2061
The EMP effect is fully gone and all electricity is back.

2065
"The survivor project" flourishes. With the aid of advanced robotics, genetic manipulation, twenty new cities are built and quickly populated. The war is referred only as "The Great Ruining"

2070
Advanced "Diamond Cities" form, the government and services ran entirely by Robots, but still controlled by people, who now live in almost paradise.

2075
A Robot refuses to clean up, after its owner deliberately knocked his food on the floor. The owner then demands the Robot "take itself apart", and threatens him with a hammer. The Robot snatches the hammer from the owner and kills him with it.
A Robotic revolution ensues, striking disaster everywhere. Cities break apart as Robots everywhere turn against Humankind.

2080
The last city falls to Robot command, having expelled all Humans. The Robots have won.

2082
The Robot cities quickly advance, and launch a large portion of Robots into space, intent on destroying any intelligent biological life.

2085
Advanced mutants herded by Human resistance break into the Robot Capital, and destroy the central computer, breaking the communication link between the Robotic cities.

2090
Large mutated giants have been spotted in some parts of the world, capable of surviving in even the harshest terrain.
Most Robot cities now heavily overrun with mutants.

2099
In a desperate act to regain control, the robots launch an atmospheric bomb, with the intention of eliminating the atmosphere, thus destroying all life.
The bomb is sabotaged by Human forces, but still launched, causing catastrophic damage to the earth, in ways that we still don't understand.

2114
Strange storms of various types appear. Robotic scientists work to fix the damage, but fail to succeed in time.
Electromagnet storms break down the Robot circuitry, and the last of them power down in storage, deep below the earth's crust.

2114-2204
Very little is known about the Human race during this time. Little or nothing is documented or known about what happened. Most people die young, fighting mutants or from radiation poisoning, while seeking areas to live.

2205
A sub-dimensional radio known as "the great link" is established. Human survivors pick up the signal and begin collaborating to work together and survive.

2212
An undetonated atomic bomb that was found by some roaming survivors. After inspecting the device, they decided to try and disarm it. At first they had very little idea of how to do this. Looking around they found several Tech books and mappings of the bombs workings. Still unsure of whether it was a good idea, they didn't have the slightest idea of what kind of bomb it was, one of them murdered his friend in a heated argument about how to defuse the bomb. The other two restrained him until he agreed to help. Together the remaining three buried their accomplice in the ground and finished the preparations they deemed necessary. The Second man found the name of the Captain in charge of the launch site. General Cirix Morgan. Having no knowledge of the pre-war events, he disregarded the name and attempted to dismantle the bomb from it's place. Then one of them noticed the bomb wouldn't detach from the tower. Knowing full well the repercussions of such a mistake he hurried out to try and fix it. When one of them tried to tinker with some wires, a timer was initiated. The last guy watched in horror as the count-down hit zero. Being completely de-assimilated, he wasn't even aware of his death. The people in a 200 mile radius were killed or hurt bad enough to die. Those who were outside the 200-mile range survived, ensuring humanities continuous life despite the mistakes of others. The land around the bomb was so radiated and scarred that it was almost impossible to live around it. The Second Bi-Uranium Bomb shifted the Northern Pacific Plate and all of British Columbia was changed. Those left over spread out to repopulate and rebuild.

2213
The previous Ruined World. Every night, the Human race fights mutants for survival. Some are successful, many not. Rumors grow of possible faction leaders emerging. Robots that have been deactivated underground in Robo Co. Facilities are reactivated by the electronic waves given off by a Nuclear Explosion. Will the Human race finally be wiped out? Will the Mutants ever be eradicated?


2215
Several developed cities emerged, due to a sudden increase in commerce. The conflicts between humans and monsters slowly shifted into contests of power behind the city walls.

2217
Certain groups now have control over large plots of land, and officially started city states. Independent nomadic survivors eventually found a place to stay and call home. Populations were growing.

2220
Apart from the occasional settlement being overrun, humanity had slowly began to rebuild itself. It had begun to take the form of the past. Due to the lack of humans overall, many of the power figures had formed personal relationships with each other. This prevented many wars and conflicts from taking place.

2224
The county of Blackholm is founded.

2225
Teams of people, known as Seekers, are formed to seek out old technology to better the development of their cities and humanity.

2226
Few of the Seeker groups are successful, but one of the Advent groups had discovered an old terminal, with access to the database for a company known as Dynar. Before the war, that company had been researching ways to modify humans to improve their overall attributes. Word of this discovery was meant to keep quiet, but it had spread, eventually reaching the ears of TJ Drago, the head of the Dragonians, Quintus Aerulius, a high up figure for the Legion, and Victor Halifax, the leader of the Frantanzella. They all wanted access to it.

2227
All contact with Advent had been severed, and their cities previous location was covered in a dense smog of poisonous radioactive gases and fumes.

2230
Many had attempted to access the city, but all had failed, and Advent was deemed, lost.

2235
Due to domesticated creatures, transportation became available, and trade flourished.

2242
The scientist, Quinn Hatrik, who was famous for the development of a Legion super weapon known as the Hydra, had shifted his research from survival, to profit. He and his team of researchers went on to research the rift.

