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Nations RP - Classic

Last posted Jun 17, 2015 at 06:41AM EDT. Added May 12, 2015 at 06:01AM EDT
795 posts from 19 users

Mr.Stalker wrote:

Man it feels good to be in the Americas.

Also twisty, your colony is Blood God believers.

how did ur dumb belief even managed to capture all of america, jesus christ

i hope i can fix it before its too late

Last edited May 23, 2015 at 10:35PM EDT

Stalemate wrote:

Can anyone just step in and help with the Mongols? And by that I mean anyome who wasn't hit too hard by the plague or an economic recession.

Also I feel that spy networks and covert ops could come in handy if we play our cards right.

I have a group that falls into the covert ops section and I will soon have the other one. Now for this turn I will not attack the Mongols but depending on what can happen I will most likely strike at them. Of course if someone gives me a good deal than I may change my turn (though I doubt I will).

@Stalemate

I was trying to capture the land between you and Naval Monte. I wasn't actually going after you

I must have made a misjudgment in the exact position I gave to Syndic, I didn't realize it was in your bounds. My bad

Just let my forces move to the west. I have no interest in invading your territory

@BSOD

Yeah, about that. I was very conflicted as to whether you wanted to invade him, or colonize that wasteland of a sandbox to the west. The location you specified was on the immediate border of Levantine Egypt and unclaimed territory, so it was really a tossup. Ultimately, the fact that you said to "defeat occupants" made me think you were trying to liberate Egypt, so that is the direction things went.

TillsterRulz wrote:

Seeing as the black plague will destroy us all, I have a new uniform for my troops

I'm more of a fan for the classics.

Not gonna lie I thought that unclaimed turf was one of those areas on the map that players can't claim.

Last edited May 24, 2015 at 12:06AM EDT

TillsterRulz wrote:

Seeing as the black plague will destroy us all, I have a new uniform for my troops

If history is any indication, the plague should be gone by next turn. There isn't really much we can do about it other than wait it out.

@Syndic

I brought in troops to attack just in case there was some kind of un-marked resistance that pops up in that region that I wanted.

I learned from the slavs that sometimes NPC's can jump right in my path so I wanted to be prepared

However I could have easily specified an Egyptian settlement much closer to my actual target. But for some reason I thought the location I picked was further west of the Levantine border than it actually was. So this is still entirely my fault. I'll just need to give reparations to Levantine

I knew that attacking Levantine would be extremely foolish at this time and it is so I'll have any damages repaired.


Also I'm not quite sure what happened to my other expeditions

Blue Screen (of Death) wrote:

@Syndic

I brought in troops to attack just in case there was some kind of un-marked resistance that pops up in that region that I wanted.

I learned from the slavs that sometimes NPC's can jump right in my path so I wanted to be prepared

However I could have easily specified an Egyptian settlement much closer to my actual target. But for some reason I thought the location I picked was further west of the Levantine border than it actually was. So this is still entirely my fault. I'll just need to give reparations to Levantine

I knew that attacking Levantine would be extremely foolish at this time and it is so I'll have any damages repaired.


Also I'm not quite sure what happened to my other expeditions

That awkward moment when you accidentally invade someone else's country.

@BSOD

The Mauretania expedition was destroyed by an outbreak of Malaria and attacks by the locals. I wrote that in the turn. I am not aware of any other expedition.


CrowTheMagician wrote:

Not gonna lie I thought that unclaimed turf was one of those areas on the map that players can’t claim.

It almost is, but the coastal setting of that area means that it could draw in resources from abroad and fish for food. Most of the Sahara, at this moment in time, is not able to be settled profitably by large nations.

@BSoD

All is forgiven. Besides it's not reparations I need, it's getting the Mongols off my back. I'm proposing a military alliance between me, BSoD, Marmalade, Armenia and maybe Maharashtra to keep the Mongols out of Arabia, and by extension Europe and Africa.

Anyway. Screwups aside. We need to focus on the mongols. Dathustan and Syserror need to form a wall and send reinforcements to Stalemate

We should reinforce Armenia also, but as gamers, we're racist against bots

I don't expect Armenia to do much except slow the mongols down, hopeful enough to get defenses up. In my next turn I'll start building walls

Also guys. When the mongols horse archers retreat. Tell your knights not to follow them. They are crafty bastards

And dammit, those slavs are gonna have to wait.

