
Arc
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Heya! This sounds pretty cool, and while the battle system is a little confusing on paper, I'm sure I'll figure it out! Sign up Hayate Ashikage and Suzume Kurogane for the Eorzean Alliance side. ^^
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*pokes head up* Arts? This is really cool of you to do this! Please feel more than welcome to draw my eager, cheerful punchcat, C'taikha! http://imgur.com/a/mnUhQ
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balmung Looking for long term RP connections
Arc replied to Swanmay's topic in Chronicled Connections
Heya! Saw this pop up and figured I'd give it a read. Very glad I did! A recently created character of mine is a Samurai who is currently meandering around Eorzea, and while he's not the most sociable or approachable of characters, his travelling companion, Suzume, is a kind-hearted soul who's trying to make her way to Othard! If our characters click, maybe they could travel together, and it not, still could make for some fun RP. ^^ look for Hayate Ashikage and Suzume Kurogane in game! -
I woke up to replies! /joys everywhere. Thanks to everyone who responded, and now that I'm seeing a couple people do it, those who are also looking for a Monk Mentor are more than welcome to throw up their request on this thread, too! RP contacts are also extremely welcome, do definitely feel free to hit me up in a PM as well! I also have Discord if that works better for some people. Just add Amra #8435
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Hey there, Maeve! I definitely won't say no to RP, so if you see me around, feel free to poke me or add me to friends list in game (or player search me) and we'll figure out a time to RP. At the very least, Taikha will jump at the chance to fight her. ^^
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Heya! While it's always been my hope to run my Pugilist character into a Monk ICly and have him train with them, with Stormblood coming out and my schedule keeping only just now letting me get back into heavy RP, I figured I'd try and see if anyone was looking for a pupil here on the RPC, and maybe try and organise a dynamic mentor/student RP relationship. With that said, let me tell you a bit about my character! Who is he: His name is C'taikha Tia, a young Miqo'te of 19 years who comes from a tribe deep in the Sagolii Desert. Ever since he was young, he's wanted nothing more than to fight, and he dedicates most of his time to training, or seeking out strong opponents to test his skills. Taikha is a very eager, enthusiastic character, who wants to become one of the greatest fighters in Eorzea, and maybe even beyond! While he is competitive, and never holds back, he sees every fight as an opportunity to strengthen himself, even if he loses the bout. And when it's over, you can bet that he'll challenge you to a rematch. What does he do: As stated above, Taikha's a fighter at heart, but since he does come from a tribe of middling size, he still has duties to perform. He's part of a three man team who delve into ruins and other places of note in search of relics, treasure, or anything else of value that he can then trade or sell for the gold and resources necessary to keep a desert-dwelling tribe thriving. Don't be fooled, though. His main reason for doing this is because he gets a lot of chances to explore the world, and travel outside of his tribe. How you can find him: Taikha is fascinated with the Monks of the Fist of Rhalgyr, so perhaps you're character lives or has lived in Little Ala Mhigo. Taikha's spent a lot of time there whenever he can sneak away from his tribe, devouring every story and legend about the famous Fist of Rhalgyr told to him by anyone who was kind enough to give him the time of day. Maybe you've heard of the scrappy fistfighter who's always eager for a fight, seen him at the Grindstone or out training in Thanalan. Maybe you've run into his tribe at some point and remember seeing him around. Or maybe he just rocked up out of the blue because you looked like you'd be a strong opponent, and he tried to challenge you to a fight! What kind of mentor I'm looking for: This is perhaps the most important point, and I'd like to first state that I'm open to all kinds of characters, but if you're a member (current or former) of the Fist of Rhalgyr, and you have ties to Ala Mhigo, then you're perfect. Your character is preferably older than Taikha, fitting in with the more traditional 'mentor' archetype. OOC, I'm looking for long-term RP, someone who is willing to accept Taikha as their only pupil, and form a real connection with him. Purely platonic, though. No romance, please, that's not what I'm looking for. I'm also hoping your character will be able to drag Taikha into Ala Mhigo sometime! I'd love for him to be connected to the region in a more substantial way than 'I want to explore it'. ^^ About me: I've been RPing since ARR launched, and while I know that isn't very long compared to some RPers out there, my RP style has developed into a strong, para-RP style. Time-wise, I live in Australia, and I understand if that might not work out for some people. It's happened plenty of times that I've met people, only to never see them again simply because our time zones don't match up. But I'll do my best to make sure that we're able to RP consistently. One other thing that needs to be mentioned is that much of my time is spent playing the game with my girlfriend, who also RPs. But don't be discouraged! Meeting my character means you get to meet hers, which means another awesome RP contact for you! ^^ If you read this far, then I want to say thank you so much for bearing with me, and I appreciate you taking the time to check out this thread. If you're interested in mentoring, or even just meeting my cheater (he could always use more friends!) then please feel free to message me here, or send me a message on my Tumblr: @arcarith If you have any questions, or want to find a character to mentor in the ways of the Monk but you're not sure of you'll make a good fit, message me anyway! Who knows, we just might click really well! Thanks again everyone!
