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Cracker

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  1. MC Username: TheCrackerJack Rp Username (be sure to include the correct prefix, look up on info thread): Dra'Alzar Tanar Character Skillset: 99 Archery 99 Swordsmanship Appearance (age, SUBRACE, gender): Eighteen Kha' Leparda Male 6'2 185 lbs Personality: Dra'Alzar is a confident and curious Kharajyr. While lazy and often tries to find the easy way out of things, Dra'Alzar seeks to find justice in the worst of situations. He prefers to bask in the sun then to fight incessantly, yet is not afraid to intervene in situations and will do so. He gets bored easily especially repeating monotonous tasks and tries to explore his world. Some call him lazy, but Dra'Alzar only acts truly idle only out of fear of failure. Otherwise, the only reason he would not fufill a task was if it was too boring for him, and thus he chooses something more exciting ( to him), like to visit the dunes of the island and swim, visit the local bakery for sweets, or simply bask in the sun. He tries to tell jokes and keep people pleased, but does so to seek attention. Furthermore, Dra'Alzar is not very literate. He was born into a lower-middle class family, and thus while he can read and write basics, it strains him and he cannot do it efficiently. Finally, Dra'Alzar has a fear of failure. While thanks to passing the trials of the Dra', he has mitigated this fear, it still lives on and makes him perform irrationally. This is why he would rather bask in the sun, as to Dra'Alzar, to live and failed is sometimes worse, then to do nothing at all. Please include a short bio of your character's life: Dra'Alzar was born into a meager house of middle-class Kharajyr, who were the commoners of the Empire. Dra'Alzar was given no formal education due to his status and his families inability to afford a proper long-term education. He managed to pick up a bit of literacy throughout his years and with some of his religious studies, and was educated a bit more for his rank of Dra', yet Alzar still has trouble as he was never educated properly. Dra'Alzar's father was a low-class servant to a High Priest, and his mother cooked food for one of the Aelkos of the time. These positions were not so well-paying, but prestigious for their connections. Dra'Alzar, or Alzar at the time, could have easily used his fathers and mothers connections to secure a religious position or a position in the military. However, while Alzar possessed some natural gifts in the skills of archery, wit, and close quarters combat, he rarely seized his fathers opportunities. Rather, he would go out with his friends and play games, skipping critical lessons with his father, or simply explore the thick jungles of the Empire, relax and think of new ways to live life. Because he had not taken practice with his father, Alzar was ill-prepared for his trials to earn adulthood. He struggled with the tests, barely passing, but somehow managed to pass, utilizing his wit into manipulating others into performing tasks for him. For example, during a task in which to hunt a pack of "No-Breaths" in the wilds, Alzar had fooled a Tigrasi into walking into the No-Breath lair saying it held jewels and other goods. When the Tigrasi came out screaming being chased by a dozen of No-Breaths, Alzar used this chance to pick them off with his bow. While the Tigrasi was angry, Alzar reminded him that they were both safe and they both completed their trials. Because Alzar earned his title of S' and reached adulthood, his father became much more stringent upon him. Slowly, Alzar began to improve, but he hated the lessons of his father which constantly forced him to fear failure. Messing up a single stance or technique would result in being severely punished, and thus while Alzar grew stronger, he also grew more paranoid of fighting and assuming leadership positions. Through this training, his father had him arranged with a higher up in the military, who taught him a few techniques, as to recognize the momentum of the foe, to use all four legs and all of his muscles in combat, in order to mitigate the heavy burdens of armor and weaponry. Alzar was taught to use his Leparda traits to his benefit, as with proper armor training, Alzar could match sparring with much larger foes by utilizing his four-legged dexterity, and against quicker foes, Alzar could take many hits. He assumed a more balanced stance of combat, and thus choose the sword, a weapon of parrying and slicing, to compliment his bow. Alzar still hated these lessons, but knew he was getting stronger and able to fight better. His father constantly enforced that Alzar wear some form of armor at all times, so Alzar would grow used to the burden and be able to fight comfortably in it. While Alzar tried to disobey, his fathers scolding had made Alzar less inclined to do so. He grew less lazy and began to shape up, but his omnipresent fear of failure grew more and more. Upon arrival to the island, Alzar found himself greeted by members of the House Tanar. Immediatly, Dra'Krahn Tanar, head of the House, recognized that Alzar was of a missing Leparda link, one that was cast out and over the ages descended down to middle class. Despite this, Krahn invited Alzar to restore his name to Tanar, and invited Alzar to test his skills in a mine-clearing expedietion against many-legs, no-breaths and even darkwalkers. Utilizing his combat stance of balance