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Everything posted by Cracker
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Blackaxe - T'e Official Clan Bulletin
Cracker replied to TEEbrown's topic in Asulon Roleplay Archive
Valen luuk awfully akin tew I....Can't be a bleedin' concidence. I'll need to speak te' Valen bout our fadder and mudder n' see if we linked in someway er sumtin'... Still, bleedin' guud to see 'im back! A drink to mi' brudda, er twin, er, hell Kinsman! -
*A note is posted on the Town Board of Holm* Citizens of Holm! It burdens mi' heart, but as I prowl throughout the once lively halls of Karik, I sigh, knowing that the kindred of the Ironguts will rarely set foot. The halls are empty now, with few setting foot. Karik has been largely vacated, with very few souls in sight. While the remaining clans keep to their clan halls, entire districts remain empty, unused, as cobwebs accumulate and dust gathers. Kal'Dwain grows and grows, and the Holm's revel in their new wealth and new kings, but our Karik, our Dwarven homeland in the 'arsh wurld of Asulon, lies barren and cold. The hearths remain unlight, the mines untouched, and the ale unspilt. I understand that yer kin fled the wrath of T'orik. But surely reparations could be made. I plea to all, as a split Dwarven nation can do so little compared to a strongly forged, unified, Dwarven peoples. Reunification can strengthen the Dwarves as a race. We must put aside our differences and beliefs for the sake of our posterity and legacy, so that they do not grow to hate 'un anudder, as Alras and de Dwarfish kingdoms du now. Wot be dis talk of "Karik Ironguts" n' "Holm Ironguts"! By de Paragons, we are not defined by our kingdom or our clan. No, radder we are all DWARVES. Dwarves, lads, lasses, sirs, and ma'ams! If we do not let udder races pry into our customs n' secrets, 'ow can we divide amongst ourselves! Dis wrot will ruin us, as fractured Dwarfish states can only lead to a weaker Dwarven kin. Udder races will stomp open us, as we weaken our race n' our bloodlines by dividing amongst ourselves, secedin' over petty squabbles n' making enemies out of kinsmen. KINSMEN! A united Dwarven kingdom could triumph over any foe, nation, or peoples. However, divided our peoples are scattered, unsure of their own kinsmens allegiance and if they can trust their fellow dwarf. I find this sickening. As a race, to be split as this indicates weakness, and a lack of identity. I wish, nay beg for all of our Dwarves to have 'un home under one flag, and one government. Whether this means fighting a war of untold loss of life, deposing any king, fighting legions of men, or settling through peace and diplomacy, I would die for my kin to be reunited again. It must be done. To live as separate peoples under separate kings, is worse then death itself, as it fractures our race, our beliefs, and our peoples. Surely, there must be some way to reunite. High Lord Balthar Blackaxe
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((Good...I would have killed you if you had left without giving me the 450 minas you owe me :twisted: Hope you do better in school, g'luck in your real life affairs))
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Too much, lad. I'd buy it if it were cheaper but det shack luuks like it cuuld barely attract flies, let alone real customers. Det stall is wurt' a small home in Salvus and multiple 'omes in Karik, for de love o' de Paragons, ye' shuuld lower de price. I'd consider buying if so.
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Noble Clans Of Karik, We Gat'er Again!
Cracker replied to TEEbrown's topic in Asulon Roleplay Archive
( Yup, that didn't end that well. I tried to keep things civilized and we did actually get some matters accomplished, but yea once I left I think it just went into madness as BamPow died and everyone left. I think a reschedule would be best) -
(( I think Leif was referring to the particular elves, as in he wouldn't MG that you fought. He did survive (funny enough due to the fact he looked like a Mori, and thus you guys kinda ignored him), so technically he would have some IC knowledge. I'm actually kind of confused on the ruling here. While the wood elves were iron-clad, doesn't the helmet still have a slit for eyes and mouth, so one can see through and breath through the helmet? Thus, I had thought that you could at least discern skin color when people wear armor, so seeing non-dark skinned elves fighting with the Mori would kind of unveil treachery. Plus I had also thought that Mori and Elves had a different body type so it is discernible of the difference? Just wanted to clarify these points, thanks))
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*A bird drops a hastily scribbled note down by the elves. You cannot discern who the handwriting belongs to* Ye' stinkin' elves! If ye' needed 'elp bashin' de Mori, den ask fer it! Don't sign some foolish treaty just to buy time and make yerself luuk pathetic! N' de nerve to defend the Mori! De battle was between us and de Mori. Dey killed one o' our most highest nobles, n' ye spit on our traditions by fightin' wittem! We're lucky 'un our comrades survived de battle to warn us of dis treachery. While we dun know exactly w'o fought fer de spiderspeakin' scum, we went in and saw regular elves clad-in-armor, fightin' against us, 'uns w'o even claimed to help us in de' battle! What hogwash...
