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Daydre That's just how it is on this bitch of an earth from the trash Since: Jun, 2014 Relationship Status: Gone fishin'
That's just how it is on this bitch of an earth
#151: Aug 27th 2015 at 2:37:16 PM

Oh, they aren't. I just gave the female a different robe and unnoticeably slimmer tentacles.

off the shits
DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#152: Aug 27th 2015 at 2:53:30 PM

[up] Excellent.

I might just make you the offial artist for the game.grin

EDIT: I just realized that this game needs a name. The Royal Party Crashers is a good campaign name, but if I want to do future campaigns in this series, it's going to need a better name.

You guys got any ideas?

edited 27th Aug '15 3:49:02 PM by DingoWalley1

Sergey_Smirnov Trans Terminus Homo from Everywhere and Nowhere (With a german accent) Since: Aug, 2015 Relationship Status: Consider his love an honor
Trans Terminus Homo
#153: Aug 28th 2015 at 3:21:19 AM

How will we set the tone? Will we focus more on comedy? (Dark) humor? etc, I guess when I know that I can think of something good (hopefully XD).

"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#154: Aug 28th 2015 at 7:18:39 AM

[up] I'm thinking a mix of Comedy and Drama (Dramedy). I definitely have ideas for whatever Rebellion is trying to happen to be more "comedic" then serious. Meanwhile, the Cultist story line is going to be more serious then comedic.

Currently, I have the Idea of "The Lattin Right", a play on The Latin Rite (AKA, The Catholic Church). But I'm looking for a better name.

Sergey_Smirnov Trans Terminus Homo from Everywhere and Nowhere (With a german accent) Since: Aug, 2015 Relationship Status: Consider his love an honor
Trans Terminus Homo
#155: Aug 28th 2015 at 7:49:15 AM

I have to apologize, I just wrote an exam this morning, seems like my brain is kinda out of comission now... I had some ideas but those always were quite awful.

Since I couldn't come up with an actual name I just give some basics to make a pun out of, maybe you can get a decent pun-name out of them, also when I write them down now maybe I can find a good name when my brain functions normally again:

  • Something along the lines of: 'A song of fire and ice'
  • I thought about naming it 'Fantasy Warrior, Dark Age' (I just read thorugh some Mechwarrioir Dark Age novels again), I guess the name is quite stupid but I just write it here anyway, maybe you like it.
  • 'Castles and Rats' as a reference to Dungeons and Dragons.

"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#156: Aug 28th 2015 at 8:03:38 AM

[up] Castles and Rats is hilarious, and funnily enough, I'm thinking of adding a Kobold race that would essentially be Sapient Mice.

However, I want to be more original then that. I understand if right now you can't think of anything, we've got of plenty of time while I'm still doing things like Map-Making, and World-finding, and Spell-making.

DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#157: Aug 28th 2015 at 4:07:17 PM

HUGE UPDATE: I'm starting to finish fleshing out the World. The Ball is starting to role people. Here's what I've done so far today.

    open/close all folders 
    Lore 
This is the Lore for the World itself, which is dubbed "Absolutus".

In the beginning, lay a rested planet in a sea of darkness. The tranquil shine of the celestial beings kept the planet rested, but lonely. No life lived upon it, nor any sea for it to wash. The only thing that lay upon the planet, was Ice; an eternal prison for cursed demons the celestial beings cast out from their realm. The planet, 'Absolutus', was desolate and dormant for millennia.

One fateful day, Absolutus was greeted by the Celestial Beings, whom thanked him for housing the most vile of Demons they had banished there. One Celestial Being was Sala, whom glowed as an eternal flame. Sala felt a strong connection to Absolutus, one she could not ignore. As time went by, Sala found herself spending more and more time with Absolutus, and the two formed a loving relationship.

However, Sala was unaware of her bodies affect on the Demon's Icy Prison: It began to melt. One night, as Absolutus slept and Sala was away, one of the Worst Demons, known as Durge, broke free from his Prison and released his brethren from theirs. Fortunately, Sala came in the nick of time to save Absolutus from the Demons. The Demons could not stand the power of Sala and buried themselves into Absolutus. Absolutus became sick, and so Sala stayed around Absolutus, to help him get better and to keep the Demons from killing him.

