Thread: HTW RP OOC

  1. #6761

    Default Re: HTW RP OOC

    As am I.

    Pony fanart has a tendency to be unimpressive.

  2. #6762
    teixeira's Avatar Miles
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    Default Re: HTW RP OOC

    Ponies.

    *Shudders*
    " My only constant companions have become my own insecurities, which bare no physical or conscious form as they rest in the back of my mind, making seldom attempts to break free and influence my actions. The only thing keeping my sanity steadfast, is the fact that it remains deadlocked with my own pride. Without the temperance that has gotten me this far, I would be nothing more than a monster."
    ~Teixeira; age 10427~

  3. #6763
    Avatar of the Ice Wolf's Avatar Praeses
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    Default Re: HTW RP OOC

    Well, because it was asked, here is the list of ideas I have for a Warcraft 3 conversion of Hyrule: Total War.

    Spoiler Alert, click show to read: 
    Hyrule: Total Warcraft

     
    Concept: Bring the outstanding work of UndyingNephalim, Hyrule: Total War, to Warcraft 3. All factions (both playable and NPC), units, and creeps present in Hyrule: Total War will be integrated into this mod. Lore will be based off of Hyrule: Total War, with suplemental lore taken from the relevant forum roleplay.
     
    General Gameplay: General playstyle will be similar to Azeroth Wars and Dark Ages of Warcraft. Resources will be gained by capturing Control Points which provide income at a set interval. Recruitment time and costs will be far reduced, with lumber only being used to create structures and siege equipment and to perform research. NPC factions will be capturable by any faction by attacking their capitol when said structure's HP is under 20%. Temples are capturable in the same manner and provide global bonuses. Event triggers shall abound, causing dynamic world shifts. Finally, there will be different classes of heroes, which determine the conditions for reviving.
     
     
    Starting Factions:
     
    -Kingdom of Hyrule:
     
    Spoiler Alert, click show to read: 

    Playstyle: The Kingdom of Hyrule starts the game with the largest amount of high-yield territory. This early land and resource advantage gives them a head start in army development. The greatest strength of the KoH is its versatility. They are well balanced and can form a counter for just about every strategy and troop composition an enemy can throw at them. This adaptability combined with the resource advantage makes the Hylians stronger than any single faction in the game at the start. Their largest issue is their map position, which is in the direct center of the world map. They are surrounded by possible hostile forces, all of whom would be more than willing to take the fertile lands of a KoH player's hands. To help counter this, the Provinces of Ordona and Lanayru begin as player controlled allies. They will help protect your borders, but do not become reliant on them. Ordona will likely require aid against the Moblins and Ikanians who serve as their largest threats. Lanayru is also flanked by two powerful empires -- the Gorons and the Gohma. Be sure to support your allies, but be wary of backstab attempts. Above all, top priority should be placed on the defense of your homeland. Your adaptability is not just limited to your units, but also extend to your eventual racial evolutions.
     
    Evolutions:
     

    Stalfos: The easiest evolution to attain is the Stalfos. This will become available as soon as Akazoo reaches level 6. However, this should only be used as a last resort. Choosing to become Stalfos will cause you to lose everything... literally. All of your units and structures will become neutral hostile, Hyrule Castle will be destroyed, and you will lose your allies (this includes the ability to form alliances). In return, you will receive hordes of basic Stalfos units which may allow you to push back the invaders and retake your homeland, or set out to find a new home. More on Stalfos gameplay will be discussed later. For now, know that this is an option that should only be selected if you face imminent defeat... or in the event that you decide that you would rather play as life-devouring skeletons. Whatever floats your boat.
     
    Agahnim's Sheikah: Ordinarily, Sheikah units may be recruited from the Shadow Temple in Kakariko if the Shadow Temple is controlled by the Kingdom of Hyrule. Impa will be available immediately. However, when Zelda becomes level 10, she will have two options. One of those will be to accept Agahnim's offer. Doing so will cause you to lose your current heroes and demiheroes (with the exception of Zelda and Impa), gain Agahnim, gain the ability to produce Sheikah at the Temple of Time and Hyrule Castle, gain access to Soldiers of Agahnim (All varieties of the soldiers will be present, covering all unit disciplines. They will replace all your normal units and are superior to regular KoH units.), and lose all allies (once more, including losing the ability to make alliances). If your allies have failed or betrayed you, this will give you the raw power to forge your way to world supremacy on your own. If you have put much effort into supporting strong allies, then this will not be a wise maneuver. If your allies are weak or have turned on you, this will be the best option to ensure your survival. More on Agahnim's Sheikah gameplay will be discussed later.
     
    Chosen of the Three: The second option Zelda will have when she reaches level 10 will be to fulfill the destiny of the Hylians as the Goddesses' chosen. By sworn dedication of her kingdom to the Goddesses in the midst of all the tribulations her people surely suffer, Zelda assures the blessings of the Three. This gives all troops a notable boost in stats (though not as strong as Soldiers of Agahnim counterparts), allows Triforce Vanguards and the units of the "Hero of Time" faction to be built from the Temple of Time, and raises the level of all heroes by two. Most importantly, you may keep your allies. If your allies are strong, this will give you the power necessary to push into enemy territory and assure Hylian supremacy over the land of Hyrule. The only downside is that you must be in a relatively strong position prior to choosing this path in order for it to have its full and intended effect. This probably will not turn the tides immediately if things have swung in the opposition's favor unless the balance of power is fairly close. From a strong starting point and with reliable allies, this will turn you into the greatest world power. It will require a very strong alliance of enemy factions to bring you and your allies down at this stage. As playstyle remains the same for the "Chosen" path as it is during the pre-evolution stages, it is the most "natural" evolution for Hyrule.


     
    -Gerudo:
     
    Spoiler Alert, click show to read: 

    Playstyle: A Gerudo player starts out with vast tracts of barren desert. These regions yield little income. As such, expansion is necessary early on. Your units will be agile and great and range. However, they are very fragile in melee. Furthermore, you have limited options when it comes to picking your first target. You will either have to attack the Gohma or the Kingdom of Hyrule, both of which are difficult to rush for different reasons. Unless the Gohma strike at you first, it is recommended that you take the fight to the Kingdom of Hyrule. Your ally, the Moblins, will need the KoH to be distracted so they can take out Ordona. Fighting a faction with as strong a starting position as the KoH will require effective coordination with your other ally, the Darknut Legion. They are effective tanks, but lack speed and ranged power. Your forces compliment one another. Use teamwork to eliminate the opposition and take the more fertile lands for yourself. The Gerudo make effective use of every rupee they have. Once they have an ample supply, their power will be insurmountable. If things take a turn for the worse, you may use the Mirror of Twilight to summon the Twili invasion at any time, so long as Veran has not begun the summoning from the Black Tower.
     
