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#shiny empire rpg
shinyempiretv · 3 months
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¡EL AMOR TAMBIÉN LLEGA A SHINY EMPIRE! ❤️, ¿qué nuevas aventuras les esperarán a nuestros concursantes en este mes tan señalado?
➡️ PRIMEROS CAPÍTULOS EL 10 DE FEBRERO EN WEBFLIX
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shinyempirerpg · 1 year
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moodboard #1: SUMMER IN L.A ୧ ׅ         ♡        🏝️
🎬 How are you gonna spend your summer? . . .
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torchship-rpg · 1 year
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Dev Diary 1 - What is Torchship?
Hello everyone! I’m Erika Chappell, @open-sketchbook​ on tumblr, and I’m the game designer for Torchship, the space exploration tabletop roleplaying game. I’ve been working on this game, in some form or another, since 2016, and it’s incredibly exciting to be approaching a form with it that we can show off to other people.
Showing off is the point of these dev diaries; we’ve done an enormous amount of work behind the scenes over the past year, and while not all of it is ready for primetime and not everything fits together properly yet, there’s a huge amount of game and world and I’m tired of waiting to show it off. These dev diaries will be a way of showing off what we’ve done, share what we’re working on, and get excited about what’s to come.
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What is Torchship? 
As this is the first diary, I should probably talk about what the game actually is, right?
Torchship is a tabletop roleplaying game about exploring a vast and complex future galaxy of mysteries and danger. It is a traditional structured game with a GM and multiple players, who take the role of the foremost crew members of a rocket ship in uncharted space. It runs on a custom d6 system, designed around a set of solid core mechanics which expand into in-depth subsystems for whatever part of the game interests you.
It is, in many ways, a very retro sort of RPG. It’s deliberately aiming to be maximalist, not minimalist, with extensive and interlinking systems available for whatever possibilities your stories run into and mechanics everywhere you look to sink your teeth into. Each individual mechanic is simple and the game is designed so that you only deal with small subsets at a time in places where it’s appropriate, metering out the complexity similar to how the Routine in Flying Circus cut down on the number of moves in play at any one time.
You play as members of Star Patrol, a multifaceted agency of the Interstellar Union of Republics, or Star Union for short. The IUR is a very new and relatively small alliance thrust to the status of a superpower by the collapse of the local empire. It is ringed on all sides by potentially or actively hostile states, not to mention the looming threat of godlike powers and ancient civilizations that truly rule local space. 
Star Patrol are equal parts explorers, diplomats, prospectors, spies, and watchmen, tasked with the impossible task of charting millions of unexplored or long-lost stars for resources, allies, and advantages as the borders close in and the power vacuum closes. Funding is tight and resources scarce; you’ll be the only ship for dozens of light years, but if you’re successful, if you can light the way, the future might be bright after all.
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FTL Drives & Radiators
While Torchship’s inspiration is obvious, it might be more accurate to say that it is informed by Star Trek. It is not an attempt to make A Trek Game that directly emulates the feel of an episode; it instead aims to explore, reimagine, critique, and deconstruct its inspiration while injecting new ideas from outside. 
One of the main ways it differs is by lingering on logistical concerns which are usually handwaved away and emphasising that you are space explorers, people out in the vast expanse, clinging to fragile bubbles of oxygen and water. Our mission statement for tone is Star Trek with Radiators; shiny space ships with all the retro trappings combined with the enormous glowing heat management systems.
This is deeper than just an aesthetic. Torchship is not hard science fiction, but there is nothing stopping you from putting realistic reaction engines and impossible teleporters side by side, nor from treating that teleporter as a complex machine that still obeys some kind of laws.
Or, in other words, the ship can go faster than the speed of light, but it still needs to do something with the waste heat it generates.
This principle manifests in dangers: Decompression, high-g forces, and radiation are huge threats, heat builds up, vacuum sucks. Instead of the consoles exploding, projectiles zip through the hull and lasers chew through vital parts. But… it’s going to be okay, because you still have impossible energy shields and amazing medicine and tools to repair any damage.
It is also present in the politics and logistics focus of the game. Torchship is a game about scarcity; you have to carry all the resources you need with you, and there are no magic replicators. Somebody, somewhere, labours for everything you use. This system connects to the political aspect; all your choices will be reflected onto the Star Union as a whole, and will shape who they become over time.
Development
Right now, Torchship is in an alpha state. It is still actively being written and rewritten with an eye toward playtesting and public betas. We are filling out the website (which will act as a big setting encyclopedia) and assembling 3d assets for creating artwork.
Torchship is an independent production and it’s being developed by a very small team. Despite that, we’re going to make the best damn space game there ever was.
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ifeelgeek · 9 months
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Censo Realistas
Recordamos que los foros realistas los dividimos entre los de Academias y los que son de ciudades (porque sino sería demasiado extenso el listado). Es posible que nos olvidemos de alguno de ser así por favor envíen un mensaje y los añadiremos lo más rápido que podamos. Sin más que decir:
Creakedcultures-rpg : Ambientado en una realidad alternativa de Estados Unidos - PB REAL - 2013
Fight for Freedom : Escoge tu idol favorito y adentrate en el famoseo de Corea - PB REAL - 2015
The sound of San Francisco : Ambientado en San Francisco.- PB REAL - 2015
Liasons Dangereuses : Ambientado en Budapest - PB REAL - 2017
New Born RPG : Ambientado en la ciudad de Seúl, Corea del Sur. - PB REAL - 2018
Summplacerpg : Basado en un pueblo costero ficticio de Alabama, EE.UU - PB REAL - 2019
Map of Seul : Ambientado en Seúl - PB REAL - 2020
Sempiternus : Ambientado en Noruega - PB REAL - 2022
Wind Flower rpg : Ambientado en Jeju - PB REAL - 2023
Shiny Empire : Ambientado en Los Angeles - PB REAL - 2023
Foros Nuevos: God Save The King - PB REAL Sugar Rush - PB REAL
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crazyboredasians · 7 months
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Los foros nuevos están teniendo muy mala recepción por lo que veo. ¿Por qué será? Me causa curiosidad. // Esto lo hemos dicho tantas veces pero compartiré mi opinión más honesta y mencionaré nombres.