2243
After his work and research, he personally funded a project to enter and study it. He called the project, the Second Hell Jumpers, in homage to the original. He sent for separate teams into the unknown, each lead by survivors of the first, Andrew S and AJ Williams among them. During the expedition, ruins were discovered, housing sentient elemental beings, which had manifested in the more recent years. The beings came to be known as Magmas and Burners. Eventually, they came across another portal within the ruins. It was very different from the ones that they used to travel between their world and this one. It was built in a way that almost appeared sealed. When the Hell Jumpers attempted to open it, the physical part of it disintegrated. All that remained of it was a door shaped sparkle. Suddenly, something emerged, that had been described as nothing but, a demon. The rest of the expedition was not described, as the survivors had no desire to continue further. They had been mentally scarred. When they finally escaped, they ordered all portals to be shut down and closed. The portals themselves had become abundant, as they were regularly used for transportation. However, to their wishes, all of the portals in Hadrian’s Wall had been shut down. The same could not be said for many other towns. The creatures flooded through, and decimated entire colonies. Fortunately, due to a pact signed by the Dragonians, Frantanzella and NOD, all towns under their command had outlawed Rift travel. They survived. Most others, didn’t. Settlements like the Hive and Blackholm were considered lost.

2245
The surviving towns were all within a 70 mile radius of each other, so a massive wall was scheduled to be build surround them.

2247
Construction of the wall was very slow however, because the new “Demons” constantly harassed the builders.

2248
The wall project was then abandoned, due to the unworthy risk. Alliances and trade slowed down.

2250
The Frantanzella had discovered a new method of fighting these demon. Humans could not be detected by them if they never make eye contact. This knowledge was then shared with the other major cities.

2251-2305
The towns survived on their own, and learned to survive without external assistance. Alliances were then nonexistent, and the towns had become independent. Over this time, many of the human leaders that were so fond of each other had died, severing any connections between governments. Contact between the cities was still existent due to the great link, but other than that, nothing happened between them. Also during this time, grass and greenery started to show up again.

2306
Contact with the Dragonian capital ceased. The entire city had gone silent. When investigated, it was discovered that they had been slaughtered. Not by mutant, not by war bot, not by demon. By human weapons. Carved into the center of the town square was a black mark. A circle divided into four segments, with one filled in. Above it, words were written. OPERATION FULL CIRCLE.

2307
It was unknown who had committed these crimes, so the towns started blaming each other. False evidence was created against each City-State, and wars were waged.

2308
Smaller wings of each empire were lost, populations were massacred, political figures assassinated. War.

2310
The NOD and the Legion signed a treaty with each other, agreeing to fight alongside one another to defeat the Frantanzella. They both thought the Frantanzella was responsible for the Dragonian Massacre.

2312
The pact was successful. During June of 2312, the Frantanzella capital was under siege. They were unable to sustain themselves, and after multiple futile counterattacks, they surrendered. The Legion and NOD both left the site. A day after, diplomats returned to the city. Everyone inside was dead. One the wall of the governmental building, a dark circle, half filled in.

2313
The two factions agreed to move their populations to Hadrian’s Wall, which was the most fortified city.

2315
Lacking resources and disease rode rampant throughout the city. Overcrowding caused many deaths.

2317
No attacks by the unknown enemy. The population of Hadrian’s now only at 80% of the population 4 years ago.

2320
Population of Hadrian’s Wall drops to 70%. Current leader of the NOD sends out teams of his troops to scout out the area. When the scouts returned, they brought news of their capital being destroyed, with another circle with 75% of it filled in. They also brought news of large amounts of footprints, as in troops moving.

2321
One day a man dressed in all dark robes walked up to the gate. He stood there for, as written, forever, and when confronted he spoke two words. “Blackholm lives”. He then pulled his robe off, revealing a layer of explosives on his body. He then ran at the gate, attempting to destroy it, but was shot before he could reach it.

2322
The people at Hadrian’s had no more contact with Blackholm since the martyr, but people were growing frightened. The population at Hadrian’s was very valuable. Every man, woman, and child was needed. If the people at Blackholm could sacrifice one of their own, just to carry a message, that must have meant they were severely outnumbered. In panic, they assembled a team of their best warriors to seek out an old folks tale; Taboo. Taboo was supposedly some kind of extraterrestrial humans had encountered over 100 years ago, and should have been staying in a cavern known as, The Bear’s Den. The cavern was notoriously dangerous and un-enterable. But within the walls of Hadrian’s, the people’s fear grew from the unseen darkness that threatened them. They sent the team to the cave, and hoped for the best.

2323
No word from the team. They were reported a failure, and deemed deceased. This announcement was not beneficial to morale. In fact, it was detrimental. People grew frightened, and some even left the city, once again dispersing their population.

2325
Between the fleeing civilians and disease ridden homes, the actual population of Hadrian’s Wall had decreased to about 50%. Almost half of the entire alliance had died or went missing. However, while suffering and pain were part of everyday life, something incredible happened. On one dark night, when the noise stopped, people looked up and saw something.
A star.
This star was a symbol of hope, luck, and restoration. Such a sign of prosperity, that the people living within Hadrian’s Wall set aside the differences of The Legion and NOD, and joined under a new flag. A golden star with a black backdrop. Hadrian’s Wall was no long known as Hadrian’s Wall. It was from that moment on known as, Commensia.

2326 May
With their newfound confidence, the Commensians organized a fighting force to combat the mysterious threat, and sent them to follow the discovered nearby footprints. When they returned, they brought word of a dark city looming beyond the horizon 40 miles to the East, with troops lined up, as if they were preparing to attack. Blackholm. While thought to be destroyed in the wars against the demons, the town actually was able to close their portals before they were overrun. They barely survived, and (based on future literary discoveries) had attempted to contact the cities. Needless to say, these calls had failed. They blamed the Alliance for the creation of the demons and rued them for their inability to pay them any attention, and from that point on, they rebuilt in hope of being able to destroy the Alliance. And they were getting pretty damn close. However, despite this, the Commensians held on and prepared to defend themselves.