    Evolutions:
     
    Forces of Twilight: By activating the Mirror of Twilight at the Arbiter Gounds, the Gerudo may summon the Forces of Twili into the world. Becoming the Twili will cause you to break all your alliances, but gives you an easily defensible home base that can only be reached via the Mirror of Twilight, which acts as a Waygate. You will also receive a sizable source of income with control of the Twili regions. Once you become Twili, you may further specialize by selecting Midna or Zant as your leader. Selecting one will eliminate the other as a possible hero, but each carries their unique bonuses. Choosing Midna will restore your capacity to create alliances by dedicating the Twili to new understanding and the worship of the Three. Choosing Zant will allow you to build the powerful Avatars of Majora and give you the option to summon creatures of Majora into the world. Determine the best method of dealing with this world's inhabitants. More on Twili gameplay will be discussed later.
     
    The Devsirme Program: Research in Ashinon will allow for the creation and utilization of the Devsirme Program. This cause a special infiltration unit to become available for training. Though this unit has a long training time and high cost, in addition to the high cost of the upgrade itself, these special spies and assassins are elite units, adept at scouting out enemy territory while infiltrated. In enough numbers, they also make for excellent assassins. Effective use of the Devsirme "Recruits" will allow you to take out pesky heroes and scout the land for the best point of attack. Information is a valuable resource. Don't underestimate it.
     
    Reign of the Evil King: If Hyrule Castle is destroyed, you may bring Ganondorf to the remains where you will be presented with a choice. Either side with Ganondorf, gaining the ability to spawn powerful units from a new "Ganon's Castle" or side with Nabooru and gain an income increase in the Gerudo desert as a blessing gained from the Spirit Temple. Choose carefully. Prioritize whether you need stronger units or additional income to make the war effort proceed in a smoother fashion and make your choice accordingly. Either choice will make you lose two heroes (either Ganondorf and Twinrova or Nabooru and Runeka) but will add 4 levels to the remaining two as compensation.

     
    -Kokiri
     
    Spoiler Alert, click show to read: 

    Playstyle: You will begin the game with plenty of room to expand and natural forest barriers. Build up quickly, lest Labrynna earn the early advantage. Your troops are cheap, numerous, and strong at range, but are very fragile. It is recommended that you forge an alliance with the Gorons and team up against the Zora. Like the Gerudo and Darknuts, your strengths compliment those of the Gorons, and their strengths compliment yours. A Goron charge supported by Kokiri Slingshots and Archers is a devastating combination. The issue lies in reaching the Gorons. The Zora and Kingdom of Hyrule are between you and the Gorons. Successful coordination will be the key to victory. Be wary though not to devote too much attention to the northern front. Labrynna is still the most potent threat you face. If the either of you are unwilling, or situations cause you to become unable to ally with the Gorons, then your best bet is to direct all attention to Labrynna. More specifically, direct your effort into capturing Horon and the Fairies of Tarm before Labrynna does. Capturing the Huskus early on can give you access to some stronger but very expensive melee fighters. You have a lot of options. Prioritizing is the key to success.
     
    Evolutions:
     
    Wolfos Allegiance: Bringing Mirora to the Alpha Wolfos in the Bando Grove at level 10 will allow her to form an alliance with the fierce predators. This will allow the Kokiri to recruit Wolfos riders, who double function as Cavalry and shock troopers. They are fast, maneuverable, and tear light units to shreds, making them ideal for plowing down ranged units. They are more fragile than other cavalry units though, so don't keep them engaged with well-armored targets for too long.
     
    Fairies of Tarm: Unlike other evolutions, the Fairies of Tarm can be used in addition to your Kokiri forces upon the capture of Tarm. However, the full power of the Fairies may only be unlocked if you give up your home in the Kokiri Forests and embrace the mission of the Fairy Queen. Though you retain your heroes, you will lose the ability to build Kokiri troops, and instead gain access to more powerful Fairy armies (in contrast to the basic types available at the initial capture of Tarm). Regardless of whether you choose to accept the aid of basic Fairies or opt to unleash the full power of Tarm by abandoning the old forest, the might of these beings of light will be of great aid in putting an end to Labrynna in the forms of troops and resource points. It is recommended to fully commit to Fairy power only if you are in danger of losing your holdings in the Kokiri Forest. Of course, you may opt for this method just for the sake of watching Pink Lingerie-wearing demigods blast through your enemies with magical rainbows. That's always worth it.
     
    Deku Tribes: If you fall before the Gohma and have not successfully reached Tarm, you will gain control of the Deku Tribes for a last ditched effort to gain control of the forests. All Deku units are ranged and have excellent ambush, hit and run opportunities. They are frail in melee, so make sure you keep your distance. You may choose to summon either Odolwa or the Spirit of Faron as the Deku Tribes. These are two vastly different heroes who will have different effects on your army as a whole. Choose wisely. More on Fairy and Deku Tribe gameplay still to come.

     
    -Gorons
     
    Spoiler Alert, click show to read: 

    Playstyle: Goron units have High HP, high armor, and good damage. However, their movement and attack speeds are rather slow. For this reason, Gorons make for good tanks early game, easily defending the high-yield mountain from possible intruders. Your ability to expand early on, however, is restricted. You will not perform well in the open terrain where you can be outmaneuvered. Your choices are to turtle until you tech-up to Bomb Throwers and Powder Keg Launchers that will give you the AoE necessary to destroy large armies, or you ally yourself with the Kokiri and use their range and numbers to suppliment your tank forces. Your early units have heavy armor, making them excellent against most fighters but very vulnerable to the Zora mages. Your high end units will have fortified armor, becoming nearly impervious to magic but are even slower and vulnerable to ranged and artillery fire. When you select a target, fully commit to it. Finally, most of your units have siege damage, allowing them to tear down structures and fortified units with ease. Lanayru will appear to be easier prey, but beware of drawing the attention of stronger world powers by attacking them. The Zora will be your primary opponent. Defeating them will give you breathing room and the resources to create an unstoppable juggernaut of an army.
     