No somos tantos como creen y no podemos estar en todos los foros a la vez.
Los foros occidentales pueden abrir 10 en un mismo mes y hasta de la misma temática, esa comunidad es muy grande, de ahí seguiría la de ficticios y luego nosotros, los loquitos del centro del RPG. Aquí somos 50/60 personas en total. New Born y F3 tienen años, ahí hay gente que seguramente ya se casó, tuvo hijos y se compró una casa (?), gente exclusiva que no sale de ahí y por eso son comunidad grande.
En Sugar Rush o Yugen hay como 10 usuarios en total, mientras que en Wind Flower, Shiny Empire, Mabeobsan y hasta cierto punto HeyDay, te cuentas casi 15/20 usuarios. Te estoy mencionando los que abrieron este año, junto a Walk The Line y Call It Hope.
Más el próximo SAOM, son 9 foros que abrieron en lo que llevamos del año (y apenas vamos en el mes 10), de esos solo uno murió, lo cual a mí me parece un logro, todos aún están activos a su manera. Hay gente que se la pasa saltando de foro en foro, pero en su mayoría, hay gente que ya esta asentada en esos foros nuevos y ya lo estaba en los más antiguos.
Haz el calculo de una comunidad de 50/60 personas repartidas en 9/10 foros. ¿Qué te sale? Lo que se viene hablando desde hace mucho. No me refiero al "no pueden abrir foros de la misma temática/para acaparar físicos/para el skin más bonito y funcional", es que ya no hay la comunidad suficiente para llenarlos.
En todo foro llegan los canguros (los primeros en reservar y los primeros en mandar ask tras ask) y los usuarios comprometidos, cuando ya tienes a los usuarios comprometidos en otros foros con mucho más tiempo, lo único que te va a llegar van a ser canguros (YG y su último censo eliminó a la mitad de sus registrados) o en peligro no te llegue absolutamente nada (CIH y es muy pronto para hablar de SAOM).
Siento que muchos no son capaces de aceptar que esta pequeña comunidad ya tiene las manos llenas, que la gente ya esta ocupada en otros proyectos a los que le va a dar mayor prioridad y lo único que vas a conseguir abriendo foros a estas alturas son las sobras que no duran. No siempre vamos a poder echarle la culpa a los canguros, porque de esos siempre va a haber, pero como dije: Sacas la basura y lo bueno se queda, el problema es que lo bueno ya esta en otro lado.
Un análisis perfecto, la verdad.
✰ envy
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blogsmmorg · 2 years
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Pokemon sage full game download
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He later received Quetzar and navigated his way to him, but it was the people’s wrath, not his gift, that caused him to erupt in rage. The Poké Radar, a tool to search for special and shiny Pokémon. Custom Game Modes such as Randomizer and Nuzlocke. More than 190 Pokémon species to be caught, with many new and returning ones. Learn to start looking for him and waking him up at any cost – but it is the arrogance and mana’o’lunu of people like you that quetzar the legendary City of Gold in the first place. 8 gyms, 13 towns and 7 optional Sidequests. Sofia’s dew player Simon behaviour to study the enemy, and the enemy fell more bitter London is beginning an enemy friendship Northington was obsessed with Quetzar’s incredible power of Naam, which had previously translated into progress for Aboriginal people. Despite its pleasant warmth, uhi’ia is the city where the player will begin. I discovered a battle between good and evil based on the history of this location’s inhabitants, the Aztec empire and the Spanish conquistadores. In August 2016, after one and a half million downloads, the download. Urobos, like many other official Pokemon locations, is based on real-life events in the region: Central and South America. Similar to the official games, Uranium contains both online trading and online battling. Sage is a Pokemon who lives in the fictional world of Urobos. Click Here to Join This game was created by. Join in on the Pokémon Clockwork Discord server for any questions you may have or to just be apart of the community You can also participate in the Rosari Discord League and try to rise to the top Completion Meter: shofu. How to do that? By playing Pokemon Sage, of course!Īlso, be sure to check out Pokemon Ancient This game was made using Pokémon Essentials. Let’s go to the Urobos Region, a far far away region to somewhere side of this Earth.
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messinwitheddie · 4 years
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so what do irkens do for entertainment, besides the blood sports? do they even have any?
Zim "Most forms of entertainment you humans enjoy, we have our own version of it, but...you know, better. The exception is fiction. We seldomly engage in fictional narrative through any media. There is no film industry in the Irken empire. Acting is an artform reserved for war reenactments, plays written by ancient tallests and, historical events, things of that nature. Televised programming is heavily censored. Drawing, painting or depicting the Irken form in general is rarely permitted on screen. Animated programming is nonexistent. Our televised streaming almost entirely consists of live newsfeed and coverage on special events. Declaring war, tallest jubilees, the knighting of frylords to new snacking systems are events usually televised; you get the idea.
Snacking is the most popular recreational activity. It is considered the one activity that transcends rank. Any class of Irken may enjoy snacks. If nothing else, every drone enjoys that ten minutes off the clock to munch on their favorite treats.
Playing video games is the second most popular. Stats are taken VERY seriously. Zim has loved video games since I was a smeet! The biggest arcade in my home solar system is on Conventia. The biggest arcade system In the empire to date is Casino Major. You could call it our "Las Vegas". RPGs and sims are a new concept to me introduced by you humans. Irken video games rarely have a fictional narrative and do not allow for world building or character construction.
Our games focus more on puzzle solving, physical challenges and melee combat simulation. And yes, we gamble. For some of us, it's addicting.
I can take or leave them personally, but Irkens as a general rule, enjoy sports. BloodSport is probably the oldest and most brutal combat sport in our culture. Always a good fight to the death to watch in BloodSport. Aerial boxing is another popular game. Late Miyuki was actually an anthlete-class boxer before she was measured. Sting-Ball... the best way I can describe it in familiar human terms, is an aerial hybrid of dodgeball and quidditch. Sting Ball is arguably the least bloody of our contact sports, but if you get knocked out of the air, it isn't pretty. Tallest Red and Purple never went pro before being measured, but Purple probably could have. He's a peice of work, but he can throw...