and his ability for his small frame to support armor, he impressed them on a mine-clearing expedition. Dra'Krahn Tanar had found it that Alzar was strong enough to fight with the moonblades and test himself for the rank of Dra'. Alzar at first was incredibly reluctant, and nearly refused. However, Dra'Krahn insisted on honoring the empire and used that logic that those who try to and fail at attaining the title Dra', are still more honorable then those who never try at all. Alzar then felt the pressures of the Tanar house around him to at the least try for the rank of moonblade, and fought a series of duels. Utilizing his wit and ability to predict his opponent, Alzar won or tied in the majority of them, and thus ascended to the rank of Dra. Alzar was pleased, and began to realize the facet that perhaps attempting things is better then idling about. However, the fear from his childhood still rests in his mind, and while Alzar has become much more confident and upstanding in the Empire, he still harbors inner fears which still need to be quelled. Alzar prays often for more confidence, so he can maintain his newfound rank. Character's ambitions: Dra'Alzar has attained a rank of high prestige. At this point, he solely wishes to aid his Empire in the best way he can. Aiding his empire brings solace to Dra'Alzar and gives him attention and prestige he craves without sacrificing too much of it to failure. Dra'Alzar also enjoys the more simple things in life. He wishes to settle down, purchase a home, find a proper mate, and rest. While he enjoys feasting on sweet-breads and dozing off, he recognizes that he must uphold his duty as Dra', and he acknowledges that with reverence. He also wishes to remain faithful to Meztili, and avoid sullying her name at all cost. _---Situational Rp Questions---_ 1. As you travel through the Karakatuan jungle, you spot a human trespassing on your nation's lands. He approaches you, obviously distressed, and asks for any food, water, or shelter that you can provide, then tells you that he has been lost in the area for days without any proper supplies. How do you react?: Dra'Alzar is surprised at the sight of an ape wandering in his lands. In his thick armor, he slinks up to the human on four legs, and begins to growl quietly. The human grows a bit scared, but then Dra'Alzar chuckles and stands upright. He says not to fear, and tells the human that while he is on grounds he should not be on, Alzar will spare him, for while the human may be inferior, reckless killing is still sinful. The human takes some insult towards the saying, but Alzar ignores his outburts, and hands him a few apples. He mutters "Dra'Alzar says that to the north lies an abandoned shack with supplies. Dra'Alzar need not the supplies, so he leaves them to you, human. It is beyond the waterfall, to the left of the incline. Travel light, and do not return to these lands, lest someone more wrathful spots you." The human sprints off, heeding Dra'alzar's words. 2. As you romp through the lands of the "apes", you come across a tavern. Inside this tavern, a Dwarf notices you and starts gawking at you, then begins to speak. "Oi! I gots a bowl of cream for you, Kitty! Ha! I'd bet you would make a nice throw rug, wouldn't ya, ya mangy furball?!" He continues act generally as racist as possible. What do you do?: Dra'Alzar, in a public setting, feels inclined to show off. However, he does not wish to sully his reputation as a Moonblade, especially in the presence of foreigners and apes. In a witty manner, Dra'Alzar begins to talk softly with the dwarf, saying he would enjoy the bowl of cream, and most likely that, yes he would make a fair rug in these lands, yet murdering a civilian in a tavern would be most foolish. The Dwarf, after attempting to throw a few more insults, grows tired of Dra'Alzar's technique, and gets up and sits at a different table, cursing Alzar in his breath. Alzar finds himself surprised that worked, as he remembers that the shorter apes seem to have vast tempers. Alzar smiles quietly to himself. 3. One of your fellow Kharajyr and a close friend of yours comes to your dwelling in the middle of the night and begins to pound on your door. After you let him in, he confesses to killing another Kharajyr over a slice of cake. What do you do in response? Dra'Alzar, upon hearing the ridiculous murder, forces the Kha out of his home, screaming and cursing at him for his recklessness. Alzar refuses to provide shelter or aid the murderer, yet is still morally challenged due to the fact the Kharajyr was a friend. He thinks to himself, and makes a quick prayer to Metztli for guidance. He chooses to oblige his duties as a Moonblade, and sets out to the local guard to accommpany him to arrest the murderer. While dragging his friend to jail, Dra'Alzar feels sadness and even has slight regret that he choose such a profession. Nonetheless, Alzar performs his task with duty, and then goes off in the night, to explore and ponder his actions among other things. Do you swear to follow the Tlatlanni and uphold his law, and do you swear to hold Metztli and all of her actions as sacred? I Dra'Alzar swear to follow the Tlatlanni and uphold his law, and swear to hold Metzli and all of her actions as sacred. Please include a screenshot or 3D render of your character's skin Uploaded with ImageShack.us Just made some edits to the basic Leparda skin. After rping a bit more with S'Alzar, I'll try to get a more detailed skin of him.