[edit]

Stalemate, don't forget to re-open your borders to me too. We need your trade

Last edited May 24, 2015 at 01:09AM EDT

I have horse archers myself so I kinda wonder how a match between my archers and the Mongols would be. I'm not that much of a racist towards bots especially those that are helpful to me.

Syndic wrote:

Of the player nations, Dathuastan and Syserror stand to lose the most if the Mongols follow their historical path of conquest. Mongol Empire in 1250 CE:

FUCK.

Okay, guys. BSOD, Stalemate, how can I help? I'm so goddamn late to the party…

Soviet Marmalade wrote:

FUCK.

Okay, guys. BSOD, Stalemate, how can I help? I'm so goddamn late to the party…

BSoD’s already sent me reinforcements and I already organised my military. The best you can do is send in more reinforcements.

Maybe you can also expand to the Caspian Sea and try fighting them from there. It’s very risky though.

Last edited May 24, 2015 at 07:25AM EDT

Stalemate wrote:

BSoD’s already sent me reinforcements and I already organised my military. The best you can do is send in more reinforcements.

Maybe you can also expand to the Caspian Sea and try fighting them from there. It’s very risky though.

The Caspian Sea's to risky, I'll lose too many troops and maybe even my people.

I've also sent my immortals to BSOD and your country.

Blue Screen (of Death) wrote:

@Soviet

I'm building a wall along the anatolian border, I recommend doing the same for your borders

Because everyone knows that walls are the natural enemies of Mongolians.

Well it's that time again where I post yet another facts about something in my nation that I couldn't fit into seven lines, however this in different cause I wouldn't even try to send it as a action turn, today I'm going to describe the religion in my nation, Infinitism.

As you all know from it's major tents of Karmic beliefs and Cycles it is based on eastern religions like Hinduism and Buddhism, though it's related more towards the former cause like it Infinitism is very flexible about the pantheon of gods that can be added in. Now as for gods in Infinitism there are several sects with different ideas on who or what the gods are but most interruption as it that they are some ways connected to the Wheel of Infinity.

One belief has it that the gods of infinity were once sages, magi, philosophers, seers, scholars and other spiritual and intellectual figures from the distant past whom in gaining great understanding of both material and immaterial worlds and that by understanding both worlds that gained a great understanding of the wheel, enough so that they were able to influence it and eventually use their mastery of the wheel to escape from it entirely. Others say that the gods are infact sentient aspects of the wheel itself and that when one gains true enlightenment they become one with the wheel and as such becomes one of the gods. They are plenty of other schools within Infinitism but those two are one of the major ones, both also believe that some gods are in fact incarnations of other other gods.

As for practices and rituals they to are flexible cause most rituals can be done in your own home as well has a places of worship. Practices like ritualistic purification baths, offering, yoga, meditation, chanting mantras, singing hymns, reading from holy scripture, festivals, pilgrimages, symbology, rites of passages (which are really the same totemic rites that they practice sense before the Infinity faith) and many more. Important note the Hindu caste system doesn't exist in Infinitism.

I have a lot of free time for making this. Also there are a few aspects from other eastern beliefs like Taoism and Shinto but those are pale comparison to the Buddhists and Hindu influences and yes I am aware of how strange it is for eastern beliefs to be in North Africa but we also have most of the Americas worshiping a Warhammer40k Chaos God.

Last edited May 24, 2015 at 08:05PM EDT

TURN 8



  • Native populations in the Americas have expanded so greatly that colonial ambitions on those shores are essentially impossible without conquest, and conquering such people so far from home would prove nearly impossible without a significant technological advantage over them, which Europe no longer has. To further complicate things, it seems that the blood-worshiping heathens of the new world are violently abrasive, willfully murdering foreigners where and when they find them. It would seem as if something has given them significant reason to fear men from overseas.
  • The Mongol horde screams across the steppes of Asia and into the grasslands and deserts of Europe and Africa, destroying everything they lay their eyes on and murdering anybody who dares to stand against them. Rivers run red with blood near the cities which refuse to surrender and mountains of bones remain as monuments to their cruelty. On the other side of the coin, however, Asia has entered a golden age of peace and prosperity. Pax Mongolica reigns supreme; trade is booming as caravans can move in peace and those who remain loyal to the khans receive much lenience in the way they govern so long as none of their edicts break the secret laws of the Yassa Code.
  • The Great Khan has died and all of the khans must return to Mongolia for kurultai, the election of a new leader. Despite the secrecy of the conference, some inferences can be made based upon how long they are debating and who is still in attendance. It is too early to guarantee an outcome, but it seems that the Mongol Empire may soon split into multiple pieces, each losing significant strength from cutting ties with the motherland. If such a thing does happen, it would be safe to assume that their armies will retreat from rebellious border provinces.



