Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 51 52 [53] 54 55 ... 76

Author Topic: Bay12 Communal Worldbuilding Game  (Read 68360 times)

Naturegirl1999

  • Bay Watcher
  • Thank you TamerVirus for the avatar switcher
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #780 on: July 08, 2020, 12:46:46 pm »

Year 309.1
The Black Sky Legion attempts to raze the southern part of the Red Court
Logged

IncompetentFortressMaker

  • Bay Watcher
  • [NATURAL_SKILL:MODDING:2]
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #781 on: July 08, 2020, 01:17:25 pm »

Year 309.2
The lunatical dwarf continues to build their tower, or try to. They have been seen wielding a pickaxe, staring at rocks for no good reason.
((FYI, calling them lunatical on purpose. Did you know that the word "lunacy" originated in the belief that Earth's moon was insanity-related?))
((
Quote from: Wikipedia article
History
The term "lunatic" derives from the Latin word lunaticus, which originally referred mainly to epilepsy and madness, as diseases thought to be caused by the moon. The King James Version of the Bible records "lunatick" in the Gospel of Matthew which has been interpreted as a reference to epilepsy. By the fourth and fifth centuries, astrologers were commonly using the term to refer to neurological and psychiatric diseases. Philosophers such as Aristotle and Pliny the Elder argued that the full moon induced insane individuals with bipolar disorder by providing light during nights which would otherwise have been dark, and affecting susceptible individuals through the well-known route of sleep deprivation. Until at least 1700, it was also a common belief that the moon influenced fevers, rheumatism, episodes of epilepsy and other diseases.
))

Unraveller

  • Bay Watcher
  • [DOES_NOT_EXIST]
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #782 on: July 08, 2020, 03:37:49 pm »

(( Sweeeet! Mixing some Elysian story with the Vasilikos? Strik3r, you're too kind to my muse! ))

Year 309.5
Careful is she, whom is the White Cobra, for the words she chooses.
Conscious is she, whom is the White Cobra, for the rancor of her kin.
Passionate is she, whom is the White Cobra, for a Vasilikos future steeped naught in blood and miasma.
Yet yearning still is she, whom is the White Cobra, for the alluring Monolith, and yet too the island high above the floating continent.

As Basileus and its most ardent cabals seek the hearts of dragons, the White Cobra, naming herself, 'Επιστάτα', seeks out the Bleg. For whom the Vasilikos have purposefully avoided, naught for sake of fear, but for savoring the 'last' hunt. She speaks unto those whom have garrisoned themselves against the growing serpents and the threat they pose to peace upon Dragolia. "To cast thee as prey is the game of Serpent cowards and cutthroats. All is not so!"

Perhaps naievity grew in the White Cobra, for she came on to the Bleg without plan and without an alliance within her kind. Seeking only to be an envoy to the felines or perhaps even to build a greater trust in the name of Vasilikos. Foolish as the ethereal-looking creature was, were she successful, it played only ever more into the Basileus' eventual 'coronation.'
Logged
I've lost control of my life.

Superdorf

  • Bay Watcher
  • Soothly we live in mighty years!
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #783 on: July 08, 2020, 03:48:04 pm »

(( "Επιστάτα". What's that translate to? ))
Logged
Falling angel met the rising ape, and the sound it made was

klonk
tormenting the player is important
Sigtext

Unraveller

  • Bay Watcher
  • [DOES_NOT_EXIST]
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #784 on: July 08, 2020, 03:58:10 pm »

(( Something close to, caregiver or 'to stand by', teacher might also be a sufficient meaning. I corrupted the usually masculine word επιστάτης, to a feminine variant for more fantasy departure. Because yay arbitrary gendered language! ))
Logged
I've lost control of my life.

Strik3r

  • Bay Watcher
  • Persistently work-in-progress.
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #785 on: July 09, 2020, 06:07:22 am »

((you already know what im going to say:

Todays update is late.

Reason?

