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Thread: [Dagor Silmarillion - First Age] Quenta Silmarillion (Roleplay Hotseat)

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    Jadli's Avatar The Fallen God
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    Default [Dagor Silmarillion - First Age] Quenta Silmarillion (Roleplay Hotseat)

    Quenta Silmarillion
    First Age Roleplay Hotseat


    Mod
    We will be using amazing Dagor Silmarillion mod. Slight changes have been/will be done to improve hotseat balance.

    Download LINK(simply extract into your Medieval II/mods. Be careful to not merge it with your other TATW folders).
    This mod has unique launchers, chnging some of the files depending on what Age do you want to play in. Since we have there also a hotseat from the Third Age, you will need to switch between the ages each time to play turns from both hotseat (assuming you are in both hotseats). The launchers changes many important files, such as units or banners. The Launchers are located in .../mods/Third_Age_3. To play this hotseat, use "1st_Age_Beleriand", to play Dagor Ennor hotseat, use "3rd_Age". After that use the usual "Third_Age.bat" to play the mod (or your desktop launcher)

    This hotseat will be focusing primarily on enjoying the roleplay and game, not winning the hotseat (if we follow the lore strictly, almost all good factions would die anyway), with respect to the book Silmarillion by J.R.R. Tolkien and his other works depicting The First Age. If you cant truly put the roleplay on the first place, then please dont join. There can be also started a second HS, that would be non-roleplay. If you are interested in that instead, make it clear in your post (you can also sign up for both).



    Scenario Description
    If you are not familiar with the lore of The First Age, then please read at least this article, to get some basic knowledge.

    The Scenario starts just before Dagor Bragollach - Battle of The Sudden Flame, where the 400 years long siege of Angband is lifted by Morgoth's armies, led by Glaurung, the first dragon, starting the doom of The Noldor and Edain.



    Main Admin
    General Dragon.

    Co - admin


    Factions

    The Evil
    Morgoth's orcs and other creatures (will likely be controlled by the admin)

    Dor Daedeloth (Morgoth's faction) - Captain Melon
    Glaurung - General Dragon.
    Síleráth Ungoliant -
    General Dragon.
    Raugdúath (likely AI) -
    General Dragon.


    Noldor
    The elves that finished The Great Journey, and reached Valinor. Although, later most of them returned to Middle-Earth with Feanor, to fight Morgoth and retrieve The Silmarills.

    Host of Feanor -
    King Athelstan
    Host of Fingolfin - Adanedhel
    Kingdom of Gondolin (of Host of Fingolfin) - PeaMan
    Kingdom of Nargothrond (of Host of Finarfin) - Turkafinwe

    Sindar
    The Elves that didnt finish The Great Journey, and stayed in Middle-Earth.

    Kingdom of Doriath - paladinbob123
    Falahtrim - Arrow2daknee

    Edain
    The Men who came into Beleriand and fought for the Noldor.

    House of Marach - Adanedhel
    House of Haldad - Arrow2daknee
    House of Beor - Turkafinwe


    Eastrons
    The Easterlings who came into Beleriand, later than The Men. House of Bór fought for The Host of Feanor, but House of Ulfang later joined Morgoth.

    House of Bór - King Athelstan
    House of Ulfang - keldo52

    Khazad
    Dwarves...

    Khazad ai-Belegost -
    JCdestr0yer
    Khazad ai-Nogrod -
    JCdestr0yer
    Avari

    The Elves who refused the summons from Valinor.

    Laegrim - joerock22

    Turn order:

    Dor Daedeloth (Morgoth's faction)
    Glaurung
    Síleráth Ungoliant
    Raugdúath
    House of Ulfang
    Host of Fingolfin
    House of Marach
    Host of Feanor
    House of Bór
    Kingdom of Doriath
    Falahtrim
    House of Haldad
    Kingdom of Gondolin (of House of Fingolfin)
    Kingdom of Nargothrond (of House of Finarfin)
    House of Beor
    Khazad ai-Belegost
    Khazad ai-Nogrod
    Laegrim



    Map preview
    Spoiler Alert, click show to read: 


    Roleplaying

    Will be decided after a discussion with roleplayers who would be interested to join. However, I believe there will not be needed any special roleplay/lore rules. You should always naturally roleplay events of your turn, your characters, or just anything else you like. Form is up to everyone.


