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Everything posted by Fishy
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The Marines of Kurai-Kuni embark onto the river, joining the Imperial advance.
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The Shugonate joins.
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NOKUMI NOTICE ME
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Order 003 MAKATO “One's word will always be honored. To speak and act is one and the same, and no barrier will prevent the warrior from acting upon it.” Therefore, Pursuant to Article III of the Instrument of Alliance between the Empire of Man and the Kurai-Kuni Shugonate, the Kurai-Kuni Shugonate will defend its ally from DELIBERATE and BELLIGERENT assault upon their sovereignty at the hands of Grand King Ulfar Starbreaker’s ultimatum. Pursuant to Article III of the Instrument of Alliance between the Empire of Man and the Kurai-Kuni Shugonate, the Kurai-Kuni Shugonate will deny hostile belligerent parties access to the Southern Skull Sea and access through the straits. Pursuant to Article II of the Instrument of Alliance between the Empire of Man and the Kurai-Kuni Shugonate, the Kurai-Kuni Shugonate will, upon its invocation by the Empire of Man, join our ally in offensive campaigns. KAJI TO KENKA WA YORUMACHI NO HANA. SHUGO-SAMA Tsukinomiya Honda, Dai Yondaime, Yōbushi of Machiman, Father of the Land of the Heavenly Thunder, DEFENDER OF THE FARFOLK and the rightful Shōgun of Oyashima.
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Shugo Honda burned a stick of incense, meditating on the death of his estranged grandson and fiancee, a grim reflection within his stormy enclave.
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The Iryalen Declaration, 261 SA In effect as of the Year of the Nyazoku, 261 SA (560 Kamijikan) PREAMBLE Since our arrival upon Azuras, the Kurai-Kuni Shugonate has endeavored to dwell in peace with its neighbors as the lands were settled and our shinka cultivated. However, in spite of such efforts, trespasses against the Shugonate have repeatedly threatened the continent’s harmony, for which answers must now be sought. Toward this end, the Kurai-Kuni Shugonate formally issues an ultimatum to the Forests of Iryalen to resolve these matters. Should this ultimatum go unheeded, then all necessary measures will be taken to achieve our satisfaction. The deadline for this ultimatum is issued for one year from the proclamation of this missive, 262 SA. ULTIMATUM Article I The Forests of Iryalen have harbored subversives who sought the downfall of the Kurai-Kuni Shugonate. These hostile agents, under the influence of Seisho Ehiba, a breaker of oaths and spreader of sedition, were given shelter in a heretical temple known as ‘Rokudo’ and bestowed lands as a vassal of Iryalen. Toward this end, the Shugonate makes the following demands: The Forests of Iryalen will recognize the Kurai-Kuni Shugonate as the sole cultural hegemon of all Oyashi, and will refuse and relinquish any and all Oyashi vassals and tenants. The Forests of Iryalen will recognize the Kurai-Kuni Shugonate as Protector and Defender of the Farfolk. The Forests of Iryalen will turn over Seisho Ehiba should they once again appear, extraditing them to the Kurai-Kuni Shugonate as a traitor and fugitive of justice. Article II The Forests of Iryalen have allowed and permitted several druids of their circle to grievously harm other druids, made threats to other druidic circles, and have laid threats upon an Onna Musha of Kurai-Kuni. Toward this end, the Shugonate makes the following demands: Caius, known as the Bog Druid, be turned over for un-attunement for his violent and hostile actions, toward others and nature. The Spore Druid, a known associate of the Bog Druid, be turned over for un-attunement and interrogation as to their relations with known necrotic entities. Arcelia, a known associate of the Bog Druid, be turned over for un-attunement and interrogation as to their relations with known necrotic entities. Article III The Forests of Iryalen have overextended themselves in the maintenance of lands of Eastern Azuras. In this deficiency of control, non-state actors have taken root, organizing attacks on clergy of the Empire, esteemed allies of the Shugonate, and setting the stage for future conflict. If left to its own devices, this shall only foment future conflict and turmoil in the region. In the interest of peace and harmony, this cannot be left as is. Toward this end, the Shugonate makes the following demand: The Forests of Iryalen will release the Western Forests [tile_black_forest_north_1] to the control and occupation of the Empire of Man. SHUGO-SAMA Tsukinomiya Honda, Dai Yondaime, Yōbushi of Machiman, Father of the Land of the Heavenly Thunder, DEFENDER OF THE FARFOLK and the rightful Shōgun of Oyashima.