Mr. Stalker
Blood Kingdom

Government: Democratic Theocracy
Culture: The Fights, Talion Law, Lord of the Arena, Death Matches, Blood God, Human Sacrifices
Economy: Agrarian
Military: Longboats, Elite Longbowmen, Blood-Berserks, Zealot Warriors, Hoplites

  • War is declared on the Taironans and they are quickly conquered. Neighboring kingdoms, witnessing the rapid conquests of the Blood Kingdom, are growing nervous and forming a coalition against the Bloodinites to counteract their numerical superiority.
  • A warning is sent to the other American kingdoms telling of the crimes of the Europeans and their potential danger to the new world. Many nations agree, and decide that the Blood Kingdom is among those dangers that need to be defended against.
  • There are no prisons in the Blood Kingdom. Criminals of all levels of severity are sacrificed to the Blood God.
  • A new military division, called the Blood Spears, is organized based upon old hoplite tactics.
  • The king is deposed by the Blood Pope. The kingdom is now a totalitarian theocracy, ruled by the devout.

Levantine Republic
Stalemate

Government: Republic
Culture: Religious Freedom, Persian Heritage, Egalitarianism, Compulsory Education
Economy: Maritime Mercantile
Military: Rogue Army, Repeating Crossbows, Knightly Orders

  • Peace is made with Syserror and trade continues.
  • The borders are fortified. The Mongols thrash the defenses and, if it were not for the kurultai, they would be able to press onward into Egypt. As it stands, however, the armies are forced to retreat as their leaders return to court.
  • Repeating crossbows are given to medical professionals, who are deployed on the battlefield to provide immediate aid to wounded soldiers. The Mongols murder them all mercilessly.
  • Knights orders are established, utilizing heavy armor and massive great-swords on horseback.
  • The scimitar makes its way into the army from Arabia.
  • Fleets of ships are built in the Persian Gulf.
  • Alcohol and pitch based explosives are used in the defense of cities and forts. The Mongols show up the defenders with advanced explosives based on a fine black powder. They fire rockets into the masses of defending soldiers and blast apart walls with superior bombs.

Dathuastan
Soviet Marmalade

Government: Republican Monarchy
Culture: Floating Homes, Ship Builders, Tide God, Persian Heritage
Economy: Maritime Mercantile
Military: Large Fleet, Corsvaires Order, Immortals, Galleons

  • Attempts are made at constructing a long wall along the border, but it proves to be too little, too late, with regards to the Mongols. Fortifications are encircled or bypassed, and what castles need to be sieged are done so easily. Some forts are assaulted with strange new weapons that breathe fire and smoke.
  • A galleon is purchased and its designs replicated for a fleet of such ships to be built.
  • The nation is ravaged by the Mongol horde, although the untimely death of the Khan leaves the Mongol Empire on the verge of collapse. It seems that their armies may be vulnerable as their leaders return to court in Mongolia to consider their future and succession.

Doon
Laud Piestrings

Government: Republic
Culture: Talion Law, Tedizm, Tundra Living, Ice Structures, Egalitarianism
Economy: Agrarian
Military: Specialist Weapons, Eits Spy Network

  • A fort is established in the new world. Warships bring soldiers to this fort regularly, which is necessary to defend from the regular Iroquois raids.
  • The constitution is constantly amended to grant Doonish rights to more and more people who might have previously been considered outsiders or foreigners. The conservatives of the nation are concerned that this trend may corrupt Doonish society, but they are barely concerned enough to take action against it.
  • Colonies continue to expand east. Explorers discover and map out Alaska. Geographers theorize that Iceland cannot be much further east.
  • Nordic ponies are recruited into settler groups, greatly aiding them in travelling further distances and reaching the Bering Straits.

