so much diversity with their fighting styles to!

anonymous asked:

Has any of you seen Avatar the last airbender? What benders DAO companions (including Loghain) would be?

I love Avatar the Last Air Bender so this was a lot of fun to think about. I really thought about the styles of each element when deciding these but I’ll a brief explanation of reasonings.

Alistair: Earthbender- this style is strong in both offense and defense, and I think that matches up with Alistair’s fighting style.

Morrigan: Waterbender- this style is extremely diverse in what it can do and it reminds me of how much it seems she can do, especially in Inquisition.

Leliana: Airbender- this style matches very well with her style of fighting as a bard. Plus airbenders tend to use an opponent’s force against them, similar to Leliana.

Dog: Nonbender- since I don’t think the Dog can be a bender, however if I had to choose one, then probably Earthbender like the blind badgermoles.

Sten: Firebender- this style is all based on power and is very direct and I feel that this is like the Qunari fighting style.

Zevran: Airbender- the airbender’s style is very agile and flexible which match with his assassin’s skills. Plus the ever changing life style of most airbenders seem similar to Zevran’s life with the Crows.

Wynne: Waterbender- because healing… duh. Though really this style is the easiest to use in other ways than fighting and that seems logical for her.

Shale: Firebender- while Earthbender seems like the logical choice for her, Shale seems to use mainly just force and power in her fighting, leading me to firebending over earthbending.

Oghren: Earthbender- again the important offense and defensive style matches with his fighting style. Though firebending might be a good choice too, I feel that Oghren’s strong personality matches up more with the earthbending discipline.

Loghain: Firebending- his style of fighting and thirst for power match to this discipline to me. Also I imagine that his style is more like the normal Fire Nation style than the true style that Zoko and Aang learn for the dragons.

-Direct from Orzammar

evergloriousoverlord  asked:

SLAL, what kind of military traditions the individual kingdoms have? In real life, the French had their knights, the English their bowmen, and the Swiss their pikemen. What does the Stormlands have? Thanks for the hard work, Lord Hand.

Already did.

Well, this is actually something that annoys me in GRRM’s worldbuilding, same with the completely unified Faith. Only Dorne and the Iron Islands really have a strong sense of a different military tradition, whereas there is a generic “southron” fighting style that pretty much mirrors the heart of France, with the north being much the same, save with some Germanic infantry and Celtic Highlanders in the mountain clans. Military traditions are so much more diverse than that!

Had I been designing the world, I’d have made regional specialties to both enrich the depth of the world and to make the individual regions more unique. I’d also do this for cuisine, architecture, you name it. Fantasy is even better for this, you can really run wild mixing and matching things you personally find neat, and putting cultures together into a creative remix that really engages your audience and gives you your own unique style. One of the nice things I liked about the old school Dark Sun D&D setting was that you had seven cities each with their own unique style, from Rome and the civilizations of Mesopotemia, to the Mughal and Khmer empires and even Tenochtitlan, and you had seven wicked despots each with their own unique flavor (and yes, I worldbuilt them further so that each dragon-king had a unique path to power, I admit my vice freely). The two settings I’m designing are rather involved and I’m nowhere near complete, simulating thirty years of politics with the collapse of China to cybernetic riots to the glorious wars and oppressive blanket punishments of King Sogan the Inevitable. Every day, I’m always writing something further, and maybe one day I’ll stop being such a putz, devote a solid nine months or so to really building the complete world instead of just flirting with it, and then actually putting pen to paper and writing a book and see if I ever get published.

Hopefully, you like what I wrote before, but let me take a minute or two to describe how I came to my conclusions, and how I worldbuild.

When it comes to building a warfare tradition, you have to know who your people are and what is their philosophy toward war. A dangerous land are likely to have combat as mandatory training. If the threat of invasion is constant and unpredictable, no one will be spared learning to fight whether their gender, size, or personal attitudes. Contrarily, a land where the threat of warfare is remote will likely consider combat to be of secondary importance unless it is distinctly tied to a profession, a soldier or bodyguard, for example.

