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Faunherer

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Posts posted by Faunherer

  1. 5 hours ago, Prieur said:

    The Imam closes his holy book and rolls the scroll the Church recently put out, tucking it aside as he then points above himself, shouting aloud proudly "Subhannallah.” to the congregation before him 

    Baadr repeats the holy phrase as it echoes through the congregation.  "Subhanallah."

  2. What kind of event would you like to see?

    A gradual string of events.  Have Vailor become less hospitable over time.  Make a large deposit of thanhium rise from the depths towards Vailor due to volcanic/geologic activity.  Pair the orc plague rp with the slow onset of a deep winter.  Make the environment less able to recuperate from the damages of nation war.  Have crop failures and droughts become widespread.  Most importantly though, incorporate the decisions we are making now--as guilds, nations, important figures, etc.--and have them lead to our moving away.  

     

    Have the 5.0 map made and ready for a transition, but then give us the time here on Vailor to rp our way out of the continent.  Either it becomes too hostile to live in over time and we move, or some decide to colonize and explore a new land for other reasons.  Lets try to get away from catastrophes or antagonist-driven calamities.  Lets have more input and rp involved in general.

     

    As well, as has been mentioned before in this thread, we should try to shy away from tailoring parts of the new world to the different races and nations.  Build a large, fairly-realistic, explorable continent that must actually be settled.  Have mountain ranges, different biomes (and biome transitions please), logical water systems.  Have desirable areas for resources and settlements to stimulate nation rp and an economy.  Give us what we need to create our story.

     

    Another neat idea would be to save the Vailor map after everyone has left, and work on making the settlements there into explorable ruins.  Have the continent inhabited with great creatures and monsters to battle in a structured (possibly plugin guided?) way.  Allow us to return to our roots after awhile to rediscover our previous culture and to recover relics or lost knowledge.  Make some cool events out of it, or even make it into a large adventure world.

    Would you rather see the descendants pushed off our current land, or giving incentive to move themselves?

    It does not have to be one or the other.  The two can be one and the same, as elaborated above.

    If you want to be pushed off, how so? If you want incentive, what would that be?

    See the first section.

    How should we travel to the next map (boat, portal, etc)?

    Frankly, this does not matter too much, so long as the wait time is short.  Ships, portals, airships, etc.  Allow the people to decide how they want to travel to their new world.

  3. Bahadir, no longer shaken by the hours of shelling, emerges from the hut across the river of the old city.  Gazing across the narrow river to al-Wakhrah, he sees nothing.  The grand, impenetrable walls.  The towering gatehouse.  The opulent Masjid.  All gone.  Reduced to dust and rubble.  Only part of the far coastal tower remains, though precariously balanced on three of its walls.  

     

    He meanders his way across the stream, climbing the dune of sand that was once the city center.  From this vantage point, he can see the full scope of the city's destruction.  Sandstone and clay shards scattered everywhere.  Dust and sand whipped into a torrent above, settling heavily now upon the ruins.  He lets out a weary sigh.  "The Jewel of the South is shattered.  What was once sand returns to sand.  Inshallah."

     

    Beyond the ruins, in the crystal blue sea beside Khalestine, the Qali fleet sails southward--the way Allah has always led them.

  4. Bahadir, Alkabir of the Alwahdat Alwaqi, son of Timur and of Ganbataar before, one of the last of the Atheran Subudai, hearing of the existence of the Azghari Warband feels a sense of longing to return to his roots.

  5. Street Address or Area of Residency - the hay suite in palace

    (If your home has just a #, put down that #. If you're living in a farmsted like the Proudfoot residence, or within the palace, or anything else, put that down.)

     

    Full name [MC name in Brackets] - Bahadir Timurogul al-Yelbegkhai [Faunherer]

     

    Race(Include culture if able) - Farfolk, Subudai

     

    Are you the Household owner? - no

     

    If not, who is the Household owner? - the caliph

     

    What faith do you follow? - The Righteous Faith of Allah and His Caliph

     

    Who else resides within your Home?(Full names & Race [MC names in Brackets]) -

     

     

     

    If living within the Capital of Al-Wakhrah, does your home have a basement or any self made modifications? (One that has been built by yourself, or by a specially appointed steward.)  -

    +~+~+~+

     

    Citizen door keys will be redistributed to ensure the safety of all citizens. With that, a new law is to be set out for use of the citizen doors located near the docks and the main gate. 