Polis
Sergeant Arch Dornan

Government: Theocratic Republic
Culture: Solairism, Turtle Status, Dancing Revolution, Holy Women, Persian Heritage, Compulsory Education, State Mafia
Economy: Coastal Agrarian
Military: Massive Small-Boat Fleet, Sun Warrior Fanatics, Scourge Warriors, Theft Tactics, Longboats

  • Longboats are constructed and sent to the Americas, but they find only hostile shores. The effort is redirected to Bermuda instead.
  • The people are instructed to pray to Solaire to end the plague. When the plagues finally pass, the nation is incited with holy fervor, attributing the end of the dark times to Solaire's magic.
  • Owing to these dark times, tragedies become ever more popular in the theaters.
  • An underground criminal organization known as the Mafia has risen in Polis and the government has quickly taken advantage of the situation, inflating the Mafia's power in exchange for services in rigging trade, providing international contraband, and stealing from foreign warehouses.

Vakun
You Are Reading This

Government: Republican Monarchy
Culture: Megalith Temples, Tengriism Faith
Economy: Agrarian
Military: Legions, Coast Guard Quadremes, Repeating Crossbows, "Gray Men"

  • The diseased are quarantined to prevent diseases from spreading.
  • The king opts to cut funding on massive programs, forever altering the landscape of Vakun. Super projects are limited to the capital, the massive ancient forts are largely abandoned in favor of smaller, local castles, megalithic temples are restricted to being constructed in cities that can afford them, and military leadership and payment falls to lower levels of authority. The crisis gradually aleviates itself, and the economy returns to a more stable state.
  • The Rus are assured that Vakun has no intention of invading. The envoy sent to deliver this message returns claiming that the Minskan state is no more. Soon, Mongols arrive on the border to show proof of that fact.
  • Mongol hordes storm across the regions outside the wall. Upon encountering the wall they try to find a way around, but discover that Vakun's wall is in much better repair than China's, and manned to boot. They leave, and return shortly after with a large stockpile of rockets and bombs. Blasting apart a section of the wall, they make camp on the other side, and then retreat back into Russia to attend the Kurultai.

Mac Tíre-Madra
Spider-Byte

Government: Monarchy
Culture: Sacred Dogs, Tirius Worship, Famous Ale
Economy: Maritime Mercantile, Clothing Hegemony
Military: Warrior Society, Longbowmen, Legions, Wuulfgaurd, Galleons

  • The struggling Sword tribes, disrupted by the political crisis in their nation, are presented with a deal. In return for greater autonomy than their new government would provide they could swear loyalty to the MacTire. A few tribes agree to the deal, but a coalition of loyal chieftains attack the traitors and remove them from power.
  • Soldiers are sent to west Africa with some settlers. Most of the colonists die of malaria, and the remaining soldiers are massacred by hostile natives.
  • An emphasis on crossbows and longbows is made in the army.
  • The galleon ship class is adopted into the navy.
  • Sheep pastures are funded and land use is largely diverted towards the raising of great wooly sheep. Because of this, MacTire becomes a focal point for the clothing industry in Europe.

Ovo
Twisty

Government: Feudal Republic
Culture: God Questing, Cumpulsory Education, Egalitarian
Economy: State Mercantilism, Prime Manufacturer, Paper Currency
Military: Large Longboat Navy, Austere Elites, Siege Ships, Specialist Weapons, Knights Hospitaller, Specialist Navy, Advanced Tactics

  • Tengriist missionaries arrive in the new world and encourage the locals near the fort to convert. Many do, and the land is now more closely administered by Ovo.

Monarchy of Roses
Tchefuncte Bonaparte

Government: Monarchy
Culture: Warrior Poets, Gender Equality, Religious Tolerance
Economy: Agrarian
Military: Merchant Marine

  • A colony is successfully established in La Plata. Initially, a series of endless waves of Blood warriors from the north descended upon the colony, hellbent on massacring the inhabitants, but the distance from their homeland combined with the cost of war lessened the availability of soldiers until the attacks ceased altogether, allowing the colonists to expand their frontiers rapidly into the mainland. The Guarani still refuse to communicate with the colonists, regarding them as savage monsters.
  • Colonists also arrive in Africa, catch Malaria, and get attacked by the locals. They do not survive long and the colony is razed.
  • Free education and scholarship grants are given to ship builders and their children, ensuring that Rose ships are built by successful and intelligent individuals.