  2. Alright, fair enough. Sorry, a few days ago I asked Xerdun if he would look over my app, and he just told me to begin roleplaying and get tp'd onto the island. I didn't know then it was against the rules to RP without the app since I was permitted on the island back then. Here is my re-app MC Username: TheCrackerJack Rp Username (be sure to include the correct prefix, look up on info thread): Dra'Alzar Tanar Character Skillset: 99 Archery 99 Swordsmanship Appearance (age, SUBRACE, gender): 19 Kha' Leparda Male 6'2 175~190 lbs Personality: Dra'Alzar is a curious Kharajyr. While lazy and often tries to find the easy way out of things, Dra'Alzar seeks to find justice in the worst of situations. He prefers to bask in the sun then to fight incessantly, yet is not afraid to intervene in situations and will do so. He gets bored easily especially repeating monotonous tasks and tries to explore his world. Some call him lazy, but Dra'Alzar only acts truly idle only out of fear of failure. Otherwise, the only reason he would not fufill a task was if it was too boring for him, and thus he chooses something more exciting ( to him), like to visit the dunes of the island and swim, visit the local bakery for sweets, or simply bask in the sun. He tries to tell jokes and keep people pleased, but does so to seek attention. Furthermore, Dra'Alzar is not very literate. He was born into a lower-middle class family, and thus while he can read and write basics, it strains him and he cannot do it efficiently. Finally, Dra'Alzar has a fear of failure. While thanks to passing the trials of the Dra', he has mitigated this fear, it still lives on and makes him perform irrationally. This is why he would rather bask in the sun, as to Dra'Alzar, to live and failed is sometimes worse, then to do nothing at all. Please include a short bio of your character's life: Dra'Alzar was born into a meager house of low-middle class Kharajyr, who were the commoners of the Empire. Due to his status, he was barely educated and could only read and write basics and was not formally educated. Dra'Alzar's father was a low-class servant to a High Priest, and his mother cooked food for one of the Aelkos of the time. These positions were not so well-paying, but prestigious for their connections. Dra'Alzar, or Alzar at the time, could have easily used his fathers and mothers connections to secure a religious position or a position in the military. However, while Alzar possessed some natural gifts in the skills of archery, wit, and close quarters combat, he rarely seized his fathers opportunities. Rather, he would go out with his friends and play games, skipping critical lessons with his father, or simply explore the thick jungles of the Empire, relax and think of new ways to live life. Because he had not taken practice with his father, Alzar was ill-prepared for his trials to earn adulthood. He struggled with the tests, barely passing, but somehow managed to pass, utilizing his wit into manipulating others into performing tasks for him. For example, during a task in which to hunt a pack of "No-Breaths" in the wilds, Alzar had fooled a Tigrasi into walking into the No-Breath lair saying it held jewels and other goods. When the Tigrasi came out screaming being chased by a dozen of No-Breaths, Alzar used this chance to pick them off with his bow. While the Tigrasi was angry, Alzar reminded him that they were both safe and they both completed their trials. Because Alzar earned his title of S' and reached adulthood, his father became much more stringent upon him. Slowly, Alzar began to improve, but he hated the lessons of his father which constantly forced him to fear failure. Messing up a single stance or technique would result in being severely punished, and thus while Alzar grew stronger, he also grew more paranoid of fighting and assuming leadership positions. Through this training, his father had him arranged with a higher up in the military, who taught him a few techniques, as to recognize the momentum of the foe, to use all four legs and all of his muscles in combat, in order to mitigate the heavy burdens of armor and weaponry. Alzar was taught to use his Leparda traits to his benefit, as with proper armor training, Alzar could match sparring with much larger foes by utilizing his four-legged dexterity, and against quicker foes, Alzar could take many hits. He assumed a more balanced stance of combat, and thus choose the sword, a weapon of parrying and slicing, to compliment his bow. Alzar still hated these lessons, but knew he was getting stronger and able to fight