A small render for this roll. Like everything i do, it ended up taking much longer than i expected.
Year 308.7
Greatly disturbed by the raid on the Elysian Gardens, certain of the more militarily inclined Waterstone dwarves begin to wonder about training and outfitting a contingent of Elysian soldiers. The creatures have hands, after all-- surely they can be taught to wield a spear?
I honestly wish i could make a render for ALL turns, but i'd need to be able to make them at beyond-superhuman pace lol. Also, i wish i could make renders of things other than Elysians.
As a side note, Im probably the slowest person on Earth when it comes to doing things.))
Logged
NOTICE: If you can't update your profile/signature, stop using a Imgur URL for your profile picture.
Upload it to somewhere else.

auzewasright

  • Bay Watcher
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #786 on: July 09, 2020, 06:52:18 am »

Year 309.6
The Great Diplomatic Army attacks to the west in the hopes of meeting up with those of Karhan and Arghila.
Logged

Naturegirl1999

  • Bay Watcher
  • Thank you TamerVirus for the avatar switcher
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #787 on: July 09, 2020, 08:49:30 am »

((you already know what im going to say:

Todays update is late.

Reason?

A small render for this roll. Like everything i do, it ended up taking much longer than i expected.
Year 308.7
Greatly disturbed by the raid on the Elysian Gardens, certain of the more militarily inclined Waterstone dwarves begin to wonder about training and outfitting a contingent of Elysian soldiers. The creatures have hands, after all-- surely they can be taught to wield a spear?
I honestly wish i could make a render for ALL turns, but i'd need to be able to make them at beyond-superhuman pace lol. Also, i wish i could make renders of things other than Elysians.
As a side note, Im probably the slowest person on Earth when it comes to doing things.))
((don’t think every post requires renders. Your renders are good, but don’t burn yourself out))
Logged

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #788 on: July 09, 2020, 04:01:45 pm »

Year 309.95
The Aquatic Gondolas First Expedition has returned and they come Back with unexpected disturbing news.
They haven't found Traces of the Titan Spawn, but instead they found vastly agriculturized ocean floors. Apparantly the absence of the Sharkmen has to do with a partial industrialization of their society. Vast floors are Used to grow seaweed to feed underwater dwellers to feast on and surrounding several volcanic vents the researchers have found growing cities using the volcans to Power their forges. They did Not come Close though as some heavily armed Sharkmen started to Chase the Aquatic Gondola Out of their Territories. Refugio Guerra is quite disturbed by their findings and sends Letters to the human Kingdoms informing them about the News.
Logged

Strik3r

  • Bay Watcher
  • Persistently work-in-progress.
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #789 on: July 10, 2020, 05:43:20 am »

Notices

Since i missed the update window yesterday, i decided to take some extra time to make sure the update is as good is it could be.


Rolls

The Angry Babbler attempts to exact vengeance for the kidnapping of the Elysians
Code: [Select]
1d20=17The Angry Babbler followed the Seeker's cart wagon all the way to the Vasilikos' twin isles on his own two feet, doing as he usually does, subsisting off of whatever he can catch as he made his way south, following the wagon's tracks.

He managed to catch the Seeker just as he was leaving the isles again, immediately recognizing the Seeker as the one who had driven the cart with the... Cat-Monkeys? or whatever they were, The Angry Babbler screamed profanities at the Seeker from far away, interspaced with something about cat-monkeys, loud enough that it could be heard all the way to the twin islands. The Seeker only had a brief chance to make a confused lizardman face before the angry dwarf running toward him at breakneck speed reached him and tackled him straight to the ground, and proceeded to pummel his ugly lizard snout with fists as hard as rock.

The skull of the Seeker must've been shattered into little bits by the time the Angry Babbler was done with him and drowned him in the waters surrounding the Twin Islands. But the Babbler Wasn't done yet, oh no. The Babbler didn't know whether there was a bridge onto the islands, but he didn't care, he just jumped in and began to swim. One almost has to feel sorry for the Vasilikos that THIS was the first dwarf that they would meet. But this is one they would not get to eat.

Several of the Vasilikos died in the attack by the Angry Babbler on their home, some in some rather confusing ways. One died with one of its own fangs driven through its eye, another was skewered on a large, sharp, very tall boulder, one was killed by its brethren after it somehow got tied in a knot in such a way that it could no longer move, one died to starvation as it could no longer eat after its stomach was destroyed, from the inside, and a few other, less notable deaths happened too.