Zellania
Naschzaube Maus

Government: Elected Dictatorship
Culture: Tide God, Bakuki Theater, Hostage Nobles, Lion Pride
Economy: City-State Maritime Mercantile
Military: Specialist Fleet, Testudo Pikemen, Galleons

  • With Slavic support, a tollway is constructed straight through Slavia, making the region more popular for travelling east and west. This serves to direct significant quantities of Silk Road goods straight to Zellania's doorstep through the Mongol Empire.
  • Investment is made in paving the domestic highways of the nation as well, which have been in neglect since ancient times. In fact, due to the extensive and almost exclusive use of ships in transporting goods or people, most "roads" in Zellania have been, before now, simple dirt paths that were carved out by those who walked them, disappearing when an area received less traffic and reappearing when the traffic returned. Some Zellanians in the upper classes are still confused by the wheel.
  • Funding is given to establish libraries and colleges.

Naval Monte
CrowTheMagician

Government: Constitutional Republic
Culture: Totemic Rites, Gender Equality, Infinity Faith, Meritocracy, Persian Heritage, Egalitarianism, Compulsory Education
Economy: State Mercantilism
Military: Large Galley Fleet, Meritocracy, Elite Horse Archers, Shadow Men, Specialist Forces, Specialist Fleets, Longboats

  • Doctors of all levels of professionalism are hired to try their methods on the sick. Certain shady individuals claim that rose petals can ward off the "fumes" that cause disease, and wear masks resembling a crow's beak filled with flower petals to breathe through.
  • Military tactics are further looked into by the professionals of that field.
  • Compulsory education, formerly believed to be a missing factor in society, is now afforded by the state.
  • The rumors about the shadow men persist, and some say that they now work with a diverse range of covert operatives throughout Europe and Africa.
  • Another attempt at establishing a colony in Africa ends in failure. The settlers are once again massacred by natives. It seems that Africa is too populous and militarily advanced, in comparison to Naval Monte, to be challenged effectively.

Kingdom of Riveria
Crimeariver

Government: Feudal Monarchy
Culture: Dendrolatry, Spruceborn Faith, Economic Principles, Persian Heritage, State Religion
Economy: State Mercantilism
Military: Mob Army, Fortified Alps, Civic Duty Archers, Galleons

  • Forests are burned, apparently to prevent the advancing Mongol horde from building siege engines on the border. The towers along the great wall are also outfitted with new catapults, barrels of pitch, and extended murder holes.
  • Foreign missionaries are banned from entering Riveria. Those whom attempt such are jailed, or worse. Spruceborn belief quickly spreads back into the affected regions as believers of foreign faiths are ostracized.
  • The king, realizing the success of mercantilism in other countries, follows suit in establishing extreme trading restrictions for national benefit.

States of the Rising Sword
TillsterRulz

Government: Republican Monarchy
Culture: Honor, Meritocratic Mystery Cults, Meritocracy, Guilds
Economy: State Mercantilism
Military: Bonfire Watchtowers, Repeating Crossbows
Flashpoints: Massive Inflation

  • The confederacy is reformed into a republican monarchy, using representatives from the various provinces to voice the concerns of locals and pass legislation.
  • During the crisis, a few tribes declared loyalty to the MacTire. Their rebellion is easily crushed.
  • Business is booming for crematoriums as a new law mandates that all people, whether ill or not, should be burned at death.
  • Attempts are made at closing all trade through the nation. Tarriff restrictions are added to almost every product making it easier to buy local.
  • A curfew is enacted, restricting movement within the cities after dark.
  • The berserk way of fighting is lost to the military, being replaced entirely with light swordsmen.
  • The innovative repeating crossbow makes its way into the Sword military.
  • Inflation is on the rise as electrum coins are found all throughout the economy, even in the nation's dedicated gold reserves. It would appear that certain elements wealthy and powerful enough to own a mint have started diluting Sword gold with silver, creating more coinage and damaging the Sword mercantile class.

Syserror
Butterscotch (of Death)

Government: Elected Dual Dictatorship
Culture: Kebab Faith, Free Religion, Persian Heritage
Economy: Maritime Mercantile
Military: Military Schooling, Knights of Iskender, Galleons

  • The war with Levant is at an end. The armies retreat west into the desert and assist colonists in establishing a settlement there.
  • The armies are readied for the Mongol invasion. Defensive tactics are dug out of old manuscripts and Mongol cavalry are studied in the field for weaknesses. When the time comes, the army defends valiantly, but is ultimately defeated.
  • The Mongol horde storms across the border and sacks Anatolia. Mountains of corpses dot the landscape as they take revenge for Syserror's staunch resistance.
  • The Iskenders are sent to Levant to aid in the war against the Mongols there. Many knights are killed in the fighting.
  • Hospitals are erected in large cities to provide a place to quarantine the diseased before they contaminate other people.
The struggling Sword tribes, disrupted by the political crisis in their nation, are presented with a deal. In return for greater autonomy than their new government would provide they could swear loyalty to the MacTire. A few tribes agree to the deal, but a coalition of loyal chieftains attack the traitors and remove them from power.

