If you would like to take part in this, choose a faction to be the leader of. If all factions already have leaders, then you may choose a leader to serve.
The rules are simple. There are 2 realms: The mortal realm, and the godly realm. When you choose a faction, you become their god. You can order them to do as you wish, but you may not leave the godly realm and go help them on the mortal realm.
Fun fact: All players are on the same godly realm, so may randomly attack each other if they wish. No gods can be killed by another god, unless that god has been weakened.
When you choose your faction, you will gain certain benefits. Choose wisely, some factions will have advantages over others.
IMPORTANT: When you join this here battle, all connections with others are put aside. This means that you have full permission from me to annihilate your friends with no hard feelings. (I'm coming for you Yondor. Oh wait damn I'm the game master.)
Everyone has a homeland. (On the mortal realm). All homelands are bordering all other homelands, so you don't need to worry about moving your armies long distances. You have access to everyone for trading and battle, but are also completely surrounded. Just like everyone else.
To defeat an opponent, you must capture their homeland. You just march in, defeat whatever troops they have there, and hold it. If you can survive three attempts from the original land owners to win their home back, then you successfully claim their home and wipe the last of their people from this land. If the homeland you are capturing in turn has already been captured from someone before (So its been claimed off someone else already) then the same rules apply, you just don't kill them all as they have another homeland to go live in.
PM's are used for negotiating. Make trades, form alliances, and betray others all you like, whenever you like. Trading and other things that I haven't listed as actions (See below: Actions) can be done at any time. Just be careful who you give your info to. If your PM is about trade, please add me to it so I can make it official and stop cheaters.
Your armies will be made up of MoW. (Machines of War). There are multiple ways to build these Machines, but no matter what materials you use, all MoW are equal in power. (Unless you have a faction ability that says otherwise)
MoW recipes:
Iron + lightning rod= Steel MoW
Gold + cog= Gold MoW
Stone + mage quarts= Golem MoW
Bronze + lightning rod= Conductor MoW
Chain mail + cog= Guardian MoW
Ancient wood + mage quarts= Woodland MoW
Tin plating + stardust= Toy soldier MoW
Stone + stardust= Cosmic MoW
Obsidian + eternal flame= Demon MoW
Dark materials + mage quarts= Balance MoW
Ancient wood + eternal flame= Forest fire MoW
Tin plating + lightning rod= Old school MoW
Obsidian + cog= Muscle power MoW
Dark materials + solar tech= Planeswalker MoW
Gold + solar tech= Radiant MoW
An important note on trading:
If you wish to give another player some of a resource you have infinite of, then you may give them up to 20 of that resource per turn.
Battle:
Battles start when an army attacks a homeland, and the homeland has an army stationed to protect it. Both sides choose how many MoW to put forward, and how many to hold in reserves. If you're feeling confident, you can announce publicly how many troops you have and how you are going to distribute them, but if you wish to stay secretive you can only annonce how many you are putting forward.
Next, each side rolls a number of d4's equal to the amount of MoW they put forward. The side with the lowest total number from the d4's loses MoW equal to the difference between the two sides totals. (So, for example, if I got a total of 100 and you got a total of 70, then you would lose 30 MoW)
After this first fight, the attacking side can choose to retreat. If they do, the battle ends and the attackers go back to their homeland. If they don't retreat, then you keep battling until one side retreats or runs out of MoW. The defending side can't retreat.
If you capture all of a factions territory, you gain all of the resources they had left. You do not get any of their infinite resources or special abilities though.
A fight or conflict is when you roll d4's to see how many MoW a side loses. A battle is the whole thing, from the first fight to one side reatreting or dying. Try not to get these terms mixed up.
Structuring your posts:
Depending on your faction, you will get a certain amount of resources. These can be used to perform certain actions. You can only do one action per post, and have to wait for at least half of the factions participating (Rounded up) To post before you can post again.
Actions:
Attack Homeland: We've already discussed how do do this.
Build MoW: When you take this action, all you must do is announce that you are building MoW on this thread. The rest you can do with me in a PM. (I will have a PM with every faction for this purpose). You can build a maximum of 100 MoW per turn. Using the MoW recipe spoiler, (See above), as long as you have the resources, you can build whichever MoW you like. Only me and you will know how many MoW you have at at time, unless you decide to tell others. Making lots of MoW will cost a lot of resources, but some resources you have will be infinite to make up for this.
