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Hidden 10 yrs ago Post by So Boerd
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Wernher said
Well, if it means anything to you So Boerd I'm on your side and I for one, also had to deal with Alfhedil's hilariously bad temper and insults. Come now bro, I'm sure we can brew something epic without that guy.

Please, call me Ender. This alias has outlived its usefulness.
Hidden 10 yrs ago Post by TheSovereignGrave
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Darkraven said
Well, considering that it took place more than at least 20,000 years ago, and how I plan to write that they had been mingling for centuries, I believe it would help you with explaining that if you wish to. But since you prefer them to be natural, it's fine.I have something else though. Is it okay if I write that the Daemonrexa drew some of their mutations from your race?


Well I'm pretty sure my race have existed for quite a bit longer than that, at least species-wise. And I have no problems with that second part at all.
Hidden 10 yrs ago Post by Darkraven
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Your race will probably be responsible for the Daemonrexa's proximity to human looks, namely their mouths and arms.

Hopefully I've given you quite a bit of stuff for your own race's oral tradition, tales, epics and myths :D If not, by the time I'm done with mine, you'd have plenty.
Hidden 10 yrs ago Post by TheSovereignGrave
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To be honest, I'm not sure your people's migration south will have had much of an impact on my people's myths and traditions. They've probably forgotten by now; it's been millennia and there isn't really anything particularly noteworthy about; it was just a migration southwards. While you have the added fact they're descended from a race that can't breathe oxygen I just don't think it would've had a major impact on the mythology of my people.
Hidden 10 yrs ago Post by Darkraven
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Actually, it wasn't just a migration south. I just haven't written that they lingered around your people for centuries, even building a city once, until hostilities started due to the Daemonrexa mutating to the point where they cannot mutate any longer but instead begins turning your people into Daemonrexiacs. Of course, your people won, and the Daemonrexa are forced further south again, meeting the Hel Core...
Hidden 10 yrs ago Post by TheSovereignGrave
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True, but I still don't think that living near them and then warring with them during what was probably the stone age would have much of an effect on their mythology. Maybe tales of a war or something, but nothing specific or major.
Hidden 10 yrs ago Post by So Boerd
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As a general note, anyone wanting to hide and never, ever, ever be found is more than welcome to come to Suehania. They aren't motivated by anything but love of money and their own freedom. You show up in the tavern one morning with a sword in one hand and a bag of silver in the other, you're welcomed. Naturally they won't trust you but so long as you got the dough to buy a farm and a rudimentary understanding of the language, you are alright.
Hidden 10 yrs ago Post by Darkraven
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TheSovereignGrave said
True, but I still don't think that living near them and then warring with them during what was probably the stone age would have much of an effect on their mythology. Maybe tales of a war or something, but nothing specific or major.


Maybe... Considering that it was prehistory and all. I just thought that it would be a big thing that a race of Tarix-Na who are supposed to stay in their forests suddenly came out permanently, became VERY friendly (including sharing beds) with your people, then building a city, started changing their looks dramatically to look like some hybrids and if your people were superstitious once, evil soul-sucking demons, then starting to change people to look like them, and then sparking a huge war that ousted them from their ancient city (which probably housed about 10,000 to 20,000 Daemonrexa) with a victory going to your people...

But I guess time could melt away anything I suppose :D :D :D
Hidden 10 yrs ago Post by TheSovereignGrave
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Oh, I just realized that them changing my people to look like them would have definitely been a major and severe cause of friction between the groups, and may have even been what started the war. Their mythology (even back then) centered around the Bleeding Sea and the belief that it was the blood of a God and that they had been born from that blood. Your mutating them would've probably been seen as a twisting and distorting the image of them, and thus their god(s).
Hidden 10 yrs ago Post by Darkraven
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Well, the Daemonrexa would have converted some of your people fully to Daemonrexiac, and was in the process of converting some others when the war started.

Do note though that the Daemonrexa didn't know what was going on either, as it happened with a new mutation with the newest generation then doing it.
Hidden 10 yrs ago Post by So Boerd
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Werhner, we ought to work out a history sometime.
Hidden 10 yrs ago Post by HounderHowl
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Well dark, if your people tried to convert their people is it safe to say you ran into my people?
Hidden 10 yrs ago Post by Darkraven
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Yes, they did, when they fled south more than 20,000 years ago.

