Spartakrod
Judeo-Spartacist Bolshevik-Kabbalist
- Location
- Sanctum Arcanorum
- Pronouns
- Fae/Faer/Faers/Faerself
Galleons.Question, would attack submarines like the Astute and Trafalgar Class be Ships of the Line or Galleons?
Galleons.Question, would attack submarines like the Astute and Trafalgar Class be Ships of the Line or Galleons?
I know. I'm also talking about the Balloon HeadsI'm not talking about the patients, the Winter Lanterns mainly show up in the Nightmare Frontier and the Nightmare of Mensis.
Well I consider them separate entities, since if you look carefully at the Lantern's bodies you'll notice that they are distinctly .....doll-like.
Well I consider them separate entities, since if you look carefully at the Lantern's bodies you'll notice that they are distinctly .....doll-like.
No but I'll let the observations speak for themselves, my personal theory is that they are what became of some of the survivors of Cainhurst.
Dwarves. Sweet. I love Dwarves.KARAZ ANKOR
The Everlasting Realm
Leader: Gromrikazi (High King) Thorgrim Grudgebearer
Tier: E
Military:
100 War Engines
1 Throne of Power 99 Grongi-A-Dum (Anvils of Doom) 20,000 Beasts of War
1,750 Zharraz Baragi (Flame Cannons) 2,000 Hirnaz Baragi (Organ Guns) 3,500 Thrundaz Baragi (Cannons) 6,250 Dammaz Baragi (Grudge Throwers) 6,500 Wutraz Baragi (Bolt Throwers) 80,000 Elite Infantry
5,000 Rhunki (Runesmiths) 5,000 Endrini (Engineers) 10,000 Drengi (Slayers) 20,000 Zulundrakki (Irondrakes) 20,000 Zulunbaki (Ironbreakers) 20,000 Grundi (Hammerers) 2,000,000 Infantry
150,000 Langktrommi (Longbeards) 250,000 Grungi (Miners) 400,000 Thrundi (Thunderers) 400,000 Kazakdreki (Quarrellers) 800.000 Kazaki (Warriors) 240 Heroes
Grombindal the White Dwarf Thorgrim Grudgebearer and 46 other Riki (Thanes) Grimm Burloksson and 47 other Endrinkuli (Master Engineers) Josef Bugman and 47 other Doki (Rangers) Ungrim Ironfist and 47 other Drengriki (Slayer Chiefs) Thorek Ironbrow and 47 other Rhunriki (Runelords) 80 Ships of the Line
80 Nufdumi (Dreadnoughts)- 800 Galleons
400 Zulunkladi (Ironclads) 400 Varrhunki ("Ocean-riders", Nautiluses/Submersibles) 800 Heavy Aircraft
Skarrthrundi ("Sky bombers", Gyrobombers) 12,000 Light Aircraft
Skarri ("Fliers", Gyrocopters)
Traits:
++ Magic-Eaters: The Dawi where formed by the Slann and Old Ones specifically to resist the physical and mental corruption of Chaos. Even tamed and filtered into magic or concentrated many times over into solid matter, Warp energy finds no purchase.
+ Rune-Makers: Dwarfs may not be able or want to use standard magic but they can bind magical energy into runes. Though declining in power and use with the end of the Dwarven golden age they remain potent and versatile, able to strengthen almost any aspect of any machine or tool or even the bodies of Dawi themselves.
+/- Unyielding: From the hammertongue of engineers and miners, to the unspoken meaning behind an elder's tugging of his beard, outsiders have difficultly even learning the language much less finding out terrible secrets or co-opting Dwarfs who are not outcasts. The only problem is that neighbors often have difficulty understanding why dwarfs do what they do and there is a high chance of miscommunication turning potential allies into bitter foes.
- Stone-Farmers: Given the option of a wide open plain, watered by plenty of rivers and blooming with life, a good Dawaz would completely ignore it for a harsh and nigh-sterile mountain top or cave. This doesn't give the Dawi much in the way of food surpluses or population growth, to say the least.
-- Grudge-Carvers:Dwarfs have no understanding about any greater goods than vengeance and tradition and are proud of that fact. Once two clans became trapped in an endless cycle of blood feuds. Even as the goblins grew ever stronger and wiped out the Hold's outlying settlements, the clans continued on. Even as the Hold was near extinction and the goblin horde literally at her gates, the clans continued on. Until both clans had only enough living members for one last battle, including women and children, the clans continued on. At the 11th hour the two clan leaders actually talked to each other and discovered that the original Grudge had passed out of memory and it was not recorded by either clan. Seeing as if it was never written down, then a Grudge was never made, the two clans finally made peace in the face of greater evil. For their fecklessness and lack of honor Grungni, father of the Dawi, had his statue fall and crush the errant patriarchs.
Can you put the pictures under Spoilers? Right now it makes me want to scream.No but I'll let the observations speak for themselves, my personal theory is that they are what became of some of the survivors of Cainhurst.
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A horrible fate..No but I'll let the observations speak for themselves, my personal theory is that they are what became of some of the survivors of Cainhurst.
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That is Bloodborne for you. It's also the only game I wish had an escort mission for one very specific person.
I have a feeling I know.. but who is it?That is Bloodborne for you. It's also the only game I wish had an escort mission for one very specific person.
White Ribbon.
...
You try and help but you only end up dooming the poor girl....
Viola's Daughter? Yeah.. If you ignore her however they survive the Night.