Move: You move any number of MoW from one of you Homelands to another. (Either your starting one or one's you've captured). The only purpose of this is so, if you think one of your homelands is going to be attacked, or you just want it protected anyways, you can do so. Please post the word "Moving" when you take this action.
Godly duel: You can randomly attack other gods for fun whenever you like, but if you want to properly land a hit then you must use this action. Be as creative with your attack as you like, and deal as much damage as you like, but when you take this action please specify who you are attacking, and please roll a d10 at the end of it. If your roll is above 5, then you successfully distract your opponent. This forces them to take the defend action on their next turn instead of another action. You can't attack the same god twice in a row.
Defend: This action is taken if a god attacks you successfully and you have to deal with them. It basically just wastes your turn. Please post the word "Defending" when you take this action.
Factions:
Rebirth: The cool DM☠
As Rebirth, you start with these resources:
Gold (Infinite)
lightning rods (x50)
Iron (x30)
mage quarts: (x10)
Special ability: Day of glory. When rolling d4's for battle, if your total is more than 40 higher than your opponent, gain 20 more MoW.
Weakness: When rolling d4's for battle, if your total is less than 60 below your opponent, lose 20 more MoW. Maybe you didn't do the math right...
Harmony: Bubbub
As Harmony, you start with these resources:
Chain mail (Infinite)
Stone (x60)
Ancient wood: (x40)
Bronze (x30)
cogs (x15)
Special ability: Godly exchange. You may trade with me, the game master, once per turn. (A free action that you can do publicly of secretly with me through a PM.) I will trade with you in the ratio 2:1. (So, for example, if you gave me 2 of a certain resource, I will give you one of any other resource you want. You can also do this in a larger way, like giving me 100 of something for 50 of something else.) I will not take items you have infinite of, neither will I give you items you have infinite of.
Weakness: If you defeat another faction (Taking them out the game completely) Then you lose 50 MoW. Violence just isn't right.
Omega: Yvonne
As Omega, you start with these resources:
Stone (Infinite)
lightning rod: (x70)
Bronze (x40)
Special ability: Outrage. If you lose a fight, then you can sacrifice 5 MoW to activate a rage. This rage lasts until the end of the next battle. Whilst in a rage, all your MoW's d4's become d6's. Be careful though, if you lose a battle whilst in a rage, then you lose twice as many MoW!
Weakness: If your Homeland is captured, then the enemy only has to hold it against 2 of your attempts to win it back before you're knocked out of the game! Maybe you should have been more patient...
Alpha: 4nimatic
As Alpha, you start with these resources:
cogs (infinite)
Gold (x30)
lightning rod (x30)
mage quarts (x10)
Special ability: Mega bot. By sacrificing 30 cogs, 15 mage quarts and 70 lightning rods, you can build a mega bot. When in battle, the mega bot rolls a d20+ the amount of lightning rods you have, instead of a d4. If you lose MoW, you can choose to lose the normal ones before this mega one. The mega bot can't retreat. You can only have one mega bot at a time.
Weakness: If you ever have less than 20 resources total (Not including infinite ones) then all your d4's in battle have disadvantage. Maybe you should have stocked up a little more...
Delta: Zeus☠
As Delta, you start with these resources:
Ancient wood (infinite)
mage quarts (x30)
Stone (x20)
Iron: (x15)
Special ability: Regrowth. As an action on your turn, you can use the special action: Regrowth. This allows you to increase all your mage quarts, Stone, and Gold resources by 5.
Weakness: You can never gain any cogs. That's not too bad...
Judgement: Gimdal
As Judgment, you start with these resources:
lightning rod (infinite)
Chain mail (x40)
Ancient wood: (x20)
mage quarts (x20)
Special ability: Hex of the Homeland. Your original Homeland (The one you start with) always has 10 royal guard type MoW protecting it. These MoW can't leave your Homeland. If they die, as long as you are still in the game, the will regenerate after the battle they died in has concluded.
