Hidden 10 yrs ago Post by SaintJackal
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Yeah I've kinda been thinking some of your dominions are pretty similar, would either of you be willing to concede honour as a dominion? I hate writing on a phone too.
Just to clarify if someone is behaving in a meta or power playing in any way during ic they will face consequences, and if the behaviour continues they will be removed; so I'm putting my trust in you all as a player base, so let's play fair and all have fun.
Hidden 10 yrs ago Post by KaiserAuto
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I'm not nice enough to willingly give something up.

And in my defence, initially he said that he wouldn't necessarily roleplay in here, so I took it and based my nation and my gods around it.
Hidden 10 yrs ago Post by Cyclone
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Just to hopefully avoid friction between myself and anybody with a similar character in mind, I'm planning to have dreams, illusions, and mystery as my god's dominion.
Hidden 10 yrs ago 10 yrs ago Post by SaintJackal
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I usually operate on a first come first served policy; so I'm afraid Klomster I'll have to ask you to revoke honour. Feel free to replace it with anything else that hasn't already been used. This is my fault for not picking up on it earlier, I'll try and not let something like this happen again. Sorry for the inconvenience.
Hidden 10 yrs ago Post by Durandal
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Is it safe to assume there is still room in this RP?
Hidden 10 yrs ago 10 yrs ago Post by Klomster
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I have been thinking about it during the day, and realized that it was probably honor that was the problem.
Plus that "honorable combat" was a poor choice of words and sounds bad.

I've been considering what to change it to, and the answer is Chivalry. War has rules, and how to act. And my faction uphold those tenets.
None of my troops will commit harakiri since they failed their lord and lost their honor. They will however be punished according to the rules of war.
My god can still respect those that value honor.

Also, in the game i base it on this nation does have a lower magic resistance than regular humans. The lack of battlefield mages is also a thing.

Also, my description is heavy on the story and history versions of descriptions.
My troops are "Impervious" to attacks in the same way that 6 foot tall men with full plates and tower shields are. An arrow hitting a weak spot or a ballista bolt hitting home still has the expected effects.
Fighting "fearlessly" was a description vikings, redcoats and many other historical forces shared, doesn't mean they don't feel fear. It just means they are good drilled men, whom are not going to break easily.

Also, my character being "taller than the tallest pine in the forest", i'm gonna go with the forests of my homeland, which are rather stumped.
So he's around 5-6 metres. Still massive, but not crazy.

After all, a good sounding description is better than boring stats and rules? :P
Although i could keep that in the actual posts later....

I'll change the description. I think chivalry is rather different to honor since battlefield etiquette and honorable deeds are rather different.

Just to mention though. In historical pantheons, several gods have shared one or more dominions. Like war in norse mythology. But if we are to keep dominions to single deities, i'm fine with that.
Hidden 10 yrs ago 10 yrs ago Post by KaiserAuto
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I'm not all to willing to continue arguing, so I'll let this be my final post on the matter.

Men clad in black steel, a super alloy, from head to toe, cannot be killed. It's as easy as that. Sure, they can be hit with a giant arrow from a ballista, but no human would ever be able to cut through this super alloy with any weapons of sane qualities. I don't care if they can know fear and route should the pressure apply itself, or if they can be killed by ballista shots- the reason is that you shouldn't have to face an enemy that 'knows no fear, and can defeat all evil', the fact that they can only be logically attacked by some super mage is kinda.

I don't want to be a tau soldier without access to long-range weaponry and fight a space marine of the ultramarines.

If you don't understand the metaphor then I will rephrase.

Samurai versus roman legioneer with access to a knights plate armor, but instead of plate it's made of steel and he has a giant tower shield to boot. Sure he can't move as well as my samurai can, but who said he'd need to since he's got access to a mace of insane might he can probably just wing it until he's hit my samurai, at which point he'll instantly fall to his knees.

Sure there are joints, but no sane man, nor logical arrow would kill anyone via those.

But in the worst case I'll just say that my swords can cut through wood like the katana cut through flesh.