     

    The Citizenship door near the main gate of the city, as well as by the docks, are to ONLY be used by citizens and trusted companions of that citizen. Citizens are to NEVER let in someone they do not know, especially a large group wishing entrance upon the city. This means you are to never let in a group of bandits or raiders, even if they pay you. If you are found guilty of letting in someone that is banished within Khalestine, bandits, a raiding party, or anyone that enters the city that is not a citizen but ends up breaking the law, you are subjected to the one or more of the following consequences, depending on the severity ; A fine of up to 2000 minas, the possibility of revoking citizen door keys, the possibility of banishment and eviction, the possibility of public execution.

     

    Do you understand this law, and will ensure to follow it? This also applies to all household members as well. - yes

  6. Bahadir kneels beside the pool of lava, pouring the jars of blood in one at a time in memory of his ancestors.  He reaches the last bottle and uncorks it, staring into the blistering heat below.  "You lived an honorable life here in the mortal realm.  The ancestors will be blessed to have you among their ranks.  Goodbye Vrogak'Gorkil, the Iron Rex."

     

    The blood from the jar drizzles down into the molten rock, sizzling as it makes contact.  The metallic scent of iron pervades as the steam from the blood ascends into the night sky.

  7. The Order of Mubarizun

    Defenders of the Caliphate and Warriors of Allah

    jcVHbNb.png

    Duties of the Order

        Being the professional fighting force of the Caliph, the Mubarizun’s first duty is the safeguarding of the Caliph and his family.  Their second duty is the protection of the lands and the subjects of the Caliph.  The third and final duty of the Mubarizun is to uphold the laws of Allah and the Caliph.  These duties are what lay at the core of the Order, and are instilled into each soldier through years of training.


    Branches of the Order

        The Mubarizun is split into two branches, both serving the Caliph.  The main body of the Mubarizun, the Askeri, is responsible for basic soldiering during the Caliphate’s campaigns and for the policing of the Caliph’s realms.  The elite guard of the Caliph, the Olumsuz, commonly known as the Crimson Guard, is responsible for the protection of the Caliph, his family, and the Caliph’s palace.  


    Organization of the Order

        The Mubarizun is headed by the Caliph and his chosen Amir, along with the Amir’s three Mushir.  Under the Amir are two Komutan Pasha, or Commanders, who head the Askeri and the Olumsuz.  Beneath the Komutan Pasha are their senior officers, then junior officers, then senior recruits, then finally junior recruits.  The roles of the officers are chosen by their Komutan Pasha and are based off the specializations and area of study of the officer.  Recruits are under the command of the officers, and are given the option for many different specializations, combatant and noncombatant, on top of basic training.


    Training in the Order

        For recruits, basic training consists of combat lessons, religious studies, and law studies.  Beyond the basic training, recruits may choose to specialize in certain combat (infantry, cavalry, archery, etc.) and noncombat roles (engineering, medicine, logistics, etc.).  By showing expertise in their chosen roles, or excellence in the field, a recruit may seek a promotion to officer.

        For officers, training goes beyond that of the recruits.  Officers are put through advanced combat, religious, and law studies.  As well, they are given courses in tactics and discipline.  Officers are furthermore required to further study a combatant and a noncombatant role, gaining expertise in one and proficiency in the other.


        Junior recruits receive most of their training from officers, and in some cases from senior recruits.  Junior officers receive most of their training from their Komutan Pasha, and in some cases from senior officers.  With the permission from the Komutan Pasha, an officer can take a recruit as a Komi-a page-and personally train the recruit.


    Titles of the Mubarizun

    • Amir: Head of the Mubarizun and its branches under the Caliph


    • Mushir: The three advisors of the Amir


    • Komutan Pasha: Heads of the branches of the Mubarizun.  Receive orders from the Amir and his Mushir

     

    • Bölükbashi: Formal title for the Komutan Pasha of the Olumsuz


      • Janissary Agha: Senior officer of the Olumsuz


      • Janissary Bey: Junior officer of the Olumsuz


      • Janis Ajem: Senior recruit of the Olumsuz


      • Janis Oglam: Junior recruit of the Olumsuz


    • Askeribashi: Formal title for the Komutan Pasha of the Askeri


      • Savasci Agha: Senior officer of the Askeri


      • Savasci Bey: Junior officer of the Askeri


      • Savac Ajem: Senior recruit of the Askeri


      • Savac Oglam: Junior recruit of the Askeri


    • Komi: A page of an officer in any branch


    • Taleb: New recruit, awaiting basic training


    Code of the Mubarizun

    My duty as a warrior of the Mubarizun now begins.