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Bleedin' foolishness. The Mori are a different race of peoples. They will not honor your terms, understand your treaties, or believe in us surface-dwellers. The Mori view us as inferior, so who really are the racists? Forming pacts with them is foolish; they honor the land you reside on as of the divines, their holy land and they will honor that forever. They do not honor your pacts and treaties with the same rigid beliefs. Eidder pack up yer bags n' leave der lands, or fight to claim dem. But dis foolish peaceful cooexistance is just a myth that is only short-term. *The Handwriting is barely legible. You do not know who it belongs to*
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OOC: (Just was saying there was a survivor of the battle. Was fun, fair battle on both sides. Hope for a rematch in the future.)
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It seems that despite the valiant efforts of the Peacekeeper, Salvus is under serious pressure. Bandits, fiends, and all sorts of vile peoples plague the lands, and most notable are the Salviatians located outside the Solace walls, out of grasp from the reach of the Peacekeeper Guards and unprotected from the ruffians of the night. Thus, under the watchful eyes of its citizens, Salvus requires a militia. It has already been unofficial formed, with few of the cities farmers, mercenaries, masons, and traders picking up a sword to halt the bandit menace plaguing this fine human nation. While Perea's rule has neglected the outer area of Salvus, the citizens must take up arms, and insure that this banditry must cease. Already I have had four men trained to defend Salvus and its peoples in a minutes notice. These citizens will assume their daily activies. However, upon sight of any sort of trouble, they rally the men around them, don an iron-clad garb, and sally out to conquer bandit scum. United, with every citizen monitoring those who enter and exit, monitoring each other, and making sure no one is harmed, the Salvus Milita will prevail. With the Salvus Milita, will be every man having access to iron-tier weapons and armor, so that he may watch over his brother and sister. While one man is mugged, he will know, in the corner of his eyes, that his neighbor farmer has donned the iron-clad garb, went from house to house warning the town of the foe, and uniting as a force of many men to conquer such bandits. The Militia in no way will replace the Peacekeepers. The Militia merely acts as a backbone, to clean up the remenanets that the Peacekeepers may overlook or ignore. We will still need the Peacekeepers for the more troublesome affairs, as armies eye upon the lands and bandit tribes mull over our prosperity. With every man looking out for his fellow citizens, Salvus will be a better place. Bandits will not run amock and the kingdom will not be made fools of by other nations. If you wish to sign up for the Milita, please post below stating your aptitude in skills, your name, and if you own property in the kingdom or desire to. Each applicant will be trained in proper course of actions in how to deal with troublemakers and thugs. At the moment, armor will not be supplied, however your training will prove to be invaluable as your fellow militiamen will heed your calls and come to your aid. Furthermore, I request an audience with a nobleman or woman of Salvus, one who has the permission of granting lands to beneficial programs and causes to Salvus such as this very organization.
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I personally think that while the VA system is really good for monitoring and quickly disciplining the evil-doers of the server, there are some evils I do not agree with being forced to take, and sometimes it feels like you need a Villian Application to possess a majority of character flaws (which every char needs in order to be, well a char). It seems the App is more of a Character Extension app, then an actual villain app, because really at one point every character will commit something with some degree of villainy, unless they are a pure saint which I doubt every character is. For example, these two things like Lying: What defines IC lying, exaggerations, and deceptions? All of these things can have malicious intent behind them, yet which of these are exactly permitted? The line is quite blurry, and some of these things aren't villainous at all. Some of 'em are even necessary at times to survive. Bribes: I really don't see bribes being something which requires a villain app. Good guys bribe all the time to get out of sticky scenarios or to accomplish a good thing. For example, bribing a guard to not pillage and loot a peaceful halfling village is a bribe, so technically it's something which requires a VA, yet its not villainous at all reflect some areas where I don't think VA's are needed. Furthermore, by adding them to the VA list, people will often cherry pick other villainous attributes just to get them out of the way and have more freedom (yet this freedom does not add to the char). I also think that if you lack a VA, but RP a crime really well and get reported for it, it shouldn't be TOO much of a problem. Perhaps an informal warning or just a GM saying "write a VA" please. I'm not sure if thats how it currently is, and if it is that is good, but just felt like sharing my opinion.
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( yes please! What I really need is for the whole area to be regioned, rooms to have specific regions (for guests) and me having control over the area and ability to give perms to the tavern to people. Not only do I need it for the Tavern , but also for the Merchant Company. That'd be great and would help my rp out a ton)
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( PM me on the forums to discuss how to manage the tavern. I've got ideas, and you probably do too. :P )
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Noble Clans Of Karik, We Gat'er Again!
