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NotFishing

NotFishing

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You don't have to.

I'm more concerned what the typical tribe size is like. We only have about four examples to go on (I'm not counting Azi's tribes, because they come from foreign lands, or the Woodland Tribe.) One of them - the Moon Tribe - was tiny, while the Blood Tribe is massive, and I always imagined the Iron Tribe would have roughly 15,000 citizens, but if that's considered small... well, I originally intended for them to be a major power, and was actually reluctant to make them larger because I didn't want them to be all-powerful.

Your tribe is a bit larger than that, and they are allied to the Blood Tribe. So unless there are any other major tribes out there actively resisting the Blood Tribe, I don't see how the Iron Tribe hasn't been overwhelmed by sheer numbers yet.

So my question is more toward Wolf, and whether or not any other prominent tribes exist, that are on the same level as the Iron Tribe and actively resisting the Blood Tribe.
Beneath the gold, the Bitter Steel.

17-Mar-2017 17:13:32 - Last edited on 17-Mar-2017 17:16:29 by NotFishing

Azi Demonica

Azi Demonica

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George,
OK!

Well, what I had in mind, to make things easier for the user, is that the character begins in an area relevant to one's abilities. For example, a combatant will begin in an area full of weapons and armour for one's choosing; this way, there's less typing needed. If you'd like to begin with your own equipment, you must write it down. For simplicity, put down all equipment in Other. Note that starting equipment must be relevant to chosen skills (for example, an aeromancer can't start with heavy armour unless also heavy infantry/cavalry).

Yes; tiers in infantry and cavalry make your character stronger, a better warrior, and more proficient with weapons.

Ha, that's a good question, about the Unhalloweds' regeneration. I'm guessing their bones heal naturally on their own, I will have to add this somewhere. The excuse would be that the Unhallowed's soul causes regeneration, a remnant of one's life. But yes, I think osteomancy (the bone-focused version of necromancy) and sarkamancy would indeed be useful for them, though an Unhallowed sarkamancer would need to find the live flesh from somewhere!

Edit: OK, I just updated several things in Scions, mentioned that elves, dwarfs and orcs live like humans do, and that the Unhalloweds' bones heal on their own, a remnant of life and the soul.

17-Mar-2017 19:49:12 - Last edited on 17-Mar-2017 20:15:06 by Azi Demonica

Azi Demonica

Azi Demonica

Posts: 5,600 Rune Posts by user Forum Profile RuneMetrics Profile
NotFishing,
Hm, I suppose charisma is based on the user's own abilities!

Guile would allow a character to get around problems with a bonus, however, it's still the user's own wordsmithing that allows persuasive dialogue.

Ha! Yeah, you could, in theory, amass a group of wealthy merchants to bribe their way through the role-play, however, there will be obstacles and opponents who cannot be overcome with cash alone. Yes, all limitations only apply to the start/intro. No, there's nothing stopping you from amassing a small mercenary army with your wealth, however, you will need to find those mercs somewhere, maybe the Divided City would be a start.

I recall you mentioning, somewhere previously, you took a castle in M&B then it was taken by another faction, which made me chuckle. I like M&B a lot. Speaking of which, I suppose your merchant could hire militia-like villagers!

You're right, I seem to have completely forgotten to make factions for dwarves, orcs, and elves! Oops. Well, considering the content, dwarves would inhabit mountains all over the twisted world, whilst orcs and elves dwell all around the less civilized parts of the world all over.

17-Mar-2017 19:49:18 - Last edited on 17-Mar-2017 20:15:47 by Azi Demonica

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