Out goes my post.
In goes 42.
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Jun 3, 2013Gorinich_Serpent posted a message on Races: Evolution II (OOC) [No more cultural limitations! Plus a few things changed]I'm agreeing to what everyone previously said, but I currently don't have any other ideas. Also did my nation app get accepted or denied at some point and I just didn't notice?Posted in: Forum Roleplaying
Jun 3, 2013Gorinich_Serpent posted a message on Races: Evolution II (OOC) [No more cultural limitations! Plus a few things changed]I think I'm going to leave this thread and not check it any more. *big fat yellow sigh*Posted in: Forum Roleplaying
May 31, 2013Gorinich_Serpent posted a message on Races: Evolution II (OOC) [No more cultural limitations! Plus a few things changed]I can't feel a pulse, I think this thread died.Posted in: Forum Roleplaying
May 28, 2013Posted in: Forum RoleplayingQuote from krazaz
Well, that can be answered several ways, because they specialize eventually, at this moment in time, they form basic structures (out of themselves) such as walls and towers, eventually they will specialize into "Structure" shullets and be able to make more complex structures and also use artificial supports such as logs. But there are super specializations (which i shall keep to myself) that allow them to make or become strucures differently.
Their are 8 castes, each caste has a specialization, each specialization has 8 super specializations.
So it's like zerg only the "drones" that become buildings are assigned to become buildings from berth. If your civilization is run on a hivemind how intelligent is any individual skullet?
May 27, 2013Krazaz does the "structure" cast place something to build the hive, or do they make themselves become the wall?Posted in: Forum Roleplaying
May 26, 2013Gorinich_Serpent posted a message on critical damage should be larger depending on how many blocks you fallSo you can insistently kill someone, but you break your legs and may die your self while your at it. Seems fair, I'll support.Posted in: Suggestions
May 26, 2013Nation app:Posted in: Forum Roleplaying
Politics: The political system is Oligarchic with the class that’s ruling referred to as the “Witches”. All Witches are female, are recognised by their uniform of black robes and pointy hats and are kind of similar to priests in diffrent cultures.At every town or settlement has a coven watching over them like stern mothers. A coven is usually made up of 3 Witches the Hag, the Mother and the Maiden. The Hag is supposed to be the oldest and most respected one, the Mother is around the middle of the scale and the Maiden is the rookie of the coven, and she should be a virgin. The way that a person becomes a Witch is that in an ideal scenario the Hag dies, the Mother becomes the new Hag, the previous Maiden becomes a Mother and a promising girl becomes a Maiden then. So the town has a funeral, marriage and Witch enlistment ceremony all in one day. However it can get more complicated, while involving no deaths just some people moving somewhere else, this system is flexible enough. 4 times a year, at the Equinoxes, peaks of summer and winter, as well as any time it’s needed the Great Counsel on the Bald Hill. At the Great Counsels all the Witches discuss and decide on matters of nationwide importance for the time until the next Great Council and far of to the future.
Civilization Type: Agricultural in the more prosperous places and people get by on what they can take from nature (i.e. hunting fishing and/or gathering) and trade with the prosperous bunch.
Agriculture: They mainly live off of a staple of cabbage, potato, beans and onions are also grown. Barley is used for bread as well as alcohol, which is a very large business for them. Orchids with apples cherries and other fruit are found around places, sometimes people even eat them! (they are usually made into beverage). A grass is grown to make rope as well as baskets and herb gardens are quite common as well.
Animal Husbandry: A kind of small deer are raised for meat, fur, milk and they serve as work animals. Some people, usually the richer ones keep half wild gooses because eggs make good breakfast, and goose can make a good dinner.
Sense Gnomwkin are very much not for combat they train hounds to fight for them. However their dogs aren't completely domesticated and considering that they aren’t really fearsome people, a Hound Keeper getting mauled by his pets is not uncommon. The beasts are only kept down by wraith flutes (read: dog whistles) and a man can’t blow out air forever.On the topic of dangerous animals, beekeeping is also a known job, mostly because of mead.
Infrastructure: Most houses are log cabins built around a stone oven and chimney, failing that a fire pit and if failing that then just a log cabin. Roofs are made of thatch. Fancy homes are covered in carvings.
Economy: Their economy uses multi colored stone beads from a specific mine as currency which I’ll call mi-gigs. Of course sometimes mi-gigs are unnecessary and primitive exchange is used.
Religion: The Gnomwkin believe in the existence of a pantheon of gods, and accept the existence of other gods and pantheons. However no one likes them, or worships them. Gods are portrayed as powerful, large, handsome and complete imbeciles commanding natural forces that they shouldn’t be allowed to. The universe isn’t completely horrible because the gods can be tricked and manipulated for them to get what they want. Only high rank Witches and scholars well versed in the gods’ lore are allowed to talk to the gods and make offerings because those stuck up snobs can get offended at the slightest mistake. The exception is Ignavan the god of running away, who gets picked on by the other gods and is an outcast among them. He is spoken freely to by anyone of any position without the need for formalities. Some minor gods are also like this. After dieing some people go to the underworld, some to a better place and others still just stick around as ghosts, the beings that manage the world don’t care about the Gnomwkin race, so their afterlife is poorly regulated.