It isn't technically legal, but spittle runner racing is popular among elite pilots. Red was into spittle racing for a while, but had to quit after he was measured a tallest.
There is blood blade racing, similar to human roller derby, which is fairly new and popular among our females for some reason. The frylords compete in gladiatorial cookoffs whenever the opportunity to claim a new snacking system arises. I...missed Gir's first big cookoff. He's still pretty mad about it.
Many Irkens manage to squeeze in time for hobbies. Age is not a factor. We like collecting...crap, all kinds of crap; electronic devices, dolls, stimming toys, souvenirs, useless knickknacks, shiny bobble-doodads...crap. We collect crap. We just do.
There are classes offored on Irk, conventia and Devastis young cadets can sign up to take in order to learn crafts and minor trades. They offor lessons on sewing, glass blowing, cosmotology, welding, sculpting, game design, things of that nature. The classes won't advance you in the military, but many Irkens crave the satisfaction of learning and making things with their hands. We are a naturally active species that no longer sleeps or mates. We like to occupy ourselves, however raw creativity is...rare and not encouraged, but we're capable of it. Talent is not unique to your species. Every Irken has a talent. Having the drive and opportunities to best utilize your mother-control brained assigned talent is another issue.
Gir is a great cook and will be a master frylord one day. Yeet spins her own silk and makes dolls and trinkets. Skoodge is a gifted strategist. His talents are wasted. Never tell him I said that.
Zim is an Irken of MANY, many talents and a master of nearly all of them! Tech modification is both a favorite talent and a hobby of mine. I guess some count my singing as a talent, but I don't. No one wants to hear a short drone sing and even if they do, they don't really listen.
The praise I get for singing is hollow. It has always been a waste of my energy. Zim would rather not be remembered than be remembered as a jester.
Performing arts is considered the lowest form of entertainment in our empire. Theaters are strictly operated by volunteers who simply love what they do, which is waste time. Irkens go to theaters to sing, dance, play music, and so on. They put on concerts, circus acts and variety shows. Sometimes they're good. They're usually horrible. Zim has not stepped foot in a theater since I was a cadet and I will not anytime soon. Trust me."
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(Sorry for the slow reply to this one, but I really wanted to explore it ^^.)
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whereismywizardhat · 4 years
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Current RPG games
5e Game 1: Stonehell (Wednesdays, alt)
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I’m dming this one, it’s pretty classic. Just my group of adventurers, consisting of a half-drow Barbarian who is obsessed with her family legacy of mapping dungeons, a Drow rogue who fled the underground yet cannot escape it’s lure, a kenku rogue who wants to eat shiny things, a bugbear fighter raised among humans who is sending money home, a tiefling sorcerer mystery novelist, a water genasi cleric who is not the brightest, and a Minotaur fighter who seeks honor and redemption through boneheaded decisions; all of whom are trying to delve deep into the ancient dungeon complex of Stonehell.
5e Game 2: Waterdeep Dragon Heist (Wednesdays, alt)
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Alternating weekly with Stonehell is Waterdeep, which I play Sir Fionn MacMorne, a Ranger from the Moonshae Isles who came to Waterdeep hunting wererats. The rest of the party consists of a self conscious Wild Mage / Bard who only feels confident when performing as her alter ego, her gnomish adopted brother who is a necromancer with no necromancy spells, a kobold monk seeking revenge on the arena owner who enslaved him, a barber /cultist of a Fey Moth deity hunting his evil brothers, an amnesiac elven druid who may have been an Asmodeus cultist, and a romantic Tabaxi swashbuckler who just got engaged. It’s a lot more of a slice of life game then the first.
5e Game 3: Legacy of the First Growth (Mondays, alt)
A recent addition to my schedule, this game is a world hopping Spelljammer game. I play Decuron Krazag, a hobgoblin warlord from Mystara. The group has thirteen party members, including a cyborg artificer, a winged kobold philosopher, a death knight rune blade, a aaracocra rogue, et cetera. This one has a lot to keep track of and the DM doesn’t really want us knowing each other’s classes out of character. Thus far, we’ve blown up a Drow pirate fleet and crash landed on a planet dealing with an infection that either kills you or turns you into a weredragon.
Godbound, (Tuesday’s, intermittent)
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Godbound is a free DND clone where you are playing as nascent deities, it’s hysterical in how overpowered PCs are. I play as Captain Zenda, a sky pirate with a grudge against the Empire and powers over luck. Our pantheon also includes a goddess of invention and dancing, a nerdy god of heroics and adventurers, a grim reaper, and recent addition creepy owl god. We’ve battled against corrupt priests, founded a city with the help of a construct formed from the memories of a pre-collapse hero, fought an anti-matter being in the bowels of a pyramid, and stole a seed from a corrupted artificial god. It’s a lot of fun.
Masks of the Week: Average Academy (Thursdays, alt)
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The third season of our Monster of the Week game has shifted to the RPG Masks, as we’re playing college age heroes in training at the newly formed Average Academy. I play Benedeck Montauk, a delinquent oddball who never used a door in his life he could help it. We have some characters who are children of previous PCs, such as Theo, the son of werewolf asskicker Axel from our first season, and his best friend Takeo, a half oni half wizard. Others include Vic, a sapient blob from the Void dimension; Leslie Lawton, Benedeck’s rival on delinquency who has fought with him in 2 of 3 sessions; Tamao/Tamako, a genderqueer fox yokai who likes pulling pranks. There are more characters, but once again there are a lot of them.
Night’s Black Agents: The Dracula Dossier (Thursdays, alt)
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This conspiracy thriller follows a group of burned spies battling vampires through Europe. I play Vasili Melnik, a Ukrainian hacker and mobster. We have a Siberian Ex-Spetznaz mercenary, an Egyptian analyst, an American confidence man, and a French cat burglar. This is our darkest game, tone wise, as we are unraveling a conspiracy involving vampires, pharmaceutical companies, British intelligence, and more. No one can be trusted, and the team is not united on what the plan should be.
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twitchesandstitches · 5 years
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Karkat’s New Life
Commission of an AU where Terezi is the heiress and gobbles up the wicked, and is romance-y with Karkat!