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Yay people! ^^ I'll definitely check out the RP traffic in those areas mentioned, maybe some random RP can be found after all. For the others, I'm more than happy to add you guys to friends lost (if I can catch you online) and arrange some RP, maybe in my morning/American evening to help with the time zone difference.
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With a recent addition to my character roster being based out in the wild of the Dravanian Hinterlands and Forelands, you can imagine how excited I was at the prospect of all the amazing RP that would be available to me in the new areas SE gave us with Heavensward. So I set out to see what I could see, but unfortunately, RP was hard to find without straying back into the 2.0 zones. It's entirely possible that this is because of my time zone. Living in Australia doesn't agree with most RPers on Balmung, but I've yet to find any random RP happening out in the new zones. So I've decided to make the journey to the RPC and hopefully spark some interest that will make it easier for myself, and others, to find RP based out in Dravania, Coerthas, and Abalathia's Spine. ^^ X'vahn Yoloskiir is the character in question, a wild Miqo'te who calls the ruins of the once-great city-state of Sharlayan home. He's an elusive Seeker, a flash of red and brown furs traversing through the grassy hillocks and ridges of the Hinterlands, and just as often ducking through the giant canopy of Caelum trees that litter the landscape of the Forelands; a mysterious figure who's fleeting presence has been written off as a simple trick of the light more often than not. Despite the growth of nearby Idyllshire beckoning wandering adventurers and other seekers of fame and fortune, Vahn has yet to venture into the settlement itself, and those who frequent the newly bustling hub have scant seen more than a glimpse of the man. Maybe you're a chocobo hunter from Tailfeather, dedicated to your noble profession and striving to make a name for yourself in the community, or perhaps you're character is a mercenary, scouring Idyllshire for a new kind of work. Perhaps an artisan, a crafter of fine leather and steel come to sell your fresh-made wares in a different locale, or a travelling merchant searching for new customers as more and more adventurers and wanderers alike make their way north. A noble Ishgardian, or a displaced guardsman posted in Falcon's nest, or a skilled hunter of monsters and vicious beasts on the trail of a grander prey. If you're character is based out in the new zones, or has any intention of travelling there, or if you as an RPer just want to find some RP in those areas, post a reply, or send me a tell in game, or both if you can! ^^ I'd love to be able to meet some new people and make some RP contacts in these wonderful new areas. I like to think of myself as an adaptable RPer, and I think Vahn would be able to interact with any kind of character. Disclaimer: As stated above, I live in Australia, so I keep very wierd hours compared to all of you Americans and Europeans. =P But hopefully that doesn't deter anyone from getting in touch with me for some RP. ^^
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Less people from down under than I'd hoped, but I will not be discouraged! And another South Aussie, too! ^^ I'll try to poke you all in game, and maybe we can RP! I have 8 different characters, but the two I'm on most consistently are Y'amra Tia, and X'vahn Yoloskiir. Poke me if you see me and I'll respond.
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Yeah well, maybe that's just me, but I really, really can't see a breeding Nunh as a dad... Would love to see the reputation of the title improve though, but that would need more players pulling it right, like any position of power really. I disagree with this one, Valence ^^ They're just a dad of many! And even then, it might not be all that many depending on how long said Nunh remained the Nunh. As for males raising Seeker children, well, I agree with what you say there. ^^ Though I'd also point out that the ratio of Seeker birth is 10:1 female to male. So it's be pretty unlikely for a male to be the primary raiser of Miqo'te kids.
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As someone who plays a lot of Miqo'te characters strict to lore, I think you'll be perfectly fine playing a Nunh. There's a lot of unfounded bias towards the Nunh of a tribe because there are a lot of RPers out there who play displaced Seekers, and usually a lot of the blame is assigned to an abusive Nunh. I hate this stereotype. While my Miqo'te is a Tia, I did a lot of fleshing out for the history and current state of his tribe. Playing a Nunh doesn't lock you out of any RP and definitely shouldn't stop you from finding any either Hells, I'd love to introduce Amra to some Seeker Nuhns. If you find yourself being accused of playing a Nunh character wrong, I'd just point the accuser to SE's lore page. The number one concern I can imagine you might get is the fact that your character is away from his tribe, but most Nunh's don't become tribal chiefs or leaders. Personality, well, that's entirely up to you as a Roleplayer. If you do end up creating a Nunh, feel free to poke me sometime for RP. ^^ And good luck!