Even though the Angry Babbler could never find the Cat-Monkeys that were kidnapped, he felt that vengeance had been adequately served and swam off the island.
After he got off the island, the Angry Babbler was hungry and in an ironic twist, one of the Vasilikos would serve as his meal, well a part of one anyway, one's tail, more than enough to keep a dwarf fed and still have enough left over to share with others, but the Angry Babbler was alone, and continued to babble angrily.
((If you cant tell, this one is a bit less serious than most of the stuff i write.))

militarily inclined Waterstone dwarves attempt to train Elysian soldiers
Code: [Select]
1d20=19Getting the Elysians to wield and use a spear was the easy part, getting them over their aversion to fighting, hurting others, getting hurt themselves AND teaching them to not misuse that knowledge all at once was the hard part. Teaching all that to an Elysian, with who they could not properly communicate, seemed to be a task even beyond the stubborn dwarves, especially over a short timespan. The dwarves realized that they might have the wrong approach to the situation, that they should look for something that already exists inside the Elysians themselves, and they immediately recognized the guardian instinct as a potential way to get Elysians to fight. After all, that's exactly what its there for, to protect their home, the tree and their friends. It worked, if an Elysian felt threatened, even if the threat was a simulated one, such as an image painted of a monster on wood, even though the Elysians clearly recognized it as such, as just an image, it could still be used to stimulate (and simulate) their threat response. The Elysians would readily attack it, but as before, they really didn't have their heart in it.

The dwarves recognized that something was missing from the equation, and dwarves being dwarves, to them it was: Anger. The dwarves are really, REALLY good at getting angry and worked up. All they had to do, was show the way, and after a few tries, it took hold. And even though the dwarves at first thinking that they had failed again when the Elysian dropped the weapon that it was givem, only when they saw a ball of magic form in its hands did they realize what was going on. The Elysians still preferred magic over steel and the results were... Devastating...
Spoiler (click to show/hide)
In it's anger, it turned the wooden boards with a monster painted on it into a pile of scraps and splinters with a single blast.
The Dwarves and Elysians had discovered something together that even the researchers of the University could not: The magic of the Elysians comes from their hearts, it's power is dependent on the Elysian's emotions and how strong the emotions are.
An angered Elysian it turns out, is a fearsome thing. While the Elysians have no distinct spells, instead they seem to draw upon and manipulate pure energy with their mind and heart alone.
Thus the Dwarves did not need to worry about teaching the wrong lesson to the Elysians, the Dwarves merely unlocked something that was within Elysians already, something that just needed to be found, and from there, their own instinct, threat assessment and morality will take over. Outwardly, The Elysians haven't changed a bit as a result of the Dwarves' actions, generally still being the chipper little creatures that they always were, but woe onto those that would try to take their friends or hurt them.
Of course, the Elysians were taught to handle all manner of conventional weaponry too, it just turns out that they prefer magic. Armor is a problem, Elysians generally can not wear... anything, due to their Patagium getting in the way. There is only one thing that the Dwarves had no way to teach them, was how to face down the fear of death, so it is unlikely Elysians will ever enter into a war willingly, but they will fight if they have to.

The Dwarves also seem to have accidentally also solved another problem the Elysians of the Garden were having: Ever since the raid on the Gardens, a kind of an emotional "rot" has been spreading through the Elysians of the Gardens, they were slowly starting to become more withdrawn and apparently "depressed". However, blowing off some steam seems to have helped with the situation greatly.
Another curious side effect of the Dwarves interaction with them, is that Elysians in the gardens have been spotted playing a bit more roughly with each other, on multiple occasions the researchers have spotted Elysians pouncing on each other, play-fighting and wrestling, and it seems like none of them seem to come out of any of it worse for wear. Perhaps in a sense, the Dwarves taught more to the Elysians there than just how to fight, they taught them hope, along with it. As well as how to get really angry and fired up.
((if anyone wants to know what a really pissed-off Elysian SOUNDS like: They produce loud, ear-piercing high pitched screeching noises that are only partially audible to humans, the other, inaudible part is in ultrasonic frequencies. Something similar, but softer is used to find each other over long distances. Even if this world has no concept of sound frequency, the hearing of Elysians goes up to around 58kHz. Part of the reason most other races will never be able to "speak" the Elysians native "language" is because part of their communication is in ultrasonic frequencies, though most of it still near the human range of hearing.))

