Hidden 10 yrs ago Post by Serpentine88
Raw
GM
Avatar of Serpentine88

Serpentine88 Writer of Overly Long Character Sheets

Member Seen 3 yrs ago

OPEN

THE WESTERN REGIONS OF THE MAP NEED YOU AND YOUR REALM TODAY!


The Accepted Library

============================================================================


"The world breaks everyone and afterward many are strong in the broken places. But those that will not break it kills. It kills the very good, and the very gentle, and the very brave, impartially."-Ernest Hemingway


Welcome to the Grimdark.
It is the Seventeenth Heroic Age of the divinely appointed Heroes Calendar on the world of Somnus, a dying world following the “Cataclysm”, an event of existential dread and horror for all beings mortal and immortal. Just two centuries ago a force of unbending will, unknowable intent and uncaring relentlessness marched on the world in all directions, a darkness spewing forth from a hole in the very centre of the world.

It is a world where the ruling gods of the cosmos are disposed and then replaced of by their own ascended instruments every millennium, former mortals rule as gods over a progressively shrinking world. These deities fight with divine power through all their instruments and weapons against the darkness... and are losing.

Mortal realms, vast empires and quaint principalities alike stand in defiance, fight valiantly and fall together against a force of unending number and patience. Great hosts are formed in the distant lands of safety to march heroically towards the centre of the world, hopeful thousands marching towards an enemy spoken of in rumours and nightmarish tales. Equally great hosts are formed in the fallen lands of entropy and despair, marching solemnly away from the centre of the world, broken thousands marching towards safety spoken of in rumours and fanciful tales.

It is the end of times. It is the slow fall of life and civilization and its inhabitant’s defiant war against all odds. They are Wielders of magic; great beasts of legend, armies of hundreds of thousands, warriors, crusaders. They are the millions of ignorant serfs, the kings; emperors, warlords and messiahs. They are the unrivalled heroes, chosen by the gods, assembled for this crawling, final battle. It is a battle from which life takes one foot forward for three back. It is a war of defilement, of the destruction and remaking of all things.

It is the Sacrilege War.


============================================================================


WHAT IS THIS RP:

-It is (grim)dark fantasy.
-It is a Nation-Roleplay.
-It has two play styles, Realms and Hosts.
-It has deities that interact with and need the physical world. The deities take power from belief and thought of mortals and in return dispense magic to mortals.
-It has four great faiths and four great holy cities.
-It has a force of darkness, despair and the apocalypse, GreivousKhan, our Co-GM, as himself.
-It is vaguely Renaissance tech, 1200’s-1500
-It has a single massive Pangae-esque continental mass from which there is no escape.
-Fantasy races and custom races exist.
-Huge numbers of soldiers fight in cataclysmic battles, the end of days gives nations some freedom to draft much more than they can handle economically.
-It is vaguely cooperative. While the living fight together against the darkness, there is nothing stopping infighting except self-preservation.
-It is a story of cosmic horror, of enclosing lovecraftian doom. You will not survive.

WHAT IS A REALM and HOST?
Realms are physical nations with borders, populations and armies. They have smaller starting armies than Crusaders however can rapidly replenish their forces (And as such usually have far larger maximum army sizes, particularly when factoring in modifiers they gain when being physically invaded by the darkness), have far more resources and static defences like castles and walls. Realms must attend to political matters far more than Hosts and while the war of extinction is the most important matter, it is hardly the only one. Realms consist of empires, kingdoms, principalities and other nation-states that can claim ownership of territory.

: -Hosts are landless factions with a single, massive starting army, this 'host' comes in two flavours: Positive hosts (Crusade-style) are given an objective (usually either to defend a besieged realm from the darkness or attempt to venture into the darkness itself to recapture territory, the latter is very dangerous) and march towards the Darkness. Negative hosts (Refugee-style) are generally soldiers and civilians fleeing in terror to find a new safer homeland. Hosts only physical territory besides the land they camp in (Usually with permission of the country they are passing through) is specific 'order' buildings permitted to them by patron realms(Generally positive hosts do this, negative hosts have little reason to). Due to Hosts difficulty with regaining troop numbers, Hosts are advised to have a high number of hero characters and bands of larger than life fighters. Hosts are typically comprised of crusaders; adventurists, great heroes, warlords, barbarian nomads, refugee’s who wish to reclaim their lost lands or find new ones and any other willing to form together into vast armies of light (Or not so light). Hosts if they take land may (But don’t have to) become realms. This can be true for both kinds of hosts, as positive hosts may win back territory from the darkness and found a new realm and negative hosts may eventually find a new homeland)