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The Kurai-Kuni Shugonate's borders as of 261 SA Purple is the capital city, Yorumachi Blue is the home island, Raijima Pink is our vassal, Junmura Lime is the River Delta Yellow is the Southern Isles @Mestvin
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I am thankful for all of Kurai Kuni
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Are the physical requirements of nation apps (player signatures & money) too high or too low? Player signatures have and never will be good. It is just grinding forum engagement and provides zero basis for sustainable activity. By no means should player signatures be taken as a serious metric and should be utterly removed. Forum history, lore history, precedence (Has this nation existed before successfully, or is it a vassal that could sustain itself) are all much better things to consider because they gauge actual involvement not just with the server but the community. Money at 25k I am fine with, chartering a vassal from an existing nation should always be significantly cheaper. Should the subjective requirement that a nation be unique (or fill a unique niche) be removed or modified? If you can exist as a vassal then there is zero reason you should be given a nation. Woe unto the vanquished, suffer what you must or rise against your oppressor by pen or sword. There are RP avenues that should take precedence over any sort of Staff hand-out. Whether a nation is unique or not should only matter in the instance that they are an existing group, such as a vassal, that has achieved liberation via whatever means. Do you feel there should be a new, separate qualifier for new nations? While no one system will be perfect, I am a strong believer in only what exists making the cut. If you can't find your start under someone else, you aren't going to find it running off into the middle of nowhere. Let nations rise and fall as a consequence of RP, keep forum-begging out of the equation.
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SHUGO-SAMA Tsukinomiya Honda, Dai Yondaime, Yōbushi of Machiman, Father of the Land of the Heavenly Thunder, DEFENDER OF THE FARFOLK and the rightful Shōgun of Oyashima, signs the treaty after many years of negotiations.
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Shugo Honda burns a stick of incense as he prepares for his nightly reading, attempting to learn the wisdom of his predecessors.
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None of this is true, resources were thought up and placed prior to nation selection. Gold has consistently been advocated for the Zion (Mesa) because THERE'S GOLD IN THEM THERE HILLS.
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The Battlefield of Unknown Gods TESTAMENT & TOMBSTONE Sat within the Skull Sea of Azuras, the Isle of Storm rises from the dark, turbulent waters like a bastion of charred stone. Eternally battered by the elements, it has endured for over a millennia since the continent’s once Shattering, both a testament and a tombstone. Whatsoever the quarrels of the Gods, the Isle seems determined to outlast them all, yet forever shall it bear the scars of divine conflict. The skies of Storm are torn with bolts of lightning, its shores crushing all against hard stone, the howl of its wind enough to bend the trees, and the nigh incessant rain makes a quagmire of its earth. For all the hardship Storm promises, lush growth permeates the Isle, fueled by the monsoon rains of its Ever-Storm. Life here exists in a constant cycle of decay and renewal, as a palpable energy crackles in its very air. Like a gauntlet thrown down in contest, Storm invites those with the will to survive its scars to prosper in its bounty. While many theories exist, few know what caused the Island to be as it is. The most commonly accepted theory is that Storm was once a battlefield for the Aengudaemonic, perhaps even a hallowed dueling ring as is so common amongst descendant cultures. Thus the island is sometimes called the Battlefield of Unknown Gods, for none can say for certain who once fought, but when the calamity of their strikes hit the earth, it forever imparted the Ever-Storm its charge. So to have adventurers, duelists, competitors, and rivals since sailed to Storm in the centuries after its discovery, braving its treacherous waters, all to settle their scores atop the Island’s peak. While it appears no magical means draws in these combatants, it has puzzled several Scholars endlessly as to why so many unrelated Warriors would make such an arduous journey to conclude their rivalries. An enigma whose answer is found only by those who live and die by their sword. TALE OF TWO COLONIES While Storm has remained relatively unsettled throughout its history, a few attempts have been made over the