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The Forsakens Lament

189 bytes added, 00:21, 9 August 2018
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Changed Arena classes to guild classes, added coming soons
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===Fighting in the Arena===
[[File:Duel.png|Right|thumb|200px|Two duelers defining an awkward stalemate: "Oh dear! It appears as though we have both stabbed one another. Egads!"]]
===Classes Many think that since we embrace futility and Fighting in the Arena===[[File:Duelconsider ourselves hopeless, we are weak. Our record proves otherwise.png|Right|thumb|200px|Two duelers defining an awkward stalemate: "Oh dear! It appears as though That we are broken only makes us more deadly; we have both stabbed one anothernothing to lose and only death to gain and only hell to give. Egads!"]]
Many think that since we have given up and are hopeless, we are weak. Our snarling emblem proves otherwise. That we are broken only makes us more deadly; we have nothing to lose and only death to gain and only hell to give. There are many established ways to fight in the Arena, but here at '''The Forsakens Lament''' we have our own styles:*'''The Nihilist:''' Your hero enters the arena, but neither you or him really feel like lifting arms. You have accepted death, and it does not matter if you give it or receive it. So you idly spectate or just leave as the hero gives and takes blood. In the end, does your win record matter? No. Nothing matters to you. And we accept this attitude perfectly. As long as you take some small efforts to inflict destruction, you belong with us. After all, The Nihilist has spent half of their power just to watch someone die.*'''The Psychopath:''' You are thrilled at the thought of blood. Your hero cuts and hacks in the name of pain. He is a sadistic masochist, and punishing him repeatedly drives him into a crazy, slicing frenzy. He doesn't even care if he dies. As long he causes pain, he feels sated. You will revive him anyways, and he can continue his massacre. If he loses his weapon in a fight, he will jump on his opponent and gnaw and scratch. Your win and loss ratio does not matter to you either, only that your battle count is high. As long as you have sufficient power for a few punishes, the Psychopaths are satisfied in the arena.*'''The Dreadnought:''' Encouragement seems contrary to our guild, but this is simply not true. Some gods will prolong their heroes lives so that they can maximize casualties, and this is a commendable goal. Your champion steps onto the battleground and steadfastly refuses to die. No matter how many times he is lacerated, his wounds bubble up and cauterize. He brings despair itself to the enemy, and through his own encouragement he discourages foes. Imagine this champion as a hulking behemoth, slowly lurching towards the cowering life-lover, immune to any strength the opponent can muster. This style values outlasting the enemy, and whether win or loss, know that the Dreadnought will have sustained as much damage as five of our opponents could bear.*'''The Dark Shell:''' You deviously lurk in the dark. The opposing god gives a few encourages or punishes, then leaves, thinking that you are gone. You spring out of hiding, and viciously command your hero to strangle out his enemy. Your opponent panics, and frantically calls on his own god. But the arrogant bastard is long gone. Your hero laughs and begins to whittle down the isolated hero. Even when the enemy god does not leave, this style is no less dangerous. The Dark Shell will fight like a savage demon, and will scream out of the darkness to push the enemy god off his throne.Of course, no god's style will exactly prescribe be the same. Guild classes to what is written herecome later describe unique fighters. Some will be reckless, others cautious; some will only value wins, and others will kamikaze into combat. Never underestimate the power of your voice in the arena. The hero, caught up in the dirt and grime of battle, may not hear you most of the time, but when it really counts, he will suddenly feel your blood thirst and ferociously slam into his opponent. To aid in your struggle against opponents, here are some helpful voice commands and stats to empower your hero:
'''Voice Commands'''
There are other commands and categories to be found. Explore the world and find your own techniques. Develop your own, personal fighting style, and brazenly defy all who strive against us. '''Become a Forsaken'''.
 
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===Guild Classes===
 
Within the Lament, there is quite a diversity of character, personality, and even state of existence. Guild members can join specific "classes" that they feel fitted to, or none at all. These classes describe many aspects of a member, not just fighting style, but attitude, belief, and many more.
 
*'''The Nihilist:''' Your hero exists. Neither you nor him feel like doing much else besides that. You have accepted death, and it does not matter if you give it or receive it. So you idly spectate or just leave as the hero travels, gives or takes blood, and again, exists. In the end, do your efforts matter? No. Nothing matters to you. And we accept this attitude perfectly. Your mere existence is a vapor, and you are welcome here. The Nihilist infects all around them with discouragement and despair, just by being alive, they are an assault and insult against life.
*'''The Psychopath:''' You are thrilled at the thought of blood. Your hero cuts and hacks in the name of pain, living for battle. A sadistic masochist who savors repeated punishment, the hero is easily goaded into a crazy, slicing frenzy. Not even caring about dying, this hero cares only as long as pain is given. You will revive the beast anyways, and there can continue the massacre. Losing his or her weapon in a fight, the hero will jump on the opponent and gnaw and scratch. Your win and loss ratio does not have to matter to you, only that your battle count is high. As long as you have sufficient power for a few punishes, the Psychopaths are satisfied.
*'''The Dreadnought:''' Encouragement seems contrary to our guild, but this is simply not true. Some will prolong their heroes life so that they can maximize casualties, and this is a commendable goal. Your champion steps onto the battleground and steadfastly refuses to die. No matter how many times he or she is lacerated, wounds bubble up and cauterize. The hero brings despair itself to the enemy, and through your encouragement foes are discouraged. Imagine this champion as a hulking behemoth, slowly lurching towards the cowering life-lover, immune to any strength the opponent can muster. This style values outlasting the enemy, and whether win or loss, know that the Dreadnought will have sustained as much damage as five of our opponents could bear.
*'''The Dark Shell:''' You deviously lurk in the dark. Your opponent gives a few encourages or punishes, then leaves, thinking that you are gone. But woe is them, for you sidle out of hiding, and viciously command your hero to strangle the enemy. Panicking, they will frantically call on their own supernatural. But the arrogant observer is long gone. Your hero laughs and begins to whittle down the isolated hero. Even when the enemy supernatural does not leave, this style is no less dangerous. The Dark Shell will fight as shameless assassin, and will scream out of the darkness to push the impostor off their throne.
*'''The Pariah:''' Coming soon...
*'''The Zealot:''' Coming soon...
*'''The Nomad:''' Coming soon...
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===Guild Roles===
 
'''"Sometimes I like to watch the sunset. It's a nice red hue tonight, with a little bit of orange. Beautiful. Then I realize: It's not red enough. So I maul the nearest human and splash their blood onto the sunset. There. Much better" ~ Malik Red'''
You have heard our history, how we came to be. But our guild is not all about ancient history. Yes we were banished, yes life is futile, yada yada yada. You really need to enjoy your futility though; thus our motto "Exalt our futility". Here at '''The Forsakens Lament''' we have a lot of different types. Some find it hard to maintain happiness in the context of our guild's ideology (Life sucks, which it really boils down to), but you can still find inner joy in spite of your violent, homicidal tendencies or scarring, inner doubt. Just get out there, and meet some of your fellow guild mates! It's a big world out there, and a lot of maniacal psychopaths to share it with! If you need any advice or help, or just someone to talk to, contact one of the friendly, local Hierarchs in charge. We'll see what we can do!
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