    Evolutions:
     
    Dodongo Allegiance: Bringing a level 10 Darunia to King Dodongo in Dodongo's Cavern will cause the Dodongos to swear fealty to the Gorons' cause. This will grant you King Dodongo as a hero, as well as allow you to recruit Dodongo Riders from your barracks and 3 Dodongo units from Dodongo's Cavern itself. You will also gain the demihero Dodoko. Dodongo units are expensive and take time to recruit, but are powerful and explode upon death, causing damage to all around them. This makes them ideal for dealing with swarms of weak units.
     
    Lizalfos: If the Gorons are defeated, losing their capital city in Death Mountain, the surviving Gorons will go underground, leaving the mountains open for the taking. Upon hearing this news, the Lizalfos horde will arise in Faron woods, bent on taking back their ancestral homes. Upon becoming the Lizalfos, you will be automatically unallied. This means the Kokiri to the north are a grave threat. The Lizalfos have speed, maneuverability, and guerilla warfare on their side. If the Kokiri have their focus drawn by Labrynna or Hyrule, you should have no problems moving through them. Reaching the Douth Mountain Peaks with one of your heroes will grant you Darkhammers, Dinalfos, and Aerolfos. These powerhouses will help you wreak terrible vengeance upon your enemies. More on Lizalfos gameplay still to come.

     
    -Zora Dominion
     
    Spoiler Alert, click show to read: 

    Playstyle: The Zora begin the game with one ally (Lanayru Province) and room to spread out. Your lands have fair yield, but does not compare to the rupees provided by the gems and metals of Death Mountain. Your main enemy, the Gorons, will occupy this vital position. This means your primary focus should be to evict them. Early game, your Mages will be able to wreak havoc upon the Goron forces. However, the Mountains natural chokes make for easily defensible passes, and you do not have the income to assault the mountain directly early on. Focus on expanding to the northwest. This will surround the Gorons and give you a steadier income supply. Make sure to punish any Goron forces seeking to push their way out of the mountains. Allow them to have land control and they will become unbeatable. Lanayru can assist in the fight with the Gorons, but may be preoccupied fighting with the Gohma. In the end, Lanayru may end up having to choose between you and the Kingdom of Hyrule, their other ally. Their support could be of great aid, but do not rely on it. Be sure to keep a watchful eye on the Kokiri to the south. If they ally with the Gorons, then you must direct your efforts on keeping them separated. The Kokiri cannot expend too much effort on your front. Use this fact to your advantage and make fighting too costly for them to continue their efforts. Effective resource management and careful advances will be your keys to victory.
     
    Evolutions:
     
    Frozen Dominion: If you lose Zora's Domain, your people will be sent into a state of panic and anarchy. During this time, the Lord of Ice will gather up the surviving Zora and freeze them in the Ice Caverns until the time is right. The Ice Caverns are laden with crystals, and thus provide high income despite the low number of points available. Your troops will range from fast and fragile to fortified and lathargic. There is little "in between" space, however. If you reclaim Domain Prime, some basic Zora are released to serve in your army. You may choose to fully unfreeze and lose the Frozen Dominion in favor of restoring the old Zora Domain. If you choose to press unward as the Frozen Dominion, claiming Snowpeak will give a few new units and a new hero.
     
    Rito: If you lose the Ice Caverns before reclaiming Zora's Domain, a final chance of escape will be imparted upon the crystalized forms of the sleeping Zora. As they thaw, they evolve into the Rito. Quickly make your escape to one of the islands and try to set up your forces out of the way. Rito are easily taken down with ranged soldiers, but are very fast and adept at harrassment, as many of their units have the capacity for flight. Focus on jumpstarting your economy and picking off weakened foes like a vulture. Claiming Death Mountain as Rito will give you Valoo, who will empower all of your units. More on Rito and Frozen Dominion gameplay to come.

     
    -Gohma
     
    Spoiler Alert, click show to read: 

    Playstyle: You begin rather secluded, but your lands will not be able to sustain your forces forever. Turtling will only benefit your opposition, as two large alliances (led by the Kingdom of Hyrule and the Gerudo) will be caught in the middle of a great war. Allowing either to gain the upper hand will cause them to become too powerful. They will exteriminate you if you let this happen. Your troops will be cheap and numerous in the beginning, but not very powerful. Find a target that you can swarm over and use the additional resources to build up your larger variations. Your forces will range from weak swarmers to powerful monstrosities, capable of ripping apart entire armies. Make good use of the Queens, as they will buff your units. Keeping them protected and using them to support your weaker troops will be the key to early game success. On defense, use the burrow ability of your smaller troops to lay ambushes and gain the tactical advantage. When you leave your nests, figure out which target will yield the highest chance of success. You will have the option to strike at the Kingdom of Hyrule, the Gerudo, or Lanayru Province. Of those three, Lanayru will be the most natural option. The high-yield regions of Lanayru will be perfect for fueling your armies, and the forces of Lanayru province lack heavily armored units. For this reason, they may seem easy prey. Beware, however, as attacking Lanayru may leave your homeland open to invasion from the Kingdom of Hyrule and the Gerudo. In addition the KoH and the Zora may send reinforcements to aid Lanayru. Time your strike effectively. If you attack when all possible support is already engaged, you should have no difficulty in claiming Lanayru and soaring through the tech tree towards your game-ending units.
     
    Evolutions:
     
    Forgotten kin: Claiming Death Mountain Crater will cause the long dormant Lava Gohma to awaken. The Lava Gohma itself cannot move beyond the Lava fields, but so long as it exists, it will be able to spawn Lava Gohma Larva, which are more durable than your other smaller spawns. In addition, the Lava Gohma itself will cover the Death Mountain Crater control point beneath its massive form. Any who wish to claim Death Mountain (especially the Lizalfos) will have to destroy the powerful Lava Gohma before they make off with their prize. Moldararch and Mothula may also be claimed by the Gohma if Sulkaris reaches them at level 15 or higher.
     
