Current
I do not "brainrot". I brainferment so my brain will become even smoother and even more potent than before in its smoothness.
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2 yrs ago
I live. I die. I live again!
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4 yrs ago
I was gone for a lot longer than I thought >.>"
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4 yrs ago
Sorry for my absence! A Volunteering position suddenly turned into a Volunteer Leadership position I was not expecting at all so things have been hectic.
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4 yrs ago
Look at you posers, having to bang dragons or sell your soul for magic when you could just play a lute for some. Anyways, here's Wonderwall. - Bards
Probably should have mentioned this before, but all you really need is your unit roster if you want to go IC (when I open that up soon™) and you're playing as a pre-exisiting Warhammer race that isn't dramatically changing what the race is about.
Its not gay if you put him in a headlock afterwards
Clockwork are we just gonna pretend like you don't have some sort of part in this. Like when are you going to admit you are at least a little gay, for getting off on all of this.
Bitch please, I am bi if you couldn't tell. Also, its not clockwork! >T
The Beastmen, a once proud race that claim rule over all the lands long before any other had. But with the rise of the Empires of other races, they were forced to abandon their old claims and hide in the forest and mountains. These new savage creatures fight not for honor, land or gold, but for vengeance for the humiliation their forefathers suffered at the hands of the other races.
Geography
Draw your borders on the map to lay your claim. Describe the environment and geography as you wish within reasonable limits. Some important notes is that we're all somewhat in the northern hemisphere of the planet barring the southern regions so take that as you will. The west is largely cut off from us due to the World's End Mountains.
If you play a nation with multiple smaller administrative zones (ie Fiefs, Baronies, Chiefdoms, Kingdoms, etc), you might want to list them here as well as any other important zones like major cities, fortifications and of course, your capital, if you have one.
History
Long before the Empires of men, elves and dwarves arose, beastmen roamed free upon the land, the world as their grazing field. The people were happy and content as they formed the first large scale gatherings and even permeant tribe locations. Then, the other races, despising the beastmen for their "savage appearance and primitive ways" and took to eradicate them. In this new age of violence, the beastmen were forced to become the brutal warriors they are known as today just to survive but even then, they were still killed off or pushed back into the deep forests that would protect them and shelter their kind. Now, they sense the time is right to come out in full, no more small raiding parties but great warherds. Reckoning is upon the Old World, and with the fire of vengeance, the beastmen shall either resettle their civilization or raze it to ash.
Government
The beastmen employ a brutal but simple method to determine leadership, survival of the fittest. As long as one beastmen can best the current Alpha, he will become the new one which will command the respect and loyalty of the rest of the herd he is a part of. Different herds are referred to by the name of their Alphagor. Varax the Moon Caller is the currently Alphagor of the Herd of the Moon Caller.
Race Description
Beastmen are most well known for appear as humans with animalistic legs and heads, commonly that of a sheep or goat. Many other races consider the beastmen to be stupid barbaric savages in the wilderness. The beastmen may be brutal, but they are far more cunning than many believe or even want to believe, savagery and cunning makes for a deadly combination. The term beastmen is actually just an umbrella term however as there are a few variants or "breeds" of beastmen.
Gors - The most common and well known type of beastmen, these are the horned creatures with animal legs and heads that the beastmen are known for.
Ungors - These beastmen are at the bottom of the heriarchy, their horns either no large enough be considered Gors or they may not even have horns at all. They make up much of the "civilian" part of the herds as they do much of the cooking, crafting and general labor. Ungors can either be naturally born from existing beastmen or children of other races who've been born with unholy mutations and rejected by their parents.
Beastwomen - Rarer than their male counterparts, Beastwomen are noted to be very docile, calm, submissive and even shy in comparison to the trademark aggressiveness of their race, all of them either Gors or Ungors.
Harpies - Spindly flying creatures which often accompany beastmen, they are scavengers that pick at and help loot the bodies of the fallen although their sharp talons and mischievous ways makes them a foe worthy of caution in a fight.