    I am the shield of Allah,

    Protecting His Word, His Land, His People.

    I am the sword of Allah,

    Striking down His enemies.

    I am the guardian of His Word,

    Spreading His Will and His Light.

    My bond is eternal.


    My duty as a comrade of the Mubarizun now begins.

    I am my brother’s shield,

    I shall defend him when he cannot himself.

    I am my brother’s sword,

    I shall strike for him when he cannot himself.

    I am the guardian of his honor,

    For we stand as one.

    I will fight alongside my brother.

    I will die alongside my brother.

    My bond is eternal.


    Joining the Mubarizun

    Members of the Mubarizun are required to be citizens of the Caliphate or its holdings.  Officers of the Mubarizun are required to be followers of the Righteous Faith.  Members of the Mubarizun will be given religious studies in the Righteous Faith. 

     

    Weapons and Armor of the Mubarizun

        The weapons preferred by the Mubarizun tend to be quicker, lighter, precise ones, taking from the weapons of the Qalasheen and the Subudai.  Likewise, the armor strays from the heavy plate and chain of many other cultures.  As a result, the armory of the Mubarizun is unique compared to the many militaries throughout Vailor.

     

    Spears - One of the more common forms of weaponry that the Mubarizun has inside of its arsenal, the spear is regarded as a versatile weapon. The spear is often a tough, wooden staff with a pointed, ferrum tipped end, sharp enough to impale various types of creatures, including humans. The spears can be used on foot,on horseback, or even to be thrown.

     

    Sabre - The sabre, a sword with a slightly curved blade, is the most common weapon employed by the Mubarizun. It's fluid, curved design allows for swifter and more precise attacks. A longer variant, the cavalry sabre, is used by mounted soldiers to quickly cut down foes.

     

    Kilij - A sword very similar to a sabre, but with a far more curved blade.  The kilij is a favored weapon among champions and foot soldiers as its physique allows for easy access behind an enemy's shield or in cracks in armor.

     

    Yataghan - A forward-curving and slightly longer variant of the sabre.  Yataghans are usually very ornately decorated with silver or gold engravings.  The sword of choice for officers of the Mubarizun.

     

    Talwar - A large, slightly curved sabre that extends out to a broad tip.  A very heavy sword, comparable to broadswords, that are often handled with two hands.  Made for heavy, crushing blows, so as to sever plates of armor from each other, or to shatter maile.

     

     

     

    Khopesh - A sickle-sword that evolved from a battleaxe.  The outer edge of the blade is sharpened for slicing, while the tip is curved in and blunt for bludgeoning and for gripping onto shields.  A favorite weapon of light infantry who seek to disarm the enemy.

     

    Glaive - The glaive is one of the few bladed polearms in use by the Mubarizun.  It is a long, sturdy polearm about two meters high with a broad, curved blade mounted atop.  The blade tapers back into a hook to aid in dismounting cavalry.  The glaive is a favorite weapon among the Olumsuz.

     

    Composite Short Bow - The composite short bow, a bow design mastered by the Subudai and brought to the Mubarizun through the Perzhier people, is a short, immensely powerful bow.  A favorite among foot archers and horse archers alike, the composite short bow is quick, accurate, and easy to carry.  Proficiency in the use of the composite short bow takes many years of practice.  Archers that use the short bow do so with a special ferrum thumb ring, which allows them to draw the bow without cutting their fingers.

     

    Assegai - The favored throwing weapon among the Mubarizun.  The assegai is a ferrum-tipped polearm intended for throwing.  Shorter assegai can be launched with leather forearm slings greatly increasing their accuracy.  Longer assegai, however, can achieve higher velocities and are devastating in the hands of a Mubarizun skirmisher.  The ferrum-tips of the assegai have been perfected by the Qalasheen, and feature brutal barbs and hooks.

     

     

    Shields - Traditionally, the Mubarizun are equipped with concave round shields.  These shields range from wicker and leather among the junior recruits, to ferrum and brass among the officers.  The mobility of the round shield is preferred over the heavier tower or kite shields.  As well, round shields are more viable for mounted combat.  Many soldiers carry one shield strapped to their arms, so their hand is free, and one spare shield upon their back to catch arrows or blows.

     

    Armor - Aketons, lamellar, and occasionally maile is commonly used among all soldiers. Most of these armors are crafted of thick wool and tough, boiled oxskin.  Ferrum and brass is reserved for the lamellar plates and for the maile chains.  As a result of this armor choice, the soldiers of the Mubarizun are more mobile and better fit for combat in the sweltering desert heat.