============================================================================


LAYING DOWN THE LAW:
1: I(Serpentine88) am the law. When I am not available to be the law, the Co-GM(GreivousKhan) is the law.
1.2: I am the highest level of law.
2: Usual rules (No metagaming, powergaming or godmodding as well as captain obvious forum rules)
3: I hold the right to banhammer as I see fit.
4: No flamewars in the OOC (I have the right to determine what is and isn’t a flamewar)
5: No arguing with the GM or CO-GM after they have made a final decision (Note Rule 1).
6: No retconning things that have already happened or attempting to changing/removing vital parts of your sheet after it is accepted without my permission (Note: Fluff information on your sheet may be changed at will).
7: Attempting to break the game mechanics or various systems or plot of the RP through some means of asshattery will result in me summoning Cthulhu on you realm/characters/host. (Note: This is me saying don’t do it)
8: Joining this RP and being accepted means that you accept and acknowledge these rules (Particularly rule 1). You may not claim ignorance of these rules upon being accepted.
9: If you attempt to find loopholes in these fundamental laws, please see rule 1.
10: Have fun, friendGM commands it.

============================================================================


POLITICAL MAP

http://i.imgur.com/4ooJa9V.png[/url



GEOGRAPHIC MAP



============================================================================


WHO ARE THE PLAYERS?
The Realms of the Living:
-Serpentine88, as ??? (GM)
-Flagg as The Drathan Union
-DAWNSTAR as The Revolutionary Republic of Ma' Hurcazak
-Monkeypants as The Kadian Covenant
-Missy as The 19th Clan
-Isotope as The Kingdom of Ararllia
-Celeste as The Empire of The Green Sea

The Great Hosts of the Living:
-Goldeagle1221 as The Horns of Harnia
-YandereNoodle as The Firmehi Swarm
-Enalais as The Order of Ignis

The Darkness:
-Greivous Khan, as himself (Co-GM)

============================================================================


THE SHEETS AND SHEET GUIDES








============================================================================


THE FOUR GREAT FAITHS





============================================================================


THE MAGIC SYSTEM AND PLANES OF EXISTENCE

For a closer look, click here

Hidden 10 yrs ago Post by ASTA
Raw
Avatar of ASTA

ASTA

Member Seen 5 mos ago

Was about to draft a sheet. Saw rules 1-9 and ran for the hills.

Have fun with the RP I guess.
Hidden 10 yrs ago Post by Serpentine88
Raw
GM
Avatar of Serpentine88

Serpentine88 Writer of Overly Long Character Sheets

Member Seen 3 yrs ago

ASTA said
Was about to draft a sheet. Saw rules 1-9 and ran for the hills. Have fun with the RP I guess.


Apologies ASTA, but I have been on the RPGuild for too many years, been in too many NRP's and seen too many malicious trolls and powergamers to be stupid enough to not put down those rules.

Moving on, we will begin with a rollcall.
Hidden 10 yrs ago Post by Tatsua Aiisen
Raw
Avatar of Tatsua Aiisen

Tatsua Aiisen The Lewd Maid

Member Seen 3 yrs ago

Autobots, roll out.
Hidden 10 yrs ago Post by Isotope
Raw
Avatar of Isotope

Isotope I am Spartacus!

Member Seen 2 yrs ago

Hidden 10 yrs ago Post by Sigma
Raw
Avatar of Sigma

Sigma

Member Seen 9 hrs ago

Hidden 10 yrs ago Post by Monkeypants
Raw

Monkeypants

Member Seen 1 yr ago

..


-Realm name: Kadian Covenant

NATIONAL
-Capital: Anselum; A massive city built partially in to a mountain.
-Government Type: Theocracy
-Currency: The Frik. A square-ish silver coin.
-Population: 12.7 million
-Realm Size: 57
-Unique Trait #1: Highly creative, well educated and militarily trained society. That is ridiculously religious.
-Unique Trait #2: (Created by me, mostly to reduce min-maxing)
-Unique Flaw #1 Education does not always mean thinking things through, especially when you mix in fanatical thoughts, this could actually lead to more, creative ways to be fanatical.
-Unique Flaw #2 (Created by me, mostly to reduce min-maxing)