    Revenge of the Fallen Sage: Should Sulkaris reach the Forest Temple, she will begin siphoning the energies from the area. If she should manage to maintain her spell for five minutes, she will be infused with great energies, gaining an immediate 5 levels, stat boosts across the board, and many auras which dramatically increase the combat effectiveness of all Gohma near her. Once she begins the ritual, she will become unrevivable. Be sure to keep her safe during the ritual. After which, keep her protected, but near the rest of your troops. Your army will become a far superior combat force to most comparable armies with Sulkaris near them. Just be careful not to lose Sulkaris, as she is very vulnerable during the ritual itself.
     
    Deku Tribes: If you are defeated before the Kokiri, you will become the Deku Tribes and gain a shot of reclaiming the nearby forests. The Deku operate for the Gohma in the same manner they operate for the Kokiri. I will explain Deku Tribes gameplay in-depth at a later time.

     
    -Kingdom of Ikana
     
    Spoiler Alert, click show to read: 

    Playstyle: Ikana's homeland is barren, and thus has very low rupee yield. However, the Termina fissure allows you to call your forces back from Termina, making for free recruitment. The downside to this is that the Termina fissure will recruit units at 1/3rd of the speed of regular barracks, with even greater time penalties for higher-tiered troops. You have three possible targets to attack: Ordona Province, the Moblins, and the Labrynna Regime. All of these should be distracted with other targets. Take out whoever seems weakest to gain a foothold in Hyrule. Your troops have much combat experience, but are unused to the fighting styles used in the lands of Hyrule. As such, all units will receive a passive "veterancy" ability which gives them a small critical strike and evasion chance. Use your Garo spies to determine the best points to strike at and outmaneuver your opponents. Your home base is narrow and defensible. Expanding will be difficult if you do not have adequate intelligence on enemy movements. Utilize the power of information and hit the enemy where they are weakest. This is the path to victory.
     
    Evolutions:
     
    Harbingers of Termina: When King Igos reaches level 10, he will have a choice between two conflicting paths for his people. The first path dedicates Ikana to Majora, causing the Termina fissure to recruit at normal speeds and allowing the fissure to train spawn of Majora. These units deal chaos damage, making them ideal for tearing through even the toughest of adversaries. This path is recommended if you have built up a strong presence in the homeland but have trouble expanding into Hyrule. The extra power granted by the free recruitment and the Majora spawn (who are not free to recruit, by the way) should give you the edge you need to finally push the enemy back.
     
    Redemptorists: The second path King Igos can choose is to seek redemption in the eyes of the Three. The Goddesses will not let such a decision go unrewarded, and will remove the curse on the land, increasing the income gained by the Ikana regions, and allowing for the creation of reformed Hollow Knights. In addition, Ikana will be able to make alliances if they choose this path. The flip side to this is the closing of the Termina fissure, cutting off the supply of free reinforcements. Thus, it is recommended that you build a notable and stable presence in the land before choosing this option.
     
    Return of the Garo: If the Garo Master reaches level 10 and neither of the previously listed evolutions have been enacted, the Garo Master will be able to fulfill his plans, taking over Ikana for himself and restoring the Garo's mastery over Stone Tower, which will appear in Hyrule in place of the Termina fissure. Ikana troops cannot be trained from Stone Tower, but specialized Garo troops can. Though you lose the ability to build Noblemen and Hollow Knights, you will gain the ability to build Garo Ninjas, Garo Sigil Keepers, and Garo Espada wielders in addition to your regular Garo spies. Since the Harbingers of Termina and Redemptorist gameplays do not significantly change the playstyle of Ikana, I will not elaborate further on them at a later date. However, I will expand on Garo gameplay in the future.

     
    -Ordona Province

    Spoiler Alert, click show to read: 

    Playstyle: Ordona begins with Moblins to the west, Ikana to the south, and Labrynna to the east. The only support you'll have is Hyrule to the north, who will most likely be preoccupied with Gerudo, Darknuts, and/or Gohma. Luckily, Labrynna will have its own problems in the form of the Kokiri. For all intents and purposes, you will likely be on your own against the Moblins, and Ikana will not hesitate to strike if they detect any signs of weakness. Don't give them an easy target. Early game peasants are cheap, but not very reliable in a fight. Use them to ward off early attackers while you ready the cavalry. Mounted units are Ordona's greatest strength. They combine agility with high attack power. They also have a devastating "charge" ability, which will cause their first strike to be a critical hit. The most effective way to use cavalry is in hit-and-run maneuvers, so their charge may... recharge (no pun intended)... and they can dish out heavy damage. Your main enemy is the Moblins, but keep a watchful eye on Ikana. Your mobility is limited in the Ikana Canyons, so a direct assault is ill-advised. On the open plains, however, you should have little trouble crushing the Ikanian forces. The Moblins are high-HP opponents, but have low armor. Use superior maneuverability to evict them from the Southern Plains.
     
    Evolutions:
     
    Reclamation of the Plains: Once all the regions of the Southern Plains (this includes all Moblin and Ordona territories) are under your control, you may bring Ilia to the Springs of Ordon to gain the Spirit of Ordon, Goat Lords, and Elder Goats. However, the Strict Goddess Worship accepted by the Kingdom of Hyrule will be at odds with the new dedication to the Spirit of Ordon. This decision will cause you to lose your only ally, but give you more power. With the Moblins defeated, the Gerudo and Darknuts may focus their attention on you in self-defense. Ikana will also become a greater threat as your borders expand and you are spread thin. Your new units and hero, combined with the greater resource pool, should allow you to counter these new threats. Successful micromanaging of multiple fronts will be stressful, but is necessary for victory at this point.
     
    Kingdom of Ordona: If the Kingdom of Hyrule should ever fall, either by your hand or the hands of another, claiming the Marine, Lon Lon, and Castle Town regions will revive the Kingdom in the name of the Goddesses and Ordon. Lon Lon Ranch will come under your control (it will be rebuilt if it was destroyed), containing powerful upgrades for your mounted units and free recruitment for Ordon Horsemen and Hylian Mounted Recruits. Mounted Knights, Farmer Archers, and -- if you have undergone the previous evolution -- Goat Lords will also be available for training at Lon Lon Ranch. In addition, you will gain Annara, daughter of Malon, as a hero. With the Kingdom of Hyrule in ruins, however, you will now be the main target of the Gerudo and their allies, as well as a promising target for the Gohma. The Kingdom's weakness for being surrounded by hostile forces will now be burdened by you. Be prepared for a fight on multiple fronts.
     