Weakness: If you lose a battle, then 5 of your MoW automatically retreat. RETREAT!!!
Ignite: Efry
As Ignite, you start with these resources:
Tin plating (Infinite)
Chain male (x30)
cog (x20)
Special ability: Fury of the small. When battling a Faction with more Homelands than you, you may add 20 MoW to your attacking/defending force. These MoW roll a d6 instead of a d4. You may only do this once per battle, and they disappear after the battle.
Weakness: If you attack a Faction that has never attacked you, you lose 10 MoW from your attacking force. They never did anything to you!
Purity:
As Purity, you start with these resources:
stardust (Infinite)
Chain male (x30)
Tin plating (x20)
Stone (x10)
Special ability: New priorities. You may sacrifice MoW for resources at the exchange rate of 1MoW= 1 of any resource.
Weakness: If you lose a fight, then you must lose 1 resource for every 10 MoW lost.
Strike: Dragonlouis
As Strike, you start with these resources:
Iron: (Infinite)
lightning rod (Infinite)
cogs (x10)
Special ability: When you defeat a Faction, you gain MoW equal to the amount of non infinite resources you have.
Weakness: You can never have more than 40 Steel MoW.
Creation: Yondor
As Creation, you gain these resources:
mage quarts (Infinite)
stardust (x40)
Bronze (x30)
Ancient wood (x20)
Special ability: Aura of creation. You can build MoW as a bonus action, as long as you don't build more than 20.
Weakness: You can only trade 10 of an infinite resource per turn, instead of the usual 20.
Destruction: Smoke_and_Oakum☠
As Destruction, you gain these resources:
Obsidian (Infinite)
Iron (x50)
solar tech (x20)
Dark materials (x20)
Special ability: Self destruct. When losing MoW in a fight, You may choose to lose twice as many. If you do this, The roll a d100. If the result is 50 or less, your opponent loses that many of MoW.
Weakness: If you lose more than 120 MoW in a fight, you lose ALL the MoW you have.
Solar: Candlekeep
As Solar, you gain these resources:
solar tech (Infinite)
eternal flame (x60)
Gold (x30)
Tin plating (x20)
Special ability: Suns Rath. When taking the action: Godly duel, getting over 3 on the d10 will result in a hit.
Weakness: None.
Lunar: Jet10
As Lunar, you gain these resources:
Dark materials (Infinite)
Stone (x40)
stardust (x30)
Bronze (x20)
Mage quarts (x5)
Special ability: You can take the Move action as a bonus action.
Weakness: You can never have any Ancient wood.
Chronos:
As Chronos, you gain these resources:
Bronze (Infinite)
lightning rods (x30)
stardust (x20)
Special ability: Time stop. You may sacrifice 20 of any resource (That you don't have infinite of) To take two turns in a row.
Weakness: The defend action takes up two actions to complete.
Celestial:
As Celestial, you gain these resources:
Iron (Infinite)
Gold (x40)
Obsidian (x30)
stardust (x10)
Special ability: Godly champion. You can godly duel 2 gods at the same time.
Weakness: If you lose more than 60 MoW in a fight, you are forced to take the defend action on your next turn.
Chaos: Draken
As Chaos, you gain these resources:
eternal flame (Randomly determined)
Dark materials (Randomly determined)
Obsidian (Randomly determined)
Gold (Randomly determined)
mage quarts (Randomly determined)
solar tech (Randomly determined)
Special ability: If another battle is happening whilst you attack someone, you gain an extra 30 MoW that disappear at the end of the battle.
Weakness: If a fight causes you to lose an even number of MoW, you lose an extra 20 MoW.
Nightmare: TheFriendlyArchfey
As Nightmare, you gain these resources:
eternal flame (Infinite)
Dark materials (x30)
Obsidian (x20)
Stone (x10)
Special ability: Stealth attack. You may attack someone in secret, in a PM. They cannot tell anyone you attacked them until after that battle has ended.
Weakness: If a Faction uses a special ability whilst fighting you, you lose 20 MoW.
Once we have at least 3 faction's participating, the game will start. The first three rounds are truced, so no battles can start. Whenever someone new joins, they get a 2 round truse before anyone can attack them, so they can at least get started before they get obliterated.