GEOGRAPHICAL
-World-Realm Map:
Red on map, nation considers its influence to be further but the nation only recognizes its defendable borders and the city of Hjuchia.
-Internal-Realm Map:
-Major Cities: Davn, An enormus agricultural city. Very large bastion of troops as well.
Lusch, The biggest northern city, built on the divide between the strait between the small sea and the ocean itself. Large naval presence
Lorstieum, The southern ocean city. built partially on to a cliff with multiple small castle surrounding it. It is the primary ocean trade hub for the nation and has a large naval presence.
Hjuchia, A city built in a swamp. was originally a camp for the disenfranchised, grew in to a huge sprawl.
-Major Castles: None that are particularly noteworthy. All castles are somewhat uniform. Built as Star-forts ranging from very sturdy stone to basic forts made of wood and dirt. All contain portions of the nations armies.
-Buildings of Interest:
Ansulem;
Reach, A tower stretching high in to the sky, atop is five, ten foot spires that form what looks like a hand, reaching for the heavens, hence the name. Very religious icon.
The Aluse, A large domed structure, akin to a colloseum. It has four tall obelisks, one for each direction. This building serves as the capitol of the nation.
Davn; None that are particularly noteworthy
Lusch: The navy acadamy is located here. It is a mini castle built inside the city itself but sits right on the water line. On the opposite side is another large castle built on the water line. It has a large statue of a king of old.
Lorstieum: 'The docks' is a incredible sight. Long stone docks stretch far in to the ocean and warehouses that are as large as some of the smaller towns in the nation. Castles over look the docks from small hills. Cannons have excellent vantage points over the bay giving the boats and people below a feeling of safety.
Hjuchia: The bazzaar. Along a major road towards the center of the world, sits the bazzaar. It is the beating heart of the city and is along the same scope and scale as 'the docks' of Lorstieum.
-Geographic Features of Interest:
Other than the majority of Kadias coast being cliff side (A very major hinderence for the navy and oceanic trade) and vast areas of thick woodlands, it is a fairly flat and open land.

RACIAL
-Majority Race: Your regular good ol' humans.
-Majority Race Appearance:
-Majority Race Characteristics: Humans range from all different shapes and colors. They have a very long life due to the heavy presense of healing magic.
-Minority Races: Elves of all types and orcs are the most common but there are families from all races.
-Minority Race Apearance(s): Typical traits of the said races.
-Minority Race Characteristics: Same as above.

RELIGION & MAGIC
-State Religion: Justinianism
-Religious Information: Fanatical followers.
-Religion Demographics: 88% Justinianism, 2% Desolationism, 1% Yuwanism, 3% Dryadicism, 6% other.
-Holy Relics In Possession:
-Holy Sites Under Control: 'Reach' is supposedly a holy artifact although it was built by ancient Kadians long ago.
-Magical Schools and Curriculum: All schools follow a basic curriculum, following the faith. Numerous books that tell people how to live their life.
Magic is pushed hand in hand with the belief system itself. Healing is a very common form of magic and has led to the race being very long lived. Those with strong affinities with magic are pressed hard to learn more and more.

MILITARY
-Total Military Size. 255000,
City and Castle garrisons make up roughly 50,000 citizen-soldiers.
There are 7 primary armies made up of 28,000 citizen-soldiers of all professions.
The Navy has 9,000 personnel and 90 ships.
-Military Details
Covenant armed forces are well deciplined and ordered in combat. all soldiers know their place in the ranks and thanks to a very simple and straight forward battle formation and unit types, the army is easy to control.
There are four primary types of combat unit. All work together in either line or wedge formations. These soldier types are the melee oriented skirmishers which utilize a spear and heavy shield, The Ranger that uses the mighty Scipo rifle, Battle mage 'Priests' that work as officers from the squad level up, and the basic cavalry who ride a deer/horse hybrid called a Dygol.
The lowest military formation detatchment consists of 17 soldiers. 9 spearmen, 7 rangers and the priest.








The priests use many types of weapons but the most prominant weapon is their faith. All are avid magic users with access to the majority of the Justinian offensive capabilities. They all wear cosmetic wings on their armor. Also attached to this armor via a chain, is a prayer book.

NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch:

-Ruling Dynasty (If applicable): Hadrian Dynasty
-Constable Of The Army (If applicable): Magdolin Jolian IV
-Religious Head (If Applicable): Consul most high Djomos the Wise.
-Persons of interest:
Nolna Hadrian, The current wife of Hadrian.
Lith Topol, The second to the Consul most high. A very powerful woman in the nation.
The twins Ael and Del. These two are the primary architects of the nation. they have designed many of the works from the biggest castles to the efficient sewers of the cities.