As Sala watched over Absolutus, life began to spring onto the planet. It started off small at first, with grasses and weeds sprouting out of the cracked earth and rocks. As the Ice continued to melt on Absolutus, water formed and plants spawned there as well. Soon, bushes and trees sprouted and grew, to cover Absolutus in a blanket of Warmth. Then, tiny creatures, barely visible to the eye, popped into existence due to the abundance of life. These creatures grew bigger, stronger, and more diversified; forming Fish, Crustaceans, Lizards, Birds and Mammals.

However, Sala was worried for Absolutus; she feared that her powers would one day weaken and that the Demons would come out to finish off Absolutus, then wreak havoc on her brothers and sisters. In an attempt to protect Absolutus, in the event she could no longer help him, she took part of him and molded ultimate guardians in his form. With one of her most powerful spells, she gave them the gift of life and planted them on Absolutus for them to grow and protect. These were known as the Latta.

With the Latta now on Absolutus, they went to work, building fortifications and creating weapons, mastering combat styles and magical spells, and awaiting the day the Demons make their move. As years passed, the Latta realized that the Demons would not be so hasty to strike, and they began to grow bored with awaiting for war. They began building cities, creating laws and rules to govern themselves, and learned that they could reproduce themselves the same way Mammals of the Planet did. Their numbers grew, and with them, so did their cities and rules. Soon, all of the planet was ruled by the Latta, who voluntarily divided their empire between two dynasties.

With the increase in the number of the Latta, a strange phenomenon occurred; other creatures of all types starting taking on Attributes that were specifically from the Latta. Certain animals began to talk Lattin, the language of the Latta. Certain animals developed up-right walking and five fingered hands. Certain animals developed magical powers on par with the Latta. The Latta, meant to protect Absolutus, thought the additional races would be beneficial to his defense, and thus encouraged these creatures and helped them develop. Once these Animals perfected their forms, the Latta would introduce them into their own ranks. While they would still be subservient to, and dependent on, the Latta, they were treated as equal citizens and given complete respect and rights in their realm.

But then, one day thousands of years ago, the Latta mysteriously vanished. While their buildings, weapons, writings and technology was left behind, they simply vanished. No one knew how or why, and many races were baffled by this at the time. Some speculated that Sala, angered by perceived laziness or for some wrong doing, either destroyed them all immediately or cursed them into new forms; several Latta-like species appeared right before or right after the Latta vanished, such as the Homons. Some speculated the Demons finally struck and that the land is secretly in Darkness with Sala or Absolutus's knowledge. Others think they left on their own will for a new home, potentially to Sala herself.

With the disappearance of the Latta, chaos quickly ensued, followed by the strongest and bravest of their respective species uniting who they could and forming kingdoms of their own. Most races, unlike the Latta, could not stand each other, and fought each other tooth and nail in various wars. Kingdom's have risen and fallen, and species have been created and destroyed. While tensions have been calming lately, all it takes is for one spark to destroy the peace.

The Demons still lurk below, and they now have agents above. Durge has found a cult of creatures worshiping him, and has given them the power over the Undead of all types. Sala, in her glorious wisdom, has kept the Magical powers of Absolutus intact for the Races in her's and in Absolutus's name. Holy Orders have formed to take over where the Latta left off, and protect the world from any potential demon strike. But the Orders are loyal to the Kings who pay them, and they could easily get distracted if war were to occur...

Praise be to Sala. May Absolutus be eternal!

    Races 
Here are all the Canon, Confirmed, Races.

