Updates! 3 more players showing interest, I can pop up the OOC![]()
Well, rather than androgynous - they are all feminine, even the males. Actually, the males tend to be much more feminine than the females - often seen 'beautifying' themselves to stand out even more. Just like how tropical birds would be, having colourful feathers and displaying their beautiful array of colours to the opposite sex. Their customs and culture resemble the nomads of the Silk Road. However, that is purely of my design. Feel free to come up with your own if you're planning to go for Avians.
This is quite a short summation of their physical outlooks - "The Avians of my design are petite people, with adults about the physical height of a teenage human (14-16 of age). Comparatively, they are taller than dwarves and much more slender of frame. They have a pair of properly sized wings located on their hips. The wings are usually of a variety of bright colors, resembling more of the wings of tropical birds than predator birds. Their physical abilities aren't anything spectacular to boast about, other than their ability to fly and hawk-like sight. They embody the idea of nimble and dextrous than brute strength and stamina. The design of their clothing is a mixture of mostly nations around the Silk Road, as the faction of avians are nomadic in nature. The avians are always beautiful people, echoing with the idea of tropical birds being flashy and pleasing to the eyes. To the general populace of Wesnoth, the avians seems as if to only have a single gender - females. That is however untrue, as the males tend to look like females, and in most cases - much more beautiful. The males have a huge tendency to make sure that they are always pleasing to look at; similarly as male tropical birds (but their reasons are for mating).
Having a rather 'brittle' or weaker physical build, they are not able to easily achieve flight with heavy armor; thus the general design of the faction involves a lot of lightweight armors such as leather, cloth or silk. They wield small metal bucklers as shields, while their weapons are always a mixture of wood and steel in favour of a lighter weight."
Here's another variation of my design - with the males looking more like males than this updated version. Slightly more in depth. If I can find my other RPs with avians, I'll include them in for reference. >>Avians<<
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For the Lizardmen, well - they can be either Savrans, or more likely to be inspired by the Lizardmen in Suikoden.
Updates! 3 more players showing interest, I can pop up the OOC![]()
Should I just copy over my NS to the OOC? I might make some minor changes.
Sure, why not. But include an appearance for him too, since I have updated the Sov CS requiring perhaps a picture and a few sentences.
Wanted to start write out some background for the CS I posted couple of pages ago, but instead I'm back with some questions.
Firstly, is there a map of Virnheim around somewhere? Or will there be a map up as soon as we got our three Sovereigns pinned down or something?
Is the continent somehow hard to to reach/find/enter, for whatever reason?
Since I doubt any Sovereign is going to pick Dwarves as his race, I can pretty much write Dwarves as one of the 'minor' races being represented through a series of mining outposts/settlements and narrow down all of that in an extra entry in my CS, right? The background section feels kind of... wrong/empty otherwise if I write about a Dwarf character without delivering stuff about all the other stuff at some other place in the CS.
And seeing how I'm asking questions right now anyways, I can push this one up from asking when I repost the CS to now as well...
Regarding 'Unique Unit: Miners' and their Trait to do this tunneling, I wanted to add that Generals can hold other companies in reserve and send them through the tunnel once it's been dug. Size matters, of course, it'd be standard time to dig for everything up to human sized soldiers, it'd take longer to dig the tunnel if it's for soldiers that are slightly bigger and impossible to pass through for anything even bigger than that. Mounts, unless being accustomed to moving underground because of their nature, can't use it as well.
Units being held in reserve can't enter the battle any other way than later through the tunnels, meaning that, if something goes wrong with the tunneling or it just takes really long, they might not show up at all. Since that also decreases the amount of troops fielded in the immediate battle, holding companies in reserve would still be a risk, depending on the performance of the miners.
Still acceptable as a Trait?
Lecos > The final outlook of the map will be dependant on how the three Sovs design the general terrain around their capital and two cities. Since I am making the map from scratch with photoshop, that will be easily achievableIf necessary, you can check the old OOC - the map is designed specifically based on the four (Last Warring States had four) sovereign's description on the surrounding geography.
Well, since the current outlook of the continent has yet to be defined as it will be heavily based on every sovereign's geography description. Therefore, it is up to be decided by the Sovereigns themselves. If there's difficulty in achieving consensus, then I will make the final decision if it would be a secluded continent, etcetera.
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Regarding the Miner's Special Traits in Tunnelling, I suppose their Special trait - rather than a flanking-based speciality, can be changed into a logistics-based speciality. It could be that the miners will be able to create underground routes which will - have a slower travelling time compared to on ground (the higher the level, the faster they can travel), but their movements will be hidden away from scouts and cannot be ambushed unless the tunnels were to be discovered.
I'm thinking, 1-2 turns (30-60 days) to connect a tunnelling route from one settlement to another. The max distance of the a must be a neighbouring settlement, or at least at the outskirts of the neighbouring settlement. If you are requesting a lengthy tunnel, you'll need to PM me or ask me on the OOC to determine how long will it take for completion. To upgrade a tunnel to a higher level tunnel, you will require roughly 15-30 days. Max level of tunnel will be dependant on your special unit's Special Trait level. However, if your special unit is a T5, they can create Lv5 Tunnels instantly without the need to upgrade them stage by stage, the same for T4 creating Lv4 Tunnels and so forth.
If you're interested with this special trait, I will discuss in detail with you.
Will just have to wait till the Sovereigns and geography are up till I add some stuff about how the dwarves are scattered throughout Virnheim, if I may. ; )
Sent a pm regarding the Special Trait.
Miya'juma shall ride again.
Current RP - 850
Recruits - 400
Companies - 0
GENERATION 13: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
I'll give it another day to generate interests. If not, I shall pop up the OOC.