better. His father constantly enforced that Alzar wear some form of armor at all times, so Alzar would grow used to the burden and be able to fight comfortably in it. While Alzar tried to disobey, his fathers scolding had made Alzar less inclined to do so. He grew less lazy and began to shape up, but his omnipresent fear of failure grew more and more. Upon arrival to the island, Alzar found himself greeted by members of the House Tanar. Immediatly, Dra'Krahn Tanar, head of the House, recognized that Alzar was of a missing Leparda link, one that was cast out and over the ages descended down to middle class. Despite this, Krahn invited Alzar to restore his name to Tanar, and invited Alzar to test his skills in a mine-clearing expedietion against many-legs, no-breaths and even darkwalkers. Utilizing his combat stance of balance and his ability for his small frame to support armor, he impressed them on a mine-clearing expedition. Dra'Krahn Tanar had found it that Alzar was strong enough to fight with the moonblades and test himself for the rank of Dra'. Alzar at first was incredibly reluctant, and nearly refused. However, Dra'Krahn insisted on honoring the empire and used that logic that those who try to and fail at attaining the title Dra', are still more honorable then those who never try at all. Alzar then felt the pressures of the Tanar house around him to at the least try for the rank of moonblade, and fought a series of duels. Utilizing his wit and ability to predict his opponent, Alzar won or tied in the majority of them, and thus ascended to the rank of Dra. Alzar was pleased, and began to realize the facet that perhaps attempting things is better then idling about. However, the fear from his childhood still rests in his mind, and while Alzar has become much more confident and upstanding in the Empire, he still harbors inner fears which still need to be quelled. Alzar prays often for more confidence, so he can maintain his newfound rank. Character's ambitions: Dra'Alzar has attained a rank of high prestige. At this point, he solely wishes to aid his Empire in the best way he can. Aiding his empire brings solace to Dra'Alzar and gives him attention and prestige he craves without sacrificing too much of it to failure. Dra'Alzar also enjoys the more simple things in life. He wishes to settle down, purchase a home, find a proper mate, and rest. While he enjoys feasting on sweet-breads and dozing off, he recognizes that he must uphold his duty as Dra', and he acknowledges that with reverence. He also wishes to remain faithful to Meztili, and avoid sullying her name at all cost. _---Situational Rp Questions---_ 1. As you travel through the Karakatuan jungle, you spot a human trespassing on your nation's lands. He approaches you, obviously distressed, and asks for any food, water, or shelter that you can provide, then tells you that he has been lost in the area for days without any proper supplies. How do you react?: Dra'Alzar is surprised at the sight of an ape wandering in his lands. In his thick armor, he slinks up to the human on four legs, and begins to growl quietly. The human grows a bit scared, but then Dra'Alzar chuckles and stands upright. He says not to fear, and tells the human that while he is on grounds he should not be on, Alzar will spare him, for while the human may be inferior, reckless killing is still sinful. The human takes some insult towards the saying, but Alzar ignores his outburts, and hands him a few apples. He mutters "Dra'Alzar says that to the north lies an abandoned shack with supplies. Dra'Alzar need not the supplies, so he leaves them to you, human. It is beyond the waterfall, to the left of the incline. Travel light, and do not return to these lands, lest someone more wrathful spots you." The human sprints off, heeding Dra'alzar's words. 2. As you romp through the lands of the "apes", you come across a tavern. Inside this tavern, a Dwarf notices you and starts gawking at you, then begins to speak. "Oi! I gots a bowl of cream for you, Kitty! Ha! I'd bet you would make a nice throw rug, wouldn't ya, ya mangy furball?!" He continues act generally as racist as possible. What do you do?: Dra'Alzar, in a public setting, feels inclined to show off. However, he does not wish to sully his reputation as a Moonblade, especially in the presence of foreigners and apes. In a witty manner, Dra'Alzar begins to talk softly with the dwarf, saying he would enjoy the bowl of cream, and most likely that, yes he would make a fair rug in these lands, yet murdering a civilian in a tavern would be most foolish. The Dwarf, after attempting to throw a few more insults, grows tired of Dra'Alzar's technique, and gets up and sits at a different table, cursing Alzar in his breath. Alzar finds himself surprised that worked, as he remembers that the shorter apes seem to have vast tempers. Alzar smiles quietly to himself. 