PLAYER RACES:

  • Homons: Basically Humans. Starts with 10 Health. Believed to be Descendants of the Latta, or are Latta who have been Cursed.
    • Has the Skill "Jack of All Trades", which allows them 2 extra spells or abilities from their Class.
  • Harpiens: Harpies that look like an amalgamation of Birds. Starts with 8 Health. Has the Ability to Fly. Cannot wear Plate or Mail Armor. Focus of this Campaign.
    • Has the Skill "Mimicry", which allows them to copy a spell or ability that was used in a previous round of Combat.
  • Durunda: Ogres with a penchant for Sea-Travel and Ship-Building. Starts with 15 Health. So strong they can use Anchors and Canons as Weapons (Anchors would count as Club-Weapons, Canons as Crossbows).
    • Has the Skill "Brutality", which adds 5 to all of their Dice rolls except for Ones (Which count as Critical Failures).
  • Lupen: Wolf Men. Starts with 10 Health. Noble and Vicious, they make excellent Guards for Castles and Cities. Prefers not to wear Leather Armor.
    • Has the Skill "Blood Frenzy", in which any time an ally dies, they do Triple Damage for 3 turns during Combat.
  • Vitrelodon: Octopus Men. Starts with 6 Health. A recent Newcomer in the realm of Sapience, they are masters of the Mind and Speak through Telepathy. As such, they make excellent Diplomats and Scholars. Cannot wear Plate or Mail armor. Their ink has Magical properties, allowing for the Scribe Class to exist.
    • Has the Skill "Scholarly", which gives them 10 Starting Mana. This does not negate their Mana Roll.

NPC RACES:

  • Undead: Undead are seen as Vile abominations and minions of the Durge. Necromancers have the Ability to Control Undead, called "Control Undead". They come in a Variety of Forms.
    • Zombie: Zombies are Standard Undead. Can be summoned with the Necromancer Spell "Unholy Resurrection". Zombies will act as if they were alive, no matter what Race or Creature they are. Zombies tend to commit suicide, or beg to be murdered, when not controlled by a Necromancer. Zombies keep all of their spells they had when they were alive, but only have 6 Max Health (Unless wearing a Magic Item).
    • Meat Bag: Meat Bags are creatures created by high-level Necromancers. Sewn up of various Humans and infused with powerful magics and plagues, Meat Bags are a terrifying menace and a harbinger of Doom. Meat Bags only speak through telepathy. Meat Bags can only be controlled with a 15-or-greater Roll with the Spell "Control Undead". Meat Bags know all Necromancer spells and 3 Assassin Abilities.
      • Has the Skill "Crazed Gaze", which forces an enemy to roll for sanity if it gazes in their eyes.
      • Has the Skill "Shriek of Terror", which forces all characters in a 100x100x100 cubed area to roll for sanity check when it screams. Can only be used once per Combat.
      • Has the Skill "Persistent Pestilence", which poisons all Non-Necromancers and deals 1-5 damage per round as long as the Caster is alive. If an enemy dies from this Skill, they automatically raise as neutral Zombies.

    Potential Races 
These are Races I have in mind adding either now or later. At least 2 of these races will be playable for this Campaign, with the possibility of a 3rd race added as an NPC race for this Campaign.

  • Kobold (Working Name): Mice Men.
  • Goblin (Working Name): Bat Men.
  • Troll (Working Name): Elephant Men. Would be Mountain Variant for this Campaign.
  • Elf (Working Name): Elves. Would be Mountain Variant for this Campaign, and would act more like Dwarves.
  • Bear Men (Working Name): Bear Men.
  • Neanderthal (Working Name): Shorter, More Muscular, Pale Humans. Would act like Vikings.

    World Map 
Political Map (So Far)

Geographical Map (So Far; Includes Political Boundaries)

Right now I'm working on Classes. Hopefully I'll have those up later.

Let me know what you guys think!smile

edited 28th Aug '15 4:08:26 PM by DingoWalley1

Daydre That's just how it is on this bitch of an earth from the trash Since: Jun, 2014 Relationship Status: Gone fishin'
That's just how it is on this bitch of an earth
#158: Aug 28th 2015 at 4:15:59 PM

On the Jack of All Trades ability, did you mean they get two skills outside their Class?

off the shits
DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#159: Aug 28th 2015 at 4:17:18 PM

[up] No...

... But I can do that instead.smile

Sergey_Smirnov Trans Terminus Homo from Everywhere and Nowhere (With a german accent) Since: Aug, 2015 Relationship Status: Consider his love an honor
Trans Terminus Homo
#160: Aug 29th 2015 at 7:34:29 AM

I know that we're pretty good on races but I wouldn't be myself if I didn't ask (ie beg) you to include centaurs as a playable race (I absolutly adore them XD). I won't be complaining if you don't but I at least had to ask.

