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Found 21 results

  1. Stomlight/Mistborn era 1/2 spoilers in here. Had this theory stewing for a while and wanted to get it off my chest. Disclaimer: I'm not fully up to speed on all WoBs/interviews and the main theories present from people. I'm also not going all out with finding quotes here, though I'm pretty sure you can do that. So, the basis of my theory is that either era 4 or the back half of the stormlight archive will focus on a shardic conflict between the shards featured in Mistborn and Stormlight. Where all the shards on each side are combined: Honor, Odium, and Cultivation against Harmony and Autonomy, setting up a set of novels where there is no true 'bad guy' - both sides involve people trying to do what's best. Let's take the Scadrial side of things first. We know Harmony has issues taking action, and era 3 will likely in some part involve him morphing into Discord. The main conflict will probably be with Autonomy. I think the endgame here will feature a solution that says "Hey, ya know what might help Harmony/Discord deal with not being able to take action, or taking too much action? Let's give him a little Autonomy!" Which sets up a nice play on words - what do you think you could call a nice, harmonious version of Autonomy? Freedom! In the end, my guess is that era 3 closes with (hopefully) Sazed being a vessel for all three of Ruin/Preservation/Autonomy, and being named Freedom. Scadrial will, thus, be primarily oriented towards letting different communities in the cosmere be free to grow on their own. On the Roshar side, meanwhile, we already know what the combination of various parts of those three shards takes. We know Honor/Odium would likely be called War or something to that effect (in sprit at least; the names of the lights don't necessarily directly translate to shard names). What could War + Cultivation be? I'm going to go with Society, or Civilization, or something. The fact that Dalinar continuously gets told to Unite them can come into play too. The 'Them' in that quote continuously gets expanded - and there's no reason it couldn't continue in that way. In the end, I'm betting he unites the shards of Roshar themselves, and in doing so unites all their people's. Which sets Roshar up to be a group more focused on creating a big tent, and interacting with other worlds and such more to bring them into the fold themselves rather than letting them grow and develop alone. Which really sets up nicely for a conflict between Roshar and Scadrial where none of the people are bad, and each side has the powers of three shards. One side wants to unite and bring people together, the other side wants to let each world have freedom to grow and change by themselves. Us readers will have sympathies on both sides, having been a part of both mentalities development, and neither side is truly wrong, setting up a very nice final conflict. (As an aside, I'm not sure how or if other shards like Devotion/Sel and such play into this). TLDR: Harmony/Discord + Autonomy = Freedom, Honor + Odium = War + Cultivation = Society/Civilization. Final conflict: Freedom vs Society.
  2. A continuation of this discussion but for mistborn. One side has a metalborn population (with a elite class class of mistborn and ferochemy) Harmonium tec, medallions, and one fullborn The other has post ww1 tec Location post harmony scadrel.
  3. One side has end of ww2 level of technology (including atom bomb) The other has ancient and modern fabrils, a full order of knights Randiance, both god metals and anti investure weapons, Who wins? Location roshar
  4. I just noticed that the Parshendi conducting military operation in their warpairs is vaguely similar to how the Alethi family unit operates during war. I wonder if there is a common cultural or societal ancestor to the phenomena with the Alethi diverging as the separate spheres ideology was pushed to the extreme. Or maybe I’m just making connection where none was intended.
  5. Why do the Fused fight? They want to reclaim the land from the humans, but what is the end goal. Are the Fused going to live on Roshar? Are the Fused going to live with the singers? Are the Fused going to enter the Beyond and leave the land for the singers? What is their motivation?
  6. Does anyone else envision Talenel as Terry Crews?
  7. War is Coming. The Sides have been Drawn. Chaos, the Lord of Chaos, Self proclaimed Lord Ruler of the 17th Shard, Has declared War on The Courts of Newcago. Who will help him in his Onslaught? EDIT: The Lords of Chaos Won. There is no need to post in this thread any more. Here's the results of the poll:
  8. This fic explores a thought I had one day, about whether Hemalurgy would be used in wars as a way to slow down the rampant waste of resources and human life. It's written from the perspective of a soldier reflecting on the war--though since I didn't do any research, it comes across as a sort of cross between World War I and the Vietnam War, but without any of the accompanying hopelessness and poignancy. For ratings, this one's either PG-13 or R.