centuries. Evidence of these settlements is tepid at best, as the constant deluge of the Ever-Storm has since washed away any shred of them. Of these, only two are known to have lasted any length of time. The first was a colony of seven dwarves who washed ashore, their boat put to splinters on the rocks. While they survived for near two decades on Storm’s lower ranges by digging into the rock and stripping useful ores from the surface, their's was a miserable existence. Bereft of any of their staple crops, they took to boiling the grasses, plucking the bushes, and a diet of boney fish to survive having no luck in hunting the Island's game. Moreover, on the eve of their first year the colony had run dry, depriving the dwarves of much needed intoxication. A madness soon gripped the colony as each dwarf withdrew, grappling with their personal flaws in stark sobriety. By the fifth year, over half were dead, one had died to the lightning, another was knocked off the cliffs in an attempt to corral the native rams, and two more had perished in raids on each other over suspected hoards of rum. The remaining three by this time had learned to peel the bark from the wind-blown pines to brew a whiskey, only to discover far too late its psychosis-inducing effects. By then, there was only a single dwarf who remained, clinging to life and meager survival amidst a personal hoard of trinkets made of all manner of metals and materials. It would not be for another decade before this solitary survivor was discovered, marking the next of the known attempts to colonize Storm. This second colony was one of men, exiled from their homeland for lesser and petty crimes, led by a so-called Vice-King Boyce of Setring. They had come to Azuras with a squadron of pirates biting at their heels, only managing to lose their pursuers in a wayward gale of the Ever-Storm. Shipwrecked upon Storm, they numbered no more than a hundred, yet their ship was not irreparable. In little time, they had restored their vessel, only to discover the lone survivor amidst their cargo-hold. After a swift interrogation and impressment, the Vice-King of Setring was led to the hidden treasure trove carved into the rocks, salivating over its riches as a devilish thought crossed his mind. Stepping back onto deck with a trunk laden with loot, he enticed the crew to serve under him officially, making a Lord and Duke of the First Mate and Helmsman respectively. With their loyalty secured, the crew then promoted the Vice-King to the office of King of Vice, marking the beginning of their wooden demesne. For about eight years hence the Kingdom survived, relatively well off, it had specialized in shipping and mercantile pursuits, using the stored treasures of the dwarven colony to build for itself a burgeoning enterprise. As their notoriety grew, so too did the ire of pirates, yet none could threaten the King of Vice’s base of operations on Storm. With the wealth he had amassed, the King took a prominent merchant’s daughter for a wife, and began raising a castle upon the cliffs to crown the Island. Little by little the castle was built, stone by stone, through mud and pouring rains. Eventually the day came that the last stone was laid, and neither wind or water could knock it down. And so the King of Vice announced the birth of his son, a prince, and the rise of their Kingdom to weather all. It was not but four strides from his door, on a sojourn to the docks to fetch a pail of milk and parcel of tobacco did the Ever-Storm strike, whipping into a frenzy unlike any other thus far. With a single bolt, cast like a javelin from the heavens, was the King of Vice’s castle struck down, mother, son, stones and all fell from the cliff and tumbled into the yawning sea below. The King was never the same after that, his dreams and aspirations dashed to pieces, his fleet was equally as destroyed, though enough remained to rebuild it all, should he have desired. Instead the King of Vice was found wanting, and gave no order as he spiraled into grief, matters of his state falling to the wayside. It was not long until the crew, whose loyalty was bought and paid for with baubles and trinkets, filled their pockets with what remained of the Kingdom’s wealth and departed their weeping King, no compassion to be spared by Duke or Lord. All that remained was a King, a dwarf, and the dilapidated shanty town that had once been a Kingdom. It is said the King of Vice and the dwarf took to dwelling in the former treasure trove, now empty in the colonies final days. They held great feasts with what remained of the larder, slating their thirst with barrels of pine whiskey and reminiscing of times long since past and putting on macabre plays. That was until a mudslide made the trove their tomb, forever putting an end to the colony of men and their Kingdom of Vice.