    New era: If both the previous evolutions listed are fulfilled, Ordona will enter into a new era of sovereignty and prosperity. Combining the Kingdom's resources with the ingenuity of the Plains men allows for Ordonian Knights (heavy infantry) to be trained and for two additional levels of weapon and armor upgrades to be researched. At this point, you will be at your highest level of power, yet surrounded on all sides. Paying attention to all fronts will be the key to success. By this time in the game, you should be more powerful than any one or two factions. The worst case scenario for you at this stage would be a global coalition. Aside from that, effective management should secure your way to victory.

     
    -Lanayru Province
     
    Spoiler Alert, click show to read: 

    Playstyle: You start with the highest yield regions in the game, but not terribly many of them. Furthermore, your military is made up of low damage, low HP, low armor conscripts at start. Your army will have plenty of basic units, but lacks powerful high end units. Use your superior wealth to mass troops to your cause and hire mercenaries. You will need their strength to overcome the tougher enemies being sent at you. Two forces will likely make you their target: the Gohma and the Gorons. If the Gohma attack, request the aid of the Kingdom of Hyrule. If they are unable or unwilling to help, then hunker down and fight at the northern choke. At this point, the Gohma should not have heavy units. Keeping the swarm contained will be your top priority. In a war of attrition, you will win. The Gohma can counter this tactic by sending troops through the south by way of Vigjaro. If the Kingdom of Hyrule lets them cross this territory though, they certainly aren't doing their jobs. Make full use of your mercenaries in an attempt to hold the Gohma if this should come to pass. Likewise, if the Gorons attack, send for the aid of the Zora Dominion. Their main goal is to defeat the Gorons, and it will not go well for them if the Gorons claim the high-yield Lanayru territories. If for whatever reason Dominion aid does not come (in which case, I would have serious doubts about the competence of the Zora player), then Coralmold archers will be your best bet against most Goron soldiers. The archers are high-damage, but relatively short range for archers. Luckily for you, the slow speed of the Gorons means an effective micro could be used to great effect. If your allies prove themselves to be incompetent, it may be best to remove them to gain more power for yourself. Only then can you stand on equal footing with your true enemies. WARNING: Lanayru is a difficult race to play as effectively. It is meant to be played by experts only. Novices will likely be overrun quickly.
     
    Evolutions:
     
    Waves of Renewal: Life is difficult for Lanayru Province. Their army is a militia, and they are flanked by two very powerful races. If the Kingdom of Hyrule isn't pulling their weight, than you may be forced to pull of a desparate gambit. Bringing Rutela to the remains of Hyrule Castle will upgrade your Conscripts, Coralmold Archers, and Shore Riders into professional grade troops. In order to gain more powerful troops, you will need to stab your ally in the back, effectively causing their destruction. Timing of the attack is critical. Strike when they are distracted and when you have a large enough force for a successful raid. Beware of retaliation. This is a risky maneuver; but if it works, it can turn the tides in your favor.
     
    Purified Domain: In a similar vein, the Zora Dominion provides another target. Reaching Zora's Domain will be more difficult than reaching Castle Town, but will bear less consequence for failure, as the retaliation capability of the Zora is more limited. Bringing Rutela to the remains of Zora's Domain will grant you more powerful Aurodas, Battle Crabs, and Archer Battle Crabs. If you attack the Zora, a full invasion is recommended. Taking all of the Zora Dominion lands will give you the income necessary to requisition these high-end troops, thus allowing this evolution to gain full effect. This is a contrasting tactic with the single-priority strike force the previous evolution calls for. As such, it is best to determine your army's strengths when picking which ally to betray first. Once you betray one ally, the other may catch on very quickly. Do not fail in your first assault. Otherwise, you will have more enemies, less troops, and no benefit to show for your efforts.
     
    Total Unity: When both of the previous evolutions are fulfilled, a syncratic Hylian-Zora kingdom under the banner of Lanayru will be formed. By utilizing new forging techniques that mix Hylian steel and Zora coralmold, two new levels of weapons and armor may be researched. The Spirit of Lanayru itself will also appear to aid you at this time. If you have reached this evolution, then you are at the height of your power. Make effective use of your armies and eliminate the Gorons and Gohma (if you have not already) then steamroll your way through the south. Since "Waves of Renewal", "Purified Domain", and "Total Unit" are extensions of Lanayru gameplay, I will not give further explanation of these evolutions at a later date.
     
    Rivers Rising: If you are defeated and Airu lies in ruins, the River Zora will emerge to claim the riches of Lanayru and other places. River Zora armies will spawn, scattered throughout Hyrule. Either consolidate your forces or attempt to spread from each point. You will have a limited tech tree and construction capability at this time, but all of your units begin with the "pillage" ability, making raids against poorly defended outposts very profitable. This may be upgraded so that units gain gold for attacking enemy units as well. Ultimately, your goal should be to take Lanayru Province in order to unlock the next evolution. Do not be afraid to pick off unsuspecting enemies like Labrynna, however. Cash is king. Use it well.
     
    Raider Supremacy: If you control all the regions of Lanayru Province and bring Princess Sokuuf to the remains of Airu, a new River Zora kingdom will be established. This will unlock the tech tree, allowing for full construction and recruitment capabilities. In addition, you will be able to form alliances at this stage. A more detailed playstyle for River Zora will be given in the future.

     
    -Labrynna Regime
     
    Spoiler Alert, click show to read: 

    Playstyle: There are a few key things to note about Labrynna's army. First, their early melee is lacking in comparison to other races. The worst melee unit in the game, Tokay Cannon Fodder, is available to Labrynna at almost no cost. Labrynna's main strength is at range with their crossbows and firearms. Tokay Cannon Fodder is aptly named, for they will act as layers of meat shields while your gunners tear through enemy ranks. Your earliest enemy will be the Kokiri, who have annoying swarming tendencies and ranged efficiency. The fight will likely resemble a mirror early on, with both sides moving in swarms of weak melee to stem the tides while ranged soldiers stand back and rack up large amounts of kills. Both sides will be trying to expand and consolidate their power before moving in. For this reason, Horon and Tarm will be key points that you will be competing over. You will try to keep your lands safe from harrassment while expanding upwards with a strike force to take Horon and Tarm while striking any vulnerable point in your enemy's lands. The Kokiri will be doing the same. Unlike the Kokiri, you do not have an ally to support. But beware, for Ikana may strike an unprotected flank without warning, and a River Zora invasion will be costly to your war efforts. Late game, you will have access to powerful melee tanks in the form of mechs and devastating siege weapons known as cannons. These weapons should balance out your forces, giving you a versatile army composition worthy of the Regime.
     