  9. Sherlock Holmes

    Sample Battleaxe

    From the album: Alleyverse Art

    Yup, this is what Tena summons as her weapon when she fights. And, yes, this is on paper, and it was frigging hard to get the shadows right. Comment if you can think of anything to improve it.
  10. Does anyone else get the feeling that in future books we're going to have to get used to a lot of Shadesmar? Possibly waging wars there alongside spren? I get this feeling after rereading the chapters on Notum's ship, I think it wasn't Kaladin had the feeling that those ships were made for Radiants to sail beside their spren. They mention strongholds at Cultivations perpendicularity. Notum says he is going to take them to the spren city Lasting Integrity to "someone with more authority". Who is this "authority?" Any guesses?
  11. I'm not sure this is exactly a theory, but it relates to the Cosmere as a whole, and I've seen other posts like this, so I'm going for it. What if there was a total war game based on the books of the cosmere. (It would function similar to Medieval 2: total war, with the ability to play on multiple planets.) Here are some ideas for armies with their pros and cons. Warning, there will be very minor spoilers to almost everyone of his cosmere books. I will be ignoring White Sand unfortunately. A few categories have ?s feel free to tell me how to fix those. (I am also adding heroes who could possibly be part of the armies.) (Last note, obviously the shardbearers would win any battle, but, for evenness sake, imagine slightly more balanced) Mistborn The Lord Ruler's Army Pros: Inquisitors, Kaandra, Mistborn, Mistings, Kollos Cons: Generally expensive, Normal soldiers are fairly low on skill Possible Heroes: The Lord Ruler Skaa Rebellion Pros: Very cheap troops, Huge numbers, A few mistings Cons: Poorly trained, Low morale Possible Heroes: Kelsier, Vin Elend's Army Pros: Fairly cheap troops, Kollos Cons: Low morale, Koloss will ocassionaly disobey Possible Heroes: Elend, Vin, Tensoon, Spook Ruin's Army Pros: Koloss, Inquisitors, Infinite morale Cons: ? Possible Heroes: Marsh Alloy of Law (I don't know the name of the series as a whole) The Roughs Pros: Cheap troops, Twinborn, Outlaws, Koloss blooded Cons: Disobedience Possible Heroes: Wax, Wayne Elendel Pros: Constable troops? Good Morale, Disciplined Cons: Lack of magic Possible Heroes: Wax, Wayne Southern People Pros: Good at lowering morale on opposing troops, Higher technology, Aircraft, ? Cons: Expensive Possible Heroes: ? Sixth of the Dusk Patji Pros: Trappers, Aviar, Fairly high technology Cons: Low numbers Possible Heroes: Sixth of the Dusk Shadow for Silence in the Forests of Hell Colonists Pros: Well trained troops Cons: Low morale at night- like really, really low morale Possible Heroes: ? Warbreaker Hallandren Pros: Lifeless, Returned? Kalad's Phantoms, Awakeners Cons: Very, very expensive Phantoms Possible Heroes: The God King, Vasher? Idris Pros: Good Cavalry, Good guerilla warfare Cons: Low troops, unaesthetic Possible Heroes: ? Elantris Arelon Pros: Elantrians Cons: Not very many troops Possible Heroes: Raoden Teod Pros: Awesome Navy, Decent land troops Cons: Small troop numbers Possible Heroes: Rose Empire Pros: Trained troops, Large numbers (I can't think of how forgers would be useful in a battle, if you can think of any, please tell me) Cons: ? Possible Heroes: ? Fjordell Empire Pros: Huge troop numbers, Cheap troops, Gyorns, Dakhor, Monasteries... Cons: Slightly rebellious troops? Possible Heroes: ? The Stormlight Archives Alethkar Pros: Shardblades, Large numbers, Shardblades, Soulcasters, Archers, Shardblades! Cons: Discontent, Tendency to occasionally disobey orders, Expensive Possible Heroes: Kaladin, Dalinar, Adolin Jah Keved Pros: Large numbers, Shardblades Cons: Expensive Possible Heroes: ? Parshendi Pros: Warform, Stormform Cons: Not very many troops Possible Heroes: Eshonai If anyone has ideas for maps for battles, I'd love to hear them.