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Crystalized Storm The tephra that rained over Azuras in a past age of primeval might was not simply volcanic ash and molten stone. Charged by such cataclysmic forces, particles of destruction pelted the earth, striking with unparalleled might as though they were bolts from the heavens. From such sheer kinetic forces a new element was fused, entombed within the fossilized lightning born then. Eroded by centuries and covered by sediment, from those pulverized fulgurites came sand, which within the hands of mortals might be tempered to Fulgurglass. Fulgursand (Raw Form) PROPERTIES This pale golden sand, hereinafter referred to as Fulgursand, bears a slight magnetic quality, sticking to metallic surfaces and giving off a faint electric blue shimmer in doing so. Though exceedingly rare, it can be found in clumps across Azuras, most often on the coastal ranges of the Skull Sea. Fulgursand is thought to have traveled on the currents of the worlds’ oceans over the centuries from whatever event led to its creation, the material being inexplicably drawn back to Azuras. While any given beach may contain several individual grains of Fulgursand, such miniscule amounts are entirely nonviable for the production of Fulgurglass. Workable amounts of the material are a highly prized commodity, jealously guarded by prospectors. This leaves most untapped deposits out in the forgotten places of the world where few dare tread. Be it on treacherous shores, blighted with storms, or far beneath their roiling waves, bounties of Fulgursand remain out there to be claimed by those willing to brave the danger. Being a coarse magnetic sand, Fulgursand will rough up whatever metallic surface it is bound to, irritating automatons and clogging up machinery as it gets everywhere, most especially between fine parts of machinery and wheels. This damage is entirely superficial, however, and can be restored through diligent albeit tedious repair work and polishing. It serves as something of a bane to automatons and metallic limbs as it will impede their function, but not outright disabling them. If Fulgursand is added to the preparation of Storm-Forged Oil [See: [Alchemy] [War-Forging]], it will alter the resultant effects. The arcs of lightning will grow in length with the motion of the metal, creating the effect of an afterimage trailing behind. As the kinetic excitement rises, so too will the metal begin to make a chattering noise, akin to birds, that rises in volume until the metal stalls. The color of this effect defaults to a blue electricity, however introducing impurities into the Fulgursand allows one to tinge the lightning whatever color they wish. Redlines (Raw Form) -Fulgursand, or derivative items thereof, necessitate an ST Signature to be considered valid. -Weapons, armor, or other metallic objects of steel or lesser durability that come into contact with Fulgursand will be damaged as if scrubbed with a sheet of 32 grit sandpaper. -Automatons, constructs, or otherwise metal limbs will find heinous noises, akin to nails on a chalkboard, emitting from their precision components if coated by Fulgursand, impeding silent function. Harvesting Method Harvesting Fulgursand is a simple matter, provided one can find it. Simply sift it into an appropriate bag, this is best done with a non-metallic shovel, however one’s bare hands are also sufficient. As for how one would discover the sand, one should begin by hovering a metallic object over a suspected clump and recognizing the telltale electric blue shimmer of Fulgursand when in contact with metal. The harvesting of a typical clump will usually result in thirty-five pounds of Fulgursand, the rough equivalent of an ore chunk. Without exception, the harvesting of Fulgursand will result in the prospector being coated in the material, causing all metallic objects on their person to be superficially damaged. Redlines (Harvesting Method) -Harvesting Fulgursand will invariably coat the prospector, refer to Fulgursand (Raw Form) for specific effects. -Fulgursand can be identified by its electric blue shimmer when in contact with a metallic object. Refining An entire thirty-five pound bag of Fulgursand is considered the necessary amount to begin tempering into Fulgurglass, worth two ingots of the material. First, the Fulgursand must be placed within an appropriately conductive crucible, free of adulterants. Then, the crucible must be dramatically heated within a near instant, as the quicker heat is applied the more workable the resulting material is. The exact means of achieving this rapid heat is left to the discretion of the individual. The most common method is for the crucible to be connected to a lightning rod atop a spire, and left to be struck by the elements. Once the crucible has been properly heated, the Fulgursand within will fuse into a transparent semi-molten goop, glowing the color of straw. In this state, the material can be poured from the crucible and treated with heat to maintain its workability which is much like molten glass. It can be blown with a hollow metal rod, rolled against hard surfaces, or pinched with specialized tongs to manipulate its shape. If continually heated, the semi-molten goop will turn molten, allowing for strands