"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#161: Aug 29th 2015 at 9:59:46 AM

[up] Sooner or later, Centaurs will be added. For this Campaign, I feel like it would not work though, because we're on a mountain Palace. Centaurs would be mainly plains-based.

Anyways, Classes are up!

    open/close all folders 
    Player Classes 
  • Warrior: Strong Melee Class. Focuses on increasing Damage output.
    • +3 Damage with Blade Weapons
    • +1 Damage with Club Weapons
    • -1 Damage with Staff Weapons
    • -2 Damage with Bow and Crossbow Weapons
    • -3 Damage with Wand Weapons
    • Balestra: Ability. Allows a Character, either you or your ally, to attack and move two times for one round of combat.
    • Lunge: Ability. Doubles damage output for a Single Turn.
    • Embiggening Spirits: Ability. For 3 Turns, all attacks, abilities and spells from you and your allies has their damage Doubled.
    • Powerhouse: Ability. If below half health, your damage is tripled for two turns. May only be used once per Combat. Does not require a dice roll.
    • Passe: Ability. Blocks one attack dealt to you or your ally.
    • Presentation: Ability. If below half health, you may switch your weapon with that of your enemy. This skill cannot be used on Boss NP Cs.
  • Ranger: Weak Melee Class. Focuses on ranged attacks, sneaky attacks and distracting the enemy.
    • +3 Damage with Bow and Crossbow Weapons
    • +1 Damage with Knife Weapons
    • +1 Damage with Glove Weapons
    • -3 Damage with Staff Weapons
    • -3 Damage with Wand Weapons
    • Tell You What: Ability. Attacks three enemies with one attack.
    • Desperation: Ability. Throw your weapon at an enemy. If you roll a 20, you will kill an enemy immediately. This skill cannot be used on Boss NP Cs.
    • Falconer: Ability. Summons a Falcon that will attack 2 characters, both allied and enemy per turn. His attacks deal 5 damage. He has 10 hit points. Can only be used once per Combat.
    • Duelist: Ability. Select one enemy target. You two are forced to fight one another exclusively unless one of you dies. This skill cannot be used on Boss NP Cs.
    • Money Shot: Ability. Uses a Special Silver arrow that does double damage to an enemy. Damage done to an undead enemy will be tripled.
    • Blot out the Sun: Ability. Shoot up to 10 arrows into the air. They will randomly hit 1x1 areas, dealing double damage to both allies and enemies.
  • Warden: Strong Melee Class. Focuses on fighting large groups of enemies.
    • +3 Damage with Club Weapons
    • +2 Damage with Glove Weapons
    • -2 Damage with Bow and Crossbow Weapons
    • -3 Damage with Staff Weapons
    • -3 Damage with Wand Weapons
    • Taunt: Ability. Forces all enemies in a 15x15 area to focus on attacking your character.
    • Executioner: Ability. Hits all enemies in a 2x2 area. Rolling a 20 will kill all enemies. This skill cannot be used on Boss NP Cs.
    • Hangman: Ability. Pull out a rope and strangle an enemy. Roll for three turns to keep the rope around the enemy’s neck. If successful, the enemy immediately dies. Does not work on undead opponents.
    • Personal Prison: Ability. Hold onto an enemy for as many turns as possible. This keeps an enemy from being able to attack or use abilities or spells, but also keeps you from doing the same. Each turn, you must roll higher than the last turn to keep your hold on the enemy.
    • Pain Chains: Ability. Draw out chains to whack enemies in an 8x1 area. Damage is treated as Club damage. Damage done is doubled. Damage done to undead is tripled.
    • Ball Toss: Ability. Throw an Iron Ball at a 2x2 area, dealing 12 damage to each enemy.
  • Captain: Hybrid Class. Focuses on helping the team.
    • +2 Damage with Club Weapons
    • +1 Damage with Bow and Crossbow Weapons
    • +1 Damage with Glove Weapons
    • -2 Damage with Staff Weapons
    • -2 Damage with Wand Weapons
    • Sea Sick: Ability. For 3 turns, your character is drunk. Rolling under 15 will cause you to fail in your action. Rolling 15 or higher will count as a Critical. Can only be used once per Combat.
    • Cut Throat: Ability. Select one enemy target. Both characters must roll a die. Whoever has the lower number takes 15 damage. Whoever has the higher number gains or regains 8 health.