    Evolutions:
     
    Grace of Ingenuity: Queen Ambi will have a choice of two paths when she reaches level 10. The first ushers in a golden age of technology that upgrades gunners, mechs, cannons, Knights of Ambi, and palace watch. Since these are generally expensive units, it is recommended that you have a strong economy if you choose this upgrade, in order for it to have full effect. Having shiny units doesn't do you much good if you can't afford them. If you do have enough territory and income for these units, then grouping them up can be used to devastating effect. Cannons will tear through masses of enemies, mechs tear down heavy units and structures with ease, gunners will always have great ranged potential, and the palace guard and Knights of Ambi can be used for maneuverability. These four unit types alone make for a deadly combination.
     
    Slave Masters: The second of Ambi's choices will be at its most beneficial if you have claimed the Tokay village to the south of your starting position and do not have much in the way of income. This path will upgrade all Tokay units (this includes Cannon Fodder, Slaves, Hunters, Sleeved Ones, and Ones-With-Shirt). This upgrade improves the health, armor, and damage of all these units, as well as reduces the cost of the Tokay. This will be the best choice if you are struggling to expand, as the cheap support should give you the power of numbers and a very large meat shield to protect your more expensive units.
     
    Dark Revelations: If you capture Tarm and Veran is level 10, bringing her to Tarm will reveal her true identity as a fallen Great Fairy. Though the basic Fairies are enslaved into service at the capture of Tarm, allowing Veran to ascend will give you access to higher tier fairy troops, ableit with a darker twist. Fallen Great Fairies will wield devastating magic. Unlike the regular Great Fairies, who have a mixture of deadly attacks and magical buffs, Fallen Great Fairies will unleash the full latent destructive powers of Fairy kind. Korrigans will also gain the "beserk" ability, which will give them a bonus to attack speed but make them more susceptible to damage. As you will lose Labrynna by allowing Veran to ascend, it is recommended that you do this if you are losing ground in the homeland. More on Fairy gameplay will be discussed later.
     
    Tower of Doom: By completing the Black Tower (which costs 3,000 rupees and 2,000 lumber), you will be given the option to summon the Twili invasion. This works in much the same way as the Geruo summoning, with the exception that you are able to keep Veran and will be able to summon Onox as well if you find his remains. More on the Forces of Twili gameplay will be explained later.

     
    -Moblins:
     
    Spoiler Alert, click show to read: 

    Playstyle: Moblins have high HP and damage, but low armor value. They are relatively cheap to recruit, but your starting territory won't yield a very high amount of rupees. The Ordonian plains to the east should be your first priority. In the early portion of the game, Ordona should provide little trouble. They will be forced into a defensive posture before the Blin onslaught. Make sure to give your enemy as little breathing room as possible. Continued harrassment and unrelenting assault will be critical. Your techtree does not expand as much as those of the other races of Hyrule. Letting Ordona have a moment of peace will allow them to build up their cavalry and challenge your control over the open plains. Your allies, the Gerudo and Darknuts, should be focused on keeping the Kingdom of Hyrule busy. If they are doing their jobs, the KoH will be unable to send reinforcements to aid Ordona. Beware, however, the threat of Ikana. If they see a weak point, they will strike. Keep a watchful eye on them as you advance through the plains. If you succeed in destroying Ordona, your next target should be the Kingdom of Hyrule itself. With Ordona removed, the overwhelming number of Moblins from the southern flank should cause the Kingdom to crack like an egg beneath Blin hooves.
     
    Evolutions:
     
    New Moblin Kingdom: Successfully destroying Ordona will allow Ganon to set up a new Moblin kingdom by making full utilization of the resources of the Southern Plains. This will give Moblins access to their full tech tree and re-establish them as one of the major powers in the world. With this new power comes new threats. Ikana, Labrynna, and the Kingdom of Hyrule now border you. You will most likely have to manage a war on multiple fronts. Do not relent in sending waves of Moblins at your enemies. The Kingdom of Hyrule should be tied up fighting the Gerudo and Darknuts. Get some Blins up there and wipe them out in a shocking blitz maneuver. However, if the others start to strike at you before you can get an adequate shot at the KoH, do not be afraid to wipe them out first and establish Blin supremacy, unless your allies are in danger of being overwhelmed.
     
    Demise of the Hylians: If you destroy Hyrule Castle, send Ganon to the remains so he may summon the great Demise into the world. Demise spawns at max level, and is the single most powerful hero in the game, even able to defeat Sulkaris in a duel when she is at full strength. Do note that he is unrevivable, so do not grow overconfident. With Demise leading the Blin armies, you should be able to crush any opponent of your choosing. At this point, however, you will be automatically unallied with the Darknuts and Gerudo. It is now the great Moblin Kingdom against the world. Make it yours.
     
    Hando's Eugenics Program: If at any point you lose the Old Moblin Kingdom and Handonin (aka Hando) has reached level 10, Hando will organize a group of sentient Moblin survivors and begin a eugenics program which creates Yook - Blin hybrids. These hybrids give you more tactical choices of attack, and will likely be instrumental in retaking your lands. As the Moblin evolutions do not dramatically change the playstyle, I will not expand upon them further at a later time.


    -Darknut Legion
     
    Spoiler Alert, click show to read: 

    Playstyle: Darknut units have high HP, armor, and damage. However, they are also as slow as a sack of bricks and have incredibly high training costs which results in low numbers. Do note the place of your units. They are tanks and have the highest raw melee damage in the world. Use them in combination with the lithe and ranged-heavy Gerudo to take down your enemies. Effective coordination with your ally will be vital, as you have very little room to expand. There is also the possibility that one or both of your allies will betray you. If this becomes the case, then you would do well to utilize the Fokka and Zuna troops of your army. Taking Zarunis is critical early game, as the Gerudo can turn Twili at any time. If your allies betray you, then you must spread quickly into their lands and take their resources, using Fokka to hunt down their ranged soldiers, Zuna to serve as your own ranged, and your Darknut units as tanks and melee damage. Narrow passageways abound in your homeland. This should make your tanks even more effective, as they cannot be swarmed by hordes of weaker troops. This will be very effective against the Moblins if they turn rogue. Your job should be to support the Gerudo against Hyrule, but always look out for your own well being first.
     