  12. MR12: Turf War Calamity has risen and Epics have begun to appear throughout the world. Luckily, Portland hasn’t been touched by much yet, though you know it can’t last long. Three gangs have begun fighting over territory in the city as the government begins to collapse. But the government isn’t giving up yet. Government Agents have infiltrated each gang and are trying to bring them down and establish a cohesive government again. The Blood Tyrants are a violent group, one that’s been around for some time, since before Calamity arose. The members of the gang are harsh and unforgiving, almost bloodthirsty. Their headquarters are in an Abandoned Warehouse. The Pearl District Neighborhood Watch is a group that formed to keep their neighborhood safe. They are very protective and loyal, always watching out for each other. Lately, they’ve begun to try to keep the entire city in order. They are based in the City Hall. The Evanescents were your stereotypical high school nerds. But when the government grew weak, they used their knowledge and began studying Epics and producing weapons and technology. They are based in an Underground Laboratory. The Government Agents are here in Portland, trying to take down the gangs so that they can establish a single, strong government over the town so the Epics can be dealt with and punished by the law. They have spread out and infiltrated the gangs in Portland. They are hiding in each one, trying to take them down from the inside. Win Conditions Condition 1: To win, each gang must eliminate the Government Agents within their own group. Condition 2: Blood Tyrants Win when all of the PDs Neighborhood Watch’s Epics die. Pearl District Neighborhood Watch wins when all of The Evanescents’ Epics die. The Evanescents win when all of Blood Tyrants’ Epics die. (This is not a secondary win condition. Both conditions must be met.) Government Agents win when everyone else is dead. General Rules: Hellscythe and I will be co-GMing this game. Standard Elimination Rules and Etiquette apply. 48 hour cycles (24 hour day and 24 hour night) Please include both of the GMs in all PMs. Sign ups will last a week, but due to scheduling, will end on either Friday, March 11th or Saturday March 12th at 4:00 pm MST. You will be informed 12 hours before, which time signups will end. Rollover will be at 4:00 pm MST. (5 minutes after this was posted) A new player list and countdown clock will be included at the start of the turns. If a player doesn't post in the thread for three turns, they will be MIA and they will be assumed dead. At that point, they will go straight to the dead doc, without entering Limbo. Because of the Tough Guy and Harmsway, there will be a one-turn period after death where players will be in Limbo. They will not be able to influence the game or access the dead doc in that time. After 24 hours, their role, gang, and alignment will be revealed and they will enter the dead doc if they do not come back. Roles - Banker - Cannot gain their own Points. Can only use points from the Bank to gain actions. Gang Investigator - Learn random person in your own gang or learn target player’s gang membership. Thugs - Each night, Thugs may protect one player from death. (Does protect from the Hit Man) Drunks - Can’t remember their role, alignment, or gang at the beginning of the game. They will sober up at some point in the game. Snitch - Give the gang membership, alignment, or role(randomly chosen each time) of one target player to another target player. (Night Action) Hit Man - The Hit Man can poison one player every night. Because the poison takes time to come into effect, the kill will come into effect as soon as the first vote of the next day is placed. Until the vote is placed, it will not be known if anyone has been targeted by the Hit Man. The Hit Man can be protected from. Sneaky Messenger - The Messenger can dodge one kill attempt on them per game. They can also make a PM with another player every cycle, aside from their free one. Regular - You’re a Regular with no abilities. However you have a higher probability of becoming an Epic. Angry Gang Member - Win condition is to be lynched. If lynched, the Angry Member can choose one player that voted for them and kill them at the end of the next cycle. Gambler - Choose one person during Night Cycle. If