HEROIC DRAMATIS PERSONAE






CULTURAL
-History
Basic outline, as told in early history classes of most schools,
Long ago, this nation was a vast empire, stretching in all directions. A powerful navy patrolled the oceans and large armies gaurded the borders. The state religion was sky worshipping. Each star was a god or hero and all people reflected their actions accordingly.

As the nation continued to spread, people began to adopt other religions and a number of powerstruggles within the then capitol of artriarch that eventually led to a civil war. This war lasted over fifty years before fatigue set in. A young king of the time decided to settle this ordeal by splitting the empire in half in an attempt to end the wars. This peace did't last long before the eastern empire collapsed under its own weight. People began rioting and the capitol of artriarch was burned to the ground. Eventually when the dust settled, a new conflict began, religion.

Justinianism originated from south of the western empire and spread quickly through the south. The sky worshippers fought hard but there was no stopping this new way of life. Soldiers defected by the thousands and after a few short wars, the sky worshippers had either left the nation or converted entirely. Peace set in and the modern day borders were set. This was nearly seven hundred years ago. Faith is strong and influence is far and wide.

-List of Historical Grievances
-Relations
-Cultural Notes.
Hidden 10 yrs ago Post by DAWNSTAR
Raw
Avatar of DAWNSTAR

DAWNSTAR A literal Type 0 Super Luminous Star

Member Seen 8 yrs ago

Well it is getting there. I might be done with most of it by the end of today.

-Realm name:Ma' Hurcazak
-Flag/Banner:Flag of Ma'Hurcazak

NATIONAL
-Capital: Nagshinze
-Government Type: Republic
-Currency: Boritzas
-Population: 13,505,872
-Realm Size: Empire(73)
-Unique Trait #1: As One: The Army and Navy of Ma' Hurcazak fight as one. The soldiers uphold the one creed by which they must live, 'We are All Brothers and Sisters against the Darkness'. The soldiers always fight as a unit and are nearly inseperable when they are on their own free time. This oneness recently led to the creation of the 22nd Marine corp and 31st Ranger corp.
-Unique Trait #2: Populist Ideology: Your nation is a nation of the people and for the people. It strives for enlightened ideals put to practice in the form of yet-unknown and completely alien things like 'democracy' and 'equality'. The rest of the world has no idea what you are going on about, but your people sure love it! They love you fiercely so long as you remain a servant of the people. (Effect: Likelihood of popular revolt reduced, likelihood of peasant rebellions significantly reduced, increased public support for defensive wars, increased public mobilization, increased adaptability and skill of non-elite units, increased technological innovation speed)

-Unique Flaw #1 Racism: Racism is a serious problem in Ma' Hurcazak even after the rebellion. It is not rare to see signs stating 'Humans only' or 'No Orcs Allowed' on bars and other public places. When walking the roads of Ma' Hurcazak, it is certainly not a rare sight to see lynched orcs and goblins hanging from trees.
-Unique Flaw #2 What is a Liberty?: As a nation of freemen and women in a world literally run by actual authoritarian gods who can not comprehend liberty and mortal rulers who are unlikely to accept it. This nation is considered a pariah in the face of gods and other nations. Holy clergy despise the republic as a symbol of sacrilege, aristocrats despise the republic for endangering their power, knights despise the republic for giving the commoners equal standing to them and monarchs despise it for obvious reasons. The republic is said by its supporters as being born some 300 years too early, Their deity is still baffled at how it happened and is seriously considering abandoning these mortals. (Effect: Ideological conflict with all non-democratic states, Extreme ideological conflict with all slaver states, extreme ideological conflict with all totalitarian or genocidal states, weaker heroes and 1 less hero than maximum)

GEOGRAPHICAL
-World-Realm Map:
-Internal-Realm Map:

-Major Cities: Nagshinze, Hizeram, Turikast, Venos, Nalluke
-Major Castles:Ibitza, Fakurima, Opizina, Joruke, Vandia, Avernas
-Buildings of Interest: The wall of Cazina(Still under construction. The brown line on the map.)
-Geographic Features of Interest: Silver Sea- A mostly enclosed sea whose waves sparkle like silver due to the reflection of sunlight

off of them.

RACIAL
-Majority Race(s): Humans, Dwarves and Orcs
-Minority Races: High Elves, goblins, and hobbits.