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Aha! Another who's been experiencing a similar issue to me. Us Aussies get the short end of the straw when it comes to trying to find consistent RP on Balmung, and I'd definitely be up for making a few friends from my side of the world. ^^
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This is a really cool concept here! Can't believe it's taken me this long to find it. If you guys have any active RP going on during Australian evenings, and daytime aussie weekends, let me know and I'll poke someone about maybe setting up some RP soon. ^^
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AAAAAAH! SEITSUDAAAAA!! *flails wildly* I'm so happy with how the pics of Amra turned out! If anyone is thinking about getting art done, the lovely Shadottie is fantastic! Thanks so much, Sei! <3
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I have a tribe Lots of lore to the tribe with a few active members, but poke me in game on Y'amra Tia if you'd like some details. ^^ Or check out my tribe thread. http://ffxiv-roleplayers.com/showthread.php?tid=11642
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The following is a standard battle system to be used during tribe RP hunts, currently in a trial basis. Jaguar Hunts - Battle System 2.0 - Changes: -Adjusted roll window to have more clearly defined boundaries. -Adjusted all HP and damage values to be more concise. -Adjusted HP values for individual player roles for a greater sense of realism. -Added in variable changes to monster health and damage for a greater sense of realism. -Changed the name of "hit" to "glancing hit" in roll tables. -Removed Elemental DOTS system -NEW: Added Vulnerability debuff. -NEW: Added in Dodge mechanic. -Changed "Enmity Hit" mechanic -Added enmity values to healing roll window. -Added "Potent Heals" The Jaguar tribe hunts monsters great and small, creatures with power beyond what a single Hunter could bring down alone. This may take the form of a single monster, or multiple. In all cases, the fight will be handled using a turn-based roll system. Each attending player, and the monster, will begin the fight with a finite amount of HP. The health of the enemy will be adjusted depending on the amount of hunters involved. The current ratio (to be adjusted as needed) is 5 HP for tanks, 4 HP for melee DPS, and 3 HP for ranged, casters, and healers. The monster will have varried HP based on monster type and number of hunters present. (A Behemoth with 4 hunters present will be more resilient than an Imp with 2.) There will be other factors involved in the fight beyond HP, but we'll get to those later. For now, the most important part is that most fights will play out with each player rolling for their hit, and then typing out a post accordingly. Instead of rolling against the enemy, the player's attack will hit or miss depending on the 'roll window'. The roll windows are as follows: 0-50: Critical miss. Rolling a 50 or below will result in your attack being countered, and the character suffering 1 damage. 51-200: Miss. No damage is taken to either the player of the monster. 201-500 Glancing Hit. Your attack was successful, and the monster takes 1 damage. 501-900: Solid Hit. The attack is successful, and the monster takes 2 damage. 901-1000: Critical Hit. You have struck an extreme hit to the monster, and deal 3 damage. The monster's attacks will take one of two forms. The first is a single target attack against a specific player, in which case the roll window will be the same. NOTE: Roll window and damage may be adjusted for specific monsters. (A dragon may hit harder than a wolf, but be easier to avoid) The second is an AOE attack (occasionally accompanied by a debuff) that will have an alternate roll system. The monster will roll for attack, and all players within range (as judged by the DM) will roll to avoid the damage. Highest roll wins. NEW: Dodge. Instead of attacking, a player can choose to take a defensive stance. This will grant them a +250 boost to all monster attacks against them until it is their turn again. Flavor text will vary on this ability, obviously. A Paladin may choose to hunker down behind his shield, while an archer may nimbly dodge an attack. The monster will also have the ability to apply debuff at the discretion of the DM. During any attack accompanied by a debuff, the targeted player (if struck by the attack) will then roll to see if they are hit by the debuff. The roll window is as follows: 0-500: Debuff taken. 501-1000: Debuff avoided. The debuff list is as follows: Poison: A single target only debuff. The affected character will take 1 damage at the end of their turn every round until incapacitated, or the debuff is removed. Bleed: Circumstantial. Certain monsters will have the ability to inflict Bleed on a player. The affected player will take 1 damage at the end of their turn every round until incapacitated, or the debuff is removed. Petrifaction: A single target or AOE debuff. Affected players will be unable to attack for one round. Blind: An AOE only debuff. Affected players will have a 200 point deduction to their roll for one turn. Vulnerability: Single target or AOE. All attacks against the character will score an automatic 200 bonus. Paralysis: Single target or AOE. The affected characters will have their roll window adjusted as follows for every attack until the Paralysis is removed or wears off. Paralysis lasts for 3 rounds. Paralysis Roll Window: 0-50: Critical Miss. As normal. 51-200: Miss. As normal. 201-700: Glancing Hit. The monster takes 1 damage. 