Centigors - Perhaps the most noble (and arrogant) of beastmen, Centigors have human torso connected to the body of a horse or oxen. They like to see themselves as the "best" beastmen, but they're all wise enough not to mention that around Minogors or the Alphas. Their hatred of the other races is the greatest as they have terrific memories and love telling stories of past battles.
Minogors - The largest breed of beastmen with the head and bottom half of a bull. They stand taller than any normal person at around 10 feet, intimidating and brutish with massive muscles. Needless to say, Minogors tend to have some of the higher positions within a herd. A special sub-class of Minogors are Warbulls, Minogors who've grown so large and strong that they are almost always chosen as Alphas.
Alphagor - While not technically a special breed, Alphas are the leaders of Beastmen herds and are almost always extremely tough, durable and strong but more importantly, they're cunning. While many Alphas are Minogors, there have been instances of Centigors or even normal Gors obtaining this rank.
Culture
The life of a beastmen is more often than not a very, very rough life with martial strength being prized above all else, forcing people into a strict hierarchy. Many live in roaming hordes that live off the land and raid for a living. Others living in well hidden encampments and settlements. With the strength-based hierarchy, Ungors are typically given the worse equipment for battle while also being treated the worse with each rung on the ladder above them being treated better and better.
The moon also plays a great role in the religion of the Beastmen which is also tied to battle through the their beastly rituals and one of their lores of magic, Lore of Beasts.
Given their innate connection to nature, the Beastmen are also capable of using various Beast Paths to quickly go through dense forests and even some mountains that are otherwise not passable by nearly all other races.
Economy/Industry
The beastmen are a fairly primative race, lacking the ability to make gunpowder as well as most forms of complex artillery. However, what they do make is sturdy enough to protect while also being simple enough to pump out on the scale a herd needs. No where near as fancy as the armor seen in use with the other races, Beastmen armor is characterized by being simple and effective if not crude and relying mostly on the user's natural durability and stubbornness. To the surprise of many outsiders, the Beastmen do have something resembling a crude barter system as many Gors and Ungors are a thing for tokens, pendants and various other little fetishes, a taste that has slowly made its way up to even Alphagors.
Magic
The Beastmen use two primary lores fairly unique to them: Lore of Beasts and Lore of Wild. Lore of Beasts relates heavily to the moon while Lore of Wild relates largely to that of the Wilderness. Mages of the beastmen are commonly referred to as Witchdoctors. Interestingly enough, there is a single spell from the Lore of Light which the beastmen use: Homeward Bound.
Name: Call of the Moon Lore: Lore of Beasts Type: Buff Short Description: A common spell known by all those who study the Lore of Beasts, it taps and increases the beastly rage within beastmen making them fighter harder, dealing more damage and ignoring causality and wounds.
Name: Ramsteed's Ironpelt Lore: Lore of Beasts Type: Buff Short Description: Ramsteed was a legendary Minogor, famous for being able to shrug off volley after volley of arrows. His spirit hide blesses those under it with similar effects, effectively increasing their armor and durability especially against ranged.
Name: Heart of Darkness Lore: Lore of Beasts Type: Debuff Short Description: Evolution leaves its marks, this spell exploits those marks, driving those affected by it mad to the point they attack anyone and everyone one, even their comrades.
Name: Skyfather's Lance Lore: Lore of Beasts Type: Direct Damage Short Description: Summoning out a great magical lance, the Witchdoctor throws it towards the enemy, leaving deep holes in their ranks as it tears through them in a straight line.
Name: Roar of Glurrag Lore: Lore of Beasts Type: Debuff Short Description: A short ranged spell used for self defense in a way, the magical roar is loud enough to stun if not outright kill those too close to the caster.
Name: Anchor Howl Lore: Lore of Beasts Type: Buff Short Description: A rarity amongst Beastmen spells that typically increase offensive capabilities, this spell actually increases the defensiveness of units especially against a charge where their braying can disturb the enemy charge enough to further weaken its affect.