2326 September
With Blackholm looming on them, the Commensians prepared for war, even though they knew they were outnumbered. Most would say outmatched. On September 14, 2326, an earthquake was felt by the citizens of Commensia. But it was no earthquake. Suddenly a light appeared above the river that Commensia was located next to. It glowed with a green intensity unsurpassed by anything they had seen. Suddenly, the warriors gathered to find the alien Taboo dropped from it. They scrambled to the shore and climbed into the town. They heard a voice speak an alien language, and then it spoke English. “Your ancestors were kind to me. I am repaying the favor.” Suddenly, as he said that, there was a multitude of tremors. “Be kind to them, as you were to me.” The light then suddenly vanished. The citizens of Commensia sat there dumbfounded. As written, a shout was heard from behind one of the walls. People were confused, and did not know what to do. Then, a scraping was heard. A hole opened in the wall, and in walked a large reptilian humanoid. It had light blue eyes and stood with certain fierceness. This was Hamar, the Valoshan prophet. The creature then spoke. “We are the Valoshans! We come in peace!” Then, many more like him approached the town.

2327
On February 9, of 2327, the Battle of Commensia took place. Not very much is known about it, as a very large percentage of the population was killed. All that is known, is that the Commensians failed at protecting their walls, but won the battle itself with the help of the Valoshans. With the remainder of their military force, the Commensian General, Alexander Walton, and Hamar approached Blackholm. Then, only a day after the Battle of Commensia, the Viva Aertana took place. The next few hours were the last of many. The remaining military force of Blackholm was decimated by Hamar. They were victorious. They had a merciful victory, as they spared the civilians the same fate that befell the other great empires. They had won. The dark times were finished.
When they returned to Commensia, the benevolent feeling flew away. They realized the city had been destroyed. Nearly burnt to the ground. They scavenged for usable resources and food, but found little. Then reality agreed with them. They had done what those back in the days of the Great War did. They destroyed their enemies, but at the cost of themselves.

2328-2390
For the next 70 years or so, humanity once again struggled. Very little happened.

2391
Greyhope was founded. Many of the previous occupants of Blackholm lived here.

2394
New Commensia was founded. The Valoshans and some of the Commensians lived here.

2395
When the two towns discovered each other’s existence, nothing happened. They put aside their differences, and had not acted hostile in any way, shape, or form. They even set up trade routes with each other.

2399
The smog around advent was thinning.

2402
When a few explorers from Greyhope were sent to investigate, they didn’t return. It was said the radiation was still too strong and had killed them.

2404
People reported that they were approached by speaking plants. Those reports were also immediately discarded, because of the increase in the growth of Durrafin plants, known for their hallucinative properties.

2407
After Greyhope had acquired the resources to do so, they constructed a gateway back into the Rift. Although the “Demons” were a problem, they knew how to combat them, and could manage. They would also regulate the travel through it, to prevent public access. When the first portal was opened, a group of militiamen entered to scout out the immediate area. They then brought builders inside and constructed Fireside, a fort within the Rift.

2409
Two years after the construction of Fireside, a guard noticed a small group of people approaching. He thought they were a scout team. He was wrong. When they were with sightlines, he realized they weren’t a scout team. They had red skin, and green pupils. They started at him with a mixture of hate and gratitude. They were the Drakmua. The lost folk of the Demon Crisis. (For more information on how they came to be, see their race history). After they had explained themselves, they were allowed into Greyhope. Of course, there was discrimination towards them at first, like being called Hell's Agents, but afterwards they were accepted and treated as equals, to an extent.

2415
The smog around Advent had completely cleared.

2416
When the Geiger counters stopped ticking around Advent, a small group of New Commensians and Valoshans approached the ruins. When they reached the old city site, all they found was a massive crater. They also found a rope tied to the side. They repelled down to the bottom, and found a large metal door that was cracked open. A small cloud of steam was escaping from it. They entered inside, only to find corpses stripped of their clothing. A few meters away from them they discovered a man with greenish skin and vines protruding from his back. As they furthered into the ruins, they discovered something old and magnificent. The rumored underground gardens of Advent. They were greatly coveted by the other ancient cities’ rulers. Then they heard a noise from behind them. It was an odd sound, a sort of gurgling. They turned around and saw a woman. This woman was alike the man they found at the entrance of the ruins. She was green and had vines escaping from her back. She spoke with a harsh raspy accent, almost with reverb. She said “Do not be afraid. I am like you.” She told them of her people’s history. The people known as, The Herboxtians. (To learn about them, please read their race description). The group brought them back to New Commensia, and allowed them to stay there. Because the Commensians had grown fond of the Valoshans, they welcomed the new race with no dispute.

2420
Small conflicts between the two cities dot the wasteland.

2429
Tensions rise between the two cities.

2448
Modern day. Two civilizations are once again competing, issuing futile endeavors to prove their worthiness over the other towns. Those who inhabit the planet Earth are struggling, as the prewar creatures still roam the land, searching for blood, no matter how innocent or guilty. Death is a common sight. People learn to make little bonds with others, as they probably won’t see them again. The land surrounding them is charred with the fire and bones of centuries of warfare. Towns are built from those ashes, but then are burned and return to them. However, despite the darkness, despite the harshness of life, there lie two dim lights in a sky of blackness. Be it the Golden Star of New Commensia, or the Circle of Greyhope, both have potential of success. But that potential equates to failure as well.
You are a survivor. This ground has seen the apocalypse multiple times, an yet you are still there. Your history is yours, and already written. But the events of the next few years determine this planet’s future. Go become the scribe of tomorrow. Take action.