VERY IMPORTANT NOTE: DO NOT ASK SOMEONE TO TRADE ON THIS THREAD! Please take all trades to a PM. Proposing a trade on this thread will result in you losing MoW. Remember, you can trade with anyone at any time. Trading is not an action.
"As you can all see, there have been lots of changes since round 1. I highly recommend reading through everything again and paying close attention to everything in bold. I know people have already locked in what Faction they would like to control, but I haven't made any of then official yet as I have a hunch some of you might want to change."
Rollback Post to RevisionRollBack
Long live the dragon slayers, long live the spider guild, long live the forums.
I want you to know. You are going to lose. You are going to lose badly. You’re going to lose badly and it’s going to be awesome.
Welcome to
Faction wars- Round 2
Here are the factions:
If you would like to take part in this, choose a faction to be the leader of. If all factions already have leaders, then you may choose a leader to serve.
The rules are simple. There are 2 realms: The mortal realm, and the godly realm. When you choose a faction, you become their god. You can order them to do as you wish, but you may not leave the godly realm and go help them on the mortal realm.
Fun fact: All players are on the same godly realm, so may randomly attack each other if they wish. No gods can be killed by another god, unless that god has been weakened.
When you choose your faction, you will gain certain benefits. Choose wisely, some factions will have advantages over others.
IMPORTANT: When you join this here battle, all connections with others are put aside. This means that you have full permission from me to annihilate your friends with no hard feelings. (I'm coming for you Yondor. Oh wait damn I'm the game master.)
Everyone has a homeland. (On the mortal realm). All homelands are bordering all other homelands, so you don't need to worry about moving your armies long distances. You have access to everyone for trading and battle, but are also completely surrounded. Just like everyone else.
To defeat an opponent, you must capture their homeland. You just march in, defeat whatever troops they have there, and hold it. If you can survive three attempts from the original land owners to win their home back, then you successfully claim their home and wipe the last of their people from this land. If the homeland you are capturing in turn has already been captured from someone before (So its been claimed off someone else already) then the same rules apply, you just don't kill them all as they have another homeland to go live in.
PM's are used for negotiating. Make trades, form alliances, and betray others all you like, whenever you like. Trading and other things that I haven't listed as actions (See below: Actions) can be done at any time. Just be careful who you give your info to. If your PM is about trade, please add me to it so I can make it official and stop cheaters.
Your armies will be made up of MoW. (Machines of War). There are multiple ways to build these Machines, but no matter what materials you use, all MoW are equal in power. (Unless you have a faction ability that says otherwise)
MoW recipes:
Iron + lightning rod= Steel MoW
Gold + cog= Gold MoW
Stone + mage quarts= Golem MoW
Bronze + lightning rod= Conductor MoW
Chain mail + cog= Guardian MoW
Ancient wood + mage quarts= Woodland MoW
Tin plating + stardust= Toy soldier MoW
Stone + stardust= Cosmic MoW
Obsidian + eternal flame= Demon MoW
Dark materials + mage quarts= Balance MoW
Ancient wood + eternal flame= Forest fire MoW
Tin plating + lightning rod= Old school MoW
Obsidian + cog= Muscle power MoW
Dark materials + solar tech= Planeswalker MoW
Gold + solar tech= Radiant MoW
An important note on trading:
If you wish to give another player some of a resource you have infinite of, then you may give them up to 20 of that resource per turn.
Battle:
Battles start when an army attacks a homeland, and the homeland has an army stationed to protect it. Both sides choose how many MoW to put forward, and how many to hold in reserves. If you're feeling confident, you can announce publicly how many troops you have and how you are going to distribute them, but if you wish to stay secretive you can only annonce how many you are putting forward.
Next, each side rolls a number of d4's equal to the amount of MoW they put forward. The side with the lowest total number from the d4's loses MoW equal to the difference between the two sides totals. (So, for example, if I got a total of 100 and you got a total of 70, then you would lose 30 MoW)
After this first fight, the attacking side can choose to retreat. If they do, the battle ends and the attackers go back to their homeland. If they don't retreat, then you keep battling until one side retreats or runs out of MoW. The defending side can't retreat.