    Evolutions:
     
    Zuna Free Trade Agreement: By extensive bargaining contracts with the Zuna government, Zuna Ziggurats become available for recruitment. In addition, two additional levels of armor will be available to all units. This upgrade will be most effective if you require ranged units to blast down hordes of enemies. This will probably be the desired upgrade if the Moblins turn against you. The Ziggurat has fortified harmor, and can dish out high piercing damage, which is very effective against the Moblins' low armor value. Note that only one of these three upgrades may be selected. The Legion has limited resources, and can pour their effort into only one of these enhancement programs. Select which one you wish for carefully.
     
    Fokka Controlled Breeding Edict: By selective breeding, the quickest and strongest of the Fokka enhance the race as a whole. This edict will unlock two new Fokka units, as well as give all Fokka units a bonus to movement speed and attack speed. This will be the best upgrade if the Gerudo betray you. Both Gerudo and Twili have devastating ranged units, but fairly low armor. Fokka speed should be able to close in with those ranged units, allowing your Darknut tanks to move in unhindered.
     
    Legion Formation Training Edict: By forcing training programs to focus more on group-oriented tactics rather than on individual-oriented ones, the Legion can speed the creation of a new army substantially. All Darknut units will receive a reduction to cost and training times. This is the best tactic if both of your allies remain true. Your allies will require your veritable tanks on the field and guarding their approach. As non of these three evolutions vastly change the playstyle for the Darknut Legion, I will not expand upon them later on.

     
    Secret Factions:
     
    -Order of the Wizzrobes:
     
    Spoiler Alert, click show to read: 

    Requirements: In order to get the Order of the Wizzrobes, you will need a level 10 or higher hero with a special item in his/her inventory. Then, you must find the entrance to the Order's secret coven and approach it with this hero. The particular hero you chose will become a convert of the Order. You will retain control of this hero, lose all of your regular faction, and gain the Order of the Wizzrobe.
     
    Playstyle: The Wizzrobes are a group of powerful mages, and will play similarly to Dalaran from the "Azeroth Wars" game. Effective micro managing of your mages while sending in frontline soldiers to guard them will be the key to your success. Each different type of Wizzrobe will have access to a different spellset. Masterful usage of the various types will assure victory.


    -Clocktown Republic

    Spoiler Alert, click show to read: 



    Now, for lore I am using a combination of HTW lore and the lore set down by the roleplayers. Some of you may have noticed some of your RP contributions have been listed. I plan to integrate all of the PCs of the RP as demiheroes when this is released. For this reason, I ask all of you permission now to use your intellectual property. I will also be asking permission from UndyingNephalim once I have a few sample models to show him (for the record, I will be asking permission to use and reskin the models I download as well). If there are any questions, let me know. I will begin modelling soon. That will be interesting by itself...

    West: Foranar- Azurita - The Redeemer - Sinteiria - Sakotae the Guardian (Tavia) - Saleria
    East: Nerise - Kiril

  4. #6764

    Default Re: HTW RP OOC

    Pharos isn't in the game, due to balance.

    Also, you receive my permission.

    Edit: Clocktown Republic is the best faction.
    Last edited by DiddlyDark; January 21, 2013 at 11:45 PM.

  5. #6765
    Avatar of the Ice Wolf's Avatar Praeses
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    Default Re: HTW RP OOC

    @DiddlyDark

    Yes he is.

    However, the requirements for getting him involve traveling the world, a max level hero, and a jam sandwich. He is a very powerful hero (he does indeed break balance) but nigh impossible to recruit.

    West: Foranar- Azurita - The Redeemer - Sinteiria - Sakotae the Guardian (Tavia) - Saleria
    East: Nerise - Kiril

  6. #6766
    Zectorman's Avatar Primicerius
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    Default Re: HTW RP OOC

    Ya...this is happening. Been talking about it for days
    http://www.youtube.com/watch?v=RgxBxU9wSP8

    Ferdinand Von Terl, he knew how to RP before you could even Speak your name!

  7. #6767
    Emrys's Avatar Primicerius
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    Default Re: HTW RP OOC

    Now I need to buy Warcraft don't I....

  8. #6768

    Default Re: HTW RP OOC

    awesome, and you have my blessings.
    Leon-(Died in battle)Zaven-(Vanished into the shadow temple)Xantear-west Rintaro-East

  9. #6769

    Default Re: HTW RP OOC

    Quote Originally Posted by Avatar of the Ice Wolf View Post
    @DiddlyDark

    Yes he is.

    However, the requirements for getting him involve traveling the world, a max level hero, and a jam sandwich. He is a very powerful hero (he does indeed break balance) but nigh impossible to recruit.
    That is wonderful, now, I must go to great lengths so that I may discover the secret of Pharos.

    Jam is made by preserving slices of fruit in water and sugar. Finding the fruit and water portions would be simple, but sugar was not exactly common in the Middle Ages.

    For the sake of convenience, I shall consider honey to be a possible alternative. It isn't perfect, but it will work. Bees, aside from being the bane of Nicolas Cage, are creatures of the forest, for the most part. Therefore, the most likely location in which one could acquire the materials necessary for jam would be Faron/the Lost Woods. Quality grain would be easily found in Ordona.

    Now, in regards to travelling, one would have to know the location of Pharos. This is practically impossible, as Pharos never remained in one place for very long, and his own house is fully capable of relocation. A dead end, for now.
    Last edited by DiddlyDark; January 22, 2013 at 12:46 AM.

  10. #6770
    Attaxer's Avatar Campidoctor
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    Default Re: HTW RP OOC

    My Permission is given sir. -bows-

    ▲ ▲


    Quenya's Map

  11. #6771
    Mattwensley's Avatar Primicerius
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    Default Re: HTW RP OOC

    Quote Originally Posted by Mjolnr839 View Post
    I must say, i do enjoy writing a pompous asshat.
    Do what comes naturally! I kid, I am loving your posts so far!