Cracker replied to TEEbrown's topic in Asulon Roleplay Archive
(Let's be serious this time...our council meeting today IC-wise got nothing done xD) -
The tavern by de' Entertainment district may be up yer alley, laddie. It's in a district open to all races, wit' plenty o' seating and even fuud. I own it at de' moment under de Kal'Karik Trading Company, but I will need 'elp runnin' it. I like de name tew. Perhaps we can wurk sumtin' out?
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Dun dis tournament be a bit rushed? Annoucin' it unly two elven days before de' games seems off. I dun t'ink any o' de udder races know. We shuuld settle dis kind'o stuff in a Grand Council meeting, aye.
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Well, de' government be sponserin' de guild right, by telling new dwarves to enroll n' givin' it land n' supplies aye? So dun't de government shuuld get a return outta it? Plus it be always guud to support de government n' de Legion as if de' gots money er supplies, dey can fight off any invaders n' take down any aggressors and employ de' dwarves!
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Curious lad, but at de moment 'ow does te' smit'ing guild wurk? "Ow does de government benefit by de way?
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Welcome to the Kal'Karik Trading Company! Hosted in Kal'Karik, our main base is the inn of the Entertainment District. Huge with a fair number of rooms, its quite the cozy place. Our goal is to employ the people of Asulon and to fuel its economy. We offer a variety of unique functions such as wealth allocation, stocks, and investments, which can be detailed on the service thread found below. You can make some serious cash joining up! Along with minas, you can even get yourself lodging and Dwarven passports letting you exploring the entirety of the city. But most importantly you can refine yourself as a spokesmen and merchant, utilizing your silver tongue to attain the best deals possible. If you are reading this, you are reading the employment part of the company. If you wish to request our services, check out this thread: http://www.lordofthecraft.net/forum/index.php?/topic/38885-the-kalkarik-trade-co/ At the moment, we seek out tradesmen, merchants, workers and suppliers to fuel our company. Your job would range depending on the contract. A quick overview of the contracts can be found here, more in-depth ones are on the service page above. Merchants: Your job would vary, but consist of being given an amount of supplies or minas. You would then take those supplies or minas, and get the best deal possible while filling the objectives of the quota. Here's an example contract Turn 1000 minas into 25 Iron Ingots. You would go out, buy 25 iron ingots while finding the best deals and keep the rest of the money. For example, if you bought 25 iron ingots for 500 minas, you would get 450 minas or so ( a 50 minas percent-based surcharge which goes to the company). Depending on the contract you can make bonuses and the like Couriers: We need couriers to send supplies from places Suppliers: You would act as easy clients for the Merchants or providing goods for the company. You would be paid a wage and would receive benefits. Mercs: A part time job, we may call your services in case trouble is afoot. Normally we will rely on the Legion, but the best price goes! Bonuses include housing, lodging, passports, Legion security, and even free shops! So enlist now! Reveal your inner merchant and revel in the coin!
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"Den sell 'em thru er to us! It'll save ye' time and ye may even strike a deal, aye. (basically if you have surplus ores, you can "invest" them in us. We will go out and find good deals for you, for a cut of the fees. or you can just directly sell them to us but thats not as fun ;p)
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(You have to do the IC questionnare part too)
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Oi lads, oi. Even if he ain't un' o' our kindred he still 'ish to 'elp to cause o' de dwarves. Perhaps 'e can be given a different position. Gaddering resources, aiding in patrols. A minor role.