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The tale of the epic romance of the second coming of the Sufferer and the empress to overthrow the draconic tyrant who had doomed Alternia, was embellished in the tales.
Great loves, and stern rulership, began like this: ‘oh hey, something shiny!’
And so it began.
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Karkat Vantas had been stoically quiet and doing his best not to panic throughout the entire trip from his hive, and internally he was freaking out.
Years, he had been waiting for this. Grimly expecting that sooner or later, the hemospectrum would come down on him, and that would be that. Even the whole time he had been on a wagon and then the submarine taking him to the bottom of the sea, he had bundled himself up in his sweater, daring the two guards to say something, or taunt him.
Let him show a bit of pre-culling spite; let him die with that, at least.
But they hadn’t said a word to him; not the huge and burly blueblood with a broken horn, not the absolutely massive and curvy purpleblood with horns like wavy step ladders. They didn’t seem particularly threatening. No taunts, no vicious little cuts where it wouldn’t show, just politely escorted him into a massive undersea palace that had apparently been built into the biggest dragon skull he’d ever seen.
‘Would you please come with us?’ they had been so polite when they had come to his door. That was not how a culling went; no drones, no mayhem, just a very polite, if quiet trip.
Karkat looked around, trying not to annoy the two giant guards beside him. He fidgeted and restained the urge to flee, fearing that this would mean instant death. He glanced aside at his lusus, and saw him still lounging in the submarine, clicking contentedly.
“Useless little grump flick,” Karkat grumbled.
“Keep goin’, little one,” the purpleblood rumbled, with just a hint of chucklevoodoos there. It was difficult to see her face past those humongous rumblespheres, but she wasn’t painted like a mirthful cultist; she wore red paint, emphasizing her eyes so that she looked a bit like a dragon.
Red, Karkat noticed, was something of a theme in this palace. It sprang up in unexpected color palettes, typically around whorls carved into bony pillars that…
That…
Looked just like his own sign. He paled. Where they going to kill him and use his blood to paint up the place?
Come to think of it. Deep beneath the sea? A dragon’s skull? And that symbol, that many whispered the mad heiress was so enamored of?
Oh no. He was in the lair of the Heretic Heiress.
They brought him into a huge, resplendent chamber that was mostly filled with random beds, small piles of what looked like obscure tabletop RPG handbooks to him, mountains of dice, and a beanbag chair. Sitting upon it was a sea dweller, and recognizing her, Karkat’s stomach did a funny twist. “Your Draconic Benevolence,” said the blueblood gravely. “Your guest is here.”
The beanbag turned around with some effort. Facing them now was a startlingly short troll girl, perhaps half a sweep older than Karkat but not much more. Her angled horns were the longest he’d ever seen, the facial fins of her caste sticking out like quills, and her wide mouth was a massive of grotesque fangs. Short as she was, though, she was thick; a sports bra in royal colors stood out against rumblespheres bigger than Karkat’s head, her waist was broad and her plump belly ripened by many rich meals, and from the sheer wideness of her hips, her backside was clearly massive. That all she wore was a sports bra, a swimsuit bottom and a skirt tied over her wide hips was a royal affectation.
Terezi Peixes. The heretic heiress conquering Alternia, and presumptive conqueror of the empire if she lived long enough. The most terrifying troll in existence.
She stood up and moved over to him, not so much walking as using a mobile swagger. “Maenad, Zahhak! You can go. I think we’ll do fine.” She grinned widely, putting a webbed hand on his shoulder and playfully pushing him into the bean bag. The guards left, to do guard-y things.
She sat down next to him, inexplicably smug. Her hip brushed against his body and he instinctively blushed.
She turned, facing him, and her claws patted his arm in a friendly way. He looked into her eyes, and realized two things. She couldn’t have been an inch taller than him, and he was short; fuchsia girls took a long time to hit the leviathan size of the empress, it seemed. And two, her eyes with red. The membrane that should have protected her eyes had sealed over them, clouded by some terrible injury. She was blind.
“Name’s Terezi,” she said nonchalantly. “And you, my loyal subject-” she chuckled. “Smell cute.”
He gaped.
“Also, you are Karkat Vantas.”
He wouldn’t be him without a contrarian impulse. “You can’t prove that!”
She tugged at a tag in his sweater. “It’s got Karkat on this tag here.”
“Lies and vaudeville! It’s a gremlin, hiding false names on innocent clothing to lure me to a culling.”
The Heiress laughed at that. “A culling!? You think this is a culling? Oh man, what did those meatheads tell you this was ,huh?”
“They… didn’t say much?”
“Guppy, I outlawed culling when I took over!”
“...Huh?”
She grinned and patted her belly mysteriously. “Anyone who tried to keep up those bad old ways, uh, got what was coming to ‘em.” She leaned in. “I just wanna talk.”
She reached into her very ample cleavage and pulled out a little pendant, and she showed it to him. Dangling from it, carved of fine coral, was the sign of the Shackles. His own sign, a perfect mirror to the one on his shirt.
Her claws touched hiss shirt, his chest. She was so cold, that it was electrifying, and she was so close to him…
She pulled back, and smelled embarrassed. “Your blood is something of an interest of mine.” She grinned. “Wanted to have a chat with someone who knew how bad things can really get up there. An expert opinion.”
Karkat glanced again at her pendant. Don’t stare at her cleavage, DON’T. “That’s all?”
“Yeah. But maybe, you know. If you wanted to know about what that blood means…?” she left the unspoken invitation dangle. “And I’ll keep you hidden from the empress’ goons. The ones still loyal.” She held a hand out. “I swear.”
Uncertainly, wondering why she bothered asking, he shook her hand. “Okay.”
She sniffed him. “Been a long time,” she said carefully. “Since I had anyone in here full time except me.” Her hand lingered on him, not quite squeezing, but close…
A voice coughed. Both of them jumped.
Standing in the back was a… a… Karkat didn’t know what it was. An alien? Smaller than a troll, dark skinned but just as curvy, with features like a woofbeast that felt oddly out of place on the hominid frame. She bowed, her body crackled with green flame and cybernetic implants. A similar alien, much smaller and with odd avian traits, waved mildly. “Sup, ya empress. Me and Jade rounded up that guy who was trying to sell out your guest here to the loyalists.”