to be drawn from the material, which can be further woven into a string. Alternatively, the molten Fulgurglass can be used to enamel metallic objects, imbuing them with a glossy, neon coating, but none of the material’s other effects. Once the shape of the material is set to the crafter’s satisfaction, it must be annealed by once again heating the semi-molten object then slowly cooled over the course of three days, which will render the final Fulgurglass product. During this process, the semi-molten goop will harden and its formerly transparent appearance will become semi-opaque, rendering it with a cloudy complexion. Failure to properly anneal the material will leave it incredibly brittle from the internal stresses of the shaping process, resulting in a Fulgurglass that will fracture at the slightest amount of pressure, regardless of the source. Fulgurglass by no means can be reforged or reclaimed or reshaped, once it has cooled its form and color is set, any attempt at tampering will result in its destruction, its shards only usable to render an opaque glass-like slag that bears a vibrant neon glow when in contact with metal, known as Fulgurslag. Impurities may be introduced into the Fulgursand before refinement takes place, allowing one to tinge the final product and its lightning a particular color, with minimal effect on the material’s integrity. However, if the delicate ratio [10:1] of Fulgursand to impurities is not maintained, the result shall be the same opaque glass-like slag produced from broken Fulgurglass that lacks the full properties of the material, only giving off a vibrant neon glow when in contact with a metallic object. Redlines (Refining Method) -Fulgurglass cannot be reforged, only processed from Fulgursand. -A Bowstring’s size must match the Bow-Limb it is used with. -A Bowstring [Short] of Fulgurglass consumes [2] ingots of Fulgurglass to produce. -A Bowstring [Large] of Fulgurglass consumes [3] ingots of Fulgurglass to produce. -Fulgurglass will always be semi-opaque with a cloudy complexion, regardless of what color it is tinged. Fulgurglass (Refined Form) PROPERTIES Fulgurglass is a glasslike, semi-opaque material. While some light may show through the material, it is obscured by its dark cloudy complexion. By default, Fulgurglass bears a gray-green hue, however this may have been altered according to whatever impurities were introduced during refinement of the glass. Objects made of Fulgurglass have a comparable weight as though they were made of steel, presenting little difficulty to their use by descendants. However, Fulgurglass, much like glass, is a brittle material, and will not hold up if struck forcibly by weapons, causing it to shatter into hundreds of smaller shards. Broken shards of Fulgurglass, while sharp, bear none of their former properties, becoming entirely opaque and giving off a vibrant neon glow when in contact with metal, only usable as Fulgurslag. Should Fulgurglass be waved around or otherwise accelerated, it will produce sparks of static electricity around itself, allowing it to briefly illuminate itself, with those sparks subsiding as its kinetic motion ends. The color of these sparks and light correlate with the impurities introduced into the material, allowing for a plethora of color combinations. These sparks produce a chittering sound akin to thousands of chirping birds, which in combination with their light makes concealment of Fulgurglass impossible as any bearer will become easy to spot unless they remain perfectly still. Fulgurglass Swords, while largely impractical, are known to be coveted by a certain faction of knights within the Aeldinic Empire. There are two recognized uses for Fulgurglass in a combative sense, those being Shock and Awe, each is mutually exclusive. Shock applies only to solid objects fully made of Fulgurglass no matter their shape, whereas Awe applies only to bows strung with a Fulgurglass bowstring. SHOCK Any motion will build up a static charge within a full Fulgurglass object, whether it is a simple jaunt on the road or being wormed between one’s fingers, all in proportion to the kinetic energy of the action. Within the semi-opaque complexion, small arcs of electricity will begin to build as the charge grows, eventually accumulating enough to point at the object’s center mass. Contact with Fulgurglass in this state causes one’s hair to stand on end. Should an object made of Fulgurglass be thrown in this state, it will release the static charge upon impact, this dispersal protecting the Fulgurglass from shattering. The released static charge, while minute, strikes all within a [3x3x3] area with a non-debilitating zap of static electricity, breaking their concentration and focus momentarily. Once the static charge is spent, the Fulgurglass will need to charge itself before it can be used again, meaning that this effect can only be used once per combat encounter. AWE Fulgurglass that is woven into a bowstring will operate differently from its Shock counterpart. Because of its construction, rather than shatter from trauma, it can instead stretch and flex akin to a cord. In this state it can be used to string a bow or for a stringed instrument such as a lute or shamisen. When plucked, a Fulgurglass bowstring will still emit static