    • Blow ‘em Down: Ability. For 3 turns, you and your allies in a 10x10 area will knock down enemies hit by their attacks, forcing the enemy to waste an action to get up. Can only be used once per Combat.
    • Wipe Out: Spell. Creates a tidal wave that hits a 3x10 area, dealing 9 damage to each enemy.
    • Shiver Me Timbers: Spell. Instantly forces enemies in a 10x10 area to roll for Sanity. Stuns said enemies for a Single Turn.
    • Yo Ho Ho!: Spell. Heal yourself for a single turn.
  • Paladin: Strong Magic Class. Focuses on dealing damage to enemies and protecting allies.
    • +2 Damage with Club Weapons.
    • +2 Damage with Staff Weapons.
    • +1 Damage with Glove Weapons.
    • -1 Damage with Wand Weapons.
    • -2 Damage with Bow and Crossbow Weapons.
    • Zealotry: Spell. Increases Damage given from Attacks by a Dice roll divided in half for two turns for you or your ally.
    • Divine Intervention: Spell. Allows for a Dice re-roll from either your roll, an allies’ roll, or an enemies’ roll.
    • Holy Hell: Spell. Creates a 5x5 pit of fire. Initially, anyone in this pit takes 10 damage. For 5 turns, each enemy takes an additional 2 damage. Paladins cannot be harmed by this spell. Can only be used once per Combat.
    • Blessings: Heals yourself and your allies in a 10x10 area for 3 turns.
    • Crusader Spirit: Spell. For 3 turns, you may use an allies’ ability freely. Ally must be within a 5x5 area of you.
    • Theologian: Spell. For 3 turns, you may use an allies’ spell without Mana. Ally must be within a 5x5 area of you.
  • Wizard: Weak Magic Class. Focuses on dealing damage to multiple enemies.
    • +3 Damage with Staff Weapons.
    • +1 Damage with Wand Weapons.
    • -2 Damage with Club Weapons
    • -3 Damage with Blade Weapons.
    • -3 Damage with Glove Weapons.
    • Invigorating: Increases Damage given from Spells by a Dice roll divided in half for two turns for you or your ally.
    • Arcane Bolts: Shoots 6 bolts at various enemies in a 20x20 area. Bolts do 3 damage each.
    • Magic Barrier: Creates a 5x5 Barrier for 3 turns. Enemies cannot escape the barrier. Enemies cannot shoot spells outside the barrier. Enemies are drained of 2 health and 2 mana per turn, which is then given to the Caster of the spell.
    • Chained Lightning: Shoots a bolt of lightning at an enemy, dealing 7 damage. Rolling the Dice again allows for the lighting to hit other enemies for 3 damage each roll. Each turn, you must roll higher than the last turn to continue bouncing the lightning off enemies.
    • Rainbow Wave: Shoots a beam of light through a prism, creating a rainbow that deals 5 damage to each enemy in a 9x2 area, while healing 5 health to each ally in said area.
    • Snake Oil: For 3 turns, any and all poisons are null.
  • Scribe: Weak Magic Class. Meant to protect allies.
    • +3 Damage with Wand Weapons
    • +1 Damage with Bow and Crossbow Weapons
    • +1 With Glove Weapons
    • -2 Damage with Staff Weapons
    • -2 Damage with Club Weapons
    • Ink Barrier: Spell. Create a 6x2 barrier of Magical Ink. No spell can penetrate this barrier. Anyone passing through this barrier must roll for Blindness.
    • Ink Bolt: Spell. Shoots a bolt of Ink at an enemy dealing 5 damage. Enemy must roll for Blindness.
    • Shadow Clone: Spell. Creates a clone of yourself or your ally. Shadow Clone has 10 Health and 1 Spell or Ability from the Character cloned. When a Shadow Clone dies, it covers a 3x3 area of Ink that any enemy within the area must roll for Blindness. Can only be used once per Combat.
    • Paint Bag: Spell. Hurl a bag of Paint, hitting a 2x2 area. Enemies hit with the bag of paint take 2 damage. Allies hit with the bag of paint heal for 3 health.
    • Incantation: Spell. Gives the player one random Ability or Spell that they must use on their turn. The ability or spell they get costs no Health or Mana to use. At the end of the players turn, they lose the Ability or Spell.
    • Stenography: Spell. Forces an enemy or an ally to repeat their previous turn. Cannot be used to repeat a once-per-Combat Skill, Ability or Spell.