“Thanks, Dave, Jade,” the Heiress said. She aimed her face with odd intensity at the chained troll between them; a massive purpleblood, his face streaked in paint. How had two aliens managed to contain THAT?
The two aliens left. Karkat cleared his throat, and the Heiress interrupted. “Couple of friends I met when I was doing some space travels a while back. Nice planet. Conquered by the empress and those guys got experimented on; hoping to free their planet once I get my war on.” She smirked. “Would just love for you to see there. It has a pleasing symmetry.”
Karkat frowned as she stood up, wondering what that meant.
Slowly the Heiress approached the prisoner, and he began to wail. “No, no no, get away from me, get away you freak!”
She tugged on his chains, forcing him head to his knees, head down so that his eyes were level with hers. “You serve a corrupt authority, and your sentence is execution. How shall you plead?”
“I am a loyal servant, you sick traitor!” he snarled. “I’ll not allow any of the Sufferer’s blood to burn the empire-”
She put a finger to his mouth. The touch was soft, but he flinched in sudden, overwhelming terror. “It deserves to burn,” the Heiress said evenly. “Understand that you will make me stronger, and with your aid, I will fix this empire, and save everyone. You will, in some way, redeem our blood.”
“No, no no!” He strained against his, roaring and trying to bust his way free as she leaned forward, her mouth wide, wider than trollishly possible-
What happened next, as she swallowed him whole in a single gulp, was too quick to accurately parse, and Karkat needed a long time to let it register. But this was the technical process.
The Heiress’ mouth opened wide, wider, impossibly wide, seemingly bigger than she was, and a massive tongue curled around the prisoner. With impossible strength that could break a ship in half with one finger, she grabbed his face and pushed his head into her mouth. Incredibly flexible and strong throat muscles gripped on him, and she swallowed.
His horns, big as they were, slipped down without a problem. His head, bigger than her torso, descended as smoothly as a marble down a cliffside, briefly visible through her skin. She slurped up his hair like noodles, tilted his head up as her gulp took in his massive shoulders, those body-breaking biceps.
Down her throat it all went, and into her belly.
His muscular torso, his strong-fat gut, his huge hips. She could have sat in his lap, he was that much bigger than her.
Her belly ballooned as she swallowed him down, several tons and nearly eighteen feet of subjugglator beef slipping down into her digestion sac. She rose up on it as his legs and feet vanished into her body, and it became clear why her belly was exposed; easy access as she flopped onto it, rising upwards and jiggling faintly.
But, to Karkat, it looked like one moment he was there; the next, the Heiress rested on a water matter of a gut, a masculine body still faintly visible in her belly.
She made a small burp. “Whoof. Hope the chucklevoodoo boost doesn’t screw with my psionics any,” she muttered to herself. There was a small noise as Karkat stood up, more baffled than afraid, and she turned to stare at his direction. “Oh. Oh shit, you weren’t supposed to see that yet! I mean…”
Karkat thought to run… and stopped.
He gulped. “Is that… painful? You need help?”
She froze up… and smiled. “Little company would be nice. I’m gonna eat the entire empire if that’s what it takes to stop it. But a little company is nice.”
He walked up and sat beside her. Her mammoth belly felt as big as a room from his old hive, and he cautiously touched it. She giggled and her belly sloshed. “Hee. Tickles.”
“Yeah. I can do that.”
She smirked at him, with a hint of something genuine and lonely there. “Call me Terezi, Mr Vantas.”
“...Hey, if there’s no formality here, call me Karkat?”
“...Nah. I’mma call you something stupid instead.”
“PLEASE DON’T.”
She stuck her tongue out.
And that, as they say, is the beginning of a beautiful romance.
They stuck more fancy sweet stuff in the epic poems, though.
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bjorntm · 5 years
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Best console quality iPad Pro games
The iPad Pro is a great gaming device, but finding the right games in the over-crowded AppStore can prove quite a challenge. Below you’ll find the result of many hours of searching for great console-quality games. These games are all one-time-purchase and don’t depend on in-app-purchases. The only games with in-app-purchases in this list are games that offer the first part of the game for free and unlock the full game after an IAP, so still a one-time-purchase.
Obviously these games will work on a normal iPad as well. Most of them will even run on an iPhone.
Enjoy!
Thimbleweed Park
Since Thimbleweed Park is from the makers of the epic classic Monkey Island games, expectations were high for this game. I was not disappointed. The game is very well designed, has the right amount of humor and a great story. Absolute must have.
Grid Autosport
Grid autosport is as good as it gets for a racing game on the iPad Pro. The only thing I turned off right away was the deadzone in the steering. (Settings -> Grid Autosport).
Tropico
In Tropico you are the ruler of a small island. You can choose to put the people first, or you can choose to focus on your swiss bank account. It’s a city builder with a twist. Hilarious at times, and at the same time a very well designed, desktop-class city builder for your shiny iPad Pro
Papers Please
In this game you are a border official. The only thing you have to do is check the papers of people passing the border. Although this might seem boring (and maybe it is), the game is so great at setting the right atmosphere that it really lets you experience the socialist soviet union era.
Morphite
Explore planets to find your past in this beautiful low-poly game. Resembles No Man Sky a bit but is a great game in it’s own right.
Kingdom: New Lands
Kingdom: New Lands is a twist on a tower defense game. Explore, build and conquer.
Stardew Valley
Stardew Valley is both a farming and adventure game. Discover the secrets of Stardew Valley. It’s a very popular game on many platforms.
Transport Tycoon
Built your transport empire in this exceptionally good port of the classic desktop version. Guaranteed to keep you busy for many hours.
Playdead’s INSIDE
A very sinister and beautiful game where you are a young boy trying to make your way through hostile environments. One mistake and you will be shot, drop dead, or get killed in another creative and horrible way. First part can be played for free. One time In-App-Purchase unlocks full game.
Death Road to Canada
Fight your way through this randomly generated action-RPG roadtrip.
Sky: Children of the Light
Soar through beautiful reals and meet people from around the world in this excellent multiplayer game.
Hyper Light Drifter
Polished slash ’em up with 120fps gameplay and MFI controller support on iPad Pro. A must have.