    Faction rules
    - Factions in the same group of factions are not allowed to attack each other. Exceptions: The Eastrons, or once enabled by an event.

    The Evil
    - The Evil is led by Morgoth Bauglír, who has created all the evil creatures and committed the crimes such as the theft of Silmarils and the destuction of Two Lamps and The Two Trees of Valinor.
    - He fights to rule all of Middle-Earth.

    Dor Daedeloth:
    - Mogoth's faction, controlling Angband, fielding vast armies of orcs and other creatures, such as the Balrogs. Angband is currently under the siege of Angband, lasting four hundred years, by the armies of Noldor and Edain.
    - Morgoth has in the possesion The Silmarills.

    Glaurung:
    - The Faction is led by Glaurung, the mightiest of all the dragons, who is the first commander of Morgoth's armies. The Factions fields various kinds of dragons.

    Sílerath Ungoliant:
    - The Faction is led by Ungoliant, the first spider of Middle-Earth. Although initially allied with Morgoth, helping him to steal The Silmarills, she later betrayed him and managed to capture him, until he was saved by The Balrogs. Now she breds with The Great Spiders, increasing the terror in her lands, Nan Dungortheb.

    Ragdúath:
    - The Creatures of The Night, dwelling in the forests of the south. They were created by Morgoth and make small raids against neighboring lands...



    Noldor
    - The Elves that finished the Great Journey and reached Valinor. After Morgoth killed Finwe, the first High King of The Noldor and father of Feanor, Fingolfin and Finarfin, and stole The Silmarills, crafted by Feanor, most of them wanted to return back to Middle-Earth to fight him, swearing an Oath of Feanor.
    - After committing the first kinslaying against The Falmari at Alaquolande to seize their ships, The Noldor were confronted by Mandos, The Doomsman of Valar, who delivered them a prophecy of The Doom of Noldor. Afterwards, some of The Noldor, most importantly Finarfin, who had no hand in the kinslaying, returned to Valinor, and The Valar forgave them. However, the rest of The Noldor, who left for Middle-Earth, were banned by The Valar.
    - Fingolfin and his host participated in the first kinslaying, arriving late, thus assuming The Falmari attacked The Host of Feanor. As they learned the true later, the relations between the hosts of Feanor and Fingolfin deteriorated even more. In result, The Host of Feanor betrayed them, took all the ships and sailed to Middle-Earth, burning all the ships afterwards. Thus, the more numerous host of Fingolfin had to go through the dangerous ices of Helcaraxe, where they struggled greatly, and many of them died.
    - The Noldor ignore Thingol's title the overlord of Beleriand, and follow their own High King in Middle-Earth. The relations between the two nations of the elves are problematic (via the part about The Sindar further below)

    Host of Fingolfin:
    - After finally arriving into Middle-Earth, The Noldor almost ended up in a civil war. However, due to Feanor's death in the hands of the balrogs shortly after the landing, and later Feanor's oldest son Maedhros being saved by Fingolfin's son Fingon, the rift was sealed. Maedhros waived his claim to the kingship, and Fingolfin became the second High King of The Noldor. Thus he leads the siege of Angband.
    - House Marach is a vassal to Host of Fingolfin.

    Host of Feanor:
    - Following the death of Feanor, the host is now led by Maedhros, who passed the kingship to Fingolfin, which some of his brother are enraged about.
    - They are still bound by The Oath of Feanor - the non-negotable enmity against anyone, who would take The Silmarills, or keep it from them.

    Kingdom of Gondolin:
    - Gondolin was founded by Turgon, the second son of Fingolfin. It is a mighty hidden kingdom of The Noldor, which The Evil has been unable to locate.

    Kingdom of Nargothrond:
    - Nargothrond was founded by Finrod Felagund, a son of Finarfin, who unlike his father left for Middle-Earth, even though he has been opposing The Oath of Feanor. He is actively participating in The Siege of Angband.
    - Unlike the rest of The Noldor, he has good relations with High King Thingol. He is also well respected amongst The Edain. He was the first to discover House Beor, and guided them to Estolad. They assist in the siege of Angband and remain loyal to the host of Finarfin.



