Land of Wild Men - InterestOOC Thread

Post » Tue Jul 14, 2015 6:22 pm

Land of Wild Men

Interest/OOC Thread

Story
It has been 90 years since the start and end of the Great War, and the Pacific Northwest is finally beginning to bloom from the ashes of nuclear war, and natural disasters. All across the former states of Oregon, Washington, and southern British Columbia in Canada, various tribes of people have finally begun to put down roots, abandoning their aimless wandering for something more stable. But with the increased need to feed and provide for their growing number of people, that settling inevitably brings, the leaders of these scattered tribes must make choices and decisions, that won’t just effect their own tribe, but have possible repercussions that effect the whole land, and the people that call the Pacific Northwest home.
History will be made by the actions of the tribes, stories will be told of heroes and villains, and the Pacific Northwest will never be the same after it.
Timeline
Spoiler
2059
The Anchorage Frontline is established, as the United States increases its military presence in Alaska to protect its oil interests. The Anchorage Front Line causes tensions between the United States and Canada, as the United States attempts to pressure Canada into allowing American military units to guard the Alaskan pipeline.
2066 - Winter
As a sign of increasing tension between the two countries, Canada proves reluctant to allow American troops on Canadian soil or allow American planes to fly over Canadian airspace. American and Canadian tensions rise, but Canada eventually backs down, and U.S. troops pass through Canada. This sets the stage for the Canadian Annexation in 2076.
2069
Canada begins to feel the pressure from the United States military as the U.S. draws upon Canadian resources for the war effort. Vast stretches of timberland are destroyed, and other resources in Canada are stretched to the breaking point. Many Americans refer to Canada as Little America, and Canadian protests are unheard.
2072
The United States' increasing demand for Canadian resources causes protests and riots in several Canadian cities. An attempted sabotage of the Alaskan pipeline is all the military needs as an excuse to finalize its annexation of Canada, which had already begun in 2067.
March: A mass confiscation of weapons begins in Canada, as well as the Northwest Commonwealth (Pacific Northwest) as a result of the attempted sabotage. Anyone caught with a gun in their home, is arrested and treated as a terrorist and Communist agitator.
June 3: Canada begins to be fully annexed by the U.S. It is fully integrated by 2076.
2076
The United States annexation of Canada is complete. Canadian protesters and rioters are shot on sight, and the Alaskan Pipeline swarms with American military units. Pictures of atrocities make their way to the United States, causing further unrest and protests.
August: The mass confiscation of weapons turns out to be a surprising success. People believing in the Patriotic reasoning and propaganda, as well as out of fear for being thought a Communist spy or agitator, leads to many weapons over the years, behind handed over to the military. However, others hide away weapons in various places.
2077
January 22: The first domestic use of power armor within the United States for crowd and quarantine control. Units originally serving in China and the Anchorage Front Line find themselves fighting Americans at home. Food riots increase, and many civilians are killed. Several soldiers defect from the military both in Canada and the United States. They are captured and sent to military prisons.
October 23: The Great War begins and ends.
2095
Life begins to appear once more in the Pacific Northwest.
2110
The remnants of humanity in the area, begin to form wandering tribes and groups.
2120
While life has returned, the extreme levels of radiation in most of the major cities, keeps the wandering tribes from settling too close.
2125
Mount Scott, in the Portland metropolitan area, erupts after months of volcanic activity, covering the majority of the city in a foot of toxic and radioactive ash. It darkens out the sky and leaves most of the life around the city, to flee or die.
2137
Mount Reinier in Washington State, erupts and causes an even more catastrophic natural disaster, than Mount Scott. The toxic cloud of ash and radiation is dispersed, finding it’s way as far and further, than the city of Spokane, covering everything to varying degrees, along the way. Due to the eruption, a tsunami is caused in Puget Sound, leading to the ruins of the Seattle/Tacoma area, 60% flooded. Puget Sound becomes an even greater lake.