The Dwarves of the Waterstone Clan attempt to learn magic
Code: [Select]
1d20=17The dwarves, having seen how useful magic can be, had become interested in it and the Archmagi of the University were proficient teachers, and so a large number of Archmagi were hired to teach the dwarves magic, the largest number of them were Earth Magi, but in the bunch were also magi of other schools, such as Fire, with dwarves recognizing the potential in fire magic to be a boon to smithing. Water, because they ARE the waterstone clan, it would make no sense if they had no water mages. Light, because even a Dwarf needs to see underground and a flameless light is often useful when there are potentially volatile gasses in the air, that, and many Cavern creatures hate the light. Arcane, for its predictable, mathematical rigidity appealed to many dwarves. The rarest of the Archmagi were those of Spirit and of Darkness.

Perhaps the single most notable Archmage was a Light/Spirit one, he was followed around by creature a bit smaller than a dwarf, that the likes of which some of the dwarves had seen before in their halls but didn't know what they were, an Elysian. This one had deep red patterns on its back and the mage told that the little creature had bonded to him after the raid on the Elysian Gardens months ago, remarking that she was exceptionally small for a female.

The dwarves had already hired many Chaos magi to aid with the digging work, but some were reassigned to teach the Dwarves Chaos magic. "Entropy Beam" of course seemed the obvious holy grail of Chaos magic to the dwarves, for its use in digging, but they were soon taught that Chaos could transmute existing metals into those exotic and at times, out of this world. Dwarves were... intrigued to say the least. But one must be careful, the magics of Chaos are the most unpredictable of all.

The Earth magics were the ones the Dwarves were obviously the most interested in, they lived in and around earth, to them earth was everywhere, so Earth magic was an obvious choice, but learned that Earth magic is more than just pulling rocks out of the ground and hurling them at enemies, Earth is also the magic of nature, it could make things grow, it could heal, it could poison, depending on who was the one doing the teaching.
Indeed, Earth is perhaps the school of magic with the greatest variety, even Chaos magic barely comes close to Earth Magic's versatility, but that also means that there was a lot to learn. Thankfully, it seems as if Dwarves took to Earth magic naturally, they quickly got a grasp on Earth magic.
For a long time, a debate has raged in the University over which school of magic the dark art of necromancy falls into, while its largely a moot point as Necromancy is unlike any other magic, the Magi in their endless effort to categorize everything have struggled to "find a home" for Necromancy.
Some people think that it is Dark magic, however Darkness largely deals with shadows and perception and does not touch topics even related to Necromancy.
Others think it is Chaos, however, Chaos' main domain is Improbability and Entropy. It is too chaotic to do something as willful as controlling the dead.
a few more eccentric people think that Necromancy is actually Earth magic, due to Earth magic's relation to healing, whos to say it could not animate the dead?

However, it is generally agreed that Necromancy is a "Dark Form" of Spirit magic, as spirit magics are the ones that deal with Will, Dreams, Animation and Thoughts. And it is with Spirit magic that the dwarves underestimated as to how many students it would have. They expected limited attendance, however, there were not enough Magi to teach all the Dwarves that wanted to learn it. After all, there is nothing that Spirit magic doesn't make better. From simple Spirit Lights to enchanted minecarts that move themselves to mechanisms that operate themselves, it was all within the purview of Spirit magic. Where Earth magic had the greatest versatility, it was Spirit magic that had the greatest potential, but it requires creativity and mental fortitude of its users to use it's full potential. The Dwarves were largely uninterested in the Dream Manipulation and Psychic parts of the Spirit curriculum, focusing mostly on the Animation aspect and imposing their Will on the nonliving world.

Light Magic is almost always taught nowadays as a companion to Spirit Magic, because Light alone is highly limited in scope and it is unknown whether there is much new pure Light magic left to discover. Almost all of Light deals with offensive spells, aside from the few utility ones like magical lights, most of all the Spirit Light spell, a simple spell that can be taught to anyone, which almost EVERY mage knows, regardless of their actual school of magic, and even many Non-Mages who are in contact with magi on regular basis, even kids can be taught this spell. There were rumors at one point of an order of magical knights that wielded exotic, complex Light magic.

Fire is well, fire. Fire, like light, is mostly made up of offensive spells with a few utility ones mixed in. Fire magic is highly popular right now in light of the Purple Leaf Disease that is worsening with every day so teachers for fire magics are a bit hard to come by. Like Earth magic, Dwarves seemingly take to fire magic almost naturally.