Culture: The Gnomwkin live under a polar opposite of a honor system. To them charging into battle is stupidity not bravery and epic last stands don’t get the impression they are supposed to. That doesn’t mean they don’t have their Hercules, it’s that instead of superhuman strength and blood of the gods, he’s a remarkably clever guy, with a perfect poker face, knowledge of all the lore at berth and a bulging head. If a family has animal for a symbol then it’s a mouse, rabbit or a robin of some sort.
Other Races: If a nation can be convinced that they have some occult power and make sure that they can’t degenerate their tech from magic. After establishing how mighty they are, the next logical step is to take all they can get from the other race without it noticing anything that might provoke a war, enslavement and/or other violence.
Military: Gnomwkin have simple stone weaponry that is not used if possible, metal weaponry is known but most people don’t waste good copper or iron on it, unless it also doubles as a tool of some sort. Bows are a prefered weapon, even more prefered are traps using ropes for a variety of things.
As mentioned in the animal husbandry section, dogs are used for killing things, but mostly for hunting.
- Witches go around the town bossing people around, as well as helping people according to their duty.
- Rich Merchants and their Descendants live in the most fancy homes and have the most money, as well as generally don’t have to answer to anyone but the Witches.
- Trap makers,
hound keepers, scholars of different sorts, blacksmiths and other trades requiring large amount training, skill and knowledge are greatly respected, and can set high prices for their services.
- Hunters, explorers, and prospectors that are sometimes fighters who go out into the wild are often the most risk taking (other then hound keepers) people. This kind of person also is the one that goes out to instill superstitious fear in other civilized races.
- Ordinary merchants and low end artisans can hope to get up the ladder.
- Common folk are the ones who do the farming, mining and other things working class dues.
The Gnomwkin used to be a split up into separate towns that not only had to defend against legions the gods (weather, wild animals, nature in general) but other towns as well. Chaos and Anarchy ruled over the land, until Chaos slit Anarchy's throat, giving the great magi and shaman that became the First Witches time to bring peace. Don’t ask why Chaos killed her husband, she just does things. As I was saying the First Witches gathered together the different towns under the name of Elverhime. It still wasn’t peaceful, but now they were ravaged by storm and beast as one as oppose to separately.
Other: I’m going to keep the part about the dog whistles in there but crossed out. Also I apologize if I took to long to post this.
Suggestions: I can’t think of anything.
Location: Continent A Region 6 Around the West part of it.
May 25, 2013Am I allowed to have dog whistles? They were invented in 1876 in real life, and obviously my race wouldn't know why it works.Posted in: Forum Roleplaying
May 19, 2013God dame it, I was going to post my nation but the page decided to reload erasing all my writing! Should I first write it in Google docs next time?Posted in: Forum Roleplaying
May 17, 2013Race application:Posted in: Forum Roleplaying
They are basically tiny humanoid creatures about a third the size of a grown human. The greenish skin at times allows them to see an enemy first. As you could probably tell. Their hair can be from blond to ginger to brown and then it greys out and eventually turns white as they age.
Diet: They are omnivorous but usually eat vegetables, fruits and nuts in the forest, but if one catches a fish or a some small animal then they would be very happy.
Communicating: They use their mouths to produce many different sounds from high pitched squeaks to low bellows for different meanings, but their language is also highly influenced by body language, where if one sound can have completely different meanings if one waves his or hers arm one way or another. Many animal names are based on the sounds the creature makes, or the sound of it's foot steps, along with a hand motion displaying the animals physical features in some way. For example making a "bunny ear sign" could be horns.
Senses: Most of their senses aren't really notable, smell isn't really relied on unless food has gone really bad, and they can hear somewhat more then humans if they really pay attention. They have fairly good eye sight, can see fine at a new moon and on full moons it just a little more shadier then at day.
Blood: They are warm blooded, so when stuck in the cold they only need to worry about getting some cover.
Skin: As previously mentioned they have green tinted skin, that is not very good at protecting them from claws and the elements, but that's what clothes are for. They still have hair on their heads and males can grow facial hair to some very long lengths if allowed to, but that would get in the way of movement speaking of which...
Agility: Their legs are short so they won't go as fast as some of the other races but if they want to they can sprint very quickly to some shelter. They are also good climbers able to get around quickly around the forest by tree top, but not as good as let's say a monkey.
Intellect: Logical thinking is one of their strong points, and the ability to quickly come up a way to get out of trouble is the only reason they aren't extinct. Gowmkin rely a lot more on making things then other races that have the benefit of claws and fur(or shell or scale) and may be a bit more eager to get better stuff.
Habitat: They usually live in forested areas, in log homes, or furnished and floored caves an idea possibly stolen from the Bota. These prefer to build settlements on dryer, higher ground but still next to a river for water.
Other: In relation to other races, they attempt to convince them that they have supernatural or magical property to instill fear, respect and the urge not to enslave them, then they try to agree on trading for materials, technology, ideas and so forth. So they could get rooted in Myths and Folklore of other races.
Suggestions: I can't think of much suggestions at this time.
Location: Continent A, Region
whoops didn't see that.
Apr 25, 2013Gorinich_Serpent posted a message on Sing the My Little Pony Intro Song Before Someone Interrupts.Posted in: Forum Games
We all died
Dame it TailsChao I wanted everyone to die.
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Aug 3, 2011I think they might be not attacking because they are the npc villagers. Notch said there a "scary" mob not a dangerous one. It would be cool if a player sees one and screams "ahh monster!" and the farlander screams "ahh monster!" or something like that.Posted in: News
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