Then, you have to look at their environment. How many resources do they have, particularly when it comes to metal. If metal is in short supply, how do they acquire it, or what substitutes do they use? Look at their terrain to see what units fight most effectively there. Broken terrain full of chasms, gorges, and steep hills won’t promote effective cavalry, wide open terrain means that slow-moving infantry columns will be flanked without a maneuver element. Arid places mean weight becomes a concern, because heavy loads require more water for the person carrying them. Caves mean a lot of good places to launch sneak attacks from, so do dense wilderness. Are there enough rivers to mandate a riverrine navy? A coastal trading hub needs ships and marines to protect its valuable cargo. A people with a history of underground resistance would make use of weapons that resemble tools so they can have them on hand, the kama of Okinawa comes to mind. So the Vale, with their fertile valleys and narrow passes, train as both pikeman and mounted soldier, the North’s difficult terrain and harsh climate breeds a tough infantry and cavalry force, and Dorne’s heat means lighter forces who extend their enemy, letting their hot sun and dry soil do half the job for them.

Then, you have to take a look at the enemies. Military technology is an arms race in technique and equipment to defeat the enemy, after all, and so it’s natural that your tactics, training, and equipment would reflect that. So in my example, the Reachmen knights are handled differently by their neighbors. The Stormlands take advantage of their natural timber resources to build excellent bows, the Westerlands use their wealth and metallurgy to better equip their troops to resist the Reacher charge, the Dornish use their spears to make a thicket of metal to stop Reachmen incursions and bottle them up in the tighter terrain of the Prince’s Pass to curtail their mobility, and the Riverlands take advantage of water crossings to keep the Reachman cavalry bottled up.

If you do all this, your fantasy worlds can really come alive and feel like real worlds.

Thanks for the question, Overlord. Sorry for ranting off topic for a while.

SomethingLikeALawyer, Hand of the King

2

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After the death of his mother, Devin Maxwell joins Titan Force, an organization that collects supernatural artifacts using super powered agents. Devin quickly rises to become a brash, yet successful agent under the field name: Streetslam. He forms a pseudo family with his friends and fellow agents at Titan Force.

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anonymous asked:

Hey! coming from a person that loves atla and hasn't watched lok, what are some themes/things about legend of Korra that are similar to some of the best things in atla, and what are some different aspects that might make one dislike lok in comparison? weird question but I'm trying to decide if I wanna watch lok, but I'm worried it won't give me the same joy as atla

Oh, not at all. It’s a good ask!

Well, both shows have their ups and downs, and their advantages and disadvantages. Where ATLA tends to be more optimistic, LOK finds itself becoming more dark etc. 

However, the theme of compassion, friendship, mercy, and forgiveness are still strong in both shows. And, while, I may fault Korra for not exploring certain themes as much, I still applaud them for holding true to what Avatar has always been about. 

Pros to Korra:

  • Awesome animation and lovely scenery coutesy of Studio Mir (except in Season 2 where they used Studio Pierrot because Mir was working on another project) 
  • Still stays true to the underlying themes of Avatar
  • Exploration of different ideologies and how they can effect a society 
  • Explores some darker themes (might be a con depending on the person
  • Show picks up in third and fourth season
  • AMAZING music as always by Jeremy Zuckerman–but Korra’s music is so much more varied and amazing than ATLA’s. He really did a stunning job
  • It runs with the idea presented in the first show about combining fighting styles 
  • Dunno if it’s a pro, but in the final season Nick decided to be an asshole by cutting the budget so they had to make a clip show. It’s more of a con, but it was a decent clip show and they just ran with it. 

Cons about Korra

  • Its seasons were short and Nick was a massive asshole to Bryke when it came to its production
  • Less episodes means that there’s not as much development as the first series, but at least they tried
  • Season 2 sucked 
  • Writing staff wasn’;t as diverse, and the production schedule sucked because Nick was an asshole 
  • Some complaints about chronology not making sense