    Sindar
    - The Elves that didnt finish the Great Journey, and stayed in Beleriand, due to Thingol falling love with Melian, one of the Maiar.
    - Although mostly not co-operating with The Noldor, they are also at war with Morgoth.

    Kingdom of Doriath:
    - Elu Thingol is the high king of The Sindar, the highest respected position amongst The Sindar in Middle-Earth. He is also a nominal Overlord of Beleriand, although The Noldor ingnore that and follow their own High King.
    - After learning about Kinslaying at Alaqualonde, committed by The Noldor against The Falmari, Thingol banned all The Noldor from entering his lands.
    In game effects: Kingdom of Doritath cant make alliance with any Noldor faction, nor participate in any joint military actions with them. (except Kingdom of Nargothrond). Neither is any Noldor army allowed to enter/cross Doriath lands, under a threat of declaring a war.

    Falathim
    - The Falathim are led by Círdan. They respect Thingol as The High King of The Sindar, although unlike him they still communicate with The Noldor.
    - They are not actively participating in the war against Morgoth. They are content with tending to their shipwrights for most of time...



    Edain
    - The race of Men who came into Beleriand. Most of them befriended elves and fought alongside them during Dagor Beleriand.

    House of Beor
    - The Men guided into Estolad by Finrod Felagund, the king of Nargothrond. Later they moved further north, to Dorthonion. They remain loyal to House of Finarfin, and are actively participating in the siege of Angband.

    House of Haldad
    - The Second Edain house that came into Beleriand. They were granted permission to settle in the forest of Brethil, part of Doriath, by High King Thingol in exchange for defending it.
    - The kept seperate from the other Edain and they also mostly keep themselves out of the war.

    House of Marach
    - The Third Edain house that came into Beleriand and it is the greatest of the edain houses, now more commonly known under the name House of Hador, due to Hador Goldenhead, the heir to House of Marach. He became a vassal to High King Fingolfin, later bringing most of his house to Dor-lómin, granted to him by Fingolfin.


    Eastrons
    - The other race of Men who came into Beleriand after the Edain. They settled in Lothlann and swore allegiance to House of Feanor.

    House of Bór
    - They were given lands south of The March of Maedhros and they remain loyal to House of Feanor, despite Morgoth's attempts.

    House of Ulfang
    - They came together with House of Bór and swore allegiance to Caranthir, Maedhros' brother. However, they are secretly in employ of Morgoth...


    Khazad
    - The dwarves that settled in the Blue Mountains. They provide the most qualite crafts and trade with the elves of Beleriand.

    Khazad ai-Belegost
    - Those dwarves that settled in Belegost, in the Blue Mountains. They are actively participating in the war.

    Khazad ai-Nogrod
    - Those dwarves that settled in Nogrod, in the Blue Mountains. They are dont participate in the war much. A lot of them are employed in Doriath by King Thingol.


    Avari
    - Those Elves that refused the summons to come into Valinor after seeing the seemingly impassable Misty Mountains. After that they became a separated poeple.

    Laegrim
    - Those that reached Eriador likely learned about the wealth of Doriath from the dwarves, thus they later crossed the Blue Mountains and settled in Ossiriand. They are also called Green-Elves, probably living off of simple hunting and gathering. They make no weapons of steel, only used bows.
    - They made friends with High King Thingol, who recognized them as a long lost kin. They sent an army to assist Doriath in the beginning of Dagor Beleriand, led by King Denethor, however due to their simple weapons they had heavy losses and Denethor was slain.
    - Since that, they became a secretive people, not taking further part in Dagor Beleriand, nor naming any king of their own.



    Events
    These events dont have any specific turn on which they happen, will depend on the situation, neither they necessarily must happen in the same order as they did in the lore. Mostly they will be about adding new options for roleplay, concerning mainly those directly involved in them, although they will be often also significantly changing diplomacy between some factions.
    - These events I consider core stone which we shuold have to follow the lore in some loose way. Its up to everyone if you include for your own roleplay some of those not listed or make up your own...