Name: Call of the Wild Lore: Lore of Wild Type: Buff Short Description: A common spell known by all Witchdoctors of the Lore of Wild, it increases the speed at which Beastmen do their actions ranging from attack speed to charge speed.
Name: The Endless Hunt Lore: Lore of Wild Type: Buff Short Description: The hunt never ends, units affected by this spell will not tire and can detect any hidden or hiding units or persons while being dead silent themselves.
Name: Savage Dominion Lore: Lore of Wild Type: Debuff Short Description: Casted upon enemies, Savage Dominion opens the eyes of those affected to the true, unhinged world, tapping into their fear to weaken them.
Name: Murkrow's Mantle Lore: Lore of Wild Type: Buff Short Description: Murkrow was a legendary Gor warrior whose skills and abilities impressed even Minogors; those who don his mantle are given a taste of his strength and fighting prowess making them hard hitting and savage fighters.
Name: Entanglement Lore: Lore of Wild Type: Offensive Support Short Description: Summoning thick roots from the very earth to snarl on and catch the feet of enemies, this spell is favored as it increases the damage dealt by charging forces. Its hard to dodge something when you can't move after all.
Name: Spirit Beast Froyord Lore: Lore of Wild Type: Offensive Summon Short Description: Collecting the wild animal souls and forming them into a single entity and adding the very essence of the earth to it, this spell is known to but a few Witchdoctors. Froyord was once a great wild wolf-like beast that was bested by the legendary Alphagor Alcorr the White and then used the beast as his mount. Froyord will run around wildly upon being summon, crashing into friend and foe alike leaving carnage in his wake. Legends speak that one day, an Alphagor chosen to lead the beastmen to greatness will be able to mount this spirit beast and use its corporeal form in the real world.
Name: Homeward Bound Lore: Lore of Light Type: Support Short Description: A rarity even amongst the races who practice the Lore of Light regularly, there are few Witchdoctors who know this spell but its use is unquestionable. Besides being the only healing spell that Witchdoctors know, it also increases the stamina and resolve to fight for the Beastmen, especially if they are location they fell is important.
Military
Strengths and Weaknesses:
+ High Charge Damage + Fast Movement Speed over any and all terrain + Can Easily stalk, ambush and hide
- Lacks Ranges Units - Lacks Artillery - Low Armor
Name: Ungor Scouts Type: Light Archers Short Description: While Ungors are considered the lowest breed of beastmen, their smaller size makes them ideal as light troops. They are excellent trackers as they often serve as the main hunting and scouting unit of herds.
Name: Ungor Spearmen Type: Light Spear Infantry Short Description: While Ungors are considered the lowest breed of beastmen, their smaller size makes them ideal as light troops. Surprisingly, they are the few members of their race who commonly use spears.
Name: Ungor Warherd Type: Light Melee Infantry Short Description: While Ungors are considered the lowest breed of beastmen, their smaller size makes them ideal as light troops. All beastmen seek glory and bloodshed of their enemies who cast them down from their paradise generations ago, Ungors are no different.
Name: Warbeast Pack Type: Light Creatures Short Description: Living so close to nature, some beastmen learn how to get very familiar with animals to the point they can command packs and groups of wild wolves, foxes, hounds and other feral animals.
Name: Gor Warriors Type: Light Melee Infantry Short Description: Gors are the iconic "average" beastmen, known and feared by many who live near woods. Many of them carry two axes, clubs or warpicks to battle to savagely bring down their enemies. While some say that their lack of defense is concerning, Gors are more than willing to show that their speed negates the need of such frivolous things.
Name: Gor Warriors (Sheilds) Type: Light Melee Infantry Short Description: Gors are the iconic "average" beastmen, known and feared by many who live near woods. Some carry crude wooden shields to hide themselves from arrows and parry blows. Cowardly? Perhaps. Cunning? Very much.
Name: Gor Warriors (Great Weapons) Type: Medium Melee Infantry Short Description: Gors are the iconic "average" beastmen, known and feared by many who live near woods. Although their horns are killer enough on the charge, some still insist on carrying great swords or large ages to further increase the damage they will do upon impact.