     

     

     

     

     

     

     

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    Application

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    OOC:

     

    MC Name :

    Age :

    Do you have Teamspeak/are you willing to download it :

    Timezone :

    Do you have a Skype? If yes, please PM it to me :

     

    IC:

     

    Name :

    Race :
    Age :
    Gender :
    Reason for wanting to join the Mubarizun :

    Please give us a little bit of your background ((A short paragraph )) :

    Do you abide by the Righteous Faith? :

  8. I believe people should not keep their minas, their items or their stats. What brings the fun to a new map is the fresh start that everyone gets. You can grind your way back up if you are truly good. Or perhaps only a percentage of your XP would go to the next map, this way you'd prevent have aengulic blacksmiths on day one. I'd say perhaps 20% of your XP on the different levels would be maintained (so you'd go down to the level correspondant of said XP)

    Okay I understand where you are coming from on this, but by cutting xp down or not transferring skills, you are causing the beginning of the next map to be a grind-fest.  The focus of the server should be on RP, not on leveling up and grinding.  The current skill levels associated with our characters are there to aid RP and add to our character's story.  It makes no sense that an aengulic blacksmith is going to forget 20% of what he or she knows.

  9. The problem with nation wars? That's all that ever happens. It's constant and it gets old. It doesn't help if thats all people ever care about.

    So you do not like nation wars.  That is perfectly okay, you have a right not to like them.  However, a large part of the server's population does like nation wars, and they are not going to be going away.  By having a larger map, I believe nation wars can be distanced from the people who do not wish to take part in them. 

     

    If your concern lies in nation wars leaching roleplay from other areas of the server, it would do good to remember that warclaims themselves are not constant, and that these people roleplaying in nation wars also often take part in other forms of roleplay too.  Sure, there are problems with raiding and the likes, but that is a result of shoddy raid/war rules and a result of a small map that does not allow many other forms of combat.  There are also the people who get on just for warclaims and wars and combat, but they are not being leached from other roleplay: they were probably not a part of the other forms of roleplay in the first place (which is another issue in and of itself, not necessarily caused by nation wars).

     

    You have your preferred forms of roleplay and we have ours.  Sometimes they clash, but we can work on making them coincide.

  10.  

     

    I do not understand what the problem is with nation wars?  This is not a binary choice between nation wars and peaceful roleplay?  You can have nation wars and peaceful roleplay, and I can see them both working well if a large map is implemented correctly.  Athera is not a roleplay friendly map.  It is not conducive for healthy nation war roleplay, giving the awfully spaced nations and the cramped nature of the map.  This causes the wars to intrude upon peaceful roleplay, damaging those who want to avoid war.

     

    The fact is a large portion of the server likes war and combat roleplay, and a large portion of the server likes peaceful roleplay and avoiding war.  Having a large map that is implemented correctly can appease both of these server groups.  Having a large map leaves room for actual exploration to occur, and allows for more content to be packed into the server through ruins/dungeons/caves/beautiful landscapes.  The only arguments that you have made so far are "Oh it hasn't worked in the past" and "People always switch their minds, this is no different."  How about instead of incessantly shitting on opinions you do not agree with, you propose some ideas that you believe will improve this server?  Problems aren't solved by whining, they are solved by cooperation.  This is a process that is going on, and the community is taking part in it, and there is no reason you shouldn't either.  I am sure you have plenty of ideas on bettering this server, so share them.  If you won't, please leave, because your presence here is just hindering our efforts to think our way through this so mistakes, like those that occurred this map, will not happen again.

  11. A large map would be nice, because I love exploring and the thought of nation expansion and wars being fought over large territories.  The cons of a large map, however, would be spread out RP due to distance and people wanting to expand.  However, one way to easily curb expansion would be by causing settlements and forts and the likes to be very expensive and nearly impractical.  This can be accomplished primarily by having a permed map, and having claims be made based on GM discretion.  Another way to limit expansion would be to reduce the benefits of having settlements, ie: make it so lands outside the immediate capital area of a nation are not as fertile, cutting food output vastly, or having less abundant materials such as clay, ore, stone, etc.  This would require settlements to have direct connections to their nation's cities such as supply lines and roads.  There can also be a very serious, very large antagonist threat that can put settlements in peril to further discourage them being created too far away.