3. One of your fellow Kharajyr and a close friend of yours comes to your dwelling in the middle of the night and begins to pound on your door. After you let him in, he confesses to killing another Kharajyr over a slice of cake. What do you do in response? Dra'Alzar, upon hearing the ridiculous murder, forces the Kha out of his home, screaming and cursing at him for his recklessness. Alzar refuses to provide shelter or aid the murderer, yet is still morally challenged due to the fact the Kharajyr was a friend. He thinks to himself, and makes a quick prayer to Meztili for guidance. He chooses to oblige his duties as a Moonblade, and sets out to the local guard to accommpany him to arrest the murderer. While dragging his friend to jail, Dra'Alzar feels sadness and even has slight regret that he choose such a profession. Nonetheless, Alzar performs his task with duty, and then goes off in the night, to explore and ponder his actions among other things. Do you swear to follow the Tlatlanni and uphold his law, and do you swear to hold Metztli and all of her actions as sacred? I Dra'Alzar swear to follow the Tlatlanni and uphold his law, and swear to hold Metzli and all of her actions as sacred. Please include a screenshot or 3D render of your character's skin Uploaded with ImageShack.us Just made some edits to the basic Leparda skin. After rping a bit more with S'Alzar, I'll try to get a more detailed skin of him.
  3. I thought I could just reapply? I've seen others do so.
  4. I know that the terrain of the current city isn't suitable for this kind of build (it was designed for a valley) but we can definitely check out this build for some inspiration. It's awesome. :P The rigid organization of the city but with natures influence is something which I'd like to aspire to, especially given the cultural stigma of the Kharajyr (following a rigid strict god, but with nature influence) http://www.planetminecraft.com/project/tocopec-aztec-valley/
  5. S'Alzar remains curious of the strip of desert land in the corner. Will that land be used? That desert could be used for poor Kharajyr, who cannot live in the cooler jungles and must bear the hot sands. It is only an idea.
  6. MC Username: TheCrackerJack Rp Username (be sure to include the correct prefix, look up on info thread): S'Alzar Munrus Character Skillset: 99 Archery 99 Swordsmanship Appearance (age, SUBRACE, gender): Eighteen Kha' Leparda Male 6'2 185 lbs Personality: S'Alzar is a relatively hum-drum Leparda. While S'Alzar has shown times of valor and bravery, especially in combat, S'Alzar is a bit of an oaf. He makes the reckless mistakes of youth, and is a bit aimless. He doesn't have the focus and deep-down is afraid of the world around him, as he is unsure he can handle the mounting challenges and trials the new Kharajyr Empire. He is prone to outbursts and often tries to seek attention, but it is not always for the best. As time progresses, S'Alzar can grow and evolve emotionally. Depending on his life experiences, he could go from continuing his life as a busy-man and becoming a grand warrior of valor and accept himself and gain self-confidence, or take a darker path due to his fears of the world, depending on the scenario around him. Please include a short bio of your character's life: S'Alzar was born into a meager house of middle-class Kharajyr. These Kharajyr were the commoners of the Empire. S'Alzar's father was a low-class servant to a High Priest, and his mother cooked food for one of the Aelkos of the time. While these positions had connections and could have spurred S'Alzar into a higher position beyond servantry and cooksmanship, Alzar barely seized the opportunity. He was a bit lazy and nothing special, with not much unique talents. Sure, he could fire his bow well enough and had perfect eye for archery, and swing his sword better than most other Kharajyr, but nonetheless he did not utilize any of his unique talents, and despite his families connection could not ascend past his families rank. During his trials to attain his rank of S' and ascend into adulthood, Alzar was at his most paranoid. While he barely managed to pass and attain his title, Alzar felt somewhat happy and relieved that he managed to accomplish something in his life. While he failed