Nativestuck Where the sky is the limit and the spirits are your guide
-Upon the hidden island of Skaia, humans and trolls live in different tribes that work and war with each other and contibutes back to the Earth. Skaia is surrounded by beautiful reefs and a spider's web of ocean currents and storm systems, so the land has gone unbothered for millions of years. It is a place of beauty and wonder lost in time and lost to the rest of the world. Recently however, there have been earthquakes rocking the lost continent, shattering reefs and altering the currents as it opens massive rifts on the ocean floor. The natives of Skaia believe something has angered the spirits of the Earth, and they are fighting to bring their world back into balance.
-So far, the damages have been minimal, but around the southern, deserty coast of Skaia, a single boat passes through the reefs, and the only thing on the mind of this stranger is greed.
Posted: Thu Feb 20, 2014 6:27 am
Rules
[o.1] Follow the Gaia T.o.S.
[o.2] Follow the Guild rules
[o.3] Keep things PG-17. If things start looking [R] rated, take it elsewhere
[o.4] God-modding / power playing is not acceptable
[o.5] Two characters per person in this roleplay. Only one may be canon.
[o.6] Posts are going to be in third person
[o.7] No one liners. Keep your posts above four sentences
[o.8] Be polite to the other roleplayers!
[o.9] Try not to stretch Canon-rules too much
IDS Wheatley Captain
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IDS Wheatley Captain
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Posted: Thu Feb 20, 2014 6:30 am
Tribes
-Honor is a big thing among the tribes on Skaia. A member of the tribe is to be honorable to all, even if their tribes are warring. When someone dishonors their tribe, they are given a chance to regain their lost honor by going on a quest to help their tribe or group. Should they refuse, fight against the terms of the quest, or return without proof of having tried to complete their quest, they are banished. At that time, they might be taken in by a different tribe or group.
-A group is a gathering of tribes who have have similar goals or interests. In old days past, the group were usually by blood-color, that that stopped when humans started washing up on shore. Now the groups are usually based on region, mutual warring on a different faction, occupation, etc. They are not based on honor. A tribe may join or leave a group at anytime they please.
-There are individuals outside of groups who are neutral to all tribes. These individuals are usually farmers for tribes far from suitable land, traders, guards, thieves (they have no honor, and are cast out), and healers.
-The leaders of each tribe varies. The leaders are usually Knights, Seers, and Princes. The candidate to become a leader is a test and a vote. There hasn't been anyone born into the leader position in years, except in the Sheikraba tribe because of its low numbers. As of this time, until we get more players, no one should have the occupation as leader. It's no fun when there are 3-5 of us and one person is in charge. smile
The current tribes:
Plainsrunners -- The natives who live on the sprawling plains. This tribe consists mostly of farmers and they are very peaceful. Their main trade is grain, straw, furs, and feathers.
Sheikraba -- The natives who reside in the desert and are the first to know of the incoming threat. They specialize in staying hidden, and their main trade is glass, brick, and linen.
Riverfins -- This tribe is located in the swampy river basin where all the rivers drain before heading out to sea. It is the only tribe that primarily consists of one blood color. Their main trade is w ater meats (fish, river oysters, craydads, etc), reeds, and river pearls.
Branchdarters -- These natives reside in the massive forests and jungles of Skaia, and they are well versed in poisons and wildlife. Their main trade is said poisons, gold, and fruits.
Rockflyers -- These natives live on Skaia's rocky slopes and in the massive cave systems that thread the island. A lot of their tunnels collapsed with the earthquakes. Their main trade is gems, metals, weapons, and armor.
Posted: Thu Feb 20, 2014 6:33 am
Calling and Teachings
Each person in every tribe has a calling, and each is required to commune with the spirits and nature to find their teachings. A calling is their role in their tribe, basically a label for their strengths. There are callings which channel the power of their teachings more effectively, and some that have very little channeling abilities.
Callings:
Rogue - Someone who steals for the benefit of others. Stealing isn't very honorable, but stealing for those who need it is acceptable. Thief - Someone who steals for themself. Dishonorable and they are shunned. Seer - Someone who can predict the future in some way. Often times they are called on to lead the tribe. Mage - Someone who hears the spirits and learns knowledge from them. Often called upon for rituals to please the spirits. Heir - Someone who is protected by the teaching they learn. Page - Someone who lends their teaching to others. Often called on to rally battles. Prince - Someone who destroys their teachings in other people. A Blood Prince would destroy the friendships and loyalty of their target. Knight - One who protects themselves and others with their teachings. Bard - Someone who allows their teachings to attack others. Maid - Someone who heals the spirits of their teachings and borrows the raw power. A Breath Maid would heal the spirits of Breath, and in return, be able to use the power to its full extent in a short burst. Witch - Someone who bends their teaching to their will. Sylph - Someone who heals with thier teaching. Not to be confused with Maid.
The Muse and the Lord callings are rumored to exisit, but no one on Skaia has seen on in thousands of years.
Teachings:
Breath - Represents Freedom and the Wind Time - Represents the passing of Time, and Fire Space - Represents Creation, Physics, and Chaos Light - Represents Luck, Knowledge, and the Sun Hope - Represents Fortune, Belief, and the Sky Life - Represents Healing, Survival, and the Plants Heart - Represents the Soul, Motivation, and Awareness Void - Represents Secrets, Nothingness, and Darkness Blood - Represents Unity, Emotion, and Earth Rage - Represents Anger, Sanity, and Man Mind - Represents Thought, Logic, and Water Doom - Represents Sacrifice, the Dead, and Death
IDS Wheatley Captain
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IDS Wheatley Captain
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Posted: Thu Feb 20, 2014 6:34 am
Characters
Template:
Name: Race: Blood Color: (Only applies to Trolls) Age: Tribe: Occupation: Weapons: Calling: (___ of ____) Character: (Description or picture) Personality:
Humans:
Trolls:
IDS Wheatley
Name: Kathix Molcae Race: Troll Blood Color: Violet Age: 26 human years Tribe: Riverfins Occupation: Guard, Hunter Weapons: Dual Daggers (in water), Polearm (in battle) Calling: Breath Page Personality: Kathix is pretty laid back, and enjoys her lazy life. The hunting is easy, and she is polite to all members of all tribes. Kathix is easygoing, polite, a little shy, excitable, and, at times, fierce.
-Skaia is a huge landmass. It is about the size of modern day Alaska, somewhere in the Pacific Ocean between Africa and Australia. Each glimpse of the lost island places it somewhere different, so the exact location is hard to determine. The island is crosscrossed by mountians, rivers, and the bottom rim is a blistering desert. Skaia contains deserts, plains, foothills and mountains, swamps, lakes, temperate forests, rainforests, and a small wasteland.
IDS Wheatley Captain
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IDS Wheatley Captain
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Posted: Thu Feb 20, 2014 6:36 am
Other Things
Nativestuck stemmed from the idea of Tribalstuck, but evolved after reading people bashing on Tribalstuck and playing various video games. As of the start of this roleplay, Nativestuck is kind of like Dinotopia, mixed with World of Warcraft, mixed with Homestuck, and finally blended in with that bit of childish imagination that wondered what it would be to live like without modern technology. Over the course of the RP, Nativestuck will continue to evolve into something unique, so sit back, relax, and roleplay.