If you capture all of a factions territory, you gain all of the resources they had left. You do not get any of their infinite resources or special abilities though.
A fight or conflict is when you roll d4's to see how many MoW a side loses. A battle is the whole thing, from the first fight to one side reatreting or dying. Try not to get these terms mixed up.
Structuring your posts:
Depending on your faction, you will get a certain amount of resources. These can be used to perform certain actions. You can only do one action per post, and have to wait for at least half of the factions participating (Rounded up) To post before you can post again.
Actions:
Attack Homeland: We've already discussed how do do this.
Build MoW: When you take this action, all you must do is announce that you are building MoW on this thread. The rest you can do with me in a PM. (I will have a PM with every faction for this purpose). You can build a maximum of 100 MoW per turn. Using the MoW recipe spoiler, (See above), as long as you have the resources, you can build whichever MoW you like. Only me and you will know how many MoW you have at at time, unless you decide to tell others. Making lots of MoW will cost a lot of resources, but some resources you have will be infinite to make up for this.
Move: You move any number of MoW from one of you Homelands to another. (Either your starting one or one's you've captured). The only purpose of this is so, if you think one of your homelands is going to be attacked, or you just want it protected anyways, you can do so. Please post the word "Moving" when you take this action.
Godly duel: You can randomly attack other gods for fun whenever you like, but if you want to properly land a hit then you must use this action. Be as creative with your attack as you like, and deal as much damage as you like, but when you take this action please specify who you are attacking, and please roll a d10 at the end of it. If your roll is above 5, then you successfully distract your opponent. This forces them to take the defend action on their next turn instead of another action. You can't attack the same god twice in a row.
Defend: This action is taken if a god attacks you successfully and you have to deal with them. It basically just wastes your turn. Please post the word "Defending" when you take this action.
Factions:
Rebirth: The cool DM☠As Rebirth, you start with these resources:
Gold (Infinite)
lightning rods (x50)
Iron (x30)
mage quarts: (x10)
Special ability: Day of glory. When rolling d4's for battle, if your total is more than 40 higher than your opponent, gain 20 more MoW.
Weakness: When rolling d4's for battle, if your total is less than 60 below your opponent, lose 20 more MoW. Maybe you didn't do the math right...
Harmony: Bubbub
As Harmony, you start with these resources:
Chain mail (Infinite)
Stone (x60)
Ancient wood: (x40)
Bronze (x30)
cogs (x15)
Special ability: Godly exchange. You may trade with me, the game master, once per turn. (A free action that you can do publicly of secretly with me through a PM.) I will trade with you in the ratio 2:1. (So, for example, if you gave me 2 of a certain resource, I will give you one of any other resource you want. You can also do this in a larger way, like giving me 100 of something for 50 of something else.) I will not take items you have infinite of, neither will I give you items you have infinite of.
Weakness: If you defeat another faction (Taking them out the game completely) Then you lose 50 MoW. Violence just isn't right.
Omega: Yvonne
As Omega, you start with these resources:
Stone (Infinite)
lightning rod: (x70)
Bronze (x40)
Special ability: Outrage. If you lose a fight, then you can sacrifice 5 MoW to activate a rage. This rage lasts until the end of the next battle. Whilst in a rage, all your MoW's d4's become d6's. Be careful though, if you lose a battle whilst in a rage, then you lose twice as many MoW!
Weakness: If your Homeland is captured, then the enemy only has to hold it against 2 of your attempts to win it back before you're knocked out of the game! Maybe you should have been more patient...
Alpha: 4nimatic
As Alpha, you start with these resources:
cogs (infinite)
Gold (x30)
lightning rod (x30)
mage quarts (x10)
Special ability: Mega bot. By sacrificing 30 cogs, 15 mage quarts and 70 lightning rods, you can build a mega bot. When in battle, the mega bot rolls a d20+ the amount of lightning rods you have, instead of a d4. If you lose MoW, you can choose to lose the normal ones before this mega one. The mega bot can't retreat. You can only have one mega bot at a time.
Weakness: If you ever have less than 20 resources total (Not including infinite ones) then all your d4's in battle have disadvantage. Maybe you should have stocked up a little more...