As a note, I wouldn't say they 'tried to convert' the qanaxma. A then-new mutation came, and the daemonrexa started turning people into daemonrexiacs without knowing why and how. As the two races were very close then, it became a HUGE problem, resulting in war and migration south after a defeat.
Hidden 10 yrs ago Post by LadyAdanae
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I'd be happy to work out any sort of backstory or relations with anyone - that is, if anyone finds Seculcia interesting enough to do so.
Hidden 10 yrs ago Post by Sauron The Dark Lord
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I am incredibly interested in this roleplay, as of the current moment, is it still open?
Hidden 10 yrs ago Post by Darkraven
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I can't speak for the GM, but I believe it is, potentially until every plot of land has been taken up.

Also, Adanae, I won't be able to do the same thing with your nation as they are out of the way of my race both in the past and present.
Hidden 10 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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LadyAdanae said
I'd be happy to work out any sort of backstory or relations with anyone - that is, if anyone finds Seculcia interesting enough to do so.


You're like, literally neighbors with the Dominion, they may have attempted a sea-voyage to your nation at least once in the past, possibly more than that. As I've said before, the primary thing the Dominion is interested in is the culture of a nation, rather than material goods. Depending on how well said visitor is received, they may have sent more with gifts of carved wood or perhaps some of the less toxic flora from the Forest of :C
Hidden 10 yrs ago Post by HazmatMedic
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HounderHowl said
And has what about your peeps/miiine


I presume you mean me?

We aren't human either, but i'm happy with us being allies. Or enemies, if you prefer.

So Boerd said
Now we get into determining military outcomes and working out battles, which is not for now.


There are 10 things that determine the outcome of a battle, of any battle. This RP is no different

1. Unit size - units with lots of soldiers can outflank, outmanouvre and overrun the opponent with sheer numbers

2. Unit type - Spearmen are typically trained to hold enemies at a distance, and archers don't let their foes get anywhere clode to them. Consider what a unit is trained to take on and what could easily take them out. Also consider the race of the unit you fight - some races require a little bit extra by nature to take out.

3. Terrain - As a rule, forests and valleys favour small units, and are great for defending. On the other hand, bogs make it hard to run away, but slow the attackers advances, and hills and mountains are probably the best terrain around for attackers and defenders.

4. Weather - Hot weather is bad for metal armour, sunny weather can dazzle archers and fog can effectively turn a battle into a deadly game of hide-and-seek.

5. Position - units ready to attack will struggle to defend themselves, just as units who have dug in for defense will be confused with a sudden order to attack. Archers favour high ground, whilst horsemen prefer low, flat ground.

6. Skill - Simple, this. Soldiers who are well trained do better than those with little training.

7. Experience - Veterans naturally pick up tips and tricks on the battlefield that recruits won't know. Those who have been in more fights know more about fighting.

8. Mindset - why are you fighting? How do you fight? What is your goal? Those that fight out of defense and protection have a natural advantage over those who simply wish to pillage and enslave. Slaves fight, usually, out of fear of their masters, which can be worse than fighting for the sake of fighting. Also, how much faith do your troops put in their general?

9. Equipment - Sharp swords and pointy spears are better than dull swords and blunt spears, but remember who you are fighting. Spears are great at taking out cavalry and hammers can shatter heavy armours with ease. Sometimes, you can't win simply because you don't have the right weapons.

10. Tacticianship - you could have the best army in the world, but if you order them to do something that they cannot or should not do, you could throw away the entire battle.
Hidden 10 yrs ago Post by Alfhedil
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You also forget the all important "What" you are fighting, as this is an RP with varied species that differ from humans in several regards. I honestly wouldn't expect a human to be capable of going up against a Lorenvolk of equal skill and come out alive, nor would I expect a Tarix-Na to go up against a human of equivalent skill and come out alive.
Hidden 10 yrs ago Post by HazmatMedic
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Sauron The Dark Lord said
I am incredibly interested in this roleplay, as of the current moment, is it still open?


Yes. A few more nations are always welcome, as long as there is land available.
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