that person has an even number of votes by the end of the next cycle it adds one vote. If that person has an odd number of votes it subtracts one vote. Tough Guy - The Tough Guy is able to fight off the pain of death any number of times. But because of the effort this takes, they end up a different person than they started. When the Tough Guy fights off death, he switches gang membership. There is a one-turn time where he is struggling to survive. During that time, the Tough Guy is essentially dead to all the players in the game. If the Tough Guy is killed by either the lynch or a member of the team with the win condition to kill the Tough Guy’s current gang, he does not fight off death, but gives in and dies. He can still be brought back by the Reviver. If a Tough Guy is attacked by the Government Agents, he will die permanently. (Ex: Wilson is an Evanescent Tough Gal. She is attacked by a Blood Tyrant. She goes into Limbo for a turn, where she cannot interact with the game. After that turn, she will come back into the game as part of either the Blood Tyrants or the Neighborhood Watch. She maintains her position in the command structure. Ex 2: Wilson is an Evanescent Tough Gal. She is attacked by a member of the Neighborhood Watch. She dies permanently.) Harmsway - One of the first pieces of Epic tech that has been created. A player with a Harmsway may target another player that is still in Limbo and bring them back from the brink of death once per game. Epics - Epics will appear throughout the game. Any player who becomes an Epic will still keep their original abilities along with any new ones they receive, but only be able to use one ability per turn, unless otherwise stated. Bodyguard - Protect one player from death each night. You may not target the same player two nights in a row. Angry Guard - May protect one player from death each night. When their target is attacked, the Angry Guard will attack the attacker, killing them unless there is other protection, the first time this happens. The second time the Angry Guard protects from a kill attempt, he dies along with the attacker. Watchful Tail: The Tail follows around one player every night turn and watches for Snitches. If a Snitch tries to Snitch on the player being Tailed, the Tail will replace the note with a blank one. Some roles may not be in the game. You gain points(Except for the Banker, who does not earn their own points): 0.5 pt: First post each cycle 1 pt: RP-first time per cycle. 0.25 pt: Subsequent RP in a cycle. 0.5 pt: You have a vote placed at the end of the cycle. 0.5 pt: Using an action. 0.5 pt: Switching location(Getting placed on the Streets doesn’t count) 2 pts: killing or taking part in the lynching of an enemy Epic.(Only the gang linked to your win condition) 3 pts: killing or taking part in the lynching of a Government Agent in your own gang -2 pt: Not posting in the thread for a turn. -2 pts: Killing/Lynching a loyal member of your gang Every turn, players must tell the GMs if they would like to keep their points or donate them to their gang’s Banker. Each gang’s Banker is guaranteed to be a loyal member of that gang. If a player does not inform the GMs, the points will be kept to the player. The Banker is not informed who donated points or how many each donated. The Government Agents do not have their own Bank. The Banker may use the Gang Bank points to: 3 points: Give target player a random role/gang when snitched on for two cycles 4 Points: Learn a random player’s gang membership(not alignment). 5 Points: Create a PM that lasts two cycles. 7 Points: Kill or protect target player (Cannot self-target) 9 points: Scan to see if target is Government Agent Only one point-based ability may be used each Night or Day turn(if used during the day your vote will not count) except for the Banker’s PM ability, which may be used twice in a turn. Any Gang Member can use their points to: 5 points: Learn a random person in your gang 5 points: Create a PM that lasts one cycle. 