RELIGION & MAGIC
-State Religion: Yuwanite Aestrosism
-Religion Demographics: Out of the 13,505,872 people living in Ma' Hurcazak, 8,985,624 people worship Yuwanite Aestrosism.
-Holy Relics In Possession: The Star Strike Bow, Crest of Aegmon, Seer's glass, Illithian Bulwark(shield)
-Magical Schools and Curriculum: Healing, Barriers, enchantment(Justinian Magnus) and Precognition, Lightning, Conjuration and Transmutation(Yuwan).

MILITARY
-Total Military Size: 245,980 soldiers, 900 mages, 240 warships
-Military Details:








NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch: The Council of Ma' Hurcazak
-General Of The Army : General Zashina Mahraza
-Admiral of the Navy: Admiral Braka Xenorth
-Persons of interest:





HEROIC DRAMATIS PERSONAE
-Sir Vance Tiborn
-Ranger Willa Tu'ruhara
-Priestess Saila Opertez
-Master Viaz Xathrian
-Knight-Commaned Ibraham Calbourn

CULTURAL
-History:






-List of Historical Grievances
-Relations
-Cultural Notes:

Hidden 10 yrs ago Post by Flagg
Raw
Avatar of Flagg

Flagg Strange. This outcome I did not foresee.

Member Seen 3 mos ago

NS Link
Hidden 10 yrs ago Post by Grijs
Raw
Avatar of Grijs

Grijs

Member Seen 2 days ago

Le Mordor reporting in.



(Parody of Wernher's comment in the Interest Check)
Hidden 10 yrs ago Post by Goldeagle1221
Raw
Avatar of Goldeagle1221

Goldeagle1221 I am Spartacus!

Member Seen 1 yr ago

Hidden 10 yrs ago Post by YandereNoodle
Raw

YandereNoodle

Member Offline since relaunch

Changed my mind again. Going to put up a faefolk host soon.
Hidden 10 yrs ago Post by YandereNoodle
Raw

YandereNoodle

Member Offline since relaunch

Can there be a modifier on pixie folk? Like these are 3-5 inch pixies.
Hidden 10 yrs ago Post by The Captain
Raw

The Captain HE WHO HAS NO ENEMY CAN NOT BE SLAIN

Member Seen 3 yrs ago

Giantkin signing in. Need to finish Magic, History/Culture, and Characters.
Hidden 10 yrs ago Post by DELETED324324
Raw

DELETED324324

Banned Seen 2 yrs ago

The Order of Ignis
Banner: The Sunburst of Ignis
-Holy City Benefactor: N/A
-Original Primary Objective: Destroy the darkness by any means necessary
-Original Secondary Objectives: Take back any homelands lost by the Darkness
-Host Size: 250,000
-Unique Trait #1: We shall know no fear: Due to training and a combination of some of the veterans cutting their eyes out or blindfolding themselves in battle, Veteran slayers are immune to being afraid of the spawns of darkness, but this does not mean they can't be routed or scared of other things.
-Unique Trait #2: Sixth Sense: Due to veterans cutting out their eyes some who are magically entuned can feel spawn of darkness in the ground and track them with this, some of the stronger ones can even feel the presence of a great gathering of consciousness. Many who touch it though do go insane due to hearing all of those voices at once.
-Unique Flaw #1: Veteran Saving:Very few make it to veteran status as fighting the darkness often kills many, and those who do are revered so veterans fight very rarely but when brought to the battlefield normally tides are turned.
-Unique Flaw #2 Recruit Everybody: The Order of Ignis recruits everybody regardless of race,creed, or history. There are even entire Penal regiments where prisoners are offered the chance to fight instead of rotting in dungeons, this leads to a lot of infighting

PATRONAGE & GEOGRAPHIC
-Host Map: Founded upon the ruins of whitewall each man swore an oath upon his homelands that they would take back their home. Somewhere along the they made an alliance with Minotaurs, and were granted Asylum withing the borders of the Caadori Empire.
-Founding Location: White Wall
-Patron Realms: The Caadori Empire
-Map

-Host Headquarters Location: The Chalice, a keep outside the Captial city of the Caadori Empire
-Major Host Strongholds: The Chalice, and The Cauldron which is situated closest to the border with the darkness but still within the Caadori Empire
-Buildings of Interest: The Chalice is a simple keep, two tiers of walls a pit in front. and the keep it's self. It looks really unspectacular but due to the help of some of the dwarves within their armies their is an extensive underground tunnel complex. The Cauldron is where most of the army is and where they wait and watch for the Darkness so they can ride out to meet them. It's just a simple timber fort and camp.