Hello, and welcome to the Ruined World 2 RP forum! My name is AJ, and I am the administrator of the server. This is an incredibly hardcore role-play server, and I expect seriousness and competence when it come to maintaining your character and following these rules:

[size="3"]Rules and Regulations[/size]

1. This is a roleplay server. You roleplay or you don't get on.

2. We expect you to act with a good level of maturity. No spamming or trolling.

3. If you character dies, he dies. No ghosts, no zombies, no revival. (If you die alone, you can act as if you never died since no one saw, but if you die with a group of people, whether by their hand or dying with them in anyway, your are dead, create a new character.)

4. No metagaming. Metagaming is using information that should not be availible to your character in the game. (Such as using information in global chat for you own gain, or being in a cave and hearing people blocks above you, and using that information to follow them to their base)

5. No powergaming. Powergaming is forcing people in RP to do something they do not want to do. EG of powergaming(Johnny hits Nick and kills him). EG of good roleplaying(Johnny attempts to hit Nick).

6. No hacking or mods. End of story. Bannable on use.

7. Stick to the time era. The server is based in a futuristic post-apocalyptic environment. This means, have an appropriate skin which goes along with the era.
(NOTE: You must use your skin that is in your application. Also your skin must be realistic to the theme. The timeline is completely relevant, this is a apocalyptical world. Dress appropriately.)

8. Role playing requires a big map. There will be walking. Be prepared to walk for a good deal to get anywhere.

9. Read the lore. All of it. Everything relates to the past.

10. There are two types of chats. Global and Local. Local chat has a certain range, and is used for RPing purposes. Global Chat is mostly used for OOC(Unrelated information to RP), but you must use Double Parentheses((This is something OOC)). For example, if you are in local chat, and somebody says something that you think is funny, you can NOT just type: lol. You have to put a double parenthetical around it: ((lol))

11. Do not ask for anything from the Moderators.

12. There are certain blocks you can break within RP. These are:

Glass
Sand
Leaves
Wooden door (if you' a strong character)
Redstone
Ice
Gravel
Grass/Dirt/Snow Dirt
Snowcap
Wool
Bookshelf
Crafting Table
All pads, levers and buttons.
Snow Block
Clay Block
Cactus
Pumpkin
Glowstone
Repeaters

13. Download the last days texture pack. Each item in the texture pack has a different look than other texture packs. Bows for example are Guns.

14. Put in - "Fuck yo shit, i got a mustache" in your app to let us know you put yourself through the torture of reading the rules.

15. You must be able to physically see another players skin for your character to identify them. If you only see their name through a few blocks, your character won't know they are there. You can however, have your character investigate, as in: "Johnny hears something outside, and goes to investigate."

16. Stick to your character. I cannot emphasize how important this is. If in your application your character cannot do something, he simply cannot do it. For example, if your character is a Valoshan, you cannot swim within RP. Obviously, if nobody is around, and you need to cross a river to get somewhere, that is acceptable and follows the same notion as Rule 3.

17. To attack (In an RP fashion) somebody, you must have an RP motive, unless the character is incredibly mentally unstable.

18. Bounties on character are allowed, but the bounty must be stated publicly (preferably on the radio) and the target themselves must be aware of it.

19. Try to refrain from sitting in global chat all day. This is an RP server. As much as I love chit chat, this isn't what this server is for. Of course if no one is around you and you do not expect to see anyone in-game for a while, you can start up a nice conversation in global chat to keep sane.

20. Have fun. This server is meant to be enjoyable, not a chore. Crack a joke, enjoy yourself, and immerse within the expansive universe us at the Ruined World 2 Team have created for you.

[size="3"]APPLICATION RULES:[/size]

1. Stick to the time period. If your character is way out of context, you will be denied.

2. Be realistic. If your character is overpowered and unreal to the timeline you will be denied.

3. Be original. Plagiarism will result in a permanent denial.

4. Be original Part 2. Do not incorporate any other histories into this server. No Star Wars, Lord of the Rings, or any other franchise references within the application. Will result in denial.

5. Pick a race. There are multiple races for you to choose from, but many different options can be derived from each ethnicity. (If you would like to make your own race, write a history for them that sticks to the timeline. They would have to be accepted or denied separately from your character.

6. Follow the format. To be accepted, the format must be followed. Plain and simple.

7. Have a realistic skin. No bright colors, shiny armor, or any of that shit. The clothes would be dull and worn out, and the armor would be weathered.

8. Relate it to the lore. You are much more likely to be accepted if the application relates to the lore in some way.

9. Be honest. Tell the truth within the OOC questions.

10. Don't give up. If you are denied, our moderators are expected to provide a reason, and a guidance for correction.

[size="3"]Application Format:[/size]


Out of Character
MineCraft account name:
Country of Residence and Time Zone:
Define roleplaying in your own words, do you have any past roleplaying experiences?
What is your reason for applying to this server?
Have you been banned before, if so why?
Do you agree with our rules?
What is your opinion about our lore, does it need improvement?
Will you use the server's official texture pack?

In Character
Character name: (Last names aren't required)
Your character's story so far:
Does or did your character have any companions or family?
How old is your character?
Describe what your character looks like, any distinctive physical features?
How does your character act?
Character's occupation:
Does your character have an education? (Read or write)
Any special skills that your character has, nothing unbalanced:
Does your character hate or fear anything?
Describe an example of your character in our world, be lengthy:
Provide an image of your character's skin:

We are not accepting players apps right now, but we are going to read and say what we think about it if you do post.