10 points: Gain protection from one kill attempt that cycle. Every third cycle a heavy rain comes and flushes out the banks. Any points left in the Gangs’ Banks will be destroyed. Player-held points will be kept. Every even numbered cycle, each player will be allowed to create and keep 1 PM with a player of their choice. Locations: Each day turn, players must tell the GMs where in the city they would like to move to for the night. Anyone who does not inform the GMs will end up on the streets and be targetable by anyone(except those on the ferry). You will move at the end of every day. Players may only use their actions on players who are in the same location as them or on the streets. You will only know the people who are in your location. Players on the streets will be revealed in the thread at the start of each cycle. The Pub, Government Building, and Warehouse are on one side of the Williamette River and the Lab, City Hall, and Pool are on the other. Spending a turn on the Ferry is the only way to get to the other side of the River. Certain locations may have special bonuses and drawbacks for Epics. Pub Government Building Abandoned Warehouse ~~~~~~~~~~~~~~~~Ferry~~~~~~~~~~~~~~~~~~~~~~~~~ Underground Laboratory Portland City Hall Pool Streets Here is a Map if you would like a visual version. Room Point-Based Actions Can be done during the day or night, but your vote will not count if during the day, and no other action may be taken at night. You can only do these once per full cycle. Warehouse: In the Warehouse, you may sell on the black market. There is a chance of not selling(20%) and chance of selling for 3(50%) or 4 pts(10%) or losing 3 pts(20%) City Hall: In City Hall, you can attempt to steal any number of points from another target gang bank. There is an X% chance you’re caught and put in jail where X is based on the number of points attempting to be stolen. (Actions for the next cycle will not go through if you are jailed.) People voting during the lynch residing inside the City Hall will count twice. Laboratory: In the Lab, you can create a new science experiment and immediately hand it to your supervisor. It has a 65% chance to explode on impact, immediately kicking you out of the Laboratory and losing you 2 points, 35% chance to become pure gold, making it sellable, earning you 3 points. Government Building: In the Government Building, you can apply for a government job. You will get 2 points without fail. Command Structure The gangs all have their own command structures, but due to the secrecy in the gangs, each member only knows the people who directly report to them. Captains know their Regulars and Commanders know their Captains. The Government Agents do not have this. Example Command Structure: dsCommander Captain sfasdfsdfaCaptain Reg Reg Reg sfsfasdf Reg Reg Reg Write ups:
  13. So, this is my first writing project in English. I had a lot of short stories and unfinished novels in my native language, but this would be my first try in English. So have in mind that. This is part of the first chapter and title and something’s are still work in progress. Anything you want to say about it is welcome, criticism or whatever. So what is this about? It's about the world one thousand years after the apocalypse. There is mix of diesel and steam punk aesthetics and it should be light read. It wouldn't go too deep in to the war and carnage but it would touch some of the darker subjects. So it wouldn't really be for too young readers. So hope you enjoy this little part and tell me what you think. Have to warn you that there are some light sexual themes in this excerpt, so if you are not into that I am sorry DieselPunk.docx https://www.dropbox.com/s/da1bq26qyxmtb97/DieselPunk.docx?dl=0
  14. After reading SoS recently my imagination took off to speculating where the future of Elendel and Scadrial is going. Now I think at this point everyone is aware of the Southern Scadrial info drop that Harmony muttered about to wax in the coach ride. How the 'others who were almost destroyed' had much better technology and were more aggressive than those in Elendel. With that information and a logical leap using a juxtaposition of Earth history around the same technological time period as Scadrial I'm proposing that within the next 10 to 50 years Scadrial time North and South will meet and there will be a massive war similar to WW1. So I'm asking you readers to further speculate on this idea. Such as what would cause it, what roles would be devised for Allomancers/Feruchemists in a major war scenario, how would our favorites(the North) be able to win, what part would the Set play in it etc...