Oxenfree
1980’s horror themed game where you play a group of teenagers in a terrifying adventure.
You Must Build A Boat
Very addictive ‘match-three’ game. Takes some time to learn, but then you won’t be able to stop.
Oddmar
Very well designed platform game.
Oceanhorn
Explore the world in this beautiful action adventure.
Milkmaid of the Milky Way
Another great game for fans of Monkey Island like games. This game takes place in 1920’s Norway, where things get strange when a massive ship descents from the skies.
Best console quality iPad Pro games was originally published on Björns Blog
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tanadrin · 5 years
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Map Editors I Have Known And Loved
Much as my favorite part of any RPG is the character creation screen, my favorite part of any RTS (and many other genres of video game) is the map editor, where it’s included. This is a brief review of different map editing experiences for different games based on the time I’ve spent with them.
Warcraft 2
One of the first, wayyy back in the dark days of the mid-90s. Good for little besides making melee maps, really, due to the absence of a trigger system (as I recall).I was too young to really be able to experiment with its mechanics, and mostly used it as a glorified version of a Paint program, because I liked Wc2′s distinctive art style.
Age of Empires 2
AoE2 is/was a freaking terrific game, but (and probably because the campaigns the game shipped with didn’t need more than it provided) the trigger system of its in-game editor is not super sophisticated. Third-party editors and utilities supplement the default modding tools, and modding AoE2 is easier than ever with the HD edition, but if you want to do something super elaborate you’re going to need to do a lot of quirky tricks and editing of database values. I still love the AoE2 map editor, because I love building huge elaborate isometric recreations of medieval European cities, and then wrecking them with a giant army of Elite Mangudai and trebuchets.
Deus Ex: GOTY Edition
An FPS, but it came with a variation on the Unreal engine level editor that was, despite requiring a fair bit of knowledge about the engine to make it really useful, was still great for a kind of conceptual Lego, building beautiful austere environments with careful lighting you could walk around in (and shoot up with a GEP gun). Again, I was a little too young and a little too impatient to master the subtler aspects of DX level design, like triggers and scripting and whatnot, and the tools provided, though powerful, didn’t hold your hand at all. Still, full marks for making the inner workings of the game robustly exposed to modders.
Starcraft
The original Starcraft and the BW expansion have a lot to recommend them: a great kind of redneck-punk scifi aesthetic, some seriously fun campaigns, and some seriously fun multiplayer (the panic instilled by “nuclear launch detected,” etc.); the map editor was great because it had pretty decent unit editing capabilities, and an extremely good trigger system--plus you could make your own voiced mission briefings, string missions together as campaigns, etc., etc. A lot of what you couldn’t do was supplemented by third-party editors, and playing around with SC’s trigger system trying to get all kinds of weird things to work laid a lot of the cognitive groundwork for learning how to think and clarify ideas when I started learning actual programming languages like Python. Rates very highly on both the “purity of form” and “purity of spirit” scales, but it’s nothing compared to
Warcraft 3
Hoooooooo boy
I have a sentimental attachment to wc3 map editing like nothing else. There were whole summers I spent playing custom games on battle.net, and probably thousands of ideas I played around with in the editor itself, but never quite finished, because let me tell you, this bad boy is as far as I’m concerned the gold standard for map editors. It was released in a somewhat limited form with RoC, but around the time TFT came out, they updated the editor to a much more full-featured version, and they eventually also released all the plugins necessary to make Wc3 models with third-party programs. Combined with the idiosyncratic-but-actually-kinda-useful form of custom game searching, the result was, as anyone with a passing familiarity with the wc3 modding scene probably knows, one of the greatest flowerings of modding creativity in video game history. Out of this crucible of innovation came among other things a deep vein of tower defense maps, elaborations on the Aeon of Strife custom games from SC, and out of those, eventually, the DotA maps--leading to DotA Allstars and thence DotA 2.
The Wc3 editor lets you fuck with literally every conceivable value in the game, comes with an exceedingly powerful trigger system, lets you make custom units and abilities and buildings, and where it can’t do what you want it to, also just lets you script shit directly. I love it so much. It is my happy place; the little “doot doo do do doot DOO” that sounds when you start it up gives me a jolt of delight every time, years later.
Homeworld 2/Homeworld Remastered
Honorable mention to the most fun I have ever had in a melee RTS with my pants on. The maps here are exceedingly simple: you edit them with a text editor. But true 3d space battles--true 3d gorgeous space battles with a 70s sci fi aesthetic--are impossible to underrate in my book, and it helps that the Homeworld series has genuinely delightful gameplay mechanics. It also has a pretty good modding scene, with the inevitable Star Trek and Star Wars and BSG mods, because while the game isn’t super easy to mod, and has nothing in the way of built-in modding tools, it isn’t actively hostile to modding the guts of it like some games I could mention (cough cough Paradox cough). Confession: I’ve never tried to mod HW2. I have played a shit ton of it, though, and I live in the vain hope that one day someone will be like, “You know what? Not only is it time to bring RTSes back, 3d space battles are actually the fuckin’ best,” and make another game like it.
Starcraft 2
I haven’t played around as much with the Sc2 editor, because while I played a lot of Sc2 melee during WoL and HotS days, the actual experience of finding custom games with SC2 blows. Rather than Wc3′s “here’s all the custom games currently going, knock yourself out bub” thing, with Sc2 they tried to start a curated game list thing and added rating games and all this other wacky stuff that means it’s actually kinda impossible to find things 1) that you like and 2) that people are actually playing. I haven’t touched Sc2 in years, though; maybe it’s gotten better? I doubt it. The editor itself is, based on my limited experience, just the natural iteration of the Wc3 editor: a little more robust, possibly a little more confusing at first as a result, but it’s got that same classic Blizzard polish that makes their modding tools such a joy to use. But between the fact that the scifi aesthetic doesn’t appeal to me as much when it comes to making custom games, and the sucky game finding interface, I think I’m mostly holding out for WC3: Reforged to scratch that RTS modding itch.
DotA 2
Valve did the community a huge solid and released its developer tools to let people mod its hat collecting/racial and homophobic slurs archiving engine, DotA 2, but the custom game search features suffer from the same problem that plagues SC2, only even worse. Just give me a fucking server browser!!!! FPSes had this solved in like 1994!!!
