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Thread: Gods, Guts and Glory - A tale of the Hebrides

  1. #51
    the flopmaster armoredSkunk's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: armoredSkunk
    Nation Name: The Sea of Teeth
    Government: Military Dictatorship
    Leader: Dr. James Earl Rotwood
    Location: One on the left preferably, or the right (or at least close);

    National Colour: Murky Blue
    Flag:

    Brief Nation detail: An evil biochemical scientist alchemist has infected most of this nation's people with a "zombie" virus, through experimental magic attempted to create immortality. Those who have yet to become sick are too afraid to leave their homes, prisoners in their own country.
    Brief History: 80%+ of the people in this nation have contracted a horrifying virus developed by the ambitious and insane Dr. Rotwood. The "N-0 Virus" is incredibly infectious and is capable of spreading from any contact with infected fluid, such as spit or blood. After entering an organism's bloodstream, the virus latches on to oxygen carrying blood cells and travels throughout the body, before ultimately targeting the nervous system. People infected with the virus experience a "drugged" sort of feeling, as certain neural transmitters are blocked, damage, and destroyed. Feelings of pain and fear are blocked, as well as sense of self, while violence, anger, and thrill are accelerated. High on the experience and oblivious to the ethical changes, they follow Dr. Rotwood as if he were a divine sovereign, the ender of all pain. It was with this virus that Dr. Rotwood enslaved the population and rose to unchallenged power.
    Bonuses:
    The Shadow of Death: Those infected with the N-0 Virus have no regard for their own lives, nor do they feel fear or pain. Infected troops are relentless and bloodthirsty and will fight for as long as they are able, and even past that.
    Onslaught of Teeth: Zombified troops are highly infectious, as well as volatile. Fallen enemy troops can be "recycled" as either additional units or food.
    Initial starting army: 4 infantry; 2 archer
    Your nation in five words: No Rest for the Wicked
    Last edited by armoredSkunk; 04-27-2012 at 05:10 PM. Reason: science=magic

  2. #52
    What's a God to a Non-Believer Moderator Solaris's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Solaris
    Nation Name: Adoragon
    Government: Monarchy(?)
    Leader: The Great Dragon God King, Azungrada*. (And his priests)
    Location: The most isolated and insignificant island available!
    National Colour: #7C0FCA
    Flag: The official one is one of Azungrada's purple scales, while the others are just purple cloth in the shape of one.

    Brief Nation detail: The Great Dragon God King, Azungrada, rules over the lesser humans through fear and majestic wonder. They are happy to do so, as they truly believe him to be a god among them, whether Azungrada is truly a God King of Dragons or just a dragon is something that no one there will address. While most of the time he just sleeps and feeds and sometimes "governs" (usually this involves burning people), during the winter months they find him indispensable, as he keeps them warm and also actually gathers food for his people. He does care for his stupid little worshipers a little, and it isn't like he asked them to be their Dragon God King.

    Brief History: It is true, he didn't! One day, way back, Azungrada flew into the island and went into a deep sleep. When he awoke, there were simple humans, worshiping him, making statues and feasts in his honor. After sleeping for so long, Azungrada... forgot what had led him to the island! The humans seemed to treat him like a god, so what if he was? He was not sure, and with the small amount of contact with others, there wasn't really any way to be sure except by leaving the island, and to be honest, it was pretty comfy, so why would he. The two lived in a sort of harmony for years and years, expanding around the island, with him at the center.

    Bonuses: Mother Fucking Dragon: Azungrada will not leave the island, no, but if there is a significant threat to his people, he will probably buuuuuuuuuuuuuurn out of anger. This will usually involve heavy casualties on both sides. However, obviously if there is a god around... they probably won't take too kindly to what may be a false deity.** (If there is a significantly threatening invasion, Azungrada will attack, however, it is likely that gods can stop or completely overturn the attack)
    All Hail The King: Whether you think that Azungrada is just a figure-piece, or if he is truly the ruler, you wouldn't exactly want to piss off someone, or someone close with the title of Dragon God King. This means that people are pretty loyal, either by fear or by truly believing that Azundgrada is an immortal Dragon God King who has chosen the people of the island to be His People and eventually ascend with him and all of their dead loved ones when the world ends. (Super Loyalty because FUCKIN DRAGON)

    Initial starting army: 3 infantry, 2 archer, 1 cavalry
    Your nation in five words: KotCS*** from here only real

    Last edited by Solaris; 04-27-2012 at 07:27 AM.