701-1000: Solid Hit. The monster takes 2 damage. These Debuffs can also be applied to the monster situationally. Be creative! Each character in the game is sorted into the role of either Tank, DPS, or Healer, depending on class. To emulate this, an 'Enmity System' will be present for each fight. Emnity and Initiative: At the beginning if the fight, each player and the monster will roll for initiative to determine the turn order for the battle. Highest first, lowest last. At the beginning of the fight, each player will be given an 'aggro rating' determined by their role. Tanks will start off with 4 enmity, DPS with 3, Healers with 2. The initiative roll will place certain characters above others. Enmity will determine the player that is most often attacked by the monster during single target attacks. Enmity may shift (as determined by the DM) upon orders or actions being given out or taken throughout the fight. During the initiative roll, the highest rolling character of each roll will gain 1 extra enmity. Each attack has the opportunity to generate enmity as follows: Glancing Hit: 0 enmity gained. Solid Hit: 1 enmity gained. Critical Hit: 2 enmity gained. Note: Tank characters have the choice of turning any hit into an Enmity Hit. They will deal 1 less damage to the monster, but generate 1 more enmity. Example: Amra rolls a 692, a Solid Hit. Instead of doing 2 damage and generating 1 emity, he can choose to instead deal 1 damage and generate 2 enmity. Tank characters can also designate themselves as DPS for the fight, in which case they will not have the ability to use Emnity Hits, and and will begin the fight with 4 hp and 3 emnity. Healers (obviously) have the ability to heal people. Casting a healing spell requires a full turn, preventing them from attacking, but they can choose to either send out an AOE heal for 1 HP restoration, or a single target heal for 2 HP restoration. A healing spell has an alternate roll window as follows: 0-100: Failure. The Spell is a bust. 0 enmity gained. 101-900: Success! You healed someone! 1 enmity gained. 901-1000: Critical Heal! The spell heals for double the amount! 2 enmity gained. AOE Healing spells are limited by range (as determined by your in game effective AOE healing range). Characters outside of the effective range will not be healed. Healers also have the option of casting a "potent heal". An AOE potent heal will restore 2 HP, and a single target potent heal will restore 4 HP. However, the healer will be "out of mana" for one turn, preventing them from casting spells while their mana regenerates. NOTE: Potent heals can only be cast once per fight, so use them wisely! Cleansing Debuffs is also an option, and requires one full turn. This is a single target only ability, and the roll window is as follows: 0-100: You fail! (lolhow?) 101-900: Success! You removed a Debuff. 901-1000: Critical Cleanse! Not only did you remove a debuff, but you can choose a second target to ALSO remove a debuff from! Combo Attacks. It is possible for two characters (or two monsters) to deal a combined attack. In the event of a combo attack, the player initiating the attack must communicate with the player chosen for the combo. The second character will sacrifice their next turn to assist. Both players will then roll, and the combined result will determine the outcome of the attack. Both players will get a chance to post (as determined by the DM), back and forth if necessary, to a maximum of two posts each. Interrupts An interruption may occur in the fight when certain conditions are met (to be determined by the DM). In the case of an interruption, the DM will immediately post in the designated OOC chat channel (default: Party) that an interruption is occurring, and they will then post what the interruption is. This could be a shift in the battleground, a new monster incoming, a sudden attack, a buff applied to the monster, or anything else that may change the dynamic of the fight.
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Jaguar Tribe - The Story So Far: Recent Events The past few months for the tribe have seen some short, but major events take place, but their day to day life has not changed much. Rikke commands the direction of the tribe, as it has always been. The members of the Rahzarr Kahl, Amra, Zhet, and Hime continue to hunt across the realm, whether for practice or for gil, their exploits take them all over Eorzea. Good standing with the Adventurer's Guild in Limsa affords them hunt priority for large beasts and monsters in La Noscea as well. Aldgoat attacks became more aggressive, resulting in increased patrols by both the huntresses and the Tia. A new development was seen in the form of a Mamool Ja raiding party spotted in the jungle. Their only sighting resulted in Amra being shot twice with heavy arrows, and tumbling to the bottom of Red Mantis Falls. He has since recovered, but the group of beastkin remain at large. Tension came to a head when Undai, chieftain and Nunh of the N tribe, requested that Rikke and Ashake enter Aldgoat grounds for a feast, and negotiations to once again attempt to settle their dispute. Rikke, sensing a trap, offered an alternative plan, inviting the N tribe elders to the Jaguar camp under the condition that the Aldgoats were not to be harmed in any way. This meeting did not go well, and a challenge was issued by Rikke. Traditional Seeker combat. A bout of strength, between Rikke and whoever the N tribe chose as their champion. If Rikke emerged the victor, the Aldgoats would cease all hostility immediately, and Undai would step down as Chieftain and Nunh, and a temporary replacement decided by the Elders until the three N tribe Tia could commence the Trials of Nunh. If Rikke lost... The Aldgoats would claim Jaguar lands as their own, and the entire Y tribe would move to the more hostile northern parts of La Noscea. Tamu, Undai's daughter and one of the fiercest fighters the Aldgoat have to offer, was chosen as champion to fight against Rikke. The bout was fierce, the fight bloody, but the struggle ended with Rikke's triumph. For now, the Aldgoats have respected the terms of that challenge, but Rikke has maintained a stare of alert amongst the Jaguar, a keen eye watching for unexpected retaliation. Meanwhile, increased activity from the Castrum in Eastern La Noscea saw Amra and Zhet investigating the Garlean stronghold. They didn't get very far before they were captured by the Imperial garrison, along with two others who were also present. Both hunters managed to escape, and for now, all seems to be at peace, though Amra has been working unofficially with a new group once or twice a week, and returns home to the jungle bearing new wounds and scars. He doesn't let this distract himself from his duty as Rahzarr Kahl, however. Rez Aria was a man who knew how to procure things. Having good relations with most privateers and not-pirates, he always kept a fair price and oftentimes smuggled certain things over borders. Nothing too illegal, Rez was always certain to keep just to the right of the Rogues, but that crate of fruit or something plundered from some ruins wasn't bad. Recently he's had some dealings with a crew that was cut worse than the rest. Rez hadn't dealt with them, knowing what kind of people they were, but they've taken to a keen eye to the Miqo'te Sky Captain. It was just talk at the moment, but Rez knew the threats would be coming.