RACIAL
-Majority Race: Humans
-Majority Race Appearance: They look like humans, all shapes, sizes, and colors
-Majority Race Characteristics Normal human characteristics, but the strongest trait about humans is their determination and their adaptability
-Minority Races: Any and all
-Minority Race Apearance(s): Various
-Minority Race Characteristics: Depends on Species

RELIGION & MAGIC
-Host Religion: Various, all religions are accepted
-Holy Relics In Possession:N/a
-Holy Sites Under Control: N/a
-Hosts Magical Arsenal: Some of the veterans senses are heightened by magic almost like a form of clairvoyance some can even feel dark spawn.

MILITARY
-Total Military Size: 250,000 (Everyone fights and dies)
-Military Details: There are many different regiments and formations within the order but the prominent four are as follows:








Numbers: Fighters Corp: 150,000. 100,000 frontline fighters 20,000 Calvary troops, 25,000 Archers, 2,000 Warders, 3,000 Knights of Ruin
Ranger:Corp: 50,000
The Farseers: 1,000, 800 In the order of the sun, 200 In the order of the moon
Prisoner Regiments: 49,000
LEADERSHIP DRAMATIS PERSONAE
-Host Leader: Lord Ivor of Whitewall, Nobody has seen his face and he refuses to take off his helmet until Whitewall is retaken. He only takes it off when he is completely and utterly alone.
-Host Religious Head:N/a
-Persons of Interest: General Of the Fighters Corp: Sir Lokir Darkgrin
Officer and Commander of The Knight's of ruin: Aella Sorenn of Silverwind
Warder to Farseer Marius: Roland Sorenn
Warder to Farseer Bareen: Luris Dar'Vein
Leader of the Ranger's Corp: Havarr of Tear
The Farseers Leader of the Order of the sun: Bareen Krag of Goldenholme
The Farseers Leader of the Order of the Moon: Marius Vanorick
General of the Dungeon Rot Regiments: Valrius Black

HEROIC DRAMATIS PERSONAE
-Ivor of Whitewall
-Roland Sorenn

CULTURAL
-History of the Host: The Order of Ignis was created from refugees, from orphans, and from those who had lost homes or families to the darkness these people were tired of feeling hunted, they were tired of running, and they wanted their homes back so they armed themselves and flocked under one banner, that banner was Lord Ivor's sunburst. Lord Ivor, king of whitewall now an exile and a refugee from his homeland had them trained, and had word sent to everybody who would hear them. People came more than Ivor had expected and soon they were a great host. But with no land and no home to call their own they wandered.

Eventually the ruler of the Caadori Empire saw a use for the order and allowed them lands within their great nation, which Ivor graciously accepted, but very few from the Caadori are actually allowed into their keeps. As the groups rituals, rites, and veritable melting pot of everything might be a little too much for some to handle. But they keep to themselves and only small groups of them actually visit with the Caadori people.
-Relations: Good all around the board they especially love to help nations who are losing to the darkness.
-Customs and Traditions: There are very many traditions and customs within the Order as they don't discriminate, but there are many customs made up by them to keep up morale.

Fighters Corp customs: Generally they beat their shields or their chests during battle, war crys, chants, drunken parties, all around debauchery. A favorite custom of the Fighters Corp is to smear ash on their faces and bodies.
Ranger Corps Customs: Trophy taking it's not uncommon to see rangers with hands, or other body parts around their neck or woven into their clothes, pelt wearing, they also paint each others faces with dyes and paints sometimes for fun like the occasional flower or something but other times it's for camouflage.
Farseer Customs: Nobody knows what the farseer customs are or if they even have customs.
The Dungeon Rot Regiments: Their only custom is blooding in, where they cut hands and share blood.
Hidden 10 yrs ago Post by Wernher
Raw
Avatar of Wernher

Wernher

Member Seen 26 days ago

I'm there.
Hidden 10 yrs ago Post by YandereNoodle
Raw

YandereNoodle

Member Offline since relaunch

Hidden 10 yrs ago Post by Monkeypants
Raw

Monkeypants

Member Seen 1 yr ago

all right. I got my location marked. gonna work on the nation proper now. got a lot to do..
Hidden 10 yrs ago Post by Isotope
Raw
Avatar of Isotope

Isotope I am Spartacus!

Member Seen 2 yrs ago

Yay western peoples!
Hidden 10 yrs ago Post by Monkeypants
Raw

Monkeypants

Member Seen 1 yr ago

Do you even remember me? Shit dude it hasn't been that long since our last RP. Same with serp.. I mean damn.
↑ Top
© 2007-2024
BBCode Cheatsheet