Name: Harpies Type: Light Flying Melee Infantry Short Description: Although frail, Harpies are commonly used as ariel reconnaissance and tactical units, able to take out guards from guard towers and haunt exposed artillery crews and units. While they mostly attack with their sharp talons and claws, they are known to pick up enemies in small groups and drop them from extreme heights.
Name: Razorgors Type: Medium Creatures Short Description: Resembling a cross between a boar and a bear with a whole lot of spikes added on. These creatures are bred and raised to be tough and aggressive, their legendary metabolism and tough digestive system letting them devour a horseman and his horse in under a minute. If you ever wanted to know what a ball of sharp would look like going at you faster than you can run, a charging Razorgor is a good example.
Name: Ungor Chosen Type: Medium Melee Infantry Short Description: While Ungors are typically seen as the weakest of their kind, there are still a select few who impress and outclass even Gors. Such are often said to have been chosen by the moon to be great warriors and given various trinkets and tattoos as a result. These Ungors are often person of great respect to other Ungors who look up to them as some of these Chosen lead their own Ungor herds into battle.
Name: Centigors Type: Medium Melee Cavalry Short Description: Proud and prideful, Centigors see themselves as valiantly fighting a great crusade against an dishonorable enemy that stole their homes away. Armed with lances and shields, they bravely charge the enemy in their quest for glory. Some outsiders consider them a mockery of horseback noble knights, a comparison that Centigors happily accept.
Name: Blackhands Type: Light Ranged Infantry Short Description: Experts at fire starting and exploiting natural flammable materials, Blackhands carry clay earthen jars and pots of natural tar mixed with other flammable materials to create deadly fire bombs, often used to clear out hidden enemies or put villages to the torch. These pyromaniacs also have the best understanding of fear tactics and exploit it ruthlessly.
Name: Bestigors Type: Medium Melee Infantry Short Description: Elite Gor veterans who get the best equipment available, unlike many other beastmen warriors, they understand the value of discipline and training to the point that some might even consider them an actual professional military unit.
Name: Minogors Type: Large Heavy Melee Infantry Short Description: Exceptionally large and strong, there brutish Beastmen strike fear with every blow as they tear through ranks to sate their primal bloodlust. Like Gors, Minogors often favor dual axes to case the most chaos as they can, charging head first into the enemy before cutting them up into bloody chunks with their axes.
Name: Minogors (Sheilds) Type: Large Heavy Melee Infantry Short Description: Exceptionally large and strong, there brutish Beastmen strike fear with every blow as they tear through ranks to sate their primal bloodlust. While some Gors may use shields to protect themselves, Minogors use them primarily to show off their grizzly war trophies; bodies without legs chained to the front, carved skulls with bloody paint, it takes a brave man not to be intimidated by these thick shields.
Name: Minogors Executioners Type: Large Heavy Melee Infantry Short Description: Exceptionally large and strong, there brutish Beastmen strike fear with every blow as they tear through ranks to sate their primal bloodlust. Executioners are more often than not, Warbulls who weild massive great axes that can cut multiple men in half with a single mighty swing. These behemoths take as much pleasure in slaughter as they do in raiding and pillaging.
Name: Centigor Rider Type: Medium Melee Cavalry Short Description: While often too haughty and prideful to do so, sometimes female Centigors will form close relationships with Gors and even Ungors, allowing them to ride on their back, an act that's almost like sex in their culture. The two beastmen would have shared a very close and trusting relationship at this point, even deadlier than they were separated as the Centigor uses her lance and shield to charge into the enemy while her rider swings axes and blades once locked in combat.