    Dagor Bragollach - The Battle of Sudden Flame
    - Starts on turn 1. No special changes, as Morgoth already starts with huge armies ready to attempt to break the four hundreds years lasting siege of Angband.
    - Involves all factions participating in the war.

    Beren and Lúthien
    - The Chain of Events, when High King Thingol wants to prevent a marriage between a Beren of House Beor and his daughter Lúthien by giving them an impossible task, to bring him The Silmaril from Morgoth's crown. They suceed, by which Thingol unwittingly binds himself to the Doom of Mandos, forcing the sons of Feanor to attack Doriath in an attempt to retrieve The Silmarills. It can as well cause a war between the dwarves and Doriath, as the dwarves were tasked with putting The Silmaril into Nauglamír, later greedy for the Silmarill and demanding it, causing the enmity between elves and dwarves.
    - Will be likely only roleplaying, since stealing the Silmarills can be hardly done on the campaign map.
    - Involving: Kingdom of Doriath and House of Marach, possibly also the dwarves.

    Nirnaeth Arnoediad - The Battle of Unnumbered Tears
    - At some point after Dagor Bragollach, The Noldor will be allowed to attempt to form The Union of Maedhros. That will allow them to call to arms even those nations of Beleriand not participating in the war so far, such as The Sindar, for a bold invasion into Angband.
    - There might be some boost to the "good" factions as part of it, as well as probably moving some armies from the south (Sindar) to the frontline using admin console command, so it doesnt take that long to start.
    - House of Ulfang will be allowed to betray their former allies. Till this point the other "good" factions will not be allowed to attack them either (not fully decided on this yet)


    Túrin Turambar
    - Morgoth will place a curse on Húrin's family. Exactly how it all happens will depend on how things play out after Nirnaeth Arnoediad... Could be possibly replaced by other characters or events too...
    - What will all happen (as this story includes a lot of things) will depend on the involved roleplayers. It can include the destruction of Nargothrond, death of Glaurung and revelatin of Gondolin to the enemy...
    - Involving: House of Marach, House of Haldal, Kingdom of Nargothrond, Kingdom of Doriath

    War of The Wrath
    - If you stay nice, I might let you kill Morgoth in the end, with the help of The Valar
    - Involving: Everyone who stays alive...


    The Rules
    Spoiler Alert, click show to read: 
    - Time to play your turn is 24h. The Admin may grant a 24h extension if you ask for it.

    - No exploits/bugs allowed.Posting defeats, making walls of units on map to disallow enemy agents to move and stomping/killing agents with units, surrounding armies/navies to deny retreat, intentionally spreading a plague with agents/units, stepping on a merchant to remove him from a trade resource, exploiting AI factions ( for example demanding/accepting money or settlements from AI factions), and more.
    - Suiciding your faction is not allowed, and may result into your removal from the HS.
    - List of known bugs:
    1) The naval fort bug: No using ships to bypass a fort's or a settlement's Zone of Control.

    2) Ambush fort bug: No luring men in ambush position into ZoC of forts\settlement's as such robbing them of their movement points.

    3) Siege reinforcement bug: when the army is adjacent to a fort or a settlements that has been put under siege it cannot reinforce armies adjacent to him which he should have been able to reinforce on normal occasions. Attacking an army which the siege reinforcements bug applies to is not allowed
    Navy inside ports attacked bug: no using this bug to attack ships which are inside ports.

    4) Yoyo armies\forts bug: no attacking an army which the bug has been used on multiple times. You can see when this bug occurs, as the enemy army enters the fort and then leaves it.

    5) Attacking ships inside the port - Attacking ships that are inside ports is not allowed.

    6) Recruitment pool fill up - Quing up units in the recruitment sloots to increase artifically units/agents maximum number you can recruit in one settlement.

    7) Recruting mercenaries in forts with depleted movement points - Using forts to get illegal maximum movement points to mercenaries in a depleted army.

    8) Using ships to get more movement range - Using ships to give more movement range to armies on seas.