Arcane magic was surprisingly boring for the dwarves. Arcane magic's scope is highly limited but that doesn't mean there aren't useful things there, Arcane Blast is the most obvious, an offensive spell. But Arcane magic also contain arcane barriers and Telekinesis. Its another type of magic where its power comes from the creativity of its users rather than the variety of spells. There have been talks of opening an university branch in the Waterstone Clan's lands, but as one of the Magi explained, the University is right next door to the great hall of the waterstone clan, but also far away at once. The dwarves had difficulty making sense of the confusing explanation.

The Vahucci Cult attempts to steal Valkyra's corpse parts from Arghila, again.
Code: [Select]
1d20=3
Ever since the last attempt to steal the corpse parts by the Vahucci Cult, it seems that the security of the vault has been tightened considerably, Vahucci Cults' infiltrators got barely to the section of the grand castle where the vault was, before they tripped an alarm by stepping on a pressure plate.

The guards' response time was in seconds, and before the Cult's members could do anything about it, they were surrounded by guards, recognized as Vahucci Cult members, and put to the edge of a blade.


The lunatical dwarf continues to build their tower
Code: [Select]
1d20=4"Or try to" is the correct wording here. The Dwarf has been spending an excessive amount of time just holding a random tool, and just staring at what he's supposed to be doing. Worse yet, at times he seems to forget what tool is used for what, when he does try to do work. Its less of problem when he messes up a few hammers by banging them on rocks, but its outright dangerous when he goes to MINE the tower they're building with a pickaxe.

The lunatic dwarf seems to have become more of a liability to the construction effort than help. But his slightly more sane compatriots have largely taken over managing the construction.

The White Cobra attempts diplomacy with the Bleg
Code: [Select]
1d20=8Despite coming to the Bleg with seemingly friendly intentions and insisting that the Bleg were not the prey of the Vasilikos, said catpeople wanted nothing to do with the Vasilikos, of course the Bleg were as polite as they could be, one has to be when facing down a giant snake that could swallow them whole, but the message was clear. Even if Επιστάτα, The White Cobra, was the gentlest and most beautiful of her kind, the Bleg still saw the Vasilikos as little more than monsters, but one of them coming to the Bleg in peace shook them, so they at least were willing to hear what she had to say, even if nothing that would be considered friendly relations came from it.

For just a moment, dark thoughts, like those that ruled over her before her transformation, swam through her mind, but the train of thought was broken by a soft voice in her mind, thoughts that weren't quite her own. "Be humble" were the only words that the voice said. While these were not truly her own thoughts, neither were the other, dark ones, not anymore.




The Third Crusade: A strange, hooded man has been spotted loitering around the Kingdom of Arghila's camps, apparently without any weapons.

YEAR 310

Both of the skydock of the Kingdom of Streamland, and the sky-ship of the Jahtari Sultanate, the first sky-ship in the world have been completed almost simultaneously and the Skyship of the Jahtari will now begin making regular rounds between the two skydocks, it is by far faster than sailing by sea.

The Sky-ship is used by the Jahtari to export expensive silk, gold and other things from Dragolia to Streamland and to the western continent, bypassing Refugio Guerra and its taxes, it is also capable of taking aboard a truly impressive number of passengers each trip.
At the same time, the Sky-Ship takes goods from all over the western continent transported to Streamland and take them to Dragolia. Rumors of the Jahtari using the Sky-Ship to transport slaves from the Western Continent are as of yet unconfirmed.

While the Sky-Ship is nowhere near as fast as walking through a portal is, the portals can not be used to transport large quantities of goods and are still hard to operate.


Warfare
(This wont be here when there are no ongoing wars.)
(Updated)
Spoiler (click to show/hide)
Guide to the Art of War
(Updated)
Spoiler (click to show/hide)

Summary
Spoiler (click to show/hide)


Map and Legend
(Updated)
Spoiler (click to show/hide)

« Last Edit: July 10, 2020, 06:22:57 am by Strik3r »
Logged
NOTICE: If you can't update your profile/signature, stop using a Imgur URL for your profile picture.
Upload it to somewhere else.

TankKit

  • Bay Watcher
  • Probably writing something.
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #790 on: July 10, 2020, 06:41:37 am »

((I think this is my second most favourite update so far. Keep up the good work!))
Year 311

The Black Qhaganate has not responded to any messages sent by the diplomatic army, but has instead organised another, more sophisticated attempt at razing Red Court lands. Now the cannons bombard the Red Court before and after the Sky Legions attack. It seems that the goal of the war has shifted - they no longer want to retake the lost lands, they want to completely annihilate the Red Court.