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Here is the Structure of the Aldgoat Tribe that have been harassing the Jaguar. This is a list of all members, with a short description of the most notable. Aldgoat Tribe - Structure The following is a list of all members of the N tribe, with a few notable names of those who have either left the tribe of their own volition, or due to exile. Elder Generation N'undai Nunh: Undai has held the Nunhhood for many years. Unable to move on, nor improve the situation of his tribe in the same way the Jaguar have due to their location, the position of Nunh brings with it not just honour and privilege, but an overwhelming sense of responsibility that most of the Aldgoat do not wish to bear. Surpass the Jaguar, or eliminate them is the only way to improve their tribe, otherwise, the Aldgoat will remain as they are. And where they are is not ideal. N'lokhe Tia: A veteran of the tribe, and Undai's elder by three years. The position of Chieftain would have gone to Lokhe, if the man wanted any sort of power over the tribe. He doesn't, and so Undai is Nunh and Chief both. N'laia: Eldest of the Aldgoat females, and resident huntress teacher. N'ika: One of the two who succumbed to Rikke's seduction. She has since denounced the act, and lives only for her duty. N'pala: The second of those who slept with Rikke during his time as Nunh. Like Ika, Pala has publicly shown shame and regret for her actions, though in secret, still harbours feelings for the man, and to this day, regards Rikke as the greatest Seeker she has ever known. N'itka: Itka and Ika are twin sisters, though Itka shares Undai's bitterness towards the Jaguar. It is she who oversees the defences of their tribe grounds, and looks after the youngest of the cubs and kits. Current Generation N'ohde Tia: Ohde is the eldest of the Aldgoat Tia, and the man who carries the most resentment towards the Jaguar. Constant skirmishes and brawls with Amra have left him bitter and spiteful. Make no mistake, however. Ohde is the fiercest and most skilled hunter the Aldgoat have to offer. Though like all N tribe hunters, his style is far more violent and brutal, a direct result of the Aldgoat's life or death war with the Kobolds. N'jann Tia: Jann still carries the hope that the Jaguar will come around, and a peaceful treaty will be established that will last. It is he who has made the greatest efforts in establishing what trade he can with Limsa Lominsa. Unfortunately, their remote location in the northern reaches of La Noscea prevent anything of note. N'kith Tia: Kith holds the passion and strength to be Nunh of the Aldgoat's, but unlike Ohde, he lacks the conviction to best the Jaguar. The rival tribe is still their ultimate obstacle. Kith, however, never passes up the chance to harass the Jaguar. N'Tamu: One of Undai's daughters, the girl was chosen by the Nunh to be taken under his tutelage due to her mother's indiscretion with Y'rikke. She's been molded to be one of the best fighters of the Aldgoat but in the process has broken slightly mentally leaving her with little wants besides fighting and general chaos or mischief. She's never shy to jump into a fight with the Jaguars and has a reputation for being vicious. N'airobe: One of three huntresses who actually go out of their way to harass the Jaguar. She takes pleasure in doing whatever she can to disrupt their day to day lives. N'silica: Airobe's second. N'ahru: Airobe's third. N'waladja: Waladja leads the four huntresses who actively repel the Kobold threat. N'pikka N'lahahba N'airra N'ari N'autica N'arasha N'astha Younger Generation N'rin N'avi N'arran N'ethe Notable Aldgoats N'kiera: Kiera was exiled from the tribe after a brief, two-moon dalliance with Amra that was discovered. She was given the choice of either exile, or performing her duties without her consent. She chose the former, and now works at Melvaan's Gate in Limsa, pushing through some of the more illegal weapons that Amra purchases.
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Here's some expanded history for the Aldgoat Tribe. Aldgoat Tribe - Recent History The feud between the Jaguar and the Aldgoat seems, at times, to be the result of the N tribe reaching for more than what they have. A bid of greed and prejudice. Other times it appears as the belittling of a well-positioned tribe refusing to aid their lesser cousins, hoping to maintain their strength at the cost of those less fortunate than them. Regardless of the incident that began it, why can neither tribe seem to let it go? The answer can be revealed by delving deep into the Aldgoat lifestyle. Unlike the Jaguar, their smaller camp is contested almost daily, regular incursions of Kobold forces, and more dangerous beasts are commonplace for a member of the N tribe. Their location in the northern parts of La Noscea keeps them close to the beastmen and their mines, and constant operations performed by the Maelstrom are a further interruption to their hunts and foraging excursions. Every day is a struggle, far greater than anything the Jaguar need to face on a regular basis. That resentment is not shared among all members of the Aldgoat. Some of the huntresses are able to interact with the Y without hostility. This does not, however, extend to the N tribe Tia. The duty of the Nunh, or chief, is to improve the life of their tribe. The Aldgoat find themselves at an impasse, their lands locked, unable to expand nor eliminate the threats that besiege them. Undai, the Aldgoat Nunh, knows that the only way for the N tribe to reach further than what they have is to remove the limiter that is the Jaguar. If an Aldgoat Tia has any hope of helping his tribe, he needs to hold on to that resentment, that hatred. Sympathising with the Jaguar, or halting their feud will keep the Aldgoat right where they are.