    Military rules

    - No one turn peace ( although you cannot attack land of the enemy alliance, if they hasnt played their first turn yet. You can cross lands of a faction that hasnt played its 1st turn yet, if your army doesnt stand in enemy territory after its movement).
    - All battles are auto-resolved. Screenshots must be posted with: odds and result screens, mouse over the odds bar to show the ratio, the armies involved with their banners visible on the campaign map, unit card of siege unit must be visible if used to directly assault settlement.
    - Armies that are defeated in battle by a player that comes after them in the turn list may not move the following turn. This is to make it fair for people who are defeated by players that come before them in the turn list.Armies standing in a settlement when defeated are excluded from this rule.
    Heroic victories against players are not be allowed. However, occasionally it happens player cant get any other type of victory then heroic victory. In such cases heroic victories may be allowed, but only if the odds for the attacker are at least 1:1.
    - You are not allowed to post a defeat
    - Ships cannot leave blockaded ports. No attacking ships in ports using a game bug. It's not allowed to keep units protected by placing them in ships docked in a port.
    -Not allowed to besiege a settlement to deny its garrison participation in battle.
    - You are not allowed to besiege a settlement to deny enemy retreat into it.
    - Allowed to build watchtowers.
    - You are not allowed to lure an ambushing army a tile closer to bring it in range of more of your forces.
    - Not allowed to build forts. However, keep in main they get destructed if you dont keep at least one unit inside.
    - Each unit of siege equipment can be used just once in each turn to take settlement.
    Ballistas can assault wooden walls and wooden forts (settlements),
    catapults can also assault basic stone walls, castles and stone forts,
    and trebuchets/troll catapults can also assault also large stone walls and fortresses.
    - Huge stone walls and citadels and lore capitals cannot be assaulted by any unit of siege equipment, only a siege.
    - Exception: Glaurung can storm any walls without restrictions if he (or allied armies) is equipped with any kind of siege equipment (once per turn)

    Agent rules

    - Spies are not allowed to open Gates on players, unless there is at least 60% (for lore capitals, huge stone walls, citadels its 80%) chance of entering into the settlement. If a spy was has been in city for several turns, you will have to leave the settlement and enter it again. If inside the settlement is at least +720 elves, 900+ men/dwarves, 1500+ orcs, (460+ elves, 620+ men/dwarves, 1000+ orcs for lore capitals, citadels, huge stone walls ), than a spy may not open the gates anyway. Screenshots must be provided
    - Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 60% chance to kill other agents, for enemy assassins/spies just 30% is required. Screenshots must be provided
    - Merchants need 60% to acquire other merchant's assets. Only allowed in your own regions, Rebel Controlled Regions, or regions you have aquired Trade rights to. Screenshots required
    - Bribed units/agents cant move for one turn. You can bribe only settlements/forts that your armies can directly march into.

    Settlement rules


    - Destruction of buildings is not allowed. Only exceptions are churches of foreign religions. They can be destroyed immediately after taking a settlement
    - Not allowed to exterminate settlements.
    - Two factions can trade maximally one settlement per turn. Such settlements mustnt be in war zone.
    Last edited by General Dragon.; June 07, 2019 at 04:26 AM. Reason: Title update

  2. #2
    Jadli's Avatar The Fallen God
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP



    Make a post stating which faction would you like to play, and which hotseat would you like to play (roleplay/non-roleplay). Dragon will be hosting a third age hotseat soon too, using the same mod, so might be better to wait for that, if you dont want to roleplay.

    And of course, feel free to dicuss the rules, setting, etc
    Last edited by Jadli; July 19, 2018 at 03:54 PM.

  3. #3
    PeaMan's Avatar Ordinarius
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    Any elf faction, preferably role play it would make things much more interesting

    Edit: any Noldor faction preferably Gondolin
    Last edited by PeaMan; July 20, 2018 at 06:44 AM.