  3. #53
    Supernerd's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Here we go. With just a bit of effort I managed to make something comprehensible out of Swampy's application.

    Last edited by Supernerd; 04-27-2012 at 02:29 PM.

  4. #54
    Representative Ankylosaurus dragonpaul99's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Dpaul
    Nation Name: Boulder
    City Name: Fort Boulderwood
    Government: Totalitarian Dictatorship
    Leader: General Jon Candlenut
    Location: Central northern mainland. (Due north of the letter I, about halfway between the mountain area and the forest.)
    National Colour: Steel Gray
    Flag: Cross-section of an I-beam on a black background.

    Brief Nation detail: The citizens of Boulderwood are largely composed of blue collar workers, military personnel, and the unemployed. The citizens are pretty unhappy with their government for the most part, but at least it manages to keep the crime syndicates from getting too big. It's still pretty bad though. The General himself prides himself on being "Hard on crime, hard on enemies, and hard on citizens."
    Brief History: The fort was originally established to aid in some war, centuries ago, but eventually grew into an industrial powerhouse. In recent years, the area has fallen into relative poverty, along with the rest of the federation. Many factories have shut down and the unemployment rate is higher than ever. The dictatorship thing is fairly new as well. Contrary to many popular urban legends, Fort Boulderwood is actually named after a series of historical battles that occurred in the northern forest and mountains nearby, not after erections.

    Bonuses: Industrious: Lots of factories means faster weapons production. Also faster production for other things too... I guess.
    Battle-ready Battle-citizens: Most citizens are pretty decent at self defense, due to the area's high crime rate and cultural emphasis on warfare. Strong homeland defense.
    Initial starting army: 3 Infantry, 2 Cavalry, 1 Ranged.
    Your nation in five words: Industry, Integrity, Indomitability, Incredibleness, Innuendo. (Their actual motto.)
    Last edited by dragonpaul99; 04-28-2012 at 03:45 PM.

  5. #55
    Galaxyrise Demonsul's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides





    This may assist matters.

  6. #56
    The Wandering Fool Kocel232's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    THANK YOU SUL

    Also, I find it hilarious that so many people gave into the urge to be blunt with Swampy. I was biting my tongue SO HARD. Poor guy.

    Basically, it's alright to take inspiration from other sources, but it's not alright to outright rip them off. Especially when that source consists of various animes in which each most characters can level countries with a slight effort. Especially when you have ICHIGO and KAMINA leading your nation.

    Oh, and armoredSkunk? As much as I love the idea of having an evil zombie nation, I don't think that's appropriate for the intended tech level of this fantasy setting. I doubt any people in this setting would be able to comprehend "biochemical", at least.

  7. #57
    the flopmaster armoredSkunk's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    shall I replace "biochemical" with "dark pact with the Old Ones" then?

  8. #58
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by armoredSkunk View Post
    shall I replace "biochemical" with "dark pact with the Old Ones" then?
    Or you could just be an alchemist trying to utilise magic with science as you know it to try to create immortality

    but old ones is fine too

    everyone in this game apparently loves old ones
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  9. #59
    the flopmaster armoredSkunk's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    nahh as cool as the old ones are, your idea works better gallog, thanks

  10. #60

    Re: Gods, Guts and Glory - A tale of the Hebrides

    I hope this isn't too over the top :B

    Player Name: Can't you read?
    Nation Name: Anoch'Itlan
    Government: Religious Monarchy
    Leader: King Anub'Rekhan, Fourth in the line of Anub'Enkil, claimed reincarnation of Krik'Ikth'Ix'Il, Ancient Spider God
    Location: That one under the R in Federation
    National Colour: Sort of greenish?
    Flag:

    Brief Nation detail:
    A city whose architecture is characterised by dark, cramped streets where the buildings curve in overhead to form cramped, sun-blocking tunnels. It is renowned for its silk trade, secretive citizens and probably most notably the fact that there are spiders absolutely bloody everywhere. The close streets are for the benefit of their eight-legged friends, allowing the growth of a single continuous ceiling of webbing across most of the districts. It's safe to say that almost all of the inhabitants are completely, irrationally obsessed with the things, as anyone who purposefully vandalises a web or steps on one of the precious arachnids is incarcerated and arachnophobia is treated like a curse.
    They really like spiders ok.