or skipped much of his fathers tutorials in warriorship, craftsmanship or religion, Alzar felt some direction. However, as time passed, he has somewhat lost his drive, and now has continue to meander through life. Only time will tell if S'Alzar will accomplish enough to set his life straight, and not idle and meander through life without a true focus. Character's ambitions: While S'Alzar aspires to have some power, to be liked by all around him, in reality he lacks the drive and confidence to do so. His early years were plagued by pressure by his parents to succeed, and thus S'Alzar feels slightly inferior, yet does not show it to others. Rather, he covers it up by trying to amuse. Furthermore, S'Alzar is fairly lazy due to his fear of failure (so he tries to avoid doing things), and thus it is difficult for him to attain his ambitions, for now. _---Situational Rp Questions---_ 1. As you travel through the Karakatuan jungle, you spot a human trespassing on your nation's lands. He approaches you, obviously distressed, and asks for any food, water, or shelter that you can provide, then tells you that he has been lost in the area for days without any proper supplies. How do you react?: S'Alzar pities the man, and while he knows his action is sinful in the eyes of his gods and empire, he grants the man a bit of food and cheap leather to keep himself warm. He then rushes off, paranoid and guilty of his actions, as he helped a "criminal" (he trespassed) out. He knows, the next time he should not be so kind, and he will not be so kind. 2. As you romp through the lands of the "apes", you come across a tavern. Inside this tavern, a Dwarf notices you and starts gawking at you, then begins to speak. "Oi! I gots a bowl of cream for you, Kitty! Ha! I'd bet you would make a nice throw rug, wouldn't ya, ya mangy furball?!" He continues act generally as racist as possible. What do you do?: S'alzar replies, talking tough and boldly. He tries to outwit the Dwarf, but the Dwarf has seen his days and manages to counter S'Alzar. S'Alzar grows tired of the argument, but because he is in a public setting, feels inclined to prove himself. He continues to bicker with the Dwarf, until it draws into a fight. S'Alzar, in a land of foreigners, most likely would be pummeled. He would feel disappointed that he could not prove himself, and it would take a hit to his self-confidence. 3. One of your fellow Kharajyr and a close friend of yours comes to your dwelling in the middle of the night and begins to pound on your door. After you let him in, he confesses to killing another Kharajyr over a slice of cake. What do you do in response? S'Alzar, at first, would go along with the Kharajyr, and have the Kharajyr confide in what happened. However, S'Alzar knows that he cannot keep ties with a criminal, as it could endanger himself and end his life. Out of fear, he rushes out, and anonymously tips one of the guards. He hopes his friend makes it out safely, but fears the worst. Do you swear to follow the Tlatlanni and uphold his law, and do you swear to hold Metztli and all of her actions as sacred? I S'Alzar swear to follow the Tlatlanni and uphold his law, and swear to hold Metzli and all of her actions as sacred. Please include a screenshot or 3D render of your character's skin Uploaded with ImageShack.us Just made some edits to the basic Leparda skin. After rping a bit more with S'Alzar, I'll try to get a more detailed skin of him. EDIT: If it makes any difference to the application, I've already established RP with the rest of the Kharajyr and have been playing this character for a while. I am part of House Tanar now, and am testing to become a Moonblade and earn the title of Dra'. Xerdun earlier on team speak gave me permission to go ahead and begin playing as this character.
  7. Religion should definitely be mentioned here. My character is exploring a personal faith of Dwarven faith where he follows "God" whose words are entailed by his prophet and Messiah, Uruguan. Uruguan's words and actions are echoed by the Paragons, who reflect the qualities of Uruguan and therefore God. He spends his time indulging in his faith, either through educating others of his faith, feasting and fighting in the name of Uruguan, God, and the Paragons, and meditating at shrines to the Paragons and Gods. I'd also like to mention the Dwarven way of combat, as while we enjoy fighting, we don't fight savagely like orcs. Rather we fight with diplomacy, words and planned tactics, utilizing our Dwarven unity, traditions, and intellect along with our muscle to crush our foes.