Edit: For the sake of clarity, I have nothing against your deity. I think he's cool and all but your nation is what is worrying me man.
Hidden 10 yrs ago Post by SaintJackal
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Durandal there are indeed still spaces open, feel free to apply.
As for your two, a move from honourable combat to chivalry is satisfactory, and in regards to the strength of his men, he has stated they are few and far between; and even with above average armour and tower shields would be susceptible to blunt trauma and superior numbers. Every nation will have it strengths and weaknesses. At the end of the day if he tries to overstate the effectiveness of his armour above reasonable thought it will have to be retconned. But as a forge based nation in a fantasy setting he is probably going to have commonplace low-magic suits of plate. For now accept it and if you turn out to be right in the future feel free to say you told me so. Consider this issue closed, if you have more to say pm me.
Hidden 10 yrs ago Post by Durandal
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Kara, Lady of the Mystic



Dominion:

Mysticism, Foresight, and Sculpture

Appearance:


Outwardly, Kara appears little more than a fine looking, mature woman taller than average height, even for males. One who assumes this would be incorrect in their assumption. Flowing black hair, retaining a sheen no matter what has happened, is usually half pulled up behind her while the rest hangs loose around her shoulders. Cold eyes stare out of a pale face, lips painted a permanent red. Her clothing is as ornate as her station, usually a red-and-gold fabric arranged into a regal manner, the exact positioning reliant on her mood. A permanent feature is the crown on her head, an item of bronze that she never parts with.

Personality:

Strong of will, keen of mind, and impetuous of nature, Kara does not always bear herself as one would expect a god to carry themselves. Sometimes indulging in childlike pleasures, she rushes to and fro, involving herself in many of the matters of her nation, frequently walking among her subjects as any other person would. Often she insists that others treat her not as a god but simply a mother, there to talk to and depend on. As such, she detests those who would rule by fear and impersonal means, viewing them as not worth of commanding a nation in any means. When protecting those under her, she is merciless in nature except when mercy would hold more strategic value. Each life she claims sees another blood-red mark upon her staff or crown, and the myriad dots attest to her skill as a combatant.

Powers:

As Lady of Mysticism and Foresight, Kara can utilize various magical abilities that enhance her skills tremendously. Blessed with the powers of divination, she is able to trace the paths of the future before they happen, revealing to her the plethora of possibilities that can happen as well which are most likely, although nothing is certain. This allows her to react to events and actions before the user knows they would even embark upon such a course, although this can lead to unintended consequences not expected in the paths of fate. It is this skill that allows her to guide her nation with efficacy, as well as enabling her to succeed in battle.
In addition, she sports more traditional magical abilities, chief among them shields of magic which are at once both aesthetically pleasing and useful. Various combat abilities exist, though they are mainly simple spells such as elemental bolts of energy or rudimentary healing. As one of her domains is sculpture, bodyguards of stone or bronze frequently accompany her.

Magic Items:

The Staff of Palas- An ancient staff of power, it amplifies her powers greatly, as well as having an enchanted blade at the tip able to tear through most materials with ease.
The Bronze Crown- A symbol of her power, Kara utilizes the Bronze Crown to phase in out and out of substance, enabling her to pass through mundane objects unaffected and some magical items.

Mortality:

Kara's physical body is that of a normal human, able to be damaged easily. It is her spirit, however, that endures, for she is a lich, with a phylactery hidden deep within the nation. When she is killed, the crown and staff return to the phylactery after dissolving into dust. Only by destroying the phylactery can she be truly destroyed.



AFfaraqid




Terrain:

Affaraqid is a land of deserts and plains, though sand is the predominant feature. Settlements are few and far between, centered around massive oases that provide the life blood of the desert. As one progresses inwards, the rolling plains give way to the desert, a burning land that kills the unwary. At the center of this desert lies The Mountains, a small chain of mountains that holds a large portion of Affaraqid's population.

Wildlife:

Few animals live in the desert regions, most being dangerous in some manner, whether it be venom, claws, teeth, or simple brute strength. The plains hold most of the wildlife, mainly nomadic grazing creatures and other such herbivores, along with small and medium sized predators.