Name: Beastlord Alphagor Varkex the Moon Caller, Elf Slayer Position: Alphagor of the Herd, Beastlord of the Beastmen,
Powers: Varkex is a rarity amongst Alphagors and Beastmen in general as he prefers the use of the bow over much else. He carries a legendary bow that is the size of a normal man and fires enchanted arrows more akin to spears, the Moon Caller Greatbow. How Varkex obtained such a weapon has spawned numerous rumors and stories ranging from it being made for him to it being a gift from the moon itself. What is known is that the bow can only be drawn by him and can even be used as artillery. However, to underestimate his melee abilities would be foolish as numerous rivals have learned the hard way.
Short Bio/Personality: Born to a Minotaur and a Ungor Beastwoman, Varkex seemed to be destant for greatness since the day he was born as his birth was hailed by a full, pale moon. Over the years he would distingush himself from others in his brave (if not extraordinary) acts of battle and savagry like forcing an entire village into a pit he dug himself to cover them in pitch and setting them on fire as they desperately tried to claw their way out. However, Varkex was always a clever and cunning one, leaving one to live to tell the tale and letting his name grew. His fame would grow as he began to hold greater and greater power in his tribe until the Alphagor banished him out of fear. A moon phase would pass but Varkex would return, his Moon Caller Greatbow in hand before he pierced the heart of the Alphagor, ripped his head off and mounted it on a stake, taking control of the tribe and the Alphagor's breeding stock. Since then, Varkex's raids have only become more daring and brutal but now it seems he prepares for full scale war against the other races for vengeance of his forefathers as he seeks to unite more and more beastmen herds under his bloody banner..
"It is well that war is so terrible, otherwise we should grow too fond of it."
For years the Old World found itself in a period of relative peace, but something stirs beyond the walls of civilization. From the great forests of the lands, the Beastmen seek to reclaim their ancient ancestral grounds from the races who stole it from them, their small raids becoming ever fiercer and larger. From the east, a new horde of Greenskins pour over the World's End Mountains, their bloodlust and warmongering unparalleled. From the north, the savage Norscan tribes with their unholy pagan gods are only becoming more and more dangerous as the bitter cold winds speak of great, horrific rituals they carry out for their gods now try to summon something. From the south, the living bones of a long dead empire reawakens, with them they carry the reclamation of their vast empire with legions of warriors that now serve them in death as they had in life.
War is coming. A great, eternal war.
This was a story of how people held firm in these dark times chasing after a glimmering beacon of hope. This was a story of how soldiers faced perilous odds but held brave in front of death. This was a tale of how leaders faced both bitter defeat and glorious victory. The battles would be legendary on a scale rarely ever seen before as would the hardships of war on the people. But from them would be forged the greatest of heroes and villains.
This was their story.
This was their Legacy.
Welcome to the world of Salvus, one right on the edge of inevitable all out war. Inspired heavily by Warhammer Fantasy as well as some other fantasy universes, this NRP will be focused on a part of NRPs that we all love but never really get a chance to do, war. Yes, the main focus of this RP isn't diplomacy or expansion or whatever, its just war. That said, there are three things I am going to heavily stress:
1 - You cannot "win", there is no victory and nations/races cannot be completely destroyed without their creator's approval first. This may be a war-based NRP, but its to create something more of a story and also letting people release their desire to write epic battles and just generally have bloody fun.
2 - While the main focus of the RP is good old fashioned killing with some grimdark mixed in, this isn't a nothing but slaughter edgefest. Even in times of great despair, people usually find something normal to do or to be happy about and your posts can relate to things outside of war such as rituals or just about normal civilians who aren't directly in the front lines.
3 - Rule of Cool is definitely in play here but I still do encourage some bit of reason and realism. Most armies aren't made up of only heavily armored knights in real life and they shouldn't be in here. Besides, that's a terrible tactical choice anyways. I'm not going to allow you to have magical nukes or for every single one of your soldiers to carry Unholy Flaming Bastard Swords of Brutal Skullfucking +99.
Because I don't know where to put this otherwise, here's the military crunchy bits which know are confusing. Trust me it was hard enough trying to write it out while knowing what was going on.