  8. Is not the High Merchant and Sentinel of the Dwarves permitted to this meeting?
  9. (( I don't think that really accomplished anything on your part... We didn't want the fort, we just wanted you guys out. I think a fight would have been much more detrimental for us, especially if you made it nigh impossible to siege. But whatever, too late now))
  10. (( Hmmm... What if instead of Dwarves being the only ones able to mine diamond + gold, they are the only race which can enchant? You could have it so enchantment, alchemy (and I guess a few other skills) would be limited to a particular race. It's a bit less drastic then the ability to mine. Still won't happen, but an idea. It would be really hard to RP a dwarf that is solely underground. We would need a LOT to do in the city to keep us solely down there, and I think half of the current dwarves just wouldn't be able to handle it. Unfortunately it's hard to make true dwarven rp exist without making it boring...people want to adventure and have fun, not hide in an underground city..if only there was a compromise, or a way to make it fun At the moment, for me anyway, RPing as a city dwarf is very hard...it's more of a job then somthing you enjoy. I envy the pirates, they have a simple and fun lifestyle, but the nobility and Karik-livers are constantly at work trying to improve the kingdom. There has got to be ways to make it more fun)
  11. D'ere ain't no right side in total war.... While I enjoy miself a guud skirmish or a fair war of two nations, when de entire wurld comes into de battlegrounds, t'is a terrible t'ing. I 'ope dis nonesense can cease, n' we keep de fightin' to de battles.
  12. We do, its just I rushed this war-claim and Mogroka wanted a more RP-telling of the reasoning behind the claim. It'll still happen, we just need to make a new one. There is also the reason that they've almost killed the Queen twice. And they aren't paying 10k to live there, just 10k to not have a bounty for all of the above actions.
  13. ( GM did goof. But it's still in Dwarven Land without our consent which shouldn't happen...)
  14. ( Still is weird how you got land in Dwarven territory. We will rewrite the claim anyway, Mogroka's only qualm was lack of RP in reasoning. It really doesn't make sense how you got land there so we will RP evict you rather then ooc evict you)
  15. Almost every nation wants these guys out, so I don't think it would help much...Worth a shot though.
  16. Do you guys agree on a better day? 5 days from now falls on tuesday, and us dwarves are better off on wednesday. if you guys agree on sat-sun then just say so and we can change it
  17. Problem is the 5 day rule...but if the defending side agrees, then its okay.
  18. If we wanted your items we would force a skirmish and we never asked for the loot, we asked you to get out. RP-wise, it would make no sense to let the town thrive with its shady background and illict activities... We just came in a group to be threatening :P
  19. If it's okay with whoever reviews the war-claim then I could move it to the weekend at a certain time. If in wrong section, please move I thought here was where it got accepted or denied.
  20. I wouldn't say Karik is that bad... Depends on the times. The current "problem" is that all the Dwarves (15-20 ) of em all work together to do the same things. If one goes out to fight bandits, almost all of them follow suit. Thus the city can be empty at times. We are working on building a town square with markets and accommodations so we can garner more activity in the city.
  21. I don't know if it matters much. As I thought was decided upon (or at least pallino said) you guys'll just pack up and leave. I can shift the date or time, but yea :P
  22. OOC Alright. I don't know that either IC but I just know OOC so I put it up there. IDK what the details are about that logging out thing, so do resolve that. We do have other evidence in that Arcane Blackaxe witnessed his two kinsmen killed (or wounded, the chars are still alive) by the people of the fort, while he was at the fort.
  23. Conquest Opposing Faction: Legion of Karik + Allies Defending Faction: Citizens of Volvokrem + Allies Name of the battle: The Seizure of Volvokrem Location: must be the specific region/biome you wish to conquer: The town, Volvokrem Time, (at least 5 days warning): Wednesday 2/23/12, EST 5:30 Terms: No Golden Apples No Potions No Return of Items Unlimited team size Rewards: region/biome swaps ownership for dwarves, Reasoning: The members of Volvokrem were caught committing multiple crimes on Dwarven soil, ranging from fraud to murder to thievery. The Dwarves after realizing their Queen was assualted and nearly killed, plan on assualting and seizing the fort. Furthermore, the fort was on Dwarven Soil (or so we think) and we are angered at the city not being told to to the Dwarven Government. The fact that it houses a series of bandits and was kept under the Dwarves noses, means that the Dwarves are going to attempt to seize the fort to cut down bandit activity and reclaim "stolen lands". The citizens of the town are allowed to pack up and leave, but any resistance will be put down. RP-wise the Dwarves will come in, arrest any citizens still in the fort, and fight any resistance. (Note: The people of Volvokrem plan on just packing up and leaving. We only put up this war claim in case something changes)
  24. The city overall design was kinda bad...too narrow and too difficult to socialize with people. The only way to do so is the clan halls, but only a member of the clan is allowed in a clan hall so its difficult to gather. Redesigning the city would be wise, IMO. It has no place to gather and congregate in, to attract foreigners and keep citizens together.
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