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Of all 'ho fit mi' message, I 'ope det we can 'ave a council meetin' soon, fer dere be a lot of changes and planning det needs to be dune fer de kingdom. De' departure o' de Ironguts 'ave 'it us 'ard, we still need to supplement er Legion, and der are more issues plaguing our nation. I 'ope a council can meet to address such problems So please King T'orik, make word fer a council meeting T'anks High Lord Balthar Blackaxe
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Afraid of Wall of texts? Condensed versions below http://www.lordofthecraft.net/forum/index.php?/topic/38890-the-kalkarik-trade-co-employment/ ^ Employment http://www.lordofthecraft.net/forum/index.php?/topic/38885-the-kalkarik-trade-co-services/ ^ Services The West Karik Trading Company Ho' dere! Lads n' Lasses, if ye' got de desire for coin, a knack fer speechcraft, dey best bargain hunter round, or just unemployed, dis associaton may be fer ye'. Led by High Lord Balthar o' de Blackaxe clan and overseen by Algrim Irongut, Grand Councilier of Economics of Karik (Ye' know he's godda be good wit de coin), de West Karik Company specializes in all sorts of merchantry, mercantilism, and most importantly, minas. By wurkin' fer West Karik, not only de' ye recieve de best news o' where tew go fer dey best bargains, who de best clients be, but ye' learn 'ow to make minas and earn de respect of de dwarves of Karik. Hosted in de' outer city o' Karik where all races be permitted, West Karik Co. requires a variety o' merchants, runners and suppliers to keep it going. A portion o' da profits go towards de' government of Karik fer sponsering de foundation of dis lovely corporation and de' backing of dere Legion which occasinaly helps us out wid de trickier business. Employin' wit us is a wise decision as ye' get an official job wit a steady income, civil benefits and recognition o' de dwarves o' Karik. Fuddamore, ye' may even receive housing or lodging in our tavern (once its ready) We specialize in de' following proccess of trading Deliveries/Postal Service: Need sumtin delivered, message, minas er m-anything, but too lazy sittin' on yer bum eatin' fried porkchops to bodder? Well, hire on' o' our runner boys, and he'll take yew anywhere 'round Asulon*. We 'ave a dedicated postal service tew, so ye' can recieve and send goods wid de udder person bein' away. Investment/Trading: Dis' be our biggest focus. We hand coin, eidder from our pockets, from dwarven governments, or lenders, and use our expertly trained merchants to buy an amount of goods or sell an amount of goods. Fer example, I might pay a fellow a t'ousand minas to fetch me at least 30 iron ingots. He will go off findin' de best deals, and as long as he comes back wit 30 iron ingots he can keep de rest o' what he makes. Ye' can employ yerself and become a merchant seekin' de' best deals n' clients, er ye' can be a lender and supply money to get goods at cheap prices Suppliers: We may have a few extra goods lying around, so who knows? Ye' can buy from us directly and some of our wurkers 'elp us out by supplying us goods at fair prices Pathfinding: Need 'elp going sumwhere? Need a good guide? Our runners been all around Aegis, n' I'm sure fer a price dey'll hook ye' up. Tips on the Best Bargains: Trying yer hardest to buy iron at a bargain? De' West Karik company has tabs on many o' de best merchants in Asulon. Fer a price, we can point you out to a strong supplier who'll pay well or sell at bargains. We can also help ye' get deals and de like, after all we get de' backing o' one o' de strongest empires around, dey Dwarven! *Warning: Runner may need coordinates Jobs: Suppliers: Fer wurkin' fer us and selling goods at fair and just prices, we'll reward ye', by sharing yer fair deals with clients and granting ye' even civil rights within Karik. Ye'd also be greatly 'elping de' government of Karik, so why de 'eck not! Lenders: Want to make money but ain't got de time or skills to strike a good deal? Hire one o' our men, and for a fee we'll get it done. Intern: Aye, ye' just joined didn't ye? No matter, ye' still be wurdy o' our great company. Even ye' got a role tew. Although yew won't get money invested quite yet since yer new, ye' still 'elp out around de' company. A few jobs ye' can take te prove yer wurth' be accompanying higher-ups acting as der bodyguards on long treks, roaming around and finding good deals and great clients, 'elping wit de' postal service, path-finding', er wit' helping clients find de best deals Traders: Yew've proven yer wurth'. Good job! We can trust ye' wit bigger contracts. Ye' can now conduct in investment deals and dey like. Be warned t'ough, losing money fer de company can result in fines, punishments or worse det may be enforced by Karik guards. So don't slack off and do yer bloody job well! Merchants: Guud job lad! Ye've proven to be sum o' de best traders in Asulon. Ye' recieve special benefits and discounts fer yer work. Ye' also can boss de interns around, and even get dem sumtim's to wurk for free! High Merchant: Dis be me spot, High Lord Balt'ar Blackaxe. I manage the company directly and oversee de day to day operations Det's all fer now folks. We only take de best merchants. "eres an applicaton form. And to all dose who wurry bout dose who run off wit our, or even your money er goods, dun worry. We conduct large background checks and make sure our merchants and traders know what dey be doing. (Plus you need a VA to run off stealing like that) Here's an application sheet. Fill 'er up! Note: We've managed to secure de' inn in de' Entertainment district as our base o' operations. We'll need tew 'furbish it fer de' company 'fore using it but we've secured de property n' 'ave Algrim wurkin' on getting it ready Fuddamore we' plan te' have an openin' event, a grand tournament involving de' races of all kingdoms. Contact me if yer interested in helping and all members of our company will be given news in de' future.
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Kingdom Modifications. What Do You Wish To See?
Cracker replied to Broski's topic in Asulon Roleplay Archive
Banish de' lad, banish de' lad 'till 'e learns to respect our dwarven ways and learns not to split de dwarven kindred upon multiple cities n' factions over t'ings 'e dun even fully understand. Bloody children...