    Brief History:
    It's not really known when the city's most profitable export (silk, harvested from the plentiful and prolific arachnids in the surrounding area) grew into a full-on religion but once it got going, the spider-cult spread through the minds of the minds of the silk-farmers like some form of terrifying eight-legged wildfire (though some say that recreational hallucinogenic spider venom might have had more than a small say in the matter), eventually finding a path all the way to the throne room. Once the king declared himself the reincarnation of an ancient spider god, that was pretty much the end of all resistance. The mad king's line have ruled over the walled city ever since, keeping mainly to themselves.
    The land outside is filled with those that do not understand, they who treat their natural brothers like vermin when all they want to do is sit in a corner and dispose of the real pests for you, for free! Fortunately they have until now refrained from any kind of crusade due to lack of force or opportunity, but what better time to show the world how wrong they were than widespread revolution? We'll show those no-good bug-crushers who's boss.

    Bonuses:
    Spider Husbandry
    The farmers of Anoch'Itlan have been breeding arachanids for centuries and they breed them big. While they worship the eight-legged beasts as higher beings, they have no qualms about joining forces with them in wartime. Their cavalry ride giant, venomous tarantulas in place of horses which are admittedly a fair bit slower but have the advantages of a venomous bite, immobilising webs and the ability to scale vertical walls.
    Also they're covered in warm, fuzzy hair! Don't you just want to rub your face in it? Far more lovable than a horse.
    There are rumours that they are training other spidery beasts of war too, though none have yet been seen outside the city walls.

    Honestly, they're harmless!
    Centuries of messing around with venomous insects has also given them a remarkable insight into toxins and alchemy. Anoch'Itlan boasts that they are at the forefront of the world's chemical and medical advances. They boast a bit less about how roughly half of the population are addicted to potent hallucinogenic drugs milked from spider fangs, but that trade is certainly quite profitable.
    It also means they have a slightly worrying habit of poisoning any pointed object that they can get their hands on, and most of the populace has built up their own remarkable resistance to poisons over the years.

    Initial starting army:
    3x Cavalry
    2x Archers
    1x Infantry

    Your nation in five words:
    I hope nobody is arachnophobic

  11. #61
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    A NOTE ON THE SHIPS

    BECAUSE APPARENTLY PEOPLE HATE READING


    Don't spend your regiment points on boats.

    Just dont.

    If you end up on an island nation, you get 2 regiments of ship automatically.

    That is in addition to your six regiments of land forces.

    So fix your shit.
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  12. #62
    Mirdini's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    dammit sotek dragged me into this

    profile coming

    actually this time not like the last game where I had ZERO TIME
    Last edited by Mirdini; 04-27-2012 at 03:55 PM.

  13. #63
    Perplexingly Pseudonymous suomynonAyletamitlU's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by Galloglasses View Post
    BECAUSE APPARENTLY PEOPLE HATE READING
    I would argue that it's ambiguous, but okay, we'll say it's because I hate reading. Either way.

    ~Sayu
    Agents of Chaos: An adventure about superheroes and society only slightly held back by being text-only

  14. #64
    The Wandering Fool Kocel232's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    But I was just about to change all my barbarian tribe's units to boats. Land boats.

  15. #65
    the gishi of space swampmist1142's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by Supernerd View Post
    Here we go. With just a bit of effort I managed to make something comprehensible out of Swampy's application.

    Thanks, Super! Added the name of the leader, and yes, I very much need help drawing te flag.
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  16. #66
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by suomynonAyletamitlU View Post
    I would argue that it's ambiguous, but okay, we'll say it's because I hate reading. Either way.
    There's a few people making that mistake not just you, sorry if it felt I was victimising you
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  17. #67
    some assembly required Carnegie's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Carnegie
    Nation Name: Ethidien
    Government: Dictatorship/Mageocracy
    Leader: Cyrus Yorid
    Location:

    National Colour: #4802CE
    Flag:

    Brief Nation detail: A nation completely based off of discrimination of magic users vs. non-magic users. Magic users are considered the high class elite and are subject to high-ranking governmental positions. Normal humans are subject to being treated like slaves, forced to do heavy labor and join the armies when needed through mind-control. However, humans are generally given basic needs such as food and housing, so treatment of them isn't entirely awful.
    Brief History: The city was once an area of white mages who wanted to escape from the mainland to have more freedom with their magic. However, due to a couple of bad decisions, Cyrus Yorid accidentally discovered an infectious, black magic which corrupted him and completely changed his mindset (claiming he had found a new dark god). As if knowing the revolution would be soon, he infected the water supply of the city with his dark magic "disease", corrupting all of the white mages within the city and placing himself at the head. Any remaining White Mages were captured and used as slaves as well.
    Bonuses:
    What a tasty brain: Due to the high concentration of black magic, peoples within the borders of Ethidien are increasingly susceptible to the mind control of the Black Mages that run it. However, it takes a week or two for them to really get into your head, so visiting diplomats or merchants need not worry.