Those traitors clearly lacked the basic fundamentals of what made the Swords great, honor and loyalty and is why they were crushed. Spider, you have some explaining to do.

Also looks like I must fix the economy, time to pull a Ronald Reagan or something.

Until you develop proper firearms, invading America or Africa is going to be extremely difficult. Additionally, Malaria will stunt colonies in sub-Saharan Africa until the development of advanced medicines, but that will require technology that cannot become available until after the advent of the scientific method and industrialization. It is not impossible to establish a base in Africa, but very difficult. Once you have muskets it should be very easy to grab a foothold where you would later like a larger colony.

The Americans are significantly advanced for this time period, compared to reality's timeline, and I think a lot of you are underestimating just how far ahead on their game that they really are. Iron age tech is a big deal for them. The IRL Aztec Empire was still neolithic (stone age) when the Spanish destroyed it. The Americans in this game have had iron age tech since turn 5, before the Aztecs even migrated into Mexico. When the Lok-Lod armada sailed west many ships went off course and were stranded away from the rest and many others raided coasts due to their warlike nature on arrival. Naturally their tech became interspersed among the natives as contact grew, allowing the Americans to rapidly advance their population size and tool quality. They have had nearly a thousand years to develop in the iron age, and they are soon going to get very dangerous. The only reasons the Blood Kingdom is succeeding in conquering them is because of logistics (very close to targets) and population advantage (which they are rapidly losing as the other kingdoms grow in size). Again, gunpowder and industrial tech will probably be the thing that breaks you through into this continent.

Last edited May 25, 2015 at 01:25AM EDT

The Industrial Revolution one of my favorite events in history and yes I still went with the inclusion of the plague doctors cause a black death without them is like the Industrial Revolution without trains.

EDIT: My bet is that technology get's involved in turn 10.

Last edited May 25, 2015 at 01:11AM EDT

Make pact with Europe to fight the Natives.
or
Try and befriend the Natives so they will not kill me…

…shit.
darn it. alright. Countries of Europe, i am here before you to make a pact. i will help you colonize this world that i am in. i will stop the inquisition, and i'll stop with the Blood god worshiping.

on one condition. HELP ME FUCKING SURVIVE THOSE NATIVES THAT ARE BARBAIRIC


Please. it sucks over here. i thought i might of convinced them to join me. but now they wanna kill me.

@Stalker: Well it's no surprise that they would want you dead cause even the Mayans were hated by other natives and when it comes to religion sure the natives had a lot of them. Plus with their new tech and growing numbers it was only a matter of time before they start to rebel.

Also originally I was trying to go into an unclaimed part of the Americas but I choose to drop it and instead wait for the industrial tech before going to both the Americas and Africa.

@Cale

Shut up and eat your peanuts.


@Stalker

Adopt the kebab faith and you most certainly have a deal


@Mongols

Right, well I just lost a chunk of my population. Stalemate, you wanna turn around and reinforce me now? You seemed to turn out just fine, I don't think you even needed any help.


@Laud

Since you have quite possibly the largest and healthiest population in the game, can I interest you in re-population efforts in my side of europe? I'll provide your tourists the finest Syserrene hotels, the finest in delicious Kebab cuisine and all the beautiful Kurdish ladies.

Last edited May 25, 2015 at 02:10AM EDT

@Stalker

Or you can change your faith to have a Wheel that goes on forever, makes the souls of the dead be reborn back to the world of the living and can creates gods.

Last edited May 25, 2015 at 02:34AM EDT

Mr.Stalker wrote:

@Crow

That sounds neat.
But can it have cats?

Since one of the many symbols for cats are reincarnation and reincarnation plays a big role in Infintism yes you can have the cat. Though if you want to pick a cat pick the Panther cause it outright represents death and rebirth.

Last edited May 25, 2015 at 02:46AM EDT

> We Sunset Invasion Timeline now
> Doon is turning into Russia
> Massive kingdom messing things up in the Western Hemisphere
> Here I am, being so boring and mundane that some people forgot that wheels were a thing

Skeletor-sm

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