Raiu
Per Aspera Ad Astra
- Location
- United States
And now, people who are new to my quests, you have a reason to be afraid.
AND SO THE INSANITY TRAIN HAS STARTED! all it needed was that one... little... PUSH! evil:evil:evil:[X] Plan Brilliance in madness
-[X] The Schnee tribe.
-[X] The White Castle
-[X] Dust Studies
--[X] Faunus Refuge
coward, Joker up and join the insanity train![X] Keepers of the Geppetto Vaults
-[X] Gatherer
This seems interesting. Through our might and quest for knowledge from our tribe, and from our stewardship, we shall reclaim the technology of the old, and rebuild Atlas greater then what it was.And die trying from either the Grimm, removed via faction revolt, raiders, assassination, disease, assassination via Grimm or disease, the quest of rebuilding gone horribly wrong, or right, etc. All will probably not achieving our goal
thanks for at least manning up and not going with the standard option even if you won't joker up and join the insane train.[X] Plan: Glory Bound
-[X] Ruhm Tribe
-[X] The Longhorn Plains: If there is any portion of Solitas which can be called fertile, it is the Longhorn Plains. On the southern edge of Solitas, the Longhorn Plains' suffers less during the cold winter, and it's black soil nurtures much life. However, while the Longhorn Plains are rich in life, very little Dust can be found on the plains. As a result, while the people of the Longhorn Plains are well fed, they must use their strength alone to defend against the Grimm.
-[X] History of Heroes: Remnant's history is filled with tales of great warriors, people who hunted the Grimm and drove them back into the darkness from whence they came. The greatest of this warriors, the Huntsmen, had Auras which could turn aside the blows of a thousand Beowulfs, and it is tales of the Huntsmen which give your people hope. By emulating the Huntsmen, your people will one day drive back the Grimm, and claim Remnant for themselves. (Gain Huntsmen Teachings 1, religion is Proto-Progenitor, the Aura is sacred and the death rate is higher for children due to the process of Aura unlocking. A favored Huntsman is selected by a hopeful leader, and their teachings must be followed.)
The only thing that throws me off the insane train is the fact that the tribe's name is Schnee. I just can't see it ending well.thanks for at least manning up and not going with the standard option even if you won't joker up and join the insane train.
fair enough, but thats the most insane and fun partThe only thing that throws me off the insane train is the fact that the tribe's name is Schnee. I just can't see it ending well.
That and the story told by Heroes in the Plains is one that interests me.
I told you bossman I am certifiably insane!It's almost as if people can read my mind. What could possibly go wrong with calling your tribe the Schnees? What could possibly go wrong?
EVERYTHING.
I'd say HoraHora but this is extremely obvious.It's almost as if people can read my mind. What could possibly go wrong with calling your tribe the Schnees? What could possibly go wrong?
EVERYTHING.
I'd say HoraHora but this is extremely obvious.
If Schnee Tribe does win, will you be open to running the quest again once it crashes and burns?
I'm assuming full dynasty extinction.The story continues even if the hero is dead. Hasn't George taught us all that?