    Undying Loyalty: Once they have your mind, it is completely rewired and very hard to revert, even if outside of the boundaries. As such, once given a task, those under the mind control will go to great lengths to complete it, even if it means suicide.
    Initial starting army: 2 Archer, 2 Infantry, 2 Mounted
    Your nation in 5 words: Purity is an open door
    Last edited by Carnegie; 04-27-2012 at 07:49 PM.

  18. #68
    Mirdini's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Mirdini

    Nation Name: Velille

    Government: Nominally a Technocratic Republic, currently in a temporary state of emergency.

    Leader: Ingenieur-General (former Governor-General) Ingram Schuster

    Location:



    National Colour: Bronze

    Flag:

    Brief History:

    Velille was a port founded by a large Federation naval coalition during the initial exploration of the colonies a bit over a century ago, intended to service the various military outfits that charted the islands. Growing as exploration gave way to a colonial boom in the following decades, Velille was deemed important enough to warrant the appointment of a Governor-General by the Parliament on the mainland - a task that many ministers saw as beneath them. Which is where an idealistic man named Ambrose Deloitte came into the picture. Inventor of the printing press, Ambrose had become quite wealthy through the sales of broadsheets across the Federation. Unlike many of his older peers, however, Ambrose insisted upon using his influence and wealth to try to root out corruption and inefficiency, a course not appreciated by the old order. A combination of threats, bribes and public endorsement for Ambrose to receive the dubious 'honor' of becoming colonial governor forced his exit from mainland politics, shipped off as he was to the then quaint colonial town of Velille. Determined not to let "those scum" get the better of him, Ambrose set his mind to turning Velille into the antithesis of a Federation city - efficient, liberal, meritocratic. The Federation (having adopted a somewhat laissez-faire policy with regards to the colonies) did not intervene, and Velille prospered for almost a century as a center of innovation and a large commercial hub first under Ambrose's stewardship and then under that of his chosen successor. Some two decades ago, however, the Federation promptly recalled the incumbent Governor-General (despite the man never having set foot on the mainland) and replaced him with a man who was by all accounts an arrogant slob, one of the worst examples of Federation bureaucracy and nepotism in action. The people of Velille whispered that a campaign of bribery and favors from the southernmost city on their island had convinced the government to hobble them, and indeed favorable trade and administrative privileges were swiftly revoked from Velille and just as quickly handed out to their southern neighbor.

    This state of affairs continued up until five years before the collapse of the Federation, during which the Governor-General led Velille into a decline unprecedented in its history, reducing its influence and size to a level far below that of their now ascendant rival. The city had entered such dire straits that when the Governor-General perished from a sudden collapse during a feast a full military investigation was declared despite the man's unquestionably declining health. The investigation managed to turn up nothing beyond a few vague hints at foul play, but the death had its intended effect - the Federation was forced to send a new Governor-General to Velille, despite the fact that the city's southern neighbor would at that point have made a much more suitable seat of power for the Federation's colonial representative to the island. Having forgotten the lessons of Ambrose Deloitte, the bureaucracy sent Ingram Schuster to become the fourth Governor-General of Velille - a man much reviled for his moral compass, higher education and reform-minded idealism. Little did they know that he would also be the last to hold that title.

    Brief Nation detail:

    Velille is above all a city of innovation. Ideologically a great deal of emphasis is placed on bettering oneself, finding more efficient ways of doing things, and the right of every man to speak his piece. The overwhelmingly liberal clime has been aided by the proliferation of broadsheets and the ensuing explosion of literacy throughout the population. Perhaps unsurprisingly, magic has failed to gain much of a foothold in Velille, though the city still respects the discipline and is always looking to investigate what it considers an intriguing natural phenomenon further.

    Newly instated Ingenieur-General Ingram Schuster has declared a temporary state of emergency giving him absolute power while the revolution rages, but has proposed that once the chaos has subsided Velille will forge ahead as a Technocratic Republic, valuing development and invention as the way forward. Whether this promise will be kept and in what form is a loaded question.

    Bonuses: Scientia Potentia Est, Meritocracy.

    Initial starting army: 2 regiments of cavalry, 3 regiments of infantry, 1 regiment of archers.