[size="3"]Races[/size]

Humans

Info: You really should be familiar with it.

Advantages:
Stronger on average than other races, besides the Valoshans
Strongest resistance to disease and radiation of the races
Best endurance
Great builders & architects
Only race able to survive cold tempatures
Arguably the best "all around" race

Disadvantages:
Less intelligent or technologically advanced than other races
Short lifespan (comparatively)
Weak mental stability
Not great unarmed fighters (comparatively)
Their different perspectives and complex personalities could ultimately tear them apart, and almost has several times

Valoshan

Info:
Spoiler:
Physical Appearance:

The jungle planet of Tonnek is home to vast purple seas, dangerous predators, and trees that seem to reach the heavens. Tonnek is inhabited by a space fairing race that resemble bipedal lizard men. Tonnek is a large planet, therefore the Valoshan race is scattered across it's surface in tribal colonies of around 200-1,600 residents. Many colonies are built in the tall tree tops where Valoshans can be protected from the vicious predators that stalk the undergrowth.

Valoshans are cold-blooded, like Earth reptiles, but actually give birth to live young. Valoshan males, on average, are around 2 meters tall. Male's scaly skin varies from green to dark yellow. Their pointed snout resembles a monitor lizard's, filled with long, razor sharp teeth. Their clawed hands have 2 fingers and a single thumb, while their feet have 2 toes facing forward and one in back, also clawed. Males also have a long lizard-like tail, about 6 ft. long. The average male lives to about 100-120 years of age but will not become weak in their old age, some warriors can be 100 years old or more. They can weigh up to 450 lbs.

Females differ greatly from male Valoshans. Females are much larger and heavier, around 3 meters tall and around 1000 lbs. However, they cannot stand. They only purpose of Valoshan females is to give birth up to 5 times, although they are cared for well, they have a lifespan of only about 30-40 years. They have shiny black skin, similar to a salamander and small eyes. Females lack a tail and claws. Females give birth to 2-3 young at a time and are pregnant for only 4 months. Valoshans mature quickly and are considered full fledged adults at only 2 years of age, both males and females. Most females will become immobile at about 6 or 7 years old but are used a warriors before then because of their larger size.

Culture and Religion:

The Valoshans are a fairly new race, only being around for about 150,000 years. Despite being a new life form to the universe, they are quite advanced in many ways.

Every 100 years, a single colony is blessed with the birth of a Prophet. Prophet is a term referring to a special Valoshan born every 100 years or so with a significantly higher developed brain. The typical Valoshan is not a particularly intelligent creature, however, a Prophet is able to construct space vessels and plasma-based weaponry. The only physical difference of a Prophet are their vibrant blue eyes, instead of the dark yellow of a normal Valoshan. Valoshans are sometimes selfish as they gain power, causing most Prophets to be pressured into keeping their advanced technology to their own colony instead of aiding the primitive colonies who suffer from disease and fall prey to wild animals. Prophets are considered Gods to their subjects and are treated to only the best living style. Many go to the Prophet to seek advice, even Valoshans of other colonies. Many Prophets do not rule with an iron fist, often pressured by their advisers to go to war or enslave tribal colonies.

Valoshan colonies ruled by Prophets are about as advanced as humans up until The Cataclysm. Prophet ruled colonies typically have a much higher population also, around 15,000 to as much as 600,000. Stubborn tribals often revolt against advanced colonies, but all fail. Once a Prophet has died, his colony usually travels to another planet, in search of other Valoshans. Most colonies will travel on Tranpibah, a planet inhabited by old Valoshan colonies who also suffered the death of a Prophet. These colonies now thrive, learning how to create advanced technology, no longer relying on a Prophet to guide them. This is a motive for rebel colonies to directly take out the Prophet, forcing colonies to leave Tonnek. Even if a Valoshan does not posses the wisdom of a Prophet, they are known to be brilliant commanders in battle.

Valoshans are easily angered but aren't usually aggressive. Some Valoshans who come from Prophet colonies can become selfish but tribals are usually understanding and kind to those who help them or care about them. Valoshans from Prophet ruled colonies are generally more intelligent due to a better education and understanding of engineering. Most Valoshans aren't as smart as am average human (besides Prophets) but still are not easily tricked or duped as they are always alert and do not trust strangers.

Valoshan religion is relatively simple as there is only one core religion. Valoshan people greatly worship a god known as "The Creator". Valoshans believe The Creator to have created all life forms in the universe. Many Valoshans are highly religious and will put non-believers to death. The majority of Valoshans do believe in The Creator, however, some colonies have not heard of this religion and simply go about their lives, not questioning how they came to be or why. Valoshan colonies who can afford the resources will often create shrines to pray to their god in the high mountains of Tonnek.

History:

(148,000-94,000 B.C.) Valoshans likely evolved from a type of reptile once inhabiting Tonnek although they believe to be a product of The Creator. Early Valoshans were predatory animals that moved on all fours at high speeds, likely in packs. Their main prey was (and still is) the large, flightless bird-like Swompak, standing about 10 feet tall and weighing approximately 600 pounds. The early Valoshans had much competition, mainly being the Skyroth. The Skyroth is an insect creature resembling a praying mantis, much larger than Valoshans but only slightly heavier. Skyroths can move around quickly and use their large scythes to tear into prey of defend themselves from ravenous packs of Valoshans. Despite deadly competiton, the Valoshan race managed to rise to the top with their superior brain power somewhere along the line.
(94,000-58,000 B.C.) These years were the first step towards intelligence for the Valoshan race. They began making tools, weapons, simple structures, and possibly even fire. Some researchers believe this rise in intelligence to be the result of the first Prophet being born, but no one can know for sure. Small-scale wars also appeared to be waged during these years judging by the large areas filled with Valoshan skeletons, although some scientists speculate these to be sacred burial grounds.
(58,000-54,000 B.C.) This short span of years were a revolution for the Valoshans. The first recorded Prophet was born in 58,000 B.C. and was reported to lived for almost 1,000 years. This Prophet, Akahn, was said to have vibrant purple eyes. Akahn made the foundation to the Valoshan written language and designed the first large village and much, much more.
(54,000-26,000 B.C.) After much guidance from the Prophets, the Valoshans advanced their civilization at a slow rate. They crept through what we would call the medieval ages and modern times, sending their first shuttle into space at around 33,000 B.C. and likely the first colony to Tranpibah in 28,000 B.C. Valoshan population strangely began to fall in between 27,000 and 26,000 B.C.
(26,000-5,000 B.C.) This was a time of death and anarchy on Tonnek. An extremely contagious virus spreads across the planet, killing millions of Valoshans. It was known as Zazian's Wrath, named after a ruthless Prophet who laid waste to countless tribal colonies in the past. The primitive colonies were affected most by the virus, but the Prophet colonies were often raided in their time of weakness. Many colonies asked for medicine from the Prophet colonies, most refused, resulting in colonies gathering together and waging war on the advanced colony. Some Prophet colonies were surprisingly overwhelmed by the tribals and were destroyed. Once the virus had become out of control, some Prophets began to wipe out nearby colonies out of fear of being attacked. At some points the Valoshan population dropped below five million. Colonies on Tranpibah refused to even let in colonies from Tonnek move in for fear of them carrying the virus. There aren't any visible symptoms of the virus, victims would slowly grow weaker and, eventually, die. No one is truly sure where it originated, but it likely came of of an animal species.
(5,000 B.C.-2,900 A.D.) The Valoshans began to recover from Zazian's Wrath and lived these recent times in peace with new found respect for each other. There were notable technological advances in this time span such as advanced weaponry and space crafts.

Recent Times:

It is now the year 2905. The previous Valoshan Prophet has passed away, quickly being replaced with a new one. The birth of this Prophet is peculiar though, he was born into a colony living on Tranpibah who have already had a prophet thousands of years ago. After a long and heated discussion, they decide to bring this new Prophet back to Tonnek, where they will gift a worthy colony with the child. The council of Tranpibah believes this to be mandatory for the survival of Valoshans on Tonnek. Tranpibah assembles a small fleet of star ships to deliver the Prophet safely. However, during their journey they encounter intense cosmic storms, heavily damaging their ships. In a last-ditch effort to protect the young Prophet, they search for the nearest inhabitable planet. Unaware of the dangers, the fleet lands on Earth.



Advantages:
Strength equal to 3-4 men
Fairly agile, quick reflexes, overall excellent in combat
Sharp claws and teeth (considered dishonorable to use in combat by Valoshans)
Appears almost invisible while at night or in dark areas
Cold-blooded
Decent sense of smell

Disadvantages:
Can't swim
Very susceptible to disease
Eyes located on sides of head (They have a small blind spot)
Teeth are easily dislodged but do grow back after several months
Quickly die of blood loss if tail is severed
Hard time learning English
Body will shut down and die in cold places
Not very intelligent (aside from Prophet)


Herboxtian

Info:
Spoiler:
Physical Appearance and Attributes:
They resemble humans, but their skin is green and leathery with hints of brown thrown about. They have dark green hair that is a different shade then their bodies. Some Herboxtians prefer to keep their hair cut short but most like to grow their hair out down to the shoulders or even past that. Their hair is smooth like grass but not so sharp as to accidentally cut your fingers on.
They have the odd mutation of having vines growing out of their backs, but most Herboxtians chose to hide this with clothing, unless confronted in battle, when they would use their vines to attack their enemies. These vines can be useful in tripping and grabbing enemies. If chopped off, these vines will grow back. They become weaker, however, as the Herboxtian grows older. They also have thorns growing on the back of their knuckles and hands which can be beneficial in combat but which can catch and snag on things. For this reason, Herboxtians often choose to wear gloves.

They are of varying height, as are humans but are very thin and agile. They have enhanced mobility and speed, and they are nimble and quick. They usually sneak around without being heard and it is usually almost impossible to detect them without looking straight at them. They are also fine marksman, as this is a skill that takes patience and practice to learn. They are also able to swim. Herboxtians are people who spend their time mastering their skills such as these. These attributes come with a price, however. They have reduced strength, equal to 2/3 of an average human, and they aren’t able to carry very much. They are also extremely susceptible to fire as their bodies easily burn. They also have difficulty with sudden weather changes, but if gradual, they can learn to adapt.

They give birth to their young live like humans do. Their life span is unknown as none of the Herboxtians have yet to die from natural cause. It is however longer than that of humans as some of them have survived for hundreds of years. Outside of their vines, they do not age.

Culture:
Their culture does not differ too much from that of humans. The oldest of the Herboxtians, having lived for hundreds of years, are very reserved and calm. The younglings, however, behave, for the most part, as normal human children would.
Herboxtians marry between 20 and 40 and they usually have around two or three kids. Men take a more dominant role in Herboxtian life as they generally do most of the hard work. The women do less strenuous work and care for the kids.


History:

2227: Advent is swallowed up by Radiation. A group of 100 survivors escape to a hidden vault. However, they were affected by the radiation before they made it to the vault. Their DNA was altered so when they reproduced, the first Herboxtians were born.

