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You sure? I have stuff to add to my army and I wouldn't want to look like I'm putting in stuff just to counter you.
Most Special thing: 4 arms. I'd say however that being able to efficiently use all arms is as rare as ambidextrous people ordinarily are (My soldiers mostly use 1 large shield with 1 large polearm, more than a person with 2 hands can do, but it's rarely something like 4 swords due to lack of spacial awareness and dexterity to use all of these extra weapons.)

Name: Crayvens
Classification: Sentient
Appearance:

Shared traits: Technically Genderless although it is hard for outsiders to grasp and some will have distinctively female or male demeanor, voices or preferences. Crayvens pay no mind to this but outsiders classify them male or female on this basis. They reproduce asexually and from 6 or 7 year old will lay a few eggs per year until they are 40. Death occurs between 45 and 50 years old from massive organ failure (They will not suffer through degeneration like humans for example, they'll work as good as they did when they were 20 years old one day and on the other they suddenly die). Their short age also generally traduces itself in them being very short tempered and have the attitude that if you want something done you'd better start now if you want to finish. At the age of 40 when they lay their last eggs, begin to have the urge that now that they have done their duty to their family and race it is time to strive for greater things. They thus become 'Questers' and undertake with their last years journeys, either to found a new town, discover the world and so forth, in an effort to be remembered. The Older the Crayven, the more fearless it becomes.

Natural abilities:
-Naturally Works well with others.
-Adapts very quickly.
-Becomes more and more fearless as they age.
-Sensitive & Empathic (Crayvens can easily guess something is wrong with people and also have some insight when people lie to them)

Lifespan: Average 47, oldest on record 59 (Except for 'immortal' emperor)

Relations with other races:
"The Crayvens are incredible people, open-minded, innovative and easy to go people, so much unlike the Crayven Empire." Such are the words spoken by an unknown Ralgon citizen. The Crayvens themselves when living with others easily become model citizens due to their extreme dedication to work and their efficiency in this endeavor. The Crayvens however are also known to take this dedication too seriously at times and it is in their nature to quickly balance in the extremes and above all, hate everything that is both mortal and that gets unwaranted importance. A Crayven speaking with an incompetent that gained his office through nepotism or noble birth will either outright spit out his disrespect or will be pleasant only because it advantages him to be in good relation with the man. Crayvens also tend to be bossy and tell co-workers of other races to step aside while they do the work.

History: (Optional)

Lanuages:
-Metropolitan Crayven (Some variants exist, but all crayvens can understand each other unless they weren't thought the language.)

Religious beliefs:
-Cult of Remembrance: All Crayvens hold dearest the ideal of being remembered as they exist in the afterlife only for as long as someone remembers their name. As this is directly coming from their biological urge to achieve greatness as they age, all crayvens can relate to this.
-Cult of Him: He who made everything, He who is the benevolent God of His chosen people. Crayvens, those from the realm at least, hold the existence of everything of Him, honored may He forever be.

Preferred occupations:
-Architects
-Construction Workers
-Logistic Planing
-Craftsmen

Famous people: N/A

Strengths:
-Fast Reproduction
-Fast Maturation
-Asexual Reproduction
-Four Arms
-Need on average only 5h of sleep
-Adaptable
-Sensitive & Empathic
-Natural Chitin Armor
-Vital organs in rear abdomen (Harder to kill from the front)
-Small
Weaknesses:
-Prone to go to political extremes
-Herd Mentality
-Tendency to do Flash mobs.
-Short Lifespan
-Small
-No fat (Does of hunger almost as fast as of thirst)
-Dies quickly of cold.
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So Boerd said
I am thinking that most Suehan raids number about 50 to 400, with the occasional 1,000 to 1,500 Gothi raid. This raid, led by the Kunungr, is going to be 12,000, all mounted, and it will loop around to the east then into the flatlands you describe.


You do realize this means war old chap, war.

I think that would be a good time for someone to get captured and enslaved, then turned into a warrior then lead an army of Crayvens down on the homeland in a few short years, right?
-Nerminus (Northern Province, Suehania Border, 27,000)

-Suehania: Deny its existence as a nation, all territories mapped as part of the Crayven Realm, kill or enslave on sight.