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For those who have checked out the thread and would like to read a little bit of a short story involving Y'amra and the N tribe, here's a link. ^^ http://ffxiv-roleplayers.com/showthread.php?tid=12911
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The Festival of the Hunt: June 3rd @ 8:00pm EST
Arc replied to Sylastair's topic in Chronicled Events
The Jaguar tribe is so going to be in this. Their elite monster hunters, the Rahzarr Kahl, will most definitely be attending. Look for Y'amra Tia and his team! ^^ -
Just short little story I wrote about an encounter my character, Y'amra, had in the jungle of Eastern La Noscea. Strong language warning. It was the sound that first alerted him. The crunch of the brush as it was trampled underfoot. The cawing of a few stray birds dislodged from their nests as their home was disturbed so abruptly; the crack of rocks broken and crumbling. A dark ear twitched, swivelling around to listen to the new series of noises, and the young Seeker turned his head. It was a low rumble, a quake that grew ever louder, and the male’s brows furrowed visibly as his body followed with the turn. At a glance, it seemed quiet; nothing out of place, no sights out of the ordinary. The jungle of the eastern parts of La Noscea was as it always was. Except for that sound. It grew louder now, and soon enough the sights that accompanied the new sound made themselves apparent. A flock of birds flew out from above the treeline, heading northward in a large group, blots of black against the blue sky. Amra turned his eyes in the direction that came from, his tail swaying readily behind him. He had been stalking a pack of coeurl for the past bell, and one had veered off, easily tracked and ready to fall once Amra decided to pounce. It was his hunt for this sun. He didn’t have long to worry about his prey, however. Beneath his feet, vibrations could be felt in the earth. An earthquake? No, it didn’t explain the direction of the sound. His breaths fell steadily from his nose, and his eyes narrow noticeably at the trees, which had started to shake and sway as if following the brush of a nonexistent breeze. Thin stalks topped with red, luminescent leaves, rounded overall and especially beautiful at night were shaking as if frightened of the storm to come. Their appearance was sudden, breaking through the trees without heed for neither terrain nor surroundings. A herd of them, too many to count, and Amra didn’t have enough time to bother with trying to avoid them. A Goobbue herd, obviously spooked by something with how fast and carelessly they were lumbering towards him. The crash was first, then several trees bowed before them, falling to the ground easily under the stampede of the gargantuan creatures. Amra’s ears pin back against his head, and he wastes no time hanging around. Turning on the spot, he starts to run, the hairs on the back of his neck standing up, and his tail fluffed abnormally. He scampered up rocks and darted around trees, looking for a way to escape the path of the herd, but he was surrounded on both sides by high cliffs. They were gaining on him swiftly, unencumbered as he was by the plants and trees of the jungle, for where he fled around or over them, the herd simply barrelled through them without a care. There was nothing else for it. He veered to his left, heading for the cliff. It wasn’t overly high, and he was a good climber. If he was fast, he would be able to escape to safety. He leaps at the last second, arms outstretched as his body collides with the side of the cliff, his sheathed greatsword clanging audibly at his back. Fingers scrabble for purchase against the uneven stone, raking against rock until he finds a handhold. With only moments, he starts to climb, working his limbs, pushing them to move faster as he scrambles from point to point, jumping at times if a hold was beyond his immediate reach. A fulm, then two, then five… ten… He could make it-. No. The goobbues were too many. It seemed as if every one of them that inhabited the jungle had been roused and were careening through the land. The bumped into each other in their fright, hard collisions that had some of the creatures lilting to the side of the herd before stumbling back on course. It was one such collision that saw two of the larger ones knocked aside, their hulking bodies crashing against the side of the cliff with force. He was only a few more fulms from the top when it happened, the cliff face quaking and jolting severely. His hold interrupted, Amra lets out a yelp as his fingers slip. Claws scrape against the stone, but to no avail, and he falls. This was it. He would be trampled beneath a herd of Goobbue. Such a fucking stupid way to die. Before his body hits the ground, the stragglers of the herd make their way through the canyon, small arms flailing with their mouths agape, letting out guttural sounds of fright to announce their presence to all who dwelled in the jungle. He would swear that even those at Wineport could hear the sounds. One knocks into him mid-fall, sending him flying towards the cliff where he crashes against the rock, his back crunching sickeningly against the stone. His eyes shut tight, wincing as a loud groan slips past gritted teeth. Dazed and his body wracked with pain, he falls once more, and this time is uninterrupted as his body smacks against the dirt amidst myriad tracks and dents left in the ground. Dust still floated about, and it caked his body as the herd moved on. Amra lay still, unconscious. Night had fallen by the time he awoke, and the first sound he heard wasn’t the squawk of birds nor the growls of the denizens of the jungle, but voices. Familiar voices. Voices that filled him with a sense of dread. Groaning, the Seeker stirs, body