Now we get into the interesting meat and bones of the NS. This is going to get a bit complicated, warning you now. Your units can be divided the following categories:
Light
Medium
Heavy
Large
These should be fair self explanatory to anyone whose played strategy games before. Light, Medium, and Heavy all refer to the armor and weaponry of the unit, a group of archers with bows and daggers might be light infantry while full plate armored soldiers with great weapons would be Heavy. That said, relying solely on a single type of unit has obvious tactical drawbacks. Large refer to things larger than the average soldier, things such as Minotaurs, Giants, and Chaos Spawn would all count. Large units also tend to be Monsters units aka anything that's not a normal human/zombie/dwarf/elf/etc; all Monstrous units count as Large but not all Large units have to be Monsters.
Tiers Basic separation of units by their quality, also should be familiar to many people who play strategy games. I will not be putting any hard limits and will hope that everyone can make good decisions on this and make stuff somewhat balanced out. That said, if there is something truly ridiculous, I will be stepping in.
Tier 1 - Units of this tier should be something like the weakest of your army or otherwise the least impressive. Things such as militia, conscripts, peasants, and slaves should be in this level.
Tier 2 - This is where your professional army starts to come in and its also the lowest a cavalry unit and artillery can go.
Tier 3 - Special/Elite units should occupy this slot. Something like knights or an elite version of one of your Tier 2 (or even 1) units should go here.
Tier 4 - The cream of the crop, this slot boasts the finest soldiers and warriors your nation/race can produce. Wether they be the most brutal, the most technological, the most experienced, these troops should understandably be few in number but legendary fighters.
Heroes and Lords Lords are people who rule you race or nation and are asskickers in of themselves. Try to only have 1 or 2 at max. If you've already explained one in your government section and don't want to do another, you can skip over the lord section. Lords cannot be killed, only wounded unless you really want to kill them off. Heroes on the other hand are like Lord in beta-testing. They can be great warriors, powerful officers/leaders or mystical spell casters. They act similar to Lord albeit less powerful. Like Lords, they too can be wounded but they do tend to have slightly higher death rates.
Pros and Cons Just a simple little thing to let everyone else get an overall feel for your army in a more direct way. I do expect some semblance of balance here, probably more so. I don't want to see anyone be extremely good at everything and then only have one downside. Pros and Cons should be something visible or RPable that you will do. If you say you lack archers or ranged then I shouldn't see much range in your unit roster. If you say that troops have poor moral, then I should see them be much more panicky and rout more often in-game compared to other soldiers.
NS guide that will certainly be edited, revised and explained more than once:
Nation Name
Overview
Your nation in brief, what are you all about? Where do you take inspiration from?
Geography
Draw your borders on the map to lay your claim. Describe the environment and geography as you wish within reasonable limits. Some important notes is that we're all somewhat in the northern hemisphere of the planet barring the southern regions so take that as you will. The west is largely cut off from us due to the World's End Mountains.
If you play a nation with multiple smaller administrative zones (ie Fiefs, Baronies, Chiefdoms, Kingdoms, etc), you might want to list them here as well as any other important zones like major cities, fortifications and of course, your capital, if you have one.
History
Self explanatory, what are some major events/figures in your history? Any historical rivalries or encounters between you and other nations/races? What about alliances and stuff?
Government
Simple run down of how you're nation runs, does it have cities and settlements or is it a horde? Reminder that your "king"-like character will be one of your Lord characters (aka one of the badasses who can lead armies and kick ass in their own right).
Race Description
Explain a bit about your race and any natural leanings they may have. If they're just humans than feel free to skip this part.
Culture
How does your people act most of the time/stereotypically? We're most focused on military culture and things like it but feel free to expand on it as much as you'd wish with holidays, customs, habits, etc if you want.
Economy/Industry
How does your nation make money and the stuff they need? Anything unique tech wise that you've come up with? Do they just raid for everything and use slaves and such? Again, try to make it simple but if you really feel the need, go ahead and fill it out to you're heart's desire.