     

    In addition, there can be areas central on the map where certain resources are abundant (while as in other places resources will be scarce).  This will create focus for nation RP and can create hotbeds of RP, whether it be colonization, trade, or war.  Meanwhile, the outer edges of the map can host very strong mobs and present an antagonist threat to discourage colonization outwards.  These outer edges can also contribute greatly to lore and RP, featuring dungeons and ruins where events may be held and where exploration is encouraged.

     

    What needs to be fixed is the ability to create many random settlements.  It makes no sense that between two conflicting nations there is some small unaffiliated tavern.  There shouldn't be random groups of three or four people building massive forts or cities just because the option is available.  In all actuality, if these small useless settlements were not protected by the regions plugin or by some of the rules on this server, they would not exist and they would not leech RP from actual RP hubs.  Lets try to float away from roadside tavern RP (though a tavern along a major road would be neat and could attract good RP) and lets have a map that encourages nation RP, both through nation interaction (diplomacy/war based on territory and influence) and in the cities of the nations.  We need to make it so capital cities are where most RP activity is happening, and settlements need to exist only to further facilitate nation RP

     

    Having a large map does not automatically mean RP is going to be spread out.  If properly managed by moderation, by encouragement of nation RP, and possibly even by a deterring (semi-passive) antagonist force, RP can easily be centralized into capital cities.  The problem is not the size, but with how we utilize the size.

     

    As for fast travel, I disapprove unless on special occasions.  We should be encouraging people to build roads to facilitate travel between RP hubs.  We should be encouraging people to explore the world a bit.  We should encourage road bandits, and caravans, and large amounts of trade, and genuine growth of taverns and forts and the likes.  Also, if you are complaining about the pain in the butt that is sprint-jumping a kilometer or two, you can very well get a horse (which will help stimulate RP within itself!!)

  12. Seeing how dynamite exists IC on LOTC, it seems logical for someone to decide to contain the explosion of one and use it to propel a projectile.  I mean collectively we have some pretty advanced architecture and engineering, not to mention the complex understanding of magic and our natural world that we possess.  We are not stupid.

     

    I don't see any tremendous advantage to cannons in LOTC.  Dynamite is expensive, the cannons themselves would be expensive (having to be made from metal or a stronger material), and cannons themselves would be more dangerous to operate than normal siege weapons.  As for it leading to hand-held firearms: perhaps our methods of creating dynamite, or the actual gunpowder we use, will not allow for firearms to be developed due to the danger of their use, or the sheer impracticality of them.

     

    I just don't understand how something that should logically exist, and that can be mechanically created, is not allowed on the server.  If the fear is that they are too powerful, their mechanical functionality can easily be nerfed or disabled in favor of an RP functionality, or mechanical functionality with moderator oversight.

  13. OOC

    MC Name :Faunherer

    Age :16

    Do you have Teamspeak/are you willing to download it : Yes, I have it

    Do you agree to PK ( Player Kill ) your character permanently if asked to by the Caliph or one of the Three Amirs? This will only be done if it makes sense RPly, or if you are trolling too much : Yes

    Timezone :Alaska

    Do you have a Skype? If yes, please PM it to me :Done

     

    RP

    Name :Bahadir Abd Timerogul

    Race : Human - Subudai
    Age : 27
    Gender : Male
    Reason for wanting to join the Mubarizun : To serve and protect the Caliph and his Caliphate

    Please give us a little bit of your background ((A short paragraph )) :The son of Timur Tors Ajedhraq, the Subudai Scribe and Rider, Bahadir lived with his father within the Uzg since the late, cold years of Thale.  Both son and father fought in for the Rexdom in the Azog rebellion, but when the whitewash Rex was overthrown, Bahadir and Timur fell from favor.  Timur died a year after the Azog's siege of San'Vitar, due to injuries sustained from the final push to retake the city, and Bahadir found himself the snaga of a cruel and bloodthirsty Gorkil Uruk.  Enduring his chains for many months, Bahadir spent his time in the Uzg fighting in the klomp pitz, gathering resources for his masters work, or scouting ahead for Uruk raiding parties.  However, Bahadir's master discovered the intoxicating powers of dark magic, radiating from crystals in the northern canyon, and became ever-increasingly corrupt.  Bahadir, by blinding his master, managed to escape being a sacrifice to Ixli.  After weeks of travel, evading Uruk slavers and raiders, Bahadir found himself at the glorious lands of the Caliph, Faiz Khaladeen, and found with this new land a new purpose.

    Do you abide by the Qalashi Faith? : Yes, and I intend to serve Allah in life and death, through the direction of the Caliph and his Amir.

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