-Northern Provinces: The whole of Suehania is considered under Administrative control, officially, but in truth only a small part of it is occupied. There is one road going straight to Nerminus and most settlements are along or close to this road, some more brave Crayvens go deeper in land, but these settlements are rare. All settlements have at least a wooden wall and most of them a small castle on a hill to which the citizens can flee in case of a barbarian invasion.

More to come. Expect people to have become 'Used to' raiding.

On the other hand:
-Core land: The core land are heavily urbanized or agriculturalized, forests have been cut down, swamps drained, lakes and rivers controlled by dams. The land is flat and free of predators, also reputed to be one of the safest place around the globe as you can walk for days without ever being robbed. There is generally a settlement or at least an inn at each 6h of walk. At every 8h of horse sprint, there is an outpost with fresh horses for the messenger network to quickly and efficiently deliver news and mail. Roads go straight to cities to form major crossroads and aqueducts bring fresh water to the cities from the mountains, going for miles and miles.

That's probably your target... but doing damage there may stir up a hornet's nest.
So Boerd said
So who wants to host a Suehan raiding party right off the bat?


I DO!
(Goes back to read the rest of the OOC.)
So Boerd said
The question was not rhetorical. Alf runs his own forum composed of many of the people in this thread. Where better to prove or disprove the theory?


Well, that would explain a feeling I've been getting.
Alfhedil said
Being GM doesn't earn you automatic trust, and I for one sincerely question anyone who automatically trusts someone just because they're GM.


In my book it does. Because if you think the GM will fuck up his own game, then random event or no he. will. fuck. it. up. Want it or not being the GM gives someone a position of authority in his RP and what he says, goes.
Alfhedil said
Trust absolutely factors, how else are these "Random" events to be truly random? Random events also do fuck-all to make the story more relatable. If people can't honestly make their nations more relatable by doing these things on their own, then they need to learn how. As ASTA said, we're all experienced NRPers here, and we should know how to make our nations look more realistic and relatable. Random events are never the way to do this, as that requires a great deal of trust in the GM, and a truly impartial party to level these random events.That's the bottom-line here, in that random events benefit no one, in either story or game, and are best left as they were. Just someone's thought for the RP. If this was a trait-based and statistic-driven NRP, then yeah, you lot would have a fair point in Random events, but as it stands, the RP is NOT a stat-driven RP, and it is NOT a trait-based RP.


I for one, trust the GM. He's the GM after all.
I think I get the whole

"Our nations are so protected by the people/nature that anyone trying to invade it would essentially commit suicide."

thing. Not all that special, I've seen it hundreds of times.

But riddle me this.

"The Harvest was bad this year, some people are starving in X region."
"There was a comet in the night sky, people call it an omen of the end of days."
"The snow melted too quickly and rivers left their bed."
"Drought"
"Locusts"
"Large mine is becoming exhausted"
"Lack of gold or silver for minting new coins"
"Plague"

How do you counter that?

I think random events should either be acts of gods, things that the players obviously couldn't have any control over, or have some foreshadowing. Not making a post about how barbarians come and enslave some people, but say that scouts have spotted a bunch of foreigners marauding, etc and let players deal with this.

The thing is that while random events can put certain players at a disadvantage, so will the divisions of people living in wonderland where every day is sunny, the waves are small, the harvest bountiful and so forth and those who live in a more realistic setting. I don't know people in this thread, but I doubt a lot of people would in a war say

-The war is going badly
-The morale is poor
-AND the harvest was shit, so people are starving

That or say that part of an invasion fleet was lost in a storm. It keeps things interesting, unexpected things can happen and let's not forget one crucial thing: The notion of 'Wage total war & genocide' isn't implemented (Or at least anyone implementing it is a dick), so what if you lose a war? Maybe you'll lose some territories, maybe you'll be completely invaded and your population reduced to slavery or forced to migrate out of your land. But this isn't a game over, it's just a change of gameplay, maybe the next grand leader supreme of the world will be you.
So Boerd said
Please, call me Ender. This alias has outlived its usefulness.


So... you live. I guess I always knew our paths would cross again. Ender Wiggins, right?

So Boerd said
Werhner, we ought to work out a history sometime.


Wanna do this here or via PM?
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