KARAZ ANKOR
The Everlasting Realm
Leader: Gromrikazi (High King) Thorgrim Grudgebearer
Tier: E
Military:
100 War Engines
1 Throne of Power 99 Grongi-A-Dum (Anvils of Doom) 20,000 Beasts of War
1,750 Zharraz Baragi (Flame Cannons) 2,000 Hirnaz Baragi (Organ Guns) 3,500 Thrundaz Baragi (Cannons) 6,250 Dammaz Baragi (Grudge Throwers) 6,500 Wutraz Baragi (Bolt Throwers) 80,000 Elite Infantry
5,000 Rhunki (Runesmiths) 5,000 Endrini (Engineers) 10,000 Drengi (Slayers) 20,000 Zulundrakki (Irondrakes) 20,000 Zulunbaki (Ironbreakers) 20,000 Grundi (Hammerers) 2,000,000 Infantry
150,000 Langktrommi (Longbeards) 250,000 Grungi (Miners) 400,000 Thrundi (Thunderers) 400,000 Kazakdreki (Quarrellers) 800.000 Kazaki (Warriors) 240 Heroes
Grombindal the White Dwarf Thorgrim Grudgebearer and 46 other Riki (Thanes) Grimm Burloksson and 47 other Endrinkuli (Master Engineers) Josef Bugman and 47 other Doki (Rangers) Ungrim Ironfist and 47 other Drengriki (Slayer Chiefs) Thorek Ironbrow and 47 other Rhunriki (Runelords) 80 Ships of the Line
80 Nufdumi (Dreadnoughts)- 800 Galleons
400 Zulunkladi (Ironclads) 400 Varrhunki ("Ocean-riders", Nautiluses/Submersibles) 800 Heavy Aircraft
Skarrthrundi ("Sky bombers", Gyrobombers) 12,000 Light Aircraft
Skarri ("Fliers", Gyrocopters)
Traits:
++ Magic-Eaters: The Dawi where formed by the Slann and Old Ones specifically to resist the physical and mental corruption of Chaos. Even tamed and filtered into magic or concentrated many times over into solid matter, Warp energy finds no purchase.
+ Rune-Makers: Dwarfs may not be able or want to use standard magic but they can bind magical energy into runes. Though declining in power and use with the end of the Dwarven golden age they remain potent and versatile, able to strengthen almost any aspect of any machine or tool or even the bodies of Dawi themselves.
+/- Unyielding: From the hammertongue of engineers and miners, to the unspoken meaning behind an elder's tugging of his beard, outsiders have difficultly even learning the language much less finding out terrible secrets or co-opting Dwarfs who are not outcasts. The only problem is that neighbors often have difficulty understanding why dwarfs do what they do and there is a high chance of miscommunication turning potential allies into bitter foes.
- Stone-Farmers: Given the option of a wide open plain, watered by plenty of rivers and blooming with life, a good Dawaz would completely ignore it for a harsh and nigh-sterile mountain top or cave. This doesn't give the Dawi much in the way of food surpluses or population growth, to say the least.
-- Grudge-Carvers:Dwarfs have no understanding of any greater good than vengeance or tradition and are proud of that fact, oblivious to the danger of such self-destructive thinking.Once two clans became trapped in an endless cycle of blood feuds. Even as the goblins grew ever stronger and wiped out the Hold's outlying settlements, the clans continued on. Even as the Hold was near extinction and the goblin horde literally at her gates, the clans continued on. Until both clans had only enough living members for one last battle, including women and children, the clans continued on. At the 11th hour the two clan leaders actually talked to each other and discovered that the original Grudge had passed out of memory and it was not recorded by either clan. Seeing as if it was never written down, then a Grudge was never made, the two clans finally made peace in the face of greater evil. For their fecklessness and lack of honor Grungni, father of the Dawi, had his statue fall and crush the errant patriarchs.
She's fatherless..
Just assume that someone they had a grudge against fled to the planet with a super magic ritual and the Dwarve's sheer stubbornness broke down the dimensional barriers to allow them to follow.Fantastic!
I'd be very happy to have you in.
Any "why are we here?"
But she still had family....anyway I look forward to trying to corrupt an Amygdala with Fel magic.
Sure if no one part of the diplomatic mission had a clanmate die to a goblin's mount of course. Or is mistaken for a Beardling because we never told you that our face hair matters. Or is overly insulted by the drivel you call alcohol. Or, well... *cough* perhaps you should send the diplomatic mission?
Heh. You can try..But she still had family....anyway I look forward to trying to corrupt an Amygdala with Fel magic.
If this is like previous RPs, we can start off as allies right when we arrive, with fluff of having met during the journey to Xarmarazdik, gotten along with each other well, and decided to work together. There's even a significant mountain range directly south of my territory.Sure if no one part of the diplomatic mission had a clanmate die to a goblin's mount of course. Or is mistaken for a Beardling because we never told you that our face hair matters. Or is overly insulted by the drivel you call alcohol. Or, well... *cough* perhaps you should send the diplomatic mission?![]()
Not that I know of although you could probably just use any victorian era sailing ships and maybe supplement them with mobs from the fishing hamlet.Heh. You can try..
Does Yharnam have any ships of anykind by the way?
Cavalry.
Excellent.
When I get around to it I was thinking of an AU where Valaya senses the coming End Times and, half-awake, calls the Dawi to dig deeper and deeper until they fall down the rabbit hole to Xarmarazdik.Fantastic!
I'd be very happy to have you in.
Any "why are we here?"
You can clearly see sailing ships before and after you fight Kos..Not that I know of although you could probably just use any victorian era sailing ships and maybe supplement them with mobs from the fishing hamlet.