rousing slowly and sluggishly as his eyes creep open. Ears twitching erratically, he first notices the pain, and he hisses outwardly in response to the fire in his torso. Anything broken? He couldn’t tell, the pain too harsh. Maybe a couple of ribs… Better than his spine being shattered, at least. Groggily returning to the waking world, he tries to move, to heave himself to his feet as a few blurred shapes enter his field of vision amidst a sea of brown and green. “Oho! He lives. Fucking hells, Amra, I thought you were a goner, for sure.” Amra makes out words, and he groans again, this time with distaste as he recognized the man behind the voice. Aldgoats. N tribe Tia. “Best be thankful he does, Ohde, we don’t need Rikke’s wrath upon us for killing his son.” Another? A woman, this time. Two of them? Wait… He flicks an ear, and realizes that he was surrounded not by two, but three of them. A third’s footfalls could be heard by his head. “Rikke’s wrath? Cull your fear of that idiot, Airabe`. Rikke won’t strike against us for this. If Amra had died, who’s to say it wasn’t just a hunting accident? I’m not gonna walk into the fucking Jaguar camp and announce to their chief ‘hey! I killed your son! Have at me, swash swash, buckle buckle.’” Ohde responds with a malicious tone, and more steps are heard as Amra squints up at the trio who leered above him. “Nngh…” Amra groans out, his voice slightly hoarse. “Stampede, Ohde? That’s low, even for you. Craven.” He starts to push up to his feet, but a boot crashes into the side of his head, and Amra yelps in pain, torso swiftly shoved sideways as he dips back onto the dirt, this time lying on his front. Now there was pain in his jaw along with everywhere else in his body. His hands move to either side, intent on pushing himself up quickly as he growls out, fangs bared, but before he can get a fulm from the ground, a heavy boot is pressed upon his back, and he is forced back against the dirt. “Ah! Fu-Get the fuck off me before I tear your fucking throat out.” Amra hisses, though in his position, such a threat was gone largely unheeded. Ohde simply laughed, and Amra knew by the direction that it was his boot which was pressing him down. “You ain’t in any state to be threatening us, Amra. High and mighty hunter you are, quelled by a pack of Goobbues and left like a stain of shit in the dirt.” The pressure on his back increases, and Amra lets out another growl before he whips a hand behind him, trying to catch at the boot. Ohde was fast enough to lift his heel in time, but the absence of a foot on his torso gave Amra the opportunity he needed to whirl onto his back, hands moving immediately to the sole of that boot before pushing upwards against it, forcing Ohde to stumble back, off-balance. Kicking out, Amra’s foot collides with Ohde’s stomach, and the other Seeker is knocked back further, groaning with the impact. From the corner of his eye, Amra sees another kick aimed at him, this time from the side. The third, unnamed Miqo’te who hadn’t spoken yet was trying to subdue him, and Amra throws a hand out, blocking the kick. His fingers curl around the second male’s ankle, and he yanks on the leg, pulling it over his body. A thump announced the man falling to the ground, but Amra didn’t much care about that. His other hand had flown up, palm pressing to the knee before pushing. Hard. There was a loud crack that sounded out in the night as he broke the bone, and a scream fills the air. Pushing the male’s useless limb off his body, he starts up, but once more doesn’t get very far. Halted this time by the presence of a knife at his throat. Airobe` had entered the fray before Amra could get the upper hand, her body leaning over his own, her visage an expression of warning, lips curled and teeth bared in a silent snarl, which Amra mirrors as he bares his fangs at her. But he knew the situation to be out of his control. “You wouldn’t dare. There hasn’t been a death between our tribes in over ten years, Airobe`.” Amra growls out, his hands slowly lowering to his sides. She hisses back threateningly, the blade creeping closer to Amra’s neck, and the man could feel the sting of cold steel against his skin. “Try me, Amra. They won’t find your body after you’re dead. Now sit down and shut the fuck up.” Her gaze lingers for moments that seemed to stretch into an eternity, both Seekers staring intently at each other before she lifts the knife away, and stands slowly. “How bad, Jahn?” Amra growls a final time before he slowly starts to get to his feet. The Miqo’te with the broken leg, Jahn, responds with a low hiss. “Just a break. Nothing to cry over.” Amra turns his head, and smirks at Jahn, who narrows his eyes in return. This time he wasn’t interrupted as he stood, and Ohde steps forward, having recovered from the blow to his mid-section. “Run home to Daddy, Amra. Tell him we’ll keep harassing his hunters until he offers good terms with Undai. Your tribe claims twice the land ours does. Share with the rest of us.” Amra puts some distance between himself and his attackers, back straightening to stand tall despite the pain he felt. “And what have you done to earn it, Ohde? If Undai thinks threats are the best way to win peace, then he’s a fucking idiot.” Heaving a huffed breath, Amra starts moving his hands over his body, checking various pouches to make sure nothing was missing. All was there. All except his blade, and he turns his eyes to Ohde once more, mouth opening to question the male. Before he can utter a word, Ohde turns, picking up the sheathed greatsword that lay in the dirt behind him. Amra silently watches, then holds out his hand. Grinning, Ohde holds firm to the blade, eyes lowering to look it over. “Your tribe has the finest steel, the finest tents, and the best land, Amra. And what have you done to