2143
Mount Garibaldi in British Columbia, erupts, causing another great ash and radioactive cloud to spread, causing as well, an earthquake in Vancouver that shakes the ruins to a state of even more ruin.
2147
The already partially flooded city of Victoria, on Vancouver Island, is flooded some more after a massive storm causes 35% of the city to sink underwater.
2152
Though through the years, known throughout the land as the Times of Woe, natural disasters have made it difficult to live, but the primitive people of the Pacific Northwest, begin to prosper more than ever before. The radiation levels settle, and agriculture becomes an even better possibility, without the threat of ash or radiation ruining what they plant.
2167
The tribes of the Pacific Northwest have grown and prospered through the years, known to all as the Good Times. But a new time is beginning for all the tribes, that may see some prosper even more, and others fall.
Maps
Canada: http://www.justamerica.co.uk/site/gfx/maps/pacificnorthwest.gif
Washington State: http://www.wsha.org/files/83/Region-map-24x36.pdf
Oregon: https://public.health.oregon.gov/Preparedness/Prepare/Pages/BeInformed.aspx
Your Involvement
You are a leader of just one of the many unique tribal factions, that are scattered across the Pacific Northwest, and call it home. You are free to interact with one another, however you choose, whether it be declaring war, making trade agreements, or simply crossing one another’s territory, or going for a hunting trip, anything is possible. You, along with everyone else involved, will help to form and create a history all it’s own, for the Pacific Northwest in the Fallout Universe, unique in how and what people bring to the history and lore. Your tribe, and what you do in the world, will become the stories of legends that are passed down and spread throughout the wasteland.
Rules
1. No Uber Characters/Factions/Posts.
2. Unreasonable Foresight is frowned upon. Being blind to things is OK.
3. Any disputes will be settled by the GM(s).
4. Don’t just disappear from the RP. PM a GM, if you can’t continue.
5. Common Sense in the RP is appreciated.
6. Military Commanders can die.
7. No “Hero Healing”. If your character is wounded, play it out, it adds depth.
8. Due to weapon confiscation, Guns (shotguns, rifles, pistols, etc.) are rare, along with he ammunition for them. Energy Weapons are off limits.
9. HAVE FUN!!
Rules of War/Battle
I. When War is declared between factions, and a battle is to begin, the players in combat will first select however large of a force out of their military, they want to commit to the battle. A small portion (through percentage (%)) or their whole military force can be chosen.
II. A selected number between 1-10 is chosen by/between the GM(s), unknown to the players in combat.
III. Each player in combat then selects one (1) number each. The same number can be chosen by individuals.
IV. The selected number is then let known. Whoever chooses the correct number, or number nearest to the selected number (lesser or greater) wins the battle.
V. To account for losses suffered on both sides in battle, the numbers they selected will turn into a percentage (%) of how many they lost out of the total number of warriors they committed to the battle. (Example: P1 choses 2, P2 chooses 8, the select number was 4, P1 loses 20% and P2 40%.)
VI. If a player's loss percentage is between 40-60%, their leader in battle is wounded. If a player's loss percentage is between 70-100%, their leader in battle is killed or captured.
VII. A draw will be called if each player chooses a number equally (lesser or greater) to that of the selected number, or the same number. (Example: P1 chooses 2, P2 chooses 4, select number was 3. Or P1 and P2 choose 10, select number was 15.)
VIII. So wars don't drag on for too long, any wars between factions will last 20 battles max. Or before, when the players in combat agree to end the war.
IX. To determine the winner/loser in war, the tally of win/loss between both will be calculated. The player(s) with the most wins, win the war.
Character Sheet
Name:
Age:
Race:
Gender:
Height:
Weight:
Hairstyle:
Facial Hair:
Hair Color:
Eye Color:
Skin Color:
Body Tone:
Appearance:
Tagged Skills: (3 total)
Strength/Weakness: (1 for each)
Armor/Clothes:
Weapons:
Misc Gear:
Personality/Bio:
Tribe Sheet
City-State Name:
Location:
Pop. Size: (No more than 200)
Military Commanders: (3 Max)
Name:
Age:
Gender:
Strength/Weakness: (1 for each)
Tribe Background:
User avatar
Adam Kriner
 