Magic
What kind of magics does your race use if at all? If they don't use magic, do they have some other method of using something close? You can just copy the "lores" of magic from any generic fantasy universe (ie Lore of Flames, Lore of Night, etc); if you an other player both use the same lores or one of the same lores, then please do talk to them about this. I'd prefer that everyone using Lore of Flames knows exactly what a fireball does rather than having to deal with 4 different types of them.
[b]Name:[/b] What is the spell called? [b]Lore:[/b] What Lore (type) of magic is it? Fire, Storm, Beast, etc. Feel free to make up your own lore if you feel inclined. [b]Type:[/b] (Offensive, Support, AOE, Single Target, Debuff, Buff, etc) [b]Short Description:[/b] Tell us a little about your spell, enough to wrap our heads around it.
Military
Tell us about your army, namely the units. Feel free to add as much other fluff as you wish so long so first do your roster.
[b]Name:[/b] Whats the Unit called? [b]Type:[/b] What kind of unit are they? [b]Short Description:[/b] One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
[b]Name:[/b] Whats is their name/titles? [b]Position:[/b] What spot do they occupy in your faction? [b]Powers:[/b] Do they have anything of note about them or use any spells or carry any unique weapons? [b]Short Bio/Personality:[/b] A few short lines on why/how they came to power and how are they generally perceived.
An explanation of how victories can be negotiated/drawn up, curtsey of @RisenDead the coGM.
BATTLE MECHANICS
The running focus of this Roleplay is to engage in full scale Warfare. The idea is not to win, or to lose, but to write out the stories that happen during the course of a battle. If you can write an epic battle that takes a month for the two of you to move forward a single day, we love it! That is what we are here for. The agony, the drama, the glory, the heroes, the savagery. We want everyone else in this Roleplay, and anyone who reads it, to be imagining themselves in the shoes of your soldiers, your people, your citizens, we want them lying awake staring at the ceiling as they try to sleep saying to themselves: "What the f**k did I just read and when is the next segment coming out!?"
In order to facilitate this, @Clocktowerechos and myself have decided to go with a very simple Battle Mechanic. It is as follows:
Player Agreed Outcome
This is preferable way of doing things. You intend to attack your neighbour and take their lands! Rawr! Well, first, because we don't actually have real life armies, you must PM the person you are attacking. The two of you can then decide how things are going to work out. Once you have decided on an outcome, let the battle commence, amaze us with your epic storyline and ultimate outcome.
You can fight skirmishes, battles, or even the whole war this way. If you are both happy with the plan, we will not prevent you from making it happen. (Unless its complete bullshit, then we'll have words)
Games Master Controlled Outcome
In the unlikely (Hopefully) situation where two players cannot agree on an outcome, or they would rather just "roll the dice" and see what happens we will do exactly that, and roll the dice. Using this Random Dice Generator we will decide the outcome of the skirmish, battle, or war, based on the following formula;
1-3 Blue wins 4-6 Red Wins
Difficult to grasp at first, but if I can wrap my head around it, anyone can. The dice roll will be the final say and not a negotiation. This is important for all players to realize. If you can't Roleplay your losses as well as you can your wins, you probably shouldn't be doing life in general, let alone Roleplaying.
If you don't like the mechanic please feel free to look elsewhere for a Roleplay to join. We want to keep it simple, and preferably have players sort it out amongst themselves as I do believe we are all adults, or near enough to.
Once you've got the roll back from a Games Master, please feel free to work it out amongst yourselves how the fight is going to go. If one person refuses to cooperate, they lose. Simple.
We're in this together so I hope we will see plenty of player generated awesomeness, or some excellent "Well screw you dice" moments and their outcome.
Current claims also map curtsey of RisenDead.
Pink - @Vocab (Vulpin) Green - @POOHEAD189 (Dwarves) Yellow - [@Willy Verb] Red in the north- @Aristo (The Commonwealth) Lavender - @wxps350 (Dark Elves) Teal/Pale White-ish - @Brithwyr (Fae) Blue - @RisenDead (Rhune) Orange Red in the south - @Lauder (Orruks) Purple - [@SupremeCommander] (Yore)