edited 29th Aug '15 3:48:36 PM by DingoWalley1

Savato from Dusk 'till Dawn Since: Jan, 2012 Relationship Status: Singularity
#162: Aug 29th 2015 at 12:18:27 PM

Hm, apparently only the captain has any Sanity-affecting abilities. Maybe we could write up a "Mentalist" class or something that focusses on destroying the opponent's sanity?

DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#163: Aug 29th 2015 at 12:27:51 PM

[up] Don't worry; We have Necromancers that have Sanity-Based Spells. It's just that you can't pick them from the start cause they're scum of the Earth. Those who get the Cultist roles will be Necromancers.smile

EDIT: I realized I made errors for the Scribe class: They're a weak Magic class, not a Melee one. I'll fix it in a moment.

edited 29th Aug '15 12:29:22 PM by DingoWalley1

DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#164: Aug 31st 2015 at 1:28:41 PM

BUMP

I'm sorry I didn't post anything lately. I've been busy making the Campaign Maps. The Campaign is getting close to being officially launched. So activity here might be slowing down.

If you guys have any more suggestions, then I think you should suggest it now as it's almost ready to launch.

Sergey_Smirnov Trans Terminus Homo from Everywhere and Nowhere (With a german accent) Since: Aug, 2015 Relationship Status: Consider his love an honor
Trans Terminus Homo
#165: Aug 31st 2015 at 1:44:11 PM

Just tell where there's still work to do and I'll look into it, though I sadly have to admit that I still couldn't find any name suitable for it. I gave up yesterday, maybe I get something of an sudden inspiration when I think of something different.

edited 31st Aug '15 1:46:11 PM by Sergey_Smirnov

"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#166: Aug 31st 2015 at 2:00:08 PM

Yeah, the name of the game is still something I'm working on too. If push comes to shove, I think I'll just go with Absolutus or something like that. Maybe The Absolute World? I don't know.

Also, I'm currently thinking of adding the Trolls (Which would be Elephant Men) and Kobolds (Which would be Rat Men) as the other playable races, and Goblins (Which would be less like bats and more like standard Goblins) as the bottom slave race. Unless you guys can think of better alternatives.

Sergey_Smirnov Trans Terminus Homo from Everywhere and Nowhere (With a german accent) Since: Aug, 2015 Relationship Status: Consider his love an honor
Trans Terminus Homo
#167: Aug 31st 2015 at 2:13:00 PM

Hm, Goblins have been chewed on quite a lot, though outside of that I can't see anything wrong with them being bottom tier... I somehow could imagine Lupen being bottom because they they could be some kind of savages (like wolves were seen in medival times) but thats maybe because they are in my LARP group so maybe my opinion is a bit biased here.

On another note you said that you were planning to do the riot more humoristically and the cult ark more serious, I imagine it way funnier if you'd turn that around, I mean I guess we all could name some film or game that does portay a riot in a kind of funny light but I couldn't name a single instance of something portraying a (necromancer) cult being portrayed as funny, I guess this would be completly new territory for us, which I think would be kinda interesting. This could lead to some really funny moments with them.

edited 31st Aug '15 2:14:05 PM by Sergey_Smirnov

"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
Savato from Dusk 'till Dawn Since: Jan, 2012 Relationship Status: Singularity
#168: Aug 31st 2015 at 2:13:41 PM

Maybe "The Two-Headed Coin"?
It would reference money, as the nation seems to be heavily focussed on trade, the toss of a coin and thus the element of luck involved and trickery and deceit, which will certainly have to be employed by the participants.