Meanwhile, Eudenland continues to expand across their little island.
« Last Edit: July 10, 2020, 04:32:52 pm by TankKit »
Logged
“I would stop you from doing unholy experiments with my people, but I don’t actually care about their well-being and I kinda want to see what happens”

Spoken like a true god TankKit.

Strik3r

  • Bay Watcher
  • Persistently work-in-progress.
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #791 on: July 10, 2020, 06:57:26 am »

((I think this is my second most favourite update so far. Keep up the good work!))
Year 311

((Second most favourite? Then what's your most favourite update thus far?

Also, i think im going to have the Aetherial Cannons Bombard the Red Court after The Black Sky-Legion's attack, that way at least the Sky-Legion doesn't risk its hp for only 1/4th damage, one of them is going to deal only quarter damage, its better that the Artillery take the damage hit.))
Logged
NOTICE: If you can't update your profile/signature, stop using a Imgur URL for your profile picture.
Upload it to somewhere else.

TankKit

  • Bay Watcher
  • Probably writing something.
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #792 on: July 10, 2020, 07:18:50 am »

((I think this is my second most favourite update so far. Keep up the good work!))
Year 311

((Second most favourite? Then what's your most favourite update thus far?

Also, i think im going to have the Aetherial Cannons Bombard the Red Court after The Black Sky-Legion's attack, that way at least the Sky-Legion doesn't risk its hp for only 1/4th damage, one of them is going to deal only quarter damage, its better that the Artillery take the damage hit.))
((My most favourite update so far is the Second Crusade because it was cool to read and I like the way you handled the rolls.

And that does make sense, yeah.))
Logged
“I would stop you from doing unholy experiments with my people, but I don’t actually care about their well-being and I kinda want to see what happens”

Spoken like a true god TankKit.

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #793 on: July 10, 2020, 07:21:47 am »

Year 312
For a Long Time the Sharkmen tribes Had been forgotten. They were almost reduced to being a Legend of the human Kingdoms. They still exist and are flourishing. After years upon years trying to go for a Spiritual path they realized that only little could be gained from this. They are their Leaders and began settling the ocean Floor. With settlement CAME the seaweed fields and Coral farms. Domesticated whales and other Fisch became their stable food. Metallurgy and Obsidian Casting with the Help of oceanic volcano vents have allowed them to become armed with powerful weapons and Armour. Soon the united Sharkmen Front will Strike at their foe, the Aetherial menace. This endeavor was their driving force for all These years afterall.
Logged

Strik3r

  • Bay Watcher
  • Persistently work-in-progress.
    • View Profile
Re: Bay12 Communal Worldbuilding Game
« Reply #794 on: July 10, 2020, 07:36:03 am »

((My most favourite update so far is the Second Crusade because it was cool to read and I like the way you handled the rolls.

((Damn, really? i thought it was rushed and hastily cobbled together... plus, writing that was a total nightmare. I guess it shows how far putting in serious effort can really take someone.))

Year 312
For a Long Time the Sharkmen tribes Had been forgotten. They were almost reduced to being a Legend of the human Kingdoms. They still exist and are flourishing. After years upon years trying to go for a Spiritual path they realized that only little could be gained from this. They are their Leaders and began settling the ocean Floor. With settlement CAME the seaweed fields and Coral farms. Domesticated whales and other Fisch became their stable food. Metallurgy and Obsidian Casting with the Help of oceanic volcano vents have allowed them to become armed with powerful weapons and Armour. Soon the united Sharkmen Front will Strike at their foe, the Aetherial menace. This endeavor was their driving force for all These years afterall.
I guess you're gonna want a war. Again, no new wars until the Third Crusade comes to its conclusion. However i'm exicted to see what an underpowered force like the Sharkmen can actually do against the  Aetherials, especially when the Aetherials are on defence.

Also, i wanna give the Sharkmen a territory underwater, but i dont know where to put it.))
Logged
NOTICE: If you can't update your profile/signature, stop using a Imgur URL for your profile picture.
Upload it to somewhere else.

Pages: 1 ... 51 52 [53] 54 55 ... 76