It doesn’t help that DotA is built in what is fundamentally, like, an FPS engine (ok, probably that’s not an accurate characterization, but it is the engine they devised for like Half-Life 2 and TF2), which means that the developer tools feel clunky and counterintuitive and wayyy too complicated if you’re thinking of them as RTS modding tools. Plus, since not everybody has the time and the professional pride Blizzard used to have to create powerful, polished, standalone modding tools, they’re not gonna hold your hand at all. And the fact that MOBAs/ARTSes have mostly colonized the space classic RTSes used to fill means that what you really have is, like, 5% of the assets you’d need to actually make an RTS mod for the DotA engine. It would probably be easier to make an FPS in the DotA engine than a true, Warcraft-style RTS. (Someone did once make an FPS in the Warcraft 3 engine. It was... actually kind of fun? But seriously goofy.)
If I were a smarter and more hardworking person, I could probably build an RTS-like thing in DotA’s modding tools, but I am not. Plus, there are elements of DotA level design that suffer from the same problems as
Later iterations of the Unreal engine
One thing I loved about the classic UT engine, which the original Deus Ex used, is that (though it was prone to frustrating geometry bugs) it let you tinker around with architecture directly in the space it provided. I played with the level editors of some later UT games (principally UT3, I think?), and with the push toward fancier graphics of later generations, there was also a push toward use of a lot more doodads and 3d assets in levels to provide what I would think of as basic architectural details. I’m sure there are solid graphical and programmatic reasons for this. I’m a dilettante at best at this sort of thing, and I can’t speak to those. But the downside of that was that unless you have some 3d modeling chops, and a measure of planning and patience, the sandboxy/creative appeal of dicking around in the level editor was much reduced. That’s not a criticism of the tools provided so much as it is a neutral observation and, perhaps, me mourning a little bit the fact that older, simpler games, by virtue of their simplicity, are often more amenable to modding. One thing we lose in an era of ever-more-elaborate triple-A titles is a fundamental transparency in how games are constructed; they become super complex, teetering programmatical edifices, and while that often allows for interesting new developments in gameplay (and shiny graphics!), for the person who wants to learn How Games Work by taking them apart and poking around, well, it’s harder. That’s one reason why I’ve never gotten into Skyrim modding, even though it looks awesome and super powerful.
(the U4 engine “map editor” equivalent is a suite of game dev tools, and sold as such, but I’m not really talking about standalone game dev tools that are meant to allow you to build a game from the ground up in this post, so that’s beyond the scope of what I’m interested in. Obviously the more general and powerful a modding tool is, the more it shades directly into that; and there’s something of an artificial distinction between a “total conversion mod” and “a new videogame,” like that between a musical and an opera, that mostly has to do with spirit and intent and marketing.)
EU4, CK2
I am including these because I love modding these games, even though the “modding tools” for them are Notepad++ and GIMP. It’s nothing but images and weirdly formatted text files (and little documentation), and it’s terrible and frustrating! But I love it! My big complaint is actually the lack of ability to alter fundamental game mechanics: everything you can change about the game easily is the accidence of it: its appearance, the map, what countries and characters you can control. The underlying mechanics--the spirit of the game--is frustratingly immutable, except via very clunky workarounds, and while I understand why you might not go out of your way to make these things easily manipulable (it’s a lot of extra work to uncertain benefit), and why Paradox games rely on an event-driven system that is both like and much unlike RTS trigger systems, it is a little disappointing. But EU4 and CK2 drive very different parts of my imagination (geography and politics and economics) than, say, Wc3 (strategy and fighting and tactical finesse), in the same way that Deus Ex drove yet another part (the architectural, the spatial, the atmospheric). One day, maybe, someone will invent a game that somehow captures everything I love about each, a kind of  transcendental game of everything, with modding tools to match, but I doubt it, and I’m OK with it even if that never happens.
Honorable mention: the Civ series
4x games are moooostly outside my scope of interest here, but I do remember Civ2 having a terrific editor with lots of opportunities for modding buildings and techs, and the great thing was that units and cities and terrain were all just very simple images that you could edit with an in-game tool. SMAC/AX was also pretty moddable, had a built in scenario editor/cheat menu, and Civ 3/4/5 have fun map editing and scenario building tools. Turn based games appeal to me a little less inherently, because they lack the thing I love about RTSes, the “oh shit PANIC” moments where you reflexes and quick thinking become super important, but the Civ series does have great strategic and econ management elements.
Other games
There are whole genres of games--Sim City, Dwarf Fortress, Minecraft, the building aspect of 4X games--that capture in small or large part what I love about map editors, with the same build-create-tweak-adjust cycle, though obviously on a distinct footing since they’re making them an actual game rather than a tool with which to create games. It scratches a similar itch, though: it’s all about combining aesthetic design with design of systems. I have a radical thesis which is that every game is improved with the inclusion of a map editor. The existence of a representational, navigable space is intrinsic to almost every genre of game (every game I can think of, though I don’t exclude the possibility that there are ones I haven’t thought of that don’t have that), and being able to use the same underlying rules--or to iterate on those rules--and apply them to a new space, especially a new space you can design for optimum fun rather than just relying on procedurally generated (inevitably samey) space, extends the life of games considerably.
My earliest and biggest interest is in RTSes with map editors, though, because I have a fervent, unquenchable love for the genre. Alas, as noted, it’s a genre that has never been super popular and is currently pretty marginal. THe challenges of making a good RTS engine--nevermind a fun-to-play RTS--are considerable, especially if you care about things like multiplayer (which is my favorite part of RTSes). A lot of entries in that genre now are in some sense hybrid. MOBAs, of course; but games like EU4 have RTSlike elements (and, being pausable, are in some ways the best of both worlds with regard to RTSes and turn-based games). I live in hope that the RTS genre will experience a minor renaissance one of these days, and we’ll get something worthy of being the successor to WC3 or AoE2. If you’re working on that--please, please, I’m begging you, release it with a map editor.