sparks like its baseform, however the chittering noise instead becomes a much deeper reverbed twang, similar to that of an electric guitar. If fully drawn, the bowstring’s electrical excitement will manifest into a single point and will zip off as a small bolt of electricity once the tension is released. Any target struck by this bolt will receive a concussive zap similar in force to an arrow or bolt of its respective bowtype, while also inflicting a first degree burn. This bolt strikes through metallic armor, shields, and weapons, only being blocked by [Kingstone]. Akin to when Fulgurglass shatters, if a target struck by Fulgurglass bolt possesses any [High-Density Boomsteel] on their person, they will incur a duplicate first degree burn in the area nearest the boomsteel. An archer may continually fire with their Fulgurglass Bowstring provided they remain capable of fully drawing the bow, making ammunition completely unnecessary. Redlines (Refined Form) -Fulgursand, or derivative items thereof, necessitate an ST Signature to be considered valid. -Fulgurglass shards cannot be reforged, only used as decorative elements. -Fulgurglass sparks are largely aesthetic and minimally ticklish if touched, akin to a static shock produced by wearing socks on carpet. -Illumination from Fulgurglass sparks is only enough to illuminate the object itself, providing no lighting or blinding effect aside from easy identification in darkness or at a distance. -The chittering of Fulgurglass sparks is only heard within #rp range. -Fulgurglass will shatter if it receives a weaponstrike of any caliber. Fulgurglass must be /use’d if shattered. -The effects of Fulgurglass Shock and Awe are mutually exclusive. All Fulgurglass items must state whether they possess Shock or Awe in their description. -Any object of Fulgurglass that isn’t a bowstring receives the properties of Shock. -A target in armor of Kingstone making up at least a chestplate would be immune to the effects of Fulgurglass Shock and Awe. -Fulgurglass’s Shock will temporarily disconnect any target struck by it for [1] emote. -Fulgurglass’s Shock can only be used once per encounter. -Fulgurglass’s Shock can only affect a target once per encounter. -Fulgurglass’s Awe cannot be used in conjunction with other munitions without causing those munitions to overload and self-destruct. -A bolt from a Fulgurglass’ Bowstring will create [2] first degree electrical burns on a target that has any High-Density Boomsteel in their inventory. -Fulgurglass Bowstrings follow the respective techlock of their bowtype. Fulgurslag [Player-Signed] [Open] Should Fulgurglass be improperly produced, shattered, or otherwise reprocessed, the resultant material, Fulgurslag, loses all of its former properties, becoming a dull, opaque gray color. While this material can be reprocessed into any variety of shape or size, and even cast, it can never again be made into Fulgurglass. The only noteworthy property of this Fulgurslag is that while in contact with metal, it gives off a vibrant glow from the object's entire being, akin to a neon gas lamp. Vivid colors and lights can be produced based on what impurities are introduced into the material’s mixture, making it ideal for eye-catching signage. Much to the chagrin of many glassblowers, however, mass production of Fulgurslag is achievable with minimal amounts of Fulgursand, as even a few grains blended with glass-producing sand can turn the entire product into Fulgurslag, leading to many contaminated batches of what would otherwise have been mundane glass. 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1.9 is a horrible system regardless of what you do with it. The fundamental mechanics of the swing timer being punitive are so flawed that Mojang doesn't even use it on Bedrock, which is their preferred version. A curse upon the household of every Youtuber who said 1.9 "wasn't THAT bad," as it directly correlated with the seeming cancellation of the Combat Update Tests. 1.8, while prone to abuse, is a simple system that is more widely enjoyed. I would rather live with autoclickers than deal with swing timers.
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TSUKINOMIYA HONDA DANZEN'S PUPIL 6'4" HALF-OYASHI TEMPLAR-SAMURAI BOOMSTEEL GAUNTLET WIDOWER HARD-ASS FUTURE SHUGO
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Tsukinomiya Yu's Last Will and Testament [PK]
Fishy replied to usercultist's topic in The Kurai-Kuni Shugonate
Leaves fall to the ground Coloring the world in death So new shoots may grow "When it is my time, I look to forward to fighting beside you again in Machiman's Realm, Koumori." Honda thought in passing through his clan's halls, languid in his movement. Decades he had spent there with Yu, not only his wife but closest comrade, raising their family and perfecting their craft. Wordlessly, they had flowed together in battle, striking with synchronicity. But now that irreplaceable ally was lost, gone for good. Time had taken its toll upon Honda, his body aged and worn by countless battles. No longer did his arms handle the might he brought to bear, the recoil of his punch growing wilder with every year. Such was the mortal Samurai's lot, only time would tell if he too would burn out in a blaze of glory or be resigned to fade away.