Species:

Affaraqid is a land of pure humans, all non-human sentient species having been driven out long ago. The humans of Affarqid are usually thinner in frame than other humans, with skin of a bronze color, although their wiry strength and agile muscles enable them to compete with larger peoples.

Culture(s):

The Affaraqid's are a simple people on the outside, complex underneath, and exultant in their lives. Each person enters life in shade and ends in it, a representation of the deshrouding of the eyes at birth and the shrouding of life at death. A rather peaceful culture, they nevertheless support a military of substantial size that doubles as guards for caravans and emissaries to other nations. Sports are held in high regard and keep the Affarqid people fit. Combined with the harsh conditions of their homeland, Affaraqid's are humans sturdy in spirit and body. Much of their food is spiced with the natural herbs and plants that grow in the plains and desert, including the oft-desired pepper. Architecture is simple, square buildings and open areas that serve to relieve the heat of the day when inside.

Capital:

Morath, City of Bronze

Important Individuals:

Sarik the Younger, Kara's regent in Affaraqid
Sarik the Elder, Commandant of the Armies
Ferulag Hassan, Lord Mystic
Amira Derush, Farseer of Affaraqid
Hidden 10 yrs ago Post by KaiserAuto
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I was planning on dropping it, just like my mic.
#Beast
Hidden 10 yrs ago Post by Rhymer
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@Durandal Nice demi-god. Cool to see some D&D influence
Hidden 10 yrs ago Post by SaintJackal
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Durandal, you're approved so post into characters whenever you wish.
Cyclone, I like what I'm reading so far.
Hidden 10 yrs ago Post by Cyclone
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Any thoughts on what I have so far?

Edit: lol, Saint posted a second before I asked
Hidden 10 yrs ago 10 yrs ago Post by Rhymer
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Is anyone else confused by Ushibano er...KaiserAuto's god(s)? Tell me if this is right: It's two different gods (Ushibano'o and Hasushi bano) with the latter being the weaker? And the swords are also gods but just swords that can be wielded?

EDIT: Ok so the Hakabi (which is the six swords) were made by another unknown diety and they 'seal' the Ushibano'o and the KaiserAuto Hasushi-bano inside:

...however when they are summoned, they can be resealed if the sword requirement is failed to be met, for example: If one of Ushibano'os five swords leaves contact with his aura, he is forcefully resealed...
Kaiserauto


But they summon Ushi/hasushi when wielding 4+ swords (how do you wield 4 swords at once?)

..When three or more swords are gathered together in the same immediate vicinity, the swords unite their personalities into one deific entity which wields them, this entity is known as Hasushi-bano. Hasushi-bano is a union of three or four of these god-swords, the Hasushi-bano holds the quality and appearance based on the features of the swords that summoned him.

The Ushibano'o is the ultimate entity which can be crafted by these swords, being a union of 5 swords, the Ushibano'o is the most powerful form of that these swords can craft, however, there has never been a 6 sword union before. ...
Kaiserauto


I think I have it now. I actually really think the idea is cool as hell-I just can't make heads or tails of it.
Hidden 10 yrs ago Post by Durandal
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@Durandal Nice demi-god. Cool to see some D&D influence


Thanks. I've always found it more interesting to have to work a bit more to accomplish. Plus D&D is one of the things that got me into fantasy. :P
Hidden 10 yrs ago Post by SaintJackal
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I'm really interested to see how he captures the character of the god; as with 6 variable personality components and all the different combinations of swords he could potentially be a slightly different incarnation every time he materialises.
Hidden 10 yrs ago Post by Durandal
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So would I be ze only demigod at the moment?
Hidden 10 yrs ago Post by Rhymer
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So would I be ze only demigod at the moment?


Technically were all demi-gods because of the nature of the ALL-god from what I can tell in the OP.
Hidden 10 yrs ago Post by Durandal
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<Snipped quote by Durandal>

Technically were all demi-gods because of the nature of the ALL-god from what I can tell in the OP.


Right at that. Some are more god than others, though. Ah well, nothing that matters particularly. A good story is best.
Hidden 10 yrs ago Post by KaiserAuto
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So do I need to explain the Hakabi seal mechanism?
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