i'm going magi all the way. i'd like to play as a necromancer type hidden away in a dungeon possibly planning on conquering the locals to start my own country.however, if necromancy doesn't work i'll probably go with a mysterious druid like character. maybe join up with random adventurers who pique my interest as they travel through my neck of the woods. or maybe defend "my" forest from the evil villagers who enter my forest and harm animals or plants. they'll know me as "that crazy squirrel lover".
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Thread: Your characters path
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16th October 2012, 04:19 PM #41"...of course you might be asking yourself why rip the card up if I'm just going to put it back together again .... but then please keep in mind that it isn't nearly as impressive to put the card back together again if I first haven't torn it up ..."
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18th October 2012, 05:35 PM #42
I would like to be an artifact hunter, looking for magical items which could be sold or kept for myself. It would be in the style of scout and hopefully with some extraordinary skills from magical equipment found on my adventures, always travelling and never in one place for long.
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31st October 2012, 04:27 PM #43
I would like to be master of the seas. Trade of goods and persons around the continents. If you able to join your factions navy then do that a defend my nations interests or Maybe become a pirate and raid others ships and coastal towns and ports, preferably as a privateer and once I become feared become a menace to all.
"No captain can do very wrong if he places his ship alongside that of the enemy." - Admiral Lord Horatio Nelson
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31st October 2012, 09:42 PM #44
Ah, so you're looking at the privateer path as well? Good path that, flexible national defense goals, and pure profit. A feared Menace of the Seas, eh? I'm looking forward to a confrontation there, no doubt there'll be a massive bounty on your head if you achieve that level of notoriety, and of course, I'm aiming to have an entire Armada of privateers so I don't necessarily have to fight fair.
Ever heard of a Legal Pirate? Join the Senokan Privateers for booty and plunder and national defense.
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1st November 2012, 01:48 AM #45
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1st November 2012, 05:41 PM #46
But there won't be guns in this game, remember? Just bows, and maybe blow pipes and slings. Thomas may know a lot about colonial era ship tactics with their cannon broad-sides, but that won't hold the entirety of medieval ship combat. What about ballistae and ship ramming and greek fire? Or Archer columns, fire pots, or magic? I'm an alternative, unconventional thinker, and a strategist at that, so if he's going to come at me conventionally, I'm pretty sure I have this one in the bag, even if I only have one ship at my disposal.
Ever heard of a Legal Pirate? Join the Senokan Privateers for booty and plunder and national defense.
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1st November 2012, 06:10 PM #47
I think there was mention of "cannon-like" weapons, with no gunpowder. Details are not fully released, but I am informed they are keen on having broadsides.
"No captain can do very wrong if he places his ship alongside that of the enemy." - Admiral Lord Horatio Nelson
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1st November 2012, 09:38 PM #48
Ah, yes, they are very keen about having broad-sides available for ship combat, in fact, I do believe it was my idea that they adopted (and refined) for their gunpowderless cannons.
But, how do you expect to broad-side me, if I never present mine for a target? There are other ways to attack you without ever meeting your broadside. That's where strategy comes into play.Ever heard of a Legal Pirate? Join the Senokan Privateers for booty and plunder and national defense.
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however, if necromancy doesn't work i'll probably go with a mysterious druid like character. maybe join up with random adventurers who pique my interest as they travel through my neck of the woods. or maybe defend "my" forest from the evil villagers who enter my forest and harm animals or plants. they'll know me as "that crazy squirrel lover".
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