Posts: 3448
Joined: Mon Aug 06, 2007 2:30 am

Post » Tue Jul 14, 2015 10:00 am

If anyone needs clarification on anything, you can leave a message here, or PM MrSmileySmile or myself. Anything relating to the "tribal RP" should be left here, instead of the General Discussion thread from now on.

My CS.

Spoiler

Name: Wez Barleycorn

Age: 28
Race: Human
Gender: Male
Height: 6’2
Weight: 190lbs
Hairstyle: Undercut w/clean shaven sides and back. Colorful feathers tied into his hair.
Facial Hair: Clean Shaven
Hair Color: Black
Eye Color: Brown
Skin Color: Mocha Brown
Body Tone: Thin w/ well defined muscle
Appearance: Tattooed on his body and head with many signs of his tribe, Wez is also adorned in piercings, with a small animal bone piercing his septum and his earlobes pierced with bone as well.
Tagged Skills: Survival, Speech, Repair
Strength/Weakness: Steadfast/Superstitious
Armor/Clothes: Yao Guai Leather armor w/ Yao Guai headed hood, Brightly Embroidered Loincloth, Knee-high Moccasins
Weapons: Cricket bat Sword, Obsidian-bladed Dagger, Spear
Misc Gear: Whet stone, sea shells, Yao Guai jerky, Water skin (canteen), Mutfruit
Personality/Bio: Born from the line of legends and leaders, Wez Barleycorn was born to be king. After his mother’s death at the hands of the usurper, and Wez’s older cousin, Lou-Lou Bong, Wez became a dangerous threat to Lou-Lou’s reign over the tribe. After three assassination attempts on his life, Wez, the rightful heir, came out from hiding in the forests of British Columbia, and challenged his cousin to single combat, in the center of the village. Lou-Lou, overconfident with himself, and unable to backdown or thus lose respect in the tribe, accepted the challenge from his younger cousin. The two grabbed their obsidian bladed cricket bat swords, and met in a makeshift ring, surrounded by the people. There, Wez won his right as king, bringing his sword down onto his cousin’s neck, severing his head from his shoulders.
Since becoming king, Wez has ruled the tribe with a fair but firm grip, instilling a sense of respect and fear of the Gods, into those he rules over. The people of his tribe consider his family line, and thus Wez himself, a descendant of the Gods. Highly superstitious of the Gods, and their potential, he has a close confidant, a Blood Priest named Tonkin, who assists Wez on almost all things to do with the tribe. Yet Wez is very steadfast in his outlook on things, and what he has planned for the tribe, even if that means going against Tonkin’s word. Wez can be blood-thirsty and cruel, when he needs to be, and has tortured several during his reign, who have gone against his words and the Gods.
Tribe Sheet
City-State Name: O’Quoi
Location: Clayoquot Wilderness Resort, Vancouver Island, British Columbia
Pop. Size: 100
Military Commanders: 3
Name: Tito Shrub
Age: 30
Gender: Male
Strength/Weakness: Obedient/Deep Water
Name: Na-Na Plum
Age: 28
Gender: Female
Strength/Weakness: Inventive/Brash
Name: Firn Buck
Age: 25
Gender: Male
Strength/Weakness: Intelligent/Cautious
Tribe Background: Originating from the irradiated Eastern lands of what used to be Canada, the O’Quoi tribe, are descendent from a group of French Canadian archeologists and anthropologists, known only to the tribespeople of the O’Quoi, as the Life Givers, who before the Great War, had been working in Mexico and Central America, discovering new things about the Aztec and Olmec people.
When the bombs fell, and the world was ended, up sprouted the O’Quoi from the ruins of what had been Montreal. The legends speak of how the Life Givers, Gods in the eyes of the O’Quoi, assembled those they could save, and began to create a new world. They took what they knew and learned, from the dry lands, and molded from the earth, the O’Quoi in their image.
But as hard times fell for the O’Quoi, the Life Givers who seemed weakened for an unknown reason, left them, promising to one day return to them and their villages. That day has never come, and the O’Quoi wish to the stars, that the day the Life Givers return, will be soon.
Uncertain in what to do, and with an increasing threat by radiation, the leader of the O’Quoi, Star-Gazer, Wez Barleycorn’s ancestor, decided to head westward across the vast empty plains of Canada. The trek west was a difficult one. The hunting grounds west were thin in supply, and many in the O’Quoi starved to death along the way. But after three years of wandering, the O’Quoi came into what was once known as British Columbia, finding good hunting grounds to feed the people.
Over the years, the O’Quoi have wandered, except for the last four when they came across an old-world place, that the Blood Priests of the O’Quoi tribe had to cleans of any bad voodoo as they say. The old-world place happened to be an old resort, along the western coast of Vancouver Island, surrounded by thick dark trees, and towering mountains.
Since then, the O’Quoi have called it home, living peacefully and mostly trading with what tribes they come across. Although, not all tribes the O’Quoi meet, are friendly, and twice the O’Quoi have had to defend themselves from outsiders who threaten their village. And in war is where the legendary Yao Guai and Salamander Warriors, of the O’Quoi tribe, made a name for themselves as fierce and unforgiving opponents.
Believing they gain the strength of a Yao Guai, or Giant Salamander, the Yao Guai and Salamander Warriors wear the skin of a Yao Guai or Giant Salamander, the warrior has personally hunted, and thus been rewarded not just with food and their flesh to wear, but with their strength and cunning when they consume and wear the beasts.
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Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am


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