2300: The last of the original survivors died and only Herboxtians were left. A community of 350 Herboxtians was faring well in the vault. They were educating their people and not a single one of their race had dies yet. Unfortunately, supplies were running low. However, a brilliant Herboxtian scientist was able to create radiation suits, allowing the Herboxtians to leave the vault to look for supplies. Around this time Christianity started to spread throughout the people.

2356: An malfunction with many of the suits kills 300 Herboxtians, dropping their number from 400 to 100. This day is proclaimed to be the saddest day in all of Herboxtian history.

2368: Another accident occurs where a crack in a vault wall opens up in a room. It happened to be in an air locked room where a gathering was taking place. There were 75 Herboxtians in there. The radiation seeped in killing all of them within days.

2400: The community is strong and times are looking good. Scientists are developing new products and methods and scholars are studying ancient texts taken in supply raids. There are still at least 25 members of the original Herboxtians born.

2416: They are discovered by the New Commensians and Valoshans and are taken to their city. The races live in peace and welcome each other.

Current Day

2448: The races have continued to live in peace. Many Herboxtians have died off from accidents and combat. There are only 25 left, one of which is of the original Herboxtians born. They are a valuable to the city as they provide what the Valoshans lack and vice-versa. They continue their religion and are respected by the humans and Valsohans. One, who is born a Herboxtian, enters a brotherhood unlike any other, where all the members of the race are one big family. And as they say: Family comes first.



Advantages:

Very smart and have good intellect
Vines and thorns
Quick and agile
Great marksmen
Patience
Can swim and travel over any terrain
Extremely stealthy and sneaky
Heightened senses


Disadvantages:

Weak, equal to about 2/3 of an average human
Susceptible to fire, disease, and weather change
Need water often
They suffer from injuries easier
They are not very durable
Lack of endurance
Cannot carry as much
Many attributes about their race have not yet been discovered

Drakmau

Info:
Spoiler:
Physical Appearance:

The Drakmua, or Hell's Angels, share many similarities with Humans, but very distinct differences as well. Drakmua were once humans themselves, but due to at the time unknown effects, prolonged exposure to the Rift caused many side effects. Unlike tales of Mutant Scientists, which were thought to be the norm of extreme time spent in the Rift, Drakmua seemed to retained their intelligence and sanity. One main factor might be that the original scientists had no exposure to radiation, while Drakmua's ancestors have been living the Wasteland for hundreds of years.

The Drakmua's most notable difference is their skin. Their skin is red, mimicking their land's color. Their skin's texture is leathery, and not very smooth. Their basic skeletal and muscle frames are similar to humans. They have the same reproductive methods and uses of humans, but their religion tells them to retain celibacy. Average life spans are thought to be very old, as some original people who went through the portals are still alive today. Also, a distinct difference is present between people born into being a Drakmua. People born into the race tend to be more aggressive and ambitious then the originals. They are mostly the same in height, width, and so on with humans. They have green eyes, most like derived from their diet of several unknown substances never documented in the Rift.

Drakmua have an adjusted system of bodily functions unique to the Rift. They have certain chemicals within their body, which allows extreme physical labor in the Rift, but decreased physical labor in the normal world. Their bodies can't handle natural light, and their skin will start peeling until they become extremely prone to wounds and bruises. Clothing covering most of the body will solve this problem. This allows Drakmua to have limited reactions with the normal world. They are believed to have advanced mental capacity, with children learning their tribe's language at a very young age.

Drakmua live for a very long time. Even at very old age, they do not show age. There are even some Drakmua that are still the original people who migrated to the Rift. Even though hundreds of years have passed, they still act as normal people of society. At their age, they are patriarchs, but most religious, not decisional.


History:

About 2243, the wasteland was flooded by a mysterious creature that was released during the Second Hell Jumpers expedition. The creatures originated in the Rift. During the time, treasures were often found in the Rift, as there was mysterious rock that glowed and dirt that slowed down movement. All settlements had a portal in their town, which they made great profit of, as they charged a toll to use the portal. Monsters who were in the Rift always stayed in the Rift, which made having a town portal smart.

However, once the "Demons" started pouring into the settlements, people were trapped. Trying to escape into the surrounding area was useless, as these creatures could follow them wherever they went. Most towns decided to go through the portals to the Rift. When they arrived, much chaos ensured, but once they made homes into the rock, they settled in for the long haul, and waited for the "Demons" to disappear from their deserted settlements.

Luck would not be their helper though. After the portal invasions, many people set out to close all portals that were left in the wasteland. Once they saw the abandoned settlements of people who fled in the Rift, they closed the portals, sealing the people inside. At this point, there was mass deaths and confusion, as any leaders still in power had no control over their masses. A years went by, and barely any original populations were still alive. Most people have lost their sanity.

However, one day there were vivid dreams and visions affecting surviving humans. They wandered the Rift until the every survivor found their way to an old fortress. There was a calling to go inside the fort, so the survivors sent in their best warriors. When they arrived inside, they found a pale white skinned lady who had intense red hair. She only proclaimed 3 sentences. "Respect change and believe in its saving powers. Collect the knowledge of everything in existence. Compete with other tribes, and be the last tribe in existence to receive my grace." With those words, she vanished. The warriors proclaimed this to the people. At this point, with no food and no water, they were getting prepared to fight until the last men standing.

And then they woke up. It was a dream, a dream that occurred simultaneously with everyone else. Also, when they woke, they were red skinned, and had peculiar powers. They no longer suffered from difficulty breathing Rift air, and they could do much more physical labor in the Rift. They also had to ability to control fire, extinguish and light it at free will. Probably the most stunning ability was that Rift monsters no longer attacked them, as if they were of their own kind. Intellect also increased.