    @Ava
    Would Sarm be KoH or Ordona? And I assume Cear (if he's in it) gives buffs to nearby allies, but has about 3hp.


    Quote Originally Posted by Agent 51 View Post
    Ah, I assumed he would be wearing a uniform since he was a part of the military.

    Also Matt, song challenge:

    Spoiler Alert, click show to read: 
    Sorry for the wait, hope it's worth it!

    Blin in Hyrule

    Lyrics:
    -Hook-
    Ah huh, you know what it is
    Every Blin that rolls, we rollin' big
    Ah huh, screaming Blin's WAAAGH
    When I roll up with club, that's WAAAGH
    See me in your town with the hell that we raise
    Blin in Hyrule (Repeat 4x's)
    If you come at us, you'll be down for days
    Blin in Hyrule (Repeat 4x's)

    -Verse 1-
    Yea we burning Deku, yea we bringin' dark
    I just smashed some Hylian I think they call it King Hark
    They got me feeling dumb, got me feeling strong
    I'm Big, how much lower can the buildings come
    Above the hills, running next to boars
    I got power, you left feeling sore? Let's exchange
    My Blin are like weed, yea we always grow
    I got everything you need, call me Mayor Bo
    I'm breakin' banks so I get the fine rupees
    It got me seeing red so I call it Ganon's keys
    My club broke I need some fire please
    I got the munchies, let me get a cuckoo sandwich & some goats with cheese

    -Hook-
    Ah huh, you know what it is
    Every Blin that rolls, we rollin' big
    Ah huh, screaming Blin's WAAAGH
    When I roll up with club, that's WAAAGH
    See me in your town with the hell that we raise
    Blin in Hyrule (Repeat 4x's)
    If you come at us, you'll be down for days
    Blin in Hyrule (Repeat 4x's)

    -Verse 2-
    Handonin's the name, Hando's the moniker
    Catch me smashing on some Ordon like it's a Ocarina
    Goddesses-Hylia your Link has got the gift
    I need some Deku fuel to give my Blin horde a lift
    Some people call us scum, some people call us beasts
    Some people call us dank, some people just call to cease
    Some people call us monsters, some people call us mob
    Some people call us, "Sir can you put down the club?"

    -Hook-
    Ah huh, you know what it is
    Every Blin that rolls, we rollin' big
    Ah huh, screaming Blin's WAAAGH
    When I roll up with club, that's WAAAGH
    See me in your town with the hell that we raise
    Blin in Hyrule (Repeat 4x's)
    If you come at us, you'll be down for days
    Blin in Hyrule (Repeat 4x's)

    -Verse 3-
    Stay Big like I'm supposed to be
    At all times I need Blin close to me (yea)
    And I could smash for free, I got a lot to share
    I'll be smashin' till I'm old in a rockingchair
    Not a care, I got no stress
    No Deku, smash the best of the best
    We needs to be criminalized and eliminized
    Better believe all of the BigBlin, that Hyrule despise

    -Hook-
    Ah huh, you know what it is
    Every Blin that rolls, we rollin' big
    Ah huh, screaming Blin's WAAAGH
    When I roll up with club, that's WAAAGH
    See me in your town with the hell that we raise
    Blin in Hyrule (Repeat 4x's)
    If you come at us, you'll be down for days
    Blin in Hyrule (Repeat 4x's)
    Last edited by Mattwensley; January 22, 2013 at 05:57 AM.
    ~~Knowledge is power, and I do not like the feeling of weakness~~
    ~~If it's a million to one shot, I'll make sure I'm the one~~

  12. #6772
    Avatar of the Ice Wolf's Avatar Praeses
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    Default Re: HTW RP OOC

    @Matt

    Sarm will be KoH. If he has to fight Ordana, well... he's Sarm. Sucks to be him.

    Cear will indeed work as you described.

    West: Foranar- Azurita - The Redeemer - Sinteiria - Sakotae the Guardian (Tavia) - Saleria
    East: Nerise - Kiril

  13. #6773
    Emrys's Avatar Primicerius
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    Default Re: HTW RP OOC

    @Avatar
    What are the capabilities of heroes in WC3?

  14. #6774
    Ducenarius
    Join Date
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    Default Re: HTW RP OOC

    If you want to use any of my stuff, you of course have my permission to do so.
    Spoiler Alert, click show to read: 
    HERIUNO
    Class: Goron Monk
    Race: Goron
    Equipment: Spade, Goron Hide( Chain) , medicinal satchel
    Special Bonuses:
    +2 to attack against Zora
    +3 Endurance when at 6 wounds- Chain grade
    +4 attack when enraged
    +4 endurance when enraged

  15. #6775
    Wakerz140's Avatar Ducenarius
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    Default Re: HTW RP OOC

    @Avi
    This sounds awesome. I'm definitely going to buy WC3 for this.
    Also, You have my permission if you so desire.


  16. #6776

    Default Re: HTW RP OOC

    @Matt

    *Gasp!*

    Approval!?

    *blushes*

  17. #6777

    Default Re: HTW RP OOC

    Went away with family last few days, came back and have no idea whats going on. I also have no idea what to post for Angaos, and will probably need GM intervention to get my character involved with anyone else.

  18. #6778
    Mattwensley's Avatar Primicerius
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    Default Re: HTW RP OOC

    Quote Originally Posted by Mjolnr839 View Post
    @Matt

    *Gasp!*

    Approval!?

    *blushes*
    I know, I don't know what happened either
    ~~Knowledge is power, and I do not like the feeling of weakness~~
    ~~If it's a million to one shot, I'll make sure I'm the one~~

  19. #6779

    Default Re: HTW RP OOC

    If this project manages to get the Rpers to buy some damns copies of WC3, we won't need Mjolnr to persuade them with the threat of dead Kokiri.

    Which would never work, for obvious reasons.

    By the way, will Sakotae the super-hermaphrodite be making an appearance in the mod?

  20. #6780

    Default Re: HTW RP OOC

    Quote Originally Posted by Mattwensley View Post
    I know, I don't know what happened either

    Spoiler Alert, click show to read: 


    Its funny because thats Actually England.

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