Daydre That's just how it is on this bitch of an earth from the trash Since: Jun, 2014 Relationship Status: Gone fishin'
That's just how it is on this bitch of an earth
#169: Aug 31st 2015 at 2:20:19 PM

[up]x2 Ever seen Adventure Time? I think that thing Ice King was in was a cult, and that was pretty funny. The cult from Gravity Falls was pretty funny at times, too, I guess. They were more serious though.

off the shits
Sergey_Smirnov Trans Terminus Homo from Everywhere and Nowhere (With a german accent) Since: Aug, 2015 Relationship Status: Consider his love an honor
Trans Terminus Homo
#170: Aug 31st 2015 at 2:21:55 PM

Never seen those shows so I can't say for sure.

"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
Daydre That's just how it is on this bitch of an earth from the trash Since: Jun, 2014 Relationship Status: Gone fishin'
That's just how it is on this bitch of an earth
Sergey_Smirnov Trans Terminus Homo from Everywhere and Nowhere (With a german accent) Since: Aug, 2015 Relationship Status: Consider his love an honor
Trans Terminus Homo
#172: Aug 31st 2015 at 3:18:43 PM

So this is how you feel when you're completly stoned, I don't understand... help me... XD. srsly what was that, but yeah I see what you're meaning.

I now somwhow feel like I need to watch something like Burst Angel to feel right again...

edited 31st Aug '15 3:21:15 PM by Sergey_Smirnov

"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#173: Aug 31st 2015 at 4:45:41 PM

I somehow could imagine Lupen being bottom because they they could be some kind of savages (like wolves were seen in medival times)

Nah, Lupen aren't going to be at the bottom. They're too good at being guards to be at the Bottom (Although they could be lower-mid tier). I was thinking they'll mostly be the royal guards. However, the Cultist leader that the Cultists have to break out will be a Lupen.

On another note you said that you were planning to do the riot more humoristically and the cult ark more serious, I imagine it way funnier if you'd turn that around,

Basically, I want the Rioters to be like People's Front of Judea; a group of silly, nonsensical, nearly ineffectual (insert the race here) that just so happen to have 3 really good leaders (and one black dragon). One of the first jokes the group was going to have was one of the members saying "I thought this was Y?" and then one of the leaders saying "Fuck those guys! We're X! We're better then them!". All while talking to the King and Queen who are watching bemused.

I can't really think of a way to make a deep, dark dungeon filled with the worst of the worst criminals (I'm thinking about 5) funny except by making the guards protecting the prisoners bumbling fools. Maybe the Cult leader likes pain, both on him and on others? I don't know...

Maybe "The Two-Headed Coin"?

I have an idea for a Magic Item like that, called "Coin of Chrysocome", which basically replaces a Dice roll with a Coin toss, guaranteeing either a Critical Success or a Critical Failure. I'm actually finishing the list of Magic Items as we speak (There aren't a lot, but the ones there are are pretty neat).

Also, the official name of the Currency in Corva is the Coppensi.

Sergey_Smirnov Trans Terminus Homo from Everywhere and Nowhere (With a german accent) Since: Aug, 2015 Relationship Status: Consider his love an honor
Trans Terminus Homo
#174: Aug 31st 2015 at 5:27:21 PM

I guess I won't be able to give much more names when we go with the animal-names convention XD. While I'm pretty interested in some obscure animals its not my main field of study so my knowledge doesn't really go that far. I guess I could look into Terra Formars again for some names then but I'm afraid I can't promise anything.

"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
DingoWalley1 Asgore Adopts Noelle Since: Feb, 2014 Relationship Status: Can't buy me love
Asgore Adopts Noelle
#175: Aug 31st 2015 at 5:33:43 PM

[up] Meh, I've been using Google and Wikipedia to find Bird names.tongue

EDIT: Thought occurred to me; For sign ups, should things like Charisma and Agility be based on dice rolls? Or should I allow you guys to "wing it", to a degree?

edited 31st Aug '15 7:35:03 PM by DingoWalley1


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