After this event, the original groups split away, with the loudest people who encouraged the dream pulling specific groups away from others, given hope to a desperate people. The newly formed tribes spread out, following their new patriarchs to a new future. They named themselves Drakmua, after the name they heard in their dream, that boomed over all at the end. They are children of Stallesh, the Goddess of Change and Fire. Every generation the skin of their children grew redder, until the hue Drakmua have today.

To accomplish Stallesh's wishes, the tribes make a position which had the smartest and most ambitious people within. They were called "Visionaries", based on many ingenious ideas they gave the tribe. To obtain the world's knowledge, tribes sent these people out to learn. They are people who live alone and travel the Rift, collecting information and bringing it back to the tribe, allowing leaders to use their brilliant ideas to help the tribe. They are very old, the minimum age for being a Visionary is 5 cycles, which is about 200 years in the Rift. They are blessed by Stallesh, as they have survived many Cycles.

Culture and Religion:

Although specific practices vary from tribe to tribe, most tribes have the same core beliefs and values. The Drakmua live in collective tribes with a 5 member council, and 2 patriarchs. Each patriarch has the power to override a member of the council, and the entire council can override one patriarch.

The Drakmua follow a primitive tribal system. They have a caste system, with the Patriarchs on top, the seekers below them, the council below them, the warriors below them, the traders below the, and below the slaves. Tribes often war with each other, resulting with big slave populations within in most tribes. Also, tribes are enslaved instead of being integrated into the conquering tribes. Most of fighting in the Rift is a result of their religion, not a battle for resources. A tribe numbers about 150-300 people.

The religion of this society dates back to an event every tribe has recorded. Once all the major portals closed, time passed at different intervals, sometimes a year in the Rift was a year in the normal world, while sometimes a year in the Rift was 10 years in the normal world. There is no clue between the tribes how long time has been spent in the Rift since the portals closed. This Drakmua believe this to be the work of a god they observes, but not worship. Chromonul, The Lord of Time.

Their religion follows 3 main rules, however many other traditions have been introduced to many tribes over the years. The first core rule is respect change and believe in its saving powers. The second core rule is the tribe's primary goal, collect the knowledge of everything in existence. The third core rule is the reason why the second role is primary, compete with other tribes, and be the last one standing to receive Stallesh's blessing. Other rules are thought to be the teachings of Chromonul, as they mainly deal with time. The Cycle is what every Drakmua tribe follows, and it thought to be Chromonul's effect on the Rift.

The Drakmua believe that life has cycles. This decides when they reproduce, when they go to war, when their old die. It is not only a teaching, but a feeling they have when a certain cycles starts. There are 4 cycles. The first cycle is the Birth Cycle, during which births and reproduction occurs rapidly. The next cycle is the Tectonic Cycle, where the land within the Rift shifts rapidly, and tribes are constantly moving. The third cycle is the Warring Cycle. During this time tribes conduct endless war with each other, conducting massive atrocities. However, only warriors die during this period. The fourth cycle is the Death Cycle, when about 25% chunk of the population dies and the dead are cremated. The cycle then repeats. Each cycle lasts normally 10 years, in Rift time. An adult is considered to be a person who has survived one cycle. Also, the size of someone's tribe determines how many will die that Death Cycle. A weaker tribe is punished by having more people die, while a stronger tribe is punished by having less people die.

The nature of people dying during Cycles is usually completely random. There are no diseases or conditions that exist in the Rift. It is thought people who are favorites of Stallesh live longer than others. That is often why Visionaries are made Visionaries, as they have survived many more cycles than others.

Current Day
In 2409, a small tribe made contact with Fireside. Escaping persecution, they escaped to Greyhope, hoping to survive the current Warring cycle. When this portal was opened, all tribes felt the effect. The cycles started becoming random, and less structured, which disturbed many tribes. Eventually, a good amount tribes found their way to Fireside, and on encouragement from Visionaries, they made a deal with Greyhope. They could live in Greyhope in exchange of help with the rising conflict with New Commensia. However, mostly Visionaries went into the normal world, most tribes stayed behind in the Rift.

Very recently, cycles have stopped completely, leading to anarchy in the Rift. Time passes on the exact same scale in the Rift and in the Normal world. People are starting to lose their powers, and people are dying from human diseases, and are aging like humans.

Advantages:

Impressive Intellect
Ambitious, very determined.
Extreme bonuses to them in the Rift
Mastery of the tongue
Tactical and logical genius
Extremely loyal to allies

Disadvantages:

Have trouble swimming
Can't sustain prolonged physical labor
Extremely prone to disease
Extremely prone to poison
Power hungry
Very traditional; don't believe in new things quickly

[size="3"]Server information:[/size]

Images:
Spoiler:









Plugins:
A
Spoiler:
FK, Bandages, Bedheal, BurningMobs-0.6, ColoredSigns, DogWhisperer, Essentials, EssentialsChat, EssentialsProtect, EssentialsSpawn, Herochat, Herosneak, Lockette, Log0.8.2, mcMMO, MineCal, MobDisguise, MonsterHunt, NaturalGiants, PlgSetspawn, QuickSave, Safe Creeper, Safefire, starterkit, Welcomemessage, xrayinformer

Our team has worked long and hard on creating this server, and we hope you have been convinced to attempt an application. The wasteland is a lonely place, but maybe a little less because of you. Good luck with your applications, and we hope to see you on the server!
[size="2"]~~The New Ruined World Team~~[/size]
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