Delta: Zeus☠As Delta, you start with these resources:
Ancient wood (infinite)
mage quarts (x30)
Stone (x20)
Iron: (x15)
Special ability: Regrowth. As an action on your turn, you can use the special action: Regrowth. This allows you to increase all your mage quarts, Stone, and Gold resources by 5.
Weakness: You can never gain any cogs. That's not too bad...
Judgement: Gimdal
As Judgment, you start with these resources:
lightning rod (infinite)
Chain mail (x40)
Ancient wood: (x20)
mage quarts (x20)
Special ability: Hex of the Homeland. Your original Homeland (The one you start with) always has 10 royal guard type MoW protecting it. These MoW can't leave your Homeland. If they die, as long as you are still in the game, the will regenerate after the battle they died in has concluded.
Weakness: If you lose a battle, then 5 of your MoW automatically retreat. RETREAT!!!
Ignite: Efry
As Ignite, you start with these resources:
Tin plating (Infinite)
Chain male (x30)
cog (x20)
Special ability: Fury of the small. When battling a Faction with more Homelands than you, you may add 20 MoW to your attacking/defending force. These MoW roll a d6 instead of a d4. You may only do this once per battle, and they disappear after the battle.
Weakness: If you attack a Faction that has never attacked you, you lose 10 MoW from your attacking force. They never did anything to you!
Purity:
As Purity, you start with these resources:
stardust (Infinite)
Chain male (x30)
Tin plating (x20)
Stone (x10)
Special ability: New priorities. You may sacrifice MoW for resources at the exchange rate of 1MoW= 1 of any resource.
Weakness: If you lose a fight, then you must lose 1 resource for every 10 MoW lost.
Strike: Dragonlouis
As Strike, you start with these resources:
Iron: (Infinite)
lightning rod (Infinite)
cogs (x10)
Special ability: When you defeat a Faction, you gain MoW equal to the amount of non infinite resources you have.
Weakness: You can never have more than 40 Steel MoW.
Creation: Yondor
As Creation, you gain these resources:
mage quarts (Infinite)
stardust (x40)
Bronze (x30)
Ancient wood (x20)
Special ability: Aura of creation. You can build MoW as a bonus action, as long as you don't build more than 20.
Weakness: You can only trade 10 of an infinite resource per turn, instead of the usual 20.
Destruction: Smoke_and_Oakum☠As Destruction, you gain these resources:
Obsidian (Infinite)
Iron (x50)
solar tech (x20)
Dark materials (x20)
Special ability: Self destruct. When losing MoW in a fight, You may choose to lose twice as many. If you do this, The roll a d100. If the result is 50 or less, your opponent loses that many of MoW.
Weakness: If you lose more than 120 MoW in a fight, you lose ALL the MoW you have.
Solar: Candlekeep
As Solar, you gain these resources:
solar tech (Infinite)
eternal flame (x60)
Gold (x30)
Tin plating (x20)
Special ability: Suns Rath. When taking the action: Godly duel, getting over 3 on the d10 will result in a hit.
Weakness: None.
Lunar: Jet10
As Lunar, you gain these resources:
Dark materials (Infinite)
Stone (x40)
stardust (x30)
Bronze (x20)
Mage quarts (x5)
Special ability: You can take the Move action as a bonus action.
Weakness: You can never have any Ancient wood.
Chronos:
As Chronos, you gain these resources:
Bronze (Infinite)
lightning rods (x30)
stardust (x20)
Special ability: Time stop. You may sacrifice 20 of any resource (That you don't have infinite of) To take two turns in a row.
Weakness: The defend action takes up two actions to complete.
Celestial:
As Celestial, you gain these resources:
Iron (Infinite)
Gold (x40)
Obsidian (x30)
stardust (x10)
Special ability: Godly champion. You can godly duel 2 gods at the same time.
Weakness: If you lose more than 60 MoW in a fight, you are forced to take the defend action on your next turn.
Chaos: Draken
As Chaos, you gain these resources:
eternal flame (Randomly determined)
Dark materials (Randomly determined)
Obsidian (Randomly determined)
Gold (Randomly determined)
mage quarts (Randomly determined)
solar tech (Randomly determined)
Special ability: If another battle is happening whilst you attack someone, you gain an extra 30 MoW that disappear at the end of the battle.