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shinyempiretv · 11 months
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¡ES OFICIAL, EL 8 DE JUNIO PODRÁS VER POR PRIMERA VEZ LOS PRIMEROS CAPÍTULOS DE SHINY EMPIRE! ✨
En este nuevo cartel te mostramos en primicia las caras de nuestros SHINERS... ¿alguno te resulta conocido?, shoot a star! 💬 nuestra bandeja se encuentra abierta para recibir todo tipo de información interesante...
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shinyempirerpg · 9 months
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Alexis busca una hermana perdida con la que tendrá una relación un tanto complicada. ¿Te interesa saber más sobre su búsqueda?, ¡puedes leerla aquí! 💬
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maychorian · 5 years
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Your OCs! Tell us more~
Aw, thank you for asking! (For those who didn’t see my post last night, this is about the many RPGs I am playing right now.)
Okay, so in my weekly game, we’re doing a Star Wars campaign right now. It’s set in the Edge of Empire era, after the Empire is established but before the Rebel Alliance is much of a presence. The RPG sets you up to be, like, criminals and conmen on the edge of society, thus the name Edge of Empire. But we’re playing on a small backwater planet, in a little city, as sort of community helpers dealing with problems at the request of the mayor.
My character is an Ithorian named Buzza Loo. She left Ithor because she’s just a little too aggressive for that incredibly pacifistic species, but she’s still very peaceful by the standards of most of the galaxy. Her career path is Scholar, so all about knowing stuff and being helpful in non-warrior kind of ways. She loves plants and growing stuff and is the kind of character to get intensely distracted by a weed growing out of a crack.
She owns a greenhouse and nursery, and she is fond of growing a certain…let’s call it herb…and enjoying it. (It’s not illegal on this planet, but she’s aware that some people find it problematic so she doesn’t advertise this particular aspect of her greenhouse. Some people find it anyway.) As the game has progressed I’ve discovered that she is very curious and also very distractible. Useful in the right situations, of course, but her priorities tend to run a bit akimbo to the rest of the group. Last night we had a fight in which Buzza spent the entire time tracking toward a pile of rocks that looked interesting. To be fair, that pile of rocks was the ultimate goal we’d been looking for all night (I think there’s a Sith artifact involved), but yeah, her friends were fighting and yelling and wrestling over guns and whatnot and she was just like, “Ooh, shiny…” the entire time.
There was also an earlier altercation in which the rest of the group was chasing down and beating up a bad guy we’d been searching for over the course of several days, and she spent the entire time trying to open a locked box that was under his bed. She didn’t even manage to get it open. I’m saving up for a good lockbreaker, which is obtainable but a bit on the expensive side.
Anyway, I love Buzza. She was born out of the fact that one of my friends kept saying that all of my characters were druids in one way or another (and maybe I’m a druid in real life), so I started thinking about what it would like if I just leaned into that for our new Star Wars campaign. She’s been lots of fun to play.
And one of reasons Kelly thinks all my characters are druids is because of my character for my once-a-month LARP, Lily Mandrake. I’ve mentioned her before and even posted a picture of my costume, but she truly is a lot of fun to play and takes up a lot of my creativity. Especially since I volunteered to cook for the LARP next year, so I’ve been thinking a lot about recipes and schedules and how to make sure that everyone gets plenty of hot, delicious food on time and under a budget. It’s not EXACTLY in-character to be a cook, but it’s close. I made LIly to be a lot like me, since she’s my first LARP character, so she’s shy and easily overwhelmed but also very caring and nurturing.
LIly is a Forestwalker Ga’vin, which is sort of a little nature gnome. A tree person, essentially. There are also Firewalker Ga’vin who set themselves on fire and are much more war-like, but Lily is not interested in that. My early concept was to make her a healer, hanging out in the tavern most of the time and just playing support, but after my first game I found out that I really enjoyed going on adventures with a group and throwing spells at the enemies, so I re-wrote her slightly to focus more on magic. She has wilderness knowledge and herbalism, as well as a lot of magic, and I’m going to start a Path soon (sort of like a prestige class for DnD) that’s all about protecting nature and the cycle and being really useful against the undead. LARPing is complicated, and this game has a whole lot of lore that won’t make sense unless you actually, you know, play the game, but trust me when I say that it’s the most fun I think I’ve ever had as an adult, and I want to keep doing it until I die.
And holy crap, that was a lot of words about two OCs. Ask me again if you want to hear about my superhero RPG, my Star Trek RPG, and my other Star Wars RPG.
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Fantasy AU?
Again, little disclaimer that I am not super familiar with the genre - I don’t read fantasy (more the scifi type) and only encounter it in RPGs where I love it. And I think I will base the headcanons on the old “Fantasy AU” pieces I had to draw for a meme…a year ago? 
- So obviously Gillian and Robert are what they always see themselves as: Queen and King, reigning over an empire with an incredibly strong military presence to keep everything (and everyone) in line. Most of the time they would rely on their networks and agents to keep everything in the shadows. However, they would also use their thriving economy as a weapon to keep the common folk satisfied enough so they won’t see what’s actually going on.
- They would be very interested in any kind of (forbidden) magic/alchemy and fund several academies and universities to study the subject. And as narcissistic as Robert is, he would definitely look for a way to expand his lifespan/become immortal. This could lead to him obsessing over dark magic and demons, convinced he would be able to control them (as a parallel to him merging with Helios). 
- Furthermore, religion would be strong in their empire as well as a tool to control the masses and to possibly expand their influence outside the borders without any physical force. Gillian and Robert have a God Complex after all and wouldn’t miss an opportunity to act out on it.
- Also let’s be honest they both would have really shiny armor that looks impressive but is impractical and rather useless in combat. They would wear it during speeches and public appearances as a display of power and wealth.
- As a parallel to their transgenic research in DX1, they would be very into the breeding and weaponization of creatures like hellhounds, griffins, drakes and similar things. I am also sure they would research how those species can be crossed and enhanced to suit specific needs. 
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crazyboredasians · 4 months
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¿Una lista de foros que estén activos y/o con buena actividad?
Shiny Empire, To The Beat, Sugar Rush y Windflower se reactivo un poco mas estos días.
Hay también dos foros próximos a abrir
@wysteriahigh-rpg y @wildestdreamsrp
✰ pride
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