  4. #4
    Jadli's Avatar The Fallen God
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    Quote Originally Posted by PeaMan View Post
    Any elf faction, preferably role play it would make things much more interesting
    Thats literally like half of the factions

  5. #5
    Dr Mac's Avatar Vicarius
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    Dor Daedeloth for me

  6. #6

    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    happy with any
    "War is the continuation of politics by other means." - Carl von Clausewitz


  7. #7

    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    Any Noldor elf faction will do for me (non roleplay, though i wouldn’t mind attempting roleplay)

  8. #8
    Potatoto's Avatar Decanus
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    I can join as any faction. Also I do not bother much if we do role play or not however events always sounds sweet for me . What comes to control multiple factions then I think if we won't have enough players to put on all factions then it would be better if one players could control few factions than haveing them as AI.

  9. #9
    Jadli's Avatar The Fallen God
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    Quote Originally Posted by Dr Mac View Post
    Dor Daedeloth for me
    The evil will likely be admin controlled, but we will see (I assume you are signing up for roleplay?)

    Quote Originally Posted by Potatoto View Post
    I can join as any faction. Also I do not bother much if we do role play or not however events always sounds sweet for me . What comes to control multiple factions then I think if we won't have enough players to put on all factions then it would be better if one players could control few factions than haveing them as AI.
    Roleplay would be mainly about each of you writting some roleplay, AAR, whatever you call it (my nerdish wish is that it would be similar to the style of Tolkien books ), based on the lore, mostly. The Events would be just secondary, providing some more stuff to write about. The Roleplay should be at least similar extent as people do in The Isles of Chaos I for example

  10. #10

    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    House of Haldad , roleplaying

  11. #11
    Potatoto's Avatar Decanus
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    Quote Originally Posted by ScotlandIsBest View Post
    House of Haldad , roleplaying
    Then I am in favor of no roleplay HS. I am pretty bad writer

  12. #12
    Arrow2daknee's Avatar Vicarius
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    Nargothrond, or either of the Sindarin factions. Roleplaying.

    Does this start before or after the fourth battle? If before I think I'll prefer the host of Feanor.

    Edit: I'd also like to play a non-roleplaying Silmarillion hotseat too, I'll fill for any faction in that one though.
    Last edited by Arrow2daknee; July 20, 2018 at 12:42 PM.

  13. #13
    joerock22's Avatar Leader of Third Age HS
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    I would play, but I can't commit to doing a lot of RP. A smaller faction would be preferable.

  14. #14
    Adanedhel's Avatar Campidoctor
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    I'm definitely in! So many fun factions, what to choose!? House of Fingolfin would be amazing, among all the children of Eru, the only one who actually fought Morgoth himself! Other option would be King Thingol from Doriath.

  15. #15
    Turkafinwë's Avatar Cheerful Nihilist
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    Sign me up! Kingdom of Nargothrond might be a lot of fun as well as any of the Edain factions, preferably the House of Bëor. Roleplay of course.
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  16. #16
    Captain Melon's Avatar Ducenarius
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    Morgoth for me if possible. Roleplay or not doesn't matter for me.
    Last edited by Captain Melon; July 21, 2018 at 02:06 AM.


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  17. #17

    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    If the game does go for roleplay, I'd take any necessary faction to be filled outside of ones that people sign up for previously/in the near future, or an evil faction. I suppose I am obliged to tip my hat for this despite a schedule that will likely see me being one of the slower players (easily) and the fact my game's not actually working in a few other games. Despite those issues, yeah, I could give this a shot.

  18. #18

    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    I'd like to join, serving the one true master of Middle Earth - Dr Mac.



    Whatever faction he wants me as, whatever role shall be filled.
    Fairly versed in lotr, but not that well with the Silmarillion.

    Roleplay or not - this one shall serve.
    Don't be a prick, don't be a whiny little child - Stop White Genocide and Praise Jesus.

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  19. #19
    JCdestr0yer's Avatar Campidoctor
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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    Hello there rp dwarfs

  20. #20
    King Athelstan's Avatar The Wheel of Time turns
    Citizen Gaming Staff

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    Default Re: [RP HS] Quenta Silmarillion - First Age Roleplay Hotseat - SIGN UP

    Feanor please! Time to brush off the dust of the bible again...
    Proudly under the patronage of General Brewster of the Imperial House of Hader
    Proud patron of 4zumi

    Signature by Lifthrasir




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