Weakness: If a fight causes you to lose an even number of MoW, you lose an extra 20 MoW.
Nightmare: TheFriendlyArchfey
As Nightmare, you gain these resources:
eternal flame (Infinite)
Dark materials (x30)
Obsidian (x20)
Stone (x10)
Special ability: Stealth attack. You may attack someone in secret, in a PM. They cannot tell anyone you attacked them until after that battle has ended.
Weakness: If a Faction uses a special ability whilst fighting you, you lose 20 MoW.
Once we have at least 3 faction's participating, the game will start. The first three rounds are truced, so no battles can start. Whenever someone new joins, they get a 2 round truse before anyone can attack them, so they can at least get started before they get obliterated.
VERY IMPORTANT NOTE: DO NOT ASK SOMEONE TO TRADE ON THIS THREAD! Please take all trades to a PM. Proposing a trade on this thread will result in you losing MoW. Remember, you can trade with anyone at any time. Trading is not an action.
Long live the dragon slayers, long live the spider guild, long live the forums.
I want you to know. You are going to lose. You are going to lose badly. You’re going to lose badly and it’s going to be awesome.
"As you can all see, there have been lots of changes since round 1. I highly recommend reading through everything again and paying close attention to everything in bold. I know people have already locked in what Faction they would like to control, but I haven't made any of then official yet as I have a hunch some of you might want to change."
Long live the dragon slayers, long live the spider guild, long live the forums.
I want you to know. You are going to lose. You are going to lose badly. You’re going to lose badly and it’s going to be awesome.
I'm putting a hold on alpha just in case.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Changed mind! I want strike!
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
I'd like to become the leader of the Creation faction.
⌜╔═════════════ The Board ══════════════╗⌝
...and started me on my way into my next chapter in life...
⌞╚════════════ Extended Signature ════════════╝⌟
Hello, this seems fun. May i join as the Nightmare God?
If somebody joins as Chronos, then I will try to alliance with you and give you good trades where I give you stuff and you give me less stuff.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Ignite
BREAKING NEWS! BREAKING NEWS! BREAKING NEWS! NEWS!
The Pinguino: Speeding through stealing Dnd books(but mostly Premium seafood, preferably squid)!
I'm picking Ignite
BREAKING NEWS! BREAKING NEWS! BREAKING NEWS! NEWS!
The Pinguino: Speeding through stealing Dnd books(but mostly Premium seafood, preferably squid)!
awww
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
You have till tomorrow (GMT) to confirm your factions. You can chop and change until then.
Long live the dragon slayers, long live the spider guild, long live the forums.
I want you to know. You are going to lose. You are going to lose badly. You’re going to lose badly and it’s going to be awesome.
Alright
Cool
⌜╔═════════════ The Board ══════════════╗⌝
...and started me on my way into my next chapter in life...
⌞╚════════════ Extended Signature ════════════╝⌟
Can I hold judgement for my friend
BREAKING NEWS! BREAKING NEWS! BREAKING NEWS! NEWS!
The Pinguino: Speeding through stealing Dnd books(but mostly Premium seafood, preferably squid)!
You can, as long as your friend posts here to claim Judgment before tomorrow morning (GMT)
Long live the dragon slayers, long live the spider guild, long live the forums.
I want you to know. You are going to lose. You are going to lose badly. You’re going to lose badly and it’s going to be awesome.
This is gonna be fun.
*laughs in weakness*
I’m delta faction. I’m Zeus’s lil’ otter advisor.
Mx. Otter (They/them/theirs)
Terry Pratchett & Brian Jacques. Best authors of all time. Change my mind.
Extended Signiture
Actaully not necissaraly delta, just whichever Zeus is leader of.
Mx. Otter (They/them/theirs)
Terry Pratchett & Brian Jacques. Best authors of all time. Change my mind.
Extended Signiture
That is a very cute picture of an otter.
Yes
Mx. Otter (They/them/theirs)
Terry Pratchett & Brian Jacques. Best authors of all time. Change my mind.
Extended Signiture