    Your nation in five words: Progressive Republic(?) Out For Enlightenment

    Last edited by Mirdini; 04-28-2012 at 11:42 PM.

  19. #69

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by Galloglasses View Post
    This really isn't evident in the OP. It states that islanders start with a 2-regiment navy and "Only Frigates available to island players", which can be interpreted in different ways.

  20. #70

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player: Kaynato

    Nation: Jani'De-Nechhulzan

    Government: Autocratic Despotic Fascist State

    Leader: H'huin Ahl'anchhez
    Location: THIS ONE.
    National Colour: THIS ONE?
    Flag: Having a cool-thing-on-a-pole is better than a flag.
    Brief Nation detail: Alright, brief. We're just normal ol' folks who swear that there are terrifying creatures or other things hiding under our dirt. Something awful, that we're kinda guarding. I hope that's fine.
    Brief History: We used to guard that alright. It was fine. Just terrifying. Then the federation came in and made it harder, but we were still happy that we were able to do it. So with the recent thing of revolt, we thought it over and said "heck, getting rid of them will make things easier." So we're going to kill everyone.
    Bonuses: Army gains people by killing people. Army training is much faster.
    Initial starting army: 3 cav, 2 inf, 1 arch
    Your nation in five words: Secretive Murderous Things Under Influence

  21. #71
    The Polymedes Palamedes's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Man how many armies get armies by murdering armies? At this rate nobody will ever die!

    And this is supposed to be a war (well more like many really small wars at once but whatever).

    Madness I tell you.

  22. #72
    Ruiner of things alexthewhite's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: alexthewhite

    Nation Name: K'ddlz

    Government: Technically a pure democracy; however, each piece of legislation garners 100% approval from the populace

    Leader: Kyutt E'py, Official Knower of Knowledge

    Location:

    National Colours: Bright Pink and Baby Blue

    Flag:

    Brief Nation detail: A highly friendly, highly cheerful human population ruled by a group of equally cheerful psychic abominations. These creatures, who refer to themselves as "High Friendmakers", can disguise themselves as humans, but are really more like a mass of tentacles in their true form. The Friendmakers share a hive mind consensus and, due to decades of exposure to the psychic shockwaves, have even indoctrinated allowed humans into their consensus. A Friendmaker's behavior is difficult for a human to understand; their emotions and thought processes are completely alien to any creature not a part of the consensus. However, every single person in K'ddlz, from the Friendmakers to the enthralled humans, is extremely welcoming and kind to outsiders, until they aren't.

    Brief History: Raldez was once a simple, quiet city state of average size, wealth, and power. Some two hundred years back, however, an error made in the construction of spacetime meant that the tentacled abominations of an alternate universe got *record scratch* misplaced from their own reality! These creatures, calling themselves the Friendmakers, disguised themselves as humans and infiltrated the government of Raldez, using their powers and hive mind to obliterate any political opponents. After fifty years, the Friendmakers controlled the entire city-state, and at that point they had enthralled the entire population. The fact that Raldez (now renamed to K'ddlz) is under the Friendmaker's control is a well-kept secret known to virtually no one outside the city.

    Bonuses: Stay down god damn it: After a vigorous debate, the consensus has agreed that pain, while useful, can often be inefficient in combat. As such, the human soldiers are psychically manipulated to feel less pain than other members of their species. K'ddlr troops are each able to take more individual punishment than equivalent troops from other countries.

    I never doubted you for a moment: The consensus has also agreed that dissent is a force of no-no-ness. Any soldier presently in the consensus is undyingly loyal to the K'ddlrz cause (whatever it may be at the time) and will never retreat, surrender, or disobey an order unless the consensus deems that to be appropriate. Which it never does.

    Initial starting army: 2 Archer Regiment, 3 Infantry Regiments, 1 Cavalry Regiment

    Your nation in five words: Tentacled Abomination requests a hug!
    Last edited by alexthewhite; 05-05-2012 at 05:14 PM.

  23. #73
    the flopmaster armoredSkunk's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    I don't think you can select Mage units yet alex. They're reserved for after the initial player-thinning.

  24. #74
    I'm your FRIEND. Call me JOEY. Vancho1's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Alexthewhite, I selected that city already. Please choose another. Plus, I don't think extradimensional psychic shapeshifting tentacle-beasts/mind flayers fit into the setting.
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  25. #75
    Mirdini's Avatar
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    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by armoredSkunk View Post
    I don't think you can select Mage units yet alex. They're reserved for after the initial player-thinning.
    it's like people don't even bother to read the first post! :I

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