deserve it? Pampered little golden boy who slays a few beasts and thinks the world owes him every luxury it offers.” Sneering, he passes the sword to Amra, who takes it and stows it at his back. “Run home, little hunter. And if I hear about you doing to another what you did with Keira, then I will kill you.” Amra’s lips contort into a snarl, and he bites back immediately with a retort. “At least I didn’t have to tie her up and take her unwillingly. She’s not even a part of your tribe anymore, last I checked. Working at the Gate in Limsa.” “Because of what you did. Stay away from our lands, Amra. You have more than enough. Stay within them.” Ohde nods to Airobe`, who moves to Jahn’s side to help him up, supporting him as he stands. Amra tilts his chin upwards, then just smirks. “You disgrace your tribe, Ohde. Best hope another Tia rises to replace Undai soon. It’s the only way the Aldgoats will be redeemed.” Ohde scoffs, and shakes his head. “Fuck off, Amra. You have no right to talk to me like that. You stand there and act like you know what it’s like in our tribe because of the stories you’ve heard. And what do you think we hear of you? Best think about that before you do something stupid. Again.” Amra is silent for a long moment, then bares his fangs in a growl. “Stay off our land, Ohde. You want to talk, set up a fucking appointment. Now get the fuck out of my jungle.” His ears flick, catching a few muttered words of response, the tone scornful, but Amra had already turned away and darted off into the brush. He needed to make a quick exit before he punched someone. And because the pain was getting worse. Once out of sight, he buckles. It would be a slow walk back to the camp. The med-tent sounded like a damn good idea right about now. Fucking Aldgoats.
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This next piece of information is a short description on the Jaguar campsite and hunting grounds. Jaguar Tribe - Camp and Hunting Grounds The Jaguar make their camp on the outskirts of Cederwood, amidst the borders of the lush jungles of Eastern La Noscea and the Longstop. They have fresh water, plentiful game, and the perfect training grounds for their hunters and huntresses. Canyons, gullies, cliffs and swampland, thick trees and rushing streams, the Jaguar have most everything they need to survive. While they possess no buildings of stone or mortar, the Jaguar campsite consists of a large arrangement of tents, many of them ornate in design and luxurious in furnishings. Rikke and Ashake possess (obviously) the best tents to themselves. Sharing is optional, though all males have separate tents. With approximately thirty members in the tribe, it is often a bustle of activity as members hunt, forage, clean, cook, and look after the kits. The youngest of the current generation of Jaguar can often be seen taking their lessons with one of the elders. It is, in many respects, a family, and acts as a family should, functioning in perfect synchrony. Usually. As with any family, there are scruples, fights, and arguments, but most do not last the night. Talk can often be heard on a range of subjects. Supplies are spoken of often, reserves for winter, trade and merchant involvement, the unceasing debate upon how much they should allow outsiders to participate, and what they should be limited to. Politics is mentioned often, especially given the current state of things. With the N tribe being more aggressive, and talks of trials amongst the Tia, some feel that the Jaguar are on the brink of change. For others, it's just a part of life.
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The Buffalo are a long-standing tribe in La Noscea, though unlike the Jaguar, they are much firmer in their customs and traditions. Despite this, or perhaps directly because of this, their numbers have never been large, ranging from a mere seven at the lowest to fifteen at the most. Yet they are fortunate enough in their breeding attempts that the tribe continues to grow, albeit slowly. Unlile the Jaguar, magic is prevalent among the I Tribe, with almost all of its members possessing some form of magical talent. As such, many pursue the arts of Arcanima and Conjury. Though one above all is the standout when it comes to aetheric ability. I'riza, acting matron of the I Tribe, takes it upon herself to school the others in the ways of magic. I'mitno Nunh has lead the tribe for over forty years, his position strong until only recently. It was Y'ihz Nunh who established the good relations that the two tribes experience, and it has lasted for many years, with no sign of that alliance breaking. Because of their numbers, the Jaguar offer a certain amount of protection to the I Tribe, and in return, I'riza helps teach those few with magic ability in the Jaguar. Y'ndelika and I'riza can often be seen in close proximity to each other, discussing the finer points of magic, and the growth of their students. Y'rikke, Y'ashake, and I'mitno hold nothing but respect for each other, and even friendship is to be found between the Buffalo Nunh and the Jaguar Chieftain, though in recent moons, the Buffalo has undergone a major change. I'mitno, after forty years of leading, has lost his title to the young Tia I'kran. This has strained things with the Jaguar. His rise, while not out of the ordinary, was not exactly smooth. Out of respect for I'mitno, I'kran did not hold back, and being much younger and stronger, landed a final, and fatal blow. I'mitno did not survive the bout, but such is the risk of the trials, and the outcome was accepted by the tribe. Ashake and Rikke have both been quick to maintain the friendly relations between both tribes, but the new Nunh of the Buffalo is young and inexperienced. The future may unravel the firm alliance that had held steady for forty years.