  15. I've already added this guy to the gallery, but I wanted to toss it into the Forums for a bit more exposure =) Here's the first in a series of works centered around Kaladin. A scene of the aftermath of a battle with the Parshendi. They're on the retreat, and Kaladin is going to the aid of a downed bridgman. And he's yelling something.. Or yawning really hard.. I'm going to try to toss in some of the process work so you can have a look at the phases this thing went through if you want =) Lemme know what you think! (p.s. looks like the progress shots are all scrambled in order. Basically, if it looks crappier, it's from earlier in the process)
  16. Posting the revised edition of this piece. I don't know how to get rid of the old one, but I realized as I put this one up that I had forgotten to give Kaladin his brands.. So I fixed that. Even though they're not super apparent in this piece. heh. If anyone knows how to edit/delete a previous gallery upload lemme know. I'd love to declutter the gallery of that repeat submission.
  17. Phew. It's been a while that I've been working on this one. This is a glimpse of a scene where Kaladin is going to the aid of a downed bridgeman, and is part of a series of Kaladin scenes that I want to create. Looking at this thing you might strike upon some logical questions, like: Bridgeman, huh? So where's the bridge? How did the dude get separated out to some ledge out of sight of his bridge if he had an arrow in his gut? Do you really think the shattered plains have such tall formations as you painted out in the distance? What the lighting? So if Kaladin is way back here, then the Parshendi in the distance must be retreating... so how did the Alethi archers make it way up to the front lines so quick? The answers to these and many other questions are this: I'm jus' learning. This was a practice piece, meant for learning. We learn best from our mistakes and MAN did I make a lot of mistakes in the making of this. But as a result: I learned bunches of stuff =) Thank you Brandon Sanderson for all the inspirations.
  18. The Alliance (Newcago, Parts of the Dark Alley, the Root Bear Bar, Pack of the Cosmere, and theSurgebinder Thieves. The Abundance of Doctors will support the Alliance, but is not an active part of it. (if anyone wants to RP the Parshendi, I would be grateful) Here's a RP thread for the Parshendi War.
  19. I refuse to participate in this war. Perhaps it is my own fault. Perhaps I joined too many alliances, believing they would never betray one another. But there is no time for regret. War is coming, and there will be casualties. I hereby found the Benevolent Order of the Yak. Members of all factions—Newcagoans, Wafflesworn, Lords of Chaos, and all others—may seek aid from this Order. We shall cheerfully and graciously provide seekers of aid with warm knitted clothing and home-cooked yak meat. This shall be served with a healthy dose of Northwest sarcasm and excuses for not taking sides with warring factions. All are welcome to join me in the Benevolent Order of the Yak.
  20. This is war. The Knave Quiver has rebelled against Quenn Elsa and threatened the guilds with death. In this conflict, the Feathersworn, Newcagoans, and Observers all have agreed to stand with each other on the fields of battle. Past disagreements are put aside until this threat is dealt with. The Ponies of the Herd shall not threaten the peace again. "Hold your ground! Hold your ground! Children of Newcago, of Feather, my brothers, I see in your eyes the same fear that would take the heart of me. A day may come when the courage of men fails, when we forsake our friends and break all bonds of fellowship, but it is not this day. An hour of traitors and shattered trusts, when the age of men comes crashing down, but it is not this day! This day we fight! By all that you hold dear on this good Earth, I bid you stand, Children of the Guilds! Arise, arise, Soldiers of Feather and of Elsa! Soldiers of Oberving! Fell deeds awake: fear and slaughter! Spear shall be shaken, shield be splintered, a sword-day, a red day, ere the sun rises! Ride now, ride now! Ride to Newcago!" Mailliw proclaims to the assembled troops. He charges forward towards the Herdandthe traitorous archer.
  21. So I was thinking and I found some similarities between the War of vengeance and World War One. 1. Both started when a major political leader was assassinated and the blame was given to a party that wasn't entirely responsible. 2. Both lasted close to six years 3. Both would have ended much earlier if the groups working "together" had unified from the beginning 4. Both caused the construction of more and more powerful weapons. 5. Rumors where spread through each army that their opponent